Template:Magic Weapons 5E
Contents
Weapons
DMG, p.140, 150โ
Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.
Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly.
If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
adamantine weapon
Armor (medium or heavy, but not hide), uncommon
Weapon (melee or ammunition, made of metal), uncommon (XGE-78)
Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
arrow of slaying
Weapon (arrow), very rare (DMG-152)
An arrow of slaying is a magic weapon 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, race, 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.
dragontooth dagger
Weapon, rare (RoT-93)
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predatorโs tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency: Against enemies of the Cult of the Dragon, the daggerโs bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
kerumหquess
Silvesti
Martial weapon, melee weapon, uncommon
This mithral sword is a masterwork of elven design, giving it the finesse and light properties, and allowing the wielder to choose to deal either piercing or slashing damage. You are considered proficient with this sword if you have the Elf Weapon Training racial trait.
- Kerymหquess (elven longsword) 150 gp, 2 lb. 1d8 piercing/slashing, finesse, light, versatile (1d10)
- Nikerymหquess (elven shortsword) 100 gp, 1 lb. 1d6 piercing/slashing, finesse, light
elven blade
Weaponโ(any sword or dagger), uncommon (+0), rare (+1), very rare (+2), or legendary (+3) Homebrew
You have a bonus to attack and damage rolls made with this weapon. The bonus is determined by the weaponโs rarity. If the weapon does not have the heavy property, it gains both the light and finesse properties. If the weapon would normally have the heavy property, this version of the weapon lacks it. You are considered proficient with this weapon even if you normally lack proficiency with it.
flame tongue
Weapon (any sword), rare (requires attunement) (DMG-170)
You can use a bonus action to speak this magic swordโs 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.
holy avenger
Weaponโ(any sword), legendary (requires attunement by a paladin) (DMG-170)
You gain a +3 bonus to attack and damage rolls made with this magic 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.
Lightbringer
Weapon (mace), uncommon (LMP)
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
moon-touched sword
Weapon (any sword), common (DMG-136โ145)
In darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
moonblade
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment) (DMG-217)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
A moonblade wonโt serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly.
| d100 | Property |
|---|---|
| 01โ40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. |
| 41โ80 | The moonblade gains a randomly determined minor property (see โSpecial Featuresโ in the DMG). |
| 81โ82 | The moonblade gains the finesse property. |
| 83โ84 | The moonblade gains the thrown property (range 20/60 feet). |
| 85โ86 | The moonblade functions as a defender. |
| 87โ90 | The moon blade scores a critical hit on a roll of 19 or 20. |
| 91โ92 | When you hit with an attack using the moonblade, the attack an extra 1d6 slashing damage. |
| 93โ94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. |
| 95โ96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property canโt be used again until you take a short rest while attuned to the weapon. |
| 97โ98 | The moonblade functions as a ring of spell storing. |
| 99 | You can use an action to call forth an elfshadow, provided that you donโt already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesnโt create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. |
| 00 | The moonblade functions as a vorpal sword. |
- Sentience
A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielderโs hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
- Personality
Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.
The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
oathbow
Weapon (longbow), very rare (requires attunement) (DMG-183)
When you nock an arrow on this bow, it whispers in Elvish, โSwift defeat to my enemies.โ When you use this weapon to make a ranged attack, you can, as a command phrase, say, โSwift death to you who have wronged me.โ 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.
unbreakable arrow
Weapon (arrow), common (XGE-139)
This arrow canโt be broken, except when it is within an antimagic field.
walloping ammunition
Weapon (any ammunition), common (XGE-139)
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
warpwood bow
Weapon (longbow), rare (requires attunement)† (JBO)
This longbow was crafted using wood-shaping magic rather than tools. It may be used as a +1 longbow, without attunement, by any proficient wielder.
†The bow may only be attuned by an elfโincluding half-elves and drowโand when attuned, arrows shot from the bow do double the normal maximum damage on a critical hit.
Waythe
Weapon (greatswordโ ), legendary (TFYP-229)
Waythe is a unique greatswordโ most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
When Waythe first bonds with a new user it can change itself to a weapon better suited to the wielder from the following list: battleaxe, greataxe, greatsword, longsword, maul, or warhammer.
The weapon also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isnโt at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of lawful good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. (Against the Giants)