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The Masterpiece Blades

A series of weapons adapted from Magic: The Gathering for Dungeons and Dragons

Sword of Feast and Famine


Weapon, Scimitar (Legendary)
This weapon's bearer has resistance to poison and necrotic
damage.
You may add +2 to attack and damage rolls with this
weapon.
This weapon starts with 3 charges which are regained
every day at dusk. Once per turn when you hit a creature with
this weapon, you may expend a charge in order to realize one
of the following effects:
Feast You gain a number of temporary hit points equal to
the damage done by your strike.
Famine Your target must make a DC 17 CON saving throw
or become poisoned. As long as they are poisoned this way,
they take 1d10 poison damage at the start of each of their
turns. They may repeat the save at the end of each of their
turns, ending the effect on a success.

Credit: Steven Belledin


Sword of Light and Shadow
Weapon, Longsword (Legendary)
This weapon's bearer has resistance to radiant and necrotic
damage.
You may add +2 to attack and damage rolls with this
weapon.
This weapon starts with 3 charges which are regained
every day at midnight. Once per turn when you hit a creature
with this weapon, you may expend a charge in order to
realize one of the following effects:
Light You deal an extra 2d8 radiant damage, and the next
attack roll against the creature you hit has advantage.
Shadow Your target must make a DC 17 CON saving
throw or become blinded. They may repeat the save at the
end of each of their turns, ending the effect on a success.

Credit: Matt Stewart


Sword of War and Peace
Weapon, Greatsword (Legendary)
This weapon's bearer has resistance to radiant and fire
damage.
You may add +2 to attack and damage rolls with this
weapon.
This weapon starts with 3 charges which are regained
every day at dawn. Once per turn when you hit a creature
with this weapon, you may expend a charge in order to
realize one of the following effects:
War Choose an ally within 60 feet that can hear and
understand you. They may use their reaction to make a
weapon attack.
Peace Your target must make a DC 17 CHA saving throw
or fall asleep for one minute. They remain this way until they
take damage, or someone uses an action to wake them up.

Credit: Filip Burburan


Sword of Fire and Ice
Weapon, Shortsword (Legendary)
This weapon's bearer has resistance to fire and cold damage.
You may add +2 to attack and damage rolls with this
weapon.
This weapon starts with 3 charges which are regained
every day at noon. Once per turn when you hit a creature with
this weapon, you may expend a charge in order to realize one
of the following effects:
Fire You deal an extra 2d6 fire damage.
Ice Your target must make a DC 17 CON saving throw or
be reamed with ice for one minute. While they are chilled in
this way, their speed is reduced by 10 feet, and their attacks
have disadvantage. They may repeat the save at the end of
each of their turns to end this effect.

Credit: Volkan Baga


Sword of Body and Mind
Weapon, Rapier (Legendary)
This weapon's bearer has resistance to psychic and poison
damage.
You may add +2 to attack and damage rolls with this
weapon.
This weapon starts with 3 charges which are regained
every day at dawn. Once per turn when you hit a creature
with this weapon, you may expend a charge in order to
realize one of the following effects:
Body Until the end of your next turn, you gain +2 to AC.
Mind Your target must make a DC 17 WIS saving throw or
become frightened of you for 1 minute. They may repeat the
save at the end of each of their turns, ending the effect on a
success.

Credit: Mark Zug

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