I have mentioned before that I am not a fan of +number magical weapons with no other effects. I understand the mathematical necessity of increased to-hit change and damage, but I want something more. And I bet most players do too!
However, many adventure modules have +number weapons, which many DMs use and love. The ramblings of a random jackass on the internet don’t mean much compared to modules which have lasted the test of time, I get that. But let’s try and fix that anyway, because that’s what random jackasses on the internet do!
I have created a couple of small tables with active effects and passive effects that can be added onto +number magical weapons to give them a little more “oomf”. I know that the passive effects may be thought of as boring, but it does help differentiate one +1 weapon from another.
unless otherwise mentioned, no saving throws allowed
1. Illuminator: Glows like a torch when commanded, up to an hour, 1/day
2. Mosquito: On a successful hit, sucks 1 hit point out of the target and gives it to the wielder of the weapon, 1/day
3. Silencer: On a successful hit, the target cannot speak for 3 rounds, 1/day
4. BEGONE THOT: On a successful hit, the target is pushed back 10 feet, 1/day
5. Collapse: On a successful hit, the target is knocked down, 1/day
6. Venomous: On a successful hit, the target must save vs. poison or die, 1/day
1. Savior: +1 to a specific save type
2. Wild Hit: -1 to hit, +2 to damage
3. Arrow-Catching: -1 AC vs missile weapons (or +1 AC, if you use ascending AC)
4. Reliable: +1 to hit, -2 damage (minimum 1 damage)
5. Animal Speaking: The wielder is able to speak to one specific kind of small creature (for example: one would be attuned to squirrels, another song birds, another hedgehogs, another badgers, another penguins, so on and so forth)
6. Auto-Cleave: When downing an enemy, get one free attack against another enemy in range. If your game already has a ‘Cleave’ mechanic, instead gain a +2 to hit when cleaving.