Last Updated: April 7, 2023
Campaign: TBD
This weapon emits raw power.
A "Damaging Weapon" is considered a magic weapon, but does not provide a bonus to hit or damage.
A "Damaging Weapon" provides a bonus damage of a certain damage type to any weapon.
Ranged weapons provide their bonus damage to their ammunition, although the ammunition is destroyed after use.
The amount of bonus damage depends on its rarity.
| Rarity | GP Value | Bonus Damage | Special Effect DC |
| Uncommon | 100 gp | +1d4 | n/a |
| rare | 500 gp | +1d8 | 14 |
| very rare | 5,000 gp | +1d12 | 16 |
| legendary | 50,000 gp | +3d6 | 18 |
An option for a "Damaging Weapon" that is at least rare is to include a special effect,
however, doing so will require using the bonus damage from the previous rarity instead (i.e. if rare, use uncommon bonus damage).
The duration of a condition or other effect only lasts until the start of your next turn, unless otherwise noted.
Damage types and associated special effects are listed in the table below:
| Physical* | Special Effect | Saving Throw | Energy | Special Effect | Saving Throw | Supernatural | Special Effect | Saving Throw |
| Bludgeoning | free shove = prone condition or push 5ft | STR or DEX | Acid | - until use action to wipe away acid take 1d4 acid/turn | - | Force | - use the bonus damage for its rarity
- weapon base damage is instead force |
- |
| - | - | - | Cold | - restrained condition | CON | Necrotic | - gain temp hp equal to necrotic damage dealt
- lasts for 1 minute or until used |
- |
| Piercing | - until use action to heal (WIS/medicine check) or heal by magic, target will out bleed for 1d4 damage/turn | - | Fire | - until use action to put out fire take 1d4 fire/turn | - | Poison | - poisoned condition | CON |
| - | - | Lightning | - advantage to hit vs metal armor | - | Psychic | - frightened condition | WIS | |
| Slashing | - target cannot use reactions | DEX | Thunder | - deafened and prone condition | CON | Radiant | - blind condition | CON |
*Note: Physical damage types have a limitation in that a weapon's bonus damage must deal the same damage type as the base weapon.
History:
Acid Whip
Forcebow
Great Axe of Slashing
Maul of Bludgeoning
Poisoned Rapier
Design Notes:
The value of the "Damaging Weapon" is based on its rarity as per the above table. Feel free to adjust the price based on your own campaigns.
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.
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