Bane Weapons

These weapons have magical enhancements which make them more potent against certain monsters.

Arrow of Dragonslaying (Rare): When this arrow deals damage to a dragon, that damage is doubled. In addition, the arrow is embedded in the dragon's body. While the arrow is so embedded, the dragon can't cast spells and has disadvantage on all tests.

The dragon can use its action to extract the arrow. Alternatively, another creature can use its action to extract the arrow from a dragon within its reach.

Ghost Mace (Attunement) (Very Rare): The flanges of this silver mace glow white when one or more Undead are within 60 squares of it, emitting dim light in a 2-square radius (this property requires no attunement). While you hold the mace, you have advantage on tests against being charmedfrightened, or possessed.

Orc-Cleaver Sword (Attunement) (Rare): The blade of this sword glows blue when one or more orcs are within 60 squares of it, emitting dim light in a 2-square radius (this property requires no attunement). Once on each of your turns, when you succeed or fail on a melee attack against a creature, you can follow up with a second melee attack against a different creature (no action required). The two creatures must be adjacent to each other, and both attacks must be made with the Orc-Cleaver Sword.

Spear of Trollslaying (Attunement) (Rare): The blade of this spear glows green when one or more trolls are within 60 squares of it, emitting dim light in a 2-square radius (this property requires no attunement). In addition, when a Large or larger creature succeeds or fails on an attack against you, you can make a melee attack against that creature as a reaction. This melee attack must be made with the Spear of Trollslaying.

Spiderbane Dagger (Attunement) (Rare): The blade of this dagger glows yellow when one or more spiders of Small or larger size are within 60 squares of it, emitting dim light in a 2-square radius (this property requires no attunement). When you succeed on a melee or ranged attack against a creature that is missing any of its hit points, the creature takes an additional 1 poison damage. This attack must be made with the Spiderbane Dagger.

Vorpal Blade (Attunement) (Mythic): As an action, you can wield this adamantine sword to make a special melee attack. Alternatively, you can throw it to make a special ranged attack. In either case, the target must be a creature against which you have advantage on the Fighting test. If you succeed, the target suffers the attack's usual effects, and it takes additional adamant damage equal to your result.

If this damage leaves the creature with 0 hit points, it is beheaded (if the creature has multiple heads, it loses only one of them).

Once the Vorpal Blade's special attack has been used, it can't be used again until the weapon rests planted in a stone for at least 8 hours.