Swords of Magic: The Gathering

Sword of Body and Mind Weapon (any sword), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. This sword has 4 charges for the following properties. It regains all expended charges daily at dawn. Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 1 charge to summon a wolf, as if you had cast the conjure animals spell. Dire Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 4 charges to summon a dire wolf, as if you had cast the conjure animals spell. If you score a critical hit with this weapon against a creature, it must succeed on a DC 15 Intelligence saving throw or gain a random indefinte madness (a construct or undead is immune). In addition, while you are attuned to this weapon, you gain access to the following properties: You have resistance to poison, acid, and psychic damage

You have a +2 bonus to AC

Sword of Feast and Famine Weapon (any sword), legendary (requires attunement by a spellcaster) You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also gain a +2 bonus to AC, and your spell save DC and spell attack bonus each increase by 2. If you score a critical hit with this weapon or a spell of 1st level or higher, you recover expended spell slots that have a combined level of 5 or less. If the target is a spellcaster, it loses spell slots that have a combined level of at least 5. If the target is unable to lose any spell slots, it takes 2d4 psychic damage per spell slot not lost. In addition, while you are attuned to this weapon, you gain access to the following properties: You have resistance to necrotic, poison, and acid damage

You have advantage on spells and effects against being charmed.

Sword of Fire and Ice Weapon (any sword), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d6 fire and 1d6 cold damage. If you score a critical hit with this weapon, the target ignites in flames and become frozen in magical ice. At the start of each of its turns, the target takes 1d6 fire damage, then must make a DC 15 Constitution saving throw. On a successful save, both effects end. A frozen creature is unable to breathe and is paralyzed. In addition, while you are attuned to this weapon, you gain access to the following properties: You have resistance to fire and cold damage

You have a +2 bonus to AC

Sword of Light and Shadow Weapon (any sword), legendary (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this magic weapon, you gain temporary hit points equal to half your level, rounded down (minimum of 1). Additionally, you can cause any creature within 30 feet to automatically succeed on a death saving throw (2 if you scored a critical hit). In additon, while you are attuned to this weapon, you gain access to the following properties: You have resistance to radiant and necrotic damage

You have a +2 bonus to AC