Which two-handed weapon is best for a character to wield in 5e Dungeon & Dragons? Many nominally have the same or similar max damage but the dice used in rolling them.
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Specifically this will be an analysis of heavy two handed weapons. A longsword wielded in two hands has a damage die of d10, the same a a glaive, but it can’t be used with Great Weapon Master (GWM) so it is harder to force higher concentration checks with it; not all of this will apply. I’m going to focus on expected damage per hit- a whole series of articles could be written on the trade offs between damage types and interactions with various feats.
All die have a uniform distribution, assuming they are fair, their average being the median of possible rolls. 3.5 for a d6, 5.5 for a d10, and 6.5 for a d12, with E[] being the expected value or average of a successful hit with a weapon, not including attributes and other bonuses.
EX: E[1d6] = (1 + 2 + 3 + 4 + 5 + 6)/6 = 21/6 = 7/2 = 3.5 or
(1/2)*[6+1] = 3.5
Greatsword & Maul: E[2d6] = 3.5 + 3.5 = 7
Greataxe = E[1d12] = 6.5
Glaive, Pike & Halberd = E[1d10] = 5.5
Greatclub = E[1d8] = 4.5
The 2d6 weapons narrowly pull ahead of the Greataxe, though the axe offers a stronger interaction with the Half-Orc racial ability and a greater weight to the higher end of damage results, which can be useful for inflicting higher concentration checks on spellcasters. Polearms noticeably fall behind though they offer potential damage increases and battlefield control through the Polearm Master and Sentinel Feats, especially when combined with Tunnel Fighter Unearthed Arcana fighting style or the Knight UA fighter archetype.
The different damage types are relevant, notably skeletons are resistant to piercing damage, but again these are determined by the DM so I won’t try to quantify them. Also encumbrance is generous enough in this addition that a strength based character should be able to carry a backup weapon with a different damage type.
The Great Weapon Fighting Style allows a 1 or 2 on the die to be rerolled- I will model the impact by replacing 1s and 2s in all distributions with the averages calculated above. All results will be rounded to the 10s place.
E[1d6|GWF] = (3.5+3.5+3+4+5+6)/6 = 25/6 = 4.2, so:
Greatsword & Maul = E[2d6|GWF]= 4.2 + 4.2 = 8.4, gain of 1.4
Greataxe = E[1d12|GWF]= (6.5+6.5+3+4+5+6+7+8+9+10+11+12)/12 = 88/12 = 7.3, gain of .8
Polearms = E[1d10|GWF]= (5.5+5.5+3+4+5+6+7+8+9+10)/10 = 63/10 = 6.3, a gain of .8
Greatclub = E[1d8|GWF]=(4.5+4.5+3+4+5+6+7+8)/8 = 42/8 = 5.3, a gain of .8
The 2d6 weapons not only have a higher average but disproportionately benefit from GWF since they have a much higher probability of rolling a 1 or a 2 with 2 smaller dice. On average they deal at least 1.1 more damage than a Greataxe, the equivalent of a +1 to every roll in a system that does not offer many damage increases. Absent other factors the Greatsword and Maul are a better choice for characters looking to wield two handed weapons.
Notably the Greatclub is outperformed by the 1d8 one handed weapons(E[]=6.5) such as the rapier, or even short sword(E[]=5.5) with the Duelist fighting style which also allows the wielder to have a shield or other utility item in the offhand, such as a spell focus. It objectively the worse than a 1 handed weapon for a character that gets to pick a fighting style and will not be considered further.
Polearm Master’s hilt attack also has an expected increase of .5 damage, but this conflicts with GWM bonus action attacks as well as with class features such as the Frenzy Barbarian’s extra attack or some Battlemaster maneuvers- the action economy is complex and I won’t try to quantify it.
Notably paladins with an extra 2d8(E[2d8] = 9) smite damage even with a level 1 slot will likely get less than 50% of their damage from their actual weapon- in these cases it may be better to take the Armored fighting style to conserve resources and help keep them up to use all their smites. Again the Tunnel Fighter style combined with the Sentinel feat in theory allows unlimited attacks per round against an enemy who isn’t careful in their movements. Depending on your campaign and DM it may be a better pick.
From here on out I will focus on the trade off of greataxe versus the 2d6 weapons in the case of critical hits.
The Greataxe is better in the event it scores a critical hit and is wielded by a Half-Orc who may roll and additional weapon die in the event of a crit, from their Savage Attacks feature. In this case another d12 is rolled instead of only 1d6 for the Maul of Greatsword, offering an expected damage increase of:
E[1d12] – E[1d6] = 7.3 – 4.2 = 3.1 or 3 if GWF is not selected, with an increase of only about 2 if a pole arm is used.
My first instinct was simply to treat crits as a 1/20 chance but we are considering only the pool of hits- in which case the proportion of critical hits rises substantially.
For example, at level 1 an optimized strength based martial character using the stat array should have a +5 to hit modifier, +3 from strength and +2 from proficiency. A goblin has an AC of 15. You must roll at least a 10 to hit the goblin, an 11/20 chance- so the probability of hitting is 11/20 with one of those hits being a crit.
Therefore the expected increased damage from a crit with, which occurs in one of 11 hits while fighting a goblin, is E[crit]/11, or in the case of a Half-Orc wielding a Greataxe, 3/11 = .3, compared to an expected increase of 1.1 damage from rolling the greatsword damage again compared to a greataxe.
Even with only a 55% chance to hit the extra critical damage is much less than the roughly +1 bonus to damage from wielding a maul or greatsword. For the greataxe/half orc combo to be worth while we need:
1 = 3/(21 – x)
with x being the minimum roll d20 roll to hit a given enemy, and rounding the 2d6 advantage down to 1 for simplicity. The less likely you are to hit the more valuable crits become. However, we can solve this equation to find the minimum to hit roll needed to make the greataxe better than the maul or greatsword on average. We multiply both sides by the denominator:
21-x = 3 => x = 18
The crit combo give less expected damage unless you hit only on an 18 or higher; an armor class of 23 for an optimized level 1 character. For context the Tarrasque, a CR 30 creature, has an AC of 25. It seems the greatsword or maul is a better choice even for half orcs unless all the enemies you fight have Shield prepared. For martial characters of other races the 2d6 weapons have more expected damage per hit, including for crits, and as such are optimal even for crit fishing builds.
What if our half orc is a champion fighter with an expanded crit range? For the 19-20, we have two crits in our pool of hits, or an expected gain of 6 over the greatsword, and an expected gain of 9 for a 15th level champion fighter who crits on a 18-20. The minimum to-hit rolls needed to make them viable are:
1 = 6/(21-x) => 21-x = 6 => x = 15
1 = 9/(21-x) => 21-x = 9 => x = 12
With Champion Fighter we start to get some plausible to-hit rolls to make the half-orc greataxe build outperform the 2d6 weapons. For a level 3 fighter the AC that makes this perform better is a 20, plausible if you are fighting an enemy with the Shield spell or an actual shield. For the 15th level champion with a +10 to hit, enemies with buff spells and magic armor are quite likely to have an AC of 22 with magic equipment, but it’s a long time for this to pay off and stop being situational.
Barbarian has a class feature, Brutal Critical, similar to the half-orc racial except that it adds up to 3 weapon die. We have effectively examined up to the 3 die case with a tripled chance of critical, with a trippling of the crit chance being equivalent to rolling 3 die instead of one on a crit, at least from the standpoint of averages. So a 17th level Barbarian will find it worthwhile to wield a greataxe in the same circumstances as a 15th level half-orc champion fighter, the loss of expected damage per swing being offset by the extra crit damage against heavily armored enemies.
However this class feature stacks with the half-orc racial, the better to encourage that classic race/class combination, allowing up to 4 extra weapon die to be rolled in the event of a crit, in addition to the usual doubling of damage dice.
A critical with 4 extra weapon die (A 17th-level half-orc barbarian):
1 = 12(21 -x) => 12 = 21 -x => x = 9
or at least a minimum target AC of 19 for a barbarian capable of rolling this many dice, assuming maximized strength.
A character with two extra weapon die on a crit and an expanded crit range of 19-20, say a half-orc champion fighter 3/barbarian 9 is statistically identical to a level 17 half orc barbarian with 4 extra weapon die on a crit, with the greataxe being superior with a minimum roll to hit of 9 or more without advantage. Bonuses acrue quickly from here, for 3 weapon die from 17 levels in barbarian or 13 levels and the half orc racial:
1 = 18(21-x) => x = 3
so that the greataxe deals more damage per hit against almost any enemy except those not wearing any armor. A 20th level half-orc with Champion Fighter 3/ Barbarian 17 will always have a higher damage per hit, the cutoff to-hit roll for the greataxe being negative.
1 = 24(21 -x) => 24 = 21 -x => x = -3
However this is unlikely to be worth giving up the increased to hit chance, damage, AC, and hp from the barbarian capstone.
Adding advantage makes things complicated- crits become more likely but a hit in general is also more likely. We are going to have to get into higher statistics for this- the Cumulative Distribution Function of a uniform distribution is:
CDF: (x – a – 1)/(b – a) with a being the start of the distribution and b being the highest draw possible. The CDF is the probability of drawing a number of x or less from the distribution, or in this case rolling x or less. For a d20 a=1 and b=20, and we subtract an additional 1 from x as we hit on a tie, so we have:
CDFd20: (x- 2)/(19) for 0 < x < 20
So our probability of hitting on a given roll is 1 –CDFd20, again with x being our number needed to hit. Our probability of hitting with advantage is our miss chance squared as we must roll under with both rolls, or:
Chance to hit = 1 – CDFd20^2 = 1 – [(x-2)/(19)]^2
assuming away an AC of 1 as no such creature exists in the Monster Manual and it breaks the math. Our expected gain from a crit with a half orc wielding a great axe is:
3*(probability of a critical hit given a hit) = 3*[(crit chance)/(hit chance)]
The probability of a critical hit given advantage is:
1- (19/20)^2 = 1- .9025 = .0975
So the cutoff to hit roll for a non-champion fighter half orc wielding a greataxe to outperform a 2d6 weapon is:
1 = 3*[.0975/(1 – [(x-2)/(19)]^2)]
The solution to which is x = slightly less than 18 according to Wolfram Alpha, barely a budge from the attack without advantage. So even with advantage, say from barbarian’s Reckless Attack, this math doesn’t work out with 1 die.
However, gains are larger with two extra weapon die on a crit:
1 = 6*[.0975/(1 – [(x-2)/(19)]^2)]
with a solution of about 14 for Wolfram Alpha, compared to 15 without advantage. The gap widens significantly for 3 weapon die, with a minimum to hit roll of 9 or higher needed to make the greataxe have a higher average per hit, compared to a 12 without advantage, a condition quite likely to be met at any level.
With Brutal Critical a half orc barbarian can add up to 4 weapon die on a crit, giving us:
1 = 12*[.0975/(1-[(x-2)/19]^2)]
Which has an imaginary result for x- meaning it is always better for a 17th level Half-Orc barbarian to wield the greataxe and Reckless attack regardless of the minimum AC to hit, at least for the purposes of maximizing damage.
Unlike the barbarian weapon die, the champion fighter expanded crit range interacts differently with advantage than it does with normal hit probabilities- we must recalculate the crit probability in each instance. Notably this only applies to half-orc champion fighters or those multiclassed into barbarian, or both, and an unmulticlassed champion fighter will need their allies to give them advantage.
Probability of Crit on 19-20: 1 – (9/10)^2 = .19
Probability of a Crit on 18-20: 1-(17/20)^2 = .2775
So the minimum to-hit roll needed to make greataxe superior for a Champion Fighter/Half orc with advantage or a Chamption Fighter 3/Barbarian 9 is:
1 = 3*[.19/(1 – [(x-2)/(19)]^2)]
or x = 15 since rolling a 14.4 is not possible. The result for a Barbarian 3/Champion Fighter 15 or Half-Orc Chamption fighter 15 is:
1 = 3*[.2775/(1 – [(x-2)/(19)]^2)]
or x = 10, a plausible requirement; an AC of 20 on enemies will not be uncommon at this level.
For two weapon die and an expanded crit range the cutoff is:
1 = 6*[.19/(1 – [(x-2)/(19)]^2)]
which again gives an imaginary result so with at least two extra weapon die on a crit, expanded crit range, and advantage, the greataxe is the two-handed weapon with the highest expected damage per hit for any possible minimum roll to hit. This can be achieved by a half orc Champion Fighter 3/Barbarian 9.
With a 17th level barbarian and 3rd level champion fighter half-orc 4 weapon die on a crit with expanded crit range is possible, but the greataxe is already proven superior without the expanded crit range in this case so it will not be considered.
15th level Champion Fighters will need to be at least level 24 to benefit from Brutal Critical, so multiple weapon die and a triple crit range will not be considered.
Given that a character with disadvantage has a 1/400 chance of critting I will not consider damage trade offs when attacking with advantage, it seems unlikely a greataxe crit build will ever perform well in that case.
I wanted to look at how the increased weight of polearms and the greataxe at the upper tail of their damage distribution increases the likelihood of forcing a failure on a concentration check but the topic is extensive enough that it deserves its own article.
5e SRD >Gamemastering >Magic Items >3rd Party Publisher Magic Armor and Weapons
Contents
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Armor (plate), legendary (requires attunement)
You have resistance to nonmagical damage while you wear this armor.
Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
Curse: Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Dragon | Resistance |
---|---|
Black | Acid |
Gold | Fire |
Blue | Lightning |
Green | Poison |
Brass | Fire |
Red | Fire |
Bronze | Lightning |
Silver | Cold |
Copper | Acid |
White | Cold |
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Armor (plate), legendary (requires attunement)
While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Weapon (any sword), very rare (requires attunement)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Weapon (maul), legendary
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant’s Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Weapon (any sword), legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Weapon (any sword), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a
30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Weapon (longbow), very rare (requires attunement)
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.
The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Weapon (any sword), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.
Weapon (any sword that deals slashing damage), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.