This +1 pair of cestus shimmer with electric energy. When you hit with an unarmed strike using the cestus, the target takes an extra 1d4 lightning damage. In addition, you have resistance to lightning damage while wearing them.
A +1 whip that flickers like a live wire. On a successful hit, it deals an additional 1d6 lightning damage. Additionally, you can use a bonus action to cause the whip to crack loudly, forcing a creature of your choice within 30 feet to make a Wisdom saving throw or be frightened until the end of your next turn.
A +1 shortsword that crackles with electricity. When you hit a creature with this magic weapon, the target takes an extra 1d6 lightning damage.
A +2 trident that sparks with electricity. Upon a successful hit, it deals an extra 1d8 lightning damage. Furthermore, once per long rest, you can cast the spell 'Call Lightning' (3rd level) using the trident.
This +2 halberd pulses with storm energy. On a successful hit, it deals an additional 1d8 lightning damage, and the target must make a Constitution saving throw or be deafened until the start of your next turn.
This +1 javelin is always surrounded by a faint hum. When thrown, it transforms into a bolt of lightning, turning any hit into a critical hit. The target, and all creatures within a line 5 feet wide between you and the target, must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one.