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1: Lunar blade

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While outside at nighttime, this weapon is invisible unless detected by magic means.
Bonus attack rolls with it gain a +3 to hit.
At night, any creature damaged by this weapon takes 1d4 Radiant damage at the start of their turn for 6 turns. This effect can’t pile more than once on a creature within 1 hour.
Once per day as a standard action, you can expel moonlight from the weapon into a monster within 10′ that will see you. That creature must succeed on a Constitution Saving Throw of DC 11 + Proficiency Bonus or be blinded until the end of your next turn. This ability doesn’t need it to be nighttime or for you to be out to use it.

2: Changing Blade

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This enchantment allows a weapons primary material to shift into the possessions of another. For a bonus action, you can change your weapon’s main material to Steel, Iron, Silver, Stone, Wood, or Copper until your next long rest.

3: Dancing Blade

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You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand.

4: Shocking Blade

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The Shocking Blade has an addition +2 to hit.

On hit this sword deals an additional 1d10 shock damage.

On a crit, roll 3d10 shock damage in addition to the normal crit damage.

5: Life Stealing Blade

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When you Attack a creature with this Magic Weapon and roll a 20 on the Attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a Construct or an Undead. You gain temporary Hit Points equal to the extra damage dealt.

6: Wounding Blade

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Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, Ending the Effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an Action to make a DC 15 Wisdom (Medicine) check, Ending the Effect of such wounds on it on a success.


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