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I have a problem with D&D 5e and magic items.  I tend to like low magic settings but even the high magic setting of 5e my players consider very miserly.  Considering most of my group is under the age of 20 they are use to Diablo like magic item replacements.  But I didn’t want them to just get new magic items every few levels – “Maul +1 replaced by Maul +2 at level 10 etc”.  I was trying to think of a solution when the Dungeon Hacking blog posted a 5e update to Legacy weapons from 3.5e.  Bingo! I found my solution.  Now my characters can have more powerful (though appropriate) weapons without being inundated with magic items that become obsolete or worse, break the game. I borrowed liberally from the original Weapons of Legacy 3.5e sourcebook for each.

Here is the fourth one wielded by the parties ninja-esque dark elf monk Sylvanus.


Weapon (longsword), Legacy (requires attunement)

“The demons could not stand before the swords of the eldar host, and their blood ran upon the fields of eternity.”

—The Books of Jarl, Volume III

This item appears to be a hilt of a technological make. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse and versatility property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +1 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.  This is an extremely dangerous weapon to wield, a roll of a 1 during an attack action means the wielder suffers a hit from the weapon.  Characters my nullify this damage by using a magical or metaphysical trait to cancel it.  For example any force effect, like a shield spell, cancels the fumble damage.  As does the use of a Fate Point or Ki point.

As you gain levels, the Skycutter gains the following additional properties.

Zero-Point Energy. At 6th level Skycutter is considered to be always at full charge and no longer requires batteries to be replaced.

Psion’s Bane. After defeating an evil psionic creature with the weapon it gains the vicious trait.  When you score a critical hit with Skycutter you add an extra 7 radiance damage.  Additionally the weapon now ignores radiance resistance.

Destinies Edge. When you reach 10th level, the Skycutter gains the wounding trait.  Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

MonofilamentAt 15th level Skycutter becomes a +2 magic weapon.  Additionally it does an additional 1d8 radiance damage against psionic users (for example, mind flayers, githyanki etc).

Vorpal. When you reach 20th level Skycutter gains the vorpal trait. 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 rhe DM decides that the creature is too big for its head ro be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Posted in 5e, Adventurer's Vault, Dungeons & Dragons


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