Uncommon Magic Weapons & Ammunition
Ammunition +1
Weapon (any ammunition), uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Applicable Ammunition:
Arrows, Blowing Needles, Bullets, Crossbow Bolts, and Sling Bullets.
.png)
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Moon Sickle +1 (TCoE)
Weapon (sickle), varies (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Rhythm-Maker's Drum +1 (TCoE)
Wondrous Item, varies (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
Staff of the Adder
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
- You can use a bonus action to speak the staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
- You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
- The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its animate form.

Sword of Vengeance
Weapon (glaive, greatsword, longsword, rapier, scimitar, or shortsword), uncommon (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse: This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a Weapon +1 with no other properties.
Applicable Weapons:
| Name | Type | Damage | Properties |
|---|---|---|---|
| Glaive | Martial Melee | 1d10 Slashing | Heavy, Reach, Two-Handed |
| Greatsword | Martial Melee | 2d6 Slashing | Heavy, Two-Handed |
| Longsword | Martial Melee | 1d8 Slashing | Versatile (1d10) |
| Rapier | Martial Melee | 1d8 Piercing | Finesse |
| Scimitar | Martial Melee | 1d6 Slashing | Finesse, Light |
| Shortsword | Martial Melee | 1d6 Piercing | Finesse, Light |
![]() |
Trident of Fish Command
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Weapon +1
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Applicable Weapons:
Simple Melee +1 Weapons
| Name | Damage | Weapon Properties |
|---|---|---|
| Club | 1d4 + 1 bludgeoning | Light |
| Dagger | 1d4 + 1 piercing | Finesse, light, thrown (range 20/60) |
| Greatclub | 1d8 + 1 bludgeoning | Two-handed |
| Handaxe | 1d6 + 1 slashing | Light, thrown (range 20/60) |
| Javelin | 1d6 + 1 piercing | Thrown (range 30/120) |
| Light hammer | 1d4 + 1 bludgeoning | Light, thrown (range 20/60) |
| Mace | 1d6 + 1 bludgeoning | - |
| Quarterstaff | 1d6 + 1 bludgeoning | Versatile (1d8) |
| Sickle | 1d4 + 1 slashing | Light |
| Spear | 1d6 + 1 piercing | Thrown (range 20/60), versatile (1d8) |
| Yklwa | 1d8 + 1 piercing | Thrown (range 10/30) |
Simple Ranged +1 Weapons
| Name | Damage | Weapon Properties |
|---|---|---|
| Boomerang | 1d4 + 1 bludgeoning | Thrown (range 60/120) |
| Crossbow, light | 1d8 + 1 piercing | Ammunition, (range 80/320), loading, two-handed |
| Dart | 1d4 + 1 piercing | Finesse, thrown (range 20/60) |
| Shortbow | 1d6 + 1 piercing | Ammunition, (range 80/320), two-handed |
| Sling | 1d4 + 1 bludgeoning | Ammunition, (range 30/120) |
Martial Melee +1 Weapons
| Name | Damage | Weapon Properties |
|---|---|---|
| Battleaxe | 1d8 + 1 slashing | Versatile (1d10) |
| Flail | 1d8 + 1 bludgeoning | - |
| Glaive | 1d10 + 1 slashing | Heavy, reach, two-handed |
| Greataxe | 1d12 + 1 slashing | Heavy, two-handed |
| Greatsword | 2d6 + 1 slashing | Heavy, two-handed |
| Halberd | 1d10 + 1 slashing | Heavy, reach, two-handed |
| Lance | 1d12 + 1 piercing | Reach, special |
| Longsword | 1d8 + 1 slashing | Versatile (1d10) |
| Maul | 2d6 + 1 bludgeoning | Heavy, two-handed |
| Morningstar | 1d8 + 1 piercing | - |
| Pike | 1d10 + 1 piercing | Heavy, reach, two-handed |
| Rapier | 1d8 + 1 piercing | Finesse |
| Scimitar | 1d6 + 1 slashing | Finesse, light |
| Shortsword | 1d6 + 1 piercing | Finesse, light |
| Trident | 1d6 + 1 piercing | Thrown (range 20/60), versatile (1d8) |
| War pick | 1d8 + 1 piercing | - |
| Warhammer | 1d8 + 1 bludgeoning | Versatile (1d10) |
| Whip | 1d4 + 1 slashing | Finesse, reach |
Martial Ranged +1 Weapons
| Name | Damage | Weapon Properties |
|---|---|---|
| Blowgun | 1 + 1 piercing | Ammunition, (range 25/100), loading |
| Crossbow, hand | 1d6 + 1 piercing | Ammunition, (range 30/120), light, loading |
| Crossbow, heavy | 1d10 + 1 piercing | Ammunition, (range 100/400), heavy, loading, two-handed |
| Longbow | 1d8 + 1 piercing | Ammunition, (range 150/600), heavy, two-handed |
| Net | -- | Special, thrown (range 5/15) |
| Pistol | 1d10 + 1 piercing | Ammunition (range 30/90), loading |
| Musket | 1d12 + 1 piercing | Ammunition (range 40/120), loading, two-handed |
Weapon of Warning
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Applicable Weapons:
Simple Melee Weapons
| Name | Type | Damage | Weapon Properties |
|---|---|---|---|
| Club | Simple Melee | 1d4 bludgeoning | Light |
| Dagger | Simple Melee | 1d4 piercing | Finesse, light, thrown (range 20/60) |
| Greatclub | Simple Melee | 1d8 bludgeoning | Two-handed |
| Handaxe | Simple Melee | 1d6 slashing | Light, thrown (range 20/60) |
| Javelin | Simple Melee | 1d6 piercing | Thrown (range 30/120) |
| Light hammer | Simple Melee | 1d4 bludgeoning | Light, thrown (range 20/60) |
| Mace | Simple Melee | 1d6 bludgeoning | -- |
| Quarterstaff | Simple Melee | 1d6 bludgeoning | Versatile (1d8) |
| Sickle | Simple Melee | 1d4 slashing | Light |
| Spear | Simple Melee | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| Yklwa | Simple Melee | 1d8 piercing | Thrown (range 10/30) |
Simple Ranged Weapons
| Name | Type | Damage | Weapon Properties |
|---|---|---|---|
| Crossbow, light | Simple Ranged | 1d8 piercing | Ammunition, (range 80/320), loading, two-handed |
| Dart | Simple Ranged | 1d4 piercing | Finesse, thrown (range 20/60) |
| Shortbow | Simple Ranged | 1d6 piercing | Ammunition, (range 80/320), two-handed |
| Sling | Simple Ranged | 1d4 bludgeoning | Ammunition, (range 30/120) |
Martial Melee Weapons
| Name | Type | Damage | Weapon Properties |
|---|---|---|---|
| Battleaxe | Martial Melee | 1d8 slashing | Versatile (1d10) |
| Flail | Martial Melee | 1d8 bludgeoning | -- |
| Glaive | Martial Melee | 1d10 slashing | Heavy, reach, two-handed |
| Greataxe | Martial Melee | 1d12 slashing | Heavy, two-handed |
| Greatsword | Martial Melee | 2d6 slashing | Heavy, two-handed |
| Halberd | Martial Melee | 1d10 slashing | Heavy, reach, two-handed |
| Lance | Martial Melee | 1d12 piercing | Reach, special |
| Longsword | Martial Melee | 1d8 slashing | Versatile (1d10) |
| Maul | Martial Melee | 2d6 bludgeoning | Heavy, two-handed |
| Morningstar | Martial Melee | 1d8 piercing | -- |
| Pike | Martial Melee | 1d10 piercing | Heavy, reach, two-handed |
| Rapier | Martial Melee | 1d8 piercing | Finesse |
| Scimitar | Martial Melee | 1d6 slashing | Finesse, light |
| Shortsword | Martial Melee | 1d6 piercing | Finesse, light |
| Trident | Martial Melee | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
| War pick | Martial Melee | 1d8 piercing | -- |
| Warhammer | Martial Melee | 1d8 bludgeoning | Versatile (1d10) |
| Whip | Martial Melee | 1d4 slashing | Finesse, reach |
![]() ![]() |
Martial Ranged Weapons
| Name | Type | Damage | Weapon Properties |
|---|---|---|---|
| Blowgun | Martial Ranged | 1 piercing | Ammunition, (range 25/100), loading |
| Crossbow, hand | Martial Ranged | 1d6 piercing | Ammunition, (range 30/120), light, loading |
| Crossbow, heavy | Martial Ranged | 1d10 piercing | Ammunition, (range 100/400), heavy, loading, two-handed |
| Longbow | Martial Ranged | 1d8 piercing | Ammunition, (range 150/600), heavy, two-handed |
| Net | Martial Ranged | -- | Special, thrown (range 5/15) |
| Pistol | Martial Ranged | 1d10 piercing | Ammunition (range 30/90), loading |
| Musket | Martial Ranged | 1d12 piercing | Ammunition (range 40/120), loading, two-handed |


