[Top 25] D&D Best Weapons That Are Legendary

D&D Legendary Weapons, d&D best weapons
Updated:
22 Sep 2024

Who doesn’t love a good magical item? The answer is everyone. But the problem with most magical items is that if you have too many, it makes your game feel less special. If you’re the type that “just wants to win” D&D, that may not bother you much, but in games like the ones my friends and I play, it just doesn’t suit our playstyle.

For instance, when I was first getting started in D&D and all we played was 4E, there was a ton and honestly fairly unbalanced magical items. Power creep hit 4E pretty hard towards the end of its primary play lifecycle. In contrast with 4E, 5E sets a much more modest and balanced precedent. For instance, there are only 34 total legendary magical weapons in the entire game.

So, whether you’re a DM looking to populate your end-game campaign with items in the upper echelons of power, or you’re just lusting for what life is like at level 20, you don’t want to miss this definitive guide to the top 25 most legendary weapons in 5E. Time to set off on our grand tour!

25. Dragonstaff of Ahghairon (Best for Sorcerors, Warlocks, Wizards)

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The Dragonstaff of Ahghairon ready for the taking.

This staff is first found in the Waterdeep: Dragon Heist adventure module and is designed for players levels 1 through 5. That leveling explains why this lands at number 25 on the list – it’s definitely on the weaker side of the legendary power spectrum. But it doesn’t mean it doesn’t have its uses. 

For your spellcasters of the party or for any campaign with a dragon creature type, this could be a pretty helpful tool at your disposal. If your party is playing the Dragon Heisst campaign, this staff allows you to allow a dragon to pass the wards set up by the city while in control of the said dragon. So if you’ve ever wanted to live your How to Train Your Dragon fantasy, this may be the staff for you.

What Dragonstaff of Ahghairon Excels In 

  • Protect Yourself From Dragon’s Abilities 
  • Gives You the Option to Control True Dragons and Lesser Dragons
  • Can Control Other Beings via Command as Well 

Dragonstaff of Ahghairon stats: 

  • Staff, Legendary
  • Requires Attunement
  • Advantages of Saving Throws Against Dragon Spells and Breath
  • 10 Charges, Spend Charges to cast Command on a Creature
  • Dragons Get Disadvantage on Saves

Dragonstaff of Ahghairon full details: http://dnd5e.wikidot.com/wondrous-items:dragonstaff-of-ahghairon

 

24. Dawnbringer (Best for Paladins, Clerics, Fighters)

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Our hero holding the Dawnbringer aloft in battle. 

This longsword came out of the Out of the Abyss adventure module and is designed for player characters from levels 1 to 15. The Dawnbringer’s role as one of the final weapons is “meant to bring light into darkness and to fight the creatures of darkness. According to the writers, the hook of this story is what if adventuring in the Underdark was like Alice in Wonderland.  

As it’s a longsword, it can be used successfully by any class with access to martial weapons. This longsword requires an attunement of a non-evil creature – making it well suited for clerics and paladins. 

The Dawnbringer is the first of many sentient weapons on the list, meaning it has separate stats from the player character, and the DM controls it as an NPC. Dawnbringer has feminine energy and is a weapon of goodness and justice against evil. Just don’t insult it!

What Dawnbringer Excels In 

  • Bringing Light to Dark Environments
  • Fighting Creatures of Darkness
  • Status Effect Healing via Lesser Restoration

Dawnbringer stats: 

  • Weapon, Longsword 
  • Requires Attunement to a Non-Evil Creature
  • +2 Bonus to Attack and Damage, 
  • 1d8 Radiant Damage to Undead

Dawnbringer full details: http://dnd5e.wikidot.com/wondrous-items:dawnbringer

 

23. Windvane (Best for Artificers, Clerics, Warlocks, Paladins)

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A monk controlling the wind with her spear.

Windvane hails from the Princes of the Apocalypse, an adventure module for characters level 3 through 13, a story centered on defeating elemental cult members. That elemental focus gives thematic rise to the Windvane, a legendary spear that is in tune with one of the four elements of the story. 

While this spear isn’t sentient, it does contain a piece of Yan-C-Bin, the Prince of Evil Air. An interesting thing about this spear outside of its base mechanics is its ability to confer a flaw upon the user. Flaws are where the lines between RP and mechanics get blurry, as the player must act in a way that fits the attunement requirements. For example, the Windvane makes the wielder flighty, unreliable, and dishonorable.

While many people say don’t take a giant metal rod into a lightning storm, Windvane is the exception to that rule by conferring you the ability to control those elements. And unless you would like your character to have more hair volume from a lightning strike.

What Windvane Excels In 

  • Allows You to Dominate an Air Elemental
  • Big Damage to Foes Weak to Lightning 
  • Gaining Resistance to Lightning Damage
  • Great for Roleplay

Windvane stats: 

  • Weapon, Spear
  • Requires Attunement 
  • +2 Bonus to Attack and Damage Rolls
  • Deals Extra 1d6 Lightning Damage
  • Wielder Receives Air Mastery

Windvane full details: http://dnd5e.wikidot.com/wondrous-items:windvane

 

22. Drown (Best for Paladins, Fighters, Rangers, Barbarians)

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The power of Drown in action!

Drown, like Windvane, also comes from the Princes of the Apocalypse campaign setting, where player characters battle evil elementals at the end of the world. Due to that fact, it offers similar benefits. As it was also a weapon conferred from an evil elemental (Olhydra, the Princess of Evil Water), it yields the user Water Mastery and the ritual ability to allow players to create a devastation orb of water. 

Also similar to Windvane is that this weapon confers a flaw upon the wielder. This flaw makes the user covetous and greedy. Additionally, it makes the wielder start to grow barnacles that can only be removed with a Greater Restoration or other high-powered healing magic. Interestingly enough, it’s a different flaw than the spark of the evil elemental. 

If you ever wanted your share of the booty while looking like a member of the Flying Dutchman and Davy Jones’ crew, this may be the legendary weapon for you.

What Drown Excels In 

  • Allows You to Dominate a Water Elemental
  • Big Damage to Foes Weak to Cold Damage
  • Gaining Resistance to Cold Damage
  • Flaw Makes for Great Roleplay

Drown stats: 

  • Weapon, Trident
  • Requires Attunement 
  • +1 Bonus to Attack and Damage Rolls
  • Target Takes Extra 1d8 Cold Damage
  • Yields Water Mastery and Tears of Endless Anguish to Make Devastation Orb

Drown full details: http://dnd5e.wikidot.com/wondrous-items:drown

 

21. Ironfang (Best for Barbarians, Fighters, Paladins)

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The power of a war pick. 

This war pick also hails from the Princes of the Apocalypse campaign module. This is a weapon similar to the others discussed previously, in the sense that Ironfang contains a spark of Ogremoch, the Prince of Evil Earth. 

Ironfang also, like the other legendary weapons from the Prince of the Apocalypse module, confers a flaw, making a character want to ruin and break things. As a one-handed martial weapon, it works well in the hands of Barbarians, Fighters, and Paladins. 

What Ironfang Excels In 

Allows You to Dominate a Earth Elemental

Big Damage to Foes Weak to Acid Damage

Gain Tremorsense

Flaw Makes for Great Roleplay

Ironfang stats: 

  • Weapon, War Pick
  • Requires Attunement 
  • +2 Bonus to Attack and Damage Rolls
  • Target Takes Additional 1d8 Thunder Damage
  • Confers Earth Mastery and The Rumbling ritual
  • Allows Wielder to Use Shatter from Three Charges

Ironfang full details: http://dnd5e.wikidot.com/wondrous-items:ironfang

 

20. Hammer of Thunderbolts (Best for Barbarians, Fighters, Paladins)

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Bringing the love and thunder. Or just the thunder.

What is more fantasy than a hammer that produces thunder? With the Hammer of Thunderbolts, you can act just like Thor and bring a crushing cacophony of noise and damage to your foes. Hammer of Thunderbolts may bring lots of wear and some sweet perks, but I’m ranking it at 20 because it requires two additional magical items to confer attunement to the weapon. 

Without the Belt of Giant Strength and Gauntlets of Orge Power, you won’t be able to use this weapon at all, and taking off or having these items removed from you ends your attunement. But did I mention the sweet perk of creating and expanding range weapon attacks and hitting enemies with the stunning status ailment? There’s a reason why this mighty hammer was in the Dungeon Master’s Guide from the very beginning. 

What Hammer of Thunderbolts Excels In 

  • Crowd Control within 300 Foot Range Using Thunderclap Charges
  • Rewarding You for Crits
  • Increasing Your Strength

Hammer of Thunderbolts stats: 

  • Weapon, Maul
  • Requires Attunement From Wearing Belt of Giant Strength and Gauntlets of Orge Power
  • +1 Bonus to Attack and Damage Rolls
  • Strength +4 When Wielding
  • When Crit’ing Against a Giant, the Giant Must Succeed a Saving Throw or Die
  • Has Five Charges to Throw and Releases a Stunning Thunderclap

Hammer of Thunderbolts full details: http://dnd5e.wikidot.com/wondrous-items:hammer-of-thunderbolts

 

19. Orcsplitter (Best for Fighters, Paladins)

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Ready and willing to cleave some orcs.

Another legendary weapon from the adventure module Princes of the Apocalypse, this great axe takes its cue not from the evil elements but from the eternal struggle between dwarf and orc. While all attack and damage rolls get a +2/+2, where this weapon shines is murdering, maiming, and decapitating orcs. To wield this weapon, you must be either a Good-Aligned Dwarf, Fighter, or Paladin.

Orcsplitter is a sentient weapon with an inflexible, just, and warmongering disposition – mostly communicating to the user via feelings and Dwarvish poetry. As this ax was once wielded by Torhid Flametongue, a notable dwarvish king, this weapon is a great inclusion in a dwarf-centric campaign or dwarven ruin, especially if there are plans to get orcs involved.

What Orcsplitter Excels In 

  • Splitting Orcs (Duh)
  • Murdering Orcs in One Hit
  • Supporting Dwarvish Storyhooks

Orcsplitter stats: 

  • Weapon, Greataxe
  • Requires Attunement by Being Good-Aligned Dwarf, Fighter, or Paladin
  • +2 Bonus to Attack and Damage Rolls
  • Crits Yield Dropping an Orc to 0 Hit Points
  • You Cannot Be Surprised By Orcs and Can Sense Them

Orcsplitter full details: http://dnd5e.wikidot.com/wondrous-items:orcsplitter

 

18. Sword of Answering (Best for Fighters, Paladins, Rogues, Bards)

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That's one chatty sword.

Sword of Answering is an interesting set of legendary weapons from the Dungeon Master’s Guide. And when I say “set,” I mean set. The alignment chart has up to nine potential weapons to match each morality. While patterned on sword Fragarach, each of these swords has a different alignment requirement and a different gem in the handle to match.  

The +3/+3 to Attack and Damage rolls are pretty good out of the gate. Where the Sword of Answering shines (and likely gets its name from) is its ability to “answer” attacks doled out to the user. These special attacks, done as a reaction, yield the same bonuses and the ability to ignore the target's resistance. This takes back talking to a whole new level.  

What Sword of Answering Excels In 

  • Receive Free Melee Attacks as a Reaction 
  • Ignoring Immunity or Resistances
  • Great for a Morality-Driven Campaign

Sword of Answering stats: 

  • Weapon, Longsword
  • Requires Attunement by Sharing Alignment Type with Specific Sword
  • +3 Bonus to Attack and Damage Rolls

Sword of Answering full details: http://dnd5e.wikidot.com/wondrous-items:sword-of-answering

 

17. Rakdos Riteknife (Best for Rogues, Monks, Warlocks, Artificers, Bards)

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Time to get murdering!

Rakdos is an infernal demon, originally pulled from Magic the Gathering, another popular nerd Wizards of the Coast staple. Rakdos Riteknife had its D&D debut in Guildmaster’s Guide to Ravnica (originally an MTG setting). All that to say, it makes sense that this riteknife is the epitome of evil cruelty.

Slaying creatures with the riteknife is similar to imprisoning souls in soul-gems in Skyrim. The biggest difference between that mechanic and this one is that more souls allow the knife to increase in power and damage. If you hold five souls in the dagger, you can cast the Annihilation property, which essentially alphas your target for 75 HP if they don’t succeed on a Con saving throw. Throw up some rogueish finesse and you have yourself a good murdering time. 

What Rakdos Riteknife Excels In 

  • Consume Souls For Sick Heals
  • Stack Souls in the Dagger for Great Effects 
  • A Perfect Tool for the Perfect Evil Character

Rakdos Riteknife stats: 

  • Weapon, Dagger
  • Requires Attunement 
  • +1 Bonus to Attack and Damage 
  • Any Creature Killed (Up to Five) is Imprisoned in the Dagger
  • Gain Siphon Vitality and Annihilation Properties

Rakdos Riteknife full details: http://dnd5e.wikidot.com/wondrous-items:rakdos-riteknife

 

16. Nepenthe (Best for Paladins)

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Nepenthe ablaze with "righteous" justice.

Another day, another holy weapon. Nepenthe originated in the Van Richten’s Guide to Ravenloft, a campaign setting book designed to allow DMs to craft horror stories within the normal mechanics of D&D. That horror setting makes sense for this weapon, as this Paladins-only sword is mostly designed to kill the undead.

An interesting thing to note about the Nepenthe is that this weapon is sentient and evil-aligned. While using it on the undead or fiendish enemy types does confer radiant damage, the weapon itself doesn’t care whether it kills guilty or innocent creatures – it only hungers for blood and its twisted form of justice. For most Paladins that aren’t evil-aligned, getting this weapon in their hands can provide some interesting story twists for them. 

What Nepenthe Excels In 

  • Party Buffing
  • Big Damage on Undead or Fiends
  • Nuanced Roleplay for Paladins

Nepenthe stats: 

  • Weapon, Longsword
  • Requires Attunement from Paladin
  • +3 Bonus to Attack and Damage Rolls
  • Undead or Fiends Receive 2d10 Additional Radiant Damage
  • Creates Aura for Friendly Creatures and Allies to Get Advantage on Saving Throws

Nepenthe full details: http://dnd5e.wikidot.com/wondrous-items:nepenthe

 

15. Fane-Eater (Best for Clerics, Paladins)

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An axe to bring the pain!

Fane-Earter also comes to us from the Baldur’s Gate - Descent into Avernus adventure module and is also designed for the perfect evil-worshiping cleric or paladin in your life. There’s not a lot of nuance to this battleax, but who needs nuance when you get a +3/+3 to attack and defense? 

Once owned by Arkhan the Cruel portrayed in Critical Role, this ax shines for simultaneous health regen off damage dealt. While it takes a crit to activate this ability, you could get up to 16 HP back to the character wielding it. Unlike other magical weapons, this is real HP and not temp HP. The Critical Role version of this weapon is much stronger than the publically accessible one, but this one is still worth checking out. 

What Excels In 

  • Occasional Healing
  • Synergizes with Dragonborn Race as they are Resistant to Necrotic Damage

Fane-Eater stats: 

  • Weapon, Battleaxe
  • Requires Attunement from Evil Aligned Cleric or Paladin
  • +3 Bonus to Attack and Damage Rolls
  • Critical Hits Deals Additional 2d8 Necrotic Damage
  • Health Regen Equal to Necrotic Damage Dealt 

Flail of Tiamat full details: http://dnd5e.wikidot.com/wondrous-items:fane-eater

 

14. Holy Avenger (Best for Paladins)

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Avenging her allies and bringing pain onto her foes.

This sword, the Holy Avenger, is an endgame paladin’s ultimate dream. Coming from the Dungeon Master’s Guide, this is the anti-sword for all fiends and undead. Paladins of all alignment types can get a +3/+3 to Attack and Damage rolls using this sword, with an extra oomph of radiant damage to the dead. 

A point of caution: holy Avenger synergizes well with endgame paladins’ feats (like their Protection and Magic Resistance auras), so getting this weapon on a paladin can make them close to untouchable. This may be great for you as a player but not so great to the DM if you ever want to hit your players again. Regardless, a party with this weapon in it will be greatly appreciative.

What Holy Avenger Excels In 

  • Clears Out Undead Fast
  • Gives Bonuses and Advantage that Stacks with Late Game Paladin
  • Crowd Control

Holy Avenger stats: 

  • Weapon, Any Sword
  • Requires Attunement by Paladin
  • +3 Bonus to Attack and Damage Rolls
  • Undead/Fiends Take Extra 2d10 Radiant Damage 
  • Advantage on Throws in 10-foot to 30-foot Radius

Holy Avenger full details: http://dnd5e.wikidot.com/wondrous-items:holy-avenger

 

13. Defender (Best for Rogues, Bards, Rangers)

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The Defender proudly on display. 

Defender hails from the Dungeon Master’s Guide and is a great way to tank up any of your more squishy martial classes. Upon equipping Defender (which can be any sword type mind you), your character can choose to get a +3/+3 to Attack and Damage, which is pretty standard for magic weapons. Another option is that your character can transfer any of that bonus to AC, potentially reducing the sword to as low as a +1/+1.

The sweet perk about Defender is that your character can make that call every single turn. So if you know you’re about to get some hefty blows in the next turn, you can pump more points into your AC. And vice versa, if you know you can alpha the boss next turn, you can dump all of that into damage. That bonus isn’t fixed. 

What Defender Excels In 

  • Beefing Up Your Party
  • Variable Bonuses

Defender stats: 

  • Weapon, Any Sword
  • +3 Bonus to Attack and Damage Rolls
  • Adjust Bonuses to Your AC

Defender full details: http://dnd5e.wikidot.com/wondrous-items:defender

 

12. Ruinblade (Best for Fighters, Hexblade Warlocks, Barbarians, Paladins)

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A knight wielding her ruinblade.

This magical greatsword hails from the legendary Tomb of Horrors, a great pick-up from the Infernal Machine Rebuild digital adventure. This sword is sentient and has an alignment of lawful evil, encouraging the owner to “ruin and unmake existing objects” so that it can rebuild the word from scratch. It gives a +2/+2 bonus to attack and damage rolls, with an additional bonus to the undead. 

For your warlocks who gain the ability to wield martial weapons, this sword is a natural pickup that supports their existing spellcasting abilities. You get free spells like Blight and Disintegrate from incorporating this sword into your arsenal and a hefty curse that turns you into someone with a Gollum-like obsession with the sword. 

What Ruinblade Excels In 

  • Countless Destruction 
  • Spell Casting for Non-Magic Users
  • A Cursed Sword for Fun Roleplaying

Ruinblade stats: 

  • Weapon, Greatsword
  • Requires Attunement
  • +2 to Attack and Damage Roll
  • Has Blighted Ruin, Destructive Ruin, and Cursed Properties 

Ruinblade full details: http://dnd5e.wikidot.com/wondrous-items:ruinblade

 

11. Matalotok (Best for Barbarians, Fighters, Paladins)

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Bringing the frost to your game.

Another hammer! This time this legendary warhammer hails from the Baldur’s Gate - Descent into Avernus adventure campaign module, where players from levels 1 - 13 fight the infernal in the nine hells. Matalotok, also known as the Frost Father, was a hammer crafted by the god of the frost giants, Thyrm. But in this setting, it’s one of the arms of Kostchtchie, a demon lord. Brings new meaning to the phrase “when hell freezes over.”

The most interesting thing about Matalotok is that the current phrasing of the rulebook can yield essentially an infinite combo stack. When dealing damage to a creature, the hammer ripples out an intense cold blast in a 30-foot sphere, and each animal in that sphere takes 3d6 or 10 cold damage. The issue here is that, in theory, this would trigger the initial cold blast repeatedly until the enemy was dead.

So if your DM is not paying attention, Matalotok can provide a big bang for your buck. The reason why it’s ranked at 11 is that the likelihood of a DM putting this in their game and not realizing it seems pretty low. Tip to DMs: make sure you know what rare or legendary rewards pre-made campaign settings are handing out. 

What Matalotok Excels In 

  • Being Broken Without DM Oversight
  • Crowd Control
  • Great in Winter or Cold Campaign Settings

Matalotok stats: 

  • Weapon, Warhammer
  • Requires Attunement 
  • Gives Cold Damage Immunity
  • Upon Hit, it Radiates Intense Cold in a 30-foot radius
  • Each Creature in Area Takes 10 (3d6) Cold Damage

Matalotok full details: http://dnd5e.wikidot.com/wondrous-items:matalotok

 

10. Bookmark (Best for Rogues, Bards, Rangers)

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"I'll bookmark this for later..."

Finally, more entries for the sneakier classes are on the list. This is a god-tier pickup on any rogue, bard, or class with finesse. With a +3/+3 to attack and defense, it’s a strong dagger that enhances any rogue or bard’s thieves’ tools. 

Bookmark, found in the Tomb of Annihilation campaign module, is aptly named because it can bookmark locations. The big selling point of the Bookmark dagger is using Dimension Door once per day as a bonus action, allowing you to teleport yourself from your present location within 500 feet. 

What Bookmark Excels In 

  • Enhancing Sneakiness
  • Being a Full Tool Kit in One Item
  • Can Cover Your Tracks in Case of Mistakes
  • Access to Spells Out of Your Class 

Bookmark stats: 

  • Weapon, Dagger
  • Requires Attunement 
  • +3 Bonus to Attack and Damage Rolls
  • Use a Bonus Action to Activate Dimension Door, Cast Compulsion, Shed Bright Light, or a Compass

Bookmark full details: http://dnd5e.wikidot.com/wondrous-items:bookmark

 

9. Azuredge (Best for Barbarians, Fighters, Paladins, and Rangers)

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Lighting up the night!

Azuredge lights up the night from the Waterdeep - Dragon Heist campaign module for characters level one through five. This battleax boasts a +3/+3 and has runic magic powering it, enabling it to shine with luminescence.

Another sentient weapon, this ax is a lawful, neutrally aligned character that seeks a wielder willing to protect the city of Waterdeep to the bitter end. An interesting perk of Azuredge is you have three charges to throw your ax a la Kratos in God of War to make a ranged attack within 60 feet. 

What Azuredge Excels In 

  • Can Switch from Melee to Ranged as Needed
  • Being Choosy About Wielder
  • Annihilating the Undead or Fiends

Azuredge stats: 

  • Weapon, Battleaxe
  • Requires Attunement 
  • +3 Bonus to Attack and Damage Rolls
  • Shield Spell Ineffective Against It
  • Hurling properties 
  • Illumination properties

Windvane full details: http://dnd5e.wikidot.com/wondrous-items:azuredge

 

8.  Wave (Best for Paladins, Fighters, Rangers, Barbarians)

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Did you say trident?

The second of two tridents on the list, this legendary weapon hails from the Dungeon Master’s Guide and is yet another sentient weapon. This trident’s sentient nature is obsessed with creating conversions to the sea gods. Hailing from the same cave as Blackrazor, which we’ll talk about later, this sentient weapon yields a +3/+3 Attack and Damage roll bonus.

Wave shines because it can be used to Dominate a water creature, know if danger is coming to prepare more adequately (no surprises here), and use it to create cubes that can have a specific shape or physical property. A big thing to remember here is that it doesn’t specify that a 20 is critical. So, for instance, a Champion Fighter (who has a crit range of 18, 19, or 20) can deal necrotic damage to half HP max.

This lack of specificity can give Wave the feeling of being pretty broken, and it is, which is why it’s great – and ranked so highly on the list. 

What Wave Excels In 

  • Swiss Army Knife within the Spear Weapon Group
  • Can Also Be Used to Make Ranged Attack Using Strength Bonus
  • Offering Interesting Roleplay if Someone Converts to Use It
  • Flexible Critical Range

Wave stats: 

  • Trident
  • Requires Attunement by a Creature that Worships a Sea God
  • +3 to Attack and Damage
  • Critical Hits Yield Extra Necrotic Damage 
  • Has Trident of Fish Command, Weapon of Warning, Cap of Water Breathing, and Cube of Force Capabilities

Wave full details: http://dnd5e.wikidot.com/wondrous-items:wave

 

7. Hazirawn (Best for Fighters, Barbarians, Hexblade Warlocks)

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Murder your foes! 

Hazirawn, a greatsword originally sourced from the Tyranny of Dragons adventure module, is an evil greatsword perfect for the heavy hitter at your party. With attunement, this sentient and evil sword can be used to inflict necrotic damage on foes. And even if your character isn’t attuned, you can still use this sword at no risk to yourself and deal a tiny bit of necrotic damage.

Hazirawn can allow the player to cast Detect Magic, Detect Evil and Good, or Detect Thought – even if that character cannot inherently cast spells due to their class. Hazirawn integrates nicely into more ambiguous neutral campaigns while providing damage and utility players want and DMs do too in order to tell a good story.

What Hazirawn Excels In 

  • Gives Spellcasting Ability to Martial Classes
  • Can Be Used Even if not Attuned
  • Can Be Used Throughout the Party

Hazirawn stats: 

  • Weapon, Greatsword 
  • Requires Attunement
  • No Attunement Yields +1 to Attack and Damage, Deals Additional 1d6 Necrotic.
  • Attunement Yields +2 to Attack and Damage, Deals Additional 2d6 Necrotic
  • Can Expend Charges to Cast Specific Spells
  • Wounding properties: attunement yields a wounding effect on the enemy that prevents that creature from regaining hit points for 1 minute

Hazirawn full details: http://dnd5e.wikidot.com/wondrous-items:hazirawn

 

6. Vorpal Sword (Best for Bards, Fighters, Rogues, Clerics, Paladins)

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Decapitate them with ease!

Vorpal Sword item may come from the Dungeon Master’s Guide, but originally it was taken from the lengthy Lewes Carrol poem The Jabberwocky. In that poem, the protagonist kills the Jabberwock with the Vorpal blade. While this poem was originally nonsense, this sword in Dungeons and Dragons has come to mean a blade that has a significant ability to decapitate. 

While this has a +3/+3 bonus to this sword, it also allows for insta-killing via decapitation (boom, headshot!) upon a natural 20. Unlike other swords on this list, this can be any base sword – which opens the accessibility with many more classes than just a longsword or greatsword could do. While this sword doesn’t have the sexiest damage, the power of decapitation makes it a great sell for any player. 

What Vorpal Sword Excels In 

  • Decapitation (Duh)
  • Instakilling
  • Great Set Piece Moment for Players

Vorpal Sword stats: 

  • Any Sword that Does Slashing Damage
  • Requires Attunement
  • +3 to Attack and Damage
  • Ignores Slashing Resistance
  • Roll 20 to Chop Off Creature’s Head for an Instakill

Wave full details: http://dnd5e.wikidot.com/wondrous-items:vorpal-sword

 

5. Flail of Tiamat (Best for Fighters, Barbarians, Paladins)

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Epic flail!

Speaking of dragons and dragonborn, Flail of Tiamat hails from the Fizban’s Treasury of Dragons sourcebook. Not only is this five-headed flail a +3/+3 to Attack and Defense rolls, it also unleashes a potential 20 damage from one of the five elemental dragon element types – poison, lightning, fire, cold or acid. 

Additionally, wielders can drop a 14d6 cone of flames that also have a chosen damage type. It still has the benefit of being able to be used once per day, making this weapon a powerhouse and why we ranked it fifth.

What Flail of Tiamat Excels In 

  • Crowd Control
  • Dealing Out Different Damage Types

Flail of Tiamat stats: 

  • Weapon, Flail
  • Requires Attunement
  • +3 Bonus to Attack and Damage Rolls
  • Target Receives 5d4 of Acid, Cold, Fire, Lightning, or Poison Damage
  • Can Breathe Fire in a 90 Foot Cone, Yielding 14d6 Damage 

Flail of Tiamat full details: http://dnd5e.wikidot.com/wondrous-items:flail-of-tiamat

 

4. Staff of the Magi (Best for Sorcerers, Warlocks, Wizards)

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A staff for smarties.

Another greatest hit from the Dungeon Master’s Guide – this staff is one of the only weapon entries on the list for a sorcerer and one of the few for wizards and warlocks. This staff supercharges your casting ability, allowing you to absorb a spell’s magic. You also get free spells out of this stuff too.

But what needs to be discussed when it comes to Staff of the Magi is the Retributive Strike, an option that lets you alpha a 30-foot radius sphere. This attack may kill you if you do not pass a Dex saving throw. So that’s the time to use any and all bonuses to your rolls as possible. 

What Staff of the Magi Excels In 

  • End-game Magic User Staff
  • One Nuclear Option

Staff of the Magi stats: 

  • Staff, 50 Max Charges Per Day
  • Requires Attunement by Sorcerer, Warlock, or Wizard
  • Can Be Used as Magic Quarterstaff, +2 to Attack and Damage Rolls
  • Can Expend Charges to Cast Specific Spells
  • Spell Absorption properties: use reaction to absorb the magic of a spell on a success to absorb the magic of the spell as a charge
  • Retributive Strike properties: use action to break staff, which destroys it, and creates an explosion that may kill you and does damage proportional to charges and distance from staff 

Staff of the Magi full details: http://dnd5e.wikidot.com/wondrous-items:staff-of-the-magi

 

3. Luck Blade (Best for Fighters, Bards, Rogues, Clerics, Paladins, Barbarians)

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Feeling lucky, punk?

Out of the box, the Luck Blade is geared best for characters with Strength or Dex as their primary attack modifier. But even if your spellcasting classes don’t come out of the box ready to swing this weapon, they can take advantage, too, if you select more martially aligned subclasses. Think Bladesinger Wizards, Hexblade or Pact of the Blade Warlocks, and Circle of Land Druids.

While the attack and damage buffs from the weapon are sweet, where this sword shines is giving you up to three maximum charges per day of the spell Wish – the most powerful spell in the game. Wish lets you reroll or force rerolls, create objects from nothing, cast greater restoration on up to 20 creatures, and give resistance or immunity. Of course, you can always work with your DM to get something wished even out of the scope. 

What Luck Blade Excels In 

  • Saving You from Critical Failures 
  • Letting You Gamebreak at Least Once Per In Game Day
  • Great for Roleplay

Luck Blade stats: 

  • Weapon, Any Sword
  • Requires Attunement
  • +1 to Attack and Damage Rolls
  • +1 Bonus to Saving Throws
  • Luck properties: reroll one roll per day
  • Wish properties: 1d4 - 1 charge of the Wish spell 

Luck Blade full details: http://dnd5e.wikidot.com/wondrous-items:luck-blade

 

2. Moonblade (Best for Fighters, Rangers, Rogues)

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The Moonblade lights up the night.

A Moonblade is one of the strongest magical weapons in the game and hails from the Dungeon Master’s Guide. As this sentient blade is only attuned to elves and half-elves, this sword is passed down from generation to generation and aims to protect and serve the elf kind. Considering that approach, attunement is a once-per-day endeavor, which can yield negative results if it is failed.

The Moonblade’s strength comes from the randomization of runes upon its attunement. Since it only has one master, the Moonblade will have at least a +1 to attack, with another randomly generated from a table via d100. These effects are too long to list here, but some of the greatest hits include mimicking the properties of other swords, becoming other swords, increasing attack and damage rolls, and increasing its crit range. 

What Moonblade Excels In 

  • Powerful Weapons Designed for Non-Heavy Hitter Classes
  • Unique Gameplay and Effects that Stack 

Moonblade stats: 

  • Weapon, Longsword
  • Requires Attunement Elf or Half-Elf of Neutral Good Alignment
  • Runes Grant +1 Bonus to Attack and Damage
  • Additional Properties from the Moonblade Properties Table

Moonblade full details: http://dnd5e.wikidot.com/wondrous-items:moonblade

 

1. Blackrazor (Best for Fighters, Barbarians, Hexblade Warlocks)

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Can you handle the power of Blackrazor?

At number one on this list, what doesn’t the Blackrazor excel in? Even though this number one fan-favorite hails from the Dungeon Master’s guide, it doesn’t mean it’s weaker than some of the newer stuff that’s come out in recent years. Blackrazor allows you to devour and consume human souls for fantastic buffs and damage in battle. 

One mitigating factor that tempers this recommendation (only slightly) is that Blackrazor is sentient – and extremely intelligent. It doesn’t care about anything or anyone, just wanting to return the universe to the void of nothing blackness. As it has no loyalty to any one wielder or individual, Blackrazor can choose to consume anyone – even you, especially if it has gone unfed for three or more days. 

While this weapon is powerful and deserves the number one spot, discerning players should decide if this devil deal is worth the power it yields. 

What Blackrazor Excels In 

  • Devouring Souls (Including, Potentially, Yours)
  • Sensing, Zoning Out, and Perceiving Creatures
  • Keeping You Buffed and Healed

Blackrazor stats: 

  • Weapon, Greatsword
  • Requires Attunement by Non-Lawful Creature
  • +3 Attack and Damage Roll Bonus
  • Devour Soul properties: yields temp HP equal to slain creature’s HP max 
  • Soul Hunter properties: aware of all presences of Tiny or larger creatures in 60 ft

Blackrazor full details: http://dnd5e.wikidot.com/wondrous-items:blackrazor

 

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Gamer Since:
2009
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The Elder Scrolls V: Skyrim - Dragonborn