Top 15 Greatest Weapons in D&D (Most Legendary Weapons)

D&D best weapons
Updated:
05 Mar 2021

In Dungeons and Dragons, What are the most legendary weapons of all time?

There are hundreds of weapons in Dungeons and Dragons’ rich history. With such variety, it can be hard to know which ones are better than others. In this list, we will break down the most Legendary weapons in the game!

15. Defender

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The glowing hilt of the Defender [Photo Credit: Wizards of the Coast]

Our list kicks off with the Defender, a weapon that proves to be just as protective to its wielder as it is dangerous to enemies. A light blue aura originates from a bright gem that sits at the top of the hilt. 

 Each time the blade is used at the start of a character’s turn, they have the option of channeling energy from the gem into the aura, at the expense of striking power. If they choose to do this, a transparent shield blast forth from the base of the Defender, and arcane sigils around the edge of the shield seem to pulse ever so slightly. 

Whether you are fighting Kuo-toa cultists in the deepest parts of the Underdark or taking on a fire giant in the heart of a volcano, the Defender could mean the difference between life and death.

Defender Stats:

  • Functions as a +3 sword (can be any sword)
  • Attack bonus can be transferred to AC
  • Requires Attunement

Why this weapon is legendary:

  • The Defender allows for the perfect combination of offense/defense
  • It has a glowing shield!
  • Could be the reason that a giant’s axe misses your party’s Paladin or a dangerous Inflict Wounds spell bounces off your Fighter. 

14. Oathbow

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The Oathbow, prepared to take down the mightiest of foes [Photo Credit: Wizards of the Coast]

Next up is the Oathbow, a weapon born out of vengeance. The Oathbow is of Elvish make, which is made clear by the ornate nature symbols engraved into the wood. 

When an Oathbow is wielded, it functions in the same way as an ordinary, handmade bow. When hunting a great nemesis, however, such as Strahd Von Zarovich, the bow can channel your desire for vengeance. 

Whispering into the mantle of the bow, you curse your enemy, and it is at this moment that the bow comes to life. The arcane symbols on its exterior begin to move ever so slightly, as you have now marked the opponent as your “Sworn Enemy.” Pretty cool, right? 

For the next week, or until you vanquish your enemy, the bow grants you the upper hand in every combat encounter with them. This comes at a cost: should you try to attack with any other weapon during this time, you find yourself to be weak and unskilled with it.

The Oathbow is not designed just for picking off goblins, though it is quite good at that. The Oathbow is the weapon you save for your most contemptible enemies, the ones that the DM has spent half the campaign building up to. 

It is in those moments, when you face down the greatest of villains, that you want to have an Oathbow on your side. 

Oathbow Stats:

  • Requires Attunement
  • Can mark an opponent as your Sworn Enemy. Doing so grants you advantage on all attack rolls against them, as well as a 3d6 damage bonus.

Why this weapon is legendary:

  • The Oathbow is a weapon with personality 
  • Its benefits can last up to a week
  • It contains the spirit of vengeance! It is sure to strike fear into your enemies, once they recognize it.

13. Flame Tongue   

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Flames erupt from the blade of this weapon [Photo Credit: Wizards of the Coast]

From vengeance, we turn to fire. The Flame Tongue bears a handle made of brass, with a long blade that seems to glow red in the right light. A bright red gem sits at the base of the blade. In times of need, you need only to speak a command word (anything of your choice, something like “Ignus!” would work well).

When this word is spoken, fire blasts out from the base of the blade, and soon after, the entire blade is wreathed in flames. This fire does not harm the wielder, but on top of the damage bonus it provides, 80 feet of light will be sure to help guide your party’s way—even in the darkest of dungeons.

Just imagine your character taking a single step towards the enemy, before drawing the Flame Tongue, shouting a word in Elvish, and watching in awe as the blade bursts into flames.

Flame Tongue Stats: 

  • Requires Attunement
  • Can output 40 feet of bright light, 40 feet dim
  • Bonus Action to activate the flames
  • 2d6 Fire damage when active

Why this weapon is legendary:

  • Damage bonus every hit while active
  • An endless source of light
  • A flaming sword has a high intimidation factor!

12. Holy Avenger 

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Light blasts forth as a Paladin grips this blade [Photo Credit: Justin Lewis]

This is undoubtedly the Paladin’s weapon, and that is not only due to the fact that only a Paladin may wield it. The Holy Avenger has a glistening silver handle and blade, with pale blue gems lining the hilt and handle. 

The Holy Avenger grants divine power and speed, with a substantial bonus to both your attack and damage rolls.

Should you come across an army of undead or a Balor in the heart of the Abyss, this weapon will prove its worth. Anytime the blade strikes an undead or fiend, radiant light blasts forth from it, dealing extra damage to the unfortunate agent of evil. 

As if this were not enough, while holding the Holy Avenger, an aura of light surrounds you and your companions, granting protection against magical attacks. This aura grows in size as your Paladin level increases.

Holy Avenger Stats:

  • Requires Attunement
  • +3 Bonus to Attack and Damage Rolls
  • Aura of magic resistance (10-foot radius, increases to 30 feet with 17 levels in the Paladin class)
  • Deals an extra 2d10 radiant damage to fiends and undead

Why this weapon is legendary:

  • Drives back demons, devils, and undead with radiant power
  • Aura of Resistance
  • The Holy Avenger is more than a weapon, it is a symbol of hope for your entire party.

11. Sword of Answering

                [Photo Credit: RPG Ready]

It is said that only nine of these swords were ever forged. They come from the land of Greyhawk, home to the archmage Mordenkainen. Each one of these weapons has its own name and alignment, though they each have the same powers.

One of nine gems sits just above the hilt of the longsword, and the appearance of each blade is modeled after an even older weapon, named Fragarach, which has since been lost. Fragarach is translated to “Last Word.”

Whenever an enemy strikes you, the blade grants you incredible speed and force, as the gem on its hilt bursts to life. You can react immediately, striking your foe, and overriding any protections they may have.

Sword of Answering Stats:

  • +3 bonus to attack and damage rolls
  • When an enemy damages you, you can use a reaction to attack with advantage, and you ignore damage immunities and resistances.

Why this weapon is legendary:

  • No attack goes unanswered
  • Strong buff to all attacks
  • A weapon with a history

10. Dawnbringer

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A cleric of Lathander brandishes Dawnbringer [Photo Credit: ArtStation]

To put it mildly, Dawnbringer serves as the last beacon of hope and light in places of shadow. 

It was lost for many ages in the darkest caverns of the Underdark, forged long ago by worshipers of the sun itself. It seeks to destroy all darkness and its agents and to bring light to the places most in need of it.

Dawnbringer appears to be nothing more than a golden handle with no blade. A red gemstone sits at the base of the pommel. However, there is more than meets the eye with this weapon. Once attuned, you can summon the blade, which is made of pure, concentrated sunlight.

Dawnbringer proves especially harmful to undead, as its radiant light burns at their malevolent essence. It can offer minor healing properties in times of distress. It also outputs an aura of sunlight, so that you and your companions may find your way, even in the darkest of places. 

Dawnbringer Stats:

  • Requires attunement by a creature of non-evil alignment
  • Neutral Good
  • +2 bonus to attack and damage rolls
  • Bonus action to summon the blade
  • 30 feet of sunlight, which can be expanded to 60
  • Extra 1d8 damage to undead
  • Can cast Lesser Restoration once per day

Why this weapon is legendary:

  • Only one of its kind, forged as a symbol of eternal light 
  • The sunlight aura is especially harmful to beings weak to sunlight, such as Vampires
  • Will surely boost the morale of your party, even in the most trying times

9. Wave

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Wave is pictured within the dungeon of White Plume Mountain [Photo Credit: Wizard+]

Wave is a powerful golden trident that can only be found in the heart of White Plume Mountain. The Mountain serves as the lair for the dark wizard Keraptis, who stole away Wave, along with the next two items on this list. He issues a constant challenge to adventurers, yet none have yet dared to enter the dungeon.

Wave is unlike any of the other weapons we have looked at so far, in that Wave truly does have a mind of its own. This trident, which is covered in engravings of seashells, waves, and fish, is a sentient weapon. 

It is said that Wave was forged to bring about the demise of one of the great gods of the sea, though little beyond this is known about Wave’s purpose in the world. Should you ask Wave, it will tell you that it wants to convert all beings to the worship of the sea gods. It will only attune to a wielder who worships one or more.

From time to time, Wave longs to return home, to the island on which it was forged. Wave grants an unimaginable bonus to critical hits, draining half the lifeforce of an enemy should you be lucky enough to roll one. 

Should you wield it, Wave will warn you of coming danger, allow you to breathe underwater, give you command over sea life, and even shield you with a wall of force. 

Wave stats:

  • Requires attunement by a creature that worships a god of the sea
  • +3 bonus to attack and damage rolls
  • Neutral alignment
  • On a critical hit, the target takes necrotic damage equal to half its hit point maximum
  • Functions as a Cap of Water Breathing, a Trident of Fish Command, a Weapon of Warning, and a Cube of Force.

Why this weapon is legendary:

  • Grants you powers Percy Jackson could only dream of
  • Its critical hit ability will make quick work of even the most powerful of enemies
  • Has its own goals and motivations

8. Whelm

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Whelm, having not been wielded in centuries, lies on a bed of silk [Photo Credit: Wizard+]

Like Wave, Whelm can also be found in the heart of White Plume Mountain. Whelm is a Dwarvish Warhammer, and can only be wielded by Dwarves. It loathes giants and goblins and will be displeased if its wielder fails to take them on. It also seeks to protect Dwarfkind.

Whelm can be thrown, just like Mjolnir, and it will return to your hand every single time. In addition, it can be used to strike the ground, outputting a shockwave so powerful that it can stun your opponents, no matter how many there are. 

As a result of its Dwarvish origins, Whelm knows the location of all secret doors near your location, and will not hesitate to tell you when it has found one. Whelm can also help you find a specific object, or determine if certain creature types are nearby.

This all comes at a cost, however. Once you use Whelm in combat, you develop a crippling fear of the outdoors while you remain attuned. You struggle greatly when the daytime sky is visible.

Whelm Stats:

  • Requires attunement by a dwarf
  • Lawful Neutral 
  • +3 Bonus to all Attack and Damage Rolls
  • Can be thrown for an extra 1d8 damage, or 2d8 if it hits a Giant.
  • Can be slammed into the ground to create a stunning shockwave
  • You can cast Locate Object and Detect Evil and Good once per day
  • You are aware of all hidden doors within 30 feet
  • You suffer disadvantage on all attack rolls, ability checks, and saving throws when you can see the daytime sky.

Why this weapon is legendary:

  • Closest your character will ever get to being Thor
  • Secret doors will never be hidden from you again
  • Extremely versatile, functioning as both a ranged and melee weapon.

7. Blackrazor

 

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Blackrazor's blade shines and glints, yet it seems to suck in the light as well [Photo Credit: Wizard+]

Closing out the trio of sentient weapons that can be found in the heart of Keraptis’ mountain lair, we find Blackrazor. Unlike its kin, Wave and Whelm, Blackrazor does not seek to protect anyone or anything. Blackrazor wishes to consume the world, plunging all into the void.

Blackrazor is a greatsword, and its entire form seems to shimmer like the night sky. When a living creature is killed by Blackrazor, its soul is absorbed into the weapon. When this happens, you gain a substantial buffer: temporary hit points equal to that enemy’s hit point maximum. Just think about how many hit points you would have after slaying a dragon! 

While those hit points last (up to 24 hours), you have advantage on all attack rolls, saving throws, and ability checks, as Blackrazor uses the soul’s energy to empower you. Blackrazor can also sense every soul within your vicinity, and grants you this knowledge. 

It also has the power to grant you unnatural speed for a duration, though it decides when it wants to do this. Blackrazor has one restriction: it will not allow you to harm undead. In fact, it will kill you if you try. Overall, one thing is clear, you don’t want to be on the wrong end of Blackrazor. 

Blackrazor Stats:

  • Requires attunement by a creature of non-lawful alignment
  • +3 Bonus to all Attack and Damage Rolls
  • Chaotic Neutral
  • Can cast Haste on you and maintain concentration
  • Temporary hit points every time an enemy is slain
  • Aware of all Tiny and larger creatures within 60 feet
  • You cannot be charmed or frightened

Why this weapon is legendary

  • Free Haste with no concentration
  • Temporary hit points that will keep you up longer than anyone else 
  • You know the location of all creatures that threaten you, and you can never be frightened

6. Moonblade

 

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This Moonblade seems to bear 5 runes [Photo Credit: Wizards of the Coast]

Forged from ancient elvish magic and natural energies, the Moonblade is born of the very light that persists throughout the night. It can only be bonded to a soul that is deemed worthy and righteous, and one that seeks the preservation of Elvenkind. 

Each moonblade has a different number of Elven runes upon its surface, one for each master it has served. Each rune determines the weapon’s properties. As such, no two Moonblades are exactly the same. These runes can grant everything from damage bonuses to blinding rays of moonlight, to allowing the weapon to be thrown, to the ability for the Moonblade to act as a Defender, the first weapon we looked at.

Moonblade Stats:

  • Requires attunement by an elf or half-elf of neutral good alignment.
  • Neutral Good
  • +1 bonus to attack and damage rolls (can increase with specific runes)
  • Statistics differ for each individual blade, and a Moonblade can have up to 7 runes

Why this weapon is legendary:

  • A weapon born of Elvish magic and starlight.
  • An incredibly unique set of properties, from acting as a Vorpal Sword to summoning an Elf spirit to aid in combat
  • Can only be wielded by the worthy

5.  Wand of Orcus

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This weapon brings with it nothing but despair [Photo Credit: Wizards of the Coast]

The Wand of Orcus makes Blackrazor look like a Holy Avenger. The Wand functions as a mace and was created by and for the Demon Lord Orcus. It is skeletal in shape, and plants wither in its very presence. A creature far gone enough to attempt wielding the weapon must pass a test of willpower and strength. If it fails, the creature is killed by the wand, rising as a zombie.

If one is lucky (or unlucky, depending on how you see it) enough to survive the initial test, then the weapon may be wielded at partial power. The Wand strengthens the wielders armor with necrotic energy, granting protection against most attacks. 

The Wand is sentient, though it seeks only to fulfill Orcus’ will in the world, though it will fake devotion to other wielders in order to persuade them to listen to it. The Wand is a powerful spellcaster, with the ability to do everything from raise zombies to create beams of pure negative energy.

The Wand can also be used to summon an army of skeletons and zombies. This weapon is extraordinarily powerful and entirely evil, but if there is one thing it is not, it’s subtle.

Wand of Orcus statistics:

  • Requires attunement
  • +3 bonus to attack and damage rolls
  • Chaotic Evil
  • 2d12 extra necrotic damage on a hit
  • +3 Bonus to Armor Class
  • Can expend charges to cast the following spells:  animate dead, blight, circle of death, finger of death, power word kill, or speak with dead.
  • Can use an action to summon an undead army with up to 500 cumulative hitpoints

Why this weapon is legendary:

  • The primary weapon of a Demon Lord (if you are holding this weapon, things are either going really well or really, really poorly)
  • Can summon an army at will
  • Powerful spellcasting capabilities

4. Eye of Vecna

  

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The eye hovers menacingly [Photo Credit: Couple of Kooks]

The name Vecna was rarely spoken, even when “he” lived. Nicknames, such as The Unspoken One, were used instead, evidence of the fear that Vecna drove into the hearts and minds of those around him.

Trained by the aforementioned Demon Lord Orcus, Vecna rose to lichdom, then to what some may call godhood. He was slain at the height of his power by his lieutenant, Kas. When his mighty tower collapsed, a strange eye was found amongst the rubble.

Upon first glance, the Eye of Vecna appears to be nothing other than an ordinary prosthetic, but there is something unnatural, something malevolent, in its very nature.

The eye grants sight into the ethereal plane and beyond, and it is capable of granting X-Ray vision to its bearer. It also allows the wearer to cast a variety of dark spells, but there is a constant chance that Vecna’s spirit will take over when a spell is cast. 

If that happens...let’s hope your party members have one or more of the other items on this list.

Eye of Vecna Stats:

  • Requires attunement
  • You gain truesight
  • You can use the Eye as if it were a Ring of X-Ray Vision
  • Can use charges to cast the following spells: clairvoyance, crown of madness, disintegrate, dominate monster, and eyebite.

Why this weapon is legendary:

  • Eye of the archlich himself
  • Powerful spellcasting abilities
  • Like Sauron and the Ring, his spirit endures in the Eye

3. Hand of Vecna

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The hand, pictured right, longs to return to its companion weapon [Photo Credit: Wizards of the Coast]

As if the Eye of Vecna were not trouble enough in the world, the Hand of Vecna poses an arguably greater danger. The Hand grants incredible strength to its bearer, in addition to a constant damage bonus anytime you make a melee attack.

The hand has its own set of spells up its sleeve, but Vecna’s spirit tries to intervene when one is cast, persuading the wielder to do his bidding. 

The Hand is formidable on its own, but if it were to be combined with the eye, there is no telling how much ruin would be brought upon the world.

Hand of Vecna Stats:

  • Requires attunement
  • Strength score increased to 20
  • Deal an extra 2d8 cold damage when you attack using the hand (or a weapon held by it)
  • Can use charges to cast the following spells: finger of death, slow, sleep, and teleport.

Why this weapon is legendary:

  • Potential to join with the eye for an exponential power boost
  • Constant damage bonus
  • Spellcasting capabilities

2. Sword of Kas

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The dark blade harbors whispers of a forgotten age [Photo Credit: Wizards of the Coast]

Arguably the only thing more intimidating than the weapons of the archlich himself is the blade that killed him. Kas and Vecna destroyed each other in the fight, and amongst the rubble and ash, only this dark longsword remained of Kas. The Sword of Kas seeks the ruin of all life, not just that of Vecna, though that is its primary purpose.

Kas’ spirit grants superhuman speed at the start of every combat, as well as protection throughout. The weapon has potent spellcasting capabilities, allowing for everything from the summoning of arcane storms to the dispelling of powerful extradimensional entities. 

Kas’ spirit lives on in the sword, however, and every time it is unsheathed there is a chance that it will take over.

Sword of Kas Stats:

  • Requires attunement
  • +3 bonus to attack and damage rolls
  • Chaotic Evil
  • Scores a critical hit on a roll of 19 or 20
  • Deals 2d10 extra slashing damage to undead
  • Can add 1d10 to initiative at the start of every combat
  • Can transfer some or all of its attack bonus to Armor Class when you attack with the weapon
  • Can cast the following spells: call lightning, divine word, and finger of death.

Why this weapon is legendary:

  • Weapon of the one who destroyed Vecna
  • Powerful spellcasting capabilities
  • Extreme versatility in combat

1. Axe of the Dwarvish Lords

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Glowing in the light, dozens of jewels reflect the magnificence of this Axe. [Photo Credit: Wizards of the Coast]

Forged long ago by the First King of the Dwarves, with the aid of the mighty god Moradin, the Axe of the Dwarvish Lords brought peace to all of the Dwarven kingdoms for a time. Then, once a civil war broke out, the axe was lost, and the great peace with it. 

The weapon is as much a tool as it is an instrument of war. It is forged of gold, bronze, iron, and silver, and dozens of gemstones line its surface. It grants incredible accuracy, resilience, and versatility to its wielder. While Whelm was reminiscent of Mjolnir, this conjures thoughts of Stormbreaker. 

The axe can be used to summon an earth elemental, drawing on the powers of the earth itself. While underground, the wielder can use the axe to transport themselves and other creatures miles away with extreme accuracy. Aboveground, this feature functions with less predictability. 

The axe also curses a non-Dwarf who wields it, changing their appearance to appear more and more dwarflike over time. Of all the curses in the world, this one doesn’t seem so bad. 

If it is wielded by a dwarf, additional benefits are granted, such as immunity to poison, increased darkvision, and enhanced forging and crafting abilities.

Axe of the Dwarvish Lords Stats:

  • +3 bonus to attack and damage rolls
  • Functions as a Belt of Dwarvenkind, a Dwarven Thrower, and a Sword of Sharpness
  • Can conjure an Earth Elemental
  • Can cast teleport without any chance of failure while underground
  • If you are a Dwarf: Poison immunity, Darkvision increases by 60 feet, gain proficiency with blacksmithing, brewing, and stonemason’s tools.

Why this weapon is legendary:

  • Forged in the heart of the Earth with the help of Moradin
  • Turns you into a Dwarf
  • Allows for instant transportation, summoning, and other benefits

We’ve explored everything from swords born in fire to bows of vengeance, to weapons of gods and monsters, and everything in between. Hopefully, this list helped you find a weapon worth wielding!

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