If you're unfamiliar with Medievil somehow, it has a small arsenal of weapons the player can use based on medieval weaponry, but each weapon is given to you by a mythical hero after collecting a chalice of souls. I really like this game and its weapons, so I decided to port them to 5e for fun and want to know what others think. The aim of this is just to emulate how the items work in the game. Some weapons such as the Small Sword, Pistol, and Blunderbuss were excluded because they are already covered by vanilla weapons or are popularly homebrewed in either way.


Woden the Mighty’s Enchanted Sword
Uncommon One-handed Martial Weapon
1d8 Slashing
Versatile (1d10)
The Enchanted Sword acts as a +2 Longsword, giving a +2 bonus to attack rolls and damage rolls made with it. Its damage is considered magical.

The enchanted sword normally takes the form of a slightly broader than usual longsword. However, it can be charged up using gold. With 100gp, you can charge the sword during a short rest or longer. If you do, it remains charged for the next 24 hours. While charged, the sword deals an additional +4 damage. While enchanted, the blade of the sword turns golden.

It was wielded famously by Woden the Mighty, a true hero’s hero who was fearless, single-minded, and uncompromising. Unbeaten in combat, he inspired raw fear in friends and enemies alike, not to mention in close family members and pets.


Dirk Steadfast’s Magic Sword
Artifact One-handed Martial Weapon
2d6 Slashing
The Magic Sword is a powerful blade made out of a strange blue, crystalline material that radiates an aura of arcane divinity, on top of a handle made out of gold and rubies. It is essentially a version of the Enchanted Sword whose enchantment effect is permanent. As such, it has a permanent +2 to hit and +6 to damage, with all of its Slashing damage being magical in nature. In addition, its damage dice upgrades from a 1d10 to a 2d6, despite not needing to be two-handed. The blade is very light for its size and breadth, and so the sword does not require much strength to wield. Besides its raw power, it does not have anything special about it.

The magic sword was famously wielded by Dirk Steadfast, who forged it at some point in his early life and used it to slay a Jabberwocky. He was a contemporary of Karl Sturnguard and the two were friends despite their differences. Dirk is indirectly responsible for Karl's death, as Karl started choking on a sausage after Dirk started explaining his views on the Gold Shield.


Torch Club
Common One-handed Simple Weapon
1d12 Bludgeoning
Heavy, Versatile (2d6)
This club is unusually wide and short, and made out of a particularly flammable but heavy wood. It can be sat on fire temporarily without harming the weapon’s durability. This is done by simply holding the club up to a fire source. The club then acts as a torch in addition to a weapon for 1 minute. However, the weapon’s power comes at a cost. It breaks easily, and therefore can only be used 50 times total before it permanently breaks. It cannot be repaired, so a new one must be acquired instead.


Cane Stick
Uncommon One-handed Simple Weapon
1d6 Piercing
Light, Finesse
This cane may look unsightly weak, and to the untrained fighter it may be. But to those who know its magical secret, it is a powerful weapon. It acts as a magical weapon of +1, gaining +1 to hit and damage while dealing magical Piercing damage. But its real strength lies in its ability to charge up a ranged shockwave. As an action, you can charge the cane up, and then attack on your following turn as another action. This unleashes three waves of magical energy that snake around the ground and strike any creature that isn’t airborne. The waves can hit three separate enemies, one enemy with two waves and one with one wave, or one enemy with all three waves. They home in on creatures and therefore cannot miss. They deal 1d4+3 Force damage on hit. For each attack you would normally perform with the attack action, the waves deal an additional 1d4 Force damage.

Stanyer Iron Hewer’s Hammer
Artifact One-handed Martial Weapon
1d12 Bludgeoning
Heavy, Versatile (2d6)
This ancient hammer was used by Stanyer Iron Hewer, proclaimed by some to be the “strongest man who ever lived”. A famous blacksmith, he used this hammer to craft weapons of incredible power, as well as to smash in the heads of his enemies. The hammer acts as a +3 magic weapon, dealing magical bludgeoning damage and having +3 to attack rolls and damage rolls.

The hammer has the ability to charge up its attack. As an action, you can charge the hammer up. You hold this charge until you release it using the attack action. The attacks made using that attack action deal twice as much damage, and each attack unleashes a 15x15 foot spherical shockwave from the point of impact that deals 3 Force damage to anything in its area of effect, even if the attack missed.


Bloodmonath Skull-Cleaver’s Axe
Artifact One-handed Simple Weapon
1d6 Slashing
Light, Thrown (60)
Born a humble peasant to one of the nomadic tribes from the Eastlands, Bloodmonath Skull Cleaver gathered an army of horsemen and swept over half the civilized world. When he finally died (attempting a single handed attack on a garrison in the North while armed only with the spike on his helmet) he was the richest and most powerful peasant of his day. This is the axe that he used to conquer his lands.

Bloodmonath’s Axe acts as a +3 magical weapon, giving +3 to attack and damage rolls and dealing magical slashing damage. When thrown, the axe has a special property that allows it to not only home in on its target, but also return to the user. Thrown attacks with this axe have an additional +3 to hit, do not have a long range, and it always returns to its thrower after it hits an object or creature or reaches its max distance of 60 feet.


Canny Tim’s Crossbow
Artifact One-handed Simple Ranged Weapon
1d4 Piercing
Ammunition (range 80/320)
This crossbow belonged to Canny Tim, a woman gone undercover as male to get into the military, who used this crossbow to kill Lord Kardok, the second-hand champion to the evil wizard Zarok by rebounding the crossbow’s bolt off of a wall and hitting him through the eye. As a result, the crossbow gained a few unique abilities.

First, the crossbow gained a +3 bonus to attack rolls and damage rolls, and now acts as a magic weapon that deals magical piercing damage. Second, the crossbow became a rapidly-firing automatic weapon. When you attack with it, it fires twice instead of once, making two attack rolls and damage rolls separately. Finally, it gained the ability to ricochet its bolts. If the bolt hits a solid object instead of a creature, including when it misses and hits an object behind a target creature, it can then target a new creature within 80 feet that has line of sight to it and is not obstructed. Once the bolt ricochets, it can continue to ricochet an infinite amount of times, but breaks or falls to the ground harmlessly after it travels 80 feet total.


RavenHooves’ Longbow
Artifact Two-handed Martial Ranged Weapon
1d8 Piercing
Ammunition (range 150/600), heavy, two-handed
This is a deceptively mundane longbow once wielded by RavenHooves the Archer, the last prince of his people. His accomplishments as a hunter allowed him to take this weapon into the afterlife as a magical artifact, granting it divine power.

The longbow acts as a magical weapon, giving a +4 bonus to attack and damage rolls made with it. It has two additional enchantments which allow it to imbue arrows with magical power. You can imbue arrows with Fire up to ten times per long rest, allowing them to set anything they hit on fire for 1d4 Fire damage per round. This fire damage stacks per arrow, but a creature can use an action to extinguish the flames if they have a way to do so. You can also imbue the arrows with Magic up to ten times per long rest, which causes them to deal twice as much damage as a normal arrow. An arrow cannot be both Fire and Magic.


Imanzi Shongama’s Spears
Artifact One-handed Martial Weapon
1d6 Piercing
Thrown (range 20/60), versatile (1d8)
Trained from birth in all forms of combat, Imanzi Shongama was the warrior queen of a tribe of Amazons. The bold and the beautiful Shongama banished all males from her territory except the handful she kept on to mow the lawns of her people. She is known for her mastery of spears, allowing her to bestow these magical spears upon well-to-be heroes.

They act as magical weapons, granting +4 to attack and damage rolls and dealing magical damage. The spears magically appear in the wielder’s hand, providing a hypothetically infinite supply, although they are limited to ten per long rest. They are best used as ranged weapons, as they deal an additional 2d6+4 magical piercing damage when thrown.


Chicken Drumstick
Rare One-handed Simple Weapon
Thrown (range 20/40)
These bizarre magical weapons are actually enchanted with a transmutative spell that can turn creatures into roast chicken. When thrown, the drumstick lies on the ground for a second before disappearing in a flash of light. After this flash, the four nearest creatures with less than 50 hit points within 40 feet of the drumstick are transmuted permanently into roast chicken. When eaten, this roast chicken restores 1d6+4 hit points. The drumstick is destroyed when this effect happens. You and creatures you don't want to be affected by the weapon are not affected.


Megwynne Stormbinder’s Lightning
Artifact Weapon
17 Charges
Less of a weapon and more of a magical ability, this lightning ball is granted by the hero Megwynne Stormbinder, who defended her village from a horde of raiders with nothing but a pitchfork and a rolling pin, being granted the power of lightning by the gods who were impressed by her courage.

The lightning is cast by holding one’s hand in the air and merely looking at a target. It has a short range of only 30 feet. As an action, you can use the lightning to cast a shocking stream that automatically strikes a creature in range for 6d4 Lightning damage in exchange for one of its charges. Alternatively, you can use your action to charge up the lightning. Upon releasing it, it consumes an additional charge and fires 14 bolts of lightning instead of a stream. These can target any creatures within 30 feet of you, and do not need to target separate creatures per bolt. Each bolt deals 1d4+2 Lightning damage.

The Lightning’s charges cannot be replenished. Once they are gone, they are never recoverable except by divine intervention. When it runs out of charges, it disappears from your possession forever and a new blessing of lightning must be acquired. The final charge of the lightning is always the strongest, and is guaranteed to critically hit.


Good Lightning
Artifact Weapon
An offshoot of Megwynne’s Lightning, this greenish lightning focuses on the ability to heal other creatures using your own life force. As an action, you can use this magical ball of lightning to zap a creature within 30 feet. You lose hit points equal to a roll on one of your hit dice (you choose which one if you have multiple types), and the creature you zap regains hit points equal to the size of that hit dice. For example, if you are a fighter and roll your d10 hit dice, you can roll a 7 to take 7 damage, but the creature will always regain the max roll of 10 hit points.


Karl Sturnguard’s Gold Shield
Artifact Shield
100 Charges
This magical golden tower shield was created by Karl Sturnguard who spent most of his formative years under siege at his family castle. With his impregnable magic shield, Sturnguard's motto was 'the best form of attack is defense'. Sadly his shield couldn't protect him from poor eating habits and he died during a post battle feast while swallowing a large sausage he had failed to chew.

His shield acts as a +3 magical shield, granting a total of +5 AC. In addition, it has the ability to magically deflect attacks that would normally hit. When you are hit with a damaging attack, you can negate that damage as a free action at the cost of the shield’s charge, at a rate of 1 charge per point of damage absorbed.

The shield loses the ability to do this when it runs out of charges. These can be replenished during a short or long rest by spending 1 gold per charge.


Dragon Armor
Legendary Item
This potion once imbibed grants the drinker with the power to transform their armor and body into that of a dragon’s. As an action, you can transform your armor into Dragon Armor if you have drunken this potion before, or transform the dragon armor back to normal. This grants +2 AC, makes you immune to all Fire damage, and grants the ability to use the Red Dragonborn’s fire breath attack once per short or long rest. If you do not have a weapon or shield equipped alongside it, you can use the breath attack without its limitations on rest. These effects stack on top of your already worn armor.

A dragonborn can also use this item, and gains the same benefits despite already being part dragon. The dragon Armour is typically only able to be created by a full-blooded adult dragon, and is so precious as to be priceless.


Super Armor
Legendary Armor
This unique armor is typically created due to two of the same individual meeting in a time paradox where one goes back in time and meets their past self. Upon touching each other, the individuals have a chance to solve the paradox by one fusing into the other, which creates the Super Armor. It takes the form of a suit of golden plate armor that is surprisingly light, acting as Medium Armor instead of Heavy. it provides 18 + Dex mod (maximum of 2) AC and grants the wearer a bonus to their maximum hit points equal to their hit points at first level, but only when worn. Your maximum hit points reduce again if you take it off, and increase when once again worn. The armor is indestructible.

Additionally, any time you find money when wearing this armor, you find 10% more, rounded up.