I have a problem with D&D 5e and magic items. I tend to like low magic settings but even the high magic setting of 5e my players consider very miserly. Considering most of my group is under the age of 20 they are use to Diablo like magic item replacements. But I didn’t want them to just get new magic items every few levels – “Maul +1 replaced by Maul +2 at level 10 etc”. I was trying to think of a solution when the Dungeon Hacking blog posted a 5e update to Legacy weapons from 3.5e. Bingo! I found my solution. Now my characters can have more powerful (though appropriate) weapons without being inundated with magic items that become obsolete or worse, break the game. I borrowed liberally from the original Weapons of Legacy 3.5e sourcebook for each. Here is the second one for Tufast our cleric of Thor. This was originally a cursed weapon he bought from Arley the Weaver. Credit to Dungeon Hacking since this is essentially a re-do of his Brigid’s Hammer.
Weapon (warhammer), Legacy (requires attunement by a follower of Thor)
This hammer rumbles with the sound of distant thunder.
This warhammer has a flat round head of blue steel, with the balancing spike on the reverse shaped like a stylised dragon’s tail. The weapon crackles with lightning when held. As it has been used to smite Thor’s enemies – in particular foes of freedom like the minions of the tyrannical Technic League – it has grown in power and become an instrument of Thor’s wrath.
You gain a +1 bonus to damage rolls made with this weapon. In addition, you can use your action to cause it to fly to your hand. If you do, you can make an attack against a creature that is in your space or grappling you. As you gain additional levels, the Odyn Son gains the following additional properties.
Tempestuous Magic. At 4th level, you are attuned to elemental storm (air, lightning, thunder) magic. Whenever you cast a spell other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks.
Heart of the Storm. After defeating Hellion in battle, the Odyn Son grants you a +1 bonus to attack rolls made with it and becomes a magical weapon. In addition, you can cast the cantrip light on the hammer as a bonus action. You also gain resistance to lightning and thunder damage. Whenever you cast a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder damage (choose each time this ability activates) equal to your class level.
Robot Bane. When you reach 12th level, attacks made with the Odyn Son deal an additional 2d8 lightning damage to constructs. As a reaction action you may convert all the Odyn Son’s damage to lightning.
Thunder and Lightning. When you reach 17th level the Odyn Son becomes a +2 magic weapon. Additionally, once per day, You can use an action to cause the hammer to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute and stunned until the end of your next turn. On a successful save, a creature takes half damage and isn’t stunned or deafened.