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.
Table Of Contents
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Clubs, Greatclubs, and Quarterstaffs
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Material..............................................5
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Common.........................................................5
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Uncommon.....................................................5
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Rare.................................................................5
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Very Rare........................................................6
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Handle................................................6
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Common.........................................................6
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Uncommon.....................................................6
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Rare.................................................................6
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Very Rare........................................................6
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Daggers, Glaives, Halberds, Lances, Longswords, Greatswords, Rapiers, Scimitars, and Shortswords
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Blade...................................................7
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Common..........................................................7
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Uncommon.....................................................7
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Rare.................................................................8
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Very Rare........................................................9
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Handle................................................10
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Common.........................................................10
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Uncommon.....................................................10
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Rare.................................................................10
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Very Rare.......................................................10
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Guard...................................................11
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Common.........................................................11
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Uncommon.....................................................11
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Rare.................................................................11
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Very Rare.......................................................11
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Handaxes, Javelins, Sickles, Spears, Battleaxes, Greataxes, Pikes, Tridents, and War Picks-
Blade..................................................12
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Common.........................................................12
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Uncommon.....................................................12
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Rare.................................................................13
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Very Rare.......................................................14
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Handle...................................................15
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Common.........................................................15
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Uncommon.....................................................15
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Rare.................................................................15
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Very Rare.......................................................15
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Light Hammers, Maces, Mauls, Warhammers, and Whips
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Head...................................................16
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Common.........................................................16
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Uncommon.....................................................16
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Rare.................................................................17
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Very Rare.......................................................17
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Handle................................................18
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Common.........................................................18
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Uncommon.....................................................18
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Rare.................................................................18
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Flails and Morningstars
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Head...................................................19
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Common.........................................................19
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Uncommon.....................................................19
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Rare.................................................................19
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Very Rare.......................................................20
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Chain...................................................21
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Common.........................................................21
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Uncommon.....................................................21
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Very Rare.......................................................21
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Handle................................................21
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Common.........................................................21
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Uncommon.....................................................21
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Rare.................................................................21
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Light Crossbows, Hand Crossbows, and Heavy Crossbows
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Stock...................................................22
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Common.........................................................22
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Uncommon.....................................................22
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Rare.................................................................22
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Very Rare.......................................................22
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String..................................................23
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Common.........................................................23
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Uncommon.....................................................23
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Rare.................................................................23
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Longbows and Shortbows
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Limb...................................................24
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Common.........................................................24
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Uncommon.....................................................24
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Drawstring..........................................25
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Common.........................................................25
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Uncommon.....................................................25
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Rare.................................................................25
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Amplifiers
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Changelog
Flails and Morningstars
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
Common, 25gp
This weapon’s head 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.
Burdenstone Head
Common, 50gp
This weapon has a head of the magically heavy 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’s head is composed entirely of one of the most dense and heavy metals in the material plane, 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.
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.
Plaguedoctor’s Censor
Uncommon, 120gp
The head of this weapon has been perforated and is made of an enchanted, blackened metal. As an action, as if you were applying poison to the weapon, you can take a dose of an inhaled poison and insert it into the censor, where it will magically combust and become imbued with this weapon, and produce toxic vapors of the inhaled poison you inserted. For the next hour, each time you hit a creature with this weapon, the creature is subject to the poison.
Cold Tungsten Plated
Uncommon, 150gp
This weapon’s head 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.
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’s head is a massive chunk of Stygian Ice, that is such a deep blue coloration it practically looks blackened. 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.
Invigorating Censor
Rare, 200gp
The head of this weapon is scribed with celestial runes and always faintly smells of incense. As an action you can speak the command word, where the head of this weapon begins producing empowering vapors in your space. For the next minute, you gain 5 temporary hit points at the start of each of your turns. Once you have used this property, you cannot use it again until you roll initiative.
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.
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.
Duplicating
Very rare, 450gp
The head of this weapon is made of the grey-black, strangely enchantable alloy known as Runalum, and has unique duplicating properties. Once per turn, when you make an attack with this weapon, you can speak the command word of this weapon to cause the chain and head of this weapon to temporarily duplicate, where you can make one additional attack against a separate creature within your range as part of the same attack, before the duplicate swings back and absorbs into the original weapon.
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.
Chain
Seeking Chain
Common, 50gp
The chain of this weapon has been enchanted, and faintly shivers and shutters when idle. While holding this weapon, you can use the chain of this weapon to grapple creatures up to 10 feet away from you. While you are grappling a creature with this weapon, you cannot grapple any other creatures with this weapon.
Collapsible Chain
Uncommon, 120gp
The chain of this weapon has been carefully enchanted with clever gnomish runes. Attacks with this weapon ignore additions to AC caused by shields, and when you make an attack with this weapon, you can call upon its enchanted nature to have the chains split, causing the weapon’s reach to extend by 10 feet for the attack.
Nullacrum Chains
Very rare, 350gp
The chains of this weapon are made of the violet-black alloy known as Nullacrum, and they 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 chains, 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 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.
Light Crossbows, Hand Crossbows, and Heavy Crossbows
Stock
Mechanical Stock
Common, 30gp
Made of ingenious gnomish invention, the stock is instead replaced with complex mechanical parts that do much of the loading of the crossbow for you. This weapon no longer has the loading property, however there is a 20% chance upon rolling a natural 1 that the weapon jams, and it will be unusable until an hour is spent fixing the weapon with tinker’s tools.
Autovenomer
Common, 60gp
This augmented stock has a number of containers and sockets, where vials of poison or venom will automatically apply to bolts fired from this weapon. As an Action, you can place up to three of the same vials of poison onto the augmented stock, where it will automatically apply the poison on each bolt fired from this weapon.
Eversmoking Stock
Common, 75gp
This stock is made with intricate carvings of deep clouds, and is always cool to the touch. As a bonus action you can create a 5 foot radius sphere of fog that heavily obscures the area. This cloud lasts until the end of your next turn.
Lodestone Accumulator
Uncommon, 115gp
This heavily enchanted arcano-mechanical stock has the middle of the stock open, where a magical vortex exists that collects particles from the atmosphere to bolster a bolt with heavy elemental magic. Once per turn you can infuse a bolt with collected primordial energy, where on hit, the target takes half damage but must succeed on a Strength saving throw of 13 or be pushed back 10 feet and knocked prone.
Dual-Bolt Stock
Rare, 300gp
Made of ingenious gnomish invention, this complex arcano-mechanical stock has its stock fitted so it can hold an additional bolt. This weapon no longer has the loading property and once per turn, you can make one additional attack as part of the attack action. Once you have done this, you must spend an Action to load another bolt into the Dual-Bolt Stock and crank it back into place. Upon rolling a natural 1, there is a 50% chance that the weapon jams, and will be unusable until an hour is spent fixing the weapon with tinker’s tools.
Overcharged Steamstock
Very rare, 700gp
This noisy arcano-mechanical stock has a number of small pistons and steam engines within, that draws upon the latent power of the elemental plane of fire to power its magical engines. This weapon no longer has the loading property, each shot made with this weapon can be heard from up to 100 feet away, the normal and long range of this weapon is doubled, and once per turn you can opt to make an attack with disadvantage, but deal an additional damage die on hit. The damage die is one lower than the weapon's normal damage die (d12 to d10, d8 to d6, d6 to d4, etc). Upon rolling a natural 1, there is a 50% chance that the weapon jams, and will be unusable until an hour is spent fixing the weapon with tinker’s tools.
String
Reinforced Bowstring
Common, 50gp
This bowstring is made of a magically refined fiber that is especially malleable yet has incredible tensile strength. The normal and long range of this weapon are doubled.
Ethereal Bowstring
Uncommon, 100gp
This bowstring glows a faint ethereal coloration, as it is threads from the ethereal plane that has been enchanted and steeped in stabilizing and anchoring agents. Attacks made with this weapon are imbued with ethereal magic, and as such count as magical, ignore half cover as they partially pass through mundane cover, and can target creatures in the ethereal plane, provided you can see them.
Blazing Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with burning magic of the elemental plane of fire. When you take the attack action, you can cause the bowstring of this weapon to begin to burn with magical flames, causing all of your attacks from the attack action to deal an additional 1d6 fire damage. Once you have used this property you cannot use it again until you roll initiative.
Concussive Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with thunderous and tempestuous magic. When you take the attack action, you can cause the bowstring of this weapon to hum with thunderous energy, causing all of your attacks from the attack action to deal an additional 1d6 thunder damage. Once you have used this property you cannot use it again until you roll initiative.
Krakenire Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with the essence of a kraken. When you take the attack action, you can cause the bowstring of this weapon to crackle and hum with electrical energy, causing all of your attacks from the attack action to deal an additional 1d6 lightning damage. Once you have used this property you cannot use it again until you roll initiative.
Radiant Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with celestial magic of the upper planes. When you take the attack action, you can cause the bowstring of this weapon to glow with radiant energy, causing all of your attacks from the attack action to deal an additional 1d6 radiant damage. Once you have used this property you cannot use it again until you roll initiative.
Stygian Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with the freezing magic of Stygia. When you take the attack action, you can cause the bowstring of this weapon to glow in freezing energy, causing all of your attacks from the attack action to deal an additional 1d6 cold damage. Once you have used this property you cannot use it again until you roll initiative.
Longbows and Shortbows
Limb
Collapsible
Common, 25gp
The limb of this weapon is made of enchanted interlocked plates, and as a bonus action you can cause the weapon to collapse into a 4 inch long tube of smaller enchanted interlocking plates.
Bladed
Common, 35gp
The limb of this weapon has two slender blades built into the material. This weapon also counts as a simple melee weapon with the Finesse property that deals 1d6 slashing damage on hit.
Activated Imbued Wood
Common, 50gp
The wood of this weapon is made of a powerful imbued wood, and as you pull arrows back on your bowstring, you can use the latent energy of the activated imbued wood to rush into the arrow, causing the weapon to deal magical damage, depending on the type of imbued wood the weapon is made of.
- 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
Activated Ironwood
Uncommon, 125gp
The limb of this weapon is made of the interlocked, bulky plates of activated ironwood. While holding this weapon, you can cast the spell Shillelagh, targeting the bow you are holding using Wisdom, Intelligence, or Charisma as your spellcasting ability. When you cast Shillelagh in this way, the spell does not fail due to the weapon not being a club or quarterstaff.
Suntouched
Uncommon, 125gp
The limb of this weapon is made of a blessed suntree, and faintly glows in the dark. Attacks made with this weapon are considered magical and when you hit undead or fiend with this weapon you can choose to deal radiant damage as opposed to piercing damage. Furthermore, when you make an attack with this weapon you can replace one of your attacks to fire an arrow that is suntouched and blessed with radiant energy, which dispels magical darkness it passes through if it is of a spell level of 3rd or lower.
Diviner's Willow
Uncommon, 250gp
The limb of this weapon is made of a silvery willow that contains a very faint violet glow from the center of the limb. Attacks made with this weapon are considered magical, and when you make an attack with this weapon you can instead declare an Oracle Shot, which does not deal damage, but as the arrow is fired from this weapon you can see through the arrow as if you were in it’s space until the arrow impacts a surface or is destroyed.
Drawstring
Windcalling
Common, 50gp
This bowstring is almost lighter than air, and is heavily enchanted with auran magics. When you pull back on this bowstring, it calls upon intense winds to collect at the base of your notched arrow, effectively doubling your normal and long range with this weapon.
Ethereal Bowstring
Uncommon, 100gp
This bowstring glows a faint ethereal coloration, as it is threads from the ethereal plane that has been enchanted and steeped in stabilizing and anchoring agents. Attacks made with this weapon are imbued with ethereal magic, and as such count as magical, ignore half cover as they partially pass through mundane cover, and can target creatures in the ethereal plane, provided you can see them.
Giant's Bowstring
Uncommon, 140gp
This bowstring looks to be roughly hewn and heavy, but it is laced with powerful Giant enchantments. You can use your Strength modifier as opposed to your Dexterity modifier for attacks made with this weapon.
Blazing Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with burning magic of the elemental plane of fire. When you take the attack action, you can cause the bowstring of this weapon to begin to burn with magical flames, causing all of your attacks from the attack action to deal an additional 1d6 fire damage. Once you have used this property you cannot use it again until you roll initiative.
Concussive Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with thunderous and tempestuous magic. When you take the attack action, you can cause the bowstring of this weapon to hum with thunderous energy, causing all of your attacks from the attack action to deal an additional 1d6 thunder damage. Once you have used this property you cannot use it again until you roll initiative.
Krakenire Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with the essence of a kraken. When you take the attack action, you can cause the bowstring of this weapon to crackle and hum with electrical energy, causing all of your attacks from the attack action to deal an additional 1d6 lightning damage. Once you have used this property you cannot use it again until you roll initiative.
Radiant Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with celestial magic of the upper planes. When you take the attack action, you can cause the bowstring of this weapon to glow with radiant energy, causing all of your attacks from the attack action to deal an additional 1d6 radiant damage. Once you have used this property you cannot use it again until you roll initiative.
Stygian Bowstring
Rare, 350gp
The bowstring on this weapon is imbued with the freezing magic of Stygia. When you take the attack action, you can cause the bowstring of this weapon to glow in freezing energy, causing all of your attacks from the attack action to deal an additional 1d6 cold damage. Once you have used this property you cannot use it again until you roll initiative.
Amplifiers
Shadowheart Onyx
Common, 25gp
This blackened onyx is set on the hilt of the weapon and seems to absorb all light that touches it. When you draw this weapon or make an attack with this weapon, you can cause all nonmagical lights or torches to extinguish within 60 feet of you.
Melora's Blessing
Common, 30gp
This amplifier is made of a variety of enchanted seashells that adorn the weapon. This weapon floats on water, and upon speaking the command word as a bonus action while underwater, the weapon will torpedo upwards towards the surface, pulling you up to 100 feet.
Hunter's Charm
Common, 40gp
Used commonly by rangers and hunters, this amplifier is made of a druidic rune on the hilt of the weapon accompanied with magically treated feathers, bones, or teeth that hang from a leather cord. This amplifier is attuned to aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or a specific kind of humanoid (such as Elf, Gith, or Dwarf). The amplifier of this weapon will emit 5 feet of dim light when it’s creature is within 120 feet of you.
Dwarvish Burdenstone
Common, 50gp
This amplifier has a leaden ball with an opalescent sheen made of Burdenstone, with small dwarvish runes etched upon its surface. This clever runic charm is often used by Dwarves as practical jokes, and while this weapon is not being worn or carried, it weighs an additional 500 pounds unless the command word is spoken as a bonus action to alleviate the additional weight.
Magician’s Pyrite
Common, 50gp
This magically altered and heavily enchanted chunk of pyrite adorns the hilt of this weapon and is often surrounded by glass beads or faux opals. Whenever you draw this weapon or make an attack with this weapon, you can change the appearance of the blade or cast the spell Prestidigitation or Thaumaturgy without requiring any components.
Trickster’s Mirror
Common, 50gp
This amplifier appears to be a simple iron knob on the hilt of this weapon, however close inspection reveals that it never tarnishes and faintly glimmers in the dark. As an action you can speak the command word of this weapon, where it will then turn invisible. This weapon remains invisible until you speak the command word once more as an action, where it will become visible again.
Fey Charm
Common, 80gp
This amplifier is a single ivory token with sylvan runes on its surface, that shimmers in the moonlight. While you are holding this weapon you have advantage on savings throws against being charmed and advantage on all saving throws made to shrug off the charmed condition.
Ruby of the Warmage
Common, 80gp
This ruby is set into the hilt of the weapon and occasionally flashes with lightning-like arcane energy. This weapon counts as a spellcasting focus, and while you are holding this weapon you can replace the somatic components of spells with a sword flourish.
Everwatching Eye
Uncommon, 100gp
This amplifier is the enchanted symbol of Ioun etched upon the hilt of the weapon. While holding this weapon, your passive Perception score increases by 3.
Assassin's Bloodstone
Uncommon, 120gp
This amplifier is a deep green gemstone with mottled crimson spots usually shaped to a point in the hilt of the weapon. You have advantage on attack rolls made with this weapon against creatures who are not missing any hit points.
Arcane Sigil
Uncommon, 150gp
Etched on the hilt of this weapon is a complex arcane sigil. This amplifier contains a single 1st level wizard or sorcerer spell, and while holding this weapon you can cast this spell without requiring components. If the spell has a material component cost, the material components must be present when casting the spell. Once you have used this Amplifier, it grows inert and cannot be used again until the next dawn.
Druidic Sigil
Uncommon, 150gp
Etched on the hilt of this weapon is a complex druidic sigil . This amplifier contains a single 1st level druid or ranger spell, and while holding this weapon you can cast this spell without requiring components. If the spell has a material component cost, the material components must be present when casting the spell. Once you have used this Amplifier, it grows inert and cannot be used again until the next dawn.
Eldritch Sigil
Uncommon, 150gp
Etched on the hilt of this weapon is a whispering eldritch sigil. This amplifier contains a single 1st level warlock spell, and while holding this weapon you can cast this spell without requiring components. If the spell has a material component cost, the material components must be present when casting the spell. Once you have used this Amplifier, it grows inert and cannot be used again until the next dawn.
Holy Sigil
Uncommon, 150gp
Etched on the hilt of this weapon is a radiant sigil This amplifier contains a single 1st level cleric or paladin spell, and while holding this weapon you can cast this spell without requiring components. If the spell has a material component cost, the material components must be present when casting the spell. Once you have used this Amplifier, it grows inert and cannot be used again until the next dawn.
Spellsword’s Opal
Uncommon, 150gp
This amplifier is an effervescent and enchanted opal that seems to crackle with arcane energy whenever a spell is casted in its presence. When this weapon is used as the material component of a spell or the target of a spell (such as magic weapon, elemental weapon, etc) it becomes charged with arcane energy and deals an additional 1d4 force damage on hit until the end of the turn. Furthermore, despite being a magical weapon, this weapon can still be targeted with spells like Magic Weapon, Elemental Weapon, and Holy Weapon, as well as other magical effects that would augment the weapon and make it magical.
Sprite Charm
Uncommon, 150gp
Etched on the hilt of this weapon is an erratic rune in Sylvan, accompanied by two spectral sprite wings that faintly buzz when the weapon is in motion. While you are holding this weapon you have advantage on initiative checks.
Spelldraining Jasper
Rare, 200gp
This amplifier appears to be an inert jasper surrounded by glass and platinum embedded into the hilt of the weapon, but its surface grows intensely hot when spells are casted in its presence. Whenever you critically strike a creature with this weapon they are magically weakened until the end of your next turn, where all of their spells only deal half as much damage as they normally would.
Stasis Sapphire
Rare, 200gp
This weapon has an ornate, deeply enchanted sapphire adorned on its hilt that depicts a small galaxy within the gemstone. While holding this weapon, you can activate the stasis sapphire as an action by speaking its command word, where the weapon will teleport into a pocket dimension. While it is in this pocket dimension, as an object interaction you can speak its second command word and draw the weapon from the pocket dimension.
Warlord's Wulfenite
Rare, 250gp
This coral sharp coral gemstone is embedded into the hilt of the weapon and appears to have fresh blood trapped within. Whenever you critically strike a creature with this weapon, they are coveted by a magical red aura for the next minute, and you critically strike on a roll of 19 or 20 when targeting a creature that is surrounded by this aura.
Tidecrusher Coral
Rare, 275gp
This amplifier is made of a sharp, runic coral of an iridescent sheen embedded into the hilt and handle of the weapon itself. Whenever you successfully push a creature while holding this weapon, spectral waves batter the creature, where they take 1d4 force damage for every 5 feet moved.
Aucturian Heartseed
Rare, 300gp
This amplifier is a deep purple fungal seed that faintly glows, encased in amber and varnish embedded into the hilt of the weapon, where dark violet vines grow onto the handle. This weapon deals an additional 1d4 poison damage on hit, as flowers or spores sprout from wounds afflicted with this blade. You can only deal this additional damage once per turn. Furthermore if you reduce a creature to zero hit points with this weapon they release a 5 foot radius cloud of toxic spores or pollen, and any creature that enters this space for the first time on a turn or starts their turn in it, takes 2d6 poison damage. These spores last for 1 minute or until a strong wind disperses them.
Avandra's Charm
Rare, 300gp
This black pearl wrought in a simple leather cord is subtly enchanted with powerful, lucky altering magics that is typically found hanging from the hilt of the weapon. You critically strike on a roll of a 19 or 20 with this weapon.
Sunstone Amplifier
Rare, 300gp
This amplifier is made with traces of the coveted Sunstone, intricately wrapped in cloth that is built in the hilt of the weapon that glows faintly when in sunlight. While this weapon is bathed in sunlight or in the radius of the daylight spell, the weapon gains a +1 bonus to attack rolls and damage rolls.
Void Moonstone
Rare, 450gp
This amplifier is made of a magically blackened and cracked moonstone that is embedded into the hilt of the weapon, which occasionally sparks with necrotic energy. While you are in dim light or darkness, this weapon deals an additional 1d4 necrotic damage on hit. You can only deal this additional necrotic damage once per turn.
Runalum Black Diamond
Very rare, 500gp
This amplifier is a jet black diamond on the hilt of the blade that has an almost metallic sheen with unstable violet runes running through the diamond and the handle of the weapon. As an action, you can speak the amplifier’s command word and grasp the hilt of this weapon, where a shadowy duplicate will melt from the diamond and pour into your other hand, provided it does not have the two-handed or heavy properties. This shadowy duplicate is considered to be an exact replica of the weapon this amplifier is attached to and it does not require attunement. This shadowy duplicate lasts for 10 minutes, or until the duplicate leaves your grasp where it will melt into a black pool of shadow.
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.