Uncommon Magic Weapons & Ammunition

2014 Books/Source Books/Dungeon Master's Guide/Part 2 (Ch 3-7)/Chapter 7/Magic Items/Uncommon Magic Items/Uncommon Magic Items

#DMGuide2014 #XGtE #TCoE

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.
Ammunition +1 (Arrows).png237

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.
Javelin of Lightning.png313

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)

Staff of the Adder.png318

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
Sword of Vengeance.png|311

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.
Trident of Fish Command.png302

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.
Wand of Magic Missiles.png320

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
Trident of Warning.png|320Greatsword of Warning.png|318

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
Powered by Forestry.md