magic weapons
magic weapon prices are constructed for each weapon and enchantment combination
the weapon's base price is used to determine the base cost of a magic weapon to that is added the cost of any enchantments
there is no limit, except cost, to the number of enchantments that can be put on weapons
there is a limit of one enchantment of the same type that can be put on one weapon with only the strongest working, for instance if a +2 enchantment is put on a weapon with a +1 enchantment only the +2 enchantment works
some enchantments can be put on only some types of weapons, for instance only ammunition can be enchanted with ammunition enchantments
minor common weapon enchantments +50gp each
+1 weapon
melee weapon
armblade
any one-handed melee weapon, requires attunement by a warforged or autognome
an armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it, to attune to this item, you must hold it against your forearm for the entire attunement period, as a bonus action, you can retract the armblade into your forearm or extend it out from there, while it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes
moon-touched weapon
any weapon
the weapon when held ready sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet
unbreakable ammunition
one full load of ammunition
the ammunition cannot be lost or damaged except within an antimagic field and so is always recoverable
major common weapon enchantments +150gp each
+1 ranged weapon
ranged weapon
walloping ammunition
one full load of ammunition
a creature hit with this ammunition must succeed on a dc:11 strength saving throw or be knocked prone.
minor uncommon weapon enchantments +500gp each
+2 melee weapon
melee weapon
major uncommon weapon enchantments +1,500gp each
+2 ranged weapon
ranged weapon
berserker weapon
strength based melee weapon, requires attunement
you have advantage on all attacks with this weapon but attack rolls against you have advantage until your next turn after the attack
you also have disadvantage on attack rolls with weapons other than this one
this weapon is cursed
javelin of lightning
javelin
this javelin is a magic weapon, on a hit, the target takes damage from the javelin and it transforms into a bolt of lightning 5 feet wide that extends out from the target 60 feet in a line that travels directly away from you, each creature in the line including the target must make a dc 13 dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one, the lightning bolt turns back into a javelin when it reaches the target, make a ranged weapon attack against the target, on a hit, the target takes damage from the javelin, the javelin's property can't be used again until the next dawn, in the meantime, the javelin can still be used as a magic weapon
trident of fish command
trident, requires attunement
this magic weapon has 3 charges, while it is ready you can use an action and expend 1 charge to cast dominate beast (save DC 13) from it on a beast that has an innate swimming speed, the trident regains 1d3 expended charges daily at dawn
weapon, +2
melee weapon
weapon of warning
weapon (any), requires attunement
this magic weapon warns you of danger, while the weapon ready, you have advantage on initiative rolls, in addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep, the weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins
minor rare weapon enchantments +5,000gp each
+3 melee weapon
melee weapon
weapon of blindsight
melee weapon, requires attunement
a creature attuned to this weapon gains blindsight out to 30 feet.
major rare weapon enchantments +15,000gp each
+3 ranged weapon
ranged weapon
dagger of venom
dagger, requires attunement
you can use an action to cause thick, black poison to coat the blade, the poison remains for 1 minute or until an attack using this weapon hits a creature, that creature must succeed on a dc 15 constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute, the dagger can't be used this way again until the next sunset
flame tongue
weapon (any), requires attunement
you can use a bonus action to speak this magic weapon's command word, causing flames to erupt from it, these flames shed bright light in a 40-foot radius and dim light for an additional 40 feet, while the weapon is ablaze, once per turn it deals an extra 2d6 fire damage to any target it hits, the flames last until you use a bonus action to speak the command word again or until you drop or sheathe the weapon
two-birds sling
sling
when you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target
minor very rare minor weapon enchantments +50,000gp
+4 melee weapon
melee weapon
major very rare weapon enchantments +150,000gp
+4 ranged weapon
ranged weapon
slaying ammunition
one load of ammunition
slaying ammunition is meant to slay a particular kind of creature, if a creature belonging to the type, race, or group associated with the slaying ammunition takes damage from the ammunition, the creature must make a dc 15 constitution saving throw, taking an extra 8d8 damage of the ammunition's type on a failed save, or half as much extra damage on a successful one.
dancing weapon
any melee weapon, requires attunement
you can use an action to toss this magic weapon into the air, when you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it, the sword uses your attack roll and ability score modifier to damage rolls a number of times equal to the number of attacks you take when you use the attack action
after the hovering weapon attacks for the last time, it flies up to 30 feet and tries to return to your hand, if you have no hand free, it falls to the ground at your feet, if the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground, it also ceases to hover if you grasp it or move more than 30 feet away from it
frost brand
melee weapon, requires attunement
when you hit with an attack using this magic weapon, once per round the target takes an extra 2d8 cold damage, in addition, while you have the weapon, you have resistance to cold damage, in freezing temperatures, the blade sheds bright light in a 30-foot radius and dim light for an additional 30 feet
nine lives stealer - the sword has 1d8 + 1 charges, if you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a dc 15 constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune), the sword loses 1 charge if the creature is slain, the sword regains 9 charges at sunset
oath weapon
a weapon that requires ammunition, requires attunement
when activated, the target of your attack becomes your sworn enemy until it dies or until dawn seven days later, you can have only one such sworn enemy at a time, when your sworn enemy dies, you can choose a new one after the next dawn, when you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll, in addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range, if the attack hits, your sworn enemy takes an extra 4d8 damage of the weapon's type, while your sworn enemy lives, you have disadvantage on attack rolls with all other weapons
weapon of great harm
melee weapon, requires attunement
when you attack a creature with this weapon and roll a critical on the attack roll, maximize your weapon damage dice against the target
weapon of speed
weapon (any), requires attunement
you can make one attack with it as a bonus action on each of your turns
minor legendary weapon enchantments +5,000,000gp each
+5 melee weapon
melee weapon
dwarven thrower
weapon (warhammer), (requires attunement)
you gain a +3 bonus to attack and damage rolls made with this magic weapon, it has the thrown property with a normal range of 20 feet and a long range of 60 feet, when you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage, immediately after the attack, the weapon flies back to your hand
major legendary weapon enchantments +1,500,000gp each
+5 ranged weapon
ranged weapon
critical weapon
weapon (any), requires attunement
when you attack a creature with this weapon and roll a critical hit the creature hit takes an extra 8d6 of the weapon's damage type from the hit
all of the damage ignores any damage immunity or resistance the target has
defender
melee weapon (any), requires attunement
what ever the magic bonus you also gain that bonus to your armor class although you must hold the weapon to gain a bonus to ac
weapon of answering
melee weapon
while you hold the sword
you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you
you have advantage on the attack roll
any damage dealt with this special attack ignores any damage immunity or resistance the target has