Blackstone's Arsenal of Magical War Tools

Uncommon Magic Staff

This staff cannot be used as part of a Hero's attack action on their turn, and can't be used for dual wielding. Holding it grants the wielder the following powers:

Counterattack - 1 reaction, when hit by an undefended melee attack within Reach: 1: Attack the enemy that hit you for 2d8+STR.

Right back at you (1/encounter) - 2 reactions, when hit by an undefended melee attack: Attack the enemy that just hit you with the exact same attack they hit you with.

When you cast a spell using this instrument, you may also (1/day) summon a storm that forces all flying creatures to ground in a safe location. The storm lasts until you end it, or an hour passes.

Class locked: Mage

Upgraded Staff: 2d8+STR+INT bludgeoning

Upgraded Longsword: 2d8+STR+INT slashing

Spell Swording - (1/encounter): When you cast a spell using at least one action and at least one mana, you may move 4 and then make an unrushed attack for free.

Channel the Arcane - (1/day): When you kill a creature with this Staffsword, regain 3 mana and 3 HP.

Legendary Massive Maul

This Great Maul is a 2 handed weapon with a STR requirement of 5. It deals 4d4+STR when used as a weapon.

Mega Smash - X actions (X cannot be less than 2) - Make an attack with the MegaMaul. This attack deals 4d4+STR+(X times 10) damage.

Can be a Club, Staff, Pole Hammer, or Greatmaul. Deals an extra 2d1 damage on hit.

(1/encounter) - Free Reaction: make an attack from a Snail miss.

(1/encounter) - 1 Action: make an unrushed attack against a Snail.

Id recommend giving this as loot either before the party fights some Snails or as a side quest to make their fight against Snails easier.

Uncommon Weapon

Attacks deal an extra dice of this weapon's type if you have Assessed the target of the attack this turn.

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Very Rare Berserker's Weapon

While you are wielding this weapon and Raging, at the beginning of your turn, roll a Storm Die (1d12) and set it aside. This Storm Die also counts as a Fury Die (but doesn't count towards your maximum number of Fury Die). If you would spend a Fury Die, you must spend your Storm Die if you still have it.

If you would roll a Storm Die and still have one set aside, instead a bolt of lightning strikes you. All creatures within Range: 3 (including yourself) must make a DC 10 STR save or take 8d8 lightning damage (save for half).

Uncommon Silvered Weapon

This weapon is silvered and when it hits (1/turn) applies Smoldering to all creatures other than the wielder within range: 1.