Post by dm_mainprize on Feb 13, 2017 20:01:00 GMT
Generated Here Item Generator.
1: Delver's Pike
Weapon (Pike), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
2: Defensive Axe
Weapon (Battleaxe), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
3: Swift Cudgel
Weapon (Greatclub), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
4: Arctic Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
5: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
6: Smoldering Khopesh
Weapon (Scimitar), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
7: Shading Flail
Weapon (Flail), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
8: Surgeon's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
9: Mage Killer's Edge
Weapon (Rapier), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
10: Caustic Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
11: Consecrated Rapier
Weapon (Rapier), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
12: Effortless Mace
Weapon (Mace), uncommon (requires attunement)
This weapon takes only one minute to attune.
13: Patient Foil
Weapon (Rapier), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
14: First Whip
Weapon (Whip), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
15: Strapping Greathammer
Weapon (Maul), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
16: Southern Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
17: Glorious Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
18: Friendly Bill
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
19: Rosen Blade
Weapon (Dagger), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
20: Corrosive Mace
Weapon (Mace), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
21: Pious Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
22: Frozen Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
23: Favored Cudgel
Weapon (Club), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
24: Nullifying Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
25: Bloodthirsty Spear
Weapon (Spear), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
26: Glorious Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
27: Civilized Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
28: Crashing Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
29: Quantum Whip
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
30: Indomitable Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
31: First Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
32: Phantom Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
33: Weave-touched Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
34: Phantom Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
35: Holy Spade
Weapon (Halberd), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
36: Resonant Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
37: Mourner's Greathammer
Weapon (Maul), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
38: Skyward Warpick
Weapon (Warpick), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
39: Charged Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
40: Dreamscribe's Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
41: Seige Sword
Weapon (Longsword), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
42: Impact Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
43: Harkening Blade
Weapon (Longsword), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
44: Arcane Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
45: Pernicious Rod
Weapon (Mace), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
46: First Steel
Weapon (Longsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
47: Summer Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
48: Voidstone Spade
Weapon (Halberd), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
49: Artist's Jitte
Weapon (Club), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
50: Chained Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
51: Northern Javelin
Weapon (Javelin), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
52: Etched Spear
Weapon (Spear), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
53: Soulbound Warpick
Weapon (Warpick), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
54: Autumn Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
55: Jester's Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
56: Shamanic Lance
Weapon (Lance), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
57: Drunkard's Machete
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
58: Defensive Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
59: Epistemological Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
60: Blessed Tonfa
Weapon (Club), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
61: Artist's Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
62: Pernicious Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
63: Trusty Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has half their maximum hit points or less.
64: Broken Khopesh
Weapon (Sickle), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
65: Deceptive Greathammer
Weapon (Maul), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
66: Weave-touched Mace
Weapon (Mace), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
67: Blasted Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
68: Malediction Kama
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
69: Patient Dagger
Weapon (Dagger), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
70: Seige Trident
Weapon (Trident), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
71: Deep Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
72: Rosen Cleaver
Weapon (Sickle), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
73: Enchanting Maul
Weapon (Maul), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
74: Barbed Axe
Weapon (Battleaxe), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
75: Chill Steel
Weapon (Shortsword), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
76: Patient Broadsword
Weapon (Longsword), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
77: Healing Cleaver
Weapon (Handaxe), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
78: Ghost-Tipped Warpick
Weapon (Warpick), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
79: Captivating Trident
Weapon (Trident), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
80: Draconic Blade
Weapon (Scimitar), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
81: Blessed Dirk
Weapon (Dagger), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
82: Frozen Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
83: Pernicious Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
84: Bloodthirsty Rod
Weapon (Mace), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
85: Crawling Machete
Weapon (Shortsword), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
86: Eastern Frying Pan
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
87: Assassin's Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
88: Zen Tonfa
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
89: Nourishing Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
90: Mimicking Lance
Weapon (Lance), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
91: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
92: Master's Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
93: Earthen Sword
Weapon (Shortsword), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
94: Twilight's Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
95: Restrained Hammer
Weapon (Light Hammer), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
96: Southern Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
97: Autumn Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
98: Voltaic Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
99: Ghost-Tipped Strap
Weapon (Whip), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
100: Captivating Sledge
Weapon (Warhammer), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
101: Shamanic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
102: Woodsman's Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
103: Murderous Mallet
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
104: Equanimeous Warpick
Weapon (Warpick), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
105: Crawling Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
106: Masked Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
107: Dryad's Harpoon
Weapon (Javelin), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
108: Malediction Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
109: Broken Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
110: Mortuary Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
111: Corrosive Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
112: Eager Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
113: Malediction Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
114: Cardinal Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
115: Delver's Hook
Weapon (Sickle), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
116: Winter Trident
Weapon (Trident), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
117: Effulgent Edge
Weapon (Shortsword), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
118: Vigilant Rod
Weapon (Mace), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
119: Leaping Steel
Weapon (Shortsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
120: Nourishing Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
121: Blind Scimitar
Weapon (Scimitar), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
122: Assassin's Halberd
Weapon (Halberd), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
123: Inspired Naginata
Weapon (Glaive), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
124: Staunch Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
125: Barbed Bardiche
Weapon (Greataxe), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
126: Effortless Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon takes only one minute to attune.
127: Master's Pike
Weapon (Pike), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
128: Vital Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
129: Maligning Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
130: Slayer's Rod
Weapon (Mace), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
131: Translucent Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
132: Broken Falchion
Weapon (Scimitar), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
133: Dark Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
134: Enchanting Estoc
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
135: Mimicking Bardiche
Weapon (Greataxe), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
136: Quantum Cord
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
137: Ghost-Tipped Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
138: Adamantine Greataxe
Weapon (Greataxe), uncommon (requires attunement)
This item is indestructible.
139: Shaming Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
140: Swift Hammer
Weapon (Light Hammer), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
141: Defensive Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
142: Wild Jitte
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
143: Blind Bill
Weapon (Halberd), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
144: Refined Truncheon
Weapon (Club), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
145: Dryad's Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
146: Antikytheran Spade
Weapon (Halberd), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
147: Parrying Tonfa
Weapon (Club), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
148: Seige Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
149: Epistemological Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
150: Blasted Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
151: Effulgent Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
152: Autumn Blade
Weapon (Longsword), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
153: Captivating Edge
Weapon (Scimitar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
154: Deep Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
155: Runic Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
156: Iconic Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
157: Restrained Brand
Weapon (Longsword), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
158: Spring Spear
Weapon (Spear), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
159: Dreamscribe's Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
160: Translucent Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
161: Broken Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
162: Zen Hook
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
163: Nullifying Rapier
Weapon (Rapier), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
164: Dark Strap
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
165: Spring Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
166: Drunkard's Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
167: Deceptive Hatchet
Weapon (Handaxe), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
168: Strapping Pike
Weapon (Pike), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
169: Mindscour Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
170: Enervating Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
171: Binding Axe
Weapon (Battleaxe), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
172: Chill Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
173: Victorious Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
174: Leaping Whip
Weapon (Whip), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
175: Shamanic Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
176: Swift Bardiche
Weapon (Greataxe), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
177: Bonded Naginata
Weapon (Glaive), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
178: Epistemological Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
179: Blessed Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
180: Corrosive Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
181: Goading Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
182: Quantum Sword
Weapon (Shortsword), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
183: Skyward Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
184: Transient Spade
Weapon (Halberd), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
185: Enchanting Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
186: Dancing Maul
Weapon (Maul), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
187: Effulgent Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
188: Vigilant Fan
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
189: Liar's Halberd
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
190: Painstrike Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
191: Fatespun Nunchaku
Weapon (Club), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
192: Waterborne Bill
Weapon (Halberd), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
193: Memorial Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
194: Force Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
195: Shielding Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
196: Zen Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
197: Desperate Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
198: Woodsman's Cord
Weapon (Whip), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
199: Murderous Saber
Weapon (Scimitar), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
200: Crawling Pike
Weapon (Pike), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
201: Effortless Harpoon
Weapon (Javelin), uncommon (requires attunement)
This weapon takes only one minute to attune.
202: Autumn Spear
Weapon (Spear), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
203: Sojourner's Hook
Weapon (Sickle), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
204: Refined Knife
Weapon (Dagger), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
205: Zen Edge
Weapon (Longsword), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
206: Booming Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
207: Crawling Strap
Weapon (Whip), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
208: Voltaic Hammer
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
209: Ghost-Tipped Mace
Weapon (Mace), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
210: Jester's Blade
Weapon (Shortsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
211: Booming Jitte
Weapon (Club), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
212: Blasted Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
213: Malediction Rapier
Weapon (Rapier), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
214: Parrying Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
215: Feathered Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
216: Imaginary Glaive
Weapon (Glaive), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
217: Dancing Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
218: Murderous Claymore
Weapon (Greatsword), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
219: Crawling Frying Pan
Weapon (Club), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
220: Eastern Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
221: Furious Cudgel
Weapon (Club), uncommon (requires attunement)
Treat as a +1 magic weapon when the bearer is raging.
222: Favored Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
223: Enchanting Foil
Weapon (Rapier), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
224: Goading Whip
Weapon (Whip), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
225: Chill Sledge
Weapon (Warhammer), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
226: Skyward Rapier
Weapon (Rapier), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
227: Tithing Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
228: Iconic Edge
Weapon (Scimitar), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
229: Visionary Spade
Weapon (Halberd), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
230: Arcane Maul
Weapon (Maul), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
231: Capricious Hook
Weapon (Sickle), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
232: Dead Morningstar
Weapon (Morningstar), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
233: Western Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
234: Blessed Khopesh
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
235: Staunch Claymore
Weapon (Greatsword), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
236: Vile Mace
Weapon (Mace), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
237: Alien Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
238: Capricious Greathammer
Weapon (Maul), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
239: Dark Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
240: Waterborne Claymore
Weapon (Greatsword), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
241: Rosen Spear
Weapon (Spear), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
242: Compassionate Hammer
Weapon (Warhammer), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
243: Dryad's Blade
Weapon (Rapier), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
244: Translucent Sledge
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
245: Broken Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
246: Final Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
247: Shielding Machete
Weapon (Shortsword), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
248: Dead Spear
Weapon (Spear), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
249: Imaginary Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
250: Mimicking Maul
Weapon (Maul), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
251: Arcane Pike
Weapon (Pike), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
252: Slayer's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
253: Adamantine Frying Pan
Weapon (Club), uncommon (requires attunement)
This item is indestructible.
254: Deep Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
255: Dancing Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
256: Waterborne Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
257: Crawling Mace
Weapon (Mace), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
258: Voidstone Steel
Weapon (Longsword), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
259: Artist's Saber
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
260: Chained Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
261: Nourishing Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
262: Righteous Spade
Weapon (Halberd), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
263: Maligning Cudgel
Weapon (Greatclub), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
264: Heroic Machete
Weapon (Shortsword), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
265: Broken Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
266: Runic Glaive
Weapon (Glaive), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
267: Imaginary Thresher
Weapon (Flail), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
268: Cruel Dirk
Weapon (Dagger), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
269: Quicksilver Naginata
Weapon (Glaive), uncommon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
270: Slayer's Warhammer
Weapon (Warhammer), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
271: Alien Adze
Weapon (Warpick), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
272: Broken Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
273: Runic Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
274: Holy Javelin
Weapon (Javelin), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
275: Resonant Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
276: Voidstone Bill
Weapon (Halberd), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
277: Artist's Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
278: Chained Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
279: Northern Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
280: Cruel Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
281: War Leader's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
282: Master's Adze
Weapon (Warpick), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
283: Solemn Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
284: Victorious Saber
Weapon (Scimitar), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
285: Mind's Eye Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
286: Refined Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
287: Binding Khopesh
Weapon (Sickle), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
288: Antikytheran Warpick
Weapon (Warpick), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
289: Pernicious Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
290: Heroic Flail
Weapon (Flail), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
291: Meadowforged Warpick
Weapon (Warpick), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
292: Preacher's Glaive
Weapon (Glaive), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
293: Arctic Halberd
Weapon (Halberd), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
294: Woodsman's Javelin
Weapon (Javelin), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
295: Bonded Glaive
Weapon (Glaive), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
296: Indifferent Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage.
297: Mortuary Jitte
Weapon (Club), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
298: Artist's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
299: Phantom Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
300: Twilight's Harpoon
Weapon (Javelin), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
301: Woodsman's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
302: Deceptive Knife
Weapon (Dagger), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
303: Epistemological Spear
Weapon (Spear), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
304: Blessed Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
305: Twilight's Edge
Weapon (Rapier), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
306: Inspired Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
307: Shading Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
308: Wild Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
309: Mortuary Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
310: Iconic Halberd
Weapon (Halberd), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
311: Binding Greathammer
Weapon (Maul), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
312: Malediction Pike
Weapon (Pike), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
313: Skyward Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
314: Leaping Jitte
Weapon (Club), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
315: Painstrike Cleaver
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
316: Blasted Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
317: Warded Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Once per long rest the bearer may draw a 20 foot line in the ground with this weapon that lasts for 1 minute. The Undead must succeed on a DC 12 wisdom saving throw to move across this line. If they fail, they cannot move again until their next turn.
318: Barbed Halberd
Weapon (Halberd), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
319: Chill Jitte
Weapon (Club), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
320: Painstrike Thresher
Weapon (Flail), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
321: Tenacious Shank
Weapon (Dagger), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
322: Staunch Thresher
Weapon (Flail), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
323: Goading Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
324: Force Javelin
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
325: Renaissance Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
326: Final Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
327: Wild Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
328: Voidstone Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
329: Refined Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
330: Goading Javelin
Weapon (Javelin), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
331: Tsunami Steel
Weapon (Longsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
332: Inspired Truncheon
Weapon (Greatclub), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
333: Mourner's Brand
Weapon (Longsword), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
334: Crashing Blade
Weapon (Shortsword), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
335: Vital Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
336: Marquis' Strap
Weapon (Whip), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
337: Inspired Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
338: Bonded Poleaxe
Weapon (Halberd), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
339: Crawling Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
340: Harkening Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
341: Refined Mace
Weapon (Mace), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
342: Mimicking Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
343: Antikytheran Bardiche
Weapon (Greataxe), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
344: Vile Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
345: Charged Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
346: Unity Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
347: Zen Baton
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
348: Shading Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
349: Equanimeous Sword
Weapon (Shortsword), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
350: Soulbound Spear
Weapon (Spear), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
351: Masked Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
352: Captivating Morningstar
Weapon (Morningstar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
353: Friendly Maul
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
354: Smoldering Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
355: Ancient Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
356: Deep Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
357: Fatespun Trident
Weapon (Trident), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
358: Booming Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
359: Inspired Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
360: Final Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
361: Western Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
362: Dancing Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
363: Waterborne Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
364: Memorial Tanto
Weapon (Dagger), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
365: Force Hatchet
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
366: Shielding Flail
Weapon (Flail), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
367: Blithe Flail
Weapon (Flail), uncommon (requires attunement)
The bearer is filled with inexplicable joy. All charisma skill and saving throw rolls gain a +1 bonus, but all wisdom skill and saving throw rolls gain a -1 penalty.
368: Vigilant Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
369: Pious Blade
Weapon (Longsword), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
370: Shamanic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
371: Surgeon's Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
372: Maligning Edge
Weapon (Shortsword), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
373: Swift Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
374: Spring Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
375: Meadowforged Staff
Weapon (Quarterstaff), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
376: Charged Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
377: Frozen Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
378: Phantom Kama
Weapon (Handaxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
379: Antikytheran Rod
Weapon (Mace), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
380: Capricious Steel
Weapon (Shortsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
381: War Leader's Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
382: Assassin's Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
383: Eager Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
384: Arcane Spade
Weapon (Halberd), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
385: Winter Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
386: Seige Spear
Weapon (Spear), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
387: Impact Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
388: Voidstone Trident
Weapon (Trident), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
389: Rainbow Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
390: Violent Cleaver
Weapon (Sickle), uncommon (requires attunement)
Everytime you crit with this weapon, it gains 1 charge. As a bonus action, use a charge to make this a +1 weapon for 1 minute. All charages are lost at the end of a long rest.
391: Antikytheran Nunchaku
Weapon (Club), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
392: Winged Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
393: Runic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
394: Enervating Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
395: Eager Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
396: Friendly Bardiche
Weapon (Greataxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
397: Winter Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
398: Deceptive Mallet
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
399: Strapping Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
400: Rosen Spear
Weapon (Spear), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
401: Waterborne Blade
Weapon (Shortsword), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
402: Violent Spear
Weapon (Spear), uncommon (requires attunement)
Everytime you crit with this weapon, it gains 1 charge. As a bonus action, use a charge to make this a +1 weapon for 1 minute. All charages are lost at the end of a long rest.
403: Mage Killer's Pike
Weapon (Pike), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
404: Draining Edge
Weapon (Dagger), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
405: Tithing Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
406: Iconic Blade
Weapon (Dagger), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
407: Alien Javelin
Weapon (Javelin), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
408: Marquis' Tonfa
Weapon (Club), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
409: Righteous Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
410: Spring Cord
Weapon (Whip), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
411: Ghost-Touched Edge
Weapon (Shortsword), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
412: Translucent Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
413: Draining Dagger
Weapon (Dagger), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
414: Mortuary Cord
Weapon (Whip), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
415: Enchanting Hammer
Weapon (Warhammer), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
416: Guardian Foil
Weapon (Rapier), uncommon (requires attunement)
When the bearer attunes this weapon they must choose a being in their mind. Henceforth, if the bearer is within 5 feet of the chosen being they may use their reaction to impose disadvantage on an attack roll against that creature. They cannot do this again until they have finished a short or long rest.
417: Arcane Katana
Weapon (Longsword), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
418: Cardinal Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
419: Final Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
420: Epistemological Saber
Weapon (Scimitar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
421: Preacher's Edge
Weapon (Dagger), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
422: Shamanic Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
423: Inspired Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
424: Defensive Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
425: Wild Estoc
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
426: Dead Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
427: Holy Edge
Weapon (Rapier), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
428: Visionary Talwar
Weapon (Scimitar), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
429: Malediction Rod
Weapon (Mace), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
430: Capricious Zweihander
Weapon (Greatsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
431: Seige Maul
Weapon (Maul), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
432: Western Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
433: Fatespun Naginata
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
434: Holy Hammer
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
435: Resonant Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
436: Soulbound Staff
Weapon (Quarterstaff), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
437: Masked Pike
Weapon (Pike), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
438: Eager Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
439: Civilized Edge
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
440: Dreamscribe's Cord
Weapon (Whip), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
441: Defensive Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
442: Impact Rod
Weapon (Mace), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
443: Dark Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
444: Enchanting Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
445: Glorious Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
446: Effortless Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon takes only one minute to attune.
447: Furious Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Treat as a +1 magic weapon when the bearer is raging.
448: Chained Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
449: Forgotten Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
450: Tenacious Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
451: Wild Sledgehammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
452: Malediction Blade
Weapon (Scimitar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
453: Dead Staff
Weapon (Quarterstaff), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
454: Masked Rod
Weapon (Mace), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
455: Woodsman's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
456: Shading Cudgel
Weapon (Club), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
457: Equanimeous Cleaver
Weapon (Sickle), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
458: Healing Knife
Weapon (Dagger), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
459: Victorious Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
460: Earthen Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
461: Friendly Sledge
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
462: Fairweather Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
463: War Leader's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
464: Renaissance Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
465: Harkening Hook
Weapon (Sickle), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
466: Arctic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
467: Vile Truncheon
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
468: Mage Killer's Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
469: Indomitable Tonfa
Weapon (Club), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
470: Voltaic Thresher
Weapon (Flail), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
471: Marquis' Lance
Weapon (Lance), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
472: Dryad's Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
473: Quicksilver Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
474: Ghost-Touched Blade
Weapon (Longsword), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
475: Leaping Khopesh
Weapon (Scimitar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
476: Epistemological Kris
Weapon (Dagger), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
477: Goading Cleaver
Weapon (Sickle), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
478: Dancing Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
479: Braided Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
480: Quantum Hammer
Weapon (Warhammer), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
481: Crawling Adze
Weapon (Warpick), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
482: Force Katana
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
483: Unity Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
484: Woodsman's Blade
Weapon (Rapier), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
485: Northern Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
486: Resonant Rapier
Weapon (Rapier), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
487: Effulgent Tanto
Weapon (Dagger), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
488: Capricious Sword
Weapon (Longsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
489: Seige Cudgel
Weapon (Greatclub), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
490: Striding Whip
Weapon (Whip), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
491: Mindscour Warhammer
Weapon (Warhammer), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
492: Rainbow Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
493: Eager Dagger
Weapon (Dagger), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
494: Desperate Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
495: Patient Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
496: Blithe Trident
Weapon (Trident), uncommon (requires attunement)
The bearer is filled with inexplicable joy. All charisma skill and saving throw rolls gain a +1 bonus, but all wisdom skill and saving throw rolls gain a -1 penalty.
497: Enervating Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
498: Draconic Trident
Weapon (Trident), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
499: Civilized Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
500: Drunkard's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
501: Seige Khopesh
Weapon (Scimitar), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
502: Reliable Bladestaff
Weapon (Halberd), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
503: Captivating Kama
Weapon (Handaxe), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
504: Desperate Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
505: Tenacious Warpick
Weapon (Warpick), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
506: Bloodthirsty Spear
Weapon (Spear), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
507: Equanimeous Hook
Weapon (Sickle), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
508: Haunted Blackjack
Weapon (Club), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
509: Draconic Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
510: Jagged Lance
Weapon (Lance), uncommon (requires attunement)
Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
511: Delver's Spear
Weapon (Spear), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
512: Surgeon's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
513: Blind Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
514: Corrosive Kama
Weapon (Handaxe), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
515: Eager Pike
Weapon (Pike), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
516: Friendly Javelin
Weapon (Javelin), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
517: Inspired Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
518: Deceptive Dirk
Weapon (Dagger), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
519: Striding Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
520: Vital Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
521: Arctic Warpick
Weapon (Warpick), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
522: Chained Claymore
Weapon (Greatsword), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
523: Booming Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
524: Etched Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
525: Southern Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
526: Meadowforged Mallet
Weapon (Light Hammer), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
527: Ancient Mace
Weapon (Mace), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
528: Impact Bludgeon
Weapon (Club), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
529: Earthen Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
530: Frozen Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
531: Inspired Cord
Weapon (Whip), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
532: Shading Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
533: Impact Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
534: Blind Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
535: Refined Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
536: Visionary Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
537: Malediction Thresher
Weapon (Flail), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
538: Dreamscribe's Pike
Weapon (Pike), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
539: Ancient Tonfa
Weapon (Club), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
540: Deep Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
541: Dark Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
542: Iconic Baton
Weapon (Club), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
543: Ghost-Touched Flail
Weapon (Flail), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
544: Mage Killer's Javelin
Weapon (Javelin), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
545: Broken Flail
Weapon (Flail), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
546: Favored Pike
Weapon (Pike), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
547: Booming Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
548: Swift Sledge
Weapon (Maul), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
549: Heroic Sickle
Weapon (Sickle), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
550: Autumn Cudgel
Weapon (Club), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
551: Liar's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
552: Nourishing Adze
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
553: Righteous Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
554: Spring Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
555: Memorial Harpoon
Weapon (Javelin), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
556: Ancient Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
557: Vital Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
558: Runic Blade
Weapon (Longsword), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
559: Rainbow Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
560: Drunkard's Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
561: First Truncheon
Weapon (Club), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
562: Indomitable Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
563: Bloodthirsty Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
564: Autumn Brand
Weapon (Shortsword), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
565: Captivating Bludgeon
Weapon (Club), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
566: Deep Blade
Weapon (Dagger), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
567: Dead Strap
Weapon (Whip), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
568: Marquis' Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
569: Eager Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
570: Forgotten Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
571: Crawling Steel
Weapon (Longsword), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
572: Quantum Axe
Weapon (Battleaxe), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
573: Draining Greatsword
Weapon (Greatsword), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
574: Tithing Bludgeon
Weapon (Club), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
575: Waterborne Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
576: Memorial Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
577: Chill Spear
Weapon (Spear), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
578: Ghost-Tipped Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
579: Leaping Greathammer
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
580: Deep Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
581: Fatespun Gladius
Weapon (Shortsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
582: Heroic Nunchaku
Weapon (Club), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
583: Ghost-Touched Pike
Weapon (Pike), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
584: Ancient Trident
Weapon (Trident), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
585: Broken Flail
Weapon (Flail), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
586: Fatespun Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
587: Northern Jitte
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
588: Memorial Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
589: Southern Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
590: Assassin's Fan
Weapon (Club), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
591: Adamantine Stiletto
Weapon (Dagger), uncommon (requires attunement)
This item is indestructible.
592: Iconic Glaive
Weapon (Glaive), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
593: Mimicking Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
594: Effulgent Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
595: Vile Glaive
Weapon (Glaive), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
596: Preacher's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
597: Shaming Adze
Weapon (Warpick), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
598: Tenacious Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
599: Booming Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
600: Etched Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
601: Haunted Spear
Weapon (Spear), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
602: Reliable Halberd
Weapon (Halberd), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
603: Sojourner's Fan
Weapon (Club), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
604: Unity Sword
Weapon (Longsword), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
605: Rosen Sickle
Weapon (Sickle), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
606: Eidolic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
607: Ghost-Touched Spear
Weapon (Spear), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
608: Charged Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
609: Ghost-Tipped Adze
Weapon (Warpick), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
610: Translucent Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
611: Weave-touched Cutlass
Weapon (Scimitar), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
612: Vital Halberd
Weapon (Halberd), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
613: Friendly Spear
Weapon (Spear), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
614: Capricious Spade
Weapon (Halberd), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
615: Bloodthirsty Trident
Weapon (Trident), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
616: Striding Spear
Weapon (Spear), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
617: Dead Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
618: Enchanting Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
619: Glorious Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
620: Quantum Whip
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
621: Skyward Claymore
Weapon (Greatsword), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
622: Alien Rapier
Weapon (Rapier), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
623: Weave-touched Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
624: Binding Sledge
Weapon (Maul), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
625: Eidolic Scepter
Weapon (Mace), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
626: Skyward Blackjack
Weapon (Club), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
627: Deceptive Thresher
Weapon (Flail), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
628: Epistemological Lance
Weapon (Lance), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
629: Harkening Glaive
Weapon (Glaive), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
630: Compassionate Stiletto
Weapon (Dagger), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
631: Smoldering Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
632: First Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
633: Painstrike Knife
Weapon (Dagger), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
634: Dead Javelin
Weapon (Javelin), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
635: Enervating Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
636: Binding Stiletto
Weapon (Dagger), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
637: Quantum Spear
Weapon (Spear), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
638: Skyward Pike
Weapon (Pike), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
639: Captivating Edge
Weapon (Shortsword), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
640: Western Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
641: Mindscour Adze
Weapon (Warpick), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
642: Eidolic Harpoon
Weapon (Javelin), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
643: Ghost-Tipped Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
644: Force Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
645: Patient Spade
Weapon (Halberd), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
646: Haunted Naginata
Weapon (Glaive), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
647: Artist's Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
648: Sojourner's Harpoon
Weapon (Javelin), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
649: Arcane Spear
Weapon (Spear), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
650: Smoldering Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
651: First Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
652: Parrying Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
653: Feathered Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
654: Enervating Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
655: Visionary Sledge
Weapon (Warhammer), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
656: Compassionate Warpick
Weapon (Warpick), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
657: Ghost-Touched Cleaver
Weapon (Handaxe), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
658: Alien Blade
Weapon (Dagger), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
659: Painstrike Harpoon
Weapon (Javelin), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
660: Tenacious Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
661: Booming Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
662: Restrained Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
663: Haunted Mace
Weapon (Mace), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
664: Masked Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
665: Smuggler's Falchion
Weapon (Scimitar), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
666: Desperate Hook
Weapon (Sickle), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
667: Winter Estoc
Weapon (Greatsword), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
668: Heroic Spear
Weapon (Spear), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
669: Crashing Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
670: Harkening Wakizashi
Weapon (Shortsword), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
671: Unity Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
672: Cardinal Machete
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
673: Forgotten Estoc
Weapon (Greatsword), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
674: Indifferent Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage.
675: Scarlet Katana
Weapon (Longsword), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
676: Enchanting Cudgel
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
677: Visionary Rod
Weapon (Mace), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
678: Arcane Machete
Weapon (Shortsword), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
679: Patient Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
680: Deceptive Halberd
Weapon (Halberd), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
681: Striding Maul
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
682: Solemn Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
683: Maligning Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
684: Smoldering Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
685: Ancient Mace
Weapon (Mace), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
686: Broken Gladius
Weapon (Shortsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
687: Scarlet Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
688: Strapping Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
689: Vital Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
690: Arctic Sledge
Weapon (Warhammer), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
691: Drunkard's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
692: Friendly Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
693: Indomitable Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
694: Mourner's Khopesh
Weapon (Sickle), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
695: Renaissance Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
696: Sojourner's Kama
Weapon (Handaxe), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
697: Tsunami Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
698: Winter Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
699: Shading Spear
Weapon (Spear), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
700: Broken Scepter
Weapon (Mace), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
701: Feathered Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
702: Imaginary Khopesh
Weapon (Scimitar), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
703: Memorial Cord
Weapon (Whip), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
704: Quantum Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
705: Skyward Mace
Weapon (Mace), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
706: Adamantine Blade
Weapon (Longsword), uncommon (requires attunement)
This item is indestructible.
707: Nullifying Edge
Weapon (Scimitar), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
708: Mindscour Bill
Weapon (Halberd), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
709: Rainbow Nunchaku
Weapon (Club), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
710: Winter Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
711: Bloodthirsty Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
712: Enervating Flail
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
713: Harkening Hammer
Weapon (Light Hammer), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
714: Enchanting Blackjack
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
715: Dryad's Thresher
Weapon (Flail), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
716: First Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
717: Broken Trident
Weapon (Trident), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
718: Favored Spade
Weapon (Halberd), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
719: Nourishing Blade
Weapon (Shortsword), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
720: Mimicking Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
721: Civilized Pike
Weapon (Pike), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
722: Vile Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
723: Eastern Bludgeon
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
724: Smoldering Strap
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
725: Waterborne Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
726: Goading Edge
Weapon (Rapier), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
727: First Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
728: Epistemological Spear
Weapon (Spear), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
729: Haunted Kris
Weapon (Dagger), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
730: Artist's Kama
Weapon (Handaxe), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
731: Phantom Pike
Weapon (Pike), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
732: Nourishing Blade
Weapon (Rapier), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
733: Etched Thresher
Weapon (Flail), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
734: Effulgent Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
735: Skyward Brand
Weapon (Shortsword), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
736: Tithing Blackjack
Weapon (Club), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
737: Refined Hammer
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
738: Caustic Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
739: Shadow Falchion
Weapon (Scimitar), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
740: Winter Rapier
Weapon (Rapier), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
741: Healing Brand
Weapon (Shortsword), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
742: Victorious Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
743: Feathered Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
744: Nourishing Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
745: Surgeon's Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
746: Heroic Tanto
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
747: Ghost-Tipped Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
748: Feathered Talwar
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
749: Strapping Blade
Weapon (Shortsword), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
750: Eager Spear
Weapon (Spear), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
751: Maligning Bladestaff
Weapon (Halberd), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
752: Pernicious Dagger
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
753: Bloodthirsty Flail
Weapon (Flail), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
754: Ghost-Touched Rod
Weapon (Mace), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
755: Quantum Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
756: Draining Cleaver
Weapon (Handaxe), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
757: Transient Flail
Weapon (Flail), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
758: Braided Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
759: Blasted Claymore
Weapon (Greatsword), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
760: Friendly Thresher
Weapon (Flail), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
761: Pernicious Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
762: Murderous Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
763: Equanimeous Flail
Weapon (Flail), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
764: Draining Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
765: Earthen Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
766: Twilight's Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
767: Chained Pike
Weapon (Pike), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
768: Shading Trident
Weapon (Trident), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
769: Winged Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
770: Dead Poleaxe
Weapon (Halberd), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
771: Imaginary Zweihander
Weapon (Greatsword), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
772: Visionary Spear
Weapon (Spear), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
773: Arcane Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
774: Slayer's Nunchaku
Weapon (Club), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
775: Final Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
776: Courser's Rapier
Weapon (Rapier), uncommon (requires attunement)
The bearer can placate and calm any mount not under the influence of a spell or possession.
777: Captivating Cutlass
Weapon (Scimitar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
778: Friendly Foil
Weapon (Rapier), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
779: Fairweather Gladius
Weapon (Shortsword), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
780: Southern Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
781: Vile Dagger
Weapon (Dagger), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
782: Final Edge
Weapon (Rapier), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
783: Weave-touched Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
784: Mind's Eye Foil
Weapon (Rapier), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
785: Staunch Naginata
Weapon (Glaive), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
786: Barbed Thresher
Weapon (Flail), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
787: Rainbow Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
788: Broken Steel
Weapon (Longsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
789: Dead Truncheon
Weapon (Greatclub), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
790: Refined Estoc
Weapon (Greatsword), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
791: Smuggler's Tonfa
Weapon (Club), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
792: Booming Mace
Weapon (Mace), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
793: Memorial Blade
Weapon (Dagger), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
794: Malediction Glaive
Weapon (Glaive), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
795: Slayer's Flail
Weapon (Flail), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
796: Civilized Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
797: Broken Broadsword
Weapon (Longsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
798: Mortuary Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
799: Enervating Strap
Weapon (Whip), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
800: Smuggler's Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
801: Tsunami Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
802: Winter Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
803: Feathered Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
804: Master's Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
805: Sojourner's Harpoon
Weapon (Javelin), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
806: Shadow Hammer
Weapon (Warhammer), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
807: Surgeon's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
808: Bloodthirsty Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
809: Equanimeous Pike
Weapon (Pike), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
810: Mind's Eye Edge
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
811: Marquis' Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
812: Dryad's Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
813: Antikytheran Kris
Weapon (Dagger), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
814: Winged Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
815: Runic Pike
Weapon (Pike), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
816: Strange Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon when attacking Aboleths and other creatures from the Far Realm
817: Blasted Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
818: Effulgent Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
819: Slayer's Spear
Weapon (Spear), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
820: Liar's Hook
Weapon (Sickle), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
821: Western Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
822: Dark Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
823: Eidolic Pike
Weapon (Pike), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
824: Memorial Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
825: Soulbound Maul
Weapon (Maul), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
826: Artist's Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
827: Adamantine Nunchaku
Weapon (Club), uncommon (requires attunement)
This item is indestructible.
828: Braided Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
829: Cruel Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
830: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
831: Meadowforged Spade
Weapon (Halberd), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
832: Liar's Trident
Weapon (Trident), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
833: Ghost-Tipped Glaive
Weapon (Glaive), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
834: Tithing Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
835: Enchanting Machete
Weapon (Shortsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
836: Smoldering Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
837: Forgotten Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
838: Caustic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
839: Warded Fan
Weapon (Club), uncommon (requires attunement)
Once per long rest the bearer may draw a 20 foot line in the ground with this weapon that lasts for 1 minute. The Undead must succeed on a DC 12 wisdom saving throw to move across this line. If they fail, they cannot move again until their next turn.
840: Autumn Kama
Weapon (Handaxe), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
841: Liar's Warpick
Weapon (Warpick), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
842: Draconic Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
843: Fatespun Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
844: Booming Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
845: Summer Greathammer
Weapon (Maul), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
846: Mortuary Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
847: Reliable Wakizashi
Weapon (Shortsword), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
848: Phantom Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
849: Desperate Tanto
Weapon (Dagger), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
850: Fairweather Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
851: Bloodthirsty Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
852: Master's Harpoon
Weapon (Javelin), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
853: Solemn Kama
Weapon (Handaxe), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
854: Friendly Dagger
Weapon (Dagger), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
855: Woodsman's Javelin
Weapon (Javelin), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
856: Shadow Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
857: Equanimeous Blade
Weapon (Dagger), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
858: Blind Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
859: Marquis' Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
860: Dryad's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
861: Quantum Cutlass
Weapon (Scimitar), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
862: Indomitable Stiletto
Weapon (Dagger), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
863: Mortuary Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
864: Enervating Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
865: Blessed Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
866: Eidolic Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
867: Drunkard's Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
868: Liar's Brand
Weapon (Shortsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
869: Broken Bludgeon
Weapon (Club), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
870: Blind Kris
Weapon (Dagger), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
871: Enervating Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
872: Eager Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
873: Antikytheran Edge
Weapon (Dagger), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
874: Ghost-Touched Harpoon
Weapon (Javelin), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
875: Murderous Greathammer
Weapon (Maul), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
876: Autumn Pike
Weapon (Pike), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
877: Force Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
878: Frozen Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
879: Preacher's Hammer
Weapon (Warhammer), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
880: Braided Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
881: Dancing Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
882: Spring Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
883: Master's Brand
Weapon (Longsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
884: Preacher's Blade
Weapon (Scimitar), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
885: Braided Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
886: Rosen Morningstar
Weapon (Morningstar), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
887: Holy Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
888: Restrained Scepter
Weapon (Mace), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
889: Eastern Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
890: Frozen Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
891: Jester's Claymore
Weapon (Greatsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
892: Braided Baton
Weapon (Club), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
893: Righteous Hook
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
894: Effulgent Frying Pan
Weapon (Club), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
895: Skyward Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
896: Transient Adze
Weapon (Warpick), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
897: Nullifying Spear
Weapon (Spear), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
898: Fairweather Bill
Weapon (Halberd), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
899: Heroic Edge
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
900: Vile Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
901: Charged Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
902: Shaming Javelin
Weapon (Javelin), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
903: Tenacious Flail
Weapon (Flail), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
904: Booming Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
905: Etched Nunchaku
Weapon (Club), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
906: Effortless Flail
Weapon (Flail), uncommon (requires attunement)
This weapon takes only one minute to attune.
907: Victorious Harpoon
Weapon (Javelin), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
908: Jester's Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
909: Desperate Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
910: Winter Dagger
Weapon (Dagger), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
911: Healing Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
912: Assassin's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
913: Haunted Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
914: Consecrated Scepter
Weapon (Mace), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
915: Drunkard's Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
916: Friendly Glaive
Weapon (Glaive), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
917: Winter Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
918: Mourner's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
919: Renaissance Steel
Weapon (Longsword), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
920: Voltaic Frying Pan
Weapon (Club), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
921: Broken Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
922: Blind Estoc
Weapon (Greatsword), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
923: Refined Tonfa
Weapon (Club), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
924: Smuggler's Bladestaff
Weapon (Halberd), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
925: Shading Trident
Weapon (Trident), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
926: Capricious Axe
Weapon (Battleaxe), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
927: Deceptive Khopesh
Weapon (Sickle), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
928: Imaginary Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
929: Binding Mace
Weapon (Mace), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
930: Compassionate Gladius
Weapon (Shortsword), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
931: Caustic Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
932: Seige Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
933: Strapping Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
934: Earthen Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
935: Unity Foil
Weapon (Rapier), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
936: Caustic Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
937: Defensive Hammer
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
938: Summer Blade
Weapon (Rapier), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
939: Haunted Steel
Weapon (Longsword), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
940: Frozen Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
941: Pious Mace
Weapon (Mace), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
942: Shadow Zweihander
Weapon (Greatsword), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
943: Summer Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
944: War Leader's Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
945: Corrosive Truncheon
Weapon (Greatclub), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
946: Pious Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
947: Nourishing Harpoon
Weapon (Javelin), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
948: Cruel Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
949: Heroic Kris
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
950: Ghost-Touched Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
951: Adamantine Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This item is indestructible.
952: Shamanic Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
953: Jagged Spear
Weapon (Spear), uncommon (requires attunement)
Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
954: Defensive Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
955: Etched Jitte
Weapon (Club), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
956: Voltaic Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
957: Pernicious Talwar
Weapon (Scimitar), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
958: Weave-touched Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
959: First Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
960: Glorious Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
961: Liar's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
962: Draconic Maul
Weapon (Maul), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
963: Tenacious Sickle
Weapon (Sickle), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
964: Iconic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
965: Crawling Bludgeon
Weapon (Club), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
966: Force Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
967: Ghost-Tipped Blackjack
Weapon (Club), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
968: Feathered Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
969: Imaginary Adze
Weapon (Warpick), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
970: Dancing Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
971: Healing Halberd
Weapon (Halberd), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
972: Meadowforged Kris
Weapon (Dagger), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
973: Transient Edge
Weapon (Longsword), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
974: Wild Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
975: Vital Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
976: Arctic Truncheon
Weapon (Club), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
977: Inspired Pike
Weapon (Pike), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
978: Seige Bludgeon
Weapon (Club), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
979: Renaissance Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
980: Voidstone Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
981: Frozen Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
982: Chained Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
983: Forgotten Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
984: Capricious Sledgehammer
Weapon (Maul), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
985: Scarlet Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
986: Enervating Dagger
Weapon (Dagger), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
987: Guardian Kama
Weapon (Handaxe), uncommon (requires attunement)
When the bearer attunes this weapon they must choose a being in their mind. Henceforth, if the bearer is within 5 feet of the chosen being they may use their reaction to impose disadvantage on an attack roll against that creature. They cannot do this again until they have finished a short or long rest.
988: Skyward Steel
Weapon (Rapier), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
989: Consecrated Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
990: Woodsman's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
991: Northern Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
992: Restrained Pike
Weapon (Pike), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
993: Effulgent Rod
Weapon (Mace), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
994: Slayer's Blackjack
Weapon (Club), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
995: Deceptive Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
996: Western Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
997: Feathered Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
998: Strange Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Treat this as a +1 weapon when attacking Aboleths and other creatures from the Far Realm
999: Visionary Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
1000: Civilized Flail
Weapon (Flail), uncommon (requires attunement)
The bearer gains +1 to intelligence saving throws.
1: Delver's Pike
Weapon (Pike), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
2: Defensive Axe
Weapon (Battleaxe), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
3: Swift Cudgel
Weapon (Greatclub), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
4: Arctic Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
5: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
6: Smoldering Khopesh
Weapon (Scimitar), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
7: Shading Flail
Weapon (Flail), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
8: Surgeon's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
9: Mage Killer's Edge
Weapon (Rapier), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
10: Caustic Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
11: Consecrated Rapier
Weapon (Rapier), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
12: Effortless Mace
Weapon (Mace), uncommon (requires attunement)
This weapon takes only one minute to attune.
13: Patient Foil
Weapon (Rapier), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
14: First Whip
Weapon (Whip), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
15: Strapping Greathammer
Weapon (Maul), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
16: Southern Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
17: Glorious Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
18: Friendly Bill
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
19: Rosen Blade
Weapon (Dagger), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
20: Corrosive Mace
Weapon (Mace), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
21: Pious Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
22: Frozen Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
23: Favored Cudgel
Weapon (Club), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
24: Nullifying Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
25: Bloodthirsty Spear
Weapon (Spear), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
26: Glorious Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
27: Civilized Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
28: Crashing Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
29: Quantum Whip
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
30: Indomitable Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
31: First Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
32: Phantom Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
33: Weave-touched Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
34: Phantom Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
35: Holy Spade
Weapon (Halberd), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
36: Resonant Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
37: Mourner's Greathammer
Weapon (Maul), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
38: Skyward Warpick
Weapon (Warpick), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
39: Charged Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
40: Dreamscribe's Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
41: Seige Sword
Weapon (Longsword), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
42: Impact Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
43: Harkening Blade
Weapon (Longsword), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
44: Arcane Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
45: Pernicious Rod
Weapon (Mace), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
46: First Steel
Weapon (Longsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
47: Summer Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
48: Voidstone Spade
Weapon (Halberd), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
49: Artist's Jitte
Weapon (Club), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
50: Chained Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
51: Northern Javelin
Weapon (Javelin), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
52: Etched Spear
Weapon (Spear), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
53: Soulbound Warpick
Weapon (Warpick), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
54: Autumn Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
55: Jester's Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
56: Shamanic Lance
Weapon (Lance), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
57: Drunkard's Machete
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
58: Defensive Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
59: Epistemological Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
60: Blessed Tonfa
Weapon (Club), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
61: Artist's Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
62: Pernicious Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
63: Trusty Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has half their maximum hit points or less.
64: Broken Khopesh
Weapon (Sickle), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
65: Deceptive Greathammer
Weapon (Maul), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
66: Weave-touched Mace
Weapon (Mace), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
67: Blasted Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
68: Malediction Kama
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
69: Patient Dagger
Weapon (Dagger), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
70: Seige Trident
Weapon (Trident), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
71: Deep Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
72: Rosen Cleaver
Weapon (Sickle), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
73: Enchanting Maul
Weapon (Maul), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
74: Barbed Axe
Weapon (Battleaxe), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
75: Chill Steel
Weapon (Shortsword), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
76: Patient Broadsword
Weapon (Longsword), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
77: Healing Cleaver
Weapon (Handaxe), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
78: Ghost-Tipped Warpick
Weapon (Warpick), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
79: Captivating Trident
Weapon (Trident), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
80: Draconic Blade
Weapon (Scimitar), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
81: Blessed Dirk
Weapon (Dagger), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
82: Frozen Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
83: Pernicious Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
84: Bloodthirsty Rod
Weapon (Mace), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
85: Crawling Machete
Weapon (Shortsword), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
86: Eastern Frying Pan
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
87: Assassin's Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
88: Zen Tonfa
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
89: Nourishing Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
90: Mimicking Lance
Weapon (Lance), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
91: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
92: Master's Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
93: Earthen Sword
Weapon (Shortsword), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
94: Twilight's Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
95: Restrained Hammer
Weapon (Light Hammer), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
96: Southern Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
97: Autumn Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
98: Voltaic Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
99: Ghost-Tipped Strap
Weapon (Whip), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
100: Captivating Sledge
Weapon (Warhammer), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
101: Shamanic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
102: Woodsman's Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
103: Murderous Mallet
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
104: Equanimeous Warpick
Weapon (Warpick), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
105: Crawling Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
106: Masked Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
107: Dryad's Harpoon
Weapon (Javelin), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
108: Malediction Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
109: Broken Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
110: Mortuary Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
111: Corrosive Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
112: Eager Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
113: Malediction Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
114: Cardinal Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
115: Delver's Hook
Weapon (Sickle), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
116: Winter Trident
Weapon (Trident), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
117: Effulgent Edge
Weapon (Shortsword), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
118: Vigilant Rod
Weapon (Mace), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
119: Leaping Steel
Weapon (Shortsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
120: Nourishing Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
121: Blind Scimitar
Weapon (Scimitar), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
122: Assassin's Halberd
Weapon (Halberd), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
123: Inspired Naginata
Weapon (Glaive), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
124: Staunch Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
125: Barbed Bardiche
Weapon (Greataxe), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
126: Effortless Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon takes only one minute to attune.
127: Master's Pike
Weapon (Pike), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
128: Vital Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
129: Maligning Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
130: Slayer's Rod
Weapon (Mace), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
131: Translucent Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
132: Broken Falchion
Weapon (Scimitar), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
133: Dark Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
134: Enchanting Estoc
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
135: Mimicking Bardiche
Weapon (Greataxe), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
136: Quantum Cord
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
137: Ghost-Tipped Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
138: Adamantine Greataxe
Weapon (Greataxe), uncommon (requires attunement)
This item is indestructible.
139: Shaming Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
140: Swift Hammer
Weapon (Light Hammer), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
141: Defensive Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
142: Wild Jitte
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
143: Blind Bill
Weapon (Halberd), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
144: Refined Truncheon
Weapon (Club), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
145: Dryad's Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
146: Antikytheran Spade
Weapon (Halberd), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
147: Parrying Tonfa
Weapon (Club), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
148: Seige Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
149: Epistemological Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
150: Blasted Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
151: Effulgent Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
152: Autumn Blade
Weapon (Longsword), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
153: Captivating Edge
Weapon (Scimitar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
154: Deep Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
155: Runic Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
156: Iconic Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
157: Restrained Brand
Weapon (Longsword), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
158: Spring Spear
Weapon (Spear), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
159: Dreamscribe's Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
160: Translucent Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
161: Broken Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
162: Zen Hook
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
163: Nullifying Rapier
Weapon (Rapier), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
164: Dark Strap
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
165: Spring Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
166: Drunkard's Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
167: Deceptive Hatchet
Weapon (Handaxe), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
168: Strapping Pike
Weapon (Pike), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
169: Mindscour Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
170: Enervating Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
171: Binding Axe
Weapon (Battleaxe), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
172: Chill Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
173: Victorious Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
174: Leaping Whip
Weapon (Whip), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
175: Shamanic Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
176: Swift Bardiche
Weapon (Greataxe), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
177: Bonded Naginata
Weapon (Glaive), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
178: Epistemological Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
179: Blessed Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
180: Corrosive Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
181: Goading Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
182: Quantum Sword
Weapon (Shortsword), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
183: Skyward Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
184: Transient Spade
Weapon (Halberd), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
185: Enchanting Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
186: Dancing Maul
Weapon (Maul), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
187: Effulgent Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
188: Vigilant Fan
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
189: Liar's Halberd
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
190: Painstrike Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
191: Fatespun Nunchaku
Weapon (Club), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
192: Waterborne Bill
Weapon (Halberd), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
193: Memorial Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
194: Force Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
195: Shielding Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
196: Zen Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
197: Desperate Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
198: Woodsman's Cord
Weapon (Whip), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
199: Murderous Saber
Weapon (Scimitar), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
200: Crawling Pike
Weapon (Pike), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
201: Effortless Harpoon
Weapon (Javelin), uncommon (requires attunement)
This weapon takes only one minute to attune.
202: Autumn Spear
Weapon (Spear), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
203: Sojourner's Hook
Weapon (Sickle), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
204: Refined Knife
Weapon (Dagger), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
205: Zen Edge
Weapon (Longsword), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
206: Booming Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
207: Crawling Strap
Weapon (Whip), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
208: Voltaic Hammer
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
209: Ghost-Tipped Mace
Weapon (Mace), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
210: Jester's Blade
Weapon (Shortsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
211: Booming Jitte
Weapon (Club), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
212: Blasted Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
213: Malediction Rapier
Weapon (Rapier), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
214: Parrying Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
215: Feathered Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
216: Imaginary Glaive
Weapon (Glaive), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
217: Dancing Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
218: Murderous Claymore
Weapon (Greatsword), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
219: Crawling Frying Pan
Weapon (Club), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
220: Eastern Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
221: Furious Cudgel
Weapon (Club), uncommon (requires attunement)
Treat as a +1 magic weapon when the bearer is raging.
222: Favored Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
223: Enchanting Foil
Weapon (Rapier), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
224: Goading Whip
Weapon (Whip), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
225: Chill Sledge
Weapon (Warhammer), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
226: Skyward Rapier
Weapon (Rapier), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
227: Tithing Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
228: Iconic Edge
Weapon (Scimitar), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
229: Visionary Spade
Weapon (Halberd), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
230: Arcane Maul
Weapon (Maul), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
231: Capricious Hook
Weapon (Sickle), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
232: Dead Morningstar
Weapon (Morningstar), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
233: Western Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
234: Blessed Khopesh
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
235: Staunch Claymore
Weapon (Greatsword), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
236: Vile Mace
Weapon (Mace), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
237: Alien Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
238: Capricious Greathammer
Weapon (Maul), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
239: Dark Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
240: Waterborne Claymore
Weapon (Greatsword), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
241: Rosen Spear
Weapon (Spear), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
242: Compassionate Hammer
Weapon (Warhammer), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
243: Dryad's Blade
Weapon (Rapier), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
244: Translucent Sledge
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
245: Broken Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
246: Final Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
247: Shielding Machete
Weapon (Shortsword), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
248: Dead Spear
Weapon (Spear), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
249: Imaginary Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
250: Mimicking Maul
Weapon (Maul), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
251: Arcane Pike
Weapon (Pike), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
252: Slayer's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
253: Adamantine Frying Pan
Weapon (Club), uncommon (requires attunement)
This item is indestructible.
254: Deep Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
255: Dancing Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
256: Waterborne Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
257: Crawling Mace
Weapon (Mace), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
258: Voidstone Steel
Weapon (Longsword), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
259: Artist's Saber
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
260: Chained Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
261: Nourishing Sledge
Weapon (Maul), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
262: Righteous Spade
Weapon (Halberd), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
263: Maligning Cudgel
Weapon (Greatclub), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
264: Heroic Machete
Weapon (Shortsword), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
265: Broken Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
266: Runic Glaive
Weapon (Glaive), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
267: Imaginary Thresher
Weapon (Flail), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
268: Cruel Dirk
Weapon (Dagger), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
269: Quicksilver Naginata
Weapon (Glaive), uncommon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
270: Slayer's Warhammer
Weapon (Warhammer), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
271: Alien Adze
Weapon (Warpick), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
272: Broken Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
273: Runic Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
274: Holy Javelin
Weapon (Javelin), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
275: Resonant Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
276: Voidstone Bill
Weapon (Halberd), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
277: Artist's Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
278: Chained Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
279: Northern Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
280: Cruel Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
281: War Leader's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
282: Master's Adze
Weapon (Warpick), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
283: Solemn Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
284: Victorious Saber
Weapon (Scimitar), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
285: Mind's Eye Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
286: Refined Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
287: Binding Khopesh
Weapon (Sickle), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
288: Antikytheran Warpick
Weapon (Warpick), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
289: Pernicious Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
290: Heroic Flail
Weapon (Flail), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
291: Meadowforged Warpick
Weapon (Warpick), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
292: Preacher's Glaive
Weapon (Glaive), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
293: Arctic Halberd
Weapon (Halberd), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
294: Woodsman's Javelin
Weapon (Javelin), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
295: Bonded Glaive
Weapon (Glaive), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
296: Indifferent Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage.
297: Mortuary Jitte
Weapon (Club), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
298: Artist's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
299: Phantom Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
300: Twilight's Harpoon
Weapon (Javelin), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
301: Woodsman's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
302: Deceptive Knife
Weapon (Dagger), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
303: Epistemological Spear
Weapon (Spear), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
304: Blessed Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
305: Twilight's Edge
Weapon (Rapier), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
306: Inspired Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
307: Shading Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
308: Wild Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
309: Mortuary Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
310: Iconic Halberd
Weapon (Halberd), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
311: Binding Greathammer
Weapon (Maul), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
312: Malediction Pike
Weapon (Pike), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
313: Skyward Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
314: Leaping Jitte
Weapon (Club), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
315: Painstrike Cleaver
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
316: Blasted Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
317: Warded Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Once per long rest the bearer may draw a 20 foot line in the ground with this weapon that lasts for 1 minute. The Undead must succeed on a DC 12 wisdom saving throw to move across this line. If they fail, they cannot move again until their next turn.
318: Barbed Halberd
Weapon (Halberd), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
319: Chill Jitte
Weapon (Club), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
320: Painstrike Thresher
Weapon (Flail), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
321: Tenacious Shank
Weapon (Dagger), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
322: Staunch Thresher
Weapon (Flail), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
323: Goading Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
324: Force Javelin
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
325: Renaissance Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
326: Final Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
327: Wild Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
328: Voidstone Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
329: Refined Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
330: Goading Javelin
Weapon (Javelin), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
331: Tsunami Steel
Weapon (Longsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
332: Inspired Truncheon
Weapon (Greatclub), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
333: Mourner's Brand
Weapon (Longsword), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
334: Crashing Blade
Weapon (Shortsword), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
335: Vital Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
336: Marquis' Strap
Weapon (Whip), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
337: Inspired Greathammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
338: Bonded Poleaxe
Weapon (Halberd), uncommon (requires attunement)
This item is part of a pair of identical items. The bearer of either knows the location of the other at all times.
339: Crawling Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
340: Harkening Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
341: Refined Mace
Weapon (Mace), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
342: Mimicking Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
343: Antikytheran Bardiche
Weapon (Greataxe), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
344: Vile Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
345: Charged Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
346: Unity Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
347: Zen Baton
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute after meditating with it for 1 minute.
348: Shading Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
349: Equanimeous Sword
Weapon (Shortsword), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
350: Soulbound Spear
Weapon (Spear), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
351: Masked Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
352: Captivating Morningstar
Weapon (Morningstar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
353: Friendly Maul
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
354: Smoldering Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
355: Ancient Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
356: Deep Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
357: Fatespun Trident
Weapon (Trident), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
358: Booming Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
359: Inspired Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
360: Final Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
361: Western Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
362: Dancing Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
363: Waterborne Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
364: Memorial Tanto
Weapon (Dagger), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
365: Force Hatchet
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
366: Shielding Flail
Weapon (Flail), uncommon (requires attunement)
This item contains 1d4 unreplenishable charges of the Shield spell.
367: Blithe Flail
Weapon (Flail), uncommon (requires attunement)
The bearer is filled with inexplicable joy. All charisma skill and saving throw rolls gain a +1 bonus, but all wisdom skill and saving throw rolls gain a -1 penalty.
368: Vigilant Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer gains +1 to their Passive Perception.
369: Pious Blade
Weapon (Longsword), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
370: Shamanic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
371: Surgeon's Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
372: Maligning Edge
Weapon (Shortsword), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
373: Swift Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
374: Spring Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
375: Meadowforged Staff
Weapon (Quarterstaff), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
376: Charged Hammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
377: Frozen Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
378: Phantom Kama
Weapon (Handaxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
379: Antikytheran Rod
Weapon (Mace), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
380: Capricious Steel
Weapon (Shortsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
381: War Leader's Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
382: Assassin's Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
383: Eager Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
384: Arcane Spade
Weapon (Halberd), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
385: Winter Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
386: Seige Spear
Weapon (Spear), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
387: Impact Khopesh
Weapon (Sickle), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
388: Voidstone Trident
Weapon (Trident), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
389: Rainbow Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
390: Violent Cleaver
Weapon (Sickle), uncommon (requires attunement)
Everytime you crit with this weapon, it gains 1 charge. As a bonus action, use a charge to make this a +1 weapon for 1 minute. All charages are lost at the end of a long rest.
391: Antikytheran Nunchaku
Weapon (Club), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
392: Winged Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
393: Runic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
394: Enervating Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
395: Eager Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
396: Friendly Bardiche
Weapon (Greataxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
397: Winter Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
398: Deceptive Mallet
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
399: Strapping Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
400: Rosen Spear
Weapon (Spear), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
401: Waterborne Blade
Weapon (Shortsword), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
402: Violent Spear
Weapon (Spear), uncommon (requires attunement)
Everytime you crit with this weapon, it gains 1 charge. As a bonus action, use a charge to make this a +1 weapon for 1 minute. All charages are lost at the end of a long rest.
403: Mage Killer's Pike
Weapon (Pike), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
404: Draining Edge
Weapon (Dagger), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
405: Tithing Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
406: Iconic Blade
Weapon (Dagger), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
407: Alien Javelin
Weapon (Javelin), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
408: Marquis' Tonfa
Weapon (Club), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
409: Righteous Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
410: Spring Cord
Weapon (Whip), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
411: Ghost-Touched Edge
Weapon (Shortsword), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
412: Translucent Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
413: Draining Dagger
Weapon (Dagger), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
414: Mortuary Cord
Weapon (Whip), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
415: Enchanting Hammer
Weapon (Warhammer), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
416: Guardian Foil
Weapon (Rapier), uncommon (requires attunement)
When the bearer attunes this weapon they must choose a being in their mind. Henceforth, if the bearer is within 5 feet of the chosen being they may use their reaction to impose disadvantage on an attack roll against that creature. They cannot do this again until they have finished a short or long rest.
417: Arcane Katana
Weapon (Longsword), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
418: Cardinal Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
419: Final Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
420: Epistemological Saber
Weapon (Scimitar), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
421: Preacher's Edge
Weapon (Dagger), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
422: Shamanic Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
423: Inspired Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
424: Defensive Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
425: Wild Estoc
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
426: Dead Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
427: Holy Edge
Weapon (Rapier), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
428: Visionary Talwar
Weapon (Scimitar), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
429: Malediction Rod
Weapon (Mace), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
430: Capricious Zweihander
Weapon (Greatsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
431: Seige Maul
Weapon (Maul), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
432: Western Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
433: Fatespun Naginata
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
434: Holy Hammer
Weapon (Light Hammer), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
435: Resonant Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
436: Soulbound Staff
Weapon (Quarterstaff), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
437: Masked Pike
Weapon (Pike), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
438: Eager Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
439: Civilized Edge
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
440: Dreamscribe's Cord
Weapon (Whip), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
441: Defensive Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
442: Impact Rod
Weapon (Mace), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
443: Dark Brand
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
444: Enchanting Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
445: Glorious Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
446: Effortless Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon takes only one minute to attune.
447: Furious Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Treat as a +1 magic weapon when the bearer is raging.
448: Chained Trident
Weapon (Trident), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
449: Forgotten Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
450: Tenacious Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
451: Wild Sledgehammer
Weapon (Maul), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
452: Malediction Blade
Weapon (Scimitar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
453: Dead Staff
Weapon (Quarterstaff), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
454: Masked Rod
Weapon (Mace), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
455: Woodsman's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
456: Shading Cudgel
Weapon (Club), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
457: Equanimeous Cleaver
Weapon (Sickle), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
458: Healing Knife
Weapon (Dagger), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
459: Victorious Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
460: Earthen Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
461: Friendly Sledge
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
462: Fairweather Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
463: War Leader's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
464: Renaissance Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
465: Harkening Hook
Weapon (Sickle), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
466: Arctic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
467: Vile Truncheon
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
468: Mage Killer's Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
469: Indomitable Tonfa
Weapon (Club), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
470: Voltaic Thresher
Weapon (Flail), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
471: Marquis' Lance
Weapon (Lance), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
472: Dryad's Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
473: Quicksilver Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes.
474: Ghost-Touched Blade
Weapon (Longsword), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
475: Leaping Khopesh
Weapon (Scimitar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
476: Epistemological Kris
Weapon (Dagger), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
477: Goading Cleaver
Weapon (Sickle), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
478: Dancing Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
479: Braided Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
480: Quantum Hammer
Weapon (Warhammer), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
481: Crawling Adze
Weapon (Warpick), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
482: Force Katana
Weapon (Longsword), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
483: Unity Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
484: Woodsman's Blade
Weapon (Rapier), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
485: Northern Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
486: Resonant Rapier
Weapon (Rapier), uncommon (requires attunement)
The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
487: Effulgent Tanto
Weapon (Dagger), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
488: Capricious Sword
Weapon (Longsword), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
489: Seige Cudgel
Weapon (Greatclub), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
490: Striding Whip
Weapon (Whip), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
491: Mindscour Warhammer
Weapon (Warhammer), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
492: Rainbow Cleaver
Weapon (Sickle), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
493: Eager Dagger
Weapon (Dagger), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
494: Desperate Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
495: Patient Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
496: Blithe Trident
Weapon (Trident), uncommon (requires attunement)
The bearer is filled with inexplicable joy. All charisma skill and saving throw rolls gain a +1 bonus, but all wisdom skill and saving throw rolls gain a -1 penalty.
497: Enervating Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
498: Draconic Trident
Weapon (Trident), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
499: Civilized Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
500: Drunkard's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
501: Seige Khopesh
Weapon (Scimitar), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
502: Reliable Bladestaff
Weapon (Halberd), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
503: Captivating Kama
Weapon (Handaxe), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
504: Desperate Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
505: Tenacious Warpick
Weapon (Warpick), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
506: Bloodthirsty Spear
Weapon (Spear), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
507: Equanimeous Hook
Weapon (Sickle), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
508: Haunted Blackjack
Weapon (Club), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
509: Draconic Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
510: Jagged Lance
Weapon (Lance), uncommon (requires attunement)
Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
511: Delver's Spear
Weapon (Spear), uncommon (requires attunement)
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
512: Surgeon's Flail
Weapon (Flail), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
513: Blind Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
514: Corrosive Kama
Weapon (Handaxe), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
515: Eager Pike
Weapon (Pike), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
516: Friendly Javelin
Weapon (Javelin), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
517: Inspired Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
518: Deceptive Dirk
Weapon (Dagger), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
519: Striding Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
520: Vital Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
521: Arctic Warpick
Weapon (Warpick), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
522: Chained Claymore
Weapon (Greatsword), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
523: Booming Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
524: Etched Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
525: Southern Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
526: Meadowforged Mallet
Weapon (Light Hammer), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
527: Ancient Mace
Weapon (Mace), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
528: Impact Bludgeon
Weapon (Club), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
529: Earthen Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
530: Frozen Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
531: Inspired Cord
Weapon (Whip), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
532: Shading Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
533: Impact Warpick
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may spend an action to activate an ancient mechanism within the weapon. Gears turn and parts shift as the weapon reconfigures itself into a more menacing version of the original. For 1 minute, attacks made with this weapon ignore resistances (but not immunities).
534: Blind Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
535: Refined Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
536: Visionary Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
537: Malediction Thresher
Weapon (Flail), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
538: Dreamscribe's Pike
Weapon (Pike), uncommon (requires attunement)
The bearer can read books they are touching while sleeping.
539: Ancient Tonfa
Weapon (Club), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
540: Deep Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
541: Dark Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
542: Iconic Baton
Weapon (Club), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
543: Ghost-Touched Flail
Weapon (Flail), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
544: Mage Killer's Javelin
Weapon (Javelin), uncommon (requires attunement)
Ignores the AC bonuses given by spells such as Mage Armor and Shield.
545: Broken Flail
Weapon (Flail), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
546: Favored Pike
Weapon (Pike), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
547: Booming Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
548: Swift Sledge
Weapon (Maul), uncommon (requires attunement)
If the bearer is first in the initiative order, they may treat this as a +1 weapon.
549: Heroic Sickle
Weapon (Sickle), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
550: Autumn Cudgel
Weapon (Club), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
551: Liar's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
552: Nourishing Adze
Weapon (Warpick), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
553: Righteous Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
554: Spring Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
555: Memorial Harpoon
Weapon (Javelin), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
556: Ancient Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
557: Vital Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
558: Runic Blade
Weapon (Longsword), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
559: Rainbow Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
560: Drunkard's Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
561: First Truncheon
Weapon (Club), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
562: Indomitable Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
563: Bloodthirsty Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
564: Autumn Brand
Weapon (Shortsword), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
565: Captivating Bludgeon
Weapon (Club), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
566: Deep Blade
Weapon (Dagger), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
567: Dead Strap
Weapon (Whip), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
568: Marquis' Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
569: Eager Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
570: Forgotten Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
571: Crawling Steel
Weapon (Longsword), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
572: Quantum Axe
Weapon (Battleaxe), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
573: Draining Greatsword
Weapon (Greatsword), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
574: Tithing Bludgeon
Weapon (Club), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
575: Waterborne Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
576: Memorial Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
577: Chill Spear
Weapon (Spear), uncommon (requires attunement)
The air around the bearer of this weapon is always unnaturally cold. One's breath becomes visible, and frost continually forms on the surface of the bearer's hair, weapons, and armor. The bearer suffers no ill effect from being in extremely cold environments.
578: Ghost-Tipped Sickle
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
579: Leaping Greathammer
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Jump spell (1st level).
580: Deep Spear
Weapon (Spear), uncommon (requires attunement)
The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
581: Fatespun Gladius
Weapon (Shortsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
582: Heroic Nunchaku
Weapon (Club), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
583: Ghost-Touched Pike
Weapon (Pike), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
584: Ancient Trident
Weapon (Trident), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
585: Broken Flail
Weapon (Flail), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
586: Fatespun Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
587: Northern Jitte
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
588: Memorial Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
589: Southern Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
590: Assassin's Fan
Weapon (Club), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
591: Adamantine Stiletto
Weapon (Dagger), uncommon (requires attunement)
This item is indestructible.
592: Iconic Glaive
Weapon (Glaive), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
593: Mimicking Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
594: Effulgent Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
595: Vile Glaive
Weapon (Glaive), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
596: Preacher's Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
597: Shaming Adze
Weapon (Warpick), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
598: Tenacious Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
599: Booming Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
600: Etched Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
601: Haunted Spear
Weapon (Spear), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
602: Reliable Halberd
Weapon (Halberd), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
603: Sojourner's Fan
Weapon (Club), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
604: Unity Sword
Weapon (Longsword), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
605: Rosen Sickle
Weapon (Sickle), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
606: Eidolic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
607: Ghost-Touched Spear
Weapon (Spear), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
608: Charged Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
609: Ghost-Tipped Adze
Weapon (Warpick), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
610: Translucent Broadsword
Weapon (Longsword), uncommon (requires attunement)
The bearer gains an extra level one spell slot, which recovers only after a full moon rises.
611: Weave-touched Cutlass
Weapon (Scimitar), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
612: Vital Halberd
Weapon (Halberd), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
613: Friendly Spear
Weapon (Spear), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
614: Capricious Spade
Weapon (Halberd), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
615: Bloodthirsty Trident
Weapon (Trident), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
616: Striding Spear
Weapon (Spear), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
617: Dead Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
618: Enchanting Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
619: Glorious Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
620: Quantum Whip
Weapon (Whip), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
621: Skyward Claymore
Weapon (Greatsword), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
622: Alien Rapier
Weapon (Rapier), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
623: Weave-touched Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
624: Binding Sledge
Weapon (Maul), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
625: Eidolic Scepter
Weapon (Mace), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
626: Skyward Blackjack
Weapon (Club), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
627: Deceptive Thresher
Weapon (Flail), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
628: Epistemological Lance
Weapon (Lance), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
629: Harkening Glaive
Weapon (Glaive), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
630: Compassionate Stiletto
Weapon (Dagger), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
631: Smoldering Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
632: First Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
633: Painstrike Knife
Weapon (Dagger), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
634: Dead Javelin
Weapon (Javelin), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
635: Enervating Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
636: Binding Stiletto
Weapon (Dagger), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
637: Quantum Spear
Weapon (Spear), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
638: Skyward Pike
Weapon (Pike), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
639: Captivating Edge
Weapon (Shortsword), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
640: Western Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
641: Mindscour Adze
Weapon (Warpick), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
642: Eidolic Harpoon
Weapon (Javelin), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
643: Ghost-Tipped Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
644: Force Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
645: Patient Spade
Weapon (Halberd), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
646: Haunted Naginata
Weapon (Glaive), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
647: Artist's Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
648: Sojourner's Harpoon
Weapon (Javelin), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
649: Arcane Spear
Weapon (Spear), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
650: Smoldering Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
651: First Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
652: Parrying Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.
653: Feathered Shank
Weapon (Dagger), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
654: Enervating Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
655: Visionary Sledge
Weapon (Warhammer), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
656: Compassionate Warpick
Weapon (Warpick), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
657: Ghost-Touched Cleaver
Weapon (Handaxe), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
658: Alien Blade
Weapon (Dagger), uncommon (requires attunement)
Once attuned, the bearer constantly hears the ongoing, utterly insane mutterings of an alien intelligence trapped inside this weapon. Should this weapon be destroyed, the being will be released.
659: Painstrike Harpoon
Weapon (Javelin), uncommon (requires attunement)
Treat this as a +1 weapon for 1 minute if the bearer takes 13 or more damage in a single round of combat.
660: Tenacious Spear
Weapon (Spear), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
661: Booming Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
662: Restrained Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
663: Haunted Mace
Weapon (Mace), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
664: Masked Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer and all of their posessions are completely odorless.
665: Smuggler's Falchion
Weapon (Scimitar), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
666: Desperate Hook
Weapon (Sickle), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
667: Winter Estoc
Weapon (Greatsword), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
668: Heroic Spear
Weapon (Spear), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
669: Crashing Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer deals damage to a hostile creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
670: Harkening Wakizashi
Weapon (Shortsword), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
671: Unity Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
672: Cardinal Machete
Weapon (Shortsword), uncommon (requires attunement)
The bearer always knows which way is north and has advantage on Wisdom (Survival) checks for land navigation.
673: Forgotten Estoc
Weapon (Greatsword), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
674: Indifferent Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer no longer feels emotions. They have immunity to fear effects but disadvantage on Insight and Performance checks, and cannot Rage.
675: Scarlet Katana
Weapon (Longsword), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
676: Enchanting Cudgel
Weapon (Greatclub), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
677: Visionary Rod
Weapon (Mace), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
678: Arcane Machete
Weapon (Shortsword), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
679: Patient Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
Whenever the bearer readies an action, they have advantage on constitution saving throws to maintain concentration.
680: Deceptive Halberd
Weapon (Halberd), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
681: Striding Maul
Weapon (Maul), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Longstrider spell (1st level).
682: Solemn Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
683: Maligning Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
684: Smoldering Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
685: Ancient Mace
Weapon (Mace), uncommon (requires attunement)
This worn weapon inscribed with ancient runes can be used as a Spellcasting Focus
686: Broken Gladius
Weapon (Shortsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
687: Scarlet Naginata
Weapon (Glaive), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
688: Strapping Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
689: Vital Blade
Weapon (Rapier), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
690: Arctic Sledge
Weapon (Warhammer), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
691: Drunkard's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
692: Friendly Poleaxe
Weapon (Halberd), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
693: Indomitable Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
694: Mourner's Khopesh
Weapon (Sickle), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
695: Renaissance Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
696: Sojourner's Kama
Weapon (Handaxe), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
697: Tsunami Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
698: Winter Harpoon
Weapon (Javelin), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
699: Shading Spear
Weapon (Spear), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
700: Broken Scepter
Weapon (Mace), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
701: Feathered Warhammer
Weapon (Warhammer), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
702: Imaginary Khopesh
Weapon (Scimitar), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
703: Memorial Cord
Weapon (Whip), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
704: Quantum Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
705: Skyward Mace
Weapon (Mace), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
706: Adamantine Blade
Weapon (Longsword), uncommon (requires attunement)
This item is indestructible.
707: Nullifying Edge
Weapon (Scimitar), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
708: Mindscour Bill
Weapon (Halberd), uncommon (requires attunement)
This weapon disrupts all telepathic communication within 20 feet. Psychic attacks are not affected.
709: Rainbow Nunchaku
Weapon (Club), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
710: Winter Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
711: Bloodthirsty Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
712: Enervating Flail
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
713: Harkening Hammer
Weapon (Light Hammer), uncommon (requires attunement)
As long as it is on the same plane of existence, the bearer can hear through this weapon as if they were present.
714: Enchanting Blackjack
Weapon (Club), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
715: Dryad's Thresher
Weapon (Flail), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
716: First Warpick
Weapon (Warpick), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
717: Broken Trident
Weapon (Trident), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
718: Favored Spade
Weapon (Halberd), uncommon (requires attunement)
Once per long rest, the bearer may roll a saving throw with advantage.
719: Nourishing Blade
Weapon (Shortsword), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
720: Mimicking Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
When the bearer places this weapon beside another melee weapon for 1 minute, this weapon changes weapon type, size, and physical qualities to become an exact replica of the other weapon. It does not gain any of the other weapon's magical properties.
721: Civilized Pike
Weapon (Pike), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
722: Vile Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
723: Eastern Bludgeon
Weapon (Club), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
724: Smoldering Strap
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
725: Waterborne Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
726: Goading Edge
Weapon (Rapier), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.
727: First Brand
Weapon (Shortsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
728: Epistemological Spear
Weapon (Spear), uncommon (requires attunement)
The bearer has advantage on investigation checks to see through illusions. In addition the bearer can gains advantage on an Insight check to check if someone is lying and disadvantage on all Deception checks.
729: Haunted Kris
Weapon (Dagger), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
730: Artist's Kama
Weapon (Handaxe), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
731: Phantom Pike
Weapon (Pike), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
732: Nourishing Blade
Weapon (Rapier), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
733: Etched Thresher
Weapon (Flail), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
734: Effulgent Cutlass
Weapon (Scimitar), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
735: Skyward Brand
Weapon (Shortsword), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
736: Tithing Blackjack
Weapon (Club), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
737: Refined Hammer
Weapon (Light Hammer), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
738: Caustic Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
739: Shadow Falchion
Weapon (Scimitar), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
740: Winter Rapier
Weapon (Rapier), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
741: Healing Brand
Weapon (Shortsword), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
742: Victorious Cleaver
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
743: Feathered Mallet
Weapon (Light Hammer), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
744: Nourishing Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
745: Surgeon's Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
746: Heroic Tanto
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
747: Ghost-Tipped Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
748: Feathered Talwar
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
749: Strapping Blade
Weapon (Shortsword), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
750: Eager Spear
Weapon (Spear), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
751: Maligning Bladestaff
Weapon (Halberd), uncommon (requires attunement)
This weapon does an additional 1d4 damage on attacks of opportunity.
752: Pernicious Dagger
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
753: Bloodthirsty Flail
Weapon (Flail), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
754: Ghost-Touched Rod
Weapon (Mace), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
755: Quantum Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
756: Draining Cleaver
Weapon (Handaxe), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
757: Transient Flail
Weapon (Flail), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
758: Braided Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
759: Blasted Claymore
Weapon (Greatsword), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
760: Friendly Thresher
Weapon (Flail), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
761: Pernicious Knife
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
762: Murderous Naginata
Weapon (Glaive), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
763: Equanimeous Flail
Weapon (Flail), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
764: Draining Hammer
Weapon (Warhammer), uncommon (requires attunement)
When the bearer makes a successful attack with this weapon, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
765: Earthen Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
766: Twilight's Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Hex on the target. Roll a d6 to determine which of the target's attributes is weakened. The bearer cannot transfer the curse to another creature.
767: Chained Pike
Weapon (Pike), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
768: Shading Trident
Weapon (Trident), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
769: Winged Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
770: Dead Poleaxe
Weapon (Halberd), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
771: Imaginary Zweihander
Weapon (Greatsword), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
772: Visionary Spear
Weapon (Spear), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
773: Arcane Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon can project a spectral tome suspended in mid-air that the bearer can interact with like a physical book. This tome can be used as a spellbook and may contain some spells from its previous bearer.
774: Slayer's Nunchaku
Weapon (Club), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
775: Final Poleaxe
Weapon (Halberd), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
776: Courser's Rapier
Weapon (Rapier), uncommon (requires attunement)
The bearer can placate and calm any mount not under the influence of a spell or possession.
777: Captivating Cutlass
Weapon (Scimitar), uncommon (requires attunement)
While the bearer is at 0 hp, they begin to hear the most beautiful music they have ever heard. The bearer has advantage on death saving throws and cannot recall details about the music if they wake.
778: Friendly Foil
Weapon (Rapier), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
779: Fairweather Gladius
Weapon (Shortsword), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
780: Southern Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
781: Vile Dagger
Weapon (Dagger), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
782: Final Edge
Weapon (Rapier), uncommon (requires attunement)
The bearer may spend an action beseaching the spirits within this weapon. Roll a DC 20 Persuasion check or make a sufficiently impassioned plea. If successful, the spirits will sacrifice themselves so that for the next minute the next attack with this weapon will be a crit. The weapon then loses this property forever.
783: Weave-touched Sledge
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
784: Mind's Eye Foil
Weapon (Rapier), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
785: Staunch Naginata
Weapon (Glaive), uncommon (requires attunement)
Anyone except the bearer must attempt a DC 10+x Charisma check to pick up this weapon, where x is the bearer's level. Any attack made with this weapon against the bearer has disadvantage.
786: Barbed Thresher
Weapon (Flail), uncommon (requires attunement)
After an attack roll, the bearer may use their reaction to add 1d4 to the damage roll and take 1d4 damage.
787: Rainbow Bardiche
Weapon (Greataxe), uncommon (requires attunement)
The bearer may change the damage type of a spell they cast once per long rest.
788: Broken Steel
Weapon (Longsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
789: Dead Truncheon
Weapon (Greatclub), uncommon (requires attunement)
If this weapon is entombed within a corpse for 8 hours, the bearer may treat it as a +1 magic weapon until the end of their next long rest
790: Refined Estoc
Weapon (Greatsword), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
791: Smuggler's Tonfa
Weapon (Club), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
792: Booming Mace
Weapon (Mace), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
793: Memorial Blade
Weapon (Dagger), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
794: Malediction Glaive
Weapon (Glaive), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Bane spell(1st level).
795: Slayer's Flail
Weapon (Flail), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
796: Civilized Adze
Weapon (Warpick), uncommon (requires attunement)
The bearer gains +1 to intelligence saving thows.
797: Broken Broadsword
Weapon (Longsword), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
798: Mortuary Sledge
Weapon (Maul), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
799: Enervating Strap
Weapon (Whip), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
800: Smuggler's Sledge
Weapon (Maul), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
801: Tsunami Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon, all creatures other than the bearer within 5 feet of the target (including the target) must roll a DC 12 constitution saving throw or be knocked prone by a wave of concussive force.
802: Winter Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
803: Feathered Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
804: Master's Hammer
Weapon (Light Hammer), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
805: Sojourner's Harpoon
Weapon (Javelin), uncommon (requires attunement)
A poem, story, or map that describes a long-forgotten treasure that will make this weapon more powerful is etched on the surface of the weapon.
806: Shadow Hammer
Weapon (Warhammer), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
807: Surgeon's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may use a bonus action to gain advantage to Wisdom (Medicine) checks for the rest of the turn.
808: Bloodthirsty Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
809: Equanimeous Pike
Weapon (Pike), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
810: Mind's Eye Edge
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Psychic damage with this weapon and gain a +1 bonus to damage
811: Marquis' Glaive
Weapon (Glaive), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
812: Dryad's Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
813: Antikytheran Kris
Weapon (Dagger), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
814: Winged Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may use an action to transform this weapon into a magical raven that can deliver a message to anyone in a 50 mile radius, provided the bearer knows their name and face. When the raven returns, it reverts into its weapon form. If the bird should die en route, it reverts into weapon form and unattunes from the bearer.
815: Runic Pike
Weapon (Pike), uncommon (requires attunement)
Whenever bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
816: Strange Trident
Weapon (Trident), uncommon (requires attunement)
Treat this as a +1 weapon when attacking Aboleths and other creatures from the Far Realm
817: Blasted Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may use a bonus action to activate destructive magic withing this weapon. It begins to glow with white-hot intensely, and at the beginning of the bearer's next turn, the weapon casts a level 1 Shatter spell (DC 12) centered on the weapon. The weapon then loses this property.
818: Effulgent Gladius
Weapon (Shortsword), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
819: Slayer's Spear
Weapon (Spear), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
820: Liar's Hook
Weapon (Sickle), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
821: Western Trident
Weapon (Trident), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
822: Dark Cleaver
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Necrotic damage with this weapon and gain a +1 bonus to damage.
823: Eidolic Pike
Weapon (Pike), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
824: Memorial Sledge
Weapon (Maul), uncommon (requires attunement)
When the bearer kills a monster with this weapon, treat this weapon as a +1 weapon whenever you fight another monster of this kind. When the weapon is unattuned, it loses its memory.
825: Soulbound Maul
Weapon (Maul), uncommon (requires attunement)
A powerful malevolent being is bound within this weapon and it will be released upon the weapon's destruction.
826: Artist's Scepter
Weapon (Mace), uncommon (requires attunement)
The bearer may use this weapon to make colored marks on any surface. The marks will fade away in 24 hours.
827: Adamantine Nunchaku
Weapon (Club), uncommon (requires attunement)
This item is indestructible.
828: Braided Sickle
Weapon (Sickle), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
829: Cruel Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
830: Southern Spear
Weapon (Spear), uncommon (requires attunement)
The bearer gains +1 to dexterity saving throws.
831: Meadowforged Spade
Weapon (Halberd), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
832: Liar's Trident
Weapon (Trident), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
833: Ghost-Tipped Glaive
Weapon (Glaive), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
834: Tithing Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer may lay 10 gold coins along the surface of the weapon and pray to a God of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the 10 gold coins are permanently gone. This boon will be lost if the bearer acts in a way that is contradictory to that deity's teachings.
835: Enchanting Machete
Weapon (Shortsword), uncommon (requires attunement)
Treat this as a +1 weapon as long as the bearer is enchanted by a spell from the enchantment school of magic.
836: Smoldering Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to deal Fire damage with this weapon and gain a +1 bonus to damage.
837: Forgotten Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
838: Caustic Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
839: Warded Fan
Weapon (Club), uncommon (requires attunement)
Once per long rest the bearer may draw a 20 foot line in the ground with this weapon that lasts for 1 minute. The Undead must succeed on a DC 12 wisdom saving throw to move across this line. If they fail, they cannot move again until their next turn.
840: Autumn Kama
Weapon (Handaxe), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
841: Liar's Warpick
Weapon (Warpick), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
842: Draconic Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
843: Fatespun Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon they gain inspiration.
844: Booming Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
845: Summer Greathammer
Weapon (Maul), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
846: Mortuary Axe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
847: Reliable Wakizashi
Weapon (Shortsword), uncommon (requires attunement)
When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.
848: Phantom Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Damage inflicted with this weapon leaves no physical sign of injury, such as cuts and bruises, and draws no blood.
849: Desperate Tanto
Weapon (Dagger), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
850: Fairweather Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
851: Bloodthirsty Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.
852: Master's Harpoon
Weapon (Javelin), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
853: Solemn Kama
Weapon (Handaxe), uncommon (requires attunement)
The bearer may spend an action to stabilize a dying creature within 5 feet. They cannot do so again until they have completed a long rest.
854: Friendly Dagger
Weapon (Dagger), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
855: Woodsman's Javelin
Weapon (Javelin), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
856: Shadow Hatchet
Weapon (Handaxe), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
857: Equanimeous Blade
Weapon (Dagger), uncommon (requires attunement)
When attuned to neutral aligned characters, this weapon has a +1 attack bonus during the day and a +1 damage bonus at night.
858: Blind Sledgehammer
Weapon (Maul), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
859: Marquis' Pike
Weapon (Pike), uncommon (requires attunement)
Once per short rest, when you crit with this weapon it casts Command on its target with the word "grovel", DC 12
860: Dryad's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
When the bearer is outdoors, harmless creatures such as squirrels and birds flock to them when they sing songs for a minute or longer.
861: Quantum Cutlass
Weapon (Scimitar), uncommon (requires attunement)
Every time the bearer takes a long rest, this weapon changes in appearance and function. It retains this property but any other properties are lost. However, it gains a new random ability from this chart.
862: Indomitable Stiletto
Weapon (Dagger), uncommon (requires attunement)
When the bearer is grappled by multiple targets, they may choose to break the strongest grapple. If they succeed, then all grapples are broken.
863: Mortuary Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer's vital signs, such as a pulse and breathing, are masked by this weapon and are undetectable by non-magical inspection.
864: Enervating Spear
Weapon (Spear), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
865: Blessed Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer of this item receives magical healing from a spell on the Cleric’s spell list, they gain an additional amount of hit points equal to their Wisdom (Religion) skill.
866: Eidolic Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Dark apparitions bound to this weapon haunt the edges of the bearer's peripheral vision, becoming hideously visible to devour the bodies of beings slain by this weapon. Once 666 bodies have been devoured, the apparitions will be released to prey upon our world and the sword becomes a permanent +3 weapon. So far, the weapon has eaten 1d6 x 100 + 3d20 bodies.
867: Drunkard's Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
868: Liar's Brand
Weapon (Shortsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
869: Broken Bludgeon
Weapon (Club), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
870: Blind Kris
Weapon (Dagger), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
871: Enervating Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
872: Eager Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer does not require an interaction to draw or sheath this weapon
873: Antikytheran Edge
Weapon (Dagger), uncommon (requires attunement)
An ancient mechanism is housed within this weapon that never configures the same way twice. Once per long rest the bearer can spend one minute to attempt a DC 20 investigation check to configure the device. If successful, the weapon becomes a +1 weapon until the end of the next long rest.
874: Ghost-Touched Harpoon
Weapon (Javelin), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
875: Murderous Greathammer
Weapon (Maul), uncommon (requires attunement)
When the bearer reduces a creature to zero hit points they may use a bonus action to move half their movement speed towards another hostile creature.
876: Autumn Pike
Weapon (Pike), uncommon (requires attunement)
The weapon contains a resevoir of natural magic that can a sustain a cascade of falling leaves for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release this magic. While planted and undepleted, creatures within 10 feet of this weapon have half cover. A long rest restores 1d6 sconds of energy to the weapon's resevoir.
877: Force Harpoon
Weapon (Javelin), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
878: Frozen Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
879: Preacher's Hammer
Weapon (Warhammer), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
880: Braided Whip
Weapon (Whip), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
881: Dancing Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
882: Spring Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a pool of healing energy that can restore up to 30 hp. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are showered in warm rain that restores 1 hp per round. A long rest restores 1d6 hp of energy to the weapon's pool.
883: Master's Brand
Weapon (Longsword), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Unseen Servant spell (1st level).
884: Preacher's Blade
Weapon (Scimitar), uncommon (requires attunement)
This weapon increases the bearer's Channel Divinity range by 5 feet.
885: Braided Bladestaff
Weapon (Halberd), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
886: Rosen Morningstar
Weapon (Morningstar), uncommon (requires attunement)
A ruby worth 30gp is the center stone in a rose-shaped setting on the weapon. If the bearer removes the ruby, the weapon grows a new one at the end of the month. The weapon always smells of roses while the ruby is in its setting.
887: Holy Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
When the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.
888: Restrained Scepter
Weapon (Mace), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
889: Eastern Greatsword
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains +1 to wisdom saving throws.
890: Frozen Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
891: Jester's Claymore
Weapon (Greatsword), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
892: Braided Baton
Weapon (Club), uncommon (requires attunement)
The bearer may use their action to cause the weapon to become a 50 ft length of hemp rope at will.
893: Righteous Hook
Weapon (Sickle), uncommon (requires attunement)
Treat this as a +1 weapon during the day when attuned to a good aligned character.
894: Effulgent Frying Pan
Weapon (Club), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
895: Skyward Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
896: Transient Adze
Weapon (Warpick), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
897: Nullifying Spear
Weapon (Spear), uncommon (requires attunement)
Any spell of 1st level or lower that includes the bearer as a target has a 10% chance to fail, cast by both friendly and enemy spellcasters.
898: Fairweather Bill
Weapon (Halberd), uncommon (requires attunement)
Treat this as a +1 weapon if the bearer has more than half of their maximum hit points
899: Heroic Edge
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
900: Vile Staff
Weapon (Quarterstaff), uncommon (requires attunement)
Treat this as a +1 weapon at night when attuned to an evil aligned character.
901: Charged Stiletto
Weapon (Dagger), uncommon (requires attunement)
The bearer may choose to deal Lightning damage with this weapon and gain a +1 bonus to damage.
902: Shaming Javelin
Weapon (Javelin), uncommon (requires attunement)
Any humanoid creature hit with this weapon loses all of the hair on their head and face.
903: Tenacious Flail
Weapon (Flail), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
904: Booming Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Thunder damage with this weapon and gain a +1 bonus to damage.
905: Etched Nunchaku
Weapon (Club), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
906: Effortless Flail
Weapon (Flail), uncommon (requires attunement)
This weapon takes only one minute to attune.
907: Victorious Harpoon
Weapon (Javelin), uncommon (requires attunement)
Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).
908: Jester's Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
Once per short rest, when the bearer crits with this weapon it casts Crown of Madness on the creature it hit, DC 12
909: Desperate Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may use an action to release divine magic within, equivalent to a level 1 Cure Wounds spell being cast on all creatures (friend or foe) within 5 feet of the bearer. The weapon is destroyed and loses all magical properties.
910: Winter Dagger
Weapon (Dagger), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
911: Healing Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
912: Assassin's Lance
Weapon (Lance), uncommon (requires attunement)
The bearer may add 1d4 poison damage to all attacks made during surprise rounds.
913: Haunted Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
914: Consecrated Scepter
Weapon (Mace), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
915: Drunkard's Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer always knows the direction to the nearest tavern in a 60 mile radius.
916: Friendly Glaive
Weapon (Glaive), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Animal Friendship spell (1st level).
917: Winter Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The weapon contains a resevoir of ice magic that can a freeze the ground for up to 30 seconds. The bearer may use an action to plant this weapon in the ground and release the ice magic within. While planted and undepleted, the ground in a 10 foot radius of this weapon becomes difficult terrain. A long rest restores 1d6 seconds of energy to the weapon's resevoir.
918: Mourner's Greataxe
Weapon (Greataxe), uncommon (requires attunement)
Contains one charge of the Speak With Dead spell. It regains the charge when the bearer dies.
919: Renaissance Steel
Weapon (Longsword), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
920: Voltaic Frying Pan
Weapon (Club), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
921: Broken Bludgeon
Weapon (Greatclub), uncommon (requires attunement)
This weapon is badly damaged. It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.
922: Blind Estoc
Weapon (Greatsword), uncommon (requires attunement)
Garrish eyes are painted on this weapon. The bearer can use an action to see/unsee through the eyes, even if their own senses are compromised.
923: Refined Tonfa
Weapon (Club), uncommon (requires attunement)
This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.
924: Smuggler's Bladestaff
Weapon (Halberd), uncommon (requires attunement)
This weapon contains a small, secret compartment. A character must succeed on a DC 20 Wisdom (Perception) check to reveal the compartment when searching the bearer.
925: Shading Trident
Weapon (Trident), uncommon (requires attunement)
The bearer suffers no harm or discomfort in temperatures as high as 120 degrees Fahrenheit.
926: Capricious Axe
Weapon (Battleaxe), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
927: Deceptive Khopesh
Weapon (Sickle), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
928: Imaginary Greatsword
Weapon (Greatsword), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
929: Binding Mace
Weapon (Mace), uncommon (requires attunement)
When you hit a creature with this weapon, the ground beneath binds to its feet, slowing its speed by 5 feet until the end of its next turn. This has no effect on creatures that are flying or swimming.
930: Compassionate Gladius
Weapon (Shortsword), uncommon (requires attunement)
Wounds inflicted with this weapon cause no pain.
931: Caustic Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
932: Seige Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
933: Strapping Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer breaks a grapple, they may choose to push the grappler up to 10 feet away from them as a bonus action.
934: Earthen Hammer
Weapon (Light Hammer), uncommon (requires attunement)
The bearer of this weapon is firmly rooted to the ground. When standing on solid earth or stone, if an effect would move the bearer against his will the distance is reduced by 5 feet.
935: Unity Foil
Weapon (Rapier), uncommon (requires attunement)
Whenever the bearer of this weapon takes a help action in combat, the aided ally may treat their weapon as a +1 magic weapon until the end of their next turn.
936: Caustic Shaft
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may choose to deal Acid damage with this weapon and gain a +1 bonus to damage.
937: Defensive Hammer
Weapon (Warhammer), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
938: Summer Blade
Weapon (Rapier), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
939: Haunted Steel
Weapon (Longsword), uncommon (requires attunement)
Smoke rises from this weapon revealing the apparitions that haunt it. They lash out at living targets every time the bearer scores a hit, doing an additional +2 necrotic damage.
940: Frozen Battleaxe
Weapon (Battleaxe), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
941: Pious Mace
Weapon (Mace), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
942: Shadow Zweihander
Weapon (Greatsword), uncommon (requires attunement)
Treat as a +1 magic weapon when in dim light.
943: Summer Axe
Weapon (Battleaxe), uncommon (requires attunement)
The weapon contains a resevoir of scorching light that can deal up to 30 hp of radiant damage. The bearer may use an action to plant this weapon in the ground and release this energy. While planted and undepleted, creatures that end their turn within 10 feet of the weapon are brightly illuminated and seared for 1 radiant damage per round. A long rest restores 1d6 hp of energy to the weapon's resevoir.
944: War Leader's Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer can use an action to amplify their voice three times louder than normal.
945: Corrosive Truncheon
Weapon (Greatclub), uncommon (requires attunement)
When the bearer hits a creature with this weapon, they may deal their proficiency bonus in acid damage to a different creature within 5 feet of the target.
946: Pious Khopesh
Weapon (Sickle), uncommon (requires attunement)
The bearer may spend ten minutes paying honor to the spirits that govern this weapon, shaving their head in tribute. Once the ceremony is finished, it becomes a +1 weapon until the end of the next long rest. They must wait 10 days until they have long enough hair to re-enact this ritual.
947: Nourishing Harpoon
Weapon (Javelin), uncommon (requires attunement)
Once per long rest, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer (Their mother's noodle soup or father's elk stew). Eating this delicious meal is so satisfying that it counts as nourishment for an entire day and restores 1d4 hit points. To anyone other than the bearer, the bowl and its contents appears unchanged.
948: Cruel Quarterstaff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
949: Heroic Kris
Weapon (Dagger), uncommon (requires attunement)
Ancient heroes have wielded this weapon throughout the ages, and their courage still lingers. The bearer has advantage on saving throws vs. fear effects.
950: Ghost-Touched Staff
Weapon (Quarterstaff), uncommon (requires attunement)
This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.
951: Adamantine Mallet
Weapon (Light Hammer), uncommon (requires attunement)
This item is indestructible.
952: Shamanic Trident
Weapon (Trident), uncommon (requires attunement)
Whenever the bearer is casting a spell as a ritual, they have advantage to maintain concentration during the ritual.
953: Jagged Spear
Weapon (Spear), uncommon (requires attunement)
Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
954: Defensive Cleaver
Weapon (Sickle), uncommon (requires attunement)
Whenever the bearer takes a dodge or disengage action, they may move an additional 5 feet that round.
955: Etched Jitte
Weapon (Club), uncommon (requires attunement)
Ancient glyphs adorn the surface of this weapon, telling a story with a moral of the player's chosing (such as "One good turn deserves another" or "United we stand, divided we fall"). While attuning to this weapon, the glyphs spread across the entire skin of the bearer and the moral of the story becomes a bond trait for this character.
956: Voltaic Spear
Weapon (Spear), uncommon (requires attunement)
Whenever the bearer deals damage to a creature, this weapon gains a charge. As a bonus action, the bearer can use any number of charges to deal that much extra lightning damage on their next attack. If a round (6 seconds) goes by and the weapon has not struck a foe, it loses all charges.
957: Pernicious Talwar
Weapon (Scimitar), uncommon (requires attunement)
The bearer may choose to deal Poison damage with this weapon and gain a +1 bonus to damage.
958: Weave-touched Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
Whenever the bearer casts a spell, this weapon gains charges equal to the spell's level. The bearer can use a bonus action to remove 13 charges and make this a +1 weapon until the start of the next round. All charges are lost during a long rest.
959: First Zweihander
Weapon (Greatsword), uncommon (requires attunement)
The bearer gains a +1 bonus to initiative rolls. As long as the bearer is first in the initiative order, their speed increases by 5 feet.
960: Glorious Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may choose to change the damage type of weapon to Radiant and its damage roll gains a +1 bonus.
961: Liar's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
Contains 1d4 unreplenishable charges of the Silent Image spell (1st level).
962: Draconic Maul
Weapon (Maul), uncommon (requires attunement)
Treat as a +1 weapon when attacking Dragons.
963: Tenacious Sickle
Weapon (Sickle), uncommon (requires attunement)
When the bearer takes a long rest, they gain back one additional hit die.
964: Iconic Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The weapon is inscribed with holy symbols of the God of the DM's choice. A cleric or paladin that serves that god may use this weapon as a divine focus.
965: Crawling Bludgeon
Weapon (Club), uncommon (requires attunement)
The crawling things of the earth, such as insects, snakes, and vermin, are attracted to this item. When placed on the ground, such creatures will scurry toward the item like moths drawn to the flame.
966: Force Pike
Weapon (Pike), uncommon (requires attunement)
The bearer may choose to deal Force damage with this weapon and gain a +1 bonus to damage.
967: Ghost-Tipped Blackjack
Weapon (Club), uncommon (requires attunement)
Whenever the bearer crits with this weapon, it gains the reach property (10 ft) for 1 minute. If it already had the reach property, increase its reach by 5 ft.
968: Feathered Staff
Weapon (Quarterstaff), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
969: Imaginary Adze
Weapon (Warpick), uncommon (requires attunement)
Once attuned, this weapon exists only in the bearer's imagination until held with intent to do harm. It becomes imaginary again after a short rest.
970: Dancing Trident
Weapon (Trident), uncommon (requires attunement)
The bearer may spend an action to permanently animate this weapon. Use the Flying Sword stat block from the Monster Manual p. 20. Also, the weapon retains any other magical properties. Once the animated weapon is reduced to 0 hp or unattuned, the weapon shatters like glass.
971: Healing Halberd
Weapon (Halberd), uncommon (requires attunement)
This item contains a healing node. Once per long rest the bearer can use the node and an action to heal 1d4 hit points at touch range.
972: Meadowforged Kris
Weapon (Dagger), uncommon (requires attunement)
A gentle kaleidoscope of butterflies always accompanies this weapon. The bearer has advantage on persuasion checks with Fae creatures less than CR 3.
973: Transient Edge
Weapon (Longsword), uncommon (requires attunement)
Over the course of a long rest, the bearer may transfer the other magic properties of this weapon to a melee weapon of their choosing. This weapon then loses those properties.
974: Wild Falchion
Weapon (Scimitar), uncommon (requires attunement)
The bearer gains +1 to strength saving throws.
975: Vital Bill
Weapon (Halberd), uncommon (requires attunement)
The bearer's maximum hit points increases by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the item.
976: Arctic Truncheon
Weapon (Club), uncommon (requires attunement)
Icy wind and snowflakes bluster around this weapon, even in warm environments. The bearer can walk on the surface of the lightest snow, leaving no footprints.
977: Inspired Pike
Weapon (Pike), uncommon (requires attunement)
The bearer gains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
978: Seige Bludgeon
Weapon (Club), uncommon (requires attunement)
This weapon does maximum damage against man-made, inanimate objects.
979: Renaissance Thresher
Weapon (Flail), uncommon (requires attunement)
Once per long rest, the bearer may gain +1 to any skill check.
980: Voidstone Shank
Weapon (Dagger), uncommon (requires attunement)
This weapon cannot be detected by the "Detect Magic" spell unless the caster touches the weapon.
981: Frozen Glaive
Weapon (Glaive), uncommon (requires attunement)
The bearer may choose to deal Cold damage with this weapon and gain a +1 bonus to damage.
982: Chained Thresher
Weapon (Flail), uncommon (requires attunement)
The bearer can spend an action to mystically bind or unbind themselves to this weapon. While bound, the bearer can no longer be disarmed but cannot switch out or throw this weapon.
983: Forgotten Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
984: Capricious Sledgehammer
Weapon (Maul), uncommon (requires attunement)
If the weapon is attuned to a Chaotic aligned character, they may roll a die after completing a long rest. If the result was an even number, treat this as a +1 magic weapon until they finish a long rest.
985: Scarlet Hook
Weapon (Sickle), uncommon (requires attunement)
This weapon perpetually drips the blood of a monstrous race, chosen by the DM. The bearer can speak that race's language and has advantage on intimidation checks against monsters of that race when the weapon is revealed.
986: Enervating Dagger
Weapon (Dagger), uncommon (requires attunement)
Once per long rest, the bearer may spend one minute contemplating the patterns etched on this weapon's surface and regain 1 expended ki point.
987: Guardian Kama
Weapon (Handaxe), uncommon (requires attunement)
When the bearer attunes this weapon they must choose a being in their mind. Henceforth, if the bearer is within 5 feet of the chosen being they may use their reaction to impose disadvantage on an attack roll against that creature. They cannot do this again until they have finished a short or long rest.
988: Skyward Steel
Weapon (Rapier), uncommon (requires attunement)
This weapon falls up instead of down. Its weight does not contribute towards encumberance.
989: Consecrated Tetsubo
Weapon (Greatclub), uncommon (requires attunement)
Treat as a +1 magic weapon when attacking Undead. Any creature slain with this weapon cannot be raised as undead.
990: Woodsman's Morningstar
Weapon (Morningstar), uncommon (requires attunement)
This weapon does maximum damage against plant creatures.
991: Northern Tomahawk
Weapon (Handaxe), uncommon (requires attunement)
The bearer gains +1 to constitution saving throws
992: Restrained Pike
Weapon (Pike), uncommon (requires attunement)
This weapon only deals non-lethal damage to living targets
993: Effulgent Rod
Weapon (Mace), uncommon (requires attunement)
The bearer can use this item to cast the Light cantrip on itself at will. While lit, it deals radiant damage instead of its usual damage type.
994: Slayer's Blackjack
Weapon (Club), uncommon (requires attunement)
Treat as a +1 weapon when attacking Demons and Devils.
995: Deceptive Pike
Weapon (Pike), uncommon (requires attunement)
When the bearer attunes this item, choose a harmless object within sight such as a tea cup, a ball of yarn, or a hairpin. If the bearer is touching the item, they may use an action to transform the weapon in or out of this form.
996: Western Morningstar
Weapon (Morningstar), uncommon (requires attunement)
The bearer gains +1 to charisma saving throws.
997: Feathered Spear
Weapon (Spear), uncommon (requires attunement)
The bearer may use their reaction to reduce fall damage by 1d6 until the end of turn. They cannot use this feature again until completing a long rest.
998: Strange Mallet
Weapon (Light Hammer), uncommon (requires attunement)
Treat this as a +1 weapon when attacking Aboleths and other creatures from the Far Realm
999: Visionary Greataxe
Weapon (Greataxe), uncommon (requires attunement)
The weapon does an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)
1000: Civilized Flail
Weapon (Flail), uncommon (requires attunement)
The bearer gains +1 to intelligence saving throws.