Modular Magic Weapons Part 1

by KoatheDM

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Modular Magic Weapons

How to Use this Guide

This guide offers a catalog of different pieces to put together into one magical weapon. This can be offered to players as a ways to make their own unique magic item, or used as a template to begin to craft a new magical item with a number of properties as opposed to just one singular theme or property.

Components

  Each weapon is split into different components, usually involving a blade/material, a handle, and occasionally a guard or chain depending on the weapon. Each of these different components have a number of magical options to choose from, whether it be runes, enchantments, or made with a specific magical alloy. Although there is a great deal of overlap when it comes to certain magical components, for example many weapons will have similar 'Handle' options, there is a variation between the different types of weapons, as Flails will have new magical components of magical chains, or Warhammers will not have certain magical components that can only be placed on blades. In addition to these magical components and upgrades, there are also Amplifiers that can be added to every weapon, which are usually embedded into the pommel of the weapon.

Categories

  Because of this, most all of the weapons listed in the player's handbook have been separated into categories due to their similar components. For example, Light Crossbows, Hand Crossbows, and Heavy Crossbows are in a different category then that of Quarterstaffs, Clubs, and Greatclubs as their components are vastly different and as such have different magical upgrades/runes.

Regarding Attunement

  Since these are magical items, some of them will require attunement when fully completed, however a more simplistic magical weapon will not require attunement. Thee more powerful the weapon, the harder it is for its magical properties to remain stable without a connection to the user and the weapon, and as such more powerful weapons will require attunement. The way attunement is determined is through a weapon's Runic Level. Each component of the weapon increases the weapon's Runic Level depending on its rarity, and if a weapon reaches or exceeds Runic Level 4, the weapon will require attunement to utilize all of its properties.

A Common component does not increase a weapon's Runic Level.
  An Uncommon component increases the weapon's Runic Level by 1.
  A Rare component increases the weapon's Runic Level by 2.
  A Very Rare component increases the weapon's Runic Level by 3.

By KoatheDM.

Table Of Contents


By KoatheDM.

Clubs, Greatclubs, and Quarterstaffs

Material

Undersea Thulium Caps/Bands

Common, 25gp

This weapon has undersea thulium caps on its ends or undersea thulium bands that wrap around the entirety of the weapon. You do not suffer disadvantage on attack rolls when making attacks with this weapon underwater.

Activated Imbued Wood

Common, 50gp

The wood of this weapon is made of a powerful imbued wood, and instead of dealing bludgeoning damage, this weapon deals magical damage depending on the imbued wood used.

  • Firnalin Ash, Fire damage
  • Risdian Rosewood, Radiant damage
  • Iythrian Manchineel, Acid damage
  • Colurton Mahogany, Poison damage
  • Zestarian Oak, Lightning damage
  • Macbrean Ebony, Necrotic damage
  • Kabni Beech, Psychic damage
  • Silfian Pine, Cold damage
  • Sharddakan Birch, Force damage
  • Tholien Cypress, Thunder damage
Vilewood

Common, 50gp

The wood of this weapon is made of a tainted, vile wood harvested from a vampire’s lair or from a deserted land. The weapon’s attacks count as magical, and damage dealt from this weapon reduces a creature’s maximum hit points, provided they are not undead, a construct, or have resistance to necrotic damage.

Celestial Steel Caps/Bands

Uncommon, 85gp

This weapon has celestial steel caps on its ends or celestial steel bands that wrap around the entirety of the weapon. The weapon counts as silvered for the purposes of overcoming immunities and resistances and faintly glows if an undead or fiend is within 60 feet of you.

Wizardbane Caps/Bands

Uncommon, 100gp

The weapon has wizardbane caps on its ends or wizardbane bands that wrap around the entirety of the weapon. Attacks with this weapon ignore any additions to AC that are created through magical means, like the Shield, Mage Armor, or Shield of Faith spells. Furthermore, when you hit a creature with this weapon that is concentrating on a spell, they have disadvantage on their Constitution saving throw made to maintain concentration on their spell.

Adamantite

Uncommon, 100gp

This weapon is made entirely of one of the most dense and heavy metals in the material plane, known as adamantite. The weight of this weapon is tripled and you automatically critically hit any object you hit. Furthermore, if you critically hit a construct with this weapon, all of the damage dice rolled are considered maximized.

Ether Soaked

Uncommon, 150gp

This weapon is soaked in liquids of the ethereal plane, and as such, it is exceptionally lighter and easier to handle. The weapon gains the finesse and light property if it does not already have these properties, and if the weapon has the two-handed property, it does not gain the light property however the two-handed property is removed instead. Furthermore, damage dealt from this weapon is considered magical and you can hit creatures with this weapon even if they are on the ethereal plane.

Resonance Bands

Rare, 150gp

These finely crafted, glasslike bands surround the weapon, and hum with faint power. When you critically strike a creature with this weapon, you can choose to push the creature 30 feet back. If the creature hits a wall, large object, or another creature due to this, they take additional bludgeoning damage equal to 1d10 per 10 feet moved.

Surge Runed

Rare, 250gp The material of this weapon is etched with wild magic runes that pulse faintly with energy, known to be incredibly adept at absorbing and re-releasing magical energy. Upon taking damage from a spell while holding this weapon, you can use your reaction to absorb part of the energy from the spell that hit you, where the weapon becomes charged for the next hour. If you hit a creature while the weapon is charged, you can expend this magical energy to deal an additional 2d6 force damage, where the weapon no longer becomes charged.

By KoatheDM. Art by EDGE Studios.
Volatile Imbued Wood

Rare, 250gp

The wood of this weapon is made of an imbued wood, however it has been further enhanced and is now volatile, creating localized explosions and eruptions of elemental energy. This weapon’s attacks count as magical and deal an additional 1d4 damage depending on the imbued wood used.

  • Firnalin Ash, Fire damage
  • Risdian Rosewood, Radiant damage
  • Iythrian Manchineel, Acid damage
  • Colurton Mahogany, Poison damage
  • Zestarian Oak, Lightning damage
  • Macbrean Ebony, Necrotic damage
  • Kabni Beech, Psychic damage
  • Silfian Pine, Cold damage
  • Sharddakan Birch, Force damage
  • Tholien Cypress, Thunder damage
Disruption Bands

Rare, 300gp

These violet and green bands surround the weapon and pulse with violent and chaotic energy. When you hit a creature with this weapon, they are surrounded by disrupting energy until the start of your next turn. If the creature tries to teleport during this time, they must first succeed on a Spellcasting Ability check of 12 or higher, wasting the action used to teleport upon failure.

Nullacrum Bands

Very rare, 350gp

These violet-black bands surround the weapon, and will begin to distort the space around the weapon when the weapon is spun rapidly. While you are holding this weapon and you are hit with a ranged attack, you can use your reaction to spin your weapon and activate the nullacrum bands, creating a temporary arcano-kinetic field, which reduces the damage dealt to you by 2d10. If you reduce the damage to 0, you can immediately make a ranged weapon attack, using the projectile or spell you just deflected as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you use your Dexterity or Strength modifier for the attack, which has a normal range of 30 feet and a long range of 90 feet.

Handle

Neverending Cloth

Common, 25gp

The wraps that surround this weapon appear to be incredibly thick, and have a magical, practically endless, property. If this weapon is dropped, thrown, or disarmed while you are holding onto the handle, the cloth of the handle will magically unravel up to 1,000 feet. As an action, if you grip the cloth it will become taught with the weapon. While you are holding the weapon, as an action, you can cause the cloth to magically re-ravel as a bonus action. If cloth is cut from the neverending cloth, it disappears in 1 hour.

Bloodthirsty Wraps

Uncommon, 50gp

These wraps are permanently stained with blood and seem to naturally gravitate towards wounds and blood. When you critically strike with this weapon, you deal an additional die of necrotic damage and you gain temporary hit points equal to half of the total damage dealt by the critical hit.

Blinkback Handle

Uncommon, 100gp

This weapon has a blackened handle with glowing emeralds and malachite runes throughout the handle. As a use object interaction, provided the weapon is no more than 5,000 feet away from you, you can cause the weapon to disappear and reappear in your hand.

Loyal Wraps

Rare, 250gp

These heavily enchanted wraps are made of a finer silk and seem to naturally wrap around your hands when wielding this weapon. If you drop this weapon, are disarmed of this weapon, or throw this weapon, these wraps stay taught and cause the weapon to magically jump back to your hands at the end of the turn. Furthermore, the reach of this weapon increases to 15 feet as with each attack, you can throw the weapon and cause it to spring back to you. This handle cannot be chosen for weapons with the Heavy property.

By KoatheDM

Daggers, Glaives, Halberds, Lances, Longswords, Greatswords, Rapiers, Scimitars, and Shortswords

Blade

Guidelight Runed

Common, 25gp

This weapon’s blade is etched with simple celestial runes across its surface. As an action, you can speak the command word of the weapon where it will produce bright light out to 30 feet and another 30 feet of dim light. Alternatively if you speak the second command word as an Action, the weapon will produce dim light out to 30 feet that is only visible to whoever is holding the weapon. A creature who has truesight or can see into the ethereal plane can see this light.

Undersea Thulium Blade

Common, 25gp

This weapon’s blade is made of undersea thulium, and seems to have traces of seawater on its surface. You do not suffer disadvantage on attack rolls when making attacks with this weapon underwater.

Deathpower Runed

Common, 30gp

This weapon is etched with crimson and charcoal runes in abyssal that cause harmless rusting where the runes are etched onto the blade. When you reduce a creature to zero hit points the blade of this weapon, the essence of the creature will flow into the runes on the blade and cause the weapon to glow and vibrate with energy, causing your next attack to deal an additional 1d12 force damage, before the blade returns to normal after this attack.

Ether Soaked Steel

Common, 40gp

The steel of this weapon is soaked in liquids of the ethereal plane, and as such, damage dealt from this weapon is considered magical and you can hit creatures with this weapon even if they are on the ethereal plane.

Illusionbane

Common, 40gp

This weapon’s blade is etched with pulsing ceruluean-white runes that are made with the sole purpose of disrupting illusions. If this weapon touches an illusion, it temporarily weakens its magical veil, and you can immediately make an Investigation check to see if it is truly an illusion or not. Illusions created through a Spell of 7th level or higher are immune to this effect.

Binding Runed

Uncommon, 80gp

This blade is etched with Elvish runes across its surface that glow a soft and faint earthen green. When you critically strike a creature with this weapon, spectral vines erupt from the weapon and cause the creature to become Restrained until the start of your next turn.

Fiendish Blade

Uncommon, 80gp

The blade of this weapon is unnaturally jagged and made of the jet black metal known as Fiendish Iron. Attacks made with this weapon count as magical, any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx where it's reborn instantly as a lemure devil, and if you critically hit a celestial with this weapon, all of the damage dice rolled are considered maximized.

By KoatheDM. Art generated by wombo.art.
Celestial Steel Silvered

Uncommon, 85gp

The blade of this weapon has been slivered with the elusive and rare metal known as celestial steel. The weapon counts as silvered for the purposes of overcoming immunities and resistances, faintly glows if an undead or fiend is within 60 feet of you, and when you hit an undead or fiend with this weapon you can choose to deal radiant damage as opposed to the weapon's normal damage type.

Adamantite Reinforced

Uncommon, 100gp

The blade of this weapon is made entirely of one of the most dense and heavy metals in the material plane, known as adamantite. The weight of this weapon is tripled and you automatically critically hit any object you hit. Furthermore, if you critically hit a construct with this weapon, all of the damage dice rolled are considered maximized.

Laetium Laced

Uncommon, 100gp

The blade of this weapon is made of the ultralight, gravity defying metal known as Laetium. If this weapon would have the Unwieldy or Heavy property, it no longer has these properties, the weight of this weapon is halved, and if this weapon has the Thrown property, its normal and long range are doubled.

Magically Sharpened

Uncommon, 100gp

This weapon’s blade has been soaked in Oil of Sharpening, and has been enchanted to keep some of its properties. You have a +1 bonus to damage rolls made with this weapon, and you deal max damage when cutting fabrics and cloths.

Wizardbane Blade

Uncommon, 100gp

The blade of this weapon is made of wizardbane, specifically designed to target and kill mages. Attacks with this weapon ignore any additions to AC that are created through magical means, like the Shield, Mage Armor, or Shield of Faith spells. Furthermore, when you hit a creature with this weapon that is concentrating on a spell, they have disadvantage on their Constitution saving throw made to maintain concentration on their spell.

Cold Tungsten Blade

Uncommon, 150gp

This weapon’s blade is made of cold tungsten, a silver-like metal that is practically toxic to the fey. This weapon is considered silvered for the purposes of overcoming immunities and resistances, the blade of this weapon becomes notably colder and appears to have frost lick its surface when a fey is within 1,000 feet of the weapon, and damage dealt to Fey or creatures with the Fey Ancestry trait with this weapon bypasses any resistances.

Mithral Blade

Uncommon, 150gp

Favored by those who are dexterous and seek to master weapons beyond those that are normally compatible with this build and fighting style, the blade of this weapon is made of the graceful mithral. If this Weapon would have the Unwieldy or Heavy property, it no longer has these properties, the weight of this weapon is halved, and if this Weapon did not have the Unwieldy, Heavy, or Two-Handed property, it gains the Finesse and Light properties if it did not already.

Stygian Iceblade

Rare, 180gp

This weapon's blade is made of enchanted ice from Styiga, and it is such a deep hue of blue that it is practically black. Once per turn when you hit a creature with this weapon their speed is reduced by 5 feet, provided the creature is not resistant to cold damage.

Vampiric Blade

Rare, 200gp

This weapon’s blade is made out of an alloy of Fiendish Iron and the rare Living Metal, causing the metal to sap up and drink blood as if it were vampiric in nature. When you deal damage with this weapon, it also reduces a creature’s hit point maximum by the same amount of damage dealt, provided the creature is not an undead, construct, or resistant to necrotic damage. In addition to this, if you critically strike a creature with this weapon, the blade leaves a cursed scar. Unless the creature is subject to the Greater Restoration or Remove Curse spell, the creature cannot regain hit points for the next hour.

Surge Runed

Rare, 250gp

The blade of this weapon is etched with wild magic runes that pulse faintly with energy, known to be incredibly adept at absorbing and re-releasing magical energy. Upon taking damage from a spell while holding this weapon, you can use your reaction to absorb part of the energy from the spell that hit you, where the weapon becomes charged for the next hour. If you hit a creature while the weapon is charged, you can expend this magical energy to deal an additional 2d6 force damage, where the weapon no longer becomes charged.

Drakenmetal Blade

Rare, 300gp

The blade of this weapon is made of the fabled and ruinous Drakenmetal. This weapon is immune to the Heat Metal spell, and other similar magical effects, and upon taking Fire, Cold, Lightning, or Acid damage, you can cast the spell Absorb Elements with your weapon without providing Somatic Components, provided that the damage type matches the kind of Drakenmetal you have; Gold/Brass - Fire, Silver - Cold, Bronze - Lightning, Copper - Acid.

By KoatheDM.
Livingmetal Lining

Very Rare, 300gp

This blade is lined and crafted with the necromantic livingmetal. Attacks with this weapon are considered to be magical and as an action you can plant this weapon into a medium sized corpse, where the corpse will rise as a Zombie under your control. The Zombie will remain under your control until it is reduced to 0 hit points, or until the weapon is pulled out of its body as an Action with a Strength check of 14.

Mageslayer Blade

Very rare, 450gp

When you hit a creature with an attack, you can have the blade cast Dispel Magic just before it connects. The blade has a +3 to any dispelling checks it may make. Once you have used this feature you cannot use it again until the next dawn or until you reduce a creature with the spellcasting feature or trait to zero hit points.

Tenebraetium Blade

Very Rare, 500gp

This weapon’s blade is made of a pitch black material that seems to absorb light, known as Tenebraetium. You gain a +1 bonus to attack rolls and damage rolls made with this weapon while you are in dim light or darkness and when you take the Attack action you can replace one of your attacks to target a spell or object within range that is producing a magical light. The spell or object has an AC equal to 10 + the spell’s level (11 if it is a cantrip). Upon hit, the light is dispelled.

Weaveslash Runed

Very rare, 500gp

This weapon’s blade is covered in intricate runes of draconic nature that draw power from the weave. When you make an attack with the weapon, you can choose for the weapon to instead slice the air and produce a slash of raw magical energy that flies towards your target, giving the weapon a range of 60 feet. The damage dealt from making a slash is one damage die lower (d12 to a d10, d10 to a d8, d8 to a d6, and so on), and deals force damage on hit.

By KoatheDM. Art generated by wombo.art.

Handle

Neverending Cloth

Common, 25gp

The wraps used in the handle of this weapon appear to be incredibly thick, and have a magical, practically endless, property. If this weapon is dropped, thrown, or disarmed while you are holding onto the handle, the cloth of the handle will magically unravel up to 1,000 feet. As an action, if you grip the cloth it will become taught with the weapon. While you are holding the weapon, as an action, you can cause the cloth to magically re-ravel as a bonus action. If cloth is cut from the neverending cloth, it disappears in 1 hour.

Ironhand Handle

Common, 50gp

The handle of this weapon is noticeably heavier and appears to be made of lead with deep cobalt and black dwarvish runes etched throughout. As a use object interaction while holding this weapon, you can speak the command word and cause the metal around the handle to mold around your hand, before hardening into metal once more. While it is molded around you in this manner, you cannot drop this weapon or let go of it, unless a Strength check of 25 is met. As a use object interaction, you can speak the secondary command word to have the metal melt from your hand and seep back into the handle.

Blinkback Handle

Uncommon, 100gp

This weapon has a blackened handle with glowing emeralds and malachite runes throughout the handle. As a use object interaction, provided the weapon is no more than 5,000 feet away from you, you can cause the weapon to disappear and reappear in your hand.

Loyal Wraps

Rare, 250gp

These heavily enchanted wraps are made of a finer silk and seem to naturally wrap around your hands when wielding this weapon. If you drop this weapon, are disarmed of this weapon, or throw this weapon, these wraps stay taught and cause the weapon to magically jump back to your hands at the end of the turn. Furthermore, the reach of this weapon increases to 15 feet as with each attack, you can throw the weapon and cause it to spring back to you. This handle cannot be chosen for weapons with the Heavy property.

Seeking

Rare, 400gp

This can only be applied to weapons with the thrown property. This weapon’s handle is etched with elegant auran and sylvan runes, and seems to naturally be aimed correctly at enemies before you’ve begun to prepare to throw this weapon. Attacks at long range made with this weapon do not suffer disadvantage, and attacks made with this weapon ignore half and three-quarters cover.



Dragonsand Amplifier

Very rare, 700gp

The handle of this weapon is etched with intricate, iridescent draconic runes laced with dragonsand that all connect to golden prongs at the pommel of the weapon which amplifies the power of an elemental crystal or psi crystal. The Dragonsand Amplifier amplifies the raw magical energy of the crystal placed in the golden prongs and coats the weapon’s blade in its associated energy, causing the weapon to deal an additional 1d4 damage on hit. This damage type is dependent on which crystal you are amplifying;

  • Freezing Crystal, Cold
  • Lightning Crystal, Lightning
  • Psi Crystal, Psychic
  • Flaming Crystal, Fire

By KoatheDM. Art generated by wombo.art.

Guard

Loyal Guard

Common, 35gp

This simple guard has golden inlay with arcane runes etched close to where the fingers lie on the handle. While you are holding this weapon, any attempts to disarm you are made with disadvantage.

Lashing Guard

Uncommon, 100gp

This guard has teeth-like designs carved into its surface and has grisly runic symbols in undercommon etched on the underside. When a creature uses their reaction to Parry or otherwise use their reaction to cause you to miss with an attack due to them using their weapon, you can activate the Lashing Guard as a reaction, where the target must succeed on a Strength saving throw of 14 or have the Lashing Guard disarm the target, as it animates and bites the weapon out of the creature’s grasp. Furthermore if a creature attempts to disarm you, you can use your reaction to activate the Lashing Guard where it will animate and bite the target attempting to disarm you, dealing 1d10 piercing damage.

Swiftstep Guard

Rare, 150gp

This guard is only a small, white opaque crystal, however when an object or creature comes close to it, it produces a barrier of battering winds. Once per turn when you hit with an attack with this weapon, the swiftstep guard can propel you 15 feet in any direction.



Vortex Guard

Rare, 400gp

This guard has the imagery of a swirling vortex on its surface, with auran and primordial runes etched upon its surface. When making an attack with this weapon, you can instead replace making an attack with activating the vortex guard, where one target within 30 feet of you must succeed on a Strength saving throw of 14 or be pulled 20 feet closer to you. If you are underwater, the target has disadvantage on their saving throw.

Abjurer’s Guard

Very rare, 750gp

This guard is hardly a guard by itself, and is instead four ornately carved sapphires that are etched with iridescent draconic runes. As a bonus action, you can cause the guard of this weapon to produce a small shimmering field of force, which gives you a +1 bonus to your AC while you are holding this weapon.

By KoatheDM.

Handaxes, Javelins, Sickles, Spears, Battleaxes, Greataxes, Pikes, Tridents, and War Picks

Blade

Guidelight Runed

Common, 25gp

This weapon’s blade is etched with simple celestial runes across its surface. As an action, you can speak the command word of the weapon where it will produce bright light out to 30 feet and another 30 feet of dim light. Alternatively if you speak the second command word as an Action, the weapon will produce dim light out to 30 feet that is only visible to whoever is holding the weapon. A creature who has truesight or can see into the ethereal plane can see this light.

Undersea Thulium Blade

Common, 25gp

This weapon’s blade is made of undersea thulium, and seems to have traces of seawater on its surface. You do not suffer disadvantage on attack rolls when making attacks with this weapon underwater.

Deathpower Runed

Common, 30gp

This weapon is etched with crimson and charcoal runes in abyssal that cause harmless rusting where the runes are etched onto the blade. When you reduce a creature to zero hit points the blade of this weapon, the essence of the creature will flow into the runes on the blade and cause the weapon to glow and vibrate with energy, causing your next attack to deal an additional 1d12 force damage, before the blade returns to normal after this attack.

Ether Soaked Steel

Common, 40gp

The steel of this weapon is soaked in liquids of the ethereal plane, and as such, damage dealt from this weapon is considered magical and you can hit creatures with this weapon even if they are on the ethereal plane.

Illusionbane

Common, 40gp

This weapon’s blade is etched with pulsing ceruluean-white runes that are made with the sole purpose of disrupting illusions. If this weapon touches an illusion, it temporarily weakens its magical veil, and you can immediately make an Investigation check to see if it is truly an illusion or not. Illusions created through a Spell of 7th level or higher are immune to this effect.



Binding Runed

Uncommon, 80gp

This blade is etched with Elvish runes across its surface that glow a soft and faint earthen green. When you critically strike a creature with this weapon, spectral vines erupt from the weapon and cause the creature to become Restrained until the start of your next turn.

Fiendish Blade

Uncommon, 80gp

The blade of this weapon is unnaturally jagged and made of the jet black metal known as Fiendish Iron. Attacks made with this weapon count as magical, any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx where it's reborn instantly as a lemure devil, and if you critically hit a celestial with this weapon, all of the damage dice rolled are considered maximized.

Celestial Steel Silvered

Uncommon, 85gp

The blade of this weapon has been slivered with the elusive and rare metal known as celestial steel. The weapon counts as silvered for the purposes of overcoming immunities and resistances, faintly glows if an undead or fiend is within 60 feet of you, and when you hit an undead or fiend with this weapon you can choose to deal radiant damage as opposed to the weapon's normal damage type.

Adamantite Reinforced

Uncommon, 100gp

The blade of this weapon is made entirely of one of the most dense and heavy metals in the material plane, known as adamantite. The weight of this weapon is tripled and you automatically critically hit any object you hit. Furthermore, if you critically hit a construct with this weapon, all of the damage dice rolled are considered maximized.

Laetium Laced

Uncommon, 100gp

The blade of this weapon is made of the ultralight, gravity defying metal known as Laetium. If this weapon would have the Unwieldy or Heavy property, it no longer has these properties, the weight of this weapon is halved, and if this weapon has the Thrown property, its normal and long range are doubled.

By KoatheDM.
Magically Sharpened

Uncommon, 100gp

This weapon’s blade has been soaked in Oil of Sharpening, and has been enchanted to keep some of its properties. You have a +1 bonus to damage rolls made with this weapon, and you deal max damage when cutting fabrics and cloths.

Wizardbane Blade

Uncommon, 100gp

The blade of this weapon is made of wizardbane, specifically designed to target and kill mages. Attacks with this weapon ignore any additions to AC that are created through magical means, like the Shield, Mage Armor, or Shield of Faith spells. Furthermore, when you hit a creature with this weapon that is concentrating on a spell, they have disadvantage on their Constitution saving throw made to maintain concentration on their spell.

Cold Tungsten Blade

Uncommon, 150gp

This weapon’s blade is made of cold tungsten, a silver-like metal that is practically toxic to the fey. This weapon is considered silvered for the purposes of overcoming immunities and resistances, the blade of this weapon becomes notably colder and appears to have frost lick its surface when a fey is within 1,000 feet of the weapon, and damage dealt to Fey or creatures with the Fey Ancestry trait with this weapon bypasses any resistances.

Mithral Blade

Uncommon, 150gp

Favored by those who are dexterous and seek to master weapons beyond those that are normally compatible with this build and fighting style, the blade of this weapon is made of the graceful mithral. If this Weapon would have the Unwieldy or Heavy property, it no longer has these properties, the weight of this weapon is halved, and if this Weapon did not have the Unwieldy, Heavy, or Two-Handed property, it gains the Finesse and Light properties if it did not already.

Stygian Iceblade

Rare, 180gp

This weapon's blade is made of enchanted ice from Styiga, and it is such a deep hue of blue that it is practically black. Once per turn when you hit a creature with this weapon their speed is reduced by 5 feet, provided the creature is not resistant to cold damage.

Vampiric Blade

Rare, 200gp

This weapon’s blade is made out of an alloy of Fiendish Iron and the rare Living Metal, causing the metal to sap up and drink blood as if it were vampiric in nature. When you deal damage with this weapon, it also reduces a creature’s hit point maximum by the same amount of damage dealt, provided the creature is not an undead, construct, or resistant to necrotic damage. In addition to this, if you critically strike a creature with this weapon, the blade leaves a cursed scar. Unless the creature is subject to the Greater Restoration or Remove Curse spell, the creature cannot regain hit points for the next hour.

Surge Runed

Rare, 250gp

The blade of this weapon is etched with wild magic runes that pulse faintly with energy, known to be incredibly adept at absorbing and re-releasing magical energy. Upon taking damage from a spell while holding this weapon, you can use your reaction to absorb part of the energy from the spell that hit you, where the weapon becomes charged for the next hour. If you hit a creature while the weapon is charged, you can expend this magical energy to deal an additional 2d6 force damage, where the weapon no longer becomes charged.

By KoatheDM.
Drakenmetal Blade

Rare, 300gp

The blade of this weapon is made of the fabled and ruinous Drakenmetal. This weapon is immune to the Heat Metal spell, and other similar magical effects, and upon taking Fire, Cold, Lightning, or Acid damage, you can cast the spell Absorb Elements with your weapon without providing Somatic Components, provided that the damage type matches the kind of Drakenmetal you have; Gold/Brass - Fire, Silver - Cold, Bronze - Lightning, Copper - Acid.

Livingmetal Lining

Very Rare, 300gp

This blade is lined and crafted with the necromantic livingmetal. Attacks with this weapon are considered to be magical and as an action you can plant this weapon into a medium sized corpse, where the corpse will rise as a Zombie under your control. The Zombie will remain under your control until it is reduced to 0 hit points, or until the weapon is pulled out of its body as an Action with a Strength check of 14.

Mageslayer Blade

Very rare, 450gp

When you hit a creature with an attack, you can have the blade cast Dispel Magic just before it connects. The blade has a +3 to any dispelling checks it may make. Once you have used this feature you cannot use it again until the next dawn or until you reduce a creature with the spellcasting feature or trait to zero hit points.

Tenebraetium Blade

Very Rare, 500gp

This weapon’s blade is made of a pitch black material that seems to absorb light, known as Tenebraetium. You gain a +1 bonus to attack rolls and damage rolls made with this weapon while you are in dim light or darkness and when you take the Attack action you can replace one of your attacks to target a spell or object within range that is producing a magical light. The spell or object has an AC equal to 10 + the spell’s level (11 if it is a cantrip). Upon hit, the light is dispelled.

Weaveslash Runed

Very rare, 500gp

This weapon’s blade is covered in intricate runes of draconic nature that draw power from the weave. When you make an attack with the weapon, you can choose for the weapon to instead slice the air and produce a slash of raw magical energy that flies towards your target, giving the weapon a range of 60 feet. The damage dealt from making a slash is one damage die lower (d12 to a d10, d10 to a d8, d8 to a d6, and so on), and deals force damage on hit.

By KoatheDM. Art generated by wombo.art.

Handle

Neverending Cloth

Common, 25gp

The wraps used in the handle of this weapon appear to be incredibly thick, and have a magical, practically endless, property. If this weapon is dropped, thrown, or disarmed while you are holding onto the handle, the cloth of the handle will magically unravel up to 1,000 feet. As an action, if you grip the cloth it will become taught with the weapon. While you are holding the weapon, as an action, you can cause the cloth to magically re-ravel as a bonus action. If cloth is cut from the neverending cloth, it disappears in 1 hour.

Ironhand Handle

Common, 50gp

The handle of this weapon is noticeably heavier and appears to be made of lead with deep cobalt and black dwarvish runes etched throughout. As a use object interaction while holding this weapon, you can speak the command word and cause the metal around the handle to mold around your hand, before hardening into metal once more. While it is molded around you in this manner, you cannot drop this weapon or let go of it, unless a Strength check of 25 is met. As a use object interaction, you can speak the secondary command word to have the metal melt from your hand and seep back into the handle.

Blinkback Handle

Uncommon, 100gp

This weapon has a blackened handle with glowing emeralds and malachite runes throughout the handle. As a use object interaction, provided the weapon is no more than 5,000 feet away from you, you can cause the weapon to disappear and reappear in your hand.



Loyal Wraps

Rare, 250gp

These heavily enchanted wraps are made of a finer silk and seem to naturally wrap around your hands when wielding this weapon. If you drop this weapon, are disarmed of this weapon, or throw this weapon, these wraps stay taught and cause the weapon to magically jump back to your hands at the end of the turn. Furthermore, the reach of this weapon increases to 15 feet as with each attack, you can throw the weapon and cause it to spring back to you. This handle cannot be chosen for weapons with the Heavy property.

Seeking

Rare, 400gp

This can only be applied to weapons with the thrown property. This weapon’s handle is etched with elegant auran and sylvan runes, and seems to naturally be aimed correctly at enemies before you’ve begun to prepare to throw this weapon. Attacks at long range made with this weapon do not suffer disadvantage, and attacks made with this weapon ignore half and three-quarters cover.

Dragonsand Amplifier

Very rare, 700gp

The handle of this weapon is etched with intricate, iridescent draconic runes laced with dragonsand that all connect to golden prongs at the pommel of the weapon which amplifies the power of an elemental crystal or psi crystal. The Dragonsand Amplifier amplifies the raw magical energy of the crystal placed in the golden prongs and coats the weapon’s blade in its associated energy, causing the weapon to deal an additional 1d4 damage on hit. This damage type is dependent on which crystal you are amplifying;

  • Freezing Crystal, Cold
  • Lightning Crystal, Lightning
  • Psi Crystal, Psychic
  • Flaming Crystal, Fire
By KoatheDM.

Light Hammers, Maces, Mauls, Warhammers, and Whips

Head

Guidelight Runed

Common, 25gp

This weapon is etched with simple celestial runes across its surface. As an action, you can speak the command word of the weapon where it will produce bright light out to 30 feet and another 30 feet of dim light. Alternatively if you speak the second command word as an Action, the weapon will produce dim light out to 30 feet that is only visible to whoever is holding the weapon. A creature who has truesight or can see into the ethereal plane can see this light.

Undersea Thulium Head/Bands

Common, 25gp

This weapon has a undersea thulium head, or bands of it wrapping around its surface, and seems to have traces of seawater on its surface. You do not suffer disadvantage on attack rolls when making attacks with this weapon underwater.

Deathpower Runed

Common, 30gp

This weapon is etched with crimson and charcoal runes in abyssal that cause harmless rusting where the runes are etched onto the blade. When you reduce a creature to zero hit points the blade of this weapon, the essence of the creature will flow into the runes on the blade and cause the weapon to glow and vibrate with energy, causing your next attack to deal an additional 1d12 force damage, before the blade returns to normal after this attack.



Burdenstone Head/Rings

Common, 50gp

This weapon has a head of the magically heavy burdenstone, or has rings surrounding it made of burdenstone. Shove actions are made with advantage while you are using this weapon.

Binding Runed

Uncommon, 80gp

This weapon is etched with Elvish runes across its surface that glow a soft and faint earthen green. When you critically strike a creature with this weapon, spectral vines erupt from the weapon and cause the creature to become Restrained until the start of your next turn.

Adamantite Reinforced

Uncommon, 100gp

This weapon has an adamanatite head or adamantite bands that wrap around it, one of the most dense and heavy metals in the material plane. The weight of this weapon is tripled and you automatically critically hit any object you hit. Furthermore, if you critically hit a construct with this weapon, all of the damage dice rolled are considered maximized.

Runes of the Pulveriser

Uncommon, 100gp

The head of this weapon is enchanted with runes in giant that make the weapon heavy and much more effective in crushing melee blows. When you roll damage with this weapon, you can reroll the damage die and take either result once per turn.

Moradin's Tool

Uncommon, 120gp

This weapon has the symbology of Moradin along its head or across its hilt, and always feels properly weighted when held. You can use this weapon as if it were smith's tools, and as an action, by placing this weapon upon raw metal that is neither worn nor carried, you can cause the metal to heat up to the point where it is pliable.

Cold Tungsten Plated

Uncommon, 150gp

This weapon is plated with cold tungsten, a silver-like metal that is practically toxic to the fey. This weapon is considered silvered for the purposes of overcoming immunities and resistances, the plating of this weapon becomes notably colder and appears to have frost lick its surface when a fey is within 1,000 feet of the weapon, and damage dealt to Fey or creatures with the Fey Ancestry trait with this weapon bypasses any resistances.

By KoatheDM. Art generated by wombo.art.
Resonance Bands

Rare, 150gp

These finely crafted, glasslike bands surround the weapon, and hum with faint power. When you critically strike a creature with this weapon, you can choose to push the creature 30 feet back. If the creature hits a wall, large object, or another creature due to this, they take additional bludgeoning damage equal to 1d10 per 10 feet moved.

Stygian Icehead

Rare, 180gp

This weapon has enchanted ice from Styiga as sharp icicles across its surface or as a massive chilling chunk as its head. Once per turn when you hit a creature with this weapon their speed is reduced by 5 feet, provided the creature is not resistant to cold damage.

Vampiric

Rare, 200gp

This weapon is plated with an alloy of Fiendish Iron and the rare Living Metal, causing the metal to sap up and drink blood as if it were vampiric in nature. When you deal damage with this weapon, it also reduces a creature’s hit point maximum by the same amount of damage dealt, provided the creature is not an undead, construct, or resistant to necrotic damage. In addition to this, if you critically strike a creature with this weapon, the weapon leaves a cursed bludgeoning mark that rots the skin. Unless the creature is subject to the Greater Restoration or Remove Curse spell, the creature cannot regain hit points for the next hour.

Agitated Nullacrum Head/Rings

Rare, 220gp

This weapon has a head, or rings, of the gravity-altering alloy known as Nullacrum, that has been enchanted with primordial runes so it is agitated and unstable. Once per turn when you hit a creature with this weapon, you can attempt a Shove action to knock the creature prone.

Surge Runed

Rare, 250gp

This weapon is etched with wild magic runes that pulse faintly with energy, known to be incredibly adept at absorbing and re-releasing magical energy. Upon taking damage from a spell while holding this weapon, you can use your reaction to absorb part of the energy from the spell that hit you, where the weapon becomes charged for the next hour. If you hit a creature while the weapon is charged, you can expend this magical energy to deal an additional 2d6 force damage, where the weapon no longer becomes charged.

Drakenmetal Plated

Rare, 300gp

This weapon is plated with the fabled and ruinous Drakenmetal. This weapon is immune to the Heat Metal spell, and other similar magical effects, and upon taking Fire, Cold, Lightning, or Acid damage, you can cast the spell Absorb Elements with your weapon without providing Somatic Components, provided that the damage type matches the kind of Drakenmetal you have; Gold/Brass - Fire, Silver - Cold, Bronze - Lightning, Copper - Acid.

Mageslayer Runed

Very rare, 450gp

This weapon is heavily enchanted with anti-magical abjuration based runes. When you hit a creature with an attack, you can have the weapon cast Dispel Magic just before it connects. The weapon has a +3 to any dispelling checks it may make. Once you have used this feature you cannot use it again until the next dawn or until you reduce a creature with the spellcasting feature or trait to zero hit points.

By KoatheDM.

Handle

Neverending Cloth

Common, 25gp

The wraps used in the handle of this weapon appear to be incredibly thick, and have a magical, practically endless, property. If this weapon is dropped, thrown, or disarmed while you are holding onto the handle, the cloth of the handle will magically unravel up to 1,000 feet. As an action, if you grip the cloth it will become taught with the weapon. While you are holding the weapon, as an action, you can cause the cloth to magically re-ravel as a bonus action. If cloth is cut from the neverending cloth, it disappears in 1 hour.

Ironhand Handle

Common, 50gp

The handle of this weapon is noticeably heavier and appears to be made of lead with deep cobalt and black dwarvish runes etched throughout. As a use object interaction while holding this weapon, you can speak the command word and cause the metal around the handle to mold around your hand, before hardening into metal once more. While it is molded around you in this manner, you cannot drop this weapon or let go of it, unless a Strength check of 25 is met. As a use object interaction, you can speak the secondary command word to have the metal melt from your hand and seep back into the handle.



Blinkback Handle

Uncommon, 100gp

This weapon has a blackened handle with glowing emeralds and malachite runes throughout the handle. As a use object interaction, provided the weapon is no more than 5,000 feet away from you, you can cause the weapon to disappear and reappear in your hand.

Loyal Wraps

Rare, 250gp

These heavily enchanted wraps are made of a finer silk and seem to naturally wrap around your hands when wielding this weapon. If you drop this weapon, are disarmed of this weapon, or throw this weapon, these wraps stay taught and cause the weapon to magically jump back to your hands at the end of the turn. Furthermore, the reach of this weapon increases to 15 feet as with each attack, you can throw the weapon and cause it to spring back to you. This handle cannot be chosen for weapons with the Heavy property.

Seeking

Rare, 400gp

This can only be applied to weapons with the thrown property. This weapon’s handle is etched with elegant auran and sylvan runes, and seems to naturally be aimed correctly at enemies before you’ve begun to prepare to throw this weapon. Attacks at long range made with this weapon do not suffer disadvantage, and attacks made with this weapon ignore half and three-quarters cover.

By KoatheDM.

Changelog

  • Version 1.2
    • Grammatical fixes
  • Version 1.1
    • Added attunement and level system, as such adjusted rarity and gold costs to reflect balance of attunement system
  • Version 1.0
    • Initial release

More

  This homebrew was made by KoatheDM, and you can find more homebrew content on Patreon! I also have an Instagram account, Reddit account where I post and tease other homebrew content by the name of KoatheDM, and a Twitter where I also tease upcoming content! This document was made through GMBinder. Art generated by wombo.art and art also made by Tan Ho Sim, Ede Laszlo, Joyce Maureira, and EDGE Studios.

By KoatheDM
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