Weapon
|
Type |
Effects
|
Ambusher
|
Melee - Shortsword
|
|
Assassin's Shortsword
|
Melee - Shortsword
|
Advantage on Stealth Checks.
|
Bloodthirst
|
Melee - Dagger
|
- The number you need to roll a Critical Hit with any attack is reduced by 1.
- Armour Class +1 (Off-Hand Only).
- When a creature misses you with a melee attack, you may retaliate and gain True Strike (Off-Hand Only).
|
Bow of Awareness
|
Ranged - Shortbow
|
You gain a +1 bonus to Initiative rolls.
|
Bow of the Banshee
|
Ranged - Shortbow
|
Gain a +1d4 bonus to all weapon attacks and weapon damage against Frightened creatures.
|
Caitiff Staff
|
Melee - Quarterstaff
|
You gain a +1 bonus to Spell Save DC and Spell attack rolls.
|
Club of Hill Giant Strength
|
Melee - Club
|
Increases Strength score to 19.
|
Cold Snap
|
Melee - Dagger
|
- Armour Class +1 (Off-Hand Only).
- When a creature misses you with an attack, it will be Chilled for 2 turns (Off-Hand Only).
|
Corellon's Grace
|
Melee - Quarterstaff
|
- You gain a +1 bonus to Unarmed Attack rolls and damage.
- While the wielder is not wearing armour, they receive a +2 bonus to Saving throws.
|
Creation's Echo
|
Melee - Quarterstaff
|
If the wielder deals Acid, Fire, Lightning, Radiant, or Necrotic damage to a creature, it become resistant to that damage type for 2 turns.
|
Crimson Mischief
|
Melee - Shortsword
|
When you make an attack with any off-hand weapon, you can add your Ability Modifier to the damage of the attack.
|
Darkfire Shortbow
|
Ranged - Shortbow
|
|
Defender Flail
|
Melee - Flail
|
|
Despair of Athkatla
|
Melee - Quarterstaff
|
You gain a +1 bonus to Spell Save DC and Spell attack rolls.
|
Dolor Amarus
|
Melee - Dagger
|
When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
|
Drakethroat Glaive
|
Melee - Glaive
|
Enemies have Disadvantage on Saving throws against your dragonborn breath weapon.
|
Dread Iron Dagger
|
Melee - Dagger
|
While you are hidden, all weapons deals an extra 1d6 Necrotic damage.
|
Duellist's Prerogative
|
Melee - Rapier
|
- While your off-hand is empty, the number you need to roll a Critical Hit with any attack is reduced by 1.
- While your off-hand is empty, you gain an additional Reaction per turn.
|
Duke Ravengard's Longsword
|
Melee - Longsword
|
|
Gandrel's Aspiration
|
Ranged - Heavy Crossbow
|
You have Advantage on all attacks against Monstrosity type enemies.
|
Gleamdance Dagger
|
Melee - Dagger
|
When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class.
|
Halberd of Vigilance
|
Melee - Halberd
|
Gain a +1 bonus to Initiative rolls and Advantage on Perception Ability Checks.
|
Hamarhraft
|
Melee - Maul
|
When the wearer Jumps, they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
|
Hammer of the Just
|
Melee - Warhammer
|
All melee attacks deal an additional 1d6 Slashing damage against Fiends and Undead.
|
Handmaiden's Mace
|
Melee - Mace
|
Increases Strength score to 18.
|
Harmonium Halberd
|
Melee - Halberd
|
|
Hellrider Longbow
|
Ranged - Longbow
|
|
Hollow's Staff
|
Melee - Quarterstaff
|
Creatures have Disadvantage on Saving throws against your necromancy spells.
|
Hunting Shortbow
|
Ranged - Shortbow
|
You have Advantage on all attacks against Monstrosity type enemies.
|
Incandescent Staff
|
Melee - Quarterstaff
|
|
Infernal Rapier
|
Melee - Rapier
|
You gain a +1 bonus to Spell Save DC.
|
Knife of the Undermountain King
|
Melee - Shortsword
|
- The number you need to roll a Critical Hit with any attack is reduced by 1.
- When 2 damage or less is rolled on any melee weapon attack, reroll the dice, taking the highest result.
|
Loviatar's Scourge
|
Melee - Mace
|
Grants Resistance to Necrotic damage.
|
Markoheshkir
|
Melee - Quarterstaff
|
You gain a +1 bonus to Spell Save DC and Spell attack rolls.
|
Melf's First Staff
|
Melee - Quarterstaff
|
You gain a +1 bonus to Spell Save DC and Spell attack rolls.
|
Monster Slayer Glaive
|
Melee - Glaive
|
- You gain an additional 1d4 to all attack rolls against Monstrosity type enemies.
- All weapons deal an additional 1d4 damage against Monstrosity type enemies.
- Jump distance is increased by 1.5 m / 5 ft.
|
Moonlantern
|
Melee - Club
|
The Shadow Curse does not affect this entity or creatures within 13 m / 43 ft.
|
Mourning Frost
|
Melee - Quarterstaff
|
- When dealing any Cold damage, the wielder deals an additional 1 Cold.
- Dealing Cold damage with a spell possibly inflicts Chilled upon the target.
|
Nyrulna
|
Melee - Trident
|
- You gain a 3 m / 10 ft bonus to movement speed and jump distance.
- Equipping this weapon gives you Immunity to falling damage.
|
Orphic Hammer
|
Melee - Warhammer
|
You have Advantage on Saving throws against spells.
|
Pale Oak
|
Melee - Quarterstaff
|
Druidic vines cannot Ensnare you and do not count as difficult terrain.
|
Pelorsun Blade
|
Melee - Rapier
|
All Attack rolls have Advantage against Undead.
|
Phalar Aluve
|
Melee - Longsword
|
Performance +1.
|
Punch-Drunk Bastard
|
Melee - Greatclub
|
While under the effect of the Alcohol condition, you have Advantage on all Attack rolls.
|
Rhapsody
|
Melee - Dagger
|
Gain a +1 bonus to all Attack rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3.
|
Selûne's Spear of Night
|
Melee - Spear
|
|
Shar's Spear of Evening
|
Melee - Spear
|
- You gain Advantage on Saving throws while Lightly or Heavily Obscured.
- All weapon attacks deal an additional 1d6 damage to creatures that are Lightly or Heavily Obscured.
- You cannot be Blinded.
|
Silver Sword of the Astral Plane
|
Melee - Greatsword
|
|
Soulbreaker Greatsword
|
Melee - Greatsword
|
You gain a +2 bonus to Initiative rolls.
|
Staff of Arcane Blessing
|
Melee - Quarterstaff
|
Creatures you Bless also gain an additional 1d4 bonus to spell attack rolls.
|
Staff of Cherished Necromancy
|
Melee - Quarterstaff
|
|
Staff of Interruption
|
Melee - Quarterstaff
|
Allows the wielder to cast Counterspell as a level 5 spell once before recharging on a Long Rest.
|
Staff of Spellpower
|
Melee - Quarterstaff
|
|
Staff of the Emperor
|
Melee - Quarterstaff
|
|
Sword of the Emperor
|
Melee - Longsword
|
The wielder has a +2 bonus to Saving throws against spells.
|
The Blood of Lathander
|
Melee - Mace
|
- Once per Long Rest, when your hit points are reduced to 0, you regain 2d6 hit points. Allies within 9 m / 30 ft also regain 1d6 hit points.
- Sheds holy light in a 6 m / 20 ft radius. Fiends and undead standing in the light are Blinded if they fail a DC 14 Constitution throw.
|
The Dead Shot
|
Ranged - Longbow
|
The number you need to roll a Critical Hit with any attack is reduced by 1.
|
The Spellsparkler
|
Melee - Quarterstaff
|
When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges per damaged enemy.
|
Thorn Blade
|
Melee - Scimitar
|
While concentrating, all melee weapon attacks deal an additional 1d4 Poison.
|
Vicious Battleaxe
|
Melee - Battleaxe
|
When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
|
Vicious Shortbow
|
Ranged - Shortbow
|
When you land a Critical Hit with any weapon attack, it deals an additional 7 damage.
|
Witchbreaker
|
Melee - Battleaxe
|
You gain Advantage on all Attack rolls against concentrating creatures.
|
Woe
|
Melee - Quarterstaff
|
|
Worgfang
|
Melee - Dagger
|
Goblins have Disadvantage on Attack rolls against the wielder.
|
Xyanyde
|
Melee - Mace
|
Once per Short Rest, you can encase a target in Faerie Fire for 2 turns if you miss an attack against it.
|