List of Weapons

Weapon Size

A weapon’s size determines how well a creature can handle it. A weapon's maximum possible damage decides the size of the weapon, which is displayed within parentheses in the table below. The size category of the creature then determines how it's able to handle the weapon, the larger the creature is, the larger the weapons it can use.

Weapon Handling Tiny Small Medium + Large + Huge + Gargantuan +
Light, One-Handed,
+10 feet to normal Throwing range
Skill DC: 12
1 1d2 (2) 1d4 (4) 1d6 (6) 1d8 (8) 1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24)
Light, One-Handed,
+5 feet to normal Throwing range
Skill DC: 14
1d2 (2) 1d4 (4) 1d6 (6) 1d8 (8) 1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30)
One-Handed
Skill DC: 16
1d4 (4) 1d6 (6) 1d8 (8) 1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30) 3d12 (36)
Two-Handed
Skill DC: 18
1d6 (6) 1d8 (8) 1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30) 3d12 (36) 4d10 (40)
Two-Handed
Disadvantage on weapons with reach
Skill DC: 20
1d8 (8) 1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30) 3d12 (36) 4d10 (40) 4d12 (48)
Two-Handed
Disadvantage on all attacks
Skill DC: 22
1d10 (10) 1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30) 3d12 (36) 4d10 (40) 4d12 (48) 5d10 (50)
Can't Wield
Automatically miss with attacks
Skill DC: 24
1d12 (12) 2d8 (16) 2d10 (20) 2d12 (24) 3d10 (30) 3d12 (36) 4d10 (40) 4d12 (48) 5d10 (50) 5d12 (60)

If a creature's Strength score is 20 or more, or has the Powerful Build feature, then the creature can wield a weapon of one size larger. A small creature can use weapons the same way a medium creature can, a medium-sized creature can wield larger weapons, but not to the same extent as a large creature. The "+" represents the in-between stages between size categories past medium size. To wield a weapon of two size categories requires the feat Mighty Grip.

 

Light

When a weapon is considered light for a creature, it's small and easy to handle with great ease. When you are wielding a weapon that counts as Light for you, you can use a bonus action to make an offhand attack with that weapon. An offhand attack is when you don't add your ability modifier to the damage roll, unless that modifier is negative. Wielding two weapons of this type is ideal for use when fighting with two weapons, allowing you to make an offhand attack without expending a bonus action.

One-Handed

A creature is either large or strong enough to wield the weapon in one hand. When a weapon is wielded with one hand, apply the wielder’s Strength bonus to damage rolls for melee attacks. Some weapons can only be wielded with one hand due to how it is constructed, and unless the creature is strong or large enough, it will roll with disadvantage on attacks with the weapon.

Two-Handed

When using both hands, a creature is able to wield most weapons, if its construction allows it. When a melee weapon is wielded with two hands, apply 1½ times the wielder’s Strength bonus to damage rolls for attacks.

Throwing

Any weapon or item can be thrown by you at a target or direction of your choice. The weapon or item thrown counts as a ranged attack, except the weapon is the projectile. Equipping a weapon in hand requires a free action, and if you want to throw a second weapon on the same turn you either need to have used the free action on your previous turn or have the Thrown Weapon Fighting feat. You use the same ability modifier for range throw attacks as the melee attack roll and damage roll. The normal range of throwing an item is equal to your strength score, while the maximum range is your normal range times 3. If you need to use both hands to wield the weapon, then the normal range is 5.
Throwing range: (Strenght Score / Strenght Score x3)

Skill DC

Certain weapons may have a skill DC, where you may need to have a high enough skill to utilize the weapon to its fullest potential. The item will specify the skill, usually one that matches its construction, and what action/situation would call for a skill roll to be made. As well as what effect would be gained should you succeed or fail against the DC.
Most items with a Skill DC would also specify a means by which you could use a passive skill check instead of having to roll.

 

Inappropriately Sized Weapons

At certain thresholds, a creature's size and strength won't be enough to wield a weapon with both hands effectively. At first, a creature can still wield a weapon as long as it does not have the Reach property. But with a greater size it will attack with disadvantage. One size larger and the creature won't be able to wield the weapon at all, that is its maximum possible.  

Types of weapons

There are 4 weapon types, each determining how it can be wielded as well as what properties it can have.

Hilted

The weapon is primarily made of one type of material with a softer grip at one end to allow it to be used effectively. It can be gripped on other parts but using it in that manner is not ideal. These types of weapons are usually swords and small clubs that present great versatility in wielding. There are two variations, Hilted and Long-hilted. A long hilted can be wielded with either one or two hands depending on size, but a Hilted handle can only be wielded with one hand.

Design effect. Hilted weapons have the benefit of being versatile weapons, their damage type may affect it.
  • All slashing weapons of this type have a threat range of 19-20. These are usually cutting swords.
  • All piercing weapons of this type have the finesse property. These are usually thrusting swords.
  • All bludgeoning weapons of this type are considered simple. These are usually clubs.

Fist

The weapon is designed to be worn on your hands. At the cost of your ability to manipulate your digits, things like cestuses, brass knuckles, or hand-wraps. This type of weapon can only be handed.

Design effect. This type of weapon allows the wielder to use the damage die of the weapon instead of their unarmed attack. The damage type of the weapon replaces the damage type of their unarmed attacks.
  • Wearable The weapon is wearable like armour, you can wield other weapons in the same hand the fist weapon is on, but it takes one minute to put it on and take it off. Along with the martial proficiency, you need to have proficiency in medium armour if it's a 1d4, and heavy armour for 1d6.
  • Equipable If the fist weapon is held like a weapon, it only takes a free action to equip or drop it, but you can't wield other weapons while the fist weapon is equipped.

Hafted

The weapon consists primarily of a long shaft, such as a spear, axe or halberd. All weapons of this type can be wielded either one-handed or two-handed, although wielding it with two hands is preferable.

Design effect. Due to the greater heft of the weapon, all weapons of this type have a x3 crit modifier. However, hafted weapons handle a bit differently depending on what property the weapon has:
  • Reach. Hafted weapons have an extended reach up to 10 feet. However, while granting greater range, it makes the weapon less effective up close. You have disadvantage when you use a hafted melee weapon to attack a target within 5 feet of you.
  • Reach+ and Reach++. Hafted weapons with reach+ can target creatures up to 15 feet away. This attack has to be in a straight line and can't be curved around corners. Hafted weapons with reach++ can target creatures up to 20 feet away, but you have disadvantage when you use this hafted melee weapon to attack a target within 10 feet of you.
 

Ranged

These types of weapons are built in such a manner that they can inflict damage at a distance, by a means of launch some form of projectile at a target. Bows are the most commonly used means for this, but there are other types of weapons that can perform this task.

Design Effect. A weapon that can be used to make a ranged attack has its range shown in parentheses after the range property. The range displays two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond the normal range, you have disadvantage on the attack roll. Any attack against a target beyond the weapon's maximum range automatically misses. Unless specified otherwise, all weapons are operated with two hands, either to hold them or need the other hand to reload the ranged weapon.
  • Ranged attacks are made at disadvantage when there is a hostile creature within 5 feet of you.
  • If the ranged weapon consists of a tensioned string, such as a bow or crossbow, then the weapon has a skill DC that represents the strength needed to pull back on the string fully. Athletics(Strength) is used for these types of ranged weapons, where you roll a skill check the first time you use it each turn (not per attack). On a failure, attacks beyond half the normal rage are made with disadvantage, and attacks beyond the normal range automatically misses.
  • For ranged weapons that don't have the Loady property, you can use your passive skill bonus when operating the weapon. The passive is 10 + your skill bonus. If it's less than the DC, then you have to roll to fully utilize the weapon.
  • While mounted, you instead use the ride check to determine how well you can pull back the string on bows.
 

Tables of Existing Weapons

Tables of preexisting weapons in the world, detailing their general price and properties. Some of the weapons, however, have variants, each with its own properties or designs.  

Simple Weapons

Name Cost Damage Crit Weight Type Properties
Club 1 Sp 1D4 Bludgeoning 20/x2 2 Lbs Hilted -
Dagger 2 Gp 1D4 Piercing/Slashing 19-20/x2 1 Lbs Hilted Finesse
Hand Wraps 5 Cp 1D4 Bludgeoning 20/x2 0 Lbs Fist
Great-Club 2 Sp 2D4 Bludgeoning 20/x2 6 Lbs Long-Hilted -
Hand-Axe 5 Gp 1D6 Slashing 20/x3 2 Lbs Hafted -
Knuckle Dusters 2 Gp 1D4 Bludgeoning 20/x2 1 Lbs Fist -
Leiomano 4 Gp 1D6 Bludgeoning/Slashing 19-20/x2 2 Lbs Hilted -
Mace 5 Gp 1D6 Bludgeoning 20/x3 4 Lbs Hafted -
Nunchucks 1 Gp 1D4 Bludgeoning 20/x2 1 Lbs Long-Hilted Finesse, Flexible
Punch-Dagger 10 Gp 1D4 Piercing 19-20/x3 1 Lbs Fist
Quarterstaff 2 Sp 1D6 Bludgeoning 20/x2 4 Lbs Hafted -
Sai 10 Gp 1D4 Piercing 20/x2 2 Lbs Hilted Hooked, Finesse
Sickle 1 Gp 1D4 Slashing 20/x2 2 Lbs Hilted Hooked
Small Hammer 2 Gp 1D4 Bludgeoning 20/x3 2 Lbs Hafted -
Spear 1 Gp 1D6 Piercing 20/x3 3 Lbs Hafted
Tonfa 1 Gp 1D4 Bludgeoning 20/x2 2 Lbs Hilted Finesse

Simple Ranged Weapons

Name Cost Damage Crit Weight Skill Range Properties
Siege Crossbow 50 Gp 1D12 Piercing 20/x2 18 Lbs Athletics(Strength) DC 20 Range (100/400) (Bolts), Loading(+5)
Blowgun 5 Sp 1d4 Piercing 20/x2 1 Lbs - Range (25/100) (Darts), Loading(+1), Special
Bolas 4 Gp 1D4 Bludgeoning 20/x2 18 Lbs Acrobatics(Dexterity) DC 12 Range (20/60) Flexible, Special
War Crossbow 25 Gp 1D10 Piercing 20/x2 5 Lbs Athletics(Strength) DC 16 Range (80/320) (Bolts), Loading(+4)
Latchet Crossbow 75 Gp 1D8 Piercing 20/x2 3 Lbs Athletics(Strength) DC 16 Range (30/120) (Bolts), Loading(+3)
Dart Launcher 85 Gp 1D6 Piercing 19-20/x2 1 Lbs Athletics(Strength) DC 14 Range (20/80) (Darts), Loading(+2), Concealable

Martial Weapons

Name Cost Damage Crit Weight Type Properties
Arming sword 10 Gp 1D6 Slashing 19-20/x2 4 Lbs Hilted -
Battleaxe 10 Gp 1D8 Slashing 20/x3 4 Lbs Hafted -
Cestus 10 Gp 1D6 Bludgeoning 20/x2 2 Lbs Fist Protective Guard
Flail 10 Gp 1D8 Bludgeoning 20/x2 2 Lbs Hafted Flexible
Glaive 20 Gp 1D10 Slashing 20/x3 6 Lbs Hafted Reach
Greataxe 30 Gp 1D12 Slashing 20/x3 7 Lbs Hafted -
Great-Hammer 40 Gp 2d8 Bludgeoning 20/x3 12 Lbs Hafted
Great-sword 50 Gp 2D6 Slashing 19-20/x2 6 Lbs Long-Hilted -
Halberd 20 Gp 1D10 Slashing/Piercing 20/x3 6 Lbs Hafted Reach
Hatchet 2 Sp 1D4 Slashing 20/x3 2 Lbs Hafted Throwing Weapon
Lance 10 Gp 1D10 Piercing 20/x3 6 Lbs Hafted Reach, Protective Guard
Long-Lance 20 Gp 1D10 Piercing 20/x3 7 Lbs Hafted Reach x2, Protective Guard
Long-sword 15 Gp 1D8 Slashing 19-20/x2 4 Lbs Long-Hilted -
Maul 10 Gp 1D12 Bludgeoning 20/x3 10 Lbs Hafted -
Morning-star 15 Gp 1D8 Piercing 20/x3 4 Lbs Hafted -
Orc Double-axe 40 Gp 2D8 Slashing 20/x3 9 Lbs Hafted Double Ended
Pike 5 Gp 1D10 Piercing 20/x3 12 Lbs Hafted Reach
Rapier 35 Gp 1D8 Piercing 20/x3 2 Lbs Hilted Finesse, Protective Guard
Saber 25 Gp 1D8 Slashing 19-20/x2 3 Lbs Hilted Finesse
Scimitar 15 Gp 1D6 Slashing 19-20/x2 3 Lbs Hilted Finesse
Short-sword 10 Gp 1D6 Piercing 20/x3 2 Lbs Hilted Finesse
Spiked Chain 35 Gp 2D4 Piercing 20/x2 10 Lbs Long-Hilted Hooked, Finesse, Reach
Urumi-sword 90 Gp 1D4 Slashing 20/x2 3 Lbs Hilted Finesse, Reach, Flexible
Hook-sword 20 Gp 1D6 Slashing 19-20/x2 3 Lbs Hilted Hooked, Finesse
Trident 5 Gp 1D8 Piercing 20/x3 4 Lbs Hafted Hooked, Throwing Weapon
War-Pick 5 Gp 1D8 Piercing 20/x4 2 Lbs Hafted Hooked
War-Hammer 15 Gp 1D8 Bludgeoning 20/x3 2 Lbs Hafted -
War-Spear 10 Gp 1D8 Piercing 20/x3 2 Lbs Hafted -
Wrist blade 20 Gp 1D6 Piercing 20/x2 2 Lbs Fist Concealable
Bull Whip 15 Gp 1D4 Piercing 20/x2 3 Lbs Hilted Finesse, Reach+, Flexible
Whip 2 Gp 1D4 Piercing 20/x2 3 Lbs Hilted Finesse, Reach, Flexible

Martial Ranged Weapons

Name Cost Damage Crit Weight Skill Range Properties
Dart Repeater 25 Gp 1D6 20/x2 3 Lbs Athletics(Strength) DC 14 Range (30/120) (Darts), Loading(+2), Repeating(16)
Greatbow 80 Gp 1D10 20/x2 3 Lbs Athletics(Strength) DC 18 Range (180/1100) (Arrows)
Longbow 40 Gp 1D8 20/x2 2 Lbs Athletics(Strength) DC 16 Range (140/600) (Arrows)
Shortbow 20 Gp 1D6 20/x2 2 Lbs Athletics(Strength) DC 14 Range (80/320) (Arrows)
Sling 1 Sp 1D6 20/x2 - - Range (40/160) (Stones), Special
Zhuge (Repeating crossbow) 40 Gp 1D6 20/x2 3 Lbs Athletics(Strength) DC 14 Range (30/120) (Bolts), Loading(+2), Repeating(16)

Ammunition

A type of item that is designed to be launched from a weapon, but can still be used as an improvised weapon by either throwing or a melee attack. The ammunition itself has a damage die and type. However, when launched from the range weapon, its damage die changes to match the one specified by the weapon. The Ammunition used determines the damage type.

Each time you attack with the weapon, you expend one piece of ammunition. The type of ammunition needed will be in the properties column. Drawing the ammunition from a personal container such as a quiver, bolt-case, or knife bandoleer allows it to be made as part of the attack, rather than needing to use a free action to grab it. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Name Cost Damage Crit Weight Properties
Bodkin Arrow 5 Cp 1D2 Piercing 20/x3 0 Lbs Ammunition
Brodhead Arrow 5 Cp 1D2 Slashing 19-20/x2 0 Lbs Ammunition
Blunt Head Arrow 3 Cp 1D2 Bludgeoning 20/x2 0 Lbs Ammunition
Bodkin Bolt 5 Cp 1D2 Piercing 20/x3 0 Lbs Ammunition
Brodhead Bolt 5 Cp 1D2 Slashing 19-20/x2 0 Lbs Ammunition
Dart 5 Cp 1D4 Piercing 20/x3 1/4 Lbs Finesse, Throwing Weapon, Ammunition
Javelin 5 Sp 1D6 Piercing 20/x3 2 Lbs Throwing Weapon, Ammunition
Net 1 Gp - - 3 Lbs Thrown (5/15), Special
Shuriken 2 Sp 1D4 Slashing 19-20/x2 1/4 Lbs Finesse, Concealable, Throwing Weapon, Ammunition
 

Threat range(Crirical Hits)

The threat range for a weapon indicates the likelihood of scoring a critical hit with that weapon. All attack rolls that fall into the given threat range, before adding any attack bonus, will result in a critical hit. The attack hits regardless of the target's AC. Weapons roll extra amount of dice for the attack's damage against the target. The relevant damage modifiers are however added as normal.

20

Attacks with the weapon score a critical hit on a roll of 20.

19-20

Attacks with the weapon score a critical hit on a roll of 19 or 20.

18-20

Attacks with the weapon score a critical hit on a roll of 18, 19 or 20.

x2

Roll all of the attack's damage dice twice and add them together.

x3

Roll all of the attack's damage dice thrice and add them together.

x4

Roll all of the attack's damage dice quadruple and add them together.
 

Properties

Some properties can only be applied to specific weapons types.

Finesse

Weapons: One-Handed Hilted

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Throwing Weapon.

Weapons: One-Handed hilted or hafted piercing

Some weapons are built to be easily transportable. Add +10 to the strength score for determining the normal range of the throw. And multiply it by 4 instead of 3 to determine the max range of the throw attack.

Protective Guard

Weapons: One-Handed hilted, hafted piercing or Fist

Wielding the weapon grants you advantage against any disarming attempts and +1 to AC.

Reach

Weapons: Two-Handed Hilted or Hafted.

This weapon adds 5 feet to your reach when you attack with it. Only hafted weapons can have Reach+ and Reach++, which adds 10 and 15 feet respectively.

Hooked

Weapons: Any melee

You can use the weapon to Grabble, Trip, or Disarm a target without the need for a free hand. While the weapon is used to grapple a target, it can't be used to attack another target other than the one that is grappled. Additionally, when rolling a grapple check, treat a roll of 7 or lower on the d20 as an 8.

Concealable

Weapons: Any

You roll with advantage on any competing checks to hide the weapon on your person. If the weapon is considered light for you, then you automatically succeed, but you need to use a bonus action to take it out in combat.

Cross Stop

Weapons: Hafted weapon with reach

The weapon has a wide stopper at the top that helps stop the approach of creatures. If you successfully hit a target with the weapon, the creature is unable to use its movement to approach the wielder of the weapon. The creature can try and force its way forward by making a competing escape grapple check.

Flexible

Weapons: Any melee

The weapon is composed of a chain or rope, which allows the weapon to excel at surcubventing opponents' defensive guards. Using a bonus action, you are able to negate the AC bonus from the target's shield on your next attack.

However, the weapon can't be used to parry with.

Double-Ended

Weapons: Hafted or Long-hilted

You can use the two weapon fighting rules for a double-ended weapons. If the weapon isn't considered light for you, you need to use a bonus action to make an off-hand attack. The damage rolled from the off-hand is halved.

Loading

Weapons: Range

Once you have launched a piece of ammunition from this type of range weapon, the Loading action has to be taken for that weapon before it can be used to attack with it again. When you succeed on the skill check, the weapon is loaded and ready for use.

Due to the weapon's method of launching its ammunition, the property provides a bonus within the parentheses that can be used in place of your ability modifier for attack and damage rolls.

Repeating

Weapons: Range with Loading

Rather than having to use the Reload action after every shot, the weapon can fire as long as the magazine has ammunition in it. The size of the magazine is the value in parentheses next to the property. Once it is empty, you need to use the Reload action to slot in a new magazine. If no magazine or clip is available, you can still manually load a single piece of ammunition into it.

However, due to its complex construction, rolling a 2 on the d20 results in the weapon jamming, requiring a Reload action to unjam it.

 

Special

The following weapons are of unusual make and require additional description.

Blowgun

You can use your constitution modifier instead of dexterity. No skill check is required to put a dart into it.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Sling

You can use your strength modifier instead of dexterity. No skill check is required to put a stone into it. You can use any object no larger than your clenched fist as ammunition. But attacks using improvised ammunition are made at disadvantage.  

Master Crafted Properties

A masterwork weapon is a finely crafted version of a normal weapon, where it gains a property that grants it a new function or makes it dealier. These are achieved purely through the skill of the crafted, without the use of magical enchantments.

Elegant

The weapon counts as one size smaller in spite of its damage die.

Keen

The weapon's critical threat range is increased by 1.

Exceptional

Wielding it provides you with a +1 bonus on attack and damage rolls.

Magic Focus

The weapon counts as a spell focus for one magic type. If the weapon is magically enhanced, wielding it allows you to add the weapon's magic bonus to spell attack rolls and the saving throw DCs of your spells. This bonus is only applied to spells from the magic type that the focus is meant for.

Durable

The item is hard to break. Roll with advantage on any durability check to avoid breaking or destroying the weapon. Additionally, the never gets dirty or can be easily cleaned.

Amalgamation

If the weapon is crafted using two different materials, which have special qualities, then it gains the effect of both materials rather than one.

 

Flaw Properties

Some weapons are crafted by unskilled hands or materials of poor quality, which will hamper the effectiveness of the weapon.

Faulty

The weapon's critical threat range is decreased by 1. If its base crit range is already 20, the weapon can't score critical hits.

Brittle

The item is easy to break. Roll with disadvantage on any durability check to avoid breaking or destroying the weapon.

Unbalanced

The wielder of the weapon can't use their Dexterity modifier for the attack and damage rolls. Effectively negating the Finesse property.

Unoriented

-10 feet to its normal range for throwing, or half to its normal and max range if it's a range weapon.

 

Materials and magic of rare quality

Weapons are usually built with material that is readily accessible to the crafter, and is primarily used in battles against other humanoids. However, when these armaments are used against inhuman creatures, problems may occur. In the best case, the weapon does less damage, worst case, the weapon may get damage or even break. Wielding weapons that are built or modified to fight such creatures is what separates the novice adventurer from the veterans.

A weapon may have one or more special properties that either grant it a unique effect, which provides a variety of bonuses to the weapon. The most common effect being that it makes the weapon effective against a specific creature type, where it can ignore the creature's damage resistances, or even deal more damage to it depending on the tier of the special property.

  • Weapon material: The material used to craft the weapon has the special property naturally.
  • Spell: A spell can provide the special property for the duration of the spell.
  • Weapon enchantment: A skilled enough caster is able to imbue the special property in the weapon.

The special property can stack, becoming stronger for each different source that provides the same enchantment.

Effective: If a weapon has one stack of a Special property that affects a specific creature type:
  • Creatures with no Resistances are considered vulnerable to the weapon damage type.
  • Creatures with Resistance are ignored for the weapon's damage type.
  • Creatures with Immunity are treated as Resistances for the weapon damage type.
Highly Effective: If a weapon has two stacks of a Special property that affects a specific creature type:
  • Creatures with and without Resistance to the weapon damage type are treated as vulnerable.
  • Creatures with Immunity to the weapons damage type are ignored.
Supper Effective: If a weapon has three stacks of a Special property that affects a specific creature type:
  • The creature is vulnerable to the weapon's damage, regardless if they have resistance or immunity towards the weapon's damage type.
 

Magic of the the weapon

Rather than simply have a singular "magical" enchantment for weapons that turns them into magic weapons, capable of ignoring the resistances of all creatures, there are several different types each having its own effects on creatures. A weapon is capable of having multiple magical enchantments, but the effort and expenditure to permanently imbue the enchantment is costly.

 

Spells Affected

When a player casts a spell or uses a feature that would make a weapon magical, they are able to choose an enchantment thematic to the feature and apply it to the weapon. Doing so will make the weapon effective against the designated creature type. Certain spells have their own restrictions.

Shillelagh
A primordial canatrip. Effective against aberrations, constructs and monstrosity.
Magic Weapon
A Divine and Arcane 2nd level spell. Depending on which class you started the campaign with, you are able to apply one of the following.
  • Divine casters can bestow the Divine, Axiomatic or Pure quality to a weapon.
  • Arcane casters can apply the Anarchic, Axiomatic or Adamant quality to a weapon.
With a bit of training and study, you are able to apply one material quality from the list below to the weapon.
Elemental Weapon
A Primordial 3rd level spell. In addition to the damage, you chose which Elemental type between Water, Earth, Fire or Air that the damage of the weapon would be effective against.
Holy Weapon
A Divine 5th level spell. In addition to the radiant damage, the weapon gains the Axiomatic and Divine Qualities.  

Any weapon that is considered a +1,+2 or a +3 magick weapon, is magically enchanted to improve the weapon where smithing can't provide. However, its magic is neutral in its arcane focus, which causes it to not conflict or affect the energies and magic that flow in creatures. A weapon with Base Enchantment can still carry an additional Enchantment, but adding it will be difficult.

 

Magical Qualities

Each and every creature has its own unique physiology, each with strengths and vulnerabilities. If one is able to wield these energies against them, they would be made short work in battle. Through this, it is believed that some materials in the world that have been infused with energies that are the anathemo towards different creatures, making them harmful towards different creatures. Amongst many of these examples are lycanthropes' adversion towards silver, or constructs against adamantite.

Scollars from all fields of magic and worldly knowledge have strived to categorize these unique qualities. With the intention of producing items and magic that would help ward or slay creatures that would be too mighty for ordinary mortals to handle. Weaponry crafted from material that possesses special qualities gain benefits that can affect its use in combat.

This list of qualities explains what effect it will have on the weapon if applied through either magic or forging:  
Anarchic

Refutation and spite to law and order, will seek to tear down the flesh of those who hate it. Effective against Heavenly servants (Lafwull Celestials), Illithid and their servants (Lafwull Aberration) and Valorant Giants (lawful Giants).

When you roll an even result on damage for an attack you make with an Anarchic weapons, you can reroll the die and must use the new roll, even if the new roll is even.

 
Axiomatic

The exact and precise energy or order seeks to rail in the destructiveness of chaos. Such as Spawns from the stars (Chaotic Aberration) and Demons (Chaotic Fiends). Additionally, materials with this property are unable to be transmuted or transformed through magic.

The weapon is immune to any magical effects that would alter its shape. When rolling damage on an attack, if you roll less than the weapon's average damage, you can choose to use the average instead.

 
Befouled

The very hate of life made manifest, resulting in the bane of all living things. Effective against all living creatures that come from the material plane.

If the wielder of a weapon with this property is a living creature, fey or a celestial, all their d20 rolls are with disadvantage including death saves.

 
Divine

Divine power from the upper realm sears the form of evil creatures, even if it's in a lesser form. Effecting against all Undead and Devils (Lawful Fiends).

When casting a divine spell, the wielder gains a number of temporary hitpoints equal to the spell slot expended +1.

 
Lightweight
Weapons that are primarily made of this material count as one size smaller than what they actually are for the wielder.  
Adamant
The material is exceptionally durable, making it ideal for striking constructs, earth elementals, and structures.  
Infernal
Effective against Celestial and Fey creatures.  
Pure
Materials with this property burn the forms of creatures that have been twisted by darkness. Purity is the antithesis to creatures whose nature has been diluted by dark magic, inflicted by a curse or their very own soul that has completely succumbed to darkness. Such as lycanthropes, Devils (Lawful Fiends), wraiths (Cursed Undead) and any creature that originates from the shadow fell.  
Feterd
Effective against any creature that does not have a physical body, such as spirits, ghosts, and any creature that is currently metaphysical.  
Taciturn
The bringer of silence and apathy, material that consists of this property tends to feel cold. Effective against all Fey, uncursed Ghosts, Hades Fiends (Non devil or Demon) and fire elements.  
Anti-Magic
It is able to mitigate magic, or even nullify it entirely if sufficient quantity is available. Effective against any creature that is animated or fueled by magic. If a creature is hit by a weapon with this property, it is forced to make a spellcasting ability check of its choice against a DC of 8 + the attack's damage modifier. On a failed check, one magical effect of the attacker's choice ends.      

Oils and other items

One weapon may have multiple of these properties. The spell "Magic Weapon" allows you to choose one of these properties and add it to the weapon for the duration of the spell. If a smith or a magically inclined individual isn't around, the application of oil will imbue the weapon with the necessary property to slay the creature, for a limited time of 1 hour.