5e Weapons
5e Weapons
● Aegisbane
Warhammer – Rare
Deals an additional +1d6 Frost Damage. On a Critical Hit, the target is Stunned (Save ends).
● Aetherial Staff
+1 Quarterstaff – Very rare
Requires Attunement
This staff has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast
the Conjure Dwarven Spider (Monodrone stat block).
The staff regains 1d6 + 1 expended charges daily at dawn. If you expend the staff's last charge,
roll a d20. On a 1, the staff crumbles into ashes and is destroyed.
● Arken’s Crossbow
Crossbow (Silvered) – Very rare
+1d6 Fire damage. While wielding this weapon your ranged attacks do not consume
ammunition.
● Bi-Polar Blade
+2 Greatsword – Legendary
Once per encounter, when you hit with a melee attack with this weapon, flip a coin.
On heads, the target becomes frightened of you. While it is frightened in this way, the 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, the creature can make a DC 12 Wisdom Saving Throw, ending the effect on itself on
a success.
On tails the target enters a frenzy, on each of its turns it must use its turn to either attack the
nearest creature in range or move to the nearest creature and attack it. At the end of each of its
turns, the creature can make a DC 12 Wisdom Saving Throw, ending the effect on itself on a
success.
● Blackwater Blade
+1 Longsword – Rare
When you make an attack roll with this weapon and hit, roll a d20. On a roll of 15 or higher, the
target suffers one level of Exhaustion and you remove one level of Exhaustion from yourself.
● Blade of Woe
+2 Dagger- Legendary
+3d4 Necrotic damage, you are healed for an amount equal to the bonus damage dealt by this
weapon.
In order to attune to the Blade of Woe, you must seek out the Nightmother and present her with
the weapon. She will determine your worthiness.
This dagger has 5 charges. While holding it, you can use an action and expend 1 of its charges to
cast the Fear spell (DC 15 Wisdom save)
The dagger regains 1d4 + 1 expended charges daily at dusk. If you expend the dagger's last
charge, roll a d20. On a 1, the dagger crumbles into ashes and is destroyed.
● Bloodskal Blade
+2 Greatsword- Very rare
Requires Attunement
While you are attuned to this weapon, you may use you attack action to instead make a ranged
attack with this weapon. You swing the sword. A crescent shaped blade of pure magic, forming
line 60 feet long and 5 feet wide blasts out from the blade in a direction you choose. Each
creature in the line must make a Dexterity saving throw. A creature takes 2d6 force damage on a
failed save, or half as much damage on a successful one.
● Bloodthorn
+1 Dagger- Rare
When you hit with a melee attack using this weapon, the target is cursed for 1 minute. The
duration cannot be refreshed by subsequent hits, but it can be re-applied after the initial curse
ends. If the target dies before the condition ends, their soul is trapped in a Soul Gem if you
possess one. (The souls of a sentient creature require a Black Soul Gem.)
● Bluetane
+2 Cleaver (Handaxe)- Very rare
+1d6 Lightning damage. If you do not engage in combat using this weapon after four days, you
gain one level of Exhaustion. You gain one level of Exhaustion every day afterward. Rest cannot
remove this condition.
● Bow of Shadows
+1 Shortbow- Very rare
While wielding this weapon, your movement speed is increased by 5 feet and you may attempt to
hide even when you are only lightly obscured.
● Calavera
+3 Maul – Legendary
Once per day, while holding this weapon, you can use an action to release a wave of terror. Each
creature of your choice in a 20-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.
● Chillrend
+1 Shortsword - Rare
Deals an additional 1d6 Frost damage. When you succeed on a melee attack with this weapon,
roll a d20. On a result of 19-20, the target is Paralyzed (Save ends).
● Chrysamere
+3 Greatsword- Artifact
In addition, while wielding this weapon, you have advantage on saving throws against any spell
that targets only you (not in an area of effect). If you roll a 20 for the save and the spell is 7th
level or lower, the spell has no effect on you and instead targets the caster, using the slot level,
spell save DC, attack bonus, and spellcasting ability of the caster.
The weapon communicates telepathically with its wielder and can speak, read, and understand
Common.
Personality. The sword's purpose is to smite evil and protect the weak. Killing evil fiends,
undead, cultists, or necromancers, destroying their sanctuaries, and foiling their machinations all
help to fulfill this goal.
If you commit enough evil deeds that your alignment ever drops from lawful-good, you must
make a Wisdom saving throw as the sword attempts to sear your mind with holy fire. On a
success, the sword disappears from your hands in a flash of white light. On a failure, you are
instantly killed.
Random Properties
1 Major beneficial property
1 Minor beneficial property
1 Minor detrimental property
● Dawnbreaker
+3 Shortsword – Legendary
If you use this weapon to attack an undead, you deal an additional 1d8 radiant damage. When
you kill an undead with this weapon, roll 1d10. On a 1 or 2, the corpse bursts into blue flame that
deals 2d8 radiant damage to all undead within 10 feet. The flame does no damage and produces
no noticeable heat to other types of creatures.
● Ebony Blade
+1 Katana (Longsword) Legendary
Once per turn while you are attuned to this weapon and you make an attack roll with it and hit,
you are healed for an amount equal to the damage dealt by this weapon.
Additionally, if you attack any creature that considers you an ally and hit, you deal an extra 1d10
necrotic damage.
If you kill a creature that considers you an ally, the enhancement bonus of this weapon increases
as for each kill. Consult the table below.
● Fang of Haynekhtnamet
+2 Dagger – Very rare
This weapon’s base damage die is 1d6. Deals an additional 1d10 Lightning damage. If you score
a critical hit, this weapon deals an additional 2d10 Lightning damage.
● Fork of Horripilation
+1 improvised weapon(fork) - Legendary
While wielding this weapon you are unable to cast spells. If you are proficient with daggers, you
are proficient with this weapon.
● Mehrunes Razor
+3 Dagger - Legendary
While you are attuned to this weapon, you can speak, read, and write Abyssal and you have
advantage on attack rolls made against celestials.
When you score a critical hit with this weapon, it deals an additional 3d10 necrotic damage.
Additionally, when you score a critical hit with this weapon, roll a d20. On a roll of 20, the target
is instantly killed.
● Shadowrend
+2 Longsword or Battleaxe – Legendary
Once per turn, when you hit with this weapon, the target makes a DC 14 Constitution saving
throw. On a failed save, the target’s hit point maximum is reduced by an amount equal to the
damage taken.
● Staff of Indarys
+1 Quarterstaff – Very rare
Requires Attunement
● Staff of Worms
+2 Quarterstaff – Very rare
Requires Attunement
This staff has 4 charges. As an action, you may speak the staff’s action word and expend one
charge. If you do, you cast Animate Dead in an 8th level spell slot without expending one of your
own spell slots. The staff regains 1d4 charges every night at midnight.
● Thornblade
+1 Longsword – Very rare
Requires Attunement
When you make an attack roll with this weapon and hit, if the target is wearing metal armor or
holding a metal shield, the target must succeed on a DC 15 Dexterity saving throw. On a failure,
the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.
● Umbra Sword
+3 Longsword – Artifact
Requires Attunement
While you are attuned to this weapon, it deals an additional 2d8 Force damage against creatures
of Medium size or larger.
If Umbra isn't fed a soul within one day after being drawn from its scabbard, its wielder must
make a DC 15 Charisma save. On a success, they suffer 3d6 psychic damage. On a failure, they
are dominated by the sword (as if by dominate monster) and the sword demands that it be fed a
soul. The effect ends when the sword is fed.
Sentience. Umbra is a sentient neutral-evil weapon with an Intelligence of 15, a Wisdom of 12,
and a Charisma of 16. It has hearing and Darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand all
languages.
Personality. The sword’s purpose is the consuming of souls, mortal and immortal alike. It has
existed for millennia and is a powerful, malevolent intelligence.
Spirit of Umbra. A dark purple gem sits in the hilt of the sword. When you reduce a creature to
0 hit points with this weapon, you may have the creature’s soul become trapped inside the
extradimensional space within the gem. At any time, you can choose to release the soul or let the
spirit within the sword consume it. Only one creature may exist inside the gem at any time.
Creatures without souls are immune to this effect.
While the soul is trapped inside the gem, it retains all of its previous knowledge and mental
attributes, and can speak, read, and understand all the languages it knew in life. You may
communicate with the creature as long as its soul remains trapped inside the gem.
You may attempt to mentally enslave the creature’s soul, but this can strain or even break your
mind. Make a Charisma saving throw with a DC equal to 8+ the creature’s Wisdom modifier. On
a failure, you take 2d6 psychic damage and are Insane until you finish a long rest. While insane,
you can't take actions, can't understand what other creatures say, can't read, and speak only in
gibberish. A Greater Restoration spell cast on you ends this effect. On a successful save, the
creature is permanently Charmed by you.
Random Properties
2 Minor beneficial Properties
2 Minor detrimental Properties
● Volendrung
+2 Warhammer – Legendary
When you hit with this weapon, the target must succeed on a DC 15 Strength saving throw. On a
failed save, the target’s movement speed is reduced by 10 feet and your movement speed is
increased by 10 feet until the end of your next turn. On a success, the target’s movement speed is
decreased by 5 and your movement speed is increased by 5 until the end of your next turn.
When you make a melee attack with this weapon, the number rolled on the damage die
determines the weapon’s damage.
1 Acid
2 Fire
3 Poison
4 Ice
5 Lightning
6 Necrotic
When you cast a spell while wielding this weapon, roll a d20. On a 1, roll for an effect on the
Wild Magic table.
This weapon has 4 charges and regains 1d4 charges every day at midnight. As an action, you
may point this weapon at a target within 100 feet. The targets makes a Saving Throw against
your Spell Save DC using the ability score determined by a d6 (1=STR, 2=DEX, 3=CON, etc.) If
the target fails the Saving Throw, roll a d100 and apply the corresponding effect.
Wabbajack Table
3-4 Target takes 4d10 lightning damage 53-54 Cast Invisibility on the target
5-6 Transform target into a rabbit 55-56 Target takes 4d10 acid damage
7-8 A gust of wind pushes the target 10 feet and 57-58 Double the target’s movement speed until the
it takes 2d6 force damage end of its next turn
9-10 Cast Disintegrate on the target 59-60 Increase the target’s size by one category
15-16 The target moves up to its speed toward 65-66 Transform target into a chicken
the nearest creature and makes a melee attack
17-18 Cast Grease centered on the target’s 67-68 Cast Mirror Image on the target
location
19-20 Transform target into a head of cabbage 69-70 Explode the target’s head. Choose one if the
target has more than one head.
21-22 The target regains 4d8 hit points 71-72 The target gains vulnerability to all damage
until the end of its next turn
23-24 The target is petrified 73-74 Target takes 4d10 cold damage
25-26 The target becomes permanently deaf 75-76 The target becomes frightened of you for 1
minute
27-28 Transform the target into a sweet roll 77-78 Cast Invulnerability on the target
31-32 The target takes 4d10 poison damage 81-82 The target teleports 20 feet straight up and
falls if it cannot fly
33-34 Cast Fog centered on your location 83-84 The target is subject to uncontrollable
laughter for 1 minute
35-36 Transform target into a hostile Cambion 85-86 The target instantly falls into a deep sleep
37-38 The target takes 2d10 necrotic damage. 87-88 The target sprouts wings and gains a Fly
You gain hit points equal to the necrotic damage speed of 30 feet
dealt
39-40 The target is permanently charmed by you 89-90 Cast Bestow Curse on the target in a 9th level
spell slot
41-42 Cast Fireball at the target’s location. If 91-92 Roll 1d10. The target ages a number of years
this kills the target, they are instantly vaporized equal to the roll. If the roll is odd, the target gets
except for a small pile of coins and one pitchfork younger (minimum 1 year old.) If the roll is even,
the target gets older.
43-44 The target sheds bright light in a 30-foot 93-94 A transformed target is returned to normal
radius for 1 minute (no effect on normal targets)
45-46 Transform the target into a crab 95-96 Cast Comprehend Languages on the target
49-50 Reduce the target’s hit points to 0 99-100 Duplicate the target, provided there is
enough space within 30 feet for two of them
Random Properties
● Windshear
+1 Scimitar – Rare
When you make an attack roll with this weapon and hit, the target makes a DC 14 Dexterity
saving throw. On a failed save, the target is knocked prone.
If you hit a creature concentrating on a spell, the target rolls their Concentration Check with
disadvantage.
● Wreckager
+2 Cutlass(shortsword) – Legendary
When you make an attack roll with this weapon and hit, the target makes a DC 15 Wisdom
saving throw. On a failed save, target becomes frightened of you. While it is frightened in this
way, the 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.
When you reduce a creature to 0 hit points with this weapon, roll a d20. An amount of gold coins
magically materializes in your backpack equal to the number shown.
● Wuuthrad
+2 Greataxe
You have advantage on all attack rolls made against Elves.
Clothing/Armor
● Boots of Springheel Jack
Wonderous item – Rare
You gain proficiency in the Acrobatics skill and when you make an Acrobatics check, you
double your proficiency bonus for the roll.
If you are proficient with Thieves Tools, you gain advantage on Dexterity checks made to pick
locks or disarm traps. You also gain advantage on Sleight of Hand checks made to pick the
pocket of a creature you are hidden from.
● Dragonbone Cuirass
Armor(plate) – Legendary
Requires Attunement
While wearing this armor, you gain a +3 bonus to AC, immunity to fire damage, and you have
advantage on saving throws against the Frightful Presence and breath weapons of red or gold
dragons.
Additionally, you can focus your senses as an action to magically discern the distance and
direction to the closest red or gold dragon within 30 miles of you. This special action can't be
used gain until the next dawn.
● Fin Gleam
Wonderous item – Uncommon
You can breathe underwater and you have Darkvision out to a range of 60 feet while underwater.
● Hands of Midnight
Wonderous item – Very rare
Requires Attunement
You gain resistance to bludgeoning, piercing, and slashing damage from non-magic weapons and
when you are obscured by darkness, you have advantage on attack rolls.
While in sunlight, you have disadvantage on ability checks and attack rolls.
Requires Attunement
Requires Attunement
Your Dexterity and Constitution scores each increase by 1 and you are unaffected by exhaustion.
For any related effects, you still count as having exhaustion, and you die upon reaching
exhaustion level 6.
Requires Attunement
Requires Attunement
● Lord’s Mail
Armor(plate) – Legendary
Requires Attunement
Once per long rest, if you were to fail a saving throw against poison damage, you may choose to
succeed instead.
You have advantage on saving throws against Spells and other magical effects.
● Mantle of Woe
Wonderous item – Legendary
· You gain a +1 enhancement bonus to your Spell Attack and Spell Save DC
· You gain resistance to piercing, slashing, and bludgeoning damage from non-magic
weapons.
· Once per long rest, you may choose to have your hit point maximum reduced by a number
equal to your highest spell slot level. If you do, you gain one additional slot of your highest spell
slot level.
· You gain vulnerability to radiant damage and you take 10 radiant damage if you end your
turn in sunlight without protective covering such as a cloak or other heavy clothing. While in
sunlight, you have disadvantage on attack rolls and ability checks.
· You have disadvantage on Persuasion checks.
● Paws of the Wolfrunner
Wonderous item – Very rare
You gain proficiency in the Athletics skill and when you make an Athletics check, you double
your proficiency bonus for the roll.
Shields
● Spellbreaker
Armor(Shield) – Legendary
Requires Attunement
When you are hit by a spell of 7th level or lower that targets only you (not an area-of-effect), you
may use your reaction to make a Constitution Saving Throw versus the attacker’s Spell Save DC.
On a success, the spell has no effect on you and instead targets the caster, using the slot level,
spell save DC, attack bonus, and spellcasting ability of the caster. On a failure, you take half
damage from the spell. This ability recharges after a long rest.
Misc
● Azura’s Star (The Black Star)
Wonderous Item – Legendary
A crystalline star with a center roughly the size of an apple. Once on your turn, you may spend
an action to attempt to curse a non-sentient creature within 60 feet. The creature makes a DC 20
Wisdom saving throw. On a failed save, the creature is cursed for 1 minute and a faint blue glow
surrounds it. The creature emits dim light in a 10-foot radius. If the creature dies while under the
effect of this curse, its soul is forcibly ripped from its body and stored within the
extradimensional space within the star. The star can only hold one soul at a time. Creatures with
no soul are immune to this effect. Once on your turn, you may spend an action to destroy the
soul and use the energy to distribute charges to the magic items of your party, up to the captured
creature’s CR, rounded up (minimum of 1.)
The Black Star. If tainted by evil energy, Azura’s Star will become the Black Star. This item is
functionally the same, except that it may only be used on sentient creatures.