The Big Table of Magic Weapon Creation

Getting a Holy Avenger is cool not just because it’s powerful, but in part because of its name and history within D&D. Sometimes though, it’s just as cool to get a weapon completely unique to the world and, by extension, the character.

Making boutique magic items for every occasion is time consuming. So, over time, I punched entries into a list of stuff I might want a magic weapon to do and, eventually, I had enough that a d100 generator was easily in reach. Now, whenever I need to pull a random magical weapon out of nowhere, I can roll a couple dice and generate something unique without pawing through the DMG for an item of a suitable power level and type.

If you want to get spicy, you can give the PCs a blacksmith’s hammer blessed by the God of craft, which can imbue a weapon with one of the blessings on the table (should they find a master blacksmith to use it). Getting a player to roll a D100 with results ranging from “this weapon sings” to “this weapon can cast wish” is an exciting roll to be sure.

The table is fairly simple, generally high numbers = stronger, or sometimes rarer, when there is a such a distinction to be made.

Are some of the higher results overpowered? Well yeah, that’s part of the fun. But, aside from the 100, nothing should break games.

How to Use

If you would like a random base weapon type (for dungeon loot or merchants), roll on the Weapon Type table. Otherwise, simply choose a weapon type.

Roll a D100 on the Weapon Enchantment table to imbue the weapon with a random weapon enchantment. The number you roll will add an effect, modify the name of the weapon, and indicate whether or not the weapon now needs to be attuned.

The Tier of the weapon determines the bonus it grants as follows:

  • Tier 0-3: +1 Weapon
  • Tier 4-5: +2 Weapon
  • Tier 6+: +3 Weapon

Multiple enchantments can be placed on a single weapon. When doing so, add the Tiers of the enchantments together to get the Tier and Bonus of the weapon as a whole.

If you have a particularly neat or powerful weapon, roll on the Optional Properties table.


Weapon Enchantment Table

D100TierNameEffectAttunement
10SingingWhen this weapon is used, a beautiful song can be heard.N
20BeaconThe bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet.N
30MalleableThe bearer can alter the apparent color, material, and design of the weapon as a bonus action – this does not affect the weapon’s type, stats or abilities.N
40GuardianThe weapon whispers warnings, giving +2 bonus to initiative.N
50WaterborneThis weapon floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.N
60DelvingWhile underground , the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.N
70ImperiousThe bearer of this item knows the Thaumaturgy cantrip.N
80WeightlessThis weapon falls slowly, like a feather. It is treated as having no weight for the purposes of encumbrance.N
90AdhesiveThe bearer cannot be disarmed of this weapon.N
100WieldyThe bearer may attack as though they are proficient with this weapon, even if they are not.N
111PryingThe bearer has advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to break free of grapples.N
121FleetThe owner’s base speed is increased by 5 ft.Y
131Of StridingThe bearer is unaffected by difficult terrain.N
141Of SwimmingThe bearer gains a swim speed equal to its walking speed.N
151Of ClimbingThe bearer gains a climb speed equal to its walking speed.N
161Of Safe LandingThe bearer never takes damage from falling, although they fall at normal speed.N
171Of JumpingThe bearer may cast the spell Jump as a bonus action, targeting themselves, at will.Y
181ShacklingA creature dealt a non-lethal blow by this weapon is restrained by ethereal shackles. They may make a DC 25 Strength (Athletics) check every hour to escape, once they regain consciousness. The owner of this weapon may dispel this effect by speaking a command word.Y
191Of StabilityThe bearer gains advantage on all saving throws to avoid being knocked prone or moved against their will.N
201ThrowingThis weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled.N
211WakefulThe owner requires half the normal amount of sleep or meditation to gain the effects of a long rest, or avoid the effects of exhaustion.Y
221InvigoratingWhen a 20 is rolled on an attack roll with this weapon, the bearer gains 3d4 temporary HP.N
231Of DetectionThe bearer may cast the spell Detect Magic as an action at will.Y
241Of ScanningThe bearer may cast the spell Detect Evil and Good as an action at will.Y
251Of CommuneThe bearer may cast the spell Animal Friendship, targeting themselves, as an action at will.Y
261QuickThe bearer may take a Dash action which does not expend their regular action for the turn. This effect has one charge which it regains at dawn.Y
271BraveThe bearer has advantage on saving throws against Fear.N
281ResoluteThe bearer has advantage on saving throws against magical Charm effects.N
291MindfulThe owner receives a +3 bonus to their Passive Perception and Passive Investigation scores.Y
301EmbiggenedThe bearer may cast Enlarge targeting themselves. This effect has one charge which it regains at dawn.Y
311Of DarksightThe bearer has darkvision with a range of 60 ft. If you already have darkvision, the range increases to 120 ft.Y
321Of ShieldingThe bearer may cast the spell Shield. This effect has one charge which it regains at dawn.Y
331[Damage Type] ShiftedBy speaking a command word, the bearer can change the damage type dealt by this weapon to [Damage Type] until the end of turn. (Roll on the Damage Type table to determine the damage type.)N
341Of AdmonishmentWhen you hit with an opportunity attack, weapon deals an additional +1d8 Thunder damage and hurls an insult.N
351[Damage Type] TingedThis weapon deals an additional +1d4 [Damage Type]  damage. (Roll on the Damage Type table to determine the damage type.)N
362Of Water BreathingThe owner can breathe underwaterY
372ShroudedWhen this weapon is stowed, the owner may speak a command word to make the weapon invisible. A creature attempting to discover the hidden weapon must pass a Intelligence (Investigation) check with a DC 16.Y
382Of InvisibilityThe bearer may cast Invisibility targeting themselves, using the weapon as their focus. This effect has one charge which it regains at dawn.Y
392LuckyYou may reroll a single attack roll with this weapon. This effect has one charge which it regains at dawn.Y
402RevealingThe bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures are visible as long as they are in the light cast by this weapon.N
412RestorativeThe bearer may cast Cure Wounds as a first level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn.Y
422VitalThe bearer has advantage on all Constitution saving throws against Poison and Disease.N
432RestlessThe owner does not need to sleep or meditate during a long rest, and is immune to negative effects, including exhaustion, due to lack of sleep.Y
442ShiningAs a bonus action, the bearer may speak a command word, causing the weapon to erupt in illusory flames that shed bright light in a 40 foot radius and dim light in an additional 40 ft.N
452BleedingWhen a 20 is rolled on an attack roll with this weapon, the critical hit infers a “Bleed” condition, dealing 1d4 damage at the start of the targets next 3 turns.N
462ViciousWhen a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 2d6 damage of the weapon’s type.N
472PoisonousYou can spend an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. When an attack with this weapon deals damage, the creature must succeed a DC 13 Constitution saving throw or take 2d6 poison damage and be poisoned until the end of their next turn.N
482EagerThe owner gains a +5 bonus to initiative.N
492RelentlessWhen the bearer is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead. This effect has one charge which it regains at dawn.Y
502Of Water WalkingThe bearer may stand on and move across any liquid surface as if it were solid ground.N
512MarkingWhen a creature is struck by this weapon, the next attack made by an ally against it gains Advantage. This effect does not stack.N
522Mind-ShieldingThe bearer is immune to magic that allows other creatures to read their thoughts, determine whether they are lying, know their alignment, or know their creature type. Creatures can telepathically communicate with the bearer only if they allow it.Y
532BlinkingWhen the bearer is struck by a critical hit, they may choose to use their reaction to cast the Blink spell, targeting themselves. This effect has one charge which it regains at dawn.Y
542ChillingThis weapon deals an additional +1d4 cold damage. On a hit, the target has all movement speeds reduced by 5 until the end of it’s next turn. N
552[Damage Type] ChargedThis weapon deals an additional +1d6 damage. Roll on the Damage Type table to determine the damage type.N
563Of ResistanceThe bearer has resistance to one type of damage. Roll on Damage Type table to determine the damage type.Y
573Of DeflectionThe bearer gains +2 bonus to AC against ranged attacks.N
583FloatingThe bearer gains a fly speed of 10 ft.Y
593SustenanceThe owner does not need to eat or drink.Y
603FilteringThe bearer can breathe and speak normally in any environment (including liquids and vacuums), and has advantage on saving throws made to resist harmful gases and vapors.Y
613VenomousYou can use an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. Any creature that fails their save can repeat their saving throw at the end of each turn. This effect has one charge which it regains at dawn.Y
623FrightfulWhen a 20 is rolled on an attack roll with this weapon, the target and all other creatures within 10 ft must succeed a DC 15 Wisdom saving throw become effected by fear for one minute. Any creature that fails their save can repeat their saving throw at the end of each turn.N
633TransmogrifyingThe bearer may transform into one type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transmogrification Table to determine the type of animal.Y
643Of WarningThe owner gains advantage on initiative rolls. The owner and any allies within 30 ft can’t be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens the owner and companions within range if any are sleeping naturally when combat begins.Y
653ResilientThe bearer gains proficiency in an additional saving throw. Roll on the Ability Score Table to determine which saving throw the proficiency is gained in.Y
663DisorientingWhen a creature is struck by this weapon, the first attack it takes on it’s following turn is taken with disadvantage. This effect does not stack.N
673Of Non-DetectionThe owner is hidden from divination magic and can’t be targeted by such magic or perceived through magical scrying sensors.Y
683Of Lesser Spell-StoringAny creature can Cast a Spell of 1st through 3th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 3 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.Y
693[Damage Type] AspectedThis weapon deals an additional +1d8 damage. Roll on the Damage Type table to determine the damage type.N
703[Damage Type] LadenThis weapon deals an additional +1d10 damage. Roll on the Damage Type table to determine the damage type.N
714Of [Ability Score]The owner gains +2 to a single ability score. Roll on the Ability Score table to determine which score receives the bonus.Y
724SoaringThe bearer gains a fly speed equal to its walking speed.Y
734Dragon SlayerWhen hit, dragons take an extra 3d6 damage of this weapon’s type.N
744ReturningThis weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled. At any time, a bonus action may be used to return the weapon to its owner’s handY
754Of RegenerationThe bearer regains 1 hit point every 5 minutes provided that the bearer has at least 1 hit point.Y
764[Damage Type] BlastWhen a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 4d6 damage. Roll on the Damage Type table to determine the damage type.N
774WoundingWhen a 20 is rolled on an attack roll with this weapon, its critical hit infers a “Wound” condition, dealing 2d4 damage at the start of the targets next 5 turns.N
784OpportunisticWhen the bearer makes their first opportunity attack per round, it does not consume a reaction.N
794TransformativeThe bearer may transform into a single type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transformation Table to determine the type of animal.Y
804CurativeThe bearer may cast Cure Wounds as a fifth level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn.Y
814Of SpeedThe bearer can make one attack with this weapon as a bonus action on each of their turns.Y
824Well-RoundedThe bearer gains a +1 bonus to all saving throws.Y
834AdamantThis weapon negates all critical hits against the bearer.Y
844Of Spell-StoringAny creature can Cast a Spell of 1st through 5th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 5 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.The spell cast from the weapon is no longer stored in it, freeing up space.Y
854[Damage Type]-EnergyThis weapon deals an additional +2d6 damage. Roll on the Damage Type table to determine the damage type.N
865Of [Damage Type] ImmunityThe bearer has immunity to one type of damage. Roll on Damage Type table to determine the damage type.Y
875Mage HunterThe bearer has resistance to all damage dealt by spells.Y
885Of ProtectionThe bearer gains a +1 bonus to AC.Y
895Of MasteryThe bearer’s proficiency bonus increases by +1.Y
905KeenThe critical hit range for this weapon is increased by one.N
915Of FinalityHit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Creatures killed by this weapon can only be brought back to life by a True Resurrection or Wish spell.N
925Of Greater Spell-StoringAny creature can Cast a Spell of 1st through 7th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 7 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.Y
935EtherealThe bearer may speak a command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until the weapon is dropped or stowed. This effect has one charge which it regains at dawn.Y
945VorpalThe weapon ignores resistance to the weapon’s damage type. When a 20 is rolled on an attack roll with this weapon, if the target is a creature with at least one head, you remove one of the creature’s heads. The creature dies if it can’t survive without the lost head. Otherwise, the attack deals an additional extra 6d8 damage of the weapons type.Y
955[Damage Type] FuryThis weapon deals an additional +2d10 damage. Roll on the Damage Type table to determine the damage type.N
966Of Greater [Ability Score]The owner has a single ability score raised to 19 if it is below 19. Roll on the Ability Score table to determine which score receives the bonus.Y
976SpellguardThe bearer receives advantage on saving throws against Spells and other magical effects, and spell attacks have disadvantage against you.Y
986Of Wondrous ProtectionThe bearer gains a +2 bonus to AC.Y
996OmniscientThe bearer has truesight with a radius of 30 ft.Y
1006Of WishingThe bearer may cast the spell Wish. This effect has one charge which it regains after one century has passed.Y

Weapon Types Table

1d100Weapon Type
1-5Dagger
6-10Shortsword
11-15Longsword
16-20Greatsword
21-25Battleaxe
26-30Greataxe
31-35Quarterstaff
36-40Spear
41-45Warhammer
46-50Shortbow
51-55Longbow
56-58Handaxe
59-61Mace
62-64Flail
65-67Rapier
67-69Scimitar
70-72Trident
73-75Halberd
76-78Crossbow, heavy
79-81Crossbow, light
82-84Sling
85Club
86Greatclub
87Morningstar
88Light Hammer
89War Pick
90Maul
91Javelin
92Glaive
93Pike
94Lance
95Sickle
96Whip
97Dart
98Crossbow, Hand
99Net
100Blowgun

Damage Types Table

d100Damage Type
1-15Slashing, or the Weapon’s base damage type (Attack)
16-30Fire
31-40Cold
41-50Lightning
51-60Poison
61-70Acid
71-78Thunder
79-86Necrotic
87-94Radiant
95-97Psychic
98-100Force

Transformation & Transmogrification Table

1d4TransmogrificationTransformation
1FrogBoar
2RatElk
3LizardWolf
4BatPanther

Ability Score Table

1d6Ability Score
1Strength
2Dexterity
3Constitution
4Intelligence
5Wisdom
6Charisma

Optional Properties

d10Effect
1Named Weapon – The weapon is uniquely named. It may whisper this name when held, or be engraved with it.
2Fame or Infamy – The weapon is well known for its relationship to a particular historical figure or event.
3Odd Noise – The material of the weapon vibrates faintly to emit a particular hum, drone, buzz or squeal.
4Odd Smell – The material of the weapon emits an odd smell, which can’t be masked. May be pleasant or unpleasant.
5Odd Shape – The weapon is particularly long, stout, broad, slim, or otherwise identifiably unorthodoxly shaped. Were it not magical, it would be impractical to use.
6Odd Colour – The materials of the weapon are uncommon colours, or change colours under certain conditions.
7Faint Aura – The material of the weapon emits a faint, coloured glow. It may leave tracers, flicker, appear as a flame or float upwards.
8Gemstones – The weapon is inset with a particularly large gemstone, or a variety of smaller gemstones.
9Detailing – The weapon is gilded, engraved, sculpted, or otherwise decorated in a fantastic way.
10Aspected – The weapon amplifies a quality of the bearer’s personality, such as bravery, piousness, or jealousy.

2 thoughts on “The Big Table of Magic Weapon Creation

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