To celebrate the launch of my latest title, Esquiel’s Guide to Magic Weapons (available to buy on the DM’s Guild), I would like to offer my readers my ten favourite weapons in the book, for free, for their 5th edition Dungeons & Dragons gameplay.
Shooting a crossbow bolt from magical crossbow makes the bolt with all the non-elemental damage it does a magic weapon, and it'll do it's full damage to a monster with DR/magic (it doesn't do 1d8+3(crossbow mastery), subtract the amount of DR, then add +3 from the magic). Likewise, it'll do it's full damage (halved) to an incorporeal monster.
One of my main goals in writing the guide was to craft at least one magical arm for every weapon type in the Player’s Handbook, particularly as the Dungeon Master’s Guide offers very few options besides swords. I wanted to offer gamers way more variety, and to ensure that, no matter what obscure weapon a PC fights with, the owner of this book has a ready-made magic arm for them.
Of course, it was also crucial to create balanced weapons, so that DMs can confidently drop these creations into their sessions without causing headaches for themselves. For this reason 90% of the mechanics are ones you’ve seen somewhere else in the game… ie. you know they work!
Hopefully these 10 sample weapons will prove a lot of fun at your table, and may even inspire you to go ahead and invest in the book.
My Ten Favourite Weapons
1. Bloodthirsty Battleaxe
Battleaxe, very rare (requires attunement)
This vicious battleaxe craves the fury of combat, filling its wielder with bloodlust as it scythes down the enemy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, when you reduce a creature to 0 hit points with this weapon, you gain 1d6 temporary hit points and can make one melee attack with the axe as a bonus action.
This axe is perfect for a mass brawl against a horde of lower level baddies. It borrows one of the features of the Greater Weapon Fighting feat that I love, and lets someone who fights with a one-handed weapon use it as well.
2. Rogue Bow
Shortbow, legendary (requires attunement by a rogue)
The magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.
Poison Arrow.You speak a command and expend 1 charge to coat an arrow you have nocked with thick black venom. A creature hit by the arrow must make a DC 15 Constitution saving throw. On a failed save, they take an additional 4d4 poison damage and become poisoned for one minute. On a success, they take half as much damage and are not poisoned.
Sleep Arrow.You speak a command and expend 1 charge to place a charm on an arrow you have nocked. Should you hit your target, roll 5d8. If the number is equal or greater than the target’s hit points, it falls into a magical slumber. They remain unconscious for one minute, awakening only if they take damage, or another creature spends their action to shake or slap them awake.
Smoke Bomb. You can use an action and expend 1 charge to fire an arcane arrow, which lands at a point within range and starts to emit a cloud of smoke. One round after it lands, the smoke creates a heavily obscured area in a 20-foot-radius. A moderate wind disperses the smoke in 4 rounds; a strong wind disperses it in 1 round.
Flashbang. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes with a deafening crack and blinding flash of light. Each creature within 20 feet of the impact point must succeed on a DC 15 Intelligence saving throw or be stunned until the start of your next turn.
Grappling Arrow. You may expend 1 charge to transform an ordinary arrow into a slender but durable grappling hook. You may fire the grappling hook at bow range, and a thin gossamer rope will magically uncoil behind it, matching the distance of the arrow flight. If you successfully secure the grappling hook (DM to determine difficulty), the rope is strong enough to support 1000 lbs. of weight. After ten minutes, the grappling hook transforms back into an arrow and the magic rope dissolves into nothingness.
Frag Grenade. You can use an action and expend 2 charges to fire an arcane arrow at a point within range. It explodes on impact, spraying the area with razor sharp pieces of rock. Each creature within 20 feet of the impact point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one.
This is the ultimate utility weapon for the rogue, and gives them a nice range of abilities that perfectly complement their sneaky ways.
Greatclub, legendary (requires attunement, by someone with at least 15 Strength)
This greatclub appears to be no more than a large and gnarly piece of black and deadened wood, with nothing in the way of adornment, however, it is infused with earth-shattering power.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The weapon magic weapon has 5 charges for the following properties. It regains 1d4+1 charges daily at dawn.
Giant Blow. While holding the weapon, you can use a bonus action and expend 1 charge to temporarily invoke the strength of a stone giant. For the rest of your turn, when you make a melee attack with the weapon, your Strength modifier is +6, and the weapon deals 3d8 bludgeoning damage.
Earthquake. Smashing the ground in front of you with the club, you can use an action and expend 3 charges to create an earthquake. You create a fissure 10 feet wide that extends 2d6 x 10 feet in front of you and is 1d10 x 10 feet deep. A creature standing on a spot where the fissure opens must succeed on a DC 15 Dexterity saving throw or fall in, and take bludgeoning damage from the fall. A creature that successfully saves moves with the fissure’s edge as it opens. As the earth tremors and shakes, the ground within 20 feet of the fissure becomes difficult terrain until the start of your next turn, and any creature standing in this area must succeed on a DC 12 Dexterity saving throw or fall prone. Any spellcaster concentrating in this area must make a DC 10 Constitution saving throw. On a failed save, the caster’s concentration is broken.
Fans of the Dungeons & Dragons cartoon from the 80s will recognise this weapon, wielded by Bobby the Barbarian. To limit its powers I simply added the charges mechanic, which is one I love in general, as it constantly poses a choice for characters… should I use a charge now, or might I need it more later! Also included in the book are a whole range of Hank style bows, that do different types of energy damage (each has a secondary minor effect), and one master Energy Bow suitable for epic level PCs, plus the Acrobat Staff.
Dagger, very rare
This dagger is fashioned from the tooth of a kraken and is steeped in the magic essence of this ancient leviathan.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this dagger you can breathe underwater, and you have advantage on melee attack rolls made with this weapon while underwater.
I wanted to make a Dragontooth dagger, but then I stumbled upon this. I’m glad I did because I think it prompted me to make a more interesting weapon.
5. Scream Stealer
Dagger, very rare
The demonic nature of this blade steals your victim’s screams as you strike them. When you hit a creature with an attack using this magic weapon, the creature is unable to speak, scream, or vocalise any sound, until the start of your next turn.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This is my favourite weapon in the whole book. If you manage to stab a magic user every round they wouldn’t be able to cast any spells that requires vocal components.
6. Commander’s Hammer
Warhammer, very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer has 5 charges, and it regains 1d4+1 expended charges daily at dawn.
Commander’s Strike. You may use a bonus action and expend 1 charge to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
Compelled Duel. You may use a bonus action and expend 1 charge to compel an opponent into facing you in battle. Use the rules that govern the spell compelled duel but, whenever a Wisdom saving throw is called for, replace it with a Charisma contest.
Manoeuvering Attack. When you hit a creature with this magic weapon, you can expend 1 charge to manoeuvre one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Rallying Cry. You may use an action and expend 1 charge to bolster the resolve of your companions. When you do so, all friendly creatures within 30 feet of you, who can see or hear you, gain temporary hit points equal to 1d8 plus your Charisma modifier. Once a creature has benefitted from this effect, it must finish a short or long rest before being able to benefit from it again.
I like the versatility of this weapon, which packages up several cool abilities that already exist in 5e D&D but rarely get used in my experience.
Morningstar, very rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon has 5 charges and regains 1d4+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon explodes with a mighty crack of thunder and any creature within 30 feet must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d6 thunder damage and is deafened for the next 10 minutes. On a successful save, the creature takes half as much damage and isn’t deafened.
Creating A Magic Weapon Dmg Free
While holding the morningstar, you can use a bonus action and expend 1 charge to call forth its thunderous energy. The next time you hit with a melee attack using this weapon it unleashes a thundercrack that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a Large-sized creature or smaller, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you and knocked prone.
Thunderous Smite is one of my favourite spells… and now you don’t have to be a paladin to use it! It could have been thunder-anything, but thunderstar somehow felt right…
Greatsword, legendary (requires attunement by a lawful good creature)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This holy blade is able to detect evil. Whenever it is within 60 feet of an aberration, fiend or undead, it emits a low humming sound, and glows with a dim blueish-white light in a 15-foot radius.
When a paladin of devotion uses their Sacred Weapon Channel Divinity ability on Moonsong, it blazes with bright moonlight in a 30-foot radius, shedding dim light 30 feet beyond that, and sings with celestial fervour. For the duration of your Sacred Weapon ability, any aberration, fiend or undead within 30 feet of you has disadvantage on attack rolls. During this time, you cannot be charmed, frightened or possessed by them.
Paladin’s of devotion are the poor cousin of paladins of vengeance, so this weapon is a great reward for any PC who decided to play an old school lawful good paladin, providing a nice boost to their Sacred Weapon ability. I actually invented it for a PC of mine, Estelle, a kind of Joan of Arc style warrior. The glowing light is pretty handy if you’re a human!
9. Rakish Rapier
Rapier, legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The weapon has 5 charges and regains 1d4+1 expended charges daily at dawn.
Flurry of Blows. When you select the Attack action, you may expend 1 charge to make a melee attack against every creature within 5 feet of you.
Flurry of Parries. When a creature hits you with a melee attack, you can use your reaction and expend 1 charge to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You continue to benefit from this bonus against all further melee attacks against you, until the start of your next turn.
Riposte. If a creature misses you with a melee attack, you can use your reaction and expend 1 charge to make a melee attack against the creature.
Another weapon I invented for one of my PCs, the swashbuckler Drake Griffonheart (check my guide to playing a swashbuckler if you fancy playing a similarly stylish prince of panache), this rapier is deadly in the right hands. Using the riposte skill you can get a second sneak attack a round, whilst the flurry of parries and flurry of blows abilities help compensate for the fact the rogue only gets one main attack a round per round. This extra power is bounded by the charges mechanism, and therefore shouldn’t get out of hand!
Greatsword, legendary (requires attunement)
The hilt of this merciless blade is decorated with ghostly visages screaming in pain. The weapon stores the dying screams of those it strikes down, releasing their agony on its next victims.
When you hit a living creature with this weapon it must succeed on a DC 15 Wisdom saving throw or take an extra 5 hit points of psychic damage, as the death cries of the blade’s previous foes reverberate through the target’s very being.
For every creature with an Intelligence of 4 or above that you kill with this blade, add an additional 1 hit point to the psychic damage inflicted on a failed save.
When you roll a 20 on an attack roll made with this weapon, the trapped screams fly from the blade to assail the psyche of the target with their full force. The target has no saving throw against the extra psychic damage, and must make a DC 17 Wisdom saving throw or suffer from short-term madness ( p.259, DMG). When this happens, the sword’s additional psychic damage is reset to 5 hit points, as just the residual echoes of its victims’ death screams remain.
Curse. The imprisoned screams of the dead also threaten the sanity of anyone wielding the blade, wearing down their psyche over time. Whenever you score a critical hit with this weapon, you must succeed on a DC 15 Wisdom saving throw or roll on the indefinite madness table (p.260, DMG). You may suffer from multiple effects from this table. While sane you may choose to unattune to this weapon at any time. While suffering the effects of madness, all the usual rules of unattuning to a cursed weapon apply.
This is a very rare example of me moving away from tried and tested existing 5e mechanics to deliver something quite new and different. There are reasons why I didn’t do this very often, but in this case I think I am very pleased with the result, and it’s definitely one of the more memorable weapons in the guide!
Esquiel’s Guide to Magic Weapons
So there you go, my ten favourite magical arms, but it wasn’t easy to choose them. After all I made 110 more, and I’m confident you’ll like the majority of them.
The book also includes 20 new sets of magic armour, highlight amongst which are the Displacer Hide, Lizard Skin, Rogue Suit, Armour of the Golden Dawn and Arcane Shield.
Plus rules for superior, nonmagical weapons and armour (great if your PCs have a lot of cash but nothing to spend it on!).
An example of the interior layout and artwork.
Probably my favourite part of the entire guide is the DM’s Magic Weapon generator though, where you can randomly assemble 10,000s of unique arms using a list of tables that determine weapon type, bonus modifier, and magic property (around 70 cool properties, including curses, plus additional variations). This tool is particularly useful for generating weapons appropriate for low and mid-tier characters.
Magic Weapon Pathfinder
Within a few days of being available to buy, the book has already became a best seller of the DM’s Guilds, so don’t wait around… grab a copy, using the link below!
Buy Esquiel’s Guide to Magic Weapons on the DMs Guild
A DMG disk image file is Apple's container format for capturing entire drives or disks, similar to ISO for other platforms like Windows. It consists of data blocks that represent a physical disc. If you're on a Windows machine, you're limited in what you can do with DMG files. That's why you need third-party utilities to create a bootable DVD from DMG on Windows. This article explains two different methods to burn DMG files to amake bootable macOS installation DVD in Windows.
Method 1: How to Create Bootable DVD from DMG (Command Prompt)
This approach utilizes a tool called DMG2IMG, which converts DMG file into ISO, the universally more compatible archive format. This ISO file is then burned using a command line execution in Command Prompt. You don't really need any experience with disk images or command line work, but it will certainly help should something go wrong. If you're not comfortable with any of this, you can skip to Method 2, which showcases a powerful but user-friendly tool that does it all for you. But first, let's see how the Command Prompt method of creating a bootable DVD from DMG works.
Note: The older version of DMG2IMG is called DMG2ISO. Although the download is available in the link provided in Step 1 below, it is recommended that you use DMG2IMG instead. The utility has the ability to convert DMG into both ISO and IMG, based on your needs.
Step 1. Install DMG2IMG on a Windows PC after downloading the zipped win32 binary from this website. Unzip the file and run the .exe to install the program. You can also download DMG2ISO, but DMG2IMG is the recommended software to use.
Step 2. Open Command Prompt on your PC and execute the following command to convert your DMG into ISO. Be sure to change the file names as appropriate, and include the whole file path from the main directory:
dmg2img.exe c:downloadsexample.dmg c:downloadsexampleconverted.iso
Step 3. Now that your ISO file is ready, you can use the Windows ISO burning utility or a free application like FreeISOBurner to create a bootable DVD.
This DVD can be used to install macOS in virtual Windows environments with tools like Virtualbox. You can't use ISO files to install software in Mac, so if this is intended for a computer running Mac OS X or macOS, you will need to convert it back to DMG before you can install the program in question. If you're not confident that you can carry out the steps properly, then continue to Method 2.
Method 2: How to Make a Bootable DVD for Mac on Windows (DMGGeeker)
Conversion processes aren't always accurate and success rate is low for the first method. Many DVD are not able to be used to install macOS due to boot errors. Although DMG2IMG is a great tool, you may find that your resulting ISO file is corrupted and therefore useless. That means doing it all over again. Instead, you can try using DMGGeeker, which allows you to directly burn DMG to a DVD in Windows without having to convert the file. Such a disk can be used to boot a Mac computer.
DMGGeeker is an emerging star in the world of disk image file management software. It allows you to edit, add files to, delete content from, rename and do a lot more with DMG files on Windows without any conversion necessary. If you've been searching for the ideal DMG handling tool for Windows, your search has just ended. Let's see how the process works for creating a bootable media from DMG in Windows. It works with all recent versions of Windows.
Step 1Prepare for Installation
You can download it from the official site here. And then install DMGGeeker on a Windows PC.
Step 2Open DMGGeeker in Windows
Launch the application and click on the 'Burn' option. You'll see the other tools available for DMG files.
Step 3Create Bootable USB from macOS Install Image
Click 'Load DMG' to import your DMG file into the program. Insert a blank DVD and click Burn against the DVD option to write the DMG to the disk.
In three simple steps, your bootable DVD is ready. You won't find that many tools that are so easy to operate. DMGGeeker also has one of the highest burn success rates in its class, which means no wasted DVDs and no wasted time.
How to choose the rignt tool depends on what the purpose is. If you want to use a DMG file in Windows to mount a version of Mac OS X, then Method 1 will work. However, most of the time, you'll need a DMG to install an OS version on a Mac computer. In those cases, if all you have to work with is a Windows PC, DMGGeeker is the perfect application. It's simple enough for a novice yet robust enough for a professional, it contains all the tools you need to manage DMG files, and it's a life-saver if you only have a Windows PC to work with.