It doesn’t have the downsides of the torch you need to drop a diss combat starts it we’re gonna will too melee weapons or to have to constantly re light it or environmental concerns from holding around a fire so it’s like a sword flashlight however the benefits of the mood has soared is that it technically counts as a magical well.
So it gets past resistances and immunities a lot of monsters so if you’re going up against a ghost that’s resistant to all non magical weapons then with the meantime sword you can hit like normal because it’s technically a magical weapon this is definitely the least impactful magical weapon.
But it’s not the worst one now surprisingly enough there are some weapons that are straight up detrimental to your. Which the budget soared it’s not so the only.
Also, check- wild magic table 5e
Also, check- witch bolt 5e
Number 10
if all you care about is having a magic weapon in order to overcome resistance is the moon touch sore does its job well as well.
Number 9
we have the plus one great sword slash small now plus one weapon counts as uncommon quality are definitely the most to team of the magic weapons because they do provide a nice bonus we get a plus one to retract roles in damage rolls with those weapons.
But most of the good magic weapons will have this property on top of something else adding this to the list though gives us a great base one the strongest plus one weapons you can get are the great sort of the month because both of them deal to D.
6 damage done and given a plus one equals around each day on average in order for her to come in weapon to deal great damage it has to be able to be at least an 8 damage on the average threshold in
number 8
we have the storm boomer but as a weapon for the princes of the apocalypse Marshall now what does the rate does is when you throw it and hit a target the target will take one before bludgeoning damage and an additional 3 D.
for thunder damage and then the target needs to succeed at DC 10 constitution saving throw or be stunned until the end of its next turn the boomerang uses the proficiencies for javelins so weapon users can have a provision the bonus to the track role and it returns to your hand if it misses like a normal. Plus has a pretty respectable throwing range of 60 feet up to 120.
So it’s damage if added together equals around 10 average damage which is slightly higher than the plus one great sword which is only 8 however once you deal with under damage it loses the ability to deal that fender damage and stun a target until it’s been at least one hour inside an elemental air.
So if you don’t have access to elemental air nodes you basically only we would use this weapon a single time it’s intended way however if you can recharge it it’s a pretty good weapon the chance to stun is kind of low honestly a DC 10 isn’t hard to beat at most monsters have high constitutions courts so the chance to stun is really good but even without this done its damage is higher than baseline for that one attack anyway and
number 7
we have the blood spear which is a weapon from the curse of Strahd Montreuil the WebSphere is basically normal Majel spear the special a fact that if you use a spear to reduce a target to 0 hit points you gain 2 D. 6 temporary H. B. so every time you go on a creature you get around 7 average tempering it points which is a pretty decent amount of early love I could be like half the H. P. of most low level player character especially since there’s no duration on the temporary hit points so the temp H. P.
granted by this weapon last until they’re used up or actually finish a long rest so that’s an excellent buffer and damage there’s also an additional property to the weapon where if the creature wielding a spear is chosen by specific character named cave in then it gains the benefits of being a plus 2 weapons in an item gaining the plus 2 benefits is equivalent to becoming a rare quality weapons.
So if it becomes of the equivalent or quality weapon it’s still technically does less damage in the plus one great sport but has a higher chance to hit even without being a plus 2 weapon the temporary hit points feature is really good it makes all this list for that feature a lot especially since the feature is not limited you can keep killing creatures to refresh that value.
Although just remember which every good points you can’t stack temperature points so if you keep using the feature and you have some left over there just get set to whatever the new value. In a number 6 we have the insignia of the clock.
Now technically this isn’t a weapon but it only gives you what then like benefits so I decided to count. This is an item from the tearing of dragons module in the trunk of that while you have it grants you a plus one benefits you’re unarmed strikes and natural weapons so you’re my uncle Richard and wild shape this grants you’re normally on magical attacks the magical weapon property.
which allows you to bypass resistance. Normally monks injuries need to be high level in order to gain this benefit or some of them just don’t gain it at all and because nearly all high level monsters are resistant or immune to non magical weapons this item is actually super useful even at high levels for characters I can benefit from it in at
number 5
we have the sky blinder staff from guild masters got to wrap it up this is a plus one magical quarterstaff which also grants the person holding it a plus one bonus to spell attack rolls so in addition to being a magical Bailey weapon granting a plus once your track rules it also carries over to your spell which is pretty useful on common weapon it also has a pretty east reaction ability where if a flying creature within 30 feet of you tries to attack you you can use your reaction in order to force that attacked role to be a disadvantage and also make them perform a DC 15 constitution saving throw or else be blinded until the start of the next turn in if it’s under the blighted condition than all of its attacks will be a disadvantage for the term but also use all your allies advantage on their tackles against the creature thinks that pointed condition and there’s no limit on how many times you can use this reaction feature so you just get it once per turn essentially the limitations on this really good reaction is that it only works on creatures that are flying and if you never encounter find creatures and you’ll never be able to use it it’s pretty nice but there are a lot of flying creatures in the game so it’s not that new age and definitely a benefit of the staff which is pretty decent stats for a spell caster even if you don’t use that reaction feature
the number 4
we have the staff of the attic this is a step which requires your bonus action to convert the head of the staff into a poisonous snake for one minute but you can then use your action to make a melee attack with at stake that deals one D. 6 piercing damage and if the target fills the DC 15 constitution saving throw they take an additional 3 D. 6 boys in the.
So if you have those 2 D. images together an average it out it’s around 14 damage on average with each attack which is definitely higher than a plus one great however if the target does succeed the saving throw than the damage is kind of mediocre yeah normally constitution saves are terrible to target on monsters.
But a DC 15 is pretty reasonable that’s a higher spell save DC that most local players have and it’s not half bad into your 2 into 3 levels of play either so you can reasonably expect a creature to fail that savings are more often than not there’s also a small downside to the staff.
We’re technically the snake had can be attacked it only has 28 points if it ever drops to 0 hit points the staff is destroyed but if you just kind of ignore that this is an excellent damage on a melee weapon for classes that can use it as a can only be attuned to buy clear during a warlock in a
number 3
we have the javelin of lightning this weapon has a feature where once per day you can throw that a target of 220 feet away and speak its,nd work in all creatures in a line between you and the target take 46 lightning damage on a failed 13 taxing or half as much on the success and 46 lightning damage is around 14 damage on average the same as a single hit from the staff of the adder in addition the target you’re actually throwing the javelin Hannah takes the normal damage the javelin which is one D. 6 plus 46 lightning damage so the main target will take 17.5 damage on average.
Which is definitely the highest image of all the items let the jumping of lightning can only be used once per day in this way but it has a lot of a we damage if they would have more than one target with its line and even if you’re only hitting a single target with it deals more damage and everything else on this list the only sole limiting factor this weapon is the fact that you can only do this once per day so during one single combat it’s incredibly good and then it just becomes a normal magical javelin afterwards it is only useful for overcoming resistance is a monster although that one person damage is really good which is why it definitely takes a high spot let’s.
It is number 2
we have the weapon of warning this is a magical weapon which can be any weapon your GM chooses and basically what it does is just warn you of danger well you have the item on your person but you don’t need to be holding it you gain the benefits of having the advantage on your initiative rolls.
you and your companions within 30 feet of you can’t be surprised unless you’re literally incapacitated by something other than non magical sleep and if you are asleep the weapon will magically wake you in your companions up if any of your naturally sleeping when combat begins.
So weapon of warning basically makes it so you and your allies are immune to surprised your your first combat which is basically a condition that makes it so you can’t do anything you’re the first round of combat if an enemy creature as a stealth roll that’s higher than your passive perception and what’s excellent about weapon of warning is it’s a we protection.
If a single person your party has a weapon of warning then your entire party is better off for it there’s very few weapons or items in the game they give your entire party a really good blanket protection effect like this to the point where this uncommon magic weapon is useful in high levels of places well and some legendary artifact items have special properties that copy the benefits of weapon of warning.
number one
Because it’s so good one of warning would normally have taken number one spot on this list if it wasn’t for the actual number one spot maybe being a kind of a little bit overpowered the number one we have the moon circle from tosses cauldron of everything more specifically the plus one variant which is uncommon quality this item counts as a plus one circle which is a pretty weak simple weapon that only deals 24 damage.
If you actually use it to attack and this item is only usable by druids and Rangers the item has the property is that his decision to be a plus one weapon it also grants a plus one bonus as bill attack rolls and a plus one to the saving throw DC of your druid and ranger spells and this is the really powerful part of the weapon items which increase your spell save DC on your spells are incredibly rare.
And generally only on very rare or legendary items the only items which increase your spell save DC is below super high rarity items are generally ones that only affect very specific class which this item falls into and being able to increase your spell save DC at all is really good because spells are trying to balance around the fact that you almost never increase your spell save DC outside of the standard way of increasing.
It through either your proficiency bonus or an ability score modifier going up however in addition to this excellent spell save DC increase it also has another effect where if you cast a spell that restorative points you can add an additional 24 hit points to that amount restored the.
The cycle of life ability that life domain clerks which restores extra points to healing spells as well so on top of having a really good step increase you basically gain a defining feature of another subclass although it’s not as strong as disciple of life the only bonus from the moon circle only applies when you cast a spell.
Use a spell which is a distinction that only really matters for long the. So it’s all technical rule jargon I made sure double check this one research in the article but basically if it did affect good berry would be even better than it already.
Conclusion
But as is being able to increase the healing of a healing work by one before is like doubling the amount of healing from its first level spell cast which I might add is on top of the web didn’t already being good without this feature the moon circle might not be the best when it comes to dealing damage.
But when it comes to providing really good features it’s kind of over power to an extent which is why definitely take number one spot because it’s technically a weapon yeah this list is mainly about weapons which could be useful to martial classes.
So it’s kind of weird to put a weapon that’s definitely not useful to martial classes the number one spot but it’s just so useful to the classes that can use it that it really outshines the other on call it magic weapons and blood although the rest this list is already full of a whole bunch of really good Malay martial weapons.
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