Barbarians in any game become synonymous to rampage, especially inDungeons & Dragons. With their Rage mechanic, a Barbarian can easily convert any battlefield into a slaughterhouse with their swath of deadly attacks. However, Barbarians can become even deadlier behemoths with the right kind of devastating weaponry.
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Thankfully,D&D 5ehas an interesting choice of weapons for any type of character. And for a raging Barbarian, it has just the right selection of axes, clubs, maces, and even war hammers to help them do the job right. Coupled with the right backstory, these weapons can transform a Barbarian into a legend that no enemy would dare underestimate.
Updated June 29, 2025 by Rhenn Taguiam:Barbarians ofDungeons & Dragonsoften get associated with an intense need to protect those they care about - the point that their Rage becomes their own weapon. Unfortunately, they do trade their physical prowess with the lack of strong Spellcasting abilities, making Barbarians quite the disadvantaged Class with the release of “Strixhaven: A Curriculum of Chaos.” In this new book, players can finally have their characters attend Strixhaven, a magic school that allows Spellcasters to hone their arts. Thankfully, Barbarians who want to get an edge against magic-users can still rely on some weapons should they get into a messy fight.
15Sword of Vengeance
Vengeance easily becomes an obsession with the wrong mindset, and Sword of Vengeance easily takes its wielders down this dark path. At its core, this Uncommon Sword needs Attunement, and itcounts as a magic weaponthat has +1 Bonus to Attack and Damage Rolls.
Not to mention, it comes with a Curse that makes its owner unwilling to part with the blade. With this in mind, the Sword of Vengeance forces its users to take a DC 15 Wisdom Save whenever they take damage. If they fail, they become obsessed with eliminating the attacking creature - until the creature dies, or the user dies, or if any one of them has moved out of reach. Being a cursed weapon, a Sword of Vengeance can appear in the hands of a villain or an evil knight.
14Blade Of The Medusa
True to its name, the Blade of the Medusa is named after Medusa of Greek culture. When it strikes a foe with a Natural 20 Attack Roll, it has to succeed a DC 15 Constitution Save. On a fail, the affected creature is restrained and can only get out of this state by succeeding three Constitution Saves. If all three fail, the affected creature is Petrified for an hour.
Moreover, its Curse makes its owner unwilling to part with the weapon. If the user rolls a 1 on an Attack Roll, the user has to make the same Constitution Save or suffer the restrained condition with the same caveats. Due tothe dark magical natureof the weapon, players can get a Blade of the Medusa through a Gorgon or even an ancient temple.
13Berserker Axe
Playerswho want a more aggressive take on offensemight enjoy Berserker Axe. As a magical weapon, its users gain +1 Bonus to both Attack and Damage Rolls. Moreover, users get an additional 1 Hit Point for every level they have attained. Given its magical nature, Berserker Axes could be located in ancient temples or at the hands of evil magic users.
However, Berserker Axe has a Curse that makes its users unwilling to part with the weapon. Whenever Hostile creatures damage the user while holding the blade, the user has to succeed a DC 15 Wisdom Save or go Berserk. In this state, the user has to keep on attacking all nearby creatures, with the Berserk state lasting until there’s no one left to attack within 60 feet of the user.
12Giant Slayer
Players in highly-specialized campaigns will appreciate Giant Slayer, especially when fighting giants. On the basic side, Giant Slayer grants +1 Bonus to both Attack and Damage Rolls. They can obtain this weapon in places and forges built by those against giants, such as hunting guilds or societies living in fear against giants that may be hunting them down.
However, where the Giant Slayershines is in its perks. When attacking giants, the weapon grants additional 2d6 damage of the weapon’s type. Not to mention, the giant has to roll a DC 15 Strength Save or become prone. What’s great is that the user doesn’t necessarily need to attack giants to trigger its effect, but rather creatures of the giant type like trolls and ettins.
11Dragon Slayer
Perhaps thepinnacle of any creature slaying, the Dragon Slayer is built specifically to combat dragons. Elite dragon-slaying guilds or ancient societies forge Dragon Slayers precisely to defeat them. At its core, Dragon Slayer grants +1 Bonus to both Attack and Damage Rolls.
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However, where the weapon shines is its advantage against dragons. When fighting dragons, they take additional 3d6 damage depending on the type of weapon that becomes the Dragon Slayer. However, this doesn’t just apply to major dragons, but rather dragon-type creatures like wyverns and even dragon turtles.
10Moon-Touched Sword
Despite its rather mundane rarity, the Moon-Touched Sword is a valuable asset to any novice Barbarian. An unsheathed Moon-Touched Sword creates light (15ft. bright, 15ft. dim), helpful in caves and dungeons. That’s generally it – but as a Magic Item, it does grant users Non-Magic Resistance,helpful for the early game.
Given its lunar properties, a Barbarian may obtain a Moon-Touched Sword from a tribe of lunar Elves, or perhaps from a Werewolf hiding in a village. More poetically, a Moon-Touched Sword may lie hidden within the trees of a mythical forest.
9Rod Of Lordly Might
While intended as an item, the Rod of Lordly Might possess six different properties and essentially acts as a magic mace. Wielding it gives the Barbarian +3 bonus to Attack and Damage Rolls. Each of its buttons can transform the Rod into any of the following:
It can also Drain Life, Paralyze, or even Terrify. Given its transformation potential, the Rod of Lordly Might easily becomes a dream come true for any Barbarian. Since it hints towards a mechanical origin, the Rod may trace its origins toan ancient civilization, the magnum opus of a megalomaniacal engineer, or a wonder of celestial technology.
8Frost Brand
Barbarians can inflict the chill release of death to their opponents through Frost Brand. When Attuned, the Barbarian can force enemies to take an extra 1d6 Cold Damage upon hit. Moreover, Barbarians who hold Frost Brand will gain Resistance against Fire Damage. It can even extinguish all nonmagical flames within a 30-foot radius when drawn.
Given is rarity, Frost Brand may be theheirloom of a noble familyin the icy regions of the north. Alternatively, it may be the favored weapon of another Barbarian Champion from aforementioned region.
7Dancing Sword
A Barbarianslashing through opponents from afaris an unlikely dream made into reality by the Dancing Sword. When Attuned, a Barbarian can command this weapon to float (or if already floating, move) up to 30ft. The same Bonus Action will have the Dancing Sword attack anything in its range. The Barbarian can use the Dancing Sword as a floating weapon four times before it floats back to them.
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Given its novelty, a Barbarian may obtain a Dancing Sword as a reward from a trickster god, or perhaps from a playful entity. Likewise, they may obtain the Dancing Sword as a “sentient” weapon lost in an ancient dungeon.
6Flame Tongue
Barbarians with a love for destruction will appreciate the Flame Tongue and its fiery blaze. When attuned, a Barbarian can use their Bonus Action to command the Flame Tongue’s blade toburst into flames. Not only does this provide light (40ft. bright, 40ft. dim) but also imbues +2d6 Fire Damage into its attacks.
Given the elemental nature of the weapon, a Barbarian may have a smith imbue their favorite sword with a burning catalyst to become the Flame Tongue. Likewise, a Sorcerer may give “fiery life” to the Barbarian’s weapon through an enchantment.