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Named Magic Weapons

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100% found this document useful (2 votes)
371 views6 pages

Named Magic Weapons

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Designer: Dominic Nicoletti


Editor: Justin Zhang
Art Director: Dominic Nicoletti
Graphic Designer: Dominic Nicoletti
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Illustrator: Cleveland Museum of Art
Interior Illustrators:
Special Thanks: My players, for continuing to put up with my
nonsense.
Playtesters: Ben Fearon, Akiko Bates, Minh Yin, Hayley
Burcher, Ida Pongmulee, Alex, Darius, Ole, Karl, Wahab

ON THE COVER
A seven-flanged mace from the Cleveland Museum of Art.

Disclaimer: The designer of this template did not come up with a clever disclaimer, but felt obligated to format this template with it nonetheless.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Dominic Nicoletti and published under the Community Content Agreement for Dungeon Masters Guild.
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

FIST OF THE MARTYR


flames to erupt from the blade. These flames shed bright
light in a 40-foot radius and dim light for an additional
Weapon (mace) Rare, (requires attunement by a cleric or
40 feet. While the sword is ablaze, you deal an extra 4
paladin of good alignment)
(1d8) fire damage with it. The flames last until you use a
A simple, unadorned mace with a pure white head and a bonus action to extinguish the flames or until you drop
handle of blood red wood. You gain a +1 to attack and or sheathe the sword.
damage rolls made with this weapon. Dragonsoul. You gain resistance to fire damage. In
Rally. Scoring a critical hit with this mace emits a addition, you learn the fire bolt and thaumaturgy
gong audible up to 200 feet. You and any allies who can cantrips. Constitution is your spellcasting ability for
hear the gong within 60 feet of you gain 7 (2d6) + your these spells.
level temporary hit points.
Path of the Martyr. Once per day when a creature you BACKBITER
can see within 30 feet of you takes damage that would Weapon (shortsword) Very rare, (requires attunement)
reduce them to 0 hit points, you can use your reaction to A sinister blade with a wavy, jagged edge. You gain a +2
magically shield them, causing them to drop to 1 hit to attack and damage rolls made with this weapon.
point instead. Upon using this ability, you immediately Wicked Steel. Once per long rest, when you have
take 7 (2d6) + your level slashing damage. This damage advantage on an attack roll with this weapon, you can
cannot be reduced in any way and leaves scars that never cause the attack to deal an extra 21 (6d6) damage.
disappear, no matter how much time passes or how The Unseen Blade. Dim light no longer imposes
much you are healed. disadvantage on Wisdom (Perception) checks made with

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.

THE KING’S STAFF DRAGON SLAYER


Weapon (quarterstaff) Very rare, (requires attunement Weapon (greatsword), legendary, (requires attunement)
by a ki user)
A massive greatsword with no guard. You gain a +3 to
A dark iron staff banded with gold at either end. You gain attack and damage rolls made with this weapon.
a +2 bonus to attack and damage rolls made with this When you hit a dragon with this weapon, the dragon
weapon. takes an extra 11 (3d6) damage of the weapon's type. For
Thirteen Thousand Five Hundred Jin. You can use an the purpose of this weapon, "dragon" refers to any
action to twist one of the golden bands, which causes the creature with the dragon type, including dragon turtles
staff to become magically fixed in place. Until you or and wyverns.
another creature uses an action to twist a band, the staff Draconic Resistance. The first time you attune to this
doesn't move, even if it is defying gravity. The staff can sword, choose one of the following damage types: acid,
hold up to 8,000 pounds of weight. More weight causes cold, fire, lightning, or poison. You gain resistance to
the staff to deactivate and fall. A creature can use an that damage type until you choose a different one, which
action to make a DC 30 Strength check, moving the fixed you can do each time you finish a long rest.
staff up to 10 feet on a success. Dragonflight. Once per long rest you can use a bonus
The Compliant Golden-Hooped Rod. You can use a action to give yourself a flying speed of 80 feet for 10
bonus action to recall the staff, causing it to teleport to minutes.
your hand as long as it is within one mile of you. If the
staff was fixed in place, summoning it in this way
deactivates it. In addition, you can use a bonus action to
change the staff's size. Its minimum size is as small as a
toothpick, its maximum is its normal size. At the DM’s
discretion, shrinking the staff reduces its damage dice.
At minimum size, the staff deals no damage. As a bonus
action you can spend a ki point to activate the staff,
growing it to its normal size and then growing it further,
extending its reach to ten feet for 1 minute and causing it
to deal an extra 4 (1d8) bludgeoning damage on a hit. In
addition, while the staff is extended, once per turn on
your turn when you hit a creature with this staff you can
move the creature up to ten feet in a direction of your
choice.

CARCHAROS
Weapon (quarterstaff) Very rare, (requires attunement
by a creature with at least one spell slot)

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