TEXT: Dark Souls Items: Magic Weapons
  S
  cattered throughout the world are powerful magic
  weapons, forgotten by time, waiting to be
  discovered and used in battle once again. Such
  weapons are unique, often legendary, their names
  remembered long after the warriors who used
  them have been forgotten.
  Black Knight Sword
  Weapon (longsword), very rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made with
  this magic weapon. This weapon has the following additional
  properties.
  Fiend’s Bane. The weapon deals an additional 1d6
  damage to fiends.
  Perseverance. If an attacker that you can see hits you with
  a weapon attack, you can use your reaction to reduce the
  attack’s damage against you by 1d8.
  Demon’s Scar
  Weapon (scimitar), uncommon (requires attunement)
  This curved sword, save for its hilt, is composed entirely of
  flame, and deals fire damage instead of slashing damage. The
  weapon has the following additional properties.
  Collapsible. While holding the hilt of this weapon, you can
  use a bonus action to cause the blade to disappear or
  reappear.
  Flaming Spin Slash. When you hit a target with an attack
  using this weapon, you can use a bonus action to leave a 5-
  foot diameter area of molten flame in the target’s space,
  which remains there until the start of your next turn. When a
  creature enters the affected area for the first time on a turn or
  starts its turn there, the creature must succeed on a DC 12
  Dexterity saving throw or take 2d6 fire damage.
  Spell Catalyst. This weapon functions as both an arcane
  focus and a holy symbol for the purpose of casting spells.
  Additionally, while holding this weapon, you can perform the
  somatic components of spells, even if you are holding an
  object in your other hand.
  Dragonslayer Swordspear
  Weapon (halberd), very rare (requires attunement)
  This ornate, golden polearm was made for fighting dragons
  in a bygone age. Attacks with the weapon deal an additional
  2d6 lightning damage. Additionally, you can use an action on
  your turn to cause lightning to strike a 5-foot wide, 30-foot
  high cylinder within 30 feet of you. Each creature within the
  area must succeed on a DC 15 Dexterity saving throw or take
  4d6 lightning damage.
  Infused Weapons
  Weapon (any), rarity varies (requires attunement)
  It takes a special kind of blacksmith to infuse magic into a
  weapon. Be it elemental fire or the dark of the Abyss, such
  weapons require great skill–and often a specially enchanted
  coal–to craft. The following types of weapons might be
  infused by a skilled blacksmith:
  Blood Weapon (rare). This weapon is enchanted to dig
  deeper into weak spots, causing far greater damage than an
  ordinary weapon. Attacks with this weapon score a critical hit
  on a roll of 19 or 20. Additionally, you can add one additional
  die to the damage rolls of critical hits made with this weapon.
  Deep Weapon (uncommon). When drawn, this weapon
  becomes wreathed in darkness, and deals necrotic damage
  instead of its normal damage type.
  Fire Weapon (uncommon). When drawn, this weapon
  becomes wreathed in flames, and deals fire damage instead
  of its normal damage type.
  Lightning Weapon (uncommon). When drawn, this
  weapon becomes wreathed in crackling electricity, and deals
  lightning damage instead of its normal damage type.
  Moonlight Greatsword
  Weapon (greatsword), legendary (requires attunement) The
  pale, blue blade of this ancient sword glows with the light of
  the moon. You gain a +2 bonus to attack and damage rolls
  made with this magic weapon. The sword has 10 charges,
  which it uses for some of the following other properties. The
  sword regains 1d8+2 expended charges daily at dawn.
  It has the following properties:
  Mage Blade. You can choose to add your Intelligence
  modifier, instead of your Strength modifier, to attack and
  damage rolls made with this weapon.
  Moonlight Vortex. As an action, you expend 2 charges to
  unleash a single devastating strike of pure magical energy.
  Make a single melee weapon attack against a target within
  your reach. On a hit, the target takes 6d6 force damage, in
  addition to the weapon’s normal damage.
  Moonlight Wave. As an action, you expend 1 charge to
  launch a projectile of magical energy. Make a single a ranged
  spell attack (attack bonus equals your proficiency bonus +
  your Intelligence modifier) against a target within 30 feet. On
  a hit, the target takes force damage equal to 3d6 plus your
  Intelligence modifier.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Non-Published/Dark Souls Magic Weapons.pdf