100 “Common” Magic Weapon Properties in a PDF

Posted: August 6, 2015 in Brass Tacks
Tags: , , , , , , , , , ,
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We need to talk about common magic items. There’s four of them in the Dungeon Master’s Guidepotion of climbing, potion of healing, cantrip spell scroll, and 1st level spell scroll. That’s all! No more! Why even have that distinction if you’re going to have so few items in that category? I suppose I should mention there’s not as few as it seems. Cantrip and 1st level spell scrolls are far more than just two magic items. There’s as many of those bad boys as there are spells of those levels. Still that leaves much to be desired in the common magic item rarity category.

Fifth edition Dungeons and Dragons is designed in a way that characters need not be weighed down with magic items as they were in the third and fourth editions of the game. That means getting a magic item is special and by its nature a rare occurrence. So there are no permanent magic items in the common rarity category because if everyone has a +1 longsword then finding one becomes less special and more, “I need this in order for the game to stay balanced.” Even so it can still occasionally be fun to find and give a magic sword, even if it doesn’t give the PC a mechanical boost to attack and damage.

There are at least two reasons I can think that a dungeon master might want some permanent common magic items to give out. First is that a DM might just like giving out magic items, but do not want to overpower their party. The second is that they do NOT like giving out magic items, but want their party to be able to face tough beasts like dragons and golems which are usually at least resistant if not immune to nonmagical weapon damage. For this second reason I’m focusing on weapons in this post. Today I’m going to show off some common magic weapon properties I designed which I think fit the bill quite well.

Designing Common Magic Weapons

Calling potions of healing and 1st level spell scrolls common is a bit of a misnomer. It’s not like every peasant, merchant, or even noble has a pantry full of these items. In most cases they have nada when it comes to magic items. Common rarity is just as much about the item’s power level as it is about its abundance.

Now that’s not to say magic items in the same rarity category need to have the exact same level of power. Just look at spell scrolls. Cantrip and 1st level spell scrolls have the same rarity, even though a 1st level spell scroll is by definition more powerful than a cantrip spell scroll. Similarly a +1 shield, a 2nd level spell scroll, a gem of brightness, a headband of intellect, and a sword of vengeance are all uncommon rarity level, but vary in their power level. Still not sold that all items of a given rarity category have different power levels? Consider this – a scroll of fly lets a PC cast fly a single time before becoming worthless. Winged boots let a PC fly for four hours each day without having to maintain concentration and the PC never loses this ability as long as the boots are on foot. Granted the scroll makes a PC’s flying speed 60 feet while the boots use the creature’s normal walking speed, but I’d say even with that fact considered the boots are way more powerful even though both items have an uncommon rarity.

So now that we’ve established items of the same rarities can have different power levels, I should point out that items of the same rarity have a similar power level ceiling. Reading through the Dungeon Master’s Guide you can get a feel for what these parameters are. For instance in the uncommon rarity category no weapon or shield gives a bonus greater than +1, no permanent items increase attributes beyond 19, and no magic items duplicate the effects of a spell greater than 3rd level.

With all this power level stuff in mind I sat down to determine what weapon properties would common rarity magic items have. Here’s the parameters I gave myself.

  • It is fine for these weapons to surpass the power level of a potion of healing or a 1st level spell scroll in the sense that they are permanent magic items and almost by that fact alone they are more useful than single-use items.
  • These weapons should not have power equal to or greater than a +1 weapon. This means that any bonuses given to attack or damage of these weapons should have their access limited to these boons through circumstances (e.g. bonuses only apply when attacking a specific creature type) or through item recharges (e.g. the property can only be used once per day).
  • These weapons should not duplicate the effects of any spell greater than 1st level.

So with that in mind I present…

100 Common Weapon Properties

The following properties can be applied to any weapon. A character does not need to attune to any weapons with these properties unless the DM decides otherwise. Unless where specified, a character must be holding the weapon to take advantage of its magical properties.

Common Magic Weapon Properties
d100 Property
1 As an action you can make the weapon to shed 10 feet of bright light and dim light in another 10. You can use another action to make the weapon stop shedding light.
2 As an action you can make this weapon deal acid damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
3 As an action you can make this weapon deal cold damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
4 As an action you can make this weapon deal fire damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
5 As an action you can make this weapon deal lightning damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
6 As an action you can make this weapon deal thunder damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
7 As an action you can make this weapon deal psychic damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
8 As an action you can make this weapon deal radiant damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
9 As an action you can make this weapon deal necrotic damage instead of its normal damage type. This effect lasts one hour and cannot be used again until you have completed a long rest. You can use another action to end the effect before the duration expires.
10 As a bonus action you gain advantage on your next attack roll made before the end of your next turn. You cannot use this ability again until you complete a long rest.
11 As a action you gain advantage on your next attack roll made before the end of your next turn. You cannot use this ability again until you complete a short rest.
12 Critical hits made with this weapon deal 2 extra damage.
13 You add 1d4 to a damage roll made with this weapon. You cannot use this ability again until you complete a short rest.
14 You add 1d10 to a damage roll made with this weapon. You cannot use this ability again until you complete a long rest.
15 As an action you can cast acid splash. You gain a +5 bonus to the spell’s attack roll. You cannot use this ability again until you complete a short rest.
16 As an action you can cast fire bolt. You gain a +5 bonus to the spell’s attack roll. You cannot use this ability again until you complete a short rest.
17 As an action you can cast light. You cannot use this ability again until you complete a short rest.
18 As an action you can cast mage hand. You cannot use this ability again until you complete a short rest.
19 As an action you can cast minor illusion (spell save DC 13). You cannot use this ability again until you complete a short rest.
20 As an action you can cast poison spray (spell save DC 13). You cannot use this ability again until you complete a short rest.
21 As an action you can cast ray of frost. You gain a +5 bonus to the spell’s attack roll. You cannot use this ability again until you complete a short rest.
22 As an action you can cast spare the dying. You cannot use this ability again until you complete a short rest.
23 As an action you can cast message. You cannot use this ability again until you complete a short rest.
24 As an action you can cast mending. You cannot use this ability again until you complete a short rest.
25 As an action you can control flames. You cannot use this ability again until you complete a short rest.
26 As an action you can cast gust (spell save DC 13). You cannot use this ability again until you complete a short rest.
27 As an action you heal 1d4+1 hit points. You cannot use this ability again until you complete a long rest.
28 As a bonus action you gain advantage on your next ability check made before the end of your next turn. You cannot use this ability again until you complete a long rest.
29 As a action you gain advantage on your next ability check made before the end of your next turn. You cannot use this ability again until you complete a short rest.
30 You gain advantage on a saving throw. You cannot use this ability again until you complete a long rest.
31 As an action you command the weapon to point in the direction of the closest source of water.
32 As an action the weapon can turn a small, worthless, unattended, organic object (such as a clump of dirt) into a bland, edible substance. This substance provides enough food to feed a Small or Medium sized creature for one day. You cannot use this ability again until you complete a long rest.
33 The weapon sheds 30 feet of bright purple light and another 30 feet of dim light after that whenever an aberration is within 100 feet of it.
34 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever a celestial is within 100 feet of it.
35 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever a construct is within 100 feet of it.
36 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever a dragon is within 100 feet of it.
37 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever an elemental is within 100 feet of it.
38 The weapon sheds 30 feet of bright red light and another 30 feet of dim light after that whenever a fiend is within 100 feet of it.
39 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever a giant is within 100 feet of it.
40 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever a monstrosity is within 100 feet of it.
41 The weapon sheds 30 feet of bright green light and another 30 feet of dim light after that whenever an ooze is within 100 feet of it.
42 The weapon sheds 30 feet of bright light and another 30 feet of dim light after that whenever an undead is within 100 feet of it.
43 This weapon gains a +1 bonus to damage rolls against aberrations.
44 This weapon gains a +1 bonus to damage rolls against beasts.
45 This weapon gains a +1 bonus to damage rolls against constructs.
46 This weapon gains a +1 bonus to damage rolls against dragons.
47 This weapon gains a +1 bonus to damage rolls against elementals.
48 This weapon gains a +1 bonus to damage rolls against fiends.
49 This weapon gains a +1 bonus to damage rolls against giants.
50 This weapon gains a +1 bonus to damage rolls against monstrosities.
51 This weapon gains a +1 bonus to damage rolls against oozes.
52 This weapon gains a +1 bonus to damage rolls against undead.
53 As a reaction you gain a +1 bonus to AC which lasts until the start of your next turn. You cannot use this ability again until you complete a short rest.
54 As a reaction you gain a +1d4 bonus to AC which lasts until the start of your next turn. You cannot use this ability again until you complete a long rest.
55 As an action you cast comprehend languages. You cannot use this ability again until you complete a long rest.
56 As an action you cast detect magic. You cannot use this ability again until you complete a long rest.
57 As an action you cast disguise self (spell save DC 13). You cannot use this ability again until you complete a long rest.
58 As an action you can cast jump on yourself. You cannot use this ability again until you complete a long rest.
59 As an action you command the weapon to point in the direction of the closest settlement of humanoids with a population over 100.
60 As a bonus action you are resistant to acid damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
61 As a bonus action you are resistant to cold damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
62 As a bonus action you are resistant to fire damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
63 As a bonus action you are resistant to lightning damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
64 As a bonus action you are resistant to thunder damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
65 As a bonus action you are resistant to psychic damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
66 As a bonus action you are resistant to radiant damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
67 As a bonus action you are resistant to necrotic damage until the end of your next turn. You cannot use this ability again until you complete a short rest.
68 As an action you are resistant to all damage until the end of your next turn. You cannot use this ability again until you complete a long rest.
69 Enemies have disadvantage when attempting to disarm you while wielding this weapon.
70 As an action you gain 5 temporary hit points. You cannot use this ability again until you complete a short rest.
71 As an action you gain 15 temporary hit points. You cannot use this ability again until you complete a long rest.
72 You gain a +1 bonus to damage rolls made with the weapon against enemies who have hit you since the end of your last turn.
73 You gain a +1 bonus to attack rolls made with the weapon against enemies who have hit you since the end of your last turn.
74 As an action you make this weapon appear to others as a similarly shaped and sized object of your choice. Anyone interacting with the weapon instantly realizes its true nature and if you make an attack with the weapon others see it for what it truly is. With another action you can make it appear to be a weapon again.
75 As long as you were the last creature to touch the weapon, while it is unattended, you can see it, and it is no more than 50 feet away from you, you can call the weapon to your hand as a free action.
76 This weapon does not rust and has twice the hit points of a normal weapon of its type.
77 This weapon gains a +1 bonus to attack rolls against aberrations.
78 This weapon gains a +1 bonus to attack rolls against beasts.
79 This weapon gains a +1 bonus to attack rolls against constructs.
80 This weapon gains a +1 bonus to attack rolls against dragons.
81 This weapon gains a +1 bonus to attack rolls against elementals.
82 This weapon gains a +1 bonus to attack rolls against fiends.
83 This weapon gains a +1 bonus to attack rolls against giants.
84 This weapon gains a +1 bonus to attack rolls against monstrosities.
85 This weapon gains a +1 bonus to attack rolls against oozes.
86 This weapon gains a +1 bonus to attack rolls against undead.
87 As an action you command the weapon to point in the direction of the closest gem worth 50 gp or more.
88 As an action you command the weapon to point in the direction of the closest art object worth 100 gp or more.
89 While carrying this weapon you have advantage on Wisdom (Perception) checks which rely on smell.
90 You can reroll a natural 1 rolled on a d20 for an ability check, attack roll, or saving throw. You cannot use this ability again until you complete a long rest.
91 When an attack roll made with this weapon results in a miss, you gain 1 temporary hit point.
92 When an attack roll made with this weapon results in a miss, you gain a +1 bonus on the next attack roll you make before the end of your next turn.
93 When an attack roll made with this weapon results in a miss, you gain a +1 bonus on the next damage roll you make before the end of your next turn.
94 This weapon is collapsible. As an action you can fold it up and hide it on your person. When collapsed, the weapon is no larger than a pencil and takes a DC 15 Wisdom (Perception) check to notice on your person. It takes another action to unfold the weapon.
95 While carrying this weapon you can read, speak, and write one extra language of the DM’s choice.
96 As an action you teleport 10 feet to a space you can see. You cannot use this ability again until you complete a long rest.
97 As an action you gain a climbing speed equal to your walking speed for 1 minute. You cannot use this ability again until you complete a long rest.
98 As an action you gain a swimming speed equal to your walking speed for 1 minute. You cannot use this ability again until you complete a long rest.
99 Roll twice on this table.
100 Roll three times on this table.

PDF!

You’re right you should have a PDF of the table above… so here it is in a link below.

Common Magic Weapon Properties

Or if you prefer it in a document with the other 80+ magic items I’ve designed…

All Magic Items

These documents will live forever on the Free Game Resources section of this site so if you ever need them again, go there to find them alongside monstersD&D fifth edition rules modulesbackgroundsspellsadventures, and more.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Comments
  1. Franky Doodlidoo says:

    The “common-magic-weapon-properties.pdf” is missing the last page. Got the end of the table on the “all magic items” doc, though.

    Liked by 1 person

  2. Franky Doodlidoo says:

    Nice work, btw!

    Liked by 1 person

  3. Dan Slentz says:

    I dig the list of common weapon properties! Did you intend #74’s effect to be indefinite? I think if I were to give it out, I’d slap a duration of 10 minutes or 1 hour on there. I can’t wait to roll up a cool, low-powered magical weapon up on this table and give it to one of my players! Very cool list.

    Liked by 1 person

    • jamesintrocaso says:

      Ah thanks! I did mean for that one to be indefinite, but there’s no reason you can’t apply a time limit and daily usage to it. That’s not a bad thought.

      Like

  4. Len Pelletier says:

    Hey James, I was really excited to see your post today as it is a topic I have been thinking about really hard for the past month! I have nearly completed my own “Weak Magic Item Generator” for 5e that can generate literally millions of weak magic items. I’ll leave the link here if you want to check it out: http://lordbyng.net/inspiration/

    Liked by 2 people

  5. lorathorn says:

    This is excellent. One of the biggest struggles with running a low level game is wanting to give out magic items, even if their effect is not especially potent. I will make judicious use of these tables for my current game!

    Liked by 1 person

  6. lorathorn says:

    Will do. I’ve already been giving my players a number of magic items that aren’t especially combat worthy, such as gloves that let you touch fire (but don’t protect you in combat). My players love these items, and I’m sure that they will love the ones that I will roll up.

    I may even eventually add some of these effects to standard magic items to differentiate them somewhat from the usual +1 items.

    Liked by 1 person

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