The Equalizing Spear is a legendary spear that requires attunement. It provides a +3 bonus to attack and damage rolls. It holds up to 10 charges that regenerate each day, and can be spent after a hit to force the target to reroll an ability check, attack roll, or saving throw they have previously made during the combat.
The Equalizing Spear is a legendary spear that requires attunement. It provides a +3 bonus to attack and damage rolls. It holds up to 10 charges that regenerate each day, and can be spent after a hit to force the target to reroll an ability check, attack roll, or saving throw they have previously made during the combat.
The Equalizing Spear is a legendary spear that requires attunement. It provides a +3 bonus to attack and damage rolls. It holds up to 10 charges that regenerate each day, and can be spent after a hit to force the target to reroll an ability check, attack roll, or saving throw they have previously made during the combat.
The Equalizing Spear is a legendary spear that requires attunement. It provides a +3 bonus to attack and damage rolls. It holds up to 10 charges that regenerate each day, and can be spent after a hit to force the target to reroll an ability check, attack roll, or saving throw they have previously made during the combat.
Many of the weapons provide magical bonuses to attack and damage rolls or have additional abilities that can be used in combat.
Several weapons can change forms or damage types, exert control over targets, or cast spells. Properties include pushing, knocking prone, slowing time, and dealing elemental damage.
Damage types include force, lightning, fire, psychic, and slashing instead of bludgeoning. Bonuses range from +1 to +3. Some deal double damage to objects.
Arcanist’s Bowstaff
Weapon , Very Rare Attunement: Required
Requires attunement by a spellcaster When wielding this weapon you gain the following benefits: *You have a +1 bonus to attack and damage rolls; *You may use a bonus action on your turn to switch the weapon from staff mode to longbow mode or vice versa; *While the weapon is in longbow mode you may use a bonus action on your turn to expend a spell slot to create a number of arrows equal to the spell level. These arcane arrows deal force damage. Bha-durr’ahp’s Tetsubo
Weapon , Very Rare Attunement: Required
While wielding this greatclub you gain the following benefits: *You have a +2 bonus to attack and damage rolls; *Bha-durr’ahp’s tetsubo holds up to 6 charges and regains 1d6 charges each day at sunrise. When you hit with the weapon you may expend 1 charge to force the target to make a DC15 Strength saving throw. On a failure the target is pushed 20 feet away from you and knocked prone. On a success the target is pushed only 10 feet and isn’t knocked prone. On a critical hit the target has disadvantage on the saving throw; *This weapon deals double damage to objects. Bladestaff
Weapon , Uncommon Attunement: None
The bladestaff counts as a quarterstaff for the purpose of weapon proficiency, but it deals slashing instead of bludgeoning damage. Attacks with the bladestaff count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Blood Swords
Weapon , Uncommon Attunement: Required
Paired shortswords; require attunement by a non-spellcaster When you use these swords for two-weapon fighting you add your ability score modifier to both attack rolls. Attacks using the blood swords count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Oncethese weapons has tasted a creature’s blood they want more. When you hit a creature that has blood with one of these weapons you may use your reaction to mark that creature as your prey. You have advantage on attacks against your prey, but you have disadvantage on attacks versus any other creature until your prey dies or the combat ends. You may use this ability once per combat. Bolt
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls with this weapon. Once per turn when you attack with this heavy crossbow you can declare that the bolt consumes the ammunition loaded into it to fire a bolt of lightning. The attack deals 1d6 lightning damage in addition to its normal damage. Braided Quarterstaff
Weapon , Uncommon Attunement: Required
Requires attunement by a monk You have a +1 bonus to attack and damage rolls with this weapon. You can spend 1 ki to shrink the braided quarterstaff down to the size and weight of a hair ornament. The staff returns to its full size when you use an action to ready the weapon. Chromatic Obsidian Greataxe
Weapon , Very Rare Attunement: Required
Requires attunement by a barbarian, fighter, or paladin You have a +2 bonus to attack rolls when wielding this weapon. When you roll for initiative, and every time you hit with this weapon, roll 1d8 to determine the dominant color of the weapon’s aura. The axe deals 1d6 bonus damage of the type associated with that color. This bonus damage increases to 1d8 at 7th level and to 1d10 at 15th level. 1 = red (fire) 5 = blue (cold) 2 = orange (force) 6 = indigo (lightning) 3 = yellow (radiant) 7 = violet (acid) 4 = green (poison) 8 = black (necrotic) You may use a bonus action on your turn to shift the aura color one step up or down on the table above; 1 is considered above 8 for this purpose. Cobra Dagger
Weapon , Uncommon Attunement: None
The cobra dagger deals poison damage instead of piercing damage. Courtesan’s Fanblade
Weapon , Rare Attunement: None
This dagger is made of two hollow halves that can be opened with a flick of a small lever above its handle. Opening the dagger in this way (no action required) reveals a beautiful paper fan that spreads out between the weapon's two halves. While the fan is exposed you can't use this weapon to attack. You can close the fan and recombine the dagger's halves again as a bonus action. The fanblade has 3 charges and regains all expended charges each day at dawn. While the fan is exposed you can use an action to cover your face with it and expend 1or more charges to cast the charm person spell (save DC13) at 1st level. You can increase the spell slot level by one for each additional charge you expend. Crystal Rapier
Weapon , Uncommon Attunement: None
This rapier has two forms; a sword form in which it can be wielded as a weapon and a ring form in which it can be worn as jewelry. It can switch between its ring form and sword form as part of the same action that you use to ready or stow it. Attacks with the crystal rapier count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Deepcut Longsword
Weapon , Rare Attunement: Required
Requires attunement by a barbarian or fighter You have a +2 bonus to attack and damage rolls with this weapon. A deepcut longsword scores a critical hit on a roll of 19 or 20. A creature hit by this weapon takes an additional 1d6 bleed damage on the turn after being hit. This increases to 2d4 on a critical hit. Creatures that don’t bleed, including constructs and undead, don’t suffer this effect. Desert Blade
Weapon , Rare Attunement: Required
This scimitar holds up to 7 charges and regains one spent charge every day at noon. When you hit with an attack with the desert blade you may spend 1 or more charges to cause the target to make a Constitituion saving throw. On a failure the target gains a level of exhaustion. The base DC is DC13, +1 for each additional charge you expend. Constructs, undead, and creatures that are immune to dehydration are immune to this effect. If you expend the last charge from the desert blade roll 1d20. On a 1 the blade crumbles into sand and blows away. Devil Slayer
Weapon , Very Rare Attunement: Required
Requires attunement by a chaotically-aligned creature When wielding this greatsword you gain the following benefits: *You have a +2 bonus to attack and damage rolls; *You score a critical hit on 19-20 if the target is a fiend, 18-20 if it is a devil; *You deal 1d6 bonus damage on a hit if the target is evil, 1d8 if it is lawful evil, or 1d10 if it is a devil. Dragonsword
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls with this weapon. A successful attack with this longsword deals 1d6 additional damage of a type appropriate to the associated dragon species. black/copper: acid blue/bronze: lightning brass/gold/red: fire green: poison silver/white: cold Dragonswords associated with more exotic dragon types deal bonus damage appropriate to those types but are rare instead of uncommon. Dryad’s Bow
Weapon , Uncommon Attunement: Required
Requires attunement by a druid, ranger, or member of a forest-affiliated race While wielding this longbow you gain the following benefits. *You have a +1 bonus to attack and damage rolls. *Cover that is based on foliage is reduced one step (total cover to three-quarters cover, three-quarters cover to half-cover, or half-cover to none). Elemental Edge
Weapon , Uncommon Attunement: Required
Sickle; requires attunement by a spellcaster You have a +1 bonus to attack rolls when wielding this weapon. A hit with the elemental edge deals bonus damage equal to your spellcasting ability modifier. The damage type varies with the weapon’s associated element. Blast sickle = force damage; Boom sickle = thunder damage; Corpse sickle = necrotic damage; Dream sickle = psychic damage; Flame sickle = fire damage; Ice sickle = cold damage; Star sickle = radiant damage; Storm sickle = lightning damage Elven Greatbow
Weapon , Rare Attunement: Required
Requires attunement by a ranger or an elf While wielding this greatbow you gain the following benefits. *You have a +2 bonus to attack and damage rolls. *You score a critical hit on a natural roll of 19-20. *Once per turn a successful hit deals bonus poison or radiant damage (your choice). The bonus is 1d6 if you are a ranger or 1d8 if you are an elf. Equalizing Spear
Weapon , Legendary Attunement: Required
You have +3 to attack and damage rolls with this spear. The equalizing spear holds up to 10 charges and regains 1d8+2 charges each day at sunrise. After you hit with an attack with the equalizing spear you can spend 1 or more charges to produce one of the following effects: *1 charge: suppress the target’s regeneration until the end of your next turn; *2 charges: downgrade the target’s protection one step (immunity to resistance, resistance to normal, or normal to vulnerability) – the target can make a DC17 Constitution saving throw at the end of each of its turns to end the effect; *3 charges: as above, but downgrade protection two steps (immunity to normal or resistance to vulnerability). Finger Pointing to the Moon
Weapon , Rare Attunement: Required
Requires attunement by a monk You have a +1 bonus to attack and damage rolls with this flail. If you have a hand free while wielding the Finger Pointing to the Moon you can make a distracting gesture as part of your next melee Attack action. The target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure you have advantage on the attack. You may use this ability only once per turn, and it won’t work more than twice on a target with an Intelligence score of 10+. Flying Dragon Bow
Weapon , Uncommon Attunement: Required
Longbow or shortbow; requires attunement by a ranger You have a +1 bonus to attack and damage rolls with this bow. The flight of the dragon guides any arrow fired from this bow. If you miss with an attack with any result other than a natural “1” you can re-roll the attack. You must take the second result, even if it is lower. This property of the flying dragon bow does not work on creatures with the dragon type. Flying Hammer
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls when wielding this weapon. When you make a ranged attack by throwing this light hammer it returns to your hand at the end of your turn. The flying hammer also returns to your hand if you are disarmed or you drop it as a result of a fumble. Giantkiller Sling
Weapon , Legendary Attunement: Required
While wielding this sling you gain the following benefits: *You have a +3 bonus to attack and damage rolls; *If the target is at least one size class larger than you the damage die increases one step per difference in size class, up to a maximum of d12; *If the target is at least one size class larger than you your attack with the sling scores a critical hit on a roll of 19-20. If the target is at least three size classes larger you score a critical hit on a roll of 18-20. The damage and critical hit bonuses of wielding a giantkiller sling dont apply to attacks on swarms unless they would apply to individual swarm members. Glass Sword
Weapon , Rare Attunement: Required
Greatsword; requires attunement by an elf You have a +2 bonus to attack and damage rolls with this weapon, which does not count as a metal weapon for the purpose of druid weapon restrictions. As a bonus action on your turn you can strike the glass sword against the ground and shatter it, and the razor-sharp shards fly at your enemies. Every hostile creature that you can see within 30 feet must make a Dexterity saving throw at DC15. On a failure the target takes 2d4 damage, taking half damage on a success. You can’t use this ability again until the glass sword repairs itself at the end of a long rest. Hour and Minute
Weapon , Legendary Attunement: Required
Longsword and shortsword, the set counts as only one attunement; requires attunement by a fighter or rogue who isn’t a spellcaster. When you use these weapons for two-weapon fighting you add your ability score modifier to both attacks. You also have a +3 bonus to attack and damage rolls. When you ready Minute you come under the effect of the haste spell, and you have advantage on initiative rolls while Minute is on your person. When you hit a target with Hour it must succeed on a DC16 Wisdom saving throw or come under the effect of the slow spell for 1 minute. Hour and Minute must be within 1 mile of each other and on the same plane of existence or they temporarily lose their magical properties. Hydra Flail
Weapon , Very Rare Attunement: Required
You have a +2 bonus to attack rolls with this weapon. The hydra flail begins with one head and magically grows another whenever you score a critical hit with it. You have a +2 bonus to damage rolls made with this weapon for each head the flail has, up to +6. After 1 hour, any head the flail grows in this way falls off and disappears. Iceblade
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls while wielding this weapon. The default form of the iceblade is a dagger. As an action on your turn you can activate the iceblade to form a shell of ice around the blade, effectively turning it into a shortsword. In this form the weapon deals cold damage. Activation lasts for up to 10 minutes or until you use a bonus action to end the effect. You can use this ability up to three times between long rests. Kraken’s Whip
Weapon , Uncommon Attunement: None
This whip extends your reach by 10 feet for simple grasping, but you can’t use it for fine manipulation. When you attack with a kraken’s whip you can forgo dealing damage to restrain the creature instead. The creature can use an action on its turn to make a DC14 Strength saving throw to escape. Attacks with a kraken’s whip count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Kuroi Muchi
Weapon , Very Rare Attunement: Required
Requires attunement by a monk or rogue (or any ninja-themed class if homebrew classes are in play) You gain the following benefits when weilding this whip: *You have a +2 bonus to attack and damage rolls; *Attacks with the bladed end deal 1d6 slashing damage; *You can use the weighted end to attack for 1d4 bludgeoning damage, grasp an object (no fine manipulation), or tangle one or more of the target’s limbs (DC13 Strength saving throw to avoid becoming restrained until escape). Mace of Storms
Weapon , Very Rare Attunement: Required
Requires attunement by someone who can attack twice in one turn. You have a +2 bonus to attack rolls with this mace. On the first attack the mace deals 1d6 bonus lightning damage on a hit. On the backswing (second attack) the mace of storms deals 1d6 bonus thunder damage on a hit. If you hit the same target with both attacks the target is also pushed 10 feet away from you. Macuahuitl of Sacrifice
Weapon , Very Rare Attunement: Required
Requires attunement by a worshipper of a god or gods/follower of a totem spirit When wielding this greatsword you gain the following benefits: *You have a +2 bonus to attack and damage rolls; *Whenever you reduce a hostile creature that has blood to 0 hit points you may roll the sword’s damage dice, with the +2 bonus, and regain that many hit points; *Using the macuahuitl of sacrifice to kill a creature that has blood and that is roughly equal to you in power removes one level of exhaustion. You can use this ability once between long rest. Making, modifying, or repairing a macuahuitl requires both woodcarver’s tools and stonemason’s tools. Mage Hand Crossbow
Weapon , Uncommon Attunement: None
After you make an attack with this hand crossbow it uses a variant of the mage hand cantrip to reload itself unless you choose otherwise. Attacks with the mage hand crossbow count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Moon and Sun Daggers
Weapon , Uncommon Attunement: Required
Paired daggers; require attunement by a spellcaster A divine spellcaster can use the Sun Dagger as a spellcasting focus, while an arcane spellcaster can do the same with the Moon Dagger. You can make a flourish with the other dagger to perform the somatic components of spells. A hit with these daggers deals additional cold (Moon) or fire (Sun) damage equal to your spellcasting ability modifier. If you use the Moon and Sun daggers for two-weapon fighting and hit with both attacks you also deal radiant damage equal to your spellcasting ability modifier. The bonus damage ignores resistance to cold or fire damage unless the target has resistance to both. Phoenix Arrow
Weapon , Uncommon Attunement: Required
When you attack with the phoenix arrow it bursts into flames at the end of your turn whether it hits or misses. If it hits it deals additional fire damage equal to your Dexterity modifier. Either way it burns to ash and reforms in your quiver at the beginning of your next turn. Rainbow’s Edge
Weapon , Very Rare Attunement: Required
You have a +1 bonus to attack and damage rolls with this longsword. A rainbow’s edge holds up to 7 charges and regains all spent charges every day at sunrise. As an action on your turn you can spend 1 or more charges to cast color spray – each charge spent beyond the first increases the effective spell level by one. If you spend the last charge roll 1d20; on a roll of 1 the sword explodes in a blaze of multicolored light that causes every creature within 30 feet of you that can see you, including you, to make a DC18 Wisdom saving throw or become blinded until the end of its next turn. This explosion destroys the rainbow’s edge. Ringing Staff
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls when wielding this weapon. When you hit with this quarterstaff the target must make a DC 12 Strength saving throw. On a failure the target takes 1d4 + your Wisdom modifier (minimum 1) thunder damage and is knocked prone. On a success the target takes half as much thunder damage and is not knocked prone. Sawtooth Blade
Weapon , Uncommon Attunement: None
Any sword or knife After you hit a creature that has blood with an attack with a sawtooth blade it takes 1 bleed damage at the beginning of each of its turns. At the end of each of its turns the creature can make a DC14 Constitution saving throw, ending the effect on itself on a success. On a critical hit the creature has disadvantage on its next saving throw to end the bleed effect. Each subsequent hit from the sawtooth blade increases the bleed damage by +1 until the effect ends. Attacks with a sawtooth blade count as magical for the purpose of overcoming resistance or immunity to non-magical attacks. Scalebane Spear
Weapon , Uncommon Attunement: Required
Spear; requires attunement by a fighter or paladin You have a +1 bonus to attack and damage rolls with this weapon. You gain the following benefits if the target of your attack is a reptile (including reptilian humanoids) or has the dragon creature type: *You deal an additional 1d6 damage. *You score a critical hit on a roll of 19-20 (18-20 if you already have a feature that expands your critical hit range). Scorpion Crossbow
Weapon , Rare Attunement: None
You have a +1 bonus to attack and damage rolls with this weapon. This light crossbow is the product of clever engineering rather than magic; dispel magic and anti-magic fields have no effect on it, though it still counts as magical for the purpose of overcoming resistance or immunity to non-magical attacks. You can ready this weapon with a bonus action, and you can wield it one-handed. You can fire a scorpion crossbow up to six times before reloading. Scorpion Lasher
Weapon , Rare Attunement: Required
You have a +2 bonus to attack and damage rolls when wielding this weapon. When you hit with this weapon a living target (not a construct or undead) must make a DC 14 Constitution saving throw. On a failure the target suffers the paralyzed and poisoned conditions for a number of minutes equal to the damage dealt. On a success the target is poisoned for half as long (round down) and is not paralyzed. Sea Hunter’s Trident
Weapon , Rare Attunement: Required
While wielding this trident you gain the following benefits: *You have a +1 bonus to attack and damage rolls; *You can wield this weapon normally while in water, including throwing it; *If the target has a swimming speed and/or can breathe water the damage die increases one step (1d8 one-handed, 1d10 two-handed). Seraphic Sword
Weapon , Legendary Attunement: Required
Requires attunement by a good-aligned divine spellcaster Set: Seraphic Arms (multiple items from the set count as one attunement) While wielding this sword you have a +3 bonus to attack and damage rolls. A creature struck by the seraphic sword has its immunity to radiant damage reduced to resistance until the end of your next turn. If the creature has resistance rather than immunity it loses its resistance instead. If the creature has neither immunity nor resistance to radiant damage it becomes vulnerable to radiant damage instead. Silent Shuriken
Weapon , Uncommon Attunement: None
If you are hidden when you make an attack with this shuriken you remain hidden if the attack misses. Whether it hits or misses the silent shuriken returns to your hand at the end of your turn. You may choose to have the shuriken return to the place where you had it stowed instead. Stonemason’s Blades
Weapon , Rare Attunement: Required
Longsword and shortsword; requires attunement by a dwarf You have a +1 bonus to attack rolls and add your Constitution modifier (minimum 1) to damage rolls with these weapons. If you use the stonemason’s blades for two-weapon fighting you add the damage bonus to attacks with the off- hand weapon as well. The magic of the stonemason’s blades stops working if they are more than 120 feet apart but resumes when they are within range again. Ten Winds Naginata
Weapon , Rare Attunement: Required
You have a +1 bonus to attack and damage rolls with this glaive. The ten winds naginata holds up to 7 charges and regains 1d6+1 charges each day at sunrise. You can spend 1 charge to cast gust of wind or 2 charges to cast wind wall. You may only have one of these spells active at a time; casting either one cancels the other. If you spend the last charge from the ten winds naginata roll 1d20. On a 1 a great whirlwind carries the weapon away, never to be seen again by you. Thalamus Thread
Weapon , Rare Attunement: None
Stringing a longbow or shortbow with this bowstring changes the damage type to psychic damage. This won’t work on a bow that has any enchantment beyond a basic +1/+2/+3 attack and damage bonus. Time Hammer
Weapon , Legendary Attunement: Required
While wielding this maul you gain the following benefits: *You have a +3 bonus to attack and damage rolls; *When you hit you can forgo dealing damage and instead slow the target’s rate of time; the target has -5 Speed and -2 to it initiative for the rest of this combat, and multiple applications of these penalties stack (Speed 0 = restrained); *On a critical hit the target is briefly frozen in time; the target is considered stunned until the end of your next turn. Any damage or effect imposed on the target before then (including the damage from the triggering attack) has its normal durations but won’t begin to take effect until the target recovers from being stunned. Torchbearer’s Reach
Weapon , Rare Attunement: Required
This whip has a +1 bonus to attack and damage rolls and deals fire damage on a hit. You can’t use it to restrain creatures or grasp objects. Torrent Taiaha
Weapon , Very Rare Attunement: Required
Requires attunement by a druid or monk When wielding this quarterstaff you gain the following benefits: *You have a +2 bonus to attack and damage rolls; *The torrent taiaha holds up to 6 charges and regains all spent charges each day at sunset. As an action on your turn you can expend 1 charge to cast tidal wave or wall of water. Tree Spirit Ax
Weapon , Uncommon Attunement: Required
You have a +1 bonus to attack and damage rolls with this weapon. A tree spirit ax has no metal parts, and can therefore be wielded by a druid. The ax deals no damage to living trees, plant creatures, or tree spirits (such as dryads). A creature that is made of metal or wearing metal armor is vulnerable to damage inflicted by a tree spirit ax. A creature that has prosthetic limbs counts as being made of metal if the prostheses are metallic or as a plant creature if the prostheses are wooden. Warforged, which have both metal and wooden parts, take normal damage from a tree spirit ax. Warcandle
Weapon , Rare Attunement: Required
Requires attunement by a humanoid who is proficient with both swords and bows While wielding this weapon you gain the following benefits: *Attacks using this weapon deal fire damage; *You decide when you ready the weapon whether it activates in shortbow mode or longsword mode. You can use a bonus action on your turn to switch between modes. While not activated the weapon is just a handle. *When you ready this weapon it emits bright light in a 30-foot radius and dim light another 10 feet beyond that.