Boom Hatchet – new DnD magic weapon

Boom Hatchet magic item for Dungeons and Dragons

This new magic item for Dungeons & Dragons combines the close quarters lethality of a hand axe with the explosive power of a blunderbuss.


Boom Hatchet

Weapon (handaxe), uncommon [Tier 1]

(requires attunement)

Damage: 1d6+1 slashing (handaxe) or 2d8+1 piercing (blunderbuss)

Weight: 4 lbs.

Properties: Ammunition (Range 30/90), Loading

This gnomish weapon combines a handaxe and a blunderbuss. Originally wielded by the notorious Boom Brigade, boom hatchets allow warriors to fire ranged attacks before closing in for melee attacks with the axe.

While attuned to the boom hatchet, you have a +1 bonus to attack and damage rolls made with this magic weapon.

At Tier 1, the hatchet can fire 2 shots before it must be reloaded. It can fire 1 shot per round, regardless of how many attacks you have.

Rare [Tier 2] upgrade

When you achieve level 5 while attuned to the boom hatchet, you have a +2 bonus to attack and damage rolls made with this magic weapon.

The hatchet can fire 5 shots before it must be reloaded. It can fire 2 shots per round, and its range increases to 40/100.

Boom Blast. Once per round, you can add powerful kinetic energy to a blunderbuss shot. On a hit, a creature must make a DC 15 Dexterity saving throw. If it fails, you either knock the target prone or push it 10 feet away from you (your choice). This feature can be used a number of times per day equal to your proficiency bonus.


Boom Hatchet magic item card 1
Boom Hatchet magic item card 2

Very Rare [Tier 3] upgrade

When you achieve level 10 while attuned to the boom hatchet, you have a +3 bonus to attack and damage rolls made with this magic weapon.

The hatchet can fire 10 shots before it must be reloaded. It can fire 3 shots per round, and its range increases to 50/150.

Thunder Boom. As an action, you can cast thunderwave at 1st level without expending a spell slot. 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 boom hatchet, you have a +3 bonus to attack and damage rolls made with this magic weapon and a +4 bonus against creatures made of inorganic material such as stone, crystal, or metal.

The hatchet magically creates bullets and does not need to be reloaded. It can fire 4 shots per round, and its range increases to 60/180.

Shatter Shot. Once per round, you can add explosive energy to a blunderbuss shot. On a hit, each creature in a 10-foot-radius sphere centered on the target must make a DC 17 Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. This feature can be used a number of times per day equal to your proficiency bonus.


Boom Hatchet magic item card 3

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.


More D&D Homebrew


Would you like to see more homebrew D&D magic items, monsters, and spells? Follow us on InstagramFacebook, and Twitter and send us your suggestions!

Subscribe to get free homebrew content for Dungeons & Dragons and other tabletop RPGs delivered to your inbox.

Subscribe for More

* indicates required

Leave a Reply

Your email address will not be published. Required fields are marked *