Did you know that characters can create weapon enchantments in a campaign? Of course, your DM has the last word on how many characters can do this, since it takes resources and time to find and enchant weapons. If you want to know about Best Weapon Enchantments in the D&D 5e world, a good resource guide to consult is Xanathar’s Guide to Everything.
It’s much easier for your party and your DM for the group to find an enchanted weapon than to create one on the journey, unless the finding and creation of it is part of the campaign. (Hey DMs, there’s an idea—you’re welcome.) Here are 10 amazing enchantments that would be awesome to use in your next adventure!
10. Berserker Axe
The Berserker Axe would be fun to use in battle because it could literally make characters go bonkers! This ax is metaphorically a double-edged weapon, as it is both cursed and enhanced. Wielders who are attuned to this axe are cursed and become obsessed with it (much like a smartphone). You can’t leave it out of your sight and will have a disadvantage using other weapons. (Jealous, much?) Read on to find out the other advantages that this weirdly possessive weapon has in store!
What makes Berserker Axe Great
- Whoever uses this weapon will enjoy a +1 bonus to attack and damage rolls. When attuned to the weapon, the wielder has a +1 to maximum hit points per level.
- If your character is injured in an encounter, you must make a DC Wisdom saving check or go berserk (hence the name). When going berserk, you automatically attack the creature next to you. If there are multiple creatures, you attack at random. The insanity continues until creatures are 60 ft away of sight or sound.
- There will be interesting role play with this weapon!
Berserker Axe details: https://www.dandwiki.com/wiki/5e _SRD:Berserker_Axe
9. Sun Blade
Who needs a night light when you can use a Sun Blade? This magical longsword provides both bonuses and radiance to the lucky wielder of this weapon. The finesse weapon is ideal to use in adventures where there are a lot of undead, because the Sun Blade will inflict extra damage. Read on to find out more about this amazing weapon enchantment!
What makes Sun Blade Great
- Characters who have proficiency with shortswords, or longswords are automatically proficient with the Sun Blade, so there is no learning curve. Also, characters with proficiency can add a bonus to attack rolls.
- The Sun Blade gives the holder a +2 bonus on attack and damage rolls. In addition, if the unlucky opponent is undead, the weapon deals an extra 1d8 radiant damage.
- When used as a light source, the blade will emit sunlight in a 15-foot radius and dimmer light for another 15 feet. This blade can be used (action required) to expand or dim the sword’s lightness.
Sun Blade details: http://dnd5e.wikidot.com/wondrous-items:sun-blade
8. Luck Blade
Not only is this weapon enchantment lucky, but also wishful. This legendary item requires an attunement, and is available through the following weapons: Longsword, Greatsword, Rapier, Scimitar, and Shortsword. Read on to find out more about why you would be lucky to have this enchantment!
What makes Luck Blade Great
- Wielders of the Luck Blade will have a +1 bonus to attack, +1 to inflict damage, and a +1 bonus to saving throws.
- While using this weapon, players can reroll an attack roll, ability check, or saving throw. (This is helpful if you roll a 1.) The second roll is the final roll. Once this ability has been used, it will be available the next morning.
- The sword also acts as a Wish spell. There are 1d4-1 charges. An action is required to expend a charge to cast a spell. Like the Luck spell, it regenerates the next morning unless all the charges are used. If the charges are used up, the weapon can no longer cast the Wish spell.
Luck Blade details: http://dnd5e.wikidot.com/wondrous-items:luck-blade
7. Frost Brand
The Frost Brand, a very rare enchantment, is a beautiful blue weapon that is versatile and can be used with any sword. An attunement is required. Not only is the Frost Brand a weapon but can also be used as a light source and a fire extinguisher. Find out more about this cool weapon!
What makes Frost Brand Great
- While holding this sword, the wielder has fire damage resistance.
- Targets will suffer an additional 1d6 cold damage.
- When the weather is right (cold), the blade acts as a light source and radiates bright light in a 10-foot radius and dimmer light in the next 10-feet.
- Once an hour, when the weapon is drawn, all flames within 30 feet are automatically extinguished. Talk about cold as ice!
6. Holy Avenger
The Holy Avenger is another great weapon enchantment to have in your possession! There are two catches to this wondrous item: one, the sword needs to be attuned by a Lawful Good Paladin, and two, a PC with only a good alignment can use it. Read on to find more good aspects about the Holy Avenger!
What makes Holy Avenger Great
- The wielder of this weapon gains +3 for both attack and damage rolls made with this weapon.
- Undead creatures hit with this weapon will suffer an additional 2d10 radiant damage.
- When the sword is drawn, there is a good 10-foot aura around the wielder and anyone else. While this aura is happening, everyone has advantage on saving throws versus spells and other magical spells.
Holy Avenger details: http://dnd5e.wikidot.com/wondrous-items:holy-avenger
5. Dragon Slayer
The Dragon Slayer, a rare weapon enchantment, is handy to have when there is a major evil dragon in the campaign to slay. There are also five applicable weapons where this enchantment can be used: Greatsword, Longword, Rapier, Scimitar, and Shortsword. Read on to find out more about this Draconic weapon!
What makes Dragon Slayer Great
- With this weapon, there is a +1 bonus to attack and cause damage.
- If the target is a dragon-type, including dragons, dragon turtles, and wyverns, it will suffer 3d6 damage.
Dragon Slayer details: https://www.dandwiki.com/wiki/Dragon_Slayer_(5e_Class)
4. Mace of Terror
I believe that maces are sometimes overlooked, so let’s include the Mace of Terror! Maces are primarily used by clerics, so let them have a little fun with this magic item. This weapon has 3 charges. Read on to find out more about this “terror-ific” weapon enchantment!
What makes Mace of Terror Great
- The target in a 30-ft radius must make a Wisdom save of 15 or will become terrified for one minute and run away unless they have the Dash action.
- This is a great maneuver to use if the PC doesn’t want to further injure an opponent.
- The mace recharges (1d3) daily and requires an attunement.
3. Flame Tongue
This rare and awesome weapon requires an attunement to use. When the wielder uses a bonus action to emit a command word, the magical blade erupts into giant flames and can cause more damage. Read on to find out more about Flame Tongue!
What makes Flame Tongue Great
- Flame Tongue can also be used as a light source, as the party will be able to see 40 feet of bright light and another 40 feet of dim light.
- When on fire, the sword will inflict an additional 2d6 damage.
2. Giant Slayer
The Giant Slayer is the perfect weapon to have on hand (or in hand, more accurately) when encountering gargantuan creatures. Also, whenever this weapon is used, there is a +1 bonus to attack and to cause damage. Read on to find out more about the Giant Slayer!
What makes Giant Slayer Great
- If used on giant-type creatures (ettins, giants, and trolls, oh my), they will take an additional 2d6 damage.
- Giant-type creatures also must make a DC Strength save of 15 or higher or fall.
Giant Slayer details: https://www.dandwiki.com/wiki/Dragonslayer_(5e_Equipment)
1. Vicious Weapon
Vicious Weapon is the most versatile Weapon Enchantment in this article, because virtually any weapon can be enchanted with this feature. (Of course, the DM has veto power in the adventure.) Read on to find out why the Vicious Weapon is a great one!
What makes Vicious Weapon Great
- This is a rare item that needs to be attuned. The versatility of this enchantment allows for the Vicious Weapon to be used by many different classes.
- When the player rolls a 20 (natural or boosted is up to the DM), the target will suffer 7 additional points of damage.