Magic Weapons: More Than Just A ‘+1 Longsword’
So often as DMs we hand our players a +1 or +2 magic weapon and move on. To the player this weapon now only has a purely numerical and mechanical value. It does not feel special or unique. In most fiction when a character receives a magic weapon, its is given a sense of weight or the weapon has some sort of unique quality that has nothing to do with its capabilities as a weapon.
This should be true of the weapons your players receive as well. This item may be their trusted weapon for several levels. It should feel iconic or special in some way. Even if at the end of the day from a pure numbers perspective its just a ‘+1 Longsword.’
Perhaps the weapon has a history. And it was handed down through a family for generations. The weapon could be clasped in the hands of long dead hero, or king, completely untarnished by time. There could be a local legend about it, such as a noble warrior losing it in a cave in a battle with a giant beast.. Or it struck the killing blow against a foul villain in times past, thus earning a reputation.
Another way to make the weapon feel special is to give it a name. This alone can be the difference between just a pretty good sword and the chosen weapon of a hero. These names could be related to the deeds that were mentioned previously. Named by the hero who wielded it, the smith who forged it, or the common folk who knew of the deeds it was involved in.
Example “Using a quick spell, the wizard remarks about the swords magical qualities. The bard rolls for History getting an 18. Through his travels, he's heard of a blade that matches this ones description. Long ago, it was wielded by the hero Felia Redmane. She and her party faced off against an evil warlord named Volgaz, who had terrorized the land. It was near dawn, when Felia and Volgaz crossed swords. They exchanged blow after blow, and Volgaz eventually knocked her to the ground. On the horizon, the sun began to slowly rise and as Volgaz raised his sword for the killing blow, Felia did the same to defend. Her blade had an unnatural gleam, catching the first rays of sunlight. Blinded, Volgaz staggered back, allowing Felia to rush in, and thrust the blade into Volgaz's heart. He was defeated, and the land was saved. Because of the tale, the people of the land gave the blade a name.
Dawn's Hope”
The story of the blade does not have to be as epic as this one. It could have a humble origin. Enchanted by a local hedgewizard, and wielded by a farmer. Who used it to fight off and scare away a group of bandits, and thus became a local town hero. The story could even be silly. Forged by one of the greatest smiths in the land for the crown prince. It was a masterwork, worthy of great praise. However, on his first journey with the sword, the prince accidentally dropped the weapon into a lake, where it sank to the bottom, never to be seen again.
As mentioned above, many magic weapons in fiction have some of unnatural quality about them, that makes them special. Beyond just hitting things good. Listed on the table below are a list of minor magical qualities a weapon can have. You can choose them randomly or cherry-pick a few to fit your purposes. Some of these qualities could also apply to other magic items to give them more flavor, and uniqueness.
Weapon Quality table 1. Blood, grime and dirt slide off of the weapon, and it always stays perfectly clean. 2. The weapon does not cast a shadow 3. It is faintly warm, tingly or cold to the touch. 4. Runes, filigree or other arcane symbols are inscribed on the weapon. 5. The weapon glows a certain color when a type of creature is near. 6. The weapon responds to a particular school of magic, vibrating or resonating when that particular magic is near. 7. The weapon has a faint visible aura around it. 8. The weapons handle or blade is set with a precious gemstone that pulses with magical light 9. The weapon creates a contrail of light when you swing it. The light may even have certain patterns inside of it. Like flowers, stars, or snowflakes. 10. While you hold the weapon, your eyes faintly glow. 11. The story of a hero who wielded the weapon is engraved upon it in some way. 12. The weapon has a certain murderous intent. When you touch it, you can sense it wants to be drawn and used.
On the more mechanical side of things. Here is a selection of tags and enchantments that you can mix, match, and apply to magic weapons. Much like the first table, some of these qualities could be applied to other magic items. (A note on ranged weapons. Most of these qualities listed below can be applied to a bow, crossbow or the like. Its magic enchanting any projectile shot from it with the enchantment)
New Magic Weapon Tags
Frostforged(Any weapon): This weapon was crafted using ancient techniques of frost giant smiths. It is frigidly cold to the touch, ice and frost sometimes collecting on its surface. As a bonus action, you can speak the weapon's command word, and cause it to be completely consumed in an aura of frost. While the aura of frost is active, you have resistance to fire damage and the weapon deals an extra 2d6 Cold damage on hit. The cold aura lasts until you use another bonus action to dismiss it.
Thunderfury(Any weapon):This weapons was forged to have a powerful resonate quality. As a bonus action, you can speak the weapons command word, and make it resonate with powerful sonic vibrations. While it resonates, you cannot be magically deafened or silenced, and the weapon deals an extra 2d6 thunder damage on hit. The sonic resonance, lasts until you use another bonus action to dismiss it.
Stormblessed (Any weapon):This weapon was created using well kept storm giant techniques. It makes anyone who touches it faintly tingle, hair standing on end. As a bonus action, you can speak the weapon's command word, and make it crackle with lightning. While it is surrounded with lightning, it deals an extra 2d6 lighting damage on hit. In addition, as an action, you can make a ranged weapon attack with the weapon, firing a bolt of lightning from it. The bolt has a range of 30/60 ft, and deals 2d6 lighting damage on hit. The lightning aura lasts until you use another bonus action to dismiss it.
Mithral(Any metal weapon or armor):Mithral is a silvery white metal that is lighter than steel, but as hard as dragon scales. It is extremely rare, and highly prized for its qualities. Weapons and armor forged from mithral weigh half as much as their other metal counterparts. Mithral weapons have the finesse quality even if they are heavy, or two handed. Heavy armor made from mithral is considered medium armor for the purpose of proficiency and stealth disadvantages.
Lucky(Any weapon): This weapon has been blessed by fate, and it passes on this blessing to its wielder. This weapon comes in 3 different tiers Rare, Very Rare, and Legendary. A Rare lucky weapon has the following qualities. Once per long rest, whenever you miss with this weapon, you can reroll the attack roll, taking the new result. A Very Rare lucky weapon can use this ability twice per long rest. A Legendary lucky weapon can use this ability 3 times per long rest. And in addition, its wielder has advantage on Death saving throws.
Shadowborne (Any weapon): This weapon was forged in one of the dark places of the world. Perhaps by Shadar Kai, or smiths of the Underdark. While in dim light, or darkness it deals an extra 3d4 Necrotic damage. And while you wield it, you have darkvision out to 60ft. If you already have darkvision, its range increases by 20ft
Heartseeker (Any weapon that deals piercing): This weapon faintly pulses and has a sublte bloodlust that you can sense as you hold it. This weapon crits on a natural roll of 18,19 and 20. If you crit with this weapon, you automatically pierce the heart of the creature, if it has a heart. If the creature cannot survive without its heart it dies instantly, if it can, or does not have a heart to begin with, it takes 6d6 Necrotic damage that cannot be resisted. The GM may also rule that the creature is too big for you to pierce its heart. In which case it takes the previously mentioned damage.
Keen(Any weapon that deals slashing damage): This blade is unnaturally sharp, and never loses its edge. It crits on a natural 19, or 20.
Sundering(Any weapon that deals bludgeoning damage): This weapon breaks through armored foes, shattering their defenses. If you roll a Crit against a target with this weapon, and they are wearing armor, or have natural armor, you reduce their AC by 2. This effect can stack and reduce a target's AC by a maxium of 6.
Armor Piercing (Any weapon that deals piercing):This weapon is made specifically to deal with armored foes. It ignores 1 point of AC on any target with armor or natural armor.
Cleaving(Any weapon that deals slashing or bludgeoning):If you hit with this weapon, you can make a second attack roll with the same action against another target within 5ft of the original. On hit, you deal half the damage you dealt to the original target.
Bane:This weapon deals double damage against a creature of a particular type. (Fiend, Dragon, Undead etc.)
Aetherium(Any weapon that is made of metal): Aetherium is a very rare and expensive alloy. Made from a composite of several metals and quenched in liquid magical energy. Any weapon or armor forged form Aetherium naturally has a +1 to hit and damage. Weapons constructed of Aetherium have the ability to deal extra damage to ethereal beings, or creatures made of made of magical energy. Such as ghosts, elementals and the like. Such creatures take 2d6 extra damage of the weapons damage type from this weapon. Armor made from Aetherium grants wearer protection from magic, granting them advantage on all spell saving throws. And immunity to any spell that is 2nd level or lower.
Gleaming(Any weapon that is made of metal): This weapon sparkles and glitters with an unnatural sheen. Once per encounter, if you are in bright, or dim light, you can use a bonus action to reflect the light around you into a creatures eyes who is within 5 feet of you. They must make a Con save against a DC equal to 8+ attack modifier+proficiency. Becoming blinded until the end of their next turn.
Vampiric(any weapon):Whenever you deal damage with this weapon, you gain temporary hit points equal to your damage modifier.
Brutal(Any weapon with the two handed, or heavy quality):Whenever you deal damage with this weapon, you may add your Strength modifier to the damage roll twice instead of once.
Hellforged(Any weapon):A weapon forged in the fires of the 9 hells of Baator. It has an unholy aura and hungers for conflict. Any creature that is Chaotic, or Good aligned takes 3d6 extra damage of the chosen damage type. Fire, Cold, Lightning or Necrotic(this damage type is chosen upon its forging and cannot be resisted)
Giantslayer(Any weapon):A weapon forged to kill giant beasts and humanoids. Any creature that is Large or bigger takes double damage from this weapon. You have advantage on all attack rolls made against such creatures.
Ominous(Any weapon): This weapons gives off an aura that gives nearby creatures a sense of unease. While you carry this weapon, you have advantage on all Intimidation checks.
Feyblessed(Any weapon):This weapon was forged by fey magic and touched by their blessing. While you wield this weapon, you have advantage on saving throws against being charmed. And on any Perception or Investigation checks to see through illusions.
Venomous(Any weapon): This weapon drips with deadly venom. Weapons of this type are a favorite of Assassins. On hit, this weapon deals 3d4 poison damage. If the venomous weapon is of a higher quality or potency it deals 4d4 instead of 3d4 poison damage. And it has the following benefits. Its poison damage cannot be resisted. Any creature who takes damage from this weapon, who is not immune to poison and is below 50 hit points must make a DC 16 Constitution saving throw. Dying instantly on a failed save.
New Magic Weapons
Blink Dagger, uncommon, Weapon, This finely crafted dagger is perfectly balanced and is set with a shimmering sapphire. As a bonus action, you can speak the Dagger's command word. As long is the dagger is within 1 mile of you and is on the same plane of existence, it appears in your hand with a small burst of blue sparks. It is otherwise a normal dagger.
Tsukikage, Legendary,Weapon,Requires attunement
“This blade was said to have been forged in the Astral Plane by the legendary smith Murasame. It was their life's greatest work, and the sword is known throughout the multiverse. Its blade shimmers with an ever shifting pattern of the Astral Plane, never losing its sharpness.”
This weapon is considered a +3 Masterwork, Keen Vorpal Longsword. In addition to dealing its normal damage die, it also deals 1d8 force damage on hit. The sword also holds powerful illusion magic and can cut through the fabric of planes. Up to a number times per day, it can allow you to cast the following spells
3 times/day:Blur,Mirror Image 2 times/day: Dimension Door 1 time/ day: Plane Shift
Glint And Glimmer, Very Rare, Weapon, Requires attunement
“A pair of finely crafted shortswords. Many generations ago, a meteorite fell toward the earth, streaking across the sky like a shimmering ball of light. As it crashed, the meteorite was split into two halves. An elven smith, by the name of Arandel happened upon the crater. He was struck by the beauty of the glittering ore inside of the rock. Upon smelting, he forged the ore on one of the highest mountain tops. Where his workshop was bathed by the first rays of the sun each morning. Seeming to be blessed by the gods of light and the sun, the blades were soon complete.”
These paired +2 Shortswords are made of an iridescent gold metal. Though they are two weapons, they only require 1 attunement slot to attune to both.
Whenever you hit a creature with one of these shortswords, it explodes with a burst of light, dealing 2d6 radiant damage in addition to its normal damage. As an action on your turn, you can cross the swords together, to create a burst of blinding sunlight in a 30ft sphere around you. All hostile creatures that can see you, and are within the sphere must make a Constitution saving throw against a DC equal to 8+attack modifier+ your proficiency. On a failed save, the creature takes 3d6 radiant damage, and is blinded until the end of its next turn. If the creature succeeds, it takes half damage and is not blinded. This ability can be used up to 3 times per long rest.
Thunderchime, Rare, Weapon, Requires attunement
“In the hills to the north, a clan of hill dwarves was beset by a Wyvern. All the warriors who were sent out to slay it, were injured or worse, slain by the ferocious beast. Seeking to put an end to this, a humble dwarven smith, named Trista Gildsong, put all of her blood sweat and tears into the crafting of this weapon. When the last hammer blow came, the weapon let out a powerful chime, like the tolling of bell. It was a sign, foretelling of Trista's victory against the beast the next morn.”
This +1 Morningstar is made of a silvery shining metal. It has a powerful resonate quality, like that of a bell.
Whenever you hit a creature with this weapon it takes an additional 1d8 Thunder damage. The weapon can also be struck on a solid surface to create a powerful wave of sound in a 10ft radius. All creatures in the radius must make a DC 14 Constitution saving throw, becoming deafened for the next minute on a failure.
Heart Piercer, Very Rare, Weapon, Requires attunement
“Long ago, a lone woman returned to her home, to find it ransacked. Her family devoured by a giant beast. With anger and vengeance in her heart she tracked down the creature that had done this. Her arrows and spear however, could not pierce its thick hide, and so she sought the help of a Ranger conclave. She learned their ways, seeking to become the ultimate hunter. Upon the completion of her training she poured all of her anger, malice and hunger for vengeance into the creation of a bow. A bow that would finally slay the beast who took her family from her.”
This finely crafted Ominous Long Bow is made of dark red oak. The face of a roaring beast, made of inlayed gold, decorates its surface. Its ominous aura is a ferocious killing intent, and a thirst for blood.
All arrows fired from this bow have a +2 to hit and damage have the Heartseeker quality, and are considered magical. A contrail of red energy follows in the arrows wake and transforms into the face of a hungry beast. Seeking to devour its prey.
Trollbane, Very Rare, Requires attunement
“This masterwork greatsword, was forged by an azer smith on the plane of fire. Through happenstance, it eventually found itself in the hands of a dragonborn paladin. He took the blade with him on many adventures not fully knowing the blades true power. One day, the paladin found himself against a monstrous Troll king. The two battled in a titanic struggle. In one final desperate move, the paladin shouted a curse in ancient draconic tongue and struck. The blade responded, igniting in flames, the runes upon its blade shimmering red. The troll king faltered and the paladin cleft him in twain, his body burning to ash. And thus, it earned its name”
This +1 Masterwork,Bane(giant),flametongue greatsword is set with a ruby upon its pommel. The weapon's guard is the mouth of a dragon like beast, the blade extending from its mouth like a giant tongue. When the sword's command phrase is spoken 'Chikok wux wer wlekjr' (Curse you to the Nine) it ignites in flames and crimson runes glow along its surface.
Winterfall, Legendary, Requires attunement
“On the coldest night of winters, in the highest mountains of the north, this weapon was forged. An ancient frost giant named Hildr was reaching the end of her days. She knew she did not have long. And so she sought to create her last great work. With the finest steel, she began to work. Her forge burned with magical flames that were as cold as true fire was hot. Within that forge, she crafted a hammer. Pouring her heart, and soul into its creation. Through the night, she worked and worked. Never stopping. It was morning when the last hammer blow fell, then looking upon her work, she smiled. Her life then left her, granting the weapon its name with her dying breath.”
This +3 Sundering, Frostforged maul, is marked with its name, in ancient giant runes. The runes glow the deepest blue in the dark, and the weapon is always cold to the touch. When its command word is spoken, its strikes are infused with the blessings of the frost giants. Its blows striking like an avalanche and its touch as cold as the deepest winter.
Tongue Of Dendar, Legendary, Requires attunement
“Long before men walked the earth, Yuan ti ruled. In that time before man and the other races we know today, Dendar, the night serpent blessed one of his greatest priests with a powerful gift. A weapon that held a fraction of his essence. It seemed to move as if it were alive, slithering and writhing. Eager to strike at any who would dare speak ill of the night serpent.”
This +2 , Venomous, Ominous, whip deals 1d8 slashing damage instead of 1d4. Its length is coated in thick dark scales, several curved blades jutting along it. And tipped with one final blade. While you are attuned to this weapon, your mind is plagued by horrifying nightmares when you dream. Each time you have a nightmare, you must make a DC 16 Wisdom saving throw. On a failed save, you suffer one level of exhaustion. This exhaustion cannot be removed until you succeed on the saving throw. Even when you are awake, you can occasionally hear it whisper to you faintly.
Also while attuned to this weapon, you can speak with snakes at will as if by the Speak with animals spell. You can also cast the following spells a certain number of times per day.
5 time/day Dissonant Whispers 4 times/day Darkness 3 times/day Fear 2 times/day Blight 1 times/day Cloudkill
Albion, Very Rare,Requires attunement
“Long ago, there was a silver unicorn, who protected one of the many groves of the feywild. She was considered a queen among the unicorns, respected and revered. One day, a portal to the shadowfell encroached upon the grove and a nightwalker strode into the grove. With all her strength, she battled the beast and was victorious. However, her wounds were fatal, and she began to pass on. With her dying breath, she poured the last of her magic into her horn, and separated it from her body. The horn was later found by a group of Fey nobles who used the horn, to forge a powerful weapon that would be used to defend the feywilds. In memory of the Unicorn queen, Albion.”
This +2 Masterwork, Lucky, Armor piercing, Feyblessed rapier's blade is made from the spiraling horn of a unicorn. The horn glitters faintly in the light like silver dust. Its guard and basket hilt are composed of iron wood, weaved into a complex, delicate pattern. This weapon has a subtle will of its own, and will not willingly harm Fey creatures. Any attack made against Fey with this weapon has disadvantage.













