D100 Tier Name Effect Attunement

1 0 Singing When this weapon is used, a beautiful song can be heard. N

2 0 Beacon The bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet. N

3 0 Malleable The bearer can alter the apparent color, material, and design of the weapon as a bonus action – this does not affect the weapon’s type, stats or abilities. N

4 0 Guardian The weapon whispers warnings, giving +2 bonus to initiative. N

5 0 Waterborne This weapon floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. N

6 0 Delving While underground , the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. N

7 0 Imperious The bearer of this item knows the Thaumaturgy cantrip. N

8 0 Weightless This weapon falls slowly, like a feather. It is treated as having no weight for the purposes of encumbrance. N

9 0 Adhesive The bearer cannot be disarmed of this weapon. N

10 0 Wieldy The bearer may attack as though they are proficient with this weapon, even if they are not. N

11 1 Prying The bearer has advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to break free of grapples. N

12 1 Fleet The owner’s base speed is increased by 5 ft. Y

13 1 Of Striding The bearer is unaffected by difficult terrain. N

14 1 Of Swimming The bearer gains a swim speed equal to its walking speed. N

15 1 Of Climbing The bearer gains a climb speed equal to its walking speed. N

16 1 Of Safe Landing The bearer never takes damage from falling, although they fall at normal speed. N

17 1 Of Jumping The bearer may cast the spell Jump as a bonus action, targeting themselves, at will. Y

18 1 Shackling A creature dealt a non-lethal blow by this weapon is restrained by ethereal shackles. They may make a DC 25 Strength (Athletics) check every hour to escape, once they regain consciousness. The owner of this weapon may dispel this effect by speaking a command word. Y

19 1 Of Stability The bearer gains advantage on all saving throws to avoid being knocked prone or moved against their will. N

20 1 Throwing This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled. N

21 1 Wakeful The owner requires half the normal amount of sleep or meditation to gain the effects of a long rest, or avoid the effects of exhaustion. Y

22 1 Invigorating When a 20 is rolled on an attack roll with this weapon, the bearer gains 3d4 temporary HP. N

23 1 Of Detection The bearer may cast the spell Detect Magic as an action at will. Y

24 1 Of Scanning The bearer may cast the spell Detect Evil and Good as an action at will. Y

25 1 Of Commune The bearer may cast the spell Animal Friendship, targeting themselves, as an action at will. Y

26 1 Quick The bearer may take a Dash action which does not expend their regular action for the turn. This effect has one charge which it regains at dawn. Y

27 1 Brave The bearer has advantage on saving throws against Fear. N

28 1 Resolute The bearer has advantage on saving throws against magical Charm effects. N

29 1 Mindful The owner receives a +3 bonus to their Passive Perception and Passive Investigation scores. Y

30 1 Embiggened The bearer may cast Enlarge targeting themselves. This effect has one charge which it regains at dawn. Y

31 1 Of Darksight The bearer has darkvision with a range of 60 ft. If you already have darkvision, the range increases to 120 ft. Y

32 1 Of Shielding The bearer may cast the spell Shield. This effect has one charge which it regains at dawn. Y

33 1 [Damage Type] Shifted By speaking a command word, the bearer can change the damage type dealt by this weapon to [Damage Type] until the end of turn. (Roll on the Damage Type table to determine the damage type.) N

34 1 Of Admonishment When you hit with an opportunity attack, weapon deals an additional +1d8 Thunder damage and hurls an insult. N

35 1 [Damage Type] Tinged This weapon deals an additional +1d4 [Damage Type] damage. (Roll on the Damage Type table to determine the damage type.) N

36 2 Of Water Breathing The owner can breathe underwater Y

37 2 Shrouded When this weapon is stowed, the owner may speak a command word to make the weapon invisible. A creature attempting to discover the hidden weapon must pass a Intelligence (Investigation) check with a DC 16. Y

38 2 Of Invisibility The bearer may cast Invisibility targeting themselves, using the weapon as their focus. This effect has one charge which it regains at dawn. Y

39 2 Lucky You may reroll a single attack roll with this weapon. This effect has one charge which it regains at dawn. Y

40 2 Revealing The bearer can use a bonus action and speak a command word to cause this weapon to shed bright light in a 20-foot radius and dim light for an additional 20 feet. Invisible creatures are visible as long as they are in the light cast by this weapon. N

41 2 Restorative The bearer may cast Cure Wounds as a first level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn. Y

42 2 Vital The bearer has advantage on all Constitution saving throws against Poison and Disease. N

43 2 Restless The owner does not need to sleep or meditate during a long rest, and is immune to negative effects, including exhaustion, due to lack of sleep. Y

44 2 Shining As a bonus action, the bearer may speak a command word, causing the weapon to erupt in illusory flames that shed bright light in a 40 foot radius and dim light in an additional 40 ft. N

45 2 Bleeding When a 20 is rolled on an attack roll with this weapon, the critical hit infers a “Bleed” condition, dealing 1d4 damage at the start of the targets next 3 turns. N

46 2 Vicious When a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 2d6 damage of the weapon’s type. N

47 2 Poisonous You can spend an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. When an attack with this weapon deals damage, the creature must succeed a DC 13 Constitution saving throw or take 2d6 poison damage and be poisoned until the end of their next turn. N

48 2 Eager The owner gains a +5 bonus to initiative. N

49 2 Relentless When the bearer is reduced to 0 hit points but not killed outright, they may drop to 1 hit point instead. This effect has one charge which it regains at dawn. Y

50 2 Of Water Walking The bearer may stand on and move across any liquid surface as if it were solid ground. N

51 2 Marking When a creature is struck by this weapon, the next attack made by an ally against it gains Advantage. This effect does not stack. N

52 2 Mind-Shielding The bearer is immune to magic that allows other creatures to read their thoughts, determine whether they are lying, know their alignment, or know their creature type. Creatures can telepathically communicate with the bearer only if they allow it. Y

53 2 Blinking When the bearer is struck by a critical hit, they may choose to use their reaction to cast the Blink spell, targeting themselves. This effect has one charge which it regains at dawn. Y

54 2 Chilling This weapon deals an additional +1d4 cold damage. On a hit, the target has all movement speeds reduced by 5 until the end of it’s next turn. N

55 2 [Damage Type] Charged This weapon deals an additional +1d6 damage. Roll on the Damage Type table to determine the damage type. N

56 3 Of Resistance The bearer has resistance to one type of damage. Roll on Damage Type table to determine the damage type. Y

57 3 Of Deflection The bearer gains +2 bonus to AC against ranged attacks. N

58 3 Floating The bearer gains a fly speed of 10 ft. Y

59 3 Sustenance The owner does not need to eat or drink. Y

60 3 Filtering The bearer can breathe and speak normally in any environment (including liquids and vacuums), and has advantage on saving throws made to resist harmful gases and vapors. Y

61 3 Venomous You can use an action to coat the weapon in magical poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. Any creature that fails their save can repeat their saving throw at the end of each turn. This effect has one charge which it regains at dawn. Y

62 3 Frightful When a 20 is rolled on an attack roll with this weapon, the target and all other creatures within 10 ft must succeed a DC 15 Wisdom saving throw become effected by fear for one minute. Any creature that fails their save can repeat their saving throw at the end of each turn. N

63 3 Transmogrifying The bearer may transform into one type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transmogrification Table to determine the type of animal. Y

64 3 Of Warning The owner gains advantage on initiative rolls. The owner and any allies within 30 ft can’t be surprised, except when incapacitated by something other than non-magical sleep. The weapon magically awakens the owner and companions within range if any are sleeping naturally when combat begins. Y

65 3 Resilient The bearer gains proficiency in an additional saving throw. Roll on the Ability Score Table to determine which saving throw the proficiency is gained in. Y

66 3 Disorienting When a creature is struck by this weapon, the first attack it takes on it’s following turn is taken with disadvantage. This effect does not stack. N

67 3 Of Non-Detection The owner is hidden from divination magic and can’t be targeted by such magic or perceived through magical scrying sensors. Y

68 3 Of Lesser Spell-Storing Any creature can Cast a Spell of 1st through 3th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 3 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space. Y

69 3 [Damage Type] Aspected This weapon deals an additional +1d8 damage. Roll on the Damage Type table to determine the damage type. N

70 3 [Damage Type] Laden This weapon deals an additional +1d10 damage. Roll on the Damage Type table to determine the damage type. N

71 4 Of [Ability Score] The owner gains +2 to a single ability score. Roll on the Ability Score table to determine which score receives the bonus. Y

72 4 Soaring The bearer gains a fly speed equal to its walking speed. Y

73 4 Dragon Slayer When hit, dragons take an extra 3d6 damage of this weapon’s type. N

74 4 Returning This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. If the weapon already has the throwing property, the normal range and long range of the weapon are both doubled. At any time, a bonus action may be used to return the weapon to its owner’s hand Y

75 4 Of Regeneration The bearer regains 1 hit point every 5 minutes provided that the bearer has at least 1 hit point. Y

76 4 [Damage Type] Blast When a 20 is rolled on an attack roll with this weapon, its critical hit deals an extra 4d6 damage. Roll on the Damage Type table to determine the damage type. N

77 4 Wounding When a 20 is rolled on an attack roll with this weapon, its critical hit infers a “Wound” condition, dealing 2d4 damage at the start of the targets next 5 turns. N

78 4 Opportunistic When the bearer makes their first opportunity attack per round, it does not consume a reaction. N

79 4 Transformative The bearer may transform into a single type of animal, as though using the Druid class feature Wild Shape. This effect lasts 1 hour, and has one charge which it regains at dawn. Roll on the Transformation Table to determine the type of animal. Y

80 4 Curative The bearer may cast Cure Wounds as a fifth level spell, using Wisdom as their spellcasting ability and the weapon as their focus. This effect has one charge which it regains at dawn. Y

81 4 Of Speed The bearer can make one attack with this weapon as a bonus action on each of their turns. Y

82 4 Well-Rounded The bearer gains a +1 bonus to all saving throws. Y

83 4 Adamant This weapon negates all critical hits against the bearer. Y

84 4 Of Spell-Storing Any creature can Cast a Spell of 1st through 5th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 5 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.The spell cast from the weapon is no longer stored in it, freeing up space. Y

85 4 [Damage Type]-Energy This weapon deals an additional +2d6 damage. Roll on the Damage Type table to determine the damage type. N

86 5 Of [Damage Type] Immunity The bearer has immunity to one type of damage. Roll on Damage Type table to determine the damage type. Y

87 5 Mage Hunter The bearer has resistance to all damage dealt by spells. Y

88 5 Of Protection The bearer gains a +1 bonus to AC. Y

89 5 Of Mastery The bearer’s proficiency bonus increases by +1. Y

90 5 Keen The critical hit range for this weapon is increased by one. N

91 5 Of Finality Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Creatures killed by this weapon can only be brought back to life by a True Resurrection or Wish spell. N

92 5 Of Greater Spell-Storing Any creature can Cast a Spell of 1st through 7th level into the weapon by touching the weapon as the spell is cast. This weapon can store up to 7 levels worth of Spells at a time. The bearer can cast any spell stored into this weapon without using components. The spell uses the slot level, spell save DC, spell Attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space. Y

93 5 Ethereal The bearer may speak a command word as an action to gain the effect of the Etherealness spell, which last for 10 minutes or until the weapon is dropped or stowed. This effect has one charge which it regains at dawn. Y

94 5 Vorpal The weapon ignores resistance to the weapon’s damage type. When a 20 is rolled on an attack roll with this weapon, if the target is a creature with at least one head, you remove one of the creature’s heads. The creature dies if it can’t survive without the lost head. Otherwise, the attack deals an additional extra 6d8 damage of the weapons type. Y

95 5 [Damage Type] Fury This weapon deals an additional +2d10 damage. Roll on the Damage Type table to determine the damage type. N

96 6 Of Greater [Ability Score] The owner has a single ability score raised to 19 if it is below 19. Roll on the Ability Score table to determine which score receives the bonus. Y

97 6 Spellguard The bearer receives advantage on saving throws against Spells and other magical effects, and spell attacks have disadvantage against you. Y

98 6 Of Wondrous Protection The bearer gains a +2 bonus to AC. Y

99 6 Omniscient The bearer has truesight with a radius of 30 ft. Y