Figuratively +X Swords

Last week I wrote a bunch of alternatives to +1 swords. I did this because I believe that +1 swords are lame. Not only are they uninspired, but they damage the fabric of the game by unnecessarily inflating numbers, and creating standard magic items that players learn to expect. But then someone had the sheer unmitigated gall to agree with me.

So now, of course, I have to prove them (and by extension, myself) wrong by creating the greatest list of +X swords the world has ever seen.

Map Plus “X” A rapier of simple and sturdy make. The blade appears to be entirely indistinct, and yet the point always leaves an “X” mark on anything it punctures. If the wielder takes a map, closes their eyes, and stabs at the map with this weapon, the “X” will mark the location of some valuables.

Which valuables are marked is entirely at the discretion of the referee. They may be of high or low value, they may be free for the taking or guarded by horrible monsters. They may even be in a location within the bounds of the map, but not actually depicted by any cartography. In the margins, for example.

Attempting to use the rapier twice on the same map will result in the map being torn to shreds, rendering it completely useless.

Wielder Plus “X” During downtime, the wielder must meditate with their sword; sitting still in nature and studying the movements of insects. They must acknowledge the superiority of the insectile form, and strive to find the insect within themselves.

At the end of a game session, the wielder may add an “X” to the name they most identify with. This is the name they introduce themselves as, or the one they use to refer to themselves. They cannot extend this process by bringing in last names or middle names that they rarely use. This is about integrating the glory of insect kind within your own identity, not cynically grasping for ever increasing power. The sword will punish those who use its gifts so callously with horrible deformities.

The wielder must be able to pronounce their new name to the referees satisfaction; and they must always pronounce their name that way forever afterwords. Failure to do so results in the aforementioned horrible deformities.

When play resumes next session, the referee will reveal to the sword’s what new insectile feature their devotion has granted them. The nature of these evolutions, and the benefits they grant, are entirely up to the referee. Some suggestions that are in no way compulsory would be:

  • Wings
  • The ability to explode their body, harming anyone nearby.
  • A stinger.
  • A stinger which kills you when you use it.
  • A venomous bite.
  • A life which ends abruptly the first time you mate.
  • A hardened carapace
  • The ability to lift many times your body weight
  • The ability to climb sheer surfaces.

Plu Sex Sword: Once per day, the wielder may summon Plu. Plu is a horrid boor, and and Plu is horny. Plu has no distinct gender; nor any distinct sexual preferences. Plu just wants to fuck any intelligent creature that will let Plu at em’. None but the most deranged sexual deviants would accept Plu’s offer. Most would sooner vomit than allow the stubby, stinky, lard-beast that is Plu anywhere near their naked bodies.

The wielder has no control over Plu, they merely bring Plu into the world. Plu is a quick way to end any social gathering, or to disgust any decent folk.

Plus X-Beam The wielder of this sword may engage in a minute long ritual in which they slowly wave their blade through the air in a large “X” shape. Doing so summons a pair of well-fortified wooden cross beams. The beams will fill whatever space they’re summoned in up to 15′ by 15′, bracing against the floor and ceiling. In larger spaces the full sized beams appear, but are not braced against anything.

The wielder may do this as many times as they like, but only 5 beams may be in existence at any one time. Summoning a 6th causes the 1st one summoned to disappear. (And so on when summoning a 7th, 8th, etcetera).

Plus Your Ex A Claymore with a thick lens mounted at the center of the crossguard. Once per day, by looking through this lens, the wielder can attempt to deceive themselves with its illusory magic. If they succeed on a saving throw versus Magic, then the foe they look at through the lens will take on the appearance of the wielder’s ex for the rest of the day.

Not a good ex. One that broke the wielder’s fuckin’ heart, ground it into hamburger with malice aforethought. All attacks made against this foe roll double the normal amount of damage dice.

Plus eXtreme! A Zweihander of unnaturally bright colors: a stark white cross guard with hot pink wrapping, and a deep red blade. Once per day the wielder may hold the blade aloft and a beam of light will lance down from the clouds, obscuring all but the wielder’s silhouette. When they step out of this light they will be transformed, and will remain so for 1 turn.

The wielder’s muscles are now massive. Even muscles that do not normally exist bulge as though they’re trying to escape from the wielder’s own skin. This doubles the wielder’s strength score, and allows them to grapple as though they were four levels higher than they are, and to wield the Zweihander in a single hand.

Furthermore, the wielder’s clothes are now covered in pouches. From these they can remove any mundane, non-specific item that is small enough to be held in one hand by a non-transformed character.

If at any time the player of the transformed character smiles, laughs, or shows any sign of an emotion other than melancholy, anger, or rage; the transformation ends.

+ X to Y Sword When this weapon is first acquired, roll the smallest die already on the table that is large enough to include the wielder’s level. (If the wielder is levels 5 or 6, roll 1d6, if they’re levels 7 or 8, roll 1d8, etc.) The die’s result is the numerical bonus which the sword grants.

Next, roll 2d6 on the table below to determine what action that bonus applies to. This bonus remains unchanged until the wielder fails a roll while attempting the task they’re receiving a bonus for. When that happens, both the bonus and what the bonus applies to are re-rolled.

The bonus can never be used to make a roll a sure-thing. If it would, then the referee rules on what the failure conditions would be. They may opt to simply reduce the bonus granted, rule that a 1 is always a failure, etc. Similarly, if the thing you receive a bonus for is not normally rolled in your game, then for you it is rolled, until you fail at it.

2. Making handcrafted ceramic animals.
3. Gambling
4. Having a conversation without punching the other person in the face.
5. Seduction
6. Dancing
7. Attack Rolls
8. Caligraphy
9. Waking up on time.
10. Fishing
11. Painting
12. Writing Poetry

Jumping on a 2-Year Old Bandwagon: Replacing +1 Swords

In 2014 it was fashionable to post evocative alternatives to +1 swords. Gus did it. Courtney did it. Arnold did it. Errybody did it. I wasn’t blogging much at the time, but I really enjoyed reading those. I miss reading them. So I’m gonna write one.

The Mugger’s Choice:  On a natural 20, the wound dealt to the target becomes a geyser of money! 1d100 coins spray across the room, making a terrible racket. Literal blood money!

Sword of Justification: If used to slay a human or human-like creature, the Sword of Justification will cause the corpse to undergo a gruesome metamorphosis. It will contort itself into monstrous shapes, growing horns or fur, oozing black blood, and reeking of sulfur and brimstone. The specific shape will vary, but no one looking at the result will imagine it was anything but an evil creature.

Immovable Sword – There’s a switch on the hilt which locks the swords position relative to its environment. It’ll stay floating in mid air if you tell it to. Like an immovable rod, but a sword. Useful for setting impromptu traps.

Self Preservation Sword – Anytime a save v. breath is required, both wielder and sword attempt the save. (Sword saves as a 1st level fighter.) If the sword saves and the wielder do not, the wielder can make a strength check to hold on to the sword. If they succeed, the sword pulls them along with it and effectively makes their save for them. If they fail, their sword flies out of their hands.

Chewing Sword: Each miss with this sword deals 1 notch of damage to the opponent’s weapon. Standard weapons can take 6 notches before they break and become useless. Does not work against unarmed characters, or characters using natural weapons.

The No-Blade: A hilt without any blade. When the crossbar of the hilt is tapped against a material, a blade of that material grows from the hilt, and lasts for 10 minutes. All blade materials are functional, but most have quirks. Dirt blades deal 1d4 damage and only work for one hit, stone blades deal 1d6 but break on a 1, wood blades can be lit on fire to deal +1d6 damage for 3 rounds until they’ve been burned to the point of uselessness, metal blades work normally. Be creative. What do blades of grass, bone, crystal, clay, or flesh do?

Binding Blade: On a successful attack the wielder may choose for the sword to become a pair of manacles binding the humanoid target instead of dealing damage. Target may save v. magic to avoid. On a successful save, the sword does not transform, and the wielder may continue using it.

Spelltning Swo-Rod: Comes with a special lead-lined scabbard. If this weapon is drawn, then the wielder becomes the target of any spell cast within their general vicinity. Every “Cure Light Wounds” and “Fireball” will be centered on the person holding the Spelltning Swo-Rod, even if they are technically out of the spell’s range. Note that casters may not immediately catch on to this fact. The cleric may notice that their healing spell didn’t work, but they won’t instinctively know that someone else nearby was healed.

Charming Sword: On a successful hit, instead of dealing damage, the player may opt to make a new reaction roll. If the result is better than neutral, the enemy will be willing to forgive and forget the battle up to this point. If the party then resumes hostilities, their foe gains a +2 to all attack rolls due to their outrage at the bad manners of the party.

The Sword of Second Chances: The blade of this sword is the shaved finger bone of a titan, with sharp bits of steel inlaid around the edge. When it cuts an intelligent living creature, noises come from within the wounds. There’s someone behind them. They might speak, voicing their confusion over what is happening.

If the Sword of Second Chances delivers the killing blow, then the newly dead corpse will shortly be torn apart. A person will emerge, like a chicken from an egg. Within the last 25 years of your campaign world, this person died an unnatural death within 100 miles of the wielder’s current location. Whether or not they deserved it may not be immediately apparent. They’ve been stuck in the afterlife for who knows how long, and now they’ve got a second chance. Perhaps they’ll run off to find their family, perhaps they’ll join the party out of gratitude, or perhaps the players just resurrected a serial killer. Who really knows?

The Wall-Slidy Sword: When the blade is touched to a wall, the character can slide down it at a rate of 20′ per round, allowing them to reach a safe landing below. Using the sword in this capacity causes a shower of sparks to illuminate the character’s descent, and elicits screeching sound that’ll make the rest of the party want to act passive aggressively towards the wielder for a few turns. Also it may mimic the mating squawk of the Biting Leatherhorn. So watch out for those.

The Reflection Holding Blade: A wide blade polished to a mirror sheen. By use of a command word, the reflection on the blade can be frozen, causing whatever image is currently being reflected to remain visible on the blade until the reverse command word is uttered. Will eventually be made obsolete by camera phones.

The Useless Sword: Damage dealt with this weapon only lasts 24 hours. After that, wounds will slowly knit themselves back together, even to the point of reversing death or decapitation. Note that it is only wounds dealt with this particular weapon that are reversed, So if the corpse is burned after being killed with the Useless Sword, it’s not gonna un-burn itself.

The Blage of Empires: If two turns (20 minutes) are spent striking at a piece of stone, that stone will catch on fire and burn like wood. This fire can spread to other stones of similar composition, but it will not spread to wood or other typically flammable material. Nor will it spread to different types of stone. The Blage of Empires is never dulled or broken by striking at stone.

The Sword which is Not Yours – The wielder may summon a 7th level fighter in gleaming armor, who will appear from around the nearest corner or through the nearest doorway. When the fighter sees her “squire” in danger, she will hold out her hand and call for the PC to give her her sword. Once she has it, she will join the fray with wild abandon. When the danger is passed, she will thank her squire for caring for her weapon, and depart with the sword.

The Sword of Weeping Mothers: Though it appears normal, out of the corner of your eye this sword sometimes appears to, for lack of a better word, “pulse.” Any time this blade deals damage, eyes look out from the wound it opens. They appear bloodshot, and afraid. If anyone with one of these wounds drops to 4 hit points or less, the eyes bulge, trying to press out of the body, and dealing 1d3 damage. If this damage kills the target, a dozen screaming shadows rocket into the distance and fade into nothingness. Something bad happens in the nearest community. The referee is encouraged to be creative, but to be clear, we’re talking “pile of dead children” levels of bad. Whether or not the players ever know about it, it does happen.

Bit of a tone shift from the rest of these, I know.