9 Cool Magic Weapons to Spice Up Your D&D Campaign

Last Updated on November 13, 2023

Discover your new signature weapon and take your D&D 5e character to the next level with some awesome loot. 

Nothing brings a sparkle to a D&D player’s eye like the promise of a new magic weapon.

To help get you inspired, we’ve pulled together a list of our nine favorite magical weapons, with options for every class and every tier of play. 

Flame Tongue

A flaming sword with intricate designs on the hilt, engulfed in swirling orange and yellow flames against a dark background.

Starting with a classic, the Flame Tongue is a magical sword which, when its command word is spoken, ignites. The blade becomes wreathed in fire, shedding bright light and causing it to deal an extra 2d6 fire damage on a hit. 

The Flame Tongue is one of the best low level magic weapons for a barbarian, fighter, paladin, ranger, or any other frontline party member. In addition to the extra damage, which isn’t too much, but can be applied with every hit—making this an especially good weapon for classes with the Extra Attack feature. 

Devotee’s Censer

An ornate incense burner suspended by chains

For the cleric who is sick and tired of standing at the back throwing out healing spells while their party of idiots gets to have all the fun, the Devotee’s Censer is a must-have. 

In addition to dealing an additional 1d8 radiant damage, this enchanted censer can fill the surrounding area (10ft radius) with a cloud of incense. The cloud heals you and any other creatures within incense range for 1d4 hit points. 

Now, while that’s not a lot, out of combat, it’s an average of 2 hp every 6 seconds for 10 minutes. That’s 200 hp from an uninterrupted dose; more than enough to get a party ready for the next boss fight. 

The real power of the cloud comes in combat. If a character drops to 0 hp in the cloud, at the start of your next turn, they’ll be back up and ready to go. This weapon virtually guarantees that none of your party will be out of the fight for long. 

Dagger of Venom

A dagger with a serpentine design and glowing green jewel

The perfect blade for any rogue looking to up their damage output. The Dagger of Venom is a +1 magic dagger that, once per day, can coat itself in thick, black poison for a minute. 

In addition to dealing an extra 2d10 poison damage (on a failed Constitution save), the dagger also applies the poisoned condition—meaning disadvantage on all attack rolls and ability checks, which can rapidly turn the tide of battle. 

Trident of Fish Command

Trident with an elaborate design underwater with rays of light behind it

While Aquaman may be the lamest member of the Justice League, the Trident of Fish Command is anything but. This magical trident contains three charges (and regains 1d3 every day at dawn) which allow the wielder to cast the 4th level spell dominate beast on a target with an innate swimming speed. This allows you to telepathically mind control a creature of the deep (not just a fish) for up to a minute. 

Whether you’re playing in a nautical campaign or not, “innate swimming speed” actually gives you a lot of flexibility when it comes to targets. Not only can you command sharks, fish, and giant octopuses, but you can have a go at dominating the demon prince Demogorgon, mind flayer elder brains, and most varieties of dragon. Hugely underrated item. 

Dwarven Thrower

A powerful looking hammer with a detailed metal head and a leather-wrapped handle

A devastating weapon both in melee and at range, the Dwarven Thrower is remarkably reminiscent of the chosen weapon of a certain god of something or other—rain? Fog? Something or other. 

Oh well, anyway, it’s a +3 magic hammer that you can throw at enemies up to 60ft away, after which it flies back to your hand. You deal extra damage if the target is a giant. Nope, still not ringing any bells. 

Cool thrown property and bonus damage aside, a +3 bonus is absolutely devastating, and makes this weapon basically the last magic item a high level adventurer will ever need. The only major drawback is that it requires attunement by a Dwarf in order to work. 

Mace of Terror

A menacing mace with spikes and a skull motif

A very heavy metal-themed mace shaped like a glaring demonic skull which can be used to expel a wave of magical terror using one of its three charges. 

Every creature you choose within 30 ft of you must succeed on a DC 15 Wisdom saving throw or become frightened and spend the next minute trying to get as far away from you as possible. 

Whether you’re playing an Oath of Conquest paladin or just like to end fights before they begin, the Mace of Terror is virtually guaranteed to become an iconic part of your character, as well as the campaign in general.  

Dancing Sword

Short sword spinning on metal plate

For the duelist who’d rather stay at the back of the group behind the barbarian, thank you very much—a Dancing Sword can be thrown into the air, where it flies at an enemy up to 30 ft away and attacks on its own. 

Subsequently, you can use your bonus action to make the sword fly up to 30 ft and attack again. After the fourth attack, it flies back to you if it can. Because it only uses your bonus action on most turns, you can leave this sword to its own devices and bust out any number of other weapons as well. 

Nine Lives Stealer


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A sinister black sword with red runes glowing along its blade

Possibly one of the scariest weapons to see in the hands of an enemy, and one of the coolest things a Champion Fighter can get their hands on, a Nine Lives Stealer is a +2 magic sword with 1d8 + 1 charges. 

Whenever you score a critical hit against an enemy with fewer than 100 hit points, the target must succeed on a DC 15 Constitution saving throw or have its soul ripped from its body (killing it instantly) and trapped inside the sword (which consumes a charge).  

Arrow of Slaying

An arrow with a glowing, rune-inscribed tip

Lastly, I wanted to give an option for lower level parties that can still make for a pivotal item in the course of a campaign. An arrow of slaying is designed to kill a particular type of monster (dragon, ogre, giant, etc.) and the classifications can be as broad (aberrations or fiends, for example) or narrow (balor, mind flayer, blue dragon, etc.) as the arrow’s maker desires. 

When the right kind of creature takes damage from an arrow of slaying, it must succeed on a DC 17 Constitution saving throw or take an extra 6d10 piercing damage. It takes half as much extra damage on a successful save. 

This by no means guarantees an instant kill, but you could frame a whole low level campaign around going on a dangerous journey to procure three arrows of dragon slaying from a wizard, who sends you on some side quests, etc. and means you can actually have a decent chance of killing a Young Blue Dragon with a 3rd level party, a handful of these arrows, and a can-do attitude.   

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