Magic Weapons 5e Players Can Choose for Different Fighting Styles

Fifth-edition enchanted weapons compared, including magical greataxes with bonuses, fire damage, and a curse.

Your fighter has found an enchanted greataxe, but the party already owns a blade that bursts into flame. Which should you carry into the next dungeon? Comparing magical weapons in fifth edition starts with what happens on a hit, what improves your chance to hit, and what the item asks of you in return.

This guide uses the 2024 Dungeons & Dragons fifth-edition rules. Older versions of some items differ, so check which rules your table uses. The Dungeon Master decides which magical arms the party can find; rarity describes an item, not a promise that a merchant has one in stock.

Magic greataxe 5e characters can wield: Start with +1

A Greataxe, +1 is an uncommon magic greataxe 5e characters can use for a straightforward improvement. It adds 1 to attack rolls and damage rolls made with it. A normal greataxe deals 1d12 slashing damage and requires two hands to use; the magic bonus adds to that damage alongside the usual applicable ability modifier.

For example, a proficient character with Strength 16 and proficiency bonus +2 attacks with +6: +3 from Strength, +2 from proficiency, and +1 from the weapon. On a hit, the damage is 1d12 + 4. This enchanted weapon rewards accurate attacks: the extra point on the attack roll can turn a narrow miss into a hit, while the point on damage helps each successful strike. The item does not require attunement, a process that bonds a character to certain magic items.

Among magic weapons 5e offers, this is a dependable choice for a fighter who wants an open attunement slot and no activation step. Its bonus is an item property, not an extra die of damage or a power shared by every named weapon.

Compare the named options

Another of the magic weapons 5e includes is the 2024 Flame Tongue, which can be any melee weapon, including a greataxe. It is rare and requires attunement. A bonus action and command word ignite it; while ablaze it deals an extra 2d6 fire damage on a hit. The flames also shed bright light for 40 feet and dim light for another 40. They end if you dismiss them with a bonus action or drop, stow, or sheathe the weapon.

Choose that enchanted greataxe when your character can spare the bonus action and wants damage on successful hits. Fire resistance makes the extra damage less attractive, and the light can spoil a stealthy approach. Flame Tongue does not list a +1 attack bonus, so it does not improve your accuracy in the same way as the +1 axe.

For a different magical weapon, the rare Vicious Weapon can also be a greataxe. In the 2024 rules it adds 2d6 damage of the weapon’s normal type when it hits a creature. It requires no attunement or activation. A Vicious greataxe suits someone who wants extra slashing damage without using a bonus action, though it offers no listed bonus to the attack roll. Its effect differs from the older version.

A cursed weapon offers another trade. The rare Berserker Axe can be a greataxe and requires attunement. It provides +1 to attacks and damage and increases your hit point maximum by one per level while attuned. Its curse is a serious trade: damage from another creature can trigger a DC 15 Wisdom saving throw; on a failure, you go berserk and must pursue and attack the nearest creature you can see or hear, which may be an ally. You are also unwilling to part with it and have disadvantage with other weapons while cursed.

Match the item to your character

When weighing enchanted weapons for a 5e campaign, compare the entire turn. These magic arms can shape a character’s routine. A bonus action used to ignite a weapon may compete with a class feature. An attunement slot spent on a weapon cannot also hold another item. A damage bonus matters only after a hit; an attack bonus helps you land one.

For a front-line fighter who values control and consistent attacks, choose the +1 greataxe. It leaves the character free to change targets, keeps attunement available, and works from the first swing.