This new magic weapon for Dungeons & Dragons is a two-headed flail with the power of fire and ice. It gains new powers as your D&D character gains levels.
Double Trouble Flail
Weapon (Flail), rare [Tier 2]
(requires attunement)
Damage: 1d8+1 bludgeoning
Weight: 2 lbs.
Properties: Special*
This magic flail has two heads. One is golden and warm to the touch. The other is blue and cold. While attuned to the flail, you have a +1 bonus to attack and damage rolls made with this magic weapon.
* While wielding the flail with two hands, the weapon has the Finesse property for your attacks with it, and you gain +1 AC.
Double Damage. When you attack a creature with this weapon and roll a 20 or higher on the attack roll, that target takes double your rolled damage.
Fire and Ice. You can use an action to cast a Fire Bolt or Ray of Frost cantrip.
Very Rare [Tier 3] upgrade
When you achieve level 10 while attuned to the flail, you have a +2 bonus to attack and damage rolls made with this magic weapon.
Mirror Double. You can use an action to create an illusory double of yourself in your space. For up to 1 minute, the double moves with you and mimics your actions, shifting position so it’s impossible to track which image is real.
Each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets you or your double. If you roll an 11 or higher, the attack targets your double and has no effect on you.
A double’s AC equals 10 + your Dexterity modifier. If an attack hits the double, the double is destroyed. You can use a bonus action to dismiss the illusory double. This feature can be used a number of times per day equal to your proficiency bonus.
Legendary [Tier 4] upgrade
When you achieve level 17 while attuned to the flail, you have a +3 bonus to attack and damage rolls made with this magic weapon.
Ball of Fire. You can use an action to fling the golden head off the flail. It streaks to a point within 120 feet and explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. The golden head reappears on the flail at the end of your turn. This feature can be used 2 times per day.
Ball of Ice. You can use an action to fling the blue head off the flail. It streaks to a point within 120 feet and explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 4d6 cold damage and it is restrained by ice until the start of your next turn. On a successful save, a target takes half as much damage and it is not restrained. The blue head reappears on the flail at the end of your turn. This feature can be used 2 times per day.
Power Tiers
To help Game Masters determine which player character levels a magic item is appropriate for, each item is assigned a power tier.
Tier 1: Levels 1 – 4
Common and Uncommon items for characters still learning their abilities.
Tier 2: Levels 5 – 10
Uncommon and Rare items for characters who are seasoned adventurers.
Tier 3: Levels 11 – 16
Very Rare items for characters who are established masters of their class.
Tier 4: Levels 17 +
Legendary items for characters who are like superheroes or demigods.
An item’s power tier is only a suggestion, and the GM should consider how each item would best fit with their campaign and player characters.
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