Magical Weapons
Melee Weapon, Celerity. This +2 weapon rings slightly when drawn and sheathed, like a tuning fork. The wielder can attack with it as a bonus action. Drawing and sheathing this weapon does not require an action of any sort. If attuned, it grants its owner +2 to initiative rolls and the ability to move up to 10 feet as a reaction immediately after being missed by a melee or missile attack.
Melee Weapon, Dancing. This +2 weapon can be released and commanded to levitate and follow the wielder at a range of up to 5 feet. While levitating, it can be ordered to attack a single creature within 30 feet as a bonus action. The weapon flies out to the target, strikes, and returns to the owner with the speed of an arrow. If attuned, the Weapon can take a reaction once per round to increase its owner's defense by 5 points against a single melee or missile attack.
Melee Weapon, Firebrand. This +1 weapon ignites with supernatural fire on command, shedding light as a torch and igniting flammable objects. It deals an additional +1d6 fire damage per blow. Immersing the weapon in water suppresses the flames. It grants its owner fire resistance and immunity to smoke inhalation if attuned.
Melee Weapon, Frostbrand. This +1 weapon radiates frosty white radiance on command, shedding light as a torch and freezing liquids it contacts. It deals an additional +1d6 cold damage per blow. Thrusting the weapon into open non-magical flame extinguishes all fire in a 5-foot radius. If attuned, it grants its owner cold resistance and immunity to the effects of non-magical cold.
Melee Weapon, Sharpness. This +2 weapon glows with golden radiance on command, shedding light to a radius of 60 feet. It deals +1d6 slashing damage per blow and deals double damage to inanimate objects and plants. On a natural 20 (critical hit) the weapon deals an additional +10 points of slashing damage.
Melee Weapon, Singing. This +2 weapon hums and rings like a tuning fork when drawn and sheathed. Once per round as a reaction, the wielder can cause the sword to emit inspiring music or some similar sound effect to grant a +1d6 bonus to a single failed attack roll or saving throw made by a friendly creature (including the wielder) within 60 feet. If this bonus would cause the attack or save to succeed, it does so. If attuned, the sword grants +2 to perform, and the wielder can cause it to emit any sound(s) they wish up to 10x their maximum vocal volume. If used to amplify the owner's voice, it acts as a magical megaphone.
Melee Weapon, Soulbrand. This +1 weapon radiates ghostly radiance on command, shedding light as a torch and withering any medium or smaller plant it touches. It deals an additional +1d6 necrotic damage per blow. Striking an undead creature with this weapon deals an additional +1d10 radiant damage instead of necrotic damage. If attuned, it grants its owner necrotic resistance and immunity to stat damage inflicted by the attacks of undead creatures.
Melee Weapon, Stormbrand. This +1 weapon seethes with electricity on command, shedding light as a torch and shocking anything it touches. It deals an additional +1d6 lightning damage per blow. Thrusting the weapon into liquid or touching it to ferrous metal deals 1d6 lightning damage to every creature in contact with the conductive material within 10 feet of the sword. If attuned, it grants its owner lightning resistance and the ability to ignore high force winds.
Melee Weapon, Vampiric. This +2 weapon glows with an ugly red sheen, shedding light as a torch. It deals an additional +1d6 slashing damage per blow to creatures with blood. This weapon does not deal double damage on a natural 20 (critical hit). Instead, it restores lost health equal to the damage the blow inflicts. If attuned, it grants its owner immunity to injected poisons (not contact or inhaled toxins) and effects that cause blood loss.
Melee Weapon, Vorpal. This +3 weapon glows with silvery radiance on command, shedding light as a torch. It deals +1d8 slashing damage per blow. On a natural 20 (critical hit) the weapon decapitates any target with a neck and head. The creature is instantly killed if it cannot survive without its head.
Missile Weapon, Falcon. This +1 weapon grants its wielder the binocular eyesight of a falcon, and does not incur disadvantage when firing at long range. If the wielder jumps from a high place the weapon also acts as a paraglider on command, catching potential air currents and allowing its owner to fly a variable distance and speed before gravity forces a natural landing.
Missile Weapon, Heartseeker. This +3 weapon naturally targets the hearts of its victims. On a critical hit it deals triple damage to any huge or smaller creature with a heart. The wielder can concentrate to detect heartbeats within 60 feet, and such creatures have disadvantage on stealth checks to sneak up on the wielder. Any vampire critically hit with this weapon is immediately staked.
Missile Weapon, Nimbus. This +2 weapon manifests a string of seething electricity when used. It creates its own ammunition, hurling small arcs of energy that deal an additional +1d6 lightning damage. If the wielder is a spellcaster, they also gain knowledge of the lightning spell while it remains attuned.
Missile Weapon, Serpent. This +1 weapon deals an additional +1d10 poison damage to living creatures with blood. The wielder also gains immunity to poison.
Missile Weapon, Solar. This +2 weapon makes its wielder immune to blindness of all types and can emit white light out to a radius of 40 feet on command. Any creature struck by an arrow fired from it is treated as having been bathed in daylight for one full round. It also deals an additional +1d8 radiant damage to undead.
Special Magical Weapons
Dagger, Bloodspike. This +1 dagger deals an additional +1d6 damage to creatures with blood, and the wielders injuries do not bleed. Creatures of up to size large killed by this weapon are instantly exsanguinated, their blood drained and their bodies dehydrated.
Dagger, Faithful. This +3 dagger deals +1d8 bonus damage to any creature that has ever directly wounded its attuned wielder, and the wielder gains advantage on legerdemain attempts to hide or conceal it. Even if dropped or removed, it will instantly reappear in its wielder's hand when called as a reaction. This effect cannot be blocked by any means, including magical wards or dimensional separation. The dagger may change owners only if it is given away willingly, its prior owner is dead, or the dagger is targeted with a Decurse spell. This dagger has a hollow hilt with a secret compartment large enough to hold a small piece of paper, a few rings or jewels, lockpicks, a potion vial, or similar. When the dagger returns to its owner, any objects hidden in this compartment arrive with it.
Dagger, Ironfang. This +2 adamantine dagger is specially enchanted to penetrate lithic materials and metals. It has advantage on attacks against creatures wearing medium or heavy armor, and can be used to penetrate brick or stone with ease.
Dagger, Knaveblade. This +1 dagger deals an additional die of backstab damage when used for such an attack. Any target struck in this fashion also becomes silenced for one round.
Dagger, Venom. This +1 dagger deals an additional +1d6 damage to living creatures with blood. It also has a hollow handle with a secret reservoir that can hold up to three doses of alternative poison. On a critical hit the dagger delivers a dose of its stored venom to the target. If holy water is placed in the hilt, the dagger loses its poisonous quality and instead deals +1d6 radiant damage per blow to creatures that are affected by holy water.
Dagger, Warning. This +2 dagger sometimes vibrates when its wielder is in imminent danger. It increases alertness by +5, initiative by +2, and the wielder can act during the surprise round. The wielder can also designate one specific visually (not audibly) observable event that will cause the Weapon to emit a barking sound if it occurs within 60 feet. This event cannot have actionable context, so stealth or pickpocketing would not be noticed while opening a door, drawing a Weapon (not a weapon), or lighting a fuse would.
Dagger, Winged. This +2 dagger has a range of 40/80 and returns to a wielder's hand when thrown. The wielder also .gains immunity to crushing damage from falls under 30 feet and resistance to such damage from higher falls.
Lance, Universal. This +1 weapon looks like a short rod with a wrapped grip and a spear Weapon at the end. In this form, it can be used as a shortsword. An attuned wielder can cause the weapon to change length on command, giving it a fluid reach of anywhere from 5 to 15 feet. The head of the rod is morphic and can alter its shape to become any sort of polearm or hafted weapon with a metal head (warhammer, battleaxe, pike, halberd, spear, glaive, bill, etc.) as a bonus action. If braced against the ground and then extended for use as a climbing tool or a vaulting pole, it adds up to 15 feet to the wielder’s vertical or horizontal jumping distance utilizing the acrobatics skill.
Lance, Wind. This +1 mithril weapon looks like a javelin. An attuned wielder can cause this weapon to change its length on command, becoming a javelin, spear, or pike as a bonus action. In javelin form it gains the returning property and a range of 100/200 feet.
Mace, Battlestar. This +2 adamantine weapon looks like a morningstar: a club capped with a spiked metal ball. An attuned wielder can cause the head to detach and a chain to extend and contract from the haft, turning it into a flail with a fluid reach of up to 15 feet. At the end of every full rest, the wielder may choose to gain immunity to a single spell of their choice. This immunity lasts until the weapon becomes unattuned or a new spell is selected.
Mace, Disruption. This +3 weapon is morphic, and an attuned wielder can cause it to become a mace, morningstar, or maul on command. Fiends and undead struck by it suffer an additional +2d6 points of radiant damage. If the target is reduced to 20 health or less as a result of this damage, it is annihilated.
Mace, Nightbreaker. This +2 weapon grants its wielder +2 to the intimidate skill and immunity to supernatural fear while attuned. If it scores a critical hit, the target sustains +10 points of psychic damage and becomes frightened of the wielder for one minute.