Luck Blade (Greatsword)
D&D 5e · 2024·Weapons·Legendary·Requires attunement
Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.
Damage calculator
Hit chance
60%
Expected damage / attack
6.95
Attack bonus
+6
Average normal hit: 11 · Average critical hit: 18 · Critical chance: 5%.
- Category
- Martial weapon
- Damage type
- Slashing
- Reach
- 5 ft.
- Magic attack bonus
- +1
- Weight
- 6 lb
- Attunement
- Required
- Rarity
- Legendary
- Price
- Not specified
Magic: Displayed damage is before applicable ability modifiers. Conditional extra damage applies only when its trigger and target requirements are met.
Calculator assumptions & rules
One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.
Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.
Changing calculator inputs does not change the item’s rules or create a new page URL.
What Luck Blade does
- Strength can drive this martial weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
- The base 2d6 +1 weapon damage averages 8 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
- This weapon needs two hands when you attack, so a wielded shield conflicts with that attack setup.
- This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges. This is the Greatsword variant.
Full item details & properties
Magic properties
- Activation
- Attack with the weapon; keep it on your person for luck and save bonus; hold to cast Wish.
- Consumable
- No
- Attack Rolls
- +1. Attacks made with this weapon
- Damage Rolls
- +1. Included in displayed damage; add the applicable ability modifier separately.
- Saving Throws
- +1. While the weapon is on your person
- Conditions & limits
- Displayed damage is before applicable ability modifiers. Conditional extra damage applies only when its trigger and target requirements are met. Graze on a miss uses only the applicable ability modifier; it does not trigger on-hit or attack-d20-20 effects.
- Luck reroll
- While on your person and not Incapacitated: reroll one failed D20 Test, no action, must use second roll; once until next dawn.
- Wish limits
- Initial 1d3 charges, no recharge specified. Hold and spend 1 charge to cast Wish, at most once until next dawn. At zero charges only the Wish property is lost.
Spells & spell effects
- Wish
- Level 9 · 1 charge(s)
Weapon details
- Damage
- 2d6 + 1 slashing
- Weapon class
- Martial Melee
Properties
Heavy
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Weapon mastery
Graze
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
You need a feature, such as Weapon Mastery, that unlocks this property for you.
Tags & related references
Compare alternatives
Same edition, using your calculator inputs above. Special properties and character features can change the choice.
Same base weapon; compare its bonuses and rarity
Giant Slayer (Greatsword)6.95 expected damage / attack60% hit chance2d6 +1 slashing · +1 magic attack · 5 ft. reach · Conditional extra damage; see rulesNot specified · 6 lbSame base weapon; compare its bonuses and rarity
Hammer of Thunderbolts (Maul)6.95 expected damage / attack60% hit chance2d6 +1 bludgeoning · +1 magic attack · 5 ft. reachNot specified · 10 lbUses the same attack ability; compare handling and damage
Hammer of Thunderbolts (Warhammer)5.33 expected damage / attack60% hit chance1d8 +1 bludgeoning · +1 magic attack · 5 ft. reachNot specified · 5 lbUses the same attack ability; compare handling and damage
Ordinary attacks only. Matching extra-damage conditions follow your input; alternatives keep their default bonus allocation.
Luck Blade FAQ
Does Luck Blade require attunement?
Yes. You need to attune to this item to use the properties that require attunement.
Is the listed price a guaranteed purchase price?
The source does not specify a price for this entry. Ask your GM about availability and cost.