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Weapons
Name
Description
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Weapon type
Short range
Long range
Weapon properties
Ammunition
Finesse
Heavy
Light
Loading
Range
Reach
Special
Thrown
Two-Handed
Versatile
Silvered
Pact Weapon
Parent weapon
Club
Dagger
Greatclub
Handaxe
Javelin
Light hammer
Mace
Quarterstaff
Sickle
Spear
Light Crossbow
Dart
Shortbow
Sling
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War pick
Warhammer
Whip
Blowgun
Hand Crossbow
Heavy Crossbow
Longbow
Net
Elemental Quarter Staff
Unarmed Strike
Unarmed Strike (Monk)
Giant Slayer Scimitar
Necrotic Longsword
Spiked Shield
Frozen Deflector
Pistol
Blundrbuss
Arquebus
Caliver
Musket
Handgunne
Grax's Firestarter
Scorpius – The Reaper of Lies (Pistol)
Arcturus – The Staff of Stars
Butterfly Knife - Cobalt
Gemini – The Hammer of Truth
Kriv Pact Weapon
Mace of Disruption
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