| Certain Death | On a hit, the target can’t regain hit points until the start of your next turn. | 6 |
| Corpse Slayer | Against undead, deals +1d8 extra weapon damage and they have disadvantage on saves vs effects that turn undead (even if normally immune, they roll with advantage instead). | 5 |
| Dancing Weapon | As a bonus action, send the weapon to hover, move up to 30 ft, and attack using your attack and damage bonus, up to 4 attacks before it returns or falls. | 4 |
| Defender | Each turn when you first attack, you can shift some or all of the weapon’s magic bonus from attack and damage rolls to your AC until your next turn. | 5 |
| Dragon Slayer | When you hit a dragon, it takes an extra 3d6 damage (affects any creature with the dragon type, such as dragon turtles and wyverns). | 5 |
| Flame Tongue | As a bonus action, ignite the weapon to shed bright/dim light and deal an extra 2d6 fire damage on hits until you dismiss the flames or sheathe/drop it. | 6 |
| Frost Brand | On a hit, deals +1d6 cold damage and you gain resistance to fire damage; sheds light in freezing temperatures and can extinguish nonmagical flames within 30 ft (1/hour). | 6 |
| Giant Slayer | Against giants or “giant” beasts, deals +2d6 extra damage and the target must succeed on a DC 15 Strength save or fall prone. | 5 |
| Holy Avenger | +3 to attack and damage rolls; hits vs fiends or undead deal +2d10 radiant damage and you project an aura granting advantage on saves vs spells/magic | 20 |
| Life Stealing | On a 20 vs a non-construct, non-undead creature, deals +3d6 necrotic damage and you gain temporary hit points equal to the extra damage. | 3 |
| Lucky | While carried and attuned, you gain +1 to saving throws and can reroll one attack, check, or save per dawn (must use the second roll). | 5 |
| Moon-Touched | In darkness, the unsheathed weapon sheds bright light in a 15-ft radius and dim light for another 15 ft. | 1 |
| Riptide | While attacking in water or underwater, attacks with this weapon do not suffer disadvantage (other underwater combat rules still apply). | 1 |
| Terror | 3 charges; as an action, expend 1 to force creatures of your choice in a 30-ft radius to make a DC 15 Wisdom save or become frightened of you for up to 1 minute, fleeing and unable to take reactions (save ends each turn); regains 1 charge at dawn. | 7 |
| Venom | As an action, coat the weapon in poison for 1 minute; the next creature hit must succeed on DC 15 Con save or take 2d10 poison damage and be poisoned for 1 minute; usable once per dawn. | 3 |
| Vicious Weapon | When you score a natural 20 on an attack, the target takes an extra 2d6 damage in addition to normal critical damage. | 2 |
| Vorpal | Ignores resistance to slashing damage; on a 20 vs a creature with a head, you decapitate and instantly kill it (if possible), or else it takes an extra 6d8 slashing damage. | 12 |
| Warning | While carried and attuned, you have advantage on initiative rolls, you and allies within 30 ft can’t be surprised (except by nonmagical sleep), and the weapon awakens sleeping allies when combat begins. | 15 |