Magic Weapons

Adamantine Weapon
Weapon (any), uncommon

This weapon is forged of adamantine, which is also known as starmetal, one of the hardest known metals. When you attack an object with this weapon, treat ACs of 20 or lower as 10. Adamantine weapons always exceed an item’s damage threshold.

Cold Iron Weapon
Weapon (any), uncommon

Hammered from iron untouched by a forge’s flame, cold iron is particularly useful against fey. When used against fey this weapon is considered magic in regards to resistance. When you hit a fey creature with this weapon, the creature takes an extra 1d6 damage.

Elven Sword-Pike
Weapon (shortsword and pike), rare

The blade and hilt of this elegant sword curves gently, flowing patterns of vines are carved along the length. You gain a +1 bonus to attack and damage rolls with this weapon. In less than a second, the weapon’s hilt can be extended or retracted, changing the weapon from a short sword to a pike. This change happens swift enough to occur between attacks.

Hungry Blade
Weapon (any sword), rare

The hilt of this sword is decorate with gaping maws that seem to widen as the sword draws blood. You gain a +1 bonus to attack and damage rolls with this weapon. When you score a critical hit with this weapon it drains the life from your enemy, allowing you to regain 1d6 hit points.

Shard Blade
Weapon (any weapon that deals slashing damage)

The blade of this weapon resembles shrapnel, broken fragments of metal that were seemingly crudely hammered into a weapon. You gain a +1 bonus to attack and damage rolls with this weapon. As an action you can cause the blade to shatter outward in a 30-foot cone. Each creature in the cone must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 5d6 slashing damage. On a successful save, the creature takes half as much damage. After the attack the blade reforms. Once used, this property cannot be used again until the following dawn.

Earthshaker Hammer
Weapon (any hammer), very rare

This hammer features an oversized head making the weapon seem slow and clumsy, but it is deceptively well balanced. You gain a +1 bonus to attack and damage rolls with this weapon. As an action you can strike the ground with the hammer shattering the rock beneath your feet and causing a tremor. All creatures in a 30-foot radius must make a DC 15 Dexterity saving throw or be knocked prone. Additionally, creatures in a 15-foot radius must make a DC 13 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the effect. Once used, this property can’t be used again until the following dawn.

Penetrating Bow
Weapon (any bow), rare

Arrows shot from this bow leave a faint glowing trail that fades after a second. You gain a +1 bonus to attack and damage rolls with this weapon. As an action you can use the magic of the bow to surround a fired arrow with an aura of force, allowing it to travel through solid objects. As the arrow flies it creates a line 100-foot-long and 5-foot-wide. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 piercing damage. On a successful save, it takes half as much damage. Once used, this property cannot be used again until the following dawn.

Dimensional Sword
Weapon (any sword that deals slashing damage), rare

The blade of this sword shimmers with a slight rainbow sheen. You gain +1 bonus to attack and damage rolls with this weapon. As an action you can cut empty space creating a small rift in space, which you can step through to teleport up to 60 feet. The portal lasts for 1 round or until someone steps through. Once used, this property cannot be used again until the following dawn.

 

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