- Type
- Weapon
- Rarity
- Varies
- Attunement
- Not required
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
Variants
- Weapon, +1
- Weapon, +2
- Weapon, +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3) · 2024 version: Weapon
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
It’s any weapon with a flat bonus to attack and damage rolls: +1 (uncommon), +2 (rare) or +3 (very rare). No attunement, no charges, nothing to activate. Every attack is a bit more likely to hit and does a bit more damage.
The other half of the value is that it’s magical. Many monsters, like werewolves, gargoyles and most devils and demons, resist or ignore damage from nonmagical weapons. A +1 sword cuts through that, which is often worth more than the +1 itself.
No. Any character proficient with the weapon gets the full bonus just by using it, and anyone can use it without proficiency, just without their proficiency bonus to hit.
Yes. It’s a magic weapon, so it overcomes resistance and immunity to bludgeoning, piercing and slashing damage from nonmagical attacks.
Yes. They’re separate magic items, so a +1 longbow firing a +1 arrow gets +2 to attack and damage. The arrow stops being magical once it hits.
No. Magic Weapon only targets a nonmagical weapon.
The Dungeon Master’s Guide puts uncommon items (+1) at 101 to 500 gp, rare (+2) at 501 to 5,000 gp and very rare (+3) at 5,001 to 50,000 gp. The builder’s Standard Conversion prices them at 500, 5,000 and 50,000 gp.
Yes, for anyone who attacks with weapons. It’s about 5% more hits and 1 damage per hit, it ignores nonmagical resistance, and it costs no attunement slot.
| Item | How it compares |
|---|---|
| Ammunition, +1, +2 or +3 | The same bonuses on arrows and bolts, lost when each one hits. Stacks with a magic bow. |
| Flame Tongue | Rare sword: no bonus to hit, but +2d6 fire on every hit while it burns. More damage than a +3 weapon. |
| Vicious Weapon | Rare: an extra 2d6 on a natural 20 and nothing otherwise. A +2 weapon is better almost always. |
| Magic Weapon | 2nd-level spell: makes a nonmagical weapon +1 for an hour with concentration, +2 or +3 with higher slots. |
| Armor, +1, +2 or +3 | The defensive version: a bonus to AC, each a step rarer than the weapon with the same bonus. |
The 2024 Dungeon Master’s Guide revised the magic items, and the SRD 5.2 carries the new text. What changed:
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
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