D&D DMing question What are thoughts on changing magic weapons in adventure modules? I'm running Lost Mine of Phandelver and one of the first magic weapons you come across is a +1 longsword. None of our characters use a longsword so I've already decided it will be a +1 scimitar because two characters use scimitars. That seemed like an easy solution. The other is more of a flavoring thing and contains a little about the adventure so I'll spoiler it... Spoiler One of the weapons found in the mine is a +1 mace, made for a cleric of Lathander, the God of dawn. The weapon is named Lightbringer glows like a torch on command, doing an extra 1d6 radiant damage to undead while lit. Pretty cool weapon, and being that my dwarf is the only cleric it seems fitting it would go to him. My "issue" is that my dwarf has a Clan Crafter background and his warhammer is basically his masterpiece that he made to earn his place as a crafter. So I don't really want to use a different weapon with him. I'm wondering what are others thoughts on transferring magical properties from one weapon to another? What I'm thinking right now is that the mine contains something called the Forge of Spells. It's a brazier of green flame that was used long ago to craft magical items but has waned over the years to where it can no longer permanently enchant items. Any non magical weapon or armor placed in the flame for one minute or more becomes +1 for 1d12 hours. My cleric is a forge domain cleric and at 2nd level he gets the channel divinity "artisans blessing" which basically allows him to magically create any metal item. My thought is spending the hour of channel divinity with both weapons in the flame merging them into one new item. What do you think?