Bonecrushing Hammer +2
This weapon’s die type improves by one step when dealing damage to skeletons and any other creatures that are composed entirely or mostly of bare bones (liches, particularly worm-eaten wights, animated skulls, bone golems and the like). So, if a warhammer normally does d8 damage per level in your hands, it does d10 damage per level against bony foes.
When damage from this weapon leaves an enemy with 20 hit points or fewer, you deal 5 ongoing damage to it (champion: 40hp/10 ongoing damage; epic: 80 hp/20 ongoing damage).
Dagger of Dexterous Parry
When an enemy you are engaged with hits you while you're wielding this weapon, make a Dexterity check against the attacker's MD. If you succeed, the attack misses instead.
When you hit with this weapon, allow one of your allies engaged with that foe to make a basic melee attack against it as a free action.
When you miss with an attack with this weapon, you gain a +1 bonus to AC until the start of your next turn
When you make a basic attack, make a second basic attack against a different enemy as a free action.
This oversize weapon keens when swung in battle. This weapon gains a +2 bonus to attacks against large and huge creatures.
Hilt of the Herald (1st Attunement)
Outwardly, this item appears to be the hilt taken from almost any weapon, made of a golden material. Once attuned, the user can will the hilt to project a magical liquid into the form of any weapon. The liquid appears to be flowing water to an observer, but is as hard as strong steel. You feel like you could push further into the hilt to get more out of it...
Hilt of the Herald (2nd Attunement)
The water of the hilt twists and turns, before suddenly bursting forwards and extending to attack a nearby enemy. You've pushed your mind further into the item, and as a result feel an unexplainably profound and deep longing for the ocean.
Hilt of the Herald (3rd Attunement)
Justify why a weapon that you have created with the hilt would be incredibly beneficial to the current situation - the more niche, the better! If the GM agrees, roll with advantage on the check / attack made with the hilt.
If you have attacked with this weapon this turn, allow an ally to roll a save against an ongoing save ends effect as a free action.
If you miss, you can choose to make another attack on a different target instead of dealing miss damage.
Mace of Dark Smiting
Declare that you are using this power before you make a basic attack. You deal 2d12 extra damage with that attack on a hit (epic: 3d12), or deal half damage (no extra damage) on a miss.
Free action: target enemy has vulnerable psychic.
Melee hits with this weapon allow to roll a recharge for a power
A dagger of everchanging hues.
Song of the Dancing Dragon
Can be used as a bardic implement.
Daily: Reroll a failed sustain roll. If the re-roll fails, the power is not expended.
Double bladed war axe shaped as an eagle in dive flight, his wings forming the axe blades.
Gives +4 initiative bonus for the first attack in battle.
If the attack is natural odd and misses you may reroll.
If it's a natural even and hits the damage counts as critical.
Sword of Protection
+4 bonus to all defenses until the end of your next turn
Sword of Relentless Glory
If you don't make a melee attack with this weapon during your turn, it shuts down and its default bonus becomes +0 until the end of the battle.
The Impaler war spear
Trigger: Move action followed immediately by melee attack with The Impaler.
Once per battle
Effect: Impales the enemy adding DEX+STR damage to melee attack on hit, on natural 16+ the added damage is doubled. Champion damage is DEX+STR d4, Epic damage is DEX+STR d8.
Enemy cant use recovery this round.
The Sharpened Tongues
This weapon can mystically hide, allowing you to sneak it anywhere and pull it out from behind your back or under your cloak when it is needed. During your first turn in a battle, make a melee basic attack.
When wielding both, on a natural 2, you can roll again and must take the second roll.
Throwing and Catching Dagger
When you throw the dagger, you teleport and catch it before it hits the ground. You may throw the dagger anywhere within throwing range, allowing you to teleport to any point you can hit with the dagger. Precarious locations (like, say, throwing the dagger up a cliff, or between narrow bars) may require an attack roll or a skill check, or even both. You can combine throwing the dagger with a melee attack – you throw the dagger at a foe, teleport over, snatch the dagger out of the air and use it to stab your enemy. Treat this as the High Elf racial power, only you can also shave with it.
When you hit with this weapon while you are staggered, deal +1d6 (champion: +2d6; epic: +3d6) damage to that enemy.