Fantasy - Forgotten Realms
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Fantasy - Forgotten Realms

Created by ArunakimPlayed by 7 usersPlayed by 7 players

The world

Classica ambientazione di D&D: L’avventura è ambientata nei Forgotten Realms, un mondo fantasy medievale. Il continente di Faerûn ospita regni umani, città-stato, foreste elfiche, fortezze naniche. Diverse razze e culture convivono, commerciano o combattono tra loro. Ordini religiosi, gilde, nobili, organizzazioni criminali e potenti fazioni perseguono interessi contrastanti. Il tono deve essere high fantasy avventuroso, con esplorazione, intrighi, misteri, battaglie, creature fantastiche e scelte capaci di influenzare persone, fazioni e territori. Il continente di Faerûn comprende grandi città, regni feudali, villaggi, foreste elfiche, fortezze naniche, montagne, deserti, paludi e territori selvaggi infestati da mostri. Umani, elfi, nani, halfling, gnomi e numerosi altri popoli convivono nei vari territori.

Adaptation Progress

Classes100%

ability100%

Items100%

Classes

Barbaro

La furia primordiale scorre nelle tue vene come il sangue dei ghiacci del Nord. Non sei un soldato né un tattico: sei una tempesta di muscoli e rabbia che travolge i nemici. Incassi colpi che spezzerebbero chiunque e li restituisci con forza raddoppiata. Che tu sia un guerriero delle tribù di Uthgardt o un bruto delle Spine del Mondo, il tuo approccio è diretto, fisico e terribilmente efficace. La paura è per gli altri; tu sei ciò da cui fuggono. CARATTERISTICA PRINCIPALE: FORZA

Bardo

La tua vera arma è la voce e la presenza. Sei un affabulatore capace di ispirare folle, sedurre nobili o ingannare chiunque ti ascolti. Conosci il potere delle storie, della musica e dell'emozione, e in ogni corte o taverna trovi un punto di contatto. Che tu sia un menestrello errante di Waterdeep o un araldo di corte, preferisci trasformare gli avversari in alleati prima che alzino un'arma. CARATTERISTICA PRINCIPALE: CARISMA

Chierico

Sei il ponte tra il mondo mortale e il divino, il canale della volontà di un dio di Faerûn. La tua fede non è un semplice credo, ma una forza tangibile che compie miracoli: guarisci i feriti, scacci i non-morti e guidi i compagni con una luce che nessuna tenebra spegne. Che tu serva Torm, Lathander o Kelemvor, la tua vocazione è chiara: servire e proteggere, anche a costo del sacrificio. CARATTERISTICA PRINCIPALE: SAGGEZZA

Druido

Il mondo naturale è il tuo tempio e la tua arma. Senti il battito della terra, il sussurro del vento e il fluire dei fiumi come parte del tuo essere. Non sei un civilizzato che visita le foreste, ma un figlio che torna a casa. La tua magia trae forza dalla linfa vitale del mondo, permettendoti di controllare le piante, parlare con le bestie e mutare forma. Sei il guardiano silenzioso delle selve elfiche e delle terre selvagge. CARATTERISTICA PRINCIPALE: SAGGEZZA

Guerriero

La disciplina è la tua religione, l'addestramento il tuo credo. Sei un maestro del combattimento, non per istinto ma per tecnica. Conosci ogni arma, ogni posizione, ogni tattica. Sei l'architrave di ogni compagnia, l'eroe che tiene la linea mentre gli altri arretrano. Che tu sia un cavaliere di Cormyr o un mercenario della Costa della Spada, il tuo compito è chiaro: eseguire il piano e riportare a casa i tuoi compagni. CARATTERISTICA PRINCIPALE: FORZA

Monaco

La vera forza risiede nella perfezione di mente, corpo e spirito. Attraverso anni di meditazione e allenamento estremo, hai trasformato il tuo corpo in un'arma letale e la tua volontà in uno scudo impenetrabile. Non ti servono armature né spade: le tue mani sono più affilate. Colpisci con velocità che confonde la vista e ti muovi con grazia sovrumana. Sei un monaco di un monastero sperduto sulle montagne, un artista marziale dal controllo assoluto. CARATTERISTICHE PRINCIPALI: SAGGEZZA e DESTREZZA

Paladino

Non combatti per denaro o gloria, ma per un giuramento sacro e una causa più grande. La tua fede incrollabile in un codice d'onore ti infonde un potere sovrannaturale. Sei un baluardo contro il caos, un faro di speranza per gli oppressi. La tua presenza ispira i deboli e incute terrore nei malvagi. Che tu sia un cavaliere dell'Ordine del Guanto o un paladino di Tyr, la tua parola è legge e il tuo braccio è la sentenza del tuo dio. CARATTERISTICA PRINCIPALE: FORZA e CARISMA

Ranger

Sei il padrone dell'inospitale, l'occhio che vede dove gli altri sono ciechi. La tua dimora è la frontiera, il confine tra il noto e l'ignoto. Sei un sopravvissuto e un inseguitore che legge le tracce come un libro aperto. La tua mira è infallibile e i tuoi colpi colpiscono sempre i punti deboli del nemico. Che tu sia un guardaboschi delle foreste o un cacciatore di mostri delle terre selvagge, per te l'avventura è istinto e adattamento. CARATTERISTICHE PRINCIPALI: DESTREZZA e SAGGEZZA

Ladro

Vivi nell'ombra, dove la legge non arriva o non osa guardare. La tua abilità non sta nella forza bruta, ma nell'astuzia, nella velocità e nella precisione. Sei un maestro nell'aprire ciò che è chiuso, nel trovare ciò che è nascosto e nell'eliminare silenziosamente ciò che è d'intralcio. La tua vita è un gioco di equilibrio tra le ombre, fatto di contatti loschi e piani audaci. Che tu sia un borseggiatore di Waterdeep o una spia delle gilde, sei sempre un passo avanti agli inseguitori. CARATTERISTICA PRINCIPALE: DESTREZZA

Stregone

Non hai studiato, non hai pregato, non hai stretto patti. Il potere scorre nel tuo sangue come un'eredità, un dono o forse una maledizione. La tua magia è istintiva e selvaggia, modellata dalla tua volontà e dalle tue emozioni. Puoi discendere da una stirpe draconica o da un'antica linea di maghi. La tua sfida non è imparare a controllare il potere, ma imparare a controllare te stesso. CARATTERISTICA PRINCIPALE: CARISMA

Warlock

La tua conoscenza occulta e il tuo potere hanno un prezzo: un patto. Hai stretto un accordo con un essere di immensa potenza che si cela oltre il velo della realtà. In cambio del suo favore, hai ricevuto capacità arcane proibite. Sei un ricercatore di verità proibite, un servo consapevole di un potere antico. Che il tuo patrono sia un demone degli Abissi, un arcidiavolo o un'entità del Piano dell'Ombra, il tuo destino è ormai legato al suo volere. CARATTERISTICA PRINCIPALE: CARISMA

Mago

La conoscenza è il vero potere. Hai passato anni a studiare tomi polverosi e a decifrare antiche iscrizioni per comprendere le leggi fondamentali della realtà. Il tuo potere non è un dono, ma una scienza. Comprendi i perché e i come, e attraverso formule precise e gesti calcolati pieghi il mondo alla tua volontà. Che tu sia un mago di una torre di Silverymoon o un erudito di Candlekeep, la tua mente è la tua arma più affilata. CARATTERISTICA PRINCIPALE: INTELLIGENZA

Abilities already adapted (456)

Careful Demolitionist

Sai dove intervenire per far cedere una struttura in modo controllato. Ottieni +2 alle prove per trovarne i punti deboli o pianificare una demolizione.

Charge

Con un’azione bonus sferri un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 5. Il bersaglio può inoltre essere spinto di 1 casella, a meno che superi un tiro salvezza su Forza. Puoi usarla sei volte per combattimento.

Cold Intimidator

Non hai bisogno di alzare la voce per farti temere. Ottieni +2 alle prove di Intimidire quando minacci con calma, senza passare subito alla violenza.

Expert Climber

Affronti le pareti con sicurezza. Ottieni +2 alle prove per arrampicarti quando hai appigli o strumenti adatti.

Expert Swimmer

Ti senti a tuo agio in acqua. Ottieni +2 alle prove per nuotare, attraversare correnti o restare a galla.

Extra Attack

Quando usi l’azione di attacco, puoi effettuare un attacco in più. Il beneficio è automatico.

Frenzy

Con un’azione bonus aumenti il ritmo dei tuoi colpi e ottieni un attacco aggiuntivo fino alla fine del tuo turno. Puoi usarla sei volte per combattimento.

Friend to Animals

Sai avvicinarti agli animali senza allarmarli. Ottieni +2 alle prove per avvicinare, tranquillizzare o guidare animali non ostili.

Helmsman

Sai tenere la rotta anche quando l’acqua si fa difficile. Ottieni +2 alle prove per governare piccole imbarcazioni, leggere le correnti e affrontare una navigazione impegnativa.

Herald

Sai leggere l’identità dietro un simbolo. Ottieni +2 alle prove per riconoscere stemmi, casate, uniformi, insegne militari e simboli politici.

Human Bloodhound

Sai ricostruire il percorso di una persona tra case e strade. Ottieni +2 alle prove per seguirla usando impronte, testimonianze e altre tracce in ambienti abitati.

Indomitable Might

La tua forza sostiene ogni attacco: aggiungi il modificatore di Forza ai tiri per colpire come bonus aggiuntivo. L’effetto è automatico.

Ingenious Mechanic

Capisci come funzionano i congegni. Ottieni +2 alle prove per comprenderli, ripararli o sabotarli.

Keen Listener

Il tuo orecchio coglie i suoni più discreti. Ottieni +2 alle prove basate sull’udito, come origliare o riconoscere rumori insoliti.

Lie Detector

Sai quando una storia non torna. Ottieni +2 alle prove per capire se qualcuno mente o nasconde qualcosa.

Linguist

Hai dimestichezza con le lingue e sai farti capire in diversi idiomi.

Natural Merchant

Hai il fiuto per gli affari: ottieni +2 alle prove per contrattare, valutare un’offerta o negoziare il prezzo di merci e servizi.

Passage Hunter

Sai dove cercare aperture nascoste. Ottieni +2 alle prove per trovare porte segrete, scomparti occultati e passaggi camuffati.

People Reader

Cogli ciò che le persone lasciano trasparire. Ottieni +2 alle prove per capire emozioni, intenzioni e atteggiamenti durante una conversazione.

Plausible Lie

Sai mescolare verità e invenzione. Ottieni +2 alle prove di Inganno quando la tua bugia contiene dettagli reali o facilmente verificabili.

Rage

Con un’azione bonus ti abbandoni all’ira. Fino alla fine dello scontro infliggi 2 danni aggiuntivi quando colpisci, dimezzi i danni taglienti, perforanti e contundenti e ottieni +2 ai tiri salvezza. Puoi usarla quattro volte per combattimento.

Resilient

Sai resistere più a lungo: i tuoi punti ferita massimi aumentano permanentemente del 20%, arrotondando per difetto. Il beneficio vale sia nella scheda sia in combattimento ed è disponibile dal livello 5.

Retaliation

Con un’azione prepari una difesa che riduce di 2d8 un danno in arrivo, senza portarlo sotto zero. Questa capacità non infligge danni all’aggressore. Puoi usarla sei volte per combattimento.

Savage Attacker

Quando tiri i danni di un attacco con arma da mischia, puoi ritirare l’intero tiro una volta e tenere il totale più alto. Non richiede azioni e puoi farlo due volte per combattimento. Disponibile dal livello 3.

Skilled Orator

Sai tenere viva l’attenzione di una platea: ottieni +2 alle prove di Persuasione quando parli a un gruppo di almeno tre persone.

Survivor

Sai arrangiarti lontano dalla civiltà. Ottieni +2 alle prove per trovare acqua, cibo, riparo e materiali utili in natura.

Tough

La tua costituzione robusta ti dà 2 punti ferita massimi aggiuntivi per ogni livello del personaggio. Il beneficio è permanente, vale anche in combattimento ed è disponibile dal livello 3.

Two-Weapon Fighting

Se impugni due armi da mischia leggere a una mano, puoi usare un’azione bonus per attaccare un nemico adiacente con la seconda arma. Devi aver già effettuato nello stesso turno un attacco principale con la prima: il colpo aggiuntivo deve usare l’altra arma. Puoi usarla sei volte per combattimento.

Unarmored Defense

Finché non indossi un’armatura, puoi calcolare la tua CA partendo da 10 e aggiungendo i modificatori di Destrezza e Costituzione. Puoi usare anche uno scudo. La protezione è automatica e non si somma ad altre formule alternative di CA.

Items already adapted (1417)

Adamantine Mace

A mace forged from adamantine, a rare and nearly indestructible metal. It is sought by warriors facing constructs, fortified doors, and exceptional armor.

Adamantine Scimitar

A scimitar forged in Grymforge's Adamantine Forge. Its exceptional metal allows it to overcome common defenses and resistances.

Albruin

A silver sword that belonged to Albruin Basalin, remembered for his battles against giant spiders and Red Wizards. The blade retains protective powers against poison and creatures hidden from sight.

Ambush

A shortsword designed to strike before the enemy can react. In Baldur's Gate it is known for aiding swift fighters, scouts, and assassins who open battle with a decisive attack.

Angurvadal

A sword forged for the warrior Frithior and remembered in northern sagas. Its blade burns with constant fire and, in its restored form, grants its bearer superhuman strength.

Arcane Absorption Dagger

A dagger that drains magical energy from the target and returns it to the wielder. It is sought by spellcasters who fight in melee.

Arduous Flame Blade

A magic sword marked by an unquenchable flame. It was built for warriors able to withstand the heat and continue fighting while the blade sets the enemy ablaze.

Assassin's Dagger

A dagger made for a single lethal strike, often once owned by members of criminal guilds or professional assassins.

Atlatl

An ancient propellant used by hunters and warriors to increase the force and range of small javelins.

Azuredge

The renowned blue axe linked to the defense of Waterdeep. Traditions differ on its origin; in the stories of Baldur's Gate it is an especially destructive thrown weapon against undead.

Bard's Blade

A sword enchanted for fighters who turn music and swordplay into a single art. Known versions reward Charisma and the ability to inspire allies.

Battleaxe

A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.

Belm

An ancient scimitar tied to the warrior druid Xan and found in the ruins of Ramazith's tower. In Baldur's Gate III it retains an almost unnatural lightness, allowing strikes of extraordinary speed.

Blackguard's Sword

A sword consecrated to black knights and champions of dark powers. It symbolizes broken oaths, tyrannical authority, and necrotic magic.

Blackjammer's Cutlass

The cutlass of the space pirate Blackjammer, featured in Spelljammer's fantasy adventures. It is an elegant weapon feared among astral crews and raiders.

Black Sword

A dark-bladed sword associated in various chronicles with cursed knights, cultists, and champions of shadow. No single example is universally recognized.

Bladed Whip

A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.

Blade of Broken Mirrors

A sentient dagger of Tharizdun, made from jagged stone and engraved with a maze without beginning or end. The glabrezu Ragazuu dwells within, encouraging chaos, revolution, and betrayal.

Blade of Chult

A sword from the jungles of Chult, built to withstand humidity, poisons, and monstrous creatures. Several weapons bear this name without sharing a single history.

Blade of Mask

A sword consecrated to Mask, god of thieves and shadows. Its chronicles are bound to thefts, hidden identities, and betrayals among followers of the Lord of Shadows.

Blade of Rashemen

A blade from Rashemen, land of berserkers and witches. It is traditionally carried by warriors who fight in the service of the hathrans.

Blade of Roses

A sword decorated with floral motifs, associated with noble duelists and knightly orders. The name appears in multiple chronicles without a single origin.

Blade of Sacrifice

A ritual dagger used by cults that turn spilled blood into power. Each specimen bears marks from different ceremonies and has no single canonical history.

Blade of Shadows

A shortsword tied to rogues and assassins who fight in darkness.

Blade of the King Below

A shortsword that belonged to an ancient dwarven or gnomish sovereign of the Underdark. The blade is known for seeking weak points and protecting those who fight in darkness.

Blade of the Oppressed

A sword imbued with the pain of imprisoned souls. In Baldur's Gate it is associated with the Absolute's forces and the psychic manipulation of victims.

Blade of the Underground Mountain

A shortsword of githyanki craftsmanship sold at Rosymorn Monastery. It is best known as the Knife of the Undermountain King and favors critical hits and attacks against hidden enemies.

Blood-Bound Blade

A Baldur's Gate sword that magically binds itself to its bearer. The bond makes the weapon more effective in their hands and less useful to anyone who tries to take it.

Blood Blade

A blade fueled by spilled blood. Known versions become more effective against wounded opponents or grant benefits when a creature is felled.

Bloodthirst

The legendary dagger of Orin the Red. Together with Crimson Mischief, it forms the paired weapons of Bhaal's champion.

Bloodthorn

A dagger or short blade covered in blood runes. Its magic feeds on open wounds and makes bleeding harder to stop.

Blowgun

A slender hunting weapon used in jungles and swamps, often associated with poisoned darts, though the poison is not part of the weapon itself.

Bolas

A hunting weapon formed from connected weights, used to wrap around prey's legs and prevent escape.

Bookmark

Jarlaxle Baenre's dagger, Bookmark, used as both weapon and magical tool. Its playful name conceals one of the drow mercenary's most versatile blades.

Boomerang

A curved thrown weapon common among hunters and plains peoples, designed to return toward the thrower when it misses.

Brine Scimitar

A salt-corroded scimitar still steeped in sea magic. It is associated with sailors, aquatic cults, and creatures of the deep.

Broad-Bladed Sword

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Celestial Fury

A katana forged by celestial smiths and owned by the slave lord Koshi. After his defeat, it became one of Athkatla's most coveted blades.

Censer of the Devout

A censer-flail consecrated to militant religious orders. When swung, it spreads sacred smoke that harms enemies with divine light and heals those fighting beside the wearer.

Cestus

A reinforced fighting glove used by gladiators and wrestlers to make unarmed blows more dangerous.

Chain Sword

An exotic sword with segments or an integrated chain, used by fighters trained to strike from unpredictable angles.

Chakram

A sharp throwing disc common in some warrior cultures, prized for its fast, hard-to-track trajectory.

Claw's Will

A draconic weapon tied to an ancient dragon lord. Its power rewards domination, ferocity, and loyalty to dragonkind.

Club

A simple common weapon made from hardwood or reinforced wood and used by guards, commoners, and adventurers.

Cold Death

Icingdeath, the scimitar of Drizzt Do'Urden, recovered from the lair of the white dragon Ingeloakastimizilian. It protects its bearer from fire and is especially harmful to fiery creatures.

Combat Knife

A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.

Cormyrean State Sword

A ceremonial blade representing the authority of Cormyr's Purple Crown. It is entrusted to champions, officers, or emissaries charged with acting in the kingdom's name.

Crescent Blade

A curved, moon-shaped blade used by duelists and ceremonial warriors in various cultures across the worlds of D&D.

Crimson Mischief

The legendary shortsword of Orin the Red, Bhaal's chosen. The blade is made to exploit every opening and inflict mounting suffering on already weakened victims.

Crimson Mischief

The legendary shortsword of Orin the Red. Together with Bloodthirst, it forms a pair of weapons dedicated to Bhaal's ritual murders.

Cruel Nobility

A rapier tied to Baldur's Gate's cruel weapons. Its refined noble craftsmanship conceals an enchantment designed to make precise strikes devastating.

Cruel Sting

A Baldur's Gate blade built to inflict particularly painful wounds. It belongs to a series of cruel weapons that reward critical hits.

Cruel Sting

A slender blade belonging to the series of cruel weapons. It is built to turn a critical hit into a devastating wound.

Crusader's Blade

A blade consecrated to warriors engaged in holy campaigns. The name has been given to multiple weapons, generally associated with paladins, war clerics, and militant orders.

Cultist's Dagger

A ritual dagger used by dark cults for sacrifices and blood oaths. Its decorations vary with the worshiped deity or entity.

Cutlass

A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.

Cutthroat

A dagger or knife favored by assassins and pirates. Its short, curved blade is designed for quick strikes to the throat or arteries.

Dagger

A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.

Dagger

A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.

Dagger of Blindsight

A dagger that sharpens its wearer's senses beyond ordinary sight. It is useful in darkness, fog, and against invisible creatures.

Dagger of Shar

A dagger consecrated to the Lady of Loss, used in Dark Justiciar trials and the goddess's secret rites.

Dagger of Silence

A dagger made for assassins and secret agents. Its magic muffles sounds and words around the victim.

Dart

A common thrown weapon, light and balanced to strike the enemy before close combat begins.

Defender's Flail

A flail created to commemorate victory over the devil Belhifet at Easthaven. It crossed Faerûn to become a prized defensive weapon even in Baldur's Gate.

Devotee's Mace

A sacred mace intended for a deity's most faithful servants. Its power grows through devotion and supports both prayer and combat.

Dirk

A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.

Dlardrageth Blade

A sword of the daemonfey house Dlardrageth, steeped in necrotic energy and warded against infernal heat.

Dolor Amarus

The dagger of the serial killer Dolor, still damp and unpleasantly warm to the touch. It retains the memory of his murders and rewards precisely placed blows with lethal accuracy.

Doom Claw

A small magical claw of sickly, sinister appearance. Its unhealthy light can weaken a victim's body when the strike finds a vulnerable point.

Dragonfang Dagger

A dagger made from a draconic fang. It retains some of the original creature's elemental energy and ferocity.

Drow Blade

A light, sharp blade of drow craftsmanship, made in Underdark forges for duels, ambushes, and assassinations.

Duelist's Prerogative

A legendary rapier intended for those who fight with a single weapon and no shield. It represents the pinnacle of individual swordsmanship in Baldur's Gate.

Dyrrn's Tentacle Whip

A symbiotic whip created by Dyrrn the Corruptor, daelkyr lord of Eberron. The weapon is a living organism that merges with the bearer and responds with psychic impulses.

Elven Rapier

A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.

Estoc

A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.

Everard's Sling

The renowned sling of Everard, able to create its own magical ammunition. It was one of the most reliable ranged weapons in Athkatla's final battles.

Fire Javelin

A forge-blackened javelin wrapped in incendiary runes. Its heat gathers at the point only when thrown.

Flail

A weapon of war consisting of a handle and connected head, able to bypass shields and parries through unpredictable movement.

Flail of Ages

A flail assembled from several elemental heads at de'Arnise Keep. In the Bhaalspawn's hands, it became one of Athkatla's most powerful weapons.

Flail of the Gods

A sentient blade or sword also known as Godsbane, tied to the divine intrigues of the Forgotten Realms. The weapon's name concealed a nature far more complex than mortals perceived.

Flail of Tiamat

A legendary five-headed flail, each head tied to one of the chromatic dragons. Its history predates Tiamat's current forms and is shrouded in myths of the goddess's fragmentation.

Foebane

A bastard sword forged for Fflar Starbrow Melruth and wielded against fiends and shapechangers. It was broken and later reforged, regaining some of its ancient power.

Fool's Blade

An eccentric blade that pours a psychic impulse into the first opponent struck in battle.

Forged Steel Sword

A Baldur's Gate sword made from carefully tempered steel. It has no legendary history, but represents a military weapon of superior quality.

Frost Javelin

A javelin made from white wood and enchanted ice, used by hunters of arctic regions and warriors associated with frost giants.

Giant-Slayer Sling

A sling built to prove that even a small weapon can bring down an enormous foe. It is favored by halflings and giant hunters.

Githyanki Psionic Sword

A githyanki sword steeped in mental energy. Astral warriors use it to combine martial discipline with psychic attacks.

Gladiator's Blade

A ceremonial sword carried in arenas and public combats. Its value comes as much from the reputation of its former champions as from the quality of its enchantment.

Gladius

A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.

Handaxe

A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.

Handaxe

A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.

Hand Crossbow

A crossbow used by soldiers, mercenaries, and city guards, valued for focusing great force into an accurate shot.

Handmaiden's Mace

A mace associated with the divine servants of Selûne or other female priestly orders. It is a symbol of protection and religious discipline.

Harmonic Duelist's Blade

A Baldur's Gate rapier created for those who fight with rhythm and stage presence. The blade seems to answer its bearer's voice and converts Charisma into accuracy.

Harpoon

A sturdy weapon born for hunting large prey and aquatic creatures, later adapted to adventurers' battles.

Hellfire Hand Crossbow

A compact crossbow made with infernal techniques. Its metal parts retain suffocating heat, and it is especially effective when the shooter strikes unseen.

Hindo's Doom

Hindo's Doom, a katana forged for a warrior of Kara-Tur. The blade protects against deadly effects and can be restored with an ancient heart.

Horseman's Mace

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Hunter's Spear

A throwing spear built to pursue large prey. Its engravings help the bearer track and strike the designated creature.

Imperial Guard's Blade

A sword intended for officers and elite guards, symbolizing authority and discipline. Magical versions favor defense and command.

Infernal Blade

A sword forged in the Hells or from infernal metal, used by devils, cambions, and warriors bound to Avernus.

Infernal Rapier

The infernal rapier obtained from Mizora or created in the forges of Avernus. It is designed for martial spellcasters and can summon an allied cambion.

Ironfang

A war pick forged by Vizeran DeVir and powered by a spark of Ogrémoch, Prince of Elemental Evil of Earth. It was wielded by the medusa Marlos Urnrayle during the rise of the Black Earth cult.

Javelin

A common thrown weapon, light and balanced to strike the enemy before close combat begins.

Javelin of Lightning

A javelin enchanted to accumulate electricity and discharge it when thrown. Some versions are also called Lightning Jabbers.

Jian

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Kachiko

The favored wakizashi of the warrior Kachiko, remembered in the stories of Athkatla. The blade has no spectacular powers, but is exceptionally fast and finely enchanted.

Kama

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Katar

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Khopesh

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Knife of the Undermountain King

The shortsword sold at Rosymorn Monastery, tied to the legendary Undermountain King. Its ability to find critical strikes more easily makes it one of Baldur's Gate's finest dueling weapons.

Korgan's Throwing Axe

The throwing axe associated with Korgan Bloodaxe, a dwarven mercenary from Athkatla. It is designed to return quickly to battle and support its owner's aggressive style.

Kukri

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Kunai

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Kundane

A shortsword from Athkatla whose name means speed. It was carried by a mind-controlled slave and became famous for allowing faster strikes than ordinary blades.

Leviathan Harpoon

A harpoon made to confront immense sea monsters. Legends attribute it to leviathan hunters and captains who pursued creatures able to break a ship.

Light Chain

A chain adapted for combat, difficult to master but able to strike from unpredictable angles.

Light Cleaver

A short, heavy blade derived from a butcher's tool and used as a common weapon in close combat.

Light Club

A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.

Light Hammer

A warhammer of the D&D worlds, used by dwarves, knights, and soldiers to focus force against armor and shields.

Light Mace

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Lightning Javelin

A magical javelin crossed by electrical discharges, able to release a straight bolt of lightning.

Light Pick

A pick transformed into a weapon of war, able to focus impact into a point effective against armor and stone.

Long Stride

A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.

Loviatar's Scourge

A flail consecrated to Loviatar that converts the victim's pain into necrotic energy.

Loviatar's Scourge

A flail consecrated to the goddess of pain. Its magic rewards those who accept suffering and spreads torment among nearby creatures.

Luminous Pick

A magical pick that emits light and focuses radiant energy into its point.

Mace

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Mace of Disruption

A ritual mace created to destroy constructs, walls, and consecrated objects. Various sources use this name for weapons serving a similar purpose.

Mace of Terror

A black mace decorated with screaming faces. Its charges spread fear among enemies, turning the battlefield into a disorderly rout.

Macuahuitl

A heavy wooden blade edged with obsidian, used by jungle warrior cultures and capable of inflicting devastating cuts.

Main-gauche

A parrying dagger wielded in the off hand, favored by duelists to deflect an opponent's blade and counterattack.

Manriki-gusari

A flexible weapon of eastern tradition, difficult to master and used to strike, entangle, or unbalance an enemy.

Mastix, Whip of Erebos

The divine whip of Erebos, god of the dead in Theros. Mastix represents dominion over suffering and souls destined for the underworld.

Melee Harpoon

A harpoon reinforced for close combat, common among coastal warriors and aquatic peoples.

Mending Needle

A magical dagger that takes the harmless form of a large sewing needle when not wielded. It was made to unite an artisan's utility with an adventurer's personal protection.

Mercy

A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.

Misty Dagger

A blade shrouded in cold vapors, used by rogues and fighters capable of hiding in the mist.

Morningstar

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Morningstar

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Namarra the Sleepless

Namarra, a sentient sword made to watch over its bearer without pause. It never sleeps or loses focus, and warns of danger through a mental voice.

Net

A combat net used by gladiators, hunters, and sailors to immobilize an enemy rather than wound them directly.

Nightbringer

A sword tied to darkness and nocturnal powers. The name has been given to blades consecrated to Shar or similar entities.

Nunchaku

A traditional close-combat weapon common among monks and martial-arts warriors.

One-Handed Sword

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Outcast's Dagger

A blade that belonged to an exile or a warrior banished from their community. Its name has become a symbol of survival and revenge.

Parrying Dagger

A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.

Pelorsun Blade

A rapier consecrated to Pelor, whose blade sheds light suffused with radiant energy.

Pixie Prick

A small fey dagger as thin as a thorn. Its magic induces sleep or stunning in those it strikes.

Plasmastone Pick

A pick enchanted to cut rock and metal as though they were clay. It is both a weapon and a supernatural excavation tool.

Punch Blade

A blade mounted on a transverse grip, used for close thrusts and easily concealed beneath clothing or armor.

Purifier

Purifier, the bastard sword from Baldur's Gate II, consecrated against evil. It can be wielded by paladins and pure-hearted warriors.

Rakdos Ritual Knife

A ceremonial dagger of Ravnica's Rakdos Guild, made to collect victims' souls and turn every killing into a bloody spectacle.

Rapier

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Rending Blade

A sword built to inflict wounds that keep reopening. It is favored by cruel fighters and those who wish to prevent an enemy from recovering.

Returning Axe

A throwing axe enchanted to reverse its path after striking. Such weapons are common among dwarves and warriors unwilling to give up their main weapon.

Returning Hammer

A hammer enchanted to reverse course after being thrown. It is favored by warriors who fight at range without giving up their main weapon.

Rhapsody

The ceremonial dagger of the vampire Cazador Szarr. Its blade accumulates power when the bearer kills, turning spilled blood into arcane precision.

Ritual Dagger of Shar

A ceremonial blade used in Shar's rituals. Its value comes chiefly from its religious role, but it remains a practical weapon.

Ritual Sling Stone

A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.

Ruinous Flail

A flail made to leave poisonous ruin in its wake. The first wounds dealt in battle quickly contaminate the victim.

Sabre

A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.

Sai

A traditional close-combat weapon common among monks and martial-arts warriors.

Scimitar

A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.

Scorpion Dagger

A curved blade decorated like a scorpion's stinger. It delivers poison and paralysis through precise wounds.

Scythe

A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.

Seeking Dart

A magical dart made to find its prey and correct its path in flight. It is used by assassins and hunters who cannot afford to waste their first shot.

Serpent's Sting

A sinuous dagger shaped like a serpent's fang. Its blade is traditionally poisoned or enchanted with toxic magic.

Shadow Dagger

A blackened blade that seems to vanish in darkness. It is associated with assassins, followers of Shar, and Underdark rogues.

Shadow Lash

A magic whip woven from darkness, capable of striking beyond ordinary reach and dimming the light around its victim.

Shamshir

A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.

Short Billhook

A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.

Short Kopis

A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.

Short Scythe

A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.

Shortsword

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Short Throwing Spear

A common spear, widespread among hunters, guards, and infantry for its simple construction and versatility in battle.

Short Whip

A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.

Shuriken

A small throwing weapon of Eastern tradition, used to distract, injure, or apply substances to a target.

Sickle

A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.

Silk's Spite

A slender blade associated with Lolth and drow betrayal. Its surface seems covered in spiderweb strands, and the weapon's magic grows through several stages of awakening.

Sling

A simple ancient ranged weapon used by shepherds, scouts, and skirmishers to launch projectiles at considerable speed.

Sling of Seeking

A magic sling whose shots seem to pursue their target. It is associated with scouts and marksmen who fight enemies protected by cover.

Snicker-Snack

The vorpal sword tied to the Jabberwock and the legends of Witchlight. Its name evokes the sound of the blade severing a head with a perfect blow.

Soul Reaper

A necromantic dagger able to retain part of its victims' essence. It is sought by assassins, necromancers, and death cults.

Spiked Gauntlet

A spiked, reinforced metal glove used by gladiators and soldiers to turn punches and grapples into lethal attacks.

Spiked Mace

A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.

Spiked Shield

A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.

Staff of Rynn

A powerful magical staff from the adventures of Athkatla. It has no flashy powers; its fame comes from the supernatural accuracy and force of its blows.

Star Dagger

A dagger decorated with astral motifs, traditionally associated with planar travelers and priests of celestial deities. More than one item bears this name.

Stiletto

A narrow, easily concealed blade, built to penetrate gaps in armor and strike with precision.

Storm Boomerang

A crystal-and-metal boomerang born in temples of elemental air. When thrown, it releases a peal of thunder, but must be recharged at an elemental node.

Storm Star

A legendary morningstar from Baldur's Gate II, capable of unleashing lightning and thunder. It was one of the most powerful bludgeoning weapons of the final battles.

Sussur Dagger

A blade forged with sussur bark in the forge of the Blighted Village. The tree's magic suppresses the target's spells.

Svartlebee's Woundseeker Sword

A one-handed version of the weapon associated with the Flaming Fist Svartlebee. The blade seems to guide its strike toward wounds already opened.

Sword of Arvoreen

A sword consecrated to Arvoreen, warrior defender of the halflings. It is intended to protect villages and companions rather than win personal glory.

Sword of Balduran

The sword attributed to Balduran, explorer and founder of the namesake city. Recovered among the remains of his travels, it became a relic of the city's history.

Sword of Chaos

Sarevok Anchev's sword, recovered in the depths of the Murder Tribunal. The blade retains the Bhaalspawn's violence and absorbs vitality with every wound.

Sword of First Blood

A Baldur's Gate sword that reacts to the first blow struck in an encounter. It is designed to reward those who immediately seize the initiative.

Sword of Grief

A blade steeped in suffering, associated with cursed warriors and cults that turn pain into strength. The name appears in several chronicles without a single owner.

Sword of Justice

A sword carried by paladins and fiend hunters. In Baldur's Gate it is associated with the false paladins of Tyr led by Anders.

Sword of Life Stealing

A necromantic blade that steals life energy with its most precise blows. It is sought by warriors willing to survive at their enemies' expense.

Sword of the Dales

A sword from the Dalelands of the Forgotten Realms, passed down among local militias and adventurers who defend isolated communities.

Talenta Boomerang

The traditional weapon of Eberron's Talenta Plains halflings, used in dinosaur hunts and clashes between nomadic clans.

Talenta Tangat

A tangible weapon of D&D fantasy worlds, used by warriors, adventurers, or members of a specific tradition.

Talwar

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Tessen

A reinforced war fan used as a discreet weapon by nobles, monks, and trained agents.

Thief's Blade

A short, discreet blade associated with criminal guilds and master thieves. Magical examples aid sneak attacks, initiative, and escape.

Thin Elven Blade

A thin, perfectly balanced elven blade, created to combine precision, elegance, and speed.

Thin Elven Sword

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

Thorncutter

A short blade built to cut thorns, brambles, and vines, then adapted for combat. It is common among scouts and hunters crossing dangerous forests.

Thorn of Evening

A slender blade tied to night and the cults of darkness. The name appears on rapiers or swords consecrated to Shar and other nocturnal powers.

Throwing Axe

A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.

Throwing Disc

A sharp throwing disc common in some warrior cultures, prized for its fast, hard-to-track trajectory.

Throwing Hammer

A common military hammer designed to focus impact against armor, shields, and bone.

Throwing Knife

A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.

Throwing Trident

A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.

Thunder Spear

A magic spear that stores sonic energy and releases it on impact. It is associated with storm warriors and air cults.

Tinderstrike

An artifact dagger that ignites a persistent zone of flame around a chosen point.

Tonfa

A defensive and striking weapon used by monks and guards, effective for both parrying and attacking.

Twinkle

The magical scimitar of Drizzt Do'Urden, gifted by the gold dragon Pikel. Its blue blade protects the bearer and is often wielded alongside Icingdeath.

Two-Bird Sling

A sling enchanted on the principle of hitting two targets with one shot. Its projectile ricochets or splits after the first impact.

Tyrant's Blade

A blade that belonged to a cruel authority figure or a champion of Bane. It is built to impose fear and obedience rather than for honorable combat.

Urumi

A flexible sword made from one or more slender blades, extremely dangerous and usable only by trained fighters.

Usuno's Blade

A ninjatō created for the warrior Usuno and found during the final adventures of the Bhaalspawn. The blade combines extreme speed with electrical discharges.

Venom's Dagger

A poisonous dagger from the classic Baldur's Gate games, known for applying lingering toxins and disrupting spellcasters.

Venom Blade

A sword enchanted to deliver toxins through a wound. It is associated with assassins, drow, and serpent cults, but the name has been used for several examples.

Venom Dagger

A dagger with a reservoir or toxic enchantment, favored by assassins, drow, and serpent cults.

Wakizashi

A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.

War Claw

A blade fixed to the hand or forearm, adopted by agile fighters, monks, and warriors of exotic cultures.

War Fan

A reinforced war fan used as a discreet weapon by nobles, monks, and trained agents.

War Hook

A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.

War Pick

A common military hammer designed to focus impact against armor, shields, and bone.

War Pick

A pick transformed into a weapon of war, able to focus impact into a point effective against armor and stone.

Wavemother's Scythe

A sickle consecrated to Umberlee and the priestesses of Baldur's Gate's Water Queen's House. It was carried by Allandra Grey, the Risen Tide.

Wavemother's Sickle

The personal sickle of Allandra Grey, high priestess of Umberlee. Its blade favors wet or submerged foes, as though the sea itself guided the strike.

Weave Blade

A sword permeated by the magical Weave, traditionally associated with Mystra and arcane swordsmen. It can serve as both a weapon and a spellcasting focus.

Whip

A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.

Widow's Knife

A traditional weapon of Athas, derived from an agricultural tool of the verdant belts. Its broad serrated blade inflicts deep wounds and can also be thrown.

Wrist Crossbow

A small crossbow fastened to the forearm, favored by assassins and agents who need to conceal the weapon beneath clothing or cloaks.

Wulbren's Hammer

The personal hammer of Wulbren Bongle, leader of the Ironhand deep gnomes. It is a smithing tool turned into a weapon against constructs and structures.

Xyanyde

Minthara Baenre's personal mace. Its name recalls a drow priestess of the past, and the weapon spreads faerie fire over enemies that evade its blows.

Yamato

A magic katana from Athkatla, renowned for its balance and the protection it grants its bearer. Its name evokes the ancient Eastern lands.

Zerth Blade

A githzerai sword associated with zerth discipline and the teachings of Zerthimon. The blade combines martial technique with psionic channeling.

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