Miscellaneous Magic Weapons (5e)

Various magical items I’ve built up over the years for a 5th Edition Dungeons and Dragons game.

Includes original items and also weapons stolen from various other places. You’ll know.

Amusingly, the first one on the list is Hanzo’s Stormbow. I don’t know if I quite captured the immensely ridiculous feeling of scatter arrow, but this was the best that I could manage. This one is interesting because it’s a weapon that has a lot of abilities baked into it, which is honestly where a lot of the weapons I made later in the campaign tended to end up.

Stormbow (Legendary Bow, Attunement)

-+3 Longbow

-This bow comes with a quiver that generates arrows. As an action, you can conjure 20 magical arrows. The arrows remain for 10 minutes or until you use this feature again at which point they vanish.

-Sonic Arrow. As an action, you can shoot an enchanted arrow at any space within your close attack range. It detects movement in a 30 ft radius sphere, allowing you to negate the effects of cover for any creatures within the area until the end of your next turn. You must take a short or long rest before you can use this ability again.

-Scatter Arrow. As an action, you can shoot an enchanted arrow that scatters into multiple fragments that ricochet at a point of your choosing within your short attack range. Every creature within 5 ft of the point you choose must make a Dexterity saving throw (DC equal to 8+Dex+Proficiency) or take 6d4 piercing damage, half on a success. You must take a short or long rest before you can use this ability again.

-Dragonstrike. You beseech the ancient powers within this bow. You can use an action to say the activation words, unleashing powerful dragon spirits. This ability has a range of 240 feet and a width of 20 feet. Each creature caught in the range must make a Dexterity saving throw (DC equal to 8+Dex+Prof) or take 12d8 Force damage. You must take a long rest before you can use this ability again.

This next weapon is actually the last one in a long line of iterations on a set of gauntlets. It’s specifically tailored for the Paladin in the party who took the shield feat and subsequently put a lot of effort into making sure this weapon could function as a shield.

It’s an interesting back and forth between what I as a DM wanted to flavor the weapon with and what the Player wanted. Its name comes from the fact that the last iteration it went through was through was gifted through the last drops of power from a long-running NPC/villain that the party had grown somewhat attached to. So it has a lot of value to me as a weapon that sort of represents a capstone in that relationship.

Balance-wise it was a wildly bad idea to give to a Paladin. I think I awakened some kind of obsession with Divine Smite inside of him, and giving him the extra bonus attack didn’t help. Still, it ended up in some really fun moments, like splitting a warship in half.

Phoenix Regalia: Meteora Gauntlets (Legendary +3 Gauntlets, Attunement)

-Counts as a shield for the purposes of features and traits that require a shield. Additionally, you gain +1 AC.

-Deals an extra 1D8 damage that you can choose to deal as fire or radiant.

-Damage done by these weapons bypasses resistance and treats immunity as if it was resistance

-You have immunity to Fire and Radiant damage

-You can make one melee weapon attack as a bonus action.

-You get 20 extra points of Lay on Hands if you have that feature.

*On a hit, you can push a creature 15 feet away from you. You can also move in a straight line to chase the creature after using this feature without expending movement.

*As an action, you can use 60 hit points worth of Lay on Hands to revive a living creature with 0 HP that you can see within 30 ft of you. They regain half their maximum HP. 

Here’s an older version of the weapon back when it was super tied to the Paladin’s deities.

Heavenly Regalia Justice and Retribution

-+3 to Attack and Damage Rolls

-+3 to AC, Counts as a shield

-+1 to all Saving Throws

-You can make one melee attack as a bonus action

-Justice. You have resistance to Fire, Lightning, Radiant, and Necrotic damage. In addition, your attacks ignore resistance to Radiant damage.

-Retribution. You can use your reaction to make one melee attack against any creature in your reach that deals damage to you. You have advantage on this attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

-Will of the Gods. You can only attune to this weapon if you are worshipper of Dol’Arrah and Dol’dorn. You must act within accordance with Dol’arrah or Dol’dorn’s wishes. Otherwise, you take 10D6 psychic damage that cannot be reduced in any way.

Similar to the last one, this staff was also a gift from the same NPC. I made it because, generally speaking, Druids don’t get a whole lot of love when it comes to magic items/weapons. Spellcasters in general get staffs, but this one is specifically highly druid-focused. The asterisked points here and above were abilities that originally didn’t show until the right moment came up to reveal them. It was pretty fun.

Shepherd’s Staff (Legendary Staff, Attunement by a Druid)

-Increases your spell attack bonus and spell save DC by 3. This focus is always present on the wielder, changing shape to accommodate the new form.

-You gain an extra 2 uses of Wild Shape per day

-You can add your wisdom modifier to your AC while in Wild Shape

*You can use an action to summon 2d6 spectral sheep to attack an enemy. Make a spell attack roll against a creature. This spell deals 1d8 Force damage per sheep. This feature recharges at dawn.

The next one is also part of the same set. It’s a straight up really strong piece of equipment; probably broken.

Phoenix Cloak (Legendary Cloak, Attunement)

-Immunity to Fire damage and Resistance to Radiant damage.

-+2 AC and +1 to Saving Throws
-Advantage on saving throws against spells

*Once every 7 days, the first time you make a death saving throw, you automatically regain half of your maximum HP.

The next two are the sacred weapons from Fire Emblem Sacred Stones. I was on a big Fire Emblem kick, so a lot of these weapons derive from those. I tried to keep as much stuff intact about the weapon as possible, though the weapons themselves were quite simple.

Siegmund (Legendary Halberd, Attunement)

-+3 to Attack and Damage Rolls

-Does an extra 1D10 Fire damage

-Deals an extra 2D10 Radiant damage to Undead creatures

-While attuned to this weapon, you have +2 to your Strength score


Sieglinde (Legendary Longsword, Attunement)

-+3 to Attack and Damage Rolls

-Does an extra 1D10 Lightning damage

-Deals and extra 2D10 Radiant damage to Undead creatures

-While attuned to this weapon, you have +2 to your Strength score

Here’s another Halberd because I got sick of swords. There are a lot more swords to coming. This is based on Whitebeard’s weapon from One Piece. I tried to put his earthquake-like powers into it with the siege damage ability. I wanted an armor piercing ability which is why the text on that ability is so particular. It never saw use because my party was drowning in magic items.

Tonbogiri (Vorpal Halberd, Attunement)

-As an action, you can attack once, subtracting your proficiency from a creature’s armor based AC

-As a reaction, you can reduce the damage of a ranged attack by 1D10+proficiency

-Your attacks with this weapon do double damage against structures

This weapon is a weapon that is 110% not balanced to be a PC weapon. Of course, I expected the players to get their hands on it because it belonged to a Big Bad, but he definitely didn’t go down without a fight.

I think the abilities of this glaive, which really should’ve just been inherent to the boss, made the fight actually pretty interesting. The name is a play on Guan Yu’s Green Dragon Crescent Blade, which was sometimes referred to as the Frost Fair Blade for the constant frozen layer of blood that would build up on it. Definitely a weapon suited for a raid boss type character.

Horde Breaker alleviated the main problem that single targets can often become easy damage sponges that don’t have enough AoE to swat at all the PC flies. With it, there was a genuine moment of thought put into positioning and health. It ended up being a really cool fight.

Funnily enough, as broken as it was, it was never used because of the abundance of other magic weapons. Even though it’s a Glaive you can wield with one hand.

Frost Flair Blade (Requires Attunement, Legendary Sentient Glaive*, *1D12 and One Handed)

-+3 Bonus to Attack and Damage

-Speaks in a gruff, but jovial voice that advocates for triumph over strong enemies above all else. CN.

-Horde Breaker. Once on each of your turns, when you attack, you can make an attack on every enemy within 10 ft of you

-Frost Flair. Cannot be magically heated.

-Conqueror’s Aura. You gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage.

-Battle Momentum. Use a bonus action to regain all features that require a short rest. This property recharges at dawn.

Here are three weapons from Fire Emblem Fates. Siegfried and Raijinto actually saw use, though Raijinto often as a backup weapon. I like the idea of melee weapons with range to them, so I put them in. Brynhildr I never got around to putting in the game.

Siegfried (Legendary Greatsword)

-+3 to attack and damage rolls

-Deals an extra 1D6 Force damage

-Can make ranged attacks up to 30 ft

-+2 to AC

-Once per day, gain resistance to all damage for 2 rounds. Recharges at moonrise.


Brynhildr (Tome)

-+3 to Spell Attack and Spell Save DC

-Once per short rest, cast a spell with a casting time of 1 action as a bonus action

-Reduce damage you take from spells by your proficiency modifier

Also Raijinto was crafted by Muramasa because I needed a swordsmith name and I couldn’t think of another one off the top of my head.

Raijinto (Legendary Katana, Attunement, 1D10 Slashing+1D10 Lightning, 1D8+1D8 One handed)

Fusion of Raijin and Raijuu, purified using the last remnants of Muramasa’s soul. The handle and sheath are white with gold decorations. The blade crackles with electricity.

-+3 to Attack and Damage rolls

-Deals an extra 1D10 lightning damage when striking while drawing, lightning flashing and thunder booming as it does. You can sheathe this weapon as a bonus action if you are wielding the weapon with two hands.

-Can make ranged attacks up to 30 ft using normal damage modifiers

-Grants +2 to Strength score while attuned.

These really should’ve come first because Calypso was the first Legendary/Artifact weapon I designed. She belonged to the Pirate Queen Calisto (confusing, I know) and was in the deepest vault of the most powerful kingdom known to the PCs.

The captain of the party got whisked away to the vault by a card from the Deck of Many Things and they went on a rescue mission to save her. Since that ended up as an entire arc, I decided to reward them with a powerful weapon, which is how Calypso was born.

Calypso (Legendary Cutlass, Attunement, 1D8) – Blade of Calm

-Sentient, Speaks in a serene, beautiful woman’s voice

-+3 to Attack and Damage rolls

-First time you go unconscious, stay at 1 and regain 3D6, Regains ability on next dawn

-Floats, grants swim speed of 40 ft

-”Compass” – Knows the general location of Calisto’s ship

I really wanted a marked difference between the Blade of Calm and the Blade of Passion which I wrote into their abilities, or at least tried to. Calypso’s ability gives you a little bit of breathing room to maybe consider backing off to recover, while Tethys’s abilities are all about keeping you in the fight until you die.

Tethys (Legendary Cutlass, Attunement, 1D8) – Blade of Passion

-Sentient, Speaks in an energetic and forward manner

-+3 to Attack and Damage rolls

-Deals an extra 1D8 Thunder damage every time it hits

-When you drop to 0 hit points the second time, you gain temporary hit points equal to half your maximum hit points. Once this property is used, it cannot be used until the next dawn


-When attuned to both Calypso and Tethys, you may attack twice with your off hand weapon. You can stay conscious and can continue to act while at 0 hit points, and you take your death saving throws with advantage at the beginning of your turn; the normal rules of death saving throws otherwise apply.

The next three are items tied to Seraphine, which is the flame sorcerer NPC/villain that the party was often at odds with, but eventually came to rely on. The Bracelet came about because I needed a way to boost AC that didn’t rely on the Monk+Dragon Sorcerer cheese that was eventually “patched” out.

Hi-no-Kagutsuchi’s Bracelet (Attunement+Kagutsuchi’s Flame)

A golden bracelet with a crimson jewel embedded in it.

-+3 to Spell Attack and Spell Save DC

-Fire Damage ignores Resistance and Immunity.

-When unarmored, add your CHA mod to your AC

-Take half damage from spells


Seraphine’s Cloak (Attunement)

-Grants +2 AC and saving throws

-Grants Resistance to Fire damage

-Advantage on saves against spells

I love love love this weapon. It was hysterical. Nobody wanted to be within any distance of the fighter when she was wielding this weapon.

Bakuzan (Legendary Longsword, Requires Attunement)

A sword with a black blade that explodes into flames upon impact.

-+3 to Attack and Damage Rolls

-Any time you hit with this weapon, you deal an extra 1D10 Fire damage to every enemy within a 5 ft radius of you given that the attack roll hits their AC

The next three are based on Fire Emblem Blazing Sword’s sacred weapons. Armads fascinates me because I love the idea of a weapon that declares something like “you are destined to die in battle.” With D&D, it’s probably true, too.

Sol Katti (Legendary Cutlass)

A golden blade said to be forged to slay dragons.

-+3 to Attack and Damage Rolls

-+2 to all saving throws

-Deals an extra 5D8 damage to Dragonkind


Armads (Legendary Greataxe)

A gnarled looking greataxe that dooms its user to a violent end.

-+3 to Attack and Damage

-Can be wielded with 1 hand if your strength score is 24 or higher

-Reduces all damage taken by 5 points.

-Divine Curse: The moment you attune to this weapon, you are destined to die in battle. This curse cannot be broken by any means.

Durandal was mostly focused around the Cavalier archetype, which I hear is coming out in Xanathar. Eliwood is mounted when wielding this weapon, so most of its abilities are focused around mounts.

Durandal (Legendary Greatsword, Attunement)

A broad blade meant for horseback use. Legend says it was forged to slay dragons.

-+3 to Attack and Damage Rolls

-As long as you are attuned, your Strength score increases by 2.

-If mounted, you may wield this weapon with one hand

-Summon a Spectral Horse as a bonus action once a day. Recharges at dawn.

-While mounted, you cannot be dismounted against your will as long as you’re conscious and you may take damage in the stead of your mount.

-When you attack a creature, it cannot make opportunity attacks against for the rest of your turn.

-Deals an extra 6D6 against Dragonkind

I’m big on sacrifice in exchange for power. This is basically like Yu-Gi-Oh’s Millennium Eye only it predicts the future. I think it’s pretty neat.

Eye of the Stars (Legendary Item, Requires Attunement)

-Grants advantage on all Perception checks based on sight. Advantage on Insight checks.

-Divination. Roll a D20 at the beginning of the day. You may substitute that roll in for any roll made. You may also cast the Divination spell; this ability recharges with a long rest.

-Eye of Truth. Grants Truesight up to 120 ft. You can read all writing.

-You can cast the Foresight spell as an action. This ability recharges in 1d4+3 days.

I’m constantly torn between really liking weapons that grow along with characters and also liking completely new weapons. This one is the former and was crafted for a Paladin playing as an envoy for Hel. I think he ended up a little confused as to what his actual goals were, but the weapons ended up having some cool flavor anyway.

Soul Reaver (Unique Greataxe, +2, Attunement)

-Has +2 bonus to Attack and Damage rolls

-Turns bodies of slain creatures to dust, sending their soul to Hel’s Realm

-9 Charges to drain the soul of a creature a la Nine Lives Stealer

Our Paladin was an edgeboi.

The Judge (Soul Reaver’s Final Form, Legendary Scythe, +3, Attunement)

A wicked scythe said to be able to harvest the soul of anything.

-+3 to Attack and Damage rolls

-Reaper’s Blade. Ignores resistance to Slashing and Necrotic damage.

-Harvest. Any critical hit against a creature with 50 HP or less must make a DC 15 Con save or have their soul ripped from their body and consumed. Any time you reduce a creature to 0 hit points, gain 10 temporary hit points.

-Unending Slaughter. At the beginning of every turn, regain 5 Hit Points. If you take fire or radiant damage, this trait doesn’t function at the start of your next turn.

-The Witching Hour. You can cast Blink and Silence once each, neither requiring concentration. This ability recharges at moonrise.

I just like this one. It’s simple and gives you a degree of flexibility in attunement. Attunement slots became a very valuable resource in my magic item saturated party.

Wary Naginata (Naginata, Optional Attunement, 1D10, 2 Hand, Reach)

-+2 to Attack and Damage rolls

-+2 to AC and Saving Throws when Attuned

This weapon was actually originally called Honjo Masamune but that was too much weebery even for me. So I went a half step down and named it after a weapon in Nier Automata. Of course, I made an addition in the form of the memory recall ability to reflect this.

Virtuous Contract (Legendary Katana[d10], Requires Attunement)

-Natural 20s cut off heads, creatures die if they need that head. If they don’t, deal 8D8 Slashing dmg.

-Grants the user the memories of the blade. +1 AC and +1 to all Saving Throws and Ability Checks

-Heaven’s Mandate. Ignores resistance and immunity to slashing damage.

This one is a Gintama thing. I’m still not super satisfied with the curse mechanic, so I’d definitely revisit it if I came back to this. I think it’s a fun weapon though. I like weapons that ramp up/change over the course of combat. I find it’s really dynamic, if a little confusing to keep track of at times.

Benizakura (Legendary Katana, Requires attunement)

The blade is a pale crimson, shining most beautifully in the moonlight.

-This blade learns at an impeccable rate. Each round in combat, increase the Attack Roll Bonus of this weapon by 1 up to a maximum of +9

-Shipslayer. Deals quadruple damage against buildings and structures.

-The first time you attune to this blade, make a DC 20 Saving Throw or be bent to its will. If you fail, you must seek out stronger enemies without regard for your own safety. The Remove Curse spell can lift this effect.

This last one is a weapon from RWBY. Mostly because one of my players heavily based their character on Weiss. This was actually a pretty early design, but I think I did an okay job at it.

Myrtenaster (Legendary Rapier, +3, Requires attunement)

An elegant rapier with a spinning chamber filled with various magical energies.

-Usable as a spellcasting focus which grants a +3 to Spell Attack Rolls, Spell Save DC, and all Saving Throws

-Can choose to imbue weapon attacks with +1D8 elemental damage (Acid, Cold, Fire, Lightning, Thunder) as a bonus action. This lasts for 1 minute or until switched.

-Time Dilation. As an action, cast the Time Stop spell. This feature cannot be reused until an adequate source of magic is used to refill the weapon.


The course of this campaign birthed an unimaginable number of magic items and, mostly, weapons. A lot of them I didn’t even bother to put here because they just weren’t all that interesting. Either that or I don’t have them written down in the document I was pulling from.

The only weapon noticeable in its absence was a set of throwing knives based on Genji’s shuriken. The original ones with the poison damage. Yikes was that a time. The knives were pretty cool though. I might include them in a future write-up if I can find them.

I really spent a good portion of this campaign wondering just how much I could ramp up the ridiculousness; I definitely wanted to make it feel as anime as possible. In doing so, I really learned a lot about the mechanics of 5e and what makes a weapon balanced or not.

Amusingly, I also learned that balanced or not a player will sometimes just choose a weapon because they like it better.

P.S. Here’s a bonus weapon from one of my current Campaigns.

It’s based on the Drive Blade from Etrian Odyssey, and even though I named it the Ignition Blade, I keep saying Drive Blade anyway. What a cool concept for a weapon.

Ignition Blade:

A regal looking blade with an odd mechanism. Often operated by nobility who have the resources to keep up with the blade’s costs.

This weapon is a magic Greatsword with a mechanism that spins a motor.

Revving the sword takes a bonus action and grants it a +1 Bonus to Attack and Damage for 1 Turn, starting the next time you hit with the weapon, up to a maximum of +3.

You can also use the Revving action to load a magical cartridge that will deal an additional 2d6 damage of a type determined by the cartridge the next time you hit with the weapon.

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