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7 categories

Items

2565 of 2565 entries · Showing 2401–2450

Vicious Battleaxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, trident

Source: Dungeon Master's Guide p. 209

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

2d6

Vicious Blowgun

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

1

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: martial, blowgun

Source: Dungeon Master's Guide p. 209

Damage

1

Damage Type

Piercing

Properties

M,A,LD

Range

25/100

Vicious Club

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: simple, club

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Bludgeoning

Properties

L

Dice Rolls

2d6

Vicious Dagger

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

1

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dagger

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Piercing

Properties

F,L,T

Range

20/60

Dice Rolls

2d6

Vicious Dart

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

0.25

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, dart

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Piercing

Properties

F,T

Range

20/60

Vicious Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, double-bladed scimitar

Source: Wayfinder's Guide to Eberron Chapter 3

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4

Vicious Flail

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Proficiency: martial, flail

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Bludgeoning

Properties

M

Dice Rolls

2d6

Vicious Glaive

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, glaive

Source: Dungeon Master's Guide p. 209

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Dice Rolls

2d6

Vicious Greataxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

7

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greataxe

Source: Dungeon Master's Guide p. 209

Damage

1d12

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Vicious Greatclub

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

10

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, greatclub

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Bludgeoning

Properties

2H

Dice Rolls

2d6

Vicious Greatsword

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 209

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

2d6

Vicious Halberd

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, halberd

Source: Dungeon Master's Guide p. 209

Damage

1d10

Damage Type

Slashing

Properties

M,H,R,2H

Dice Rolls

2d6

Vicious Hand Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: martial, hand crossbow

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Piercing

Properties

M,A,L,LD

Range

30/120

Vicious Handaxe

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, handaxe

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Slashing

Properties

L,T

Range

20/60

Dice Rolls

2d6

Vicious Heavy Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

18

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, heavy crossbow

Source: Dungeon Master's Guide p. 209

Damage

1d10

Damage Type

Piercing

Properties

M,A,H,LD,2H

Range

100/400

Vicious Javelin

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, javelin

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Piercing

Properties

T

Range

30/120

Dice Rolls

2d6

Vicious Lance

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

6

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, lance

Source: Dungeon Master's Guide p. 209

Damage

1d12

Damage Type

Piercing

Properties

M,R,S

Dice Rolls

2d6

Vicious Light Crossbow

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

5

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, light crossbow

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

A,LD,2H

Range

80/320

Vicious Light Hammer

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Proficiency: simple, light hammer

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Bludgeoning

Properties

L,T

Range

20/60

Dice Rolls

2d6

Vicious Longbow

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, longbow

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

M,A,H,2H

Range

150/600

Vicious Longsword

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 209

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

2d6

Vicious Mace

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Proficiency: simple, mace

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Bludgeoning

Dice Rolls

2d6

Vicious Maul

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

10

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, maul

Source: Dungeon Master's Guide p. 209

Damage

2d6

Two-handed Damage

2d6

Damage Type

Bludgeoning

Properties

M,H,2H

Dice Rolls

2d6

Vicious Morningstar

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Proficiency: martial, morningstar

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

M

Dice Rolls

2d6

Vicious Musket

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

10

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: firearm

Source: Dungeon Master's Guide p. 209

Damage

1d12

Damage Type

Piercing

Properties

A,LD,2H

Range

40/120

Vicious Pike

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

18

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, pike

Source: Dungeon Master's Guide p. 209

Damage

1d10

Damage Type

Piercing

Properties

M,H,R,2H

Dice Rolls

2d6

Vicious Pistol

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: firearm

Source: Dungeon Master's Guide p. 209

Damage

1d10

Damage Type

Piercing

Properties

A,LD

Range

30/90

Vicious Quarterstaff

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, quarterstaff

Source: Dungeon Master's Guide p. 209

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V

Dice Rolls

2d6

Vicious Rapier

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Proficiency: martial, rapier

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

M,F

Dice Rolls

2d6

Vicious Scimitar

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

2d6

Vicious Shortbow

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: simple, shortbow

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Piercing

Properties

A,2H

Range

80/320

Vicious Shortsword

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, shortsword

Source: Dungeon Master's Guide p. 209

Damage

1d6

Damage Type

Piercing

Properties

M,F,L

Dice Rolls

2d6

Vicious Sickle

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: simple, sickle

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Slashing

Properties

L

Dice Rolls

2d6

Vicious Sling

Type

Ranged Weapon

Magic

Yes

Details

rare

Weight

0

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: simple, sling

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Bludgeoning

Properties

A

Range

30/120

Vicious Spear

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: simple, spear

Source: Dungeon Master's Guide p. 209

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

T,V

Range

20/60

Dice Rolls

2d6

Vicious Thunder Cannon

Type

Ranged Weapon

Magic

Yes

Details

rare

Description

A Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 2d6 piercing damage.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: thunder cannon

Source: Dungeon Master's Guide p. 209

Damage

2d6

Damage Type

Piercing

Properties

A,2H

Range

150/600

Dice Rolls

2d6

Vicious Trident

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

4

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, trident

Source: Dungeon Master's Guide p. 209

Damage

1d6

Two-handed Damage

1d8

Damage Type

Piercing

Properties

M,T,V

Range

20/60

Dice Rolls

2d6

Vicious War Pick

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.

Proficiency: martial, war pick

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

M

Dice Rolls

2d6

Vicious Warhammer

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

2

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, warhammer

Source: Dungeon Master's Guide p. 209

Damage

1d8

Two-handed Damage

1d10

Damage Type

Bludgeoning

Properties

M,V

Dice Rolls

2d6

Vicious Whip

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Proficiency: martial, whip

Source: Dungeon Master's Guide p. 209

Damage

1d4

Damage Type

Slashing

Properties

M,F,R

Dice Rolls

2d6

Vicious Yklwa

Type

Melee Weapon

Magic

Yes

Details

rare

Weight

3

Description

When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property

Proficiency: simple

Source: Dungeon Master's Guide p. 209

Damage

1d8

Damage Type

Piercing

Properties

T

Range

10/30

Dice Rolls

2d6

Viol

Type

Adventuring Gear

Weight

1

Description

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.

A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.

Each type of musical instrument requires a separate proficiency.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154

Value

30

Voidwalker Armor

Type

Light Armor

Magic

Yes

Weight

13

Details

rare (requires attunement)

Description

This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection's space. The projection disappears at the end of your turn. Once you use this bonus action, it can't be used again until the next dawn.

Curse. This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this way, your body is inert and doesn't age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Source: The Book of Many Things p. 39

Armor Class

12

Vorpal Double-Bladed Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, double-bladed scimitar

Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron Chapter 3

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d4

Damage Type

Slashing

Properties

M,2H

Dice Rolls

1d4+3

6d8

Vorpal Greatsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

6

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, greatsword

Source: Dungeon Master's Guide p. 209

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

2d6

Damage Type

Slashing

Properties

M,H,2H

Dice Rolls

6d8

Vorpal Longsword

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.

Proficiency: martial, longsword

Source: Dungeon Master's Guide p. 209

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d8

Two-handed Damage

1d10

Damage Type

Slashing

Properties

M,V

Dice Rolls

6d8

Vorpal Scimitar

Type

Melee Weapon

Magic

Yes

Details

legendary (requires attunement)

Weight

3

Description

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: martial, scimitar

Source: Dungeon Master's Guide p. 209

Modifier

melee attacks +3

Category

bonus

melee damage +3

Category

bonus

Damage

1d6

Damage Type

Slashing

Properties

M,F,L

Dice Rolls

6d8

Voting Kit

Type

Wondrous Item

Magic

Yes

Details

common

Description

At rank 4, your voting kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the voting kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can't be used again until the next dawn.

Source: Acquisitions Incorporated p. 22

Vox Seeker

Type

Wondrous Item

Magic

Yes

Details

common

Description

This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.

Source: Explorer's Guide to Wildemount p. 270

Voyager Staff

Type

Melee Weapon

Magic

Yes

Details

very rare (requires attunement by a spellcaster)

Weight

4

Description

You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a + 1 bonus to spell attack rolls.

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.

Source: Guildmasters' Guide to Ravnica p. 181

Modifier

melee attacks +1

Category

bonus

melee damage +1

Category

bonus

spell attack +1

Category

bonus

Damage

1d6

Two-handed Damage

1d8

Damage Type

Bludgeoning

Properties

V