Courageous Magus' Semi-Magic Weapons

These are a couple broad types of "semi-magic" weapons that I plan to use in a campaign setting I'm working on. They haven't been play-tested, but I intend for them to fill what I precieve as a gap between mundane and magic weapons. While not mundane, they aren't as powerful as full magic weapons. They're also enchantable in their own right, and so can remain relevant in the late-game. My setting is very high magic, bordering on magitech so these weapons might not make much sense in settings that don't share that level of magic.

Forceblades

Forceblades are much like the official sun blades in form, but functionally they behave a little differently. They are weapon hilts which project a blade of magical energy when held and an activation rune is pressed as a bonus action. The blade can be dismissed again as a bonus action. While they deal force damage and count as magic for overcoming resistances, they do not convey a bonus to attack and damage rolls unless enchanted.

Forceblades can take many forms. They can be fashioned after any bladed sword-like weapon from the Player's Handbook. Stats for each are provided in the table below. All forceblades have a gemstone of some kind set into the hilt. This gemstone acts as a focus of magical energy that fuels the blade. The color of the blade is the same as the color of the stone. The cost of the stone is factored into the cost of the forceblade. All are assumed to be the same price regardless of the type of gemstone, as this is a purely cosmetic feature. Regardless of type or color, all of them have the finesse property. If you are proficient with the base weapon, you are proficient with its forceblade equivalent.

Forceblades

Name Cost Damage Weight Properties Dagger 200gp 1d4 force 1/4lb Finesse, light Shortsword 210gp 1d6 force 1/4lb Finesse, light Longsword 215gp 1d8 force 1/2lb Finesse, versatile (1d10) Rapier 225gp 1d8 force 1/4lb Finesse Scimitar 225gp 1d6 force 1/4lb Finesse, light Greatsword 250gp 2d6 force 1/2lb Finesse, two-handed

Forcebows

The ranged counterparts of forceblades, forcebows are bows and crossbows that fire arrows and bolts formed of magical energy. As the bow is drawn back, an ethereal arrow coalesces from power stored in the bow. The projectile dissolves soon after impacting a target but strikes with all the force of a physical arrow. In this way, a forcebow doesn't require ammunition. However, they do require charges of magical energy to create their arcane projectiles. To account for this, all forcebows have the charge property.

Charge. A weapon with this property can make ranged attacks as long as it has a charge stored inside it. A weapon can store up to 3 charges at once. When the weapon has made 20 attacks, regardless of whether the attacks hit or missed, a charge is expended. The weapon can be recharged by completing a 10-minute ritual during which you must focus on only the weapon while being in physical contact with it. Performing this ritual restores one charge. Alternatively, a spellcaster can expend a spell slot as an action to restore a number of charges equal to the level of the slot expended.

As with forceblades, forcebows use a gemstone as a focus of magical energy, and the color of this gemstone determines the color of the projectiles created by the forcebow.

Forcebows

Name Cost Damage Weight Properties Shortbow 225gp 1d6 force 2lb Charge (range 80/320), two-handed Longbow 250gp 1d8 force 2lb Charge (range 150/600), two-handed Light crossbow 225gp 1d8 force 5lb Charge (range 80/320), loading, two-handed Heavy crossbow 250gp 1d10 force 18lb Charge (range 100/400), loading, two-handed Hand crossbow 275gp 1d6 force 3lb Charge (range 30/120), light, loading