Magic Weapon 5e

The magic of Dungeons & Dragons consists of the spells and magic systems utilized in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games and remains the most popular table-top version. Many of the first concepts became widely utilized in the role-playing community across many various fictional worlds, also across all manner of popular media including books, board games, video games, and films.

From crafting fearsome weapons to brewing life-saving potions, creating magic items in your Dungeons and Dragons campaign may be a gratifying pastime and exciting yet rarely used aspect of the game.

Magic Weapon 5e

Magic Weapon 5e

  • Level: Blg 1, Clr 1, Pal 1, Sor/Wiz 1, War 1
  • Components: V, S, DF
  • Casting time: 1 standard action
  • Range: Touch
  • Target: Weapon touched
  • Duration: 1 min./level
  • Saving Throw: Will negates (harmless, object)
  • Spell Resistance: Yes (harmless, object)

In this article, we’ll explore official rules and non-canonical ideas for crafting magic items, weapons, and potions. We’ll also provide a table of examples at the top of the article of crafting requirements for homebrew magic items to players and Dungeon Masters alike.

Magic weapons have enhancement bonuses starting from +1 to +5. They apply these bonuses to both attack and damage rolls when utilized in combat. All magic weapons also are masterwork weapons, but their masterwork bonus on attack rolls doesn’t stack with their enhancement bonus on attack rolls.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market price of the item but don’t modify attack or damage bonuses (except where specifically noted). One weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) above +10. A weapon with a special ability must have a minimum of a +1 enhancement bonus.

A weapon or a sort of ammunition could also be made from an unusual material. Roll d%: 01-95 indicates that the item is of a typical sort, and 96-100 indicates that it’s made from special material.

Caster Level for Weapons

The caster level of a weapon with a special ability is given within the item description. For an item with only an enhancement bonus and no other abilities, the caster level is 3 times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the upper of the 2 caster level requirements must be met.

Additional Damage Dice

Some magic weapons deal with additional dice of injury. Unlike other modifiers to wreck, additional dice of injury aren’t multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition

The enhancement bonus from a ranged weapon doesn’t stack with the enhancement bonus from ammunition. Only the upper of the 2 enhancement bonuses apply.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the aim of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it’s going to already have).

Magic Ammunition and Breakage

When a magic arrow, crossbow bolt, shuriken, or sling bullet misses its target, there’s a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, bullet, or shuriken that hits is destroyed.

Weapons are available two basic categories: melee and ranged. a number of the weapons listed as melee weapons also can be used as ranged weapons. during this case, their enhancement bonus applies to either sort of attack.

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