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## Weapons #### Aligned Weapon --- *Weapon (any), uncommon (requires attunement by a creature of the weapon's alignment)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each *aligned weapon* is associated with a particular alignment: good (*holy*), law (*axiomatic*), chaos (*anarchic*), or evil (*unholy*). When you hit creature that has an alignment opposed to that of the weapon (for example, when you hit an evil creature with a *holy weapon*), the creature takes an additional 1d6 damage. This damage is radiant for *holy* and *axiomatic* weapons, and necrotic for *anarchic* and *unholy* weapons. When you hit a fiend (for a *holy weapon*), aberration (for an *axiomatic weapon*), construct (for an *anarchic weapon*), or celestial (for an *unholy weapon*) with the weapon, you deal an additional 1d6 radiant or necrotic damage. #### Brilliant Energy Weapon --- *Weapon (any), very rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon's significant portion (such as a blade, axe head, or arrowhead) is made of light. The light ignores nonliving matter. You have advantage on attack rolls with this weapon against creatures wearing armor. Your attacks with this weapon are ineffective against undead, constructs, and objects. In addition, the weapon emits bright light in a 20-foot radius and dim light for an additional 20 feet. This light can be covered, but it can't be turned off. #### Distance Bow --- *Weapon (any bow or crossbow), common* --- Your range is doubled with attacks with this magic weapon. #### Keen Weapon --- *Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you score a critical hit on a roll of 19 or 20 with attacks made with this weapon.
> ##### Bane Weapons > For a weapon that is especially powerful against a single creature type, use the *dragon slayer* but change the creature type to the desired type. A bane weapon does not have to be a sword. \columnbreak #### Weapon of Ki Focus --- *Weapon (any melee weapon), rare (requires attunement by a monk)* --- You gain +2 bonus to attack and damage rolls made with this magic weapon, which you are automatically considered proficient with. It is also considered a monk weapon for you. #### Merciful Weapon --- *Weapon (any), common* --- When you reduce a creature to 0 hit points with this weapon, they are unconscious but stable. #### Axe of Mighty Cleaving --- *Weapon (any axe), rare* --- Once per turn, when you reduce a creature to 0 hit points with this magic weapon, you can immediately make an attack against another creature within range. #### Returning Weapon --- *Weapon (any thrown weapon), common (requires attunement)* --- After you use this magic weapon to make a ranged weapon attack, it returns to your hand at the start of your next turn if you aren't incapacitated and have a free hand to catch it. If you can't catch the weapon, it falls to the ground at your feet. #### Seeking Bow --- *Weapon (any bow or crossbow), rare* --- You gain a +1 bonus to attack and damage rolls with this magic weapon. You do not have disadvantage on attack rolls against creatures you can't see. #### Weapon of Spell Storing --- *Weapon (any), rare (requires attunement)* --- This weapon can store a spell cast into it, holding it until the wielder releases it against a target hit by the weapon. Any creature can cast a spell into the weapon by touching the weapon as the spell is cast. The spell must be of 1st through 5th level, require an action to cast, and target only one creature. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect. When you hit a creature with this weapon, you can choose to cast the stored spell as part of the attack, with the target of the attack as the target of the spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. #### Thundering Weapon --- *Weapon (any), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d8 thunder damage, and must succeed on a DC 15 Constitution saving throw or become deafened for 1 minute. \pagebreakNum #### Throwing Weapon --- *Weapon (any melee weapon), common* --- This magic weapon has the Thrown property with a range of 30/120 feet. #### Assassin's Dagger --- *Weapon (dagger), rare (requires attunement by an assassin)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit with this weapon against a surprised creature, you can reroll a number of dice equal to your Intelligence modifier. In addition, when you hit a creature with this weapon and use your Death Strike class feature, the target has disadvantage on their saving throw. #### Life-Drinker --- *Weapon (greataxe), legendary (requires attunement)* --- You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, both you and it must make a DC 17 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save has its hit point maximum reduced by an amount equal to the necrotic damage taken. Undead and constructs are immune to the necrotic damage. #### Rapier of Puncturing --- *Weapon (rapier), very rare (requires attunement)* You gain a +1 bonus to attack and damage rolls with this magic weapon, which has all the properties of a *sword of wounding*. In addition, you can expend 1 of 3 charges as part of an attack to sap the target's vitality. The target must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage dealt by the weapon. The sword regains 1d3 expended charges daily at dawn. #### Screaming Bolt --- *Weapon (bolt), rare* --- When fired, each creature within 20 feet of the path of the bolt must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
> ##### Vicious Weapon > When you roll a 20 on your attack roll with a *vicious weapon* and deal the extra 7 damage, you take 3 necrotic damage. This damage ignores resistance and immunity. \columnbreak #### Shifter's Sorrow --- *Weapon (two-bladed sword), rare (requires attunement)* --- This blades of this magic weapon are silvered. When you hit a shapechanger with this weapon, it takes an extra 2d6 damage. Additionally, when you hit a creature that is in a form other than its original one, it must succeed on a DC 15 Wisdom saving throw or return to its original form. #### Sleep Arrow --- *Weapon (arrow), uncommon* --- When you hit a creature with this piece of magic ammunition, it must succeed on a DC 13 Wisdom saving throw or fall unconscious. If the damage dealt by the arrow reduces the creature to 0 hit points, it falls unconscious but is stable. A creature that fails their Wisdom saving throw and falls unconscious but is not at 0 hit points wakes up if they take any damage, or if another creature uses their action to shake them awake. #### Sword of the Planes --- *Weapon (longsword), very rare* --- You gain a bonus to attack and damage rolls with this magic weapon depending on the plane you are currently occupying and the native plane of the target creature. If the target creature is native to a plane other than the one you are currently occupying, use the higher bonus. | Bonus | Plane | |:---:|:-----------:| | +0 | Material Plane | | +1 | Elemental Plane | | +2 | Astral or Ethereal Plane | | +3 | any other plane | #### Sword of Subtlety --- *Weapon (shortsword), very rare (requires attunement by a rogue)* --- You gain a +3 bonus on attack and damage rolls made with this magic weapon if the attack is a sneak attack. #### Sylvan Scimitar --- *Weapon (scimitar), very rare* You gain a +2 bonus on attack and damage rolls made with this magic weapon. When used outdoors in a temperate climate, you deal an extra 1d6 damage of the weapon's type when you hit with it. When you reduce a creature to 0 hit points with this weapon on your turn, you can use your bonus action to make an attack against another creature within range. #### Trident of Warning --- *Weapon (trident), uncommon* --- While holding this magic weapon, you can use your action to point it in a direction to detect aquatic predators. You learn the species and location of each aquatic predator in a 600-foot cone.