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Category: DMs Guild

10 FREE Magic Weapons For Your Game

To celebrate the launch of my latest title, Esquiel’s Guide to Magic Weapons (available to buy on the DM’s Guild), I would like to offer my readers my ten favourite weapons in the book, for free, for their 5th edition Dungeons & Dragons gameplay.

Now available on the the DMs Guild

One of my main goals in writing the guide was to craft at least one magical arm for every weapon type in the Player’s Handbook, particularly as the Dungeon Master’s Guide offers very few options besides swords. I wanted to offer gamers way more variety, and to ensure that, no matter what obscure weapon a PC fights with, the owner of this book has a ready-made magic arm for them.

Of course, it was also crucial to create balanced weapons, so that DMs can confidently drop these creations into their sessions without causing headaches for themselves. For this reason 90% of the mechanics are ones you’ve seen somewhere else in the game… ie. you know they work!

Hopefully these 10 sample weapons will prove a lot of fun at your table, and may even inspire you to go ahead and invest in the book.

My Ten Favourite Weapons

1. Bloodthirsty Battleaxe

Battleaxe, very rare (requires attunement)
This vicious battleaxe craves the fury of combat, filling its wielder with bloodlust as it scythes down the enemy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you reduce a creature to 0 hit points with this weapon, you gain 1d6 temporary hit points and can make one melee attack with the axe as a bonus action.

This axe is perfect for a mass brawl against a horde of lower level baddies. It borrows one of the features of the Greater Weapon Fighting feat that I love, and lets someone who fights with a one-handed weapon use it as well.

2. Rogue Bow

Shortbow, legendary (requires attunement by a rogue)
The magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.

Poison Arrow. You speak a command and expend 1 charge to coat an arrow you have nocked with thick black venom. A creature hit by the arrow must make a DC 15 Constitution saving throw. On a failed save, they take an additional 4d4 poison damage and become poisoned for one minute. On a success, they take half as much damage and are not poisoned.

Sleep Arrow. You speak a command and expend 1 charge to place a charm on an arrow you have nocked. Should you hit your target, roll 5d8. If the number is equal or greater than the target’s hit points, it falls into a magical slumber. They remain unconscious for one minute, awakening only if they take damage, or another creature spends their action to shake or slap them awake.

Smoke Bomb. You can use an action and expend 1 charge to fire an arcane arrow, which lands at a point within range and starts to emit a cloud of smoke. One round after it lands, the smoke creates a heavily obscured area in a 20-foot-radius. A moderate wind disperses the smoke in 4 rounds; a strong wind disperses it in 1 round.

Flashbang. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes with a deafening crack and blinding flash of light. Each creature within 20 feet of the impact point must succeed on a DC 15 Intelligence saving throw or be stunned until the start of your next turn.

Grappling Arrow. You may expend 1 charge to transform an ordinary arrow into a slender but durable grappling hook. You may fire the grappling hook at bow range, and a thin gossamer rope will magically uncoil behind it, matching the distance of the arrow flight. If you successfully secure the grappling hook (DM to determine difficulty), the rope is strong enough to support 1000 lbs. of weight. After ten minutes, the grappling hook transforms back into an arrow and the magic rope dissolves into nothingness.

Frag Grenade. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes on impact, spraying the area with razor sharp pieces of rock. Each creature within 20 feet of the impact point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one.

This is the ultimate utility weapon for the rogue, and gives them a nice range of abilities that perfectly complement their sneaky ways.

3. Earthquaker

Greatclub, legendary (requires attunement, by someone with at least 15 Strength)
This greatclub appears to be no more than a large and gnarly piece of black and deadened wood, with nothing in the way of adornment, however, it is infused with earth-shattering power.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The weapon magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.

Giant Blow. While holding the weapon, you can use a bonus action and expend 1 charge to temporarily invoke the strength of a stone giant. For the rest of your turn, when you make a melee attack with the weapon, your Strength modifier is +6, and the weapon deals 3d8 bludgeoning damage.

Earthquake. Smashing the ground in front of you with the club, you can use an action and expend 3 charges to create an earthquake. You create a fissure 10 feet wide that extends 2d6 x 10 feet in front of you and is 1d10 x 10 feet deep. A creature standing on a spot where the fissure opens must succeed on a DC 15 Dexterity saving throw or fall in, and take bludgeoning damage from the fall. A creature that successfully saves moves with the fissure’s edge as it opens. As the earth tremors and shakes, the ground within 20 feet of the fissure becomes difficult terrain until the start of your next turn, and any creature standing in this area must succeed on a DC 12 Dexterity saving throw or fall prone. Any spellcaster concentrating in this area must make a DC 10 Constitution saving throw. On a failed save, the caster’s concentration is broken.

Fans of the Dungeons & Dragons cartoon from the 80s will recognise this weapon, wielded by Bobby the Barbarian. To limit its powers I simply added the charges mechanic, which is one I love in general, as it constantly poses a choice for characters… should I use a charge now, or might I need it more later! Also included in the book are a whole range of Hank style bows, that do different types of energy damage (each has a secondary minor effect), and one master Energy Bow suitable for epic level PCs, plus the Acrobat Staff.

4. Krakentooth

Dagger, very rare
This dagger is fashioned from the tooth of a kraken and is steeped in the magic essence of this ancient leviathan.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

While holding this dagger you can breathe underwater, and you have advantage on melee attack rolls made with this weapon while underwater.

I wanted to make a Dragontooth dagger, but then I stumbled upon this. I’m glad I did because I think it prompted me to make a more interesting weapon.

5. Scream Stealer

Dagger, very rare
The demonic nature of this blade steals your victim’s screams as you strike them. When you hit a creature with an attack using this magic weapon, the creature is unable to speak, scream, or vocalise any sound, until the start of your next turn.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This is my favourite weapon in the whole book. If you manage to stab a magic user every round they wouldn’t be able to cast any spells that requires vocal components.

6. Commander’s Hammer

Warhammer, very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer has 5 charges, and it regains 1d4+1 expended charges daily at dawn.

Commander’s Strike. You may use a bonus action and expend 1 charge to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Compelled Duel. You may use a bonus action and expend 1 charge to compel an opponent into facing you in battle. Use the rules that govern the spell compelled duel but, whenever a Wisdom saving throw is called for, replace it with a Charisma contest.

Manoeuvering Attack. When you hit a creature with this magic weapon, you can expend 1 charge to manoeuvre one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Rallying Cry. You may use an action and expend 1 charge to bolster the resolve of your companions. When you do so, all friendly creatures within 30 feet of you, who can see or hear you, gain temporary hit points equal to 1d8 plus your Charisma modifier. Once a creature has benefitted from this effect, it must finish a short or long rest before being able to benefit from it again.

I like the versatility of this weapon, which packages up several cool abilities that already exist in 5e D&D but rarely get used in my experience.

7. Thunderstar

Morningstar, very rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon explodes with a mighty crack of thunder and any creature within 30 feet must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 thunder damage and is deafened for the next 10 minutes. On a successful save, the creature takes half as much damage and isn’t deafened.

While holding the morningstar, you can use a bonus action and expend 1 charge to call forth its thunderous energy. The next time you hit with a melee attack using this weapon it unleashes a thundercrack that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a Large-sized creature or smaller, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you and knocked prone.

Thunderous Smite is one of my favourite spells… and now you don’t have to be a paladin to use it! It could have been thunder-anything, but thunderstar somehow felt right…

8. Moonsong

Greatsword, legendary (requires attunement by a lawful good creature)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

This holy blade is able to detect evil. Whenever it is within 60 feet of an aberration, fiend or undead, it emits a low humming sound, and glows with a dim blueish-white light in a 15-foot radius.

When a paladin of devotion uses their Sacred Weapon Channel Divinity ability on Moonsong, it blazes with bright moonlight in a 30-foot radius, shedding dim light 30 feet beyond that, and sings with celestial fervour. For the duration of your Sacred Weapon ability, any aberration, fiend or undead within 30 feet of you has disadvantage on attack rolls. During this time, you cannot be charmed, frightened or possessed by them.

Paladin’s of devotion are the poor cousin of paladins of vengeance, so this weapon is a great reward for any PC who decided to play an old school lawful good paladin, providing a nice boost to their Sacred Weapon ability. I actually invented it for a PC of mine, Estelle, a kind of Joan of Arc style warrior. The glowing light is pretty handy if you’re a human!

9. Rakish Rapier

Rapier, legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The weapon has 5 charges and regains 1d4+1 expended charges daily at dawn.

Flurry of Blows. When you select the Attack action, you may expend 1 charge to make a melee attack against every creature within 5 feet of you.

Flurry of Parries. When a creature hits you with a melee attack, you can use your reaction and expend 1 charge to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You continue to benefit from this bonus against all further melee attacks against you, until the start of your next turn.

Riposte. If a creature misses you with a melee attack, you can use your reaction and expend 1 charge to make a melee attack against the creature.

Another weapon I invented for one of my PCs, the swashbuckler Drake Griffonheart (check my guide to playing a swashbuckler if you fancy playing a similarly stylish prince of panache), this rapier is deadly in the right hands. Using the riposte skill you can get a second sneak attack a round, whilst the flurry of parries and flurry of blows abilities help compensate for the fact the rogue only gets one main attack a round per round. This extra power is bounded by the charges mechanism, and therefore shouldn’t get out of hand!

10. Screamhoarder

Greatsword, legendary (requires attunement)
The hilt of this merciless blade is decorated with ghostly visages screaming in pain. The weapon stores the dying screams of those it strikes down, releasing their agony on its next victims.

When you hit a living creature with this weapon it must succeed on a DC 15 Wisdom saving throw or take an extra 5 hit points of psychic damage, as the death cries of the blade’s previous foes reverberate through the target’s very being.

For every creature with an Intelligence of 4 or above that you kill with this blade, add an additional 1 hit point to the psychic damage inflicted on a failed save.

When you roll a 20 on an attack roll made with this weapon, the trapped screams fly from the blade to assail the psyche of the target with their full force. The target has no saving throw against the extra psychic damage, and must make a DC 17 Wisdom saving throw or suffer from short-term madness ( p.259, DMG). When this happens, the sword’s additional psychic damage is reset to 5 hit points, as just the residual echoes of its victims’ death screams remain.

Curse. The imprisoned screams of the dead also threaten the sanity of anyone wielding the blade, wearing down their psyche over time. Whenever you score a critical hit with this weapon, you must succeed on a DC 15 Wisdom saving throw or roll on the indefinite madness table (p.260, DMG). You may suffer from multiple effects from this table. While sane you may choose to unattune to this weapon at any time. While suffering the effects of madness, all the usual rules of unattuning to a cursed weapon apply.

This is a very rare example of me moving away from tried and tested existing 5e mechanics to deliver something quite new and different. There are reasons why I didn’t do this very often, but in this case I think I am very pleased with the result, and it’s definitely one of the more memorable weapons in the guide!

Esquiel’s Guide to Magic Weapons

So there you go, my ten favourite magical arms, but it wasn’t easy to choose them. After all I made 110 more, and I’m confident you’ll like the majority of them.

The book also includes 20 new sets of magic armour, highlight amongst which are the Displacer Hide, Lizard Skin, Rogue Suit, Armour of the Golden Dawn and Arcane Shield.

Plus rules for superior, nonmagical weapons and armour (great if your PCs have a lot of cash but nothing to spend it on!).

An example of the interior layout and artwork.

Probably my favourite part of the entire guide is the DM’s Magic Weapon generator though, where you can randomly assemble 10,000s of unique arms using a list of tables that determine weapon type, bonus modifier, and magic property (around 70 cool properties, including curses, plus additional variations). This tool is particularly useful for generating weapons appropriate for low and mid-tier characters.

Within a few days of being available to buy, the book has already became a best seller of the DM’s Guilds, so don’t wait around… grab a copy, using the link below!

Buy Esquiel’s Guide to Magic Weapons on the DMs Guild

Jimmy Meritt Introduces: Here’s To Crime

Following hot on the heels of last week’s post, which featured best-selling author Jeff C. Stevens introducing his Encounters in the Savage Cities (perfect if you’re about to run Dragon Heist!), is the second post in what I hope will be a regular series of articles.

This time I’ve invited DMs Guild newbie Jimmy Meritt onto the blog, to talk about his tantalisingly-titled new book Here’s To Crime: A Guide to Capers and Heists… another perfect publication for those about to enter the cosmopolitan, crime-rich environs of Waterdeep.

Within two weeks of publication it’s already become a Platinum best seller, so let’s stop beating around the block and lend our ears to its devious mastermind.

Dear Jimmy…

Tell us about your book: Here’s To Crime: A Guide to Capers and Heists

We all love watching caper films, but it can be hard to capture that same excitement at the gaming table. We want the characters to be pulling off clockwork cons, but in practice the sessions devolve into dull planning session, and a heist that doesn’t feel too different than the
average dungeon crawl.

“Here’s to Crime” introduces a variant rule hack (influenced by the brilliant game “Blades in the Dark”) that captures the energy and mood of films like “Ocean’s 11”, to let DMs and players have high energy, slick, and fast heist sessions.

Buy Here’s to Crime on the DMs Guild

Why did you write it?

I actually wrote this for my home game! I love heists and capers, so I was originally working on this as a house rule system for my players. I posted an early version of this to Facebook and Reddit, and instantly received feedback that it was cool enough that people were willing to pay for it. So, I finessed it and tossed it up on the guild!

I think this is especially helpful right now, as many tables are getting to run the new “Dragon Heist” campaign. This rules supplement will really give “Dragon Heist” games a shot in the arm, and help it feel REALLY different from previous campaigns.

How about a little taster then?

I break a “Heist” into essentially a three phase mini-game.

Phase One, the Plan, walks you through how to run a short, crisp planning session. It gets enough information to let players influence the narrative, but also stays loose enough to keep room for surprises during the heist itself. A “Character First” focus keeps players involved, even
if they don’t have a lot of interest in tactics.

Phase Two, the Heist, has players overcome obstacles using skill checks, combat, and a special “Flashback” mechanic that lets the characters be one step ahead of the game.

Then, in Phase Three, a narrative heavy skill challenge lets it all come together.

Who the hell are you by the way?

My first game of D&D was played at my best friends sleepover – his dad insisted that he run a game for us [ed. the tyrannical power of fatherhood being put to great use!]. And I’m still playing with the same group, 26 years later!

When I’m not playing Dungeons and Dragons, I make my living as a raconteur. I’ve lived on the road as a touring stand-up comedian, I’ve starred in low budget horror films, I’ve run Dungeons and Dragons campaigns for middle schoolers at a summer camp, I’ve performed and written for a medieval dinner theater, I’ve slogged through performing in store live infomercials… now my
focus is on stand-up comedy, and Ghost Story telling.

What else have you written?

“Here’s to Crime” is my first piece for the DMs Guild, but I’ve got more on the way! I’m hard at work on my second piece, which will be a collection of short heists and cons set in the city of Waterdeep. Stay tuned to my author page.

And just for fun…

Please answer the following questions, with as much or little detail as you wish…

Your current PC
I’m the DM! Right now I’m running a Viking themed game, where my players are questing to kill the Norns to break a cycle of predestination and fate, so they can stop Ragnarok.

Your favourite character class
I play super rarely, but whenever I’m at the table I tend to lean towards a bard.

Your favourite monster

The Mind Flayer! One of my favorite things about D&D is that it’s not just a generic fantasy setting, there’s all these weird elements around the edges. Mind Flayers really hit that home by bringing in a 50s pulp/horror feel.

Your favourite official D&D adventure
Curse of Strahd! Reading the second edition “Ravenloft” stuff was a huge influence on me – it’s “Horror” tone showed that you can tell a lot of different kind of stories within a D&D context. Trying to capture different feels/genres is part of what lead to “Here’s to Crime”.

Your favourite unofficial D&D adventure
Enworld publishing put out a work called “To Slay a Dragon”, which they also converted for 5e with “The Holdenshire Chronicles”. I often like stories that sort of change the genre of what you can do with D&D, but this is a work that’s exactly what it says on the box – a party is assembled
to go to a mountain and slay a dragon! It’s incredibly well executed, and just has a classic feeling to it- I feel you could run it for any table and they’d have a blast.

Your D&D alter ego
I’m the tavern bard giving out quest hooks with stories of ancient lore.

Thanks Jimmy, it was great getting to know you. Where can we stay in touch on the multiwebs?

I’m a man of mystery! But you’ll often find me chatting on D&D forums.

Jeff C. Stevens Introduces: Encounters in the Savage Cities

You’ve probably heard me mention the DMs Guild one or two times on the blog by now. It’s an amazing marketplace where Dungeons and Dragons lovers can publish and sell their own homebrew content… including myself!

I often check by to gaze at the latest releases, looking for inspiration, but I rarely have time to read many of the enticing-looking titles cover to cover and review them (something I’d love to do in an ideal world where my job was to live and breath D&D every day! Sadly it’s not, although writing about Barcelona is hardly the worst 9-to-5 in the world either…).

That’s when I had the bright idea of inviting the authors of the Guild to introduce their own work, in their own words, and as well to find out a little more about these men and women at the creative coalface of the homebrew industry.

First to step up to the plate is Jeff C. Stevens, who introduces us to his favourite work within his Savage Encounters series of publications…

Tell us all about your book: Encounters in the Savage Cities…

Encounters in the Savage Cities is a collection of 26 short, urban-themed encounters / adventures written by some of the best-selling writers on the Dungeon Masters Guild.

The encounters are fully-developed and most include challenge rating scaling suggestions, which makes it easy for a Dungeon Master to drop them into their own game.

Maps are also included, both in the PDF and as separate downloadable files.

Buy Encounters in the Savage Cities

Why did you write it?

I like short encounters and adventures. There are times when a DM may need more time to prepare for a session, when only a little bit more experience is needed before the party levels up, when not everyone can make the game night, or times when the party turned left instead of right, and these short encounters really help in those situations. They also help inspire current campaigns, adding to and building off what is written, making it your own or expanding on what occurred when you ran the encounter.

I also wanted to showcase the great writers on the Dungeon Masters Guild. It’s tough establishing your name and products in this industry, I thought this would be a good way to give consumers a sample of writing from many different writers and styles. 23 writers contributed to Encounters in the Savage Cities, and each writer did an incredible job.

How about a little taster then?

Certainly! Here’s a snippet from ‘Trouble in the Docks’, an encounter MT Black wrote for the supplement:

The docks smell of saltwater, tar, and rotting fish. Above the din of the crowded streets, you can hear the slap of water against sodden piers, the clank of chains, and the rustle of canvas. The sky is shrouded in dark, heavy clouds, and the odd spot of rain begins to appear on the dirt road you are walking on.

A halfling pushes through the crowd, coming directly toward you. She holds a clipboard in one hand and has a pencil behind her ear. “Please,” she says. “Can you help me? I just need a few minutes.”

The halfling tells them her name is Seraphina Redport, and that she is a planner employed by the city council. She is currently trying to interview a broad selection of people in the area. Assuming the party talk to her, she will ask several questions…

Who the hell are you by the way?

I’m Jeff C. Stevens – a 47-year-old dude from Missouri living his childhood dream of writing D&D adventures. I started playing in the early 1980’s and I can still remember the all-night games we played over the weekends at a buddy’s house, living off soda, chips, and pizza while we rolled dice and slayed bad guys. It was fantastic! I took a long break from the game, but I came back when 5th edition was released. I’m glad I did!

Unless I’m at a gaming convention, those marathon D&D sessions don’t happen anymore. Now, I’m lucky to get in two games a month, even one game a month can be difficult with all the adulting we have to do. Plus, being a creator takes a lot of time. I wish I could be a full-time writer/producer but it’s tough to do in the RPG industry. I love writing, it’s been one of my life goals for a very long time. I wish I had studied writing in college, but I chose to instead learn about Criminal Justice – a field in which I do not work (LOL).

And what else have you written?

I have an entire product line built around the Savage Encounters idea. The first Savage Encounters product was Encounters in the Savage Frontier, which was inspired by the Storm King’s Thunder campaign. Then came Savage Cities, Savage Jungles, The Mines of Chult, and most recently, Savage Wilderness. Each time I use a mix of writers to provide writing for the books. Very soon, there will be a new Savage Encounters supplement available – Villains & Lairs. You can find my entire catalogue here, on the DMs Guilds.

I have also written 14 adventures. Several are also available for Fantasy Grounds and two are Adventurers League legal.

And just for fun…

Who is your current PC?

I have a couple PCs I use. My favorite is Gruntog the Half-Orc Bard.

Your favourite character class?

Bard. I’m a drummer and I love roleplaying. It’s a good fit for me.

Your favourite monster?

Mimic. There are just too many cool ways a party can encounter a mimic!

Your favourite official D&D adventure?

I’m running Tomb of Annihilation for my group. I like the jungle setting, the lost ruins, and the zombified creatures. It’s a great area to explore even if you aren’t running the official campaign as it’s written.

Your favourite unofficial D&D adventure?

My group had a great time playing Scarab of Death by Benoit de Bernardy. There’s a good mix of all three pillars of play.

Your D&D alter ego if you were beamed into the Forgotten Realms?

I would be Finnian Brushrunner – halfling Paladin to Tymora. He’s my character from the Curse of Strahd campaign I played in. He survived that campaign, so I think I’ll stick with him!

Thanks Jeff, it was great getting to know you. How can we find you on the multi-webs?

On Twitter @jcorvinstevens or Facebook.

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