This document describes a series of legendary weapons adapted from Magic: The Gathering for use in Dungeons and Dragons. Each weapon provides resistance to certain damage types, a bonus to attack and damage rolls, and charges that can be expended to activate powerful effects like extra damage, conditions, or temporary hit points when a creature is hit.
This document describes a series of legendary weapons adapted from Magic: The Gathering for use in Dungeons and Dragons. Each weapon provides resistance to certain damage types, a bonus to attack and damage rolls, and charges that can be expended to activate powerful effects like extra damage, conditions, or temporary hit points when a creature is hit.
This document describes a series of legendary weapons adapted from Magic: The Gathering for use in Dungeons and Dragons. Each weapon provides resistance to certain damage types, a bonus to attack and damage rolls, and charges that can be expended to activate powerful effects like extra damage, conditions, or temporary hit points when a creature is hit.
This document describes a series of legendary weapons adapted from Magic: The Gathering for use in Dungeons and Dragons. Each weapon provides resistance to certain damage types, a bonus to attack and damage rolls, and charges that can be expended to activate powerful effects like extra damage, conditions, or temporary hit points when a creature is hit.
A series of weapons adapted from Magic: The Gathering for Dungeons and Dragons
Sword of Feast and Famine
Weapon, Scimitar (Legendary) This weapon's bearer has resistance to poison and necrotic damage. You may add +2 to attack and damage rolls with this weapon. This weapon starts with 3 charges which are regained every day at dusk. Once per turn when you hit a creature with this weapon, you may expend a charge in order to realize one of the following effects: Feast You gain a number of temporary hit points equal to the damage done by your strike. Famine Your target must make a DC 17 CON saving throw or become poisoned. As long as they are poisoned this way, they take 1d10 poison damage at the start of each of their turns. They may repeat the save at the end of each of their turns, ending the effect on a success.
Credit: Steven Belledin
Sword of Light and Shadow Weapon, Longsword (Legendary) This weapon's bearer has resistance to radiant and necrotic damage. You may add +2 to attack and damage rolls with this weapon. This weapon starts with 3 charges which are regained every day at midnight. Once per turn when you hit a creature with this weapon, you may expend a charge in order to realize one of the following effects: Light You deal an extra 2d8 radiant damage, and the next attack roll against the creature you hit has advantage. Shadow Your target must make a DC 17 CON saving throw or become blinded. They may repeat the save at the end of each of their turns, ending the effect on a success.
Credit: Matt Stewart
Sword of War and Peace Weapon, Greatsword (Legendary) This weapon's bearer has resistance to radiant and fire damage. You may add +2 to attack and damage rolls with this weapon. This weapon starts with 3 charges which are regained every day at dawn. Once per turn when you hit a creature with this weapon, you may expend a charge in order to realize one of the following effects: War Choose an ally within 60 feet that can hear and understand you. They may use their reaction to make a weapon attack. Peace Your target must make a DC 17 CHA saving throw or fall asleep for one minute. They remain this way until they take damage, or someone uses an action to wake them up.
Credit: Filip Burburan
Sword of Fire and Ice Weapon, Shortsword (Legendary) This weapon's bearer has resistance to fire and cold damage. You may add +2 to attack and damage rolls with this weapon. This weapon starts with 3 charges which are regained every day at noon. Once per turn when you hit a creature with this weapon, you may expend a charge in order to realize one of the following effects: Fire You deal an extra 2d6 fire damage. Ice Your target must make a DC 17 CON saving throw or be reamed with ice for one minute. While they are chilled in this way, their speed is reduced by 10 feet, and their attacks have disadvantage. They may repeat the save at the end of each of their turns to end this effect.
Credit: Volkan Baga
Sword of Body and Mind Weapon, Rapier (Legendary) This weapon's bearer has resistance to psychic and poison damage. You may add +2 to attack and damage rolls with this weapon. This weapon starts with 3 charges which are regained every day at dawn. Once per turn when you hit a creature with this weapon, you may expend a charge in order to realize one of the following effects: Body Until the end of your next turn, you gain +2 to AC. Mind Your target must make a DC 17 WIS saving throw or become frightened of you for 1 minute. They may repeat the save at the end of each of their turns, ending the effect on a success.