Named Magic Weapons
Named Magic Weapons
ON THE COVER
A seven-flanged mace from the Cleveland Museum of Art.
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TABLE OF CONTENTS
Credits................................................................................. 1
Table of Contents ............................................................... 2
Introduction ....................................................................... 2
The Weapons ...................................................................... 3
INTRODUCTION
I think weapons are automatically cooler by virtue of
having a name. It makes the weapon feel special: you
now have something that’s one of a kind. It’s not one of
a thousand “Longsword of Sharpness” that were
somehow mass-produced, it’s an important artifact
with history and importance. Now you can say “I wield
Backbiter” and NPCs in the world will know what that is,
and it’ll mean something. They’ll think “oh crap, this is
the real deal. They’re a badass.” Unfortunately, 5th
edition Dungeons and Dragons has very few named
weapons, and those that it does have are meant for high-
level campaigns, so most players will never get to use
them. For this reason, all but one of the weapons here
can be used in low to mid-level play.
The other reason for this project is that it seems like
most of the official magic weapons, if they do anything
besides more damage, just let you cast a spell once per
day, or give you some passive bonus, like a Weapon of
Warning. Why should we make martial characters more
interesting and fun by giving them spells? That’s what
spellcaster do. And a passive bonus might be powerful,
but it doesn’t give the player choices to make – when to
use it, who to use it on, etc. It's always active, and the
player just has to remember that it’s there. That’s not to
say weapons shouldn’t give passive bonuses (most of the
ones presented here do), but they should also do more.
That’s my goal with these weapons.
DC 12 Wisdom saving throw. It does so with advantage if
you or your companions are fighting it. On a failure, if
you are of a species and gender the creature is normally
attracted to, it is charmed by you for 1 hour, and it
regards you as its true love while charmed. If you or your
companions do anything harmful to it, the effect ends.
When the effect ends, the creature knows it was charmed
by you. If you are not of a species and gender the
THE WEAPONS
creature is normally attracted to, the creature takes an
additional 12 (3d8) psychic damage from the attack and
is not charmed.
BLIGHT RUIN
Weapon (longsword) Rare, (requires attunement) Weapon (dagger) Rare, (requires attunement)
A chipped and dirty longsword. Sickening green radiance A rusted dagger dripping with acid. You gain a +1 to
emits from cracks in the blade. You gain a +1 to attack attack and damage rolls made with this weapon. Attacks
and damage rolls made with this weapon. made with this weapon deal an additional 2 (1d4) acid
Corrupting Influence. Once per short rest you can use damage.
an action to fire the sword's energy at a creature you can Killer Instinct. While attuned to this dagger you
see within 60 feet of you. The target must make a DC 12 always know which creature within 30 feet of you has the
Constitution saving throw or take 10 (2d10) poison least current hit points and you ignore half and three-
damage, half on a success, and be poisoned for 1 minute quarters cover when attacking it.
(save ends). Exploit Weakness. Once per long rest you can use a
BONEBREAKER
bonus action to choose a creature that you can see within
30 feet of you that has less than full hit points. For the
Weapon (maul) Rare, (requires attunement)
next minute when attacking with this weapon you have
A massive maul with a head made of intricately carved advantage on attack rolls against the creature and you
stone. You gain a +1 to attack and damage rolls made score a critical hit on a roll of 19 or 20 against it. If the
with this weapon. creature is restored to full hit points, the effect ends.
Shatter. Once per turn when you hit a creature that has
bones with this weapon you can use a bonus action to THE DRAGON’S TOOTH
force it to make a DC 12 Constitution Saving throw. On Weapon (longsword) Rare, (requires attunement)
failure the creature takes an additional 7 (2d6) A single-edged, curved longsword that appears to be
bludgeoning damage and has disadvantage on its next carved out of some sort of bone or ivory. You gain a +1 to
attack roll. If a creature fails its save, it cannot be attack and damage rolls made with this weapon.
affected by this ability again until it finishes a long rest. Flamebringer. You can use a bonus action to cause
HEARTSEEKER
sight. In addition, you can try to hide when you are only
lightly obscured from the creature from which you are
Weapon (longbow) Rare, (requires attunement)
hiding.
This bow is made of striking red wood and is adorned
with roses and thorns. You gain a +1 to attack and FRENZY
damage rolls made with this weapon. Weapon (battleaxe) Very rare, (requires attunement)
Precision Shot. You can roll one additional weapon A battleaxe made of bone and sharpened obsidian. You
damage die when determining the extra damage for a gain a +2 bonus to attack and damage rolls made with
critical hit with this weapon. this magic weapon. In addition, while you are attuned to
Heart Strike. Once per long rest when you damage a this weapon, your hit point maximum increases by 1 for
creature that can see you within 30 feet with an arrow each level you have attained.
from this weapon, you can force the creature to make a
Berserker Charge. While attuned to this weapon you A staff made of driftwood and topped with shark teeth.
can use a bonus action to move up to your speed toward You gain a +2 bonus to attack and damage rolls made
a hostile creature that you can see. with this weapon.
Enrage. While attuned to this weapon you can choose Ravenous Bite. While attuned to this staff you can
to go into a berserker rage for 1 minute. While in this expend a 1st level spell slot to cause spectral shark jaws to
state you can use a bonus action on each of your turns to bite a creature of your choice within 120 feet. Make a
make one weapon attack. When your rage ends you ranged spell attack against the target. On a hit, the target
immediately suffer one level of exhaustion. takes 18 (5d6) piercing damage and must make a DC 15
Dexterity saving throw. On a failure the target's AC is
THRILL SEEKER reduced by 2 for 1 minute as the jaws cling to it (save
Weapon (rapier) Very rare, (requires attunement) ends1). This effect does not stack. If you spend a spell slot
An extravagant, shining cutlass with a gold-inlaid hilt above 1st level the damage increases by 3 (1d6) for each
and guard. You gain a +2 bonus to attack and damage slot level above 1st.
rolls made with this magic weapon.
Did You See That?! Immediately after you score a TYRANNY
Weapon (greataxe) Very rare, (requires attunement)
critical hit with this weapon, you can use a bonus action
to distribute temporary hit points to creatures of your A massive axe made of blackened iron. You gain a +2
choice within 30 feet of you that can see you, which can bonus to attack and damage rolls made with this
include you. The total number of temporary hit points weapon.
equals the weapon damage dealt, divided among the The Black Hand. While attuned to this weapon your
chosen creatures however you like. The hit points last attacks with it deal an extra 3 (1d6) necrotic damage. In
until the end of your next turn. addition, as a bonus action you can force a creature
Triumphant. Once per short rest, when you succeed on within 60 feet that you can see to make a DC 15
an ability check or saving throw you can give yourself a Constitution saving throw. On a failure the creature
bonus to an ability check or saving throw of your choice takes 3 (1d6) necrotic damage for each time you hit it
equal to half your proficiency bonus (rounded down). with this weapon in the last minute and you regain hit
Succeeding on an ability check gives a bonus to ability points equal to the necrotic damage taken.
checks and succeeding on saving throws gives a bonus to Tyrant’s Aura. When a creature within 5 feet damages
saving throws. The bonus does not stack and lasts for 1 you, it takes psychic damage equal to your proficiency
hour or until you make a roll that uses the bonus. bonus. A creature can take this damage once per turn.
CARCHAROS
Weapon (quarterstaff) Very rare, (requires attunement
by a creature with at least one spell slot)