Magical Weapons (5.5)

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Magical Weapons

Adamantine Weapon Weapon

Wondrous Weapon (any metal), Rare, variable weight.

This weapon counts as a +1 weapon.


This weapon ignores resistances to it's damage type, and if it hits an object, the hit is always critical.

Ammunition +1, +2, +3 Weapon

Wondrous Weapon (any ammunition), Uncommon (+1), Rare (+2), or Very Rare (+3).

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Arcane Arrow Weapon

Wondrous Weapon (arrow), Uncommon, 0.05 lbs

When this arrow is fired, creatures within 10 feet of the point it lands must make a Dexterity saving throw, where the DC equals 8 + your Proficiency modifier + your Dexterity modifier. On a failed save, creatures take an additional 1d8 damage, where the damage is either Acid, Cold, Fire, or Lightning damage (your choice).

Arrow of Faerie Fire Weapon

Wondrous Weapon (arrow), Uncommon, 0.05 lbs

When this arrow is fired, it casts the Faerie Fire spell centered on the point it lands. When cast in this way, the spell save DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

Arrow of Thunder Weapon

Wondrous weapon (arrow), Uncommon, 1 lb

When this arrow is fired, creatures within 10 feet of the point it lands must make a Dexterity saving throw, where the DC equals 8 + your Proficiency modifier + your Dexterity modifier. On a failed save, creatures take an additional 1d4 Thunder damage, and are pushed 10 feet away from the arrow.

Arrow of Slaying Weapon

Wondrous Weapon (arrow), Very Rare, 0.05 lbs.

An arrow of slaying is meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, ancestry, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Berserker Axe Weapon

Wondrous Weapon (any axe), Rare, variable weight, (requires attunement).

You gain a +l bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse

This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Chains of Hel Weapon

Wondrous weapon (whip), Rare, 20 lbs, (requires attunement).

This whip is made of metal chain links. It deals 2d6 Cold damage instead of its normal damage, + your Strength or Dexterity modifier (your choice).


Enanglement of Ice. As an action, you can attempt to grapple a creature within 10 feet of you with this whip. If you grapple a creature in this way, it takes 2 Cold damage each turn it is grappled by you.

Colossal Onslaught Weapon

Wondrous Weapon (greatsword), Rare, 6 lbs, (requires attunement)

This greatsword counts as a +1 weapon.


Colossal Onslaught. As an action, you can slam this sword in a 5 foot x 15 foot line in front of you. Creatures in this zone must make a DC 16 Dexterity saving throw, taking 2d6 Slashing + 1d6 Thunder damage on a failed save, or half as much on a success.


Once you use this ability, you must complete a short or long rest to do so again.

Critical Rejuvenator Weapon

Wondrous Weapon (any), Uncommon, variable weight (requires attunement)

If you score a critical hit with this weapon, you regain 2d8 hit points.

Dagger of Venom Weapon

Wondrous Weapon (dagger), Rare, 1 lb

This item counts as a +1 weapon.


Black Venom. As an action, you can cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.


The dagger can't be used this way again until the next dawn.

Dancing Sword Weapon

Wondrous Weapon (any sword), Very Rare, variable weight, (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.


While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it, as if you were in its space.


After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defender Weapon

Wondrous Weapon (any sword), Legendary, variable weight, (requires attunement).

This item counts as a +3 weapon.


The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Dragon Slayer Weapon

Wondrous Weapon (lance), Rare, variable weight (requires attunement).

This weapon counts as a +1 weapon.


When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Dwarven Thrower Weapon

Wondrous Weapon (warhammer), Very Rare, 15 lbs.

This warhammer counts as a +3 weapon.


This warhammer has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Flame Conductor Rapier Weapon

Wondrous Weapon (rapier), Uncommon (requires attunement by a creature capable of casting at least one spell)

Fling Flame. When you hit an attack with this weapon, you can choose to cast Firebolt as a part of the same action.


The rapier can't be used this way again until the next dawn.

Flame Tongue Weapon

Wondrous Weapon (any sword), Rare, variable weight, (requires attunement).

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 Fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Frost Brand Weapon

Wondrous Weapon (any sword), Very Rare, variable weight, (requires attunement).

When you hit with an attack using this magic sword, the target takes an extra 1d6 Cold damage. In addition, while you hold the sword, you have resistance to Fire damage.


In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.


When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Giant Slayer Weapon

Wondrous Weapon (any axe or sword), Rare, variable weight.

This item counts as a +1 weapon.


When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall Prone. For the purpose of this weapon, "giant" refers to any creature with the Giant type, including ettins and trolls.

Hammer of Thunderbolts Weapon

Wondrous Weapon (Maul), Legendary, 15 lbs, (requires attunement).

This maul counts as a +1 weapon.


Required Items. You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items.


Giant's Bane. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a Giant, the Giant must succeed on a DC 17 Constitution saving throw or instantly die.


Thunderclap Toss. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn.

Holy Avenger Weapon

Wonderous Weapon (any sword), Legendary, variable weight, (requires attunement by a good-aligned paladin).

You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.


While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Javelin of Lightning Weapon

Wondrous Weapon (javelin), Rare, 2 lbs.

When you hurl this javelin and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.


The javelin can't be used this way again until the next dawn.

Lightning Arrow Weapon

Wonderous Weapon (arrow), Uncommon, 0.5 lbs

When you fire this arrow, the arrow transforms into a bolt of lightning, as if by the Lightning Bolt spell. Dexterity is your spellcasting ability for it.

Luck Blade Weapon

Wondrous Weapon (any sword), Legendary, variable weight, (requires attunement).

This item counts as a +1 weapon. Additionally, while the sword is on your person, you also gain a +1 bonus to saving throws.


Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw of your choice. You must use the second roll. This property can't be used again until the next dawn.


Wish. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and speak a wish, as if using the Wish epic spell. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Mace of Disruption Weapon

Wondrous Weapon (mace), Rare, 4 lbs, (requires attunement).

When you hit a Fiend or an Undead with this weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be instantly destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn.


While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace of Smiting Weapon

Wondrous Weapon (mace), Rare, 4 lbs.

This mace counts as a +1 weapon. It counts as a +3 weapon when you use it to attack a Construct.


When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 Bludgeoning damage, or 4d6 Bludgeoning damage if it's a Construct. If a Construct has 25 hit points or fewer after taking this damage, it is instantly destroyed.

Mace of Terror Weapon

Wondrous Weapon (mace), Rare, 4 lbs (requires attunement).

This mace has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.


The mace regains 1d4-1 expended charges daily at dawn.

Never-Blunt Blade Weapon

Wonderous weapon (any sword or dagger), Uncommon, 1 lb.

Bloodletter. You can use the Lacerate weapon action a number of times with this weapon equal to your Proficiency Bonus, even if that weapon doesn't normally have the Lacerate weapon action.

Nine Lives Stealer Weapon

Wonderous Weapon (any sword), Rare, variable weight, (requires attunement).

This weapon counts as a +2 weapon.


The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be instantly killed as the sword tears its life force from its body (a Construct or an Undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Oathbow Weapon

Wondrous Weapon (longbow), Very Rare, 2 lbs, (requires attunement).

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.


When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.


While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Phase Arrow Weapon

Wonderous Weapon (arrow), Uncommon, 0.5 lbs

When you fire this arrow, you can make a ranged attack roll against all creatures in a straight 30 foot x 5 foot line in front of you. For each hit, creatures take an additional 1d6 Force damage.

Scimitar of Speed Weapon

Wondrous Weapon (scimitar), Very Rare, 3 lbs, (requires attunement).

This scimitar counts as a +2 weapon.


You can make one attack with it as a bonus action on each of your turns.

Singing Sword Weapon

Wonderous Weapon (longsword), Rare, 2 lbs, (requires attunement).

This longsword counts as a +1 weapon.


Melody. This drow blade hums in anticipation, ready to Sing or Shriek in harmony with the songs of the world. As an action, you can cause one of the following effects. The effect lasts for 1 minute, or until you dismiss it as a bonus action, you drop the sword, you fall Unconscious, or you die.

  • Sing. The sword sings a melody. All allies within 20 feet you have a 1d4 bonus to Attack rolls and Saving throws.
  • Shriek. The sword shrieks. All enemies within 20 feet of you take an extra 1d4 Thunder damage when hit by a melee or ranged attack.
Spectre Bow Weapon

Wonderous Weapon (longbow), Rare, 2 lbs, (requires attunement).

This longbow counts as a +1 weapon.


Phasic Arrow. As an action, you fire a spectral arrow in a 5ft x 120ft line. Creatures within this zone must make a DC 15 Dexterity saving throw, taking 2d8 Force damage on a failed save, or half as much on a success.

Once you use this ability, you must complete a short or long rest to do so again.

Sun Blade Weapon

Wonderous Weapon (longsword), Rare, 3 lbs, (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.


You gain a +2 bonus to attack and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.


The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sword of Life Stealing Weapon

Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)

When you attack a creature with this sword and roll a 20 on the attack roll, that target takes an extra 3d6 Necrotic damage, provided that the target isn't a construct or an Undead. You gain temporary hit points equal to the extra damage dealt.

Sword of Minor Warning Weapon

Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)

Once per short or long rest while wielding this sword, you can cast the Augury spell without expending a spell slot or material components.

Sword of Sharpness Weapon

Wonderous Weapon (any sword that deals slashing damage), Very Rare, variable weight, (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.


When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.


In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Sword of Vengeance Weapon

Wonderous Weapon (any sword), Uncommon, variable weight, (requires attunement)

This weapon counts as a +1 weapon.

Curse

This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Sword of Wounding Weapon

Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.


Necrotic Laceration. Once per turn, when you hit a creature with an attack using this sword, you can magically wound the target. At the start of each of the wounded creature's turns, it takes 1d4 Necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Thunderstrike Glaive Weapon

Wonderous Weapon (glaive), Rare, 6 lbs, (requires attunement)

Thunderstrike. As an action, you can slam the butt of the glaive against the ground, causing a shockwave to ripple out from it. When you do so, all creatures within 15ft of you must make a Dexterity saving throw, where the DC equals 8 + your Proficiency Bonus + your Strength modifier. Creatures take 2d6 Thunder damage on a failed save, or half as much on a success.

Once you use this ability, you must complete a short or long rest to do so again.

Trident of Fish Command Weapon

Wonderous Weapon (Trident), Uncommon, 4 lbs, (requires attunement)

It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d4-1 expended charges daily at dawn.

Viscious Weapon Weapon

Wonderous Weapon (any), Rare, variable weight

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.

Vorpal Sword Weapon

Wonderous Weapon (any sword that deals slashing damage), Legendary, variable weight

This weapon counts as a +3 weapon.


This weapon ignores resistance to Slashing damage.


When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Weapon, +1, +2, +3 Weapon

Wonderous Weapon (any), Uncommon (+1), Rare (+2), or Very Rare (+3), variable weight

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

Weapon of Warning Weapon

Wonderous Weapon (any), Uncommon, variable weight, (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

 

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