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REVISED MARTIAL EQUIPMENT WEAPONS AND ARMors OF WAR ent for the ways of martial combat of Sth edition of Dungeons and Dragons, TABLE OF CONTENTS PREPARATION MARTIAL INTERACTIONS Frat AND SKILL CHANGES WEAPON PROPERTIES FiGHTING STYLES SPELL AND AsItiTy INTERACTIONS Crass PROFICIENCIES AND STARTING EQUIPMENT EQUIPMENT GROUPS Armor SHIELDS Amuse WEAPONS Axes BLUDGEONS Bows Comear BLapEs CRosssows DuELING BLADES FIREARMS FLaILs HAMMERS AND Picks LauncH WEAPons NATURAL WEAPONS POLEARMS ‘SPEARS ‘THROWING WEAPONS Wares REFERENCE TABLES CREDITS AND PATREON LINK u 2 ll Jorn THe Discorp! Have questions or comments to give to the developrrent tearn of Revised Martial Equipment or any other Commander brew? Join our discord! Allcrtique is welcome and weil be glad to have your feedback. If you wish to receive updates on this and future brews, ask for the Scryer role when you join. httpsi//discord.gp/Wernuw7} REALISTIC EQUIPMENT WITH A FANTASY FLAIR ‘The RME Homebrew gives extra options, more damage, and areater lexbilty o the equipment of martial classes. Itis an attempt to make each weapon feel unique and interesting, and give the average fighter more to do on their turn, rather than simply attack, roll a couple of damage dice, then wait for the next turn, ‘The equipment in this system is not only lifted from the core rules, but several dozen more were added for fantasy concepts and to cover a wide range of cultures and time frames at home in a medieval fantasy setting. The weapons are no longer divided into "simple" and "martial" categories, rather each weapon, shield, and armor is now part of a group of similar equipment, such as axes, bludgeons, or polearms. Different shields and armors are now available, having greater lexbility on what to do with your shield, and having freater historical accuracy on what types of armors were made and worn by medieval peoples. In general, RME. ‘weapons and equipment find similar roles as what was found in ancient combat history, while also blending fantasy elements such as returning boomerangs or dual wielding crossbows, ‘TRANSLATING WEAPON PROFICIENCIES TO TRAINING LEVELS Look at your species, class, subclass, and any feats you've taken; note any proficiencies with weapons, armor, and shields, ‘These proficiencies become Basic training. For example, if your class gives proficiency with martial weapons, you se all RME weapons with Basic training. your class gives roficiency with simple weapons, you use weapons in thelist imple weapons’ with Basic training. If proficiency with a specific weapon is liste, for example, high elves with Tongswords, shortswords, longbows, and shortbows, you use them with Basic training. Anything you do not have proficiency with means you are at the Untrained level For example, a Sorcerer would use a greatsword at an Untrained level If any proficiencies are redundant, you instead have master training with that equipment. For example, a Drow has. proficiency with hand crossbows, shortswords and rapiers, and the rogue class gives proficiency with those as well So a Drow Rogue would have master training with hand crossbows, shortswords and rapiers, and Basic training with the other weapons listed for Rogue. The exception to this ‘with multiclassing, A Fighter multiclassed with Barbarian ‘would not have master training with all weapons, simply because both classes give proficiency with martial weapons. OTHER WEAPON PROFICIENCIES ‘Your campaign can also have specific settings and cultures tunique to each playable species, At your DM diseretion, your! species choice can give you proficiency, which translates to basic training, in two o three different equipments Because this can be easily abused, before your campaign starts, your DM should determine which two or three proficiencies each species would inherit. These should be based upon national identity, cultural influence, or military tradition, and not simply a character's background or profession. DOWNTIME TRAINING You can also increase your training with any equipment group. To train up from Untrained to Basic fora certain equipment group, you must find a capable teacher. Each day you train for atleast an hour with your traines, you add your Intelligence score to a total Your trainer additionally makes their choice of Performance, History, Athleties or Acrobatics check once per day, and the DM rolls 2410 +5 Ifyour trainer beats the DMs rol the trainer adds their respective ability score to your total as well When your total reaches atleast 500, you have completed the training and have Basic training with the equipment group. “To tain from Basic to Master, you train with a si equipment, and your (raining total must reach at least 2500, starting back from 0, but once your total exceeds this number, you have completed training and have Master training with the selected equipment. Bear in mind most trainers must be paid for their work. These training days do not need to be consecutive and can be part of downtime during travel or other light activiy, provided there is room to practice and a teacher present. ‘TRAINING LEVELS ARE IMPORTANT! Each character now Fas three levels of trairing with all ‘Untrained, Basic, and Master, ‘With each level of training, the character gains more abilities, higher damage, and greater flexibility withthe equipment presented here MARTIAL INTERACTIONS ‘There are a few tweaks and adjustments tothe core rules of Se to accommodate the Revised Martial Equipment system presented here, as well as some important things to note bout the RME system itself while using it ‘WEAFON DC ‘When your enemy must make a saving throw to avoid the conditions given by weapon properties, tis against your ‘weapon DC, which is calculated with the following equation: Weapon DC = 8 + your proficiency bonus + your Strength ‘modifier + any magical weapon enhancement. You can substitute Strength with Dexterity ifthe weapon has, the Finesse property. You can also substitute Strength for another ability used for a melee weapon attack as part of a clase ability, such as Hexblade Warlock using Chavisma instead of Strength, ‘Any other effect, such as the modifier used to damage on a Disarm, Entangle, or Trip attempt is only ever Strength and cannot be substituted. ‘Weapon DC for crossbows or firearms is calculated using the bonus damage they receive in place of Strength. Ifthe ‘crossbow or firearm has no bonus damage, you only add ‘your proficiency to the weapon DC equation. ‘WEAFON PROPERTY USAGE ‘When you wish to use a property from a weapon, the only requirement is you are making a weapon attack with that ‘weapon, This can be any weapon attack; an Attack action, of- hand attack, opportunity attack, even a weapon attack made as part of casting a spell ‘Each weapon property use must be announced before the attackis made. A player cannot wait to know if they hit before they say they are using a Trip with the attack. Instead, the player must declare they are making a Trip attack and proceed as directed in the property's listing. Ifyou score a critical hit with an attack using a weapon property, roll your weapon's damage, adding any attachers and modifiers as normal, in addition to forcing your enemy to roll the saving throw, but do not modify the damage because ofthe eritical hit DAMAGE TYPES Some weapons list two or three types of damage in their properties, These weapons are capable of different types of attacks that dea different types of damage; for example, a sword swing deals slashing damage, while a sword thrust deals piercing, but a spiked mace swing deals both bludgeoning and piercing damage. Ifa weapon's damage types are separated by "or", as in piercing or slashing damage, the player must choose which type of damage they are using before the attack is made. However, ifthe damage types are separated by “and’, as in bludgeoning and piercing damage, this weapon deals both ‘types of damage, using whichever type will damage the enemy the most, but has no effect on the total damage dealt, RME Master Feats AND PERKS Each equipment group lists a feat that a character can take to gain unique abilities with the equipment ofthat group. ‘When you take a group master feat, you gain master training with four weapons of your choosing in that group, and keep your current training level with all other ‘weapons in that group. When you have master training ‘with any weapon, either by the feat or some other means, you have access to that weapon's master perk. All master feata apply to that group only. For example, if you have taken Combat Blade Master, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the ‘opportunity attack, All master perks apply to that weapon only. For example, if you have master training withthe Battleaxe, which grants you rerolls on damage if you roll a 1 or 2, you cannot wield a battleaxe and reroll all damage rolls from other weapons, ‘The damage rerolls only apply to the battleaxe and its attachers only. MARTIAL CHANGES ‘Some core rules of Se combat have been more cleatly defined or slightly (weaked Please read the following sections carefully as thee balance changes have been made very carefully with RME weapon interactions in mind ‘MULTIPLE TARGET ATTACKS ‘Some weapons in this system allow you to make one attack roll against more than one target, for example the fire lance which sprays fire in a 15 ft cone. When this happens, vou roll one attack roll and compare itt all available target ACs, and choose one target to add your ability modifier in damage only Any attachers such as sneak attack or smite are only applied to that target as well ‘Two WEAPON FIGHTING When you take the Attack action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same action. That extra attack must be made with a different Light weapon in the other hand, and you don't add your ability modifier to the extra attack’s damage. You ccan make this extra attack only once on each of your turns. ‘Additionally, the Dual Wielder feat has been changed See the Feat and Skill Changes section, DRawinc or STOWING WEAPONS You can draw any weapon for free. Stowing a weapon requires an Object Interaction on your turn. This allows you to switch weapons in combat while still imiting your weapon swapping to a reasonable amount. Remember that you can always drop a weapon for free, though that weapon is now on the ground for anyone to pick up. FLANKING Flanking an enemy adds +2 to attack rolls when two creatures flank an enemy, and *5 if three or more creatures flank an enemy. You can only flank a creature up to two size categories bigger than you. You can always flank creatures smaller than you. Ifyou are being flanked, you cannot contribute to flanking another creature. To determine flanking, draw a line from the center of your controlled space to the center of the controlled space of an enemy of your target within your weapon's range. Ifyour line intersects the controlled space of your target, you are considered flanking. Ifyou and two other creatures can draw atriangle where all three sides intersect the controlled space of your target, all three of you flank the target. This will naturally mean itis generally only possible to get a three-way flank with creatures larger than you. Crrricat Hit DAMAGE When you score a critical hit with a weapon attack, maximize ‘your weapon's damage dice, add your ability modifier, then, roll your weapon damage dice again. This prevents your critical hit from dealing less damage than a normal hit, Note that this does not apply to spell attacks or any attachers to your weapon's damage. ATTACKING WHILE GRAPPLED ‘When you make an attack against a creature that you are grappling or that you are grappled by, you suffer disadvantage ifyou make the attack with a Heavy or Two Handed weapon. ‘This has the added benefit of making Versatile weapons ‘more versatile, as you can always take one hand off or putit back on the Versatile weapon, SNEAK ATTACKS WITH RANGED WEAPONS ME makes some distinction between ranged attacks with Ranged weapons or Thrown weapons. Thrown and Launch ‘weapons allow you to use Strength or Dexterity in the attack and damage roll Only allow a sneak attack to be made with a ‘weapon that uses Dexterity for the attack and damage roll, and only allow Thrown weapons to be used for sneak attack ifithas the Finesse property. ReturN To Top ie AC bonus replaces a+1 bonus, DEFINITIONS ‘+ Attacher - Any damage which is not built into a normal ‘weapon that is dealt on hits, such as Sneak attack, Smite, Elemental bonus damage, etc. Additionally, any weapon which attacks multipfe targets with one attack ean only apply the attacher to one target of your choosing, unless it slates otherwise + Equipment - Any items listed in this brew: Armor, shields, and weapons are equipment. Equipment refers toa single item, while a equipment group refers to an entire category. + Equipped - Items are equipped when they are held with as many hands as is required to use it properly. Some items are worn, such as hidden blades or interceptors, but touse them, they must be equipped. Unequipping an item usually refers to stowing it, which uses your Object, Interaction, but anything can be unequipped by dropping, itfor free. Any equipment properties or master perks that require reactions cannot be used unless itis equipped at the end of your turn, jattial/Simple Weapon - There are no artial” weapons in RME, only training levels. However, some mechanics and prerequisites reference martisl or simple weapons. For the purpose of those requirements, ‘aay weapon which has the Awkward property a the ‘untrained level is considered a martial weapon. Weapons without this property at Untrained are simple weapons, + Mighty/Powerful Blow - A particularly devastating strike that grants additional benefits depending on certain ‘weapon properties or master perks. A mighty blow is When your attack rll atleast 5 higher than the target's AC, while a powerful blow is when your attack roll is at least 10 higher than the target's AC. A powerful blow. supersedes a mighty blow. + Off Hand - This is the hand which is wielding the second, weapon while dual wielding. A weapon attack from one hand (it doesn't matter ifit's right or left) is the main. attack of an Attack action, while the offhand attack is the additional attack gained through dual wielding. You can only make one off-hand attack during your turn, unless a perk or ability says otherwise, ‘+ Weapon AC-This is bonus to your AC that is in addition toyour armor and shield AC, as well as any magic or spell bonus. Your weapon AC bonus is the highest bonus you are currently given from your weapons, eg. a*2 weapon FEAT AND SKILL CHANGES ‘The following changes must be made to Se feat and skill choices for RME to balance properly + The following feats are disallowed: Blade Master, Fell Handed, Flail Mastery, Gunner, Heavy Armor Master, ‘Medium Armor Master, Polearm Master, Shield Master, Spear Mastery and Warhammer Master + AtDM discretion, you can substitute a tool or skill proficiency (not gaming set or musical instrument) for an inerease in training for one equipment. DUAL WIELDER © You gain 2 +1 bonus to AC while you are wielding a ‘separate weapon in each hand * When you are dual wielding, neither weapon in either hand is required to have the Light property. + You can draw or stow two One Handed weapons when you would normally be able to draw or stow only one. Sxrit Experr * Increase one ability score of your choice by 1, toa maximum of 20 * You gain proficiency in one skill of your choice, or increase ‘raining with one equipment from untrained to basic. * Choose one skill in which you have proficiency. You gain ‘expertise with that skil, which means your proficiency bonus is doubled for any ability check you make with it. ‘The skill you choose must be one that isnt already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Instead ofthis choice, you can ‘choose one equipment you have basic training, even ‘equipment you gained basic training with ths feat, and inerease that training to master. GRAPPLER “+ You have advantage on attack rolls are grappling. + You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. Ifyou succeed, the creature is restrained until the grapple ends. *+ Your training in Unarmed Strike is increased by one step, and your Unarmed Strike gains the Disarm, Entangle, and Thip properties, against a creature you ‘TAVERN BRAWLER + Increase your Strength or Constitution score by 1,to a maximum of 20. + You are proficient with improvised weapons, + Your training in Unarmed Strike is increased by one step, and your Unarmed Strike gains the Disarm, Entangle, and ‘Trip properties. + When you hit a creature with an Unarmed Strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target SKILLED + You gain proficiency in any combination of three skills, (ools, or equipment of your choice. Ifyou choose an equipment, you increase that equipment training by one step, ‘WEAPON MASTER + Increase your Strength or Dexterity score by 1, toa maximum of 20 + You increase the training level of any 4 weapons of your choice to master training. RETURN TO ToP ‘WEAPON PROPERTIES AFFIXED Alfixed weapons are donned or dotfed like clothing as an action and cannot be disarmed. While worn, it can be equipped or unequipped for free during your turn, and while not equipped, it remains attached to your body, leaving that hhand oper for other things. You may dual wield with an Afixed weapon, and while doing so, neither weapon needs the Light property. AwkwarD ‘This weapon requires Basic training to use properly, but you sill get limited use with it. You do not add your proficiency bonus while rolling an attack with this weapon. BARBED When this weapon is entangling your enemy, and the enemy leaves your grapple for any reason, that enemy takes damage. Roll your weapon's damage dice alone and deal this damage to your enemy. BALANCED. When this weapon rolls a 1 on any of ts damage dice, you can reroll that dice but must use the new result. I you wield this weapon with two hands, you can reroll the damage dice if itisa Lora2 BRACE (On your turn, ou can use an action to Brace. Choose any targets you can see that are more than 20 feet away from you Ifany of those targets enter the reach you have with your weapon before your next turn, ata reaction you can roll one melee attack against them with advantage. Ifthe attack hits, treat the attack as a critical hit, While bracing, ifyou use a Afferent reaction, you are no longer bracing, While bracing. i you leave the position where you began bracing, you ean no longer perform this attack and must Brace again atthe start of your turn to do so again. A Brace attack is not an opportunity attack. Clockwork This weapon has internal mechanisms which assist in its use. Clockwork items must be repaired as part of a short rest using Tinker's tools if they were used during the day, and if not, they will suffer a cumulative -1 to thei weapon DC and attack rolls atthe beginning of the day until repaired Any clockwork weapon can use Intelligence for the weapon DC equation, though they still use Strength for attack and damage, or Dexterity ifthe weapon has Finesse. Additionally, they sill only deal Strength when a property allows for an ability modifier damage alongside a saving throw. CONCEAL At the start of combat, any weapon with this property is considered concealed ifit is not equipped Ifyou attack with a concealed weapon, you can roll a Sleight of Hand check against the targets passive Perception score. On success, ‘your attack gains advantage, and the enemy is treated as if ‘surprised for this attack. Once you use this property, you cannot benefit from it again for any creature which observed you using the property. A creature can roll a Perception check, against passive Sleight of Hand score, and if successful they spot your concealed weapons, removing any benefit from this property for the duration of the encounter. Derect When struck by a melee weapon attack, you can use your reaction to deflect some damage you would receive. If wielding one Deflect weapon, you can roll your weapon's damage, add your Strength modifier, or Dexterity modifier if your weapon has the Finesse property, then subtract that {otal from the damage you would receive from a source you can see. Ifyou are wielding a Deflect weapon with two hands, you can add your Strength modifier twice to this total or add your Strength in addition to your Dexterity modifier if your ‘weapon has the Finesse property Ifyou are wielding two Deflect weapons, you can roll both weapons Deflect rolls and, take the highest result or you can choose to deflect another attack sing your offhand weapon, as part of the same reaction. You do not add your modifier to the offhand Deflect, roll unless you have the Two: Weapon Fighting Style. Deflect does not interact with any other weapon property, such as Balanced, Keen, or Puncture; you simply roll your ‘weapon's damage dice normally. Disarm ‘When you hit with a Disarm attack, you deal damage equal to your Strength modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw. On failure, it drops one held object of your choice, landing within Sftof tin a direction of your choosing. Ifyou have a free hhand, you can come into possession ofthe disarmed object. If your target is one category size larger than you or using a two handed weapon, it gains advantage on this save, while enemies two size categories larger than you are immune to this attack from you. Ifit is smaller than you, it suffers. disadvantage. Douste ENDED ‘When you take the Attack action on your turn and attack with Double Ended weapon, you can make one additional attack fs part of the same Action, You must be within 5ft of your target, but you add your Ability Modifier to the additional attack’s Double Ended damage. You can make this additional attack only once on each of your turns ENTANGLE When you hit with an Entangle attack, you deal only your Strength modifier in damage, minimum of 1, and force the fenemy to succeed on its choice of a Strength or Dexterity saving throw or be grappled by you. To escape, the creature must succeed a grapple check against your weapon DC, gaining advantage if itis one size category larger than you. Creatures two size categories larger than you are immune to Entangle attacks from you. ‘While you are holding the weapon entangling your target, your weapon attacks against it automatically hit, but only deal ‘damage equal to your Strength modifier, minimum 1. You ‘cannot use your weapon for any other purpose while itis entangling. You can release an entangled enemy at any time, Ifyou drop the weapon, the ereature is immediately free. ‘Some ranged weapons have the Entangle property. These weapons Entangle your target at range and do not require you to be holding the weapon to continue the grappled condition, Because ofthis, a target must always succeed a grapple check against your weapon DC to escape from a ranged weapon's Entangle property. FINESSE When making an attack with a Finesse weapon, you can use your Dexterity modifier forthe attack and damage rolls, and, ‘use Dexterity instead of Strength for your weapon DC FIREARM Rolling a 1 on an attack roll causes this weapon to jam. It's still oaded but a malfunction prevented ignition. As an, action, you must clear the jam before it can make a ranged attack again. Firearm weapons can't make ranged attacks ‘underwater, and if they are subjected to water such as from rain or a tidal wave spell, they gain ~1 to their misfire range until you spend an action to dry them. All Firearms create a sound which ean be heard hundreds of fe! HEaw Category size Small creatures suffer disadvantage to attack rolls and Tiny and smaller cannot wield this weapon. HipsHoT ‘This ranged weapon is extremely nimble and maneuverable. When you make a ranged weapon attack, you ignore the disadvantage from a hostile creature within Sf of you. Keen ‘This weapon is extraordinarily sharp or devastatingly accurate, When you score a critical hit or a powerful blow with this weapon, add an additional damage die to the weapon damage dice and any attachers rolled. The added damage die is not doubled from a critica hit. KNockBack When you hit with a Knockback attack, you deal only your ‘Strength modifier in damage, minimum of 1, and your enemy ‘must succeed on its choice of a Strength or Dexterity saving throw or be pushed 5 feet in a direction of your choosing. Creatures one size category larger than you gain advantage on this save. Creatures two sizes larger than you are immune to being pushed this was. Licht In order to dual wield two weapons, both weapons you wield ‘must have this property. You can make an attack with your offhand weapon as part of your Attack action, but don't add any ability modifier to damage. There is no requirement that your offhand weapon be melee in order to dual wield LuNce Ifyou use an Attack action, you can use Sft of movement to attack a foe up to Sf further than normal but without leaving, the square you occupy: Each attack which uses this property costs Sft of movement. You cannot Linge ifa creature or obstacle is between you and your target. MELEE Melee weapons make a melee weapon attack ata target up to 5 feet away, and add Strength modifier to attack and damage rolls NATURAL, ‘A Natural weapon is one which is part ofa creature's anatomy, such as teeth and claws, To have a Natural weapon, ‘you must either become a creature for whieh a Natural ‘weapon is listed in its stat block, or have a racial ability which allows you to make an attack using claws, teeth, etc in place fan unarmed attack. Natural weapons cannot be removed, disarmed, or broken in any way and are always equipped. Natural weapon damage is not affected by RME, and you should use the damage listed. NIMBLE ‘When you make an attack against a creature that you are srappling or that you are grappled by, or while prone, you gain advantage on the attack. One HANDED. This weapon requires only one hand to wield properly. PENETRATE When you target an enemy with an AC of atleast 15, minus any Dexterity bonus it can have, you can add a +1 bonus to your attack rol if you wield your weapon with one hand. and a, 42 bonus if you wield it wth two hands. “Any ranged weapon attack which has Penetrate works a bit Gifferently You can add half your weapon attack ability ‘modifier, no matter how many hands you use to wield the ‘weapon, PUNCTURE ‘These piercing weapons deal significantly more damage if they hita vital weak spot in the enemy. When you roll a ‘maximum value with any of your weapon's piercing damage ice, ou can roll that dice again and add the result to the total damage dealt. This ean keep happening as many times as you roll maximum values on damage dice, even on the new rolls RANGED Ranged weapons make a ranged weapon attack using Dexterity for attack and damage ros. It must be loaded with ammunition to make an attack. The ranged numbers list its normal and maximum range. When attacking enemies beyond the normal range or with an enemy within Sft of you, you suffer disadvantage for that attack. A ranged weapon cannot attack targets beyond its maximum range. REACH ‘This weapon adds 5 feet to your reach when you make a melee weapon attack, as well as for determining your reach for opportunity attacks with it. Note that if there is creature between you and your target within reach, your target has half cover. Reach cannot be uted to extend the range of a Double Ended attack. RELOAD ‘Some ranged weapons take a time to reload, expressed in types of game actions. These game actions represent the 31 it takes to reset a weapon and prime it for another attack. From fastest to slowest, these are; free, object interaction, reaction, bonus, attack, action. + Reload weapons require two hands to Reload unless otherwise stated + Reloading attack means you use an Attack action and one of your main hand altacks is used to Reload Ifyou have 2 attacks, you attack once, use your second attack to Reload If you do not wish to attack, then reloading your weapon takes an action + Reload free has no action economy cast and reloads as auickly as a bow. *+ You must always Reload your weapon before usin ranged weapon attack again, If your weapon is empty at the end of your turn, it must be reloaded before you can use it again. + Anything which grants an action or special set of extra actions, such as the haste spell or Action Surge, ean be used to Reload. Furthermore, anything which grants a use object action as a bonus action, such as Rogue Thiet's Fast Hands, can shorten Reload to a bonus action, You have the choice of reloading your weapon with any of the options that are slower. For example, a crossbow master using light crossbow is able to Reload using an object interaction, but can Reload with a reaction, a bonus action, an attack, or an action, STAGGER ‘The weight of your weapon can stagger the enemy's defense, causing them distraction as you knock them off guard. When. ‘you miss a creature that you can see without rolling a1, but the total s less than the target's AC up to an amount equal to your Strength modifier if your weapon is wielded with two hhands, or halfyour Strength modifier if you wield a the ‘weapon with one hand, the next attack against this creature before the start ofits next turn gains advantage, When you hit, you can deal only your Strength modifier in damage, minimum of 1, and impart this effect voluntarily. When you score a critical hit you always Stagger your ene, ‘You cannot Stagger targets two size categories larger than you. When using a ranged weapon with the Stagger property, you substitute Dexterity for Strength in this case. SUNDER ‘This weapon is designed to ruin armor. When you hit with a Sunder attack, you deal damage equal to your Strength, ‘modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw plus any ‘magical bonus to AC it can have, If fails this save, you reduce the AC ofits armor by 1 if you wield your weapon with fone hand, and by 2 if you wield your weapon with two hands. ‘Sunder cannot reduce the AC bonus pravided by spells or ‘magical items, THROWN ‘This weapon can make a ranged weapon attack by throwing it at the enemy, dealing their melee damage unless a different damage value is listed after the Thrown weapon proper’. ‘They use Strength for attack and damage, unless the weapon has the Finesse property. You can draw and throw a weapon as part ofthe attack, Trip When you hit with a Trip attack, you deal only your Strength ‘modifier in damage on hit, minimum of 1, and your enemy ‘must suceced on its choice of a Strength or Dexterity saving throw or be knocked prone, Enemies one size category larger than you gain advantage on this save, Enemies two size categories larger than you are immune to this attack from, Two HANDED ‘This weapon requires two hands to use when you attack with it, While wielding a two handed melee weapon, you add half ‘of your Strength modifier to the damage rollin addition to the normal ability modifier for that weapon. VERSATILE ‘This weapon can be used with one or two hands and you can switch between them at any time. While wielding this weapon with two hands, you add half of your Strength modifier to the damage rol in addition to the normal ability modifier for that, weapon. Wound ‘This weapon is particularly vicious or wounding. When you score a mighty blow; the target creature gains a wound. At the start of that creature's turn, itloses hit paints equal tothe roll of one of your weapon's damage dice. At the end of each of ts tums, the creature makes a Constitution saving throw, losing the wound on a success, A creature also loses this wound if it regains any hit points or ifa creature uses a healer's kilo succeed on Medicine check equal to your weapon DC. RETURN To Top. REVISED FIGHTING STYLES ‘The fighting styles presented here are meant to mesh with the added weapon properties and improve their performance, ARCHERY You are a skilled and focused marksman. You gain a+1 bonus toattack rolls you make with bows, crossbows, and launch, ‘weapons. Additionally, ifyou do not move during your tarn, you ean spend a bonus aetion to aim carefully, giving yourself advantage on your next attack. After you use this ability, your speed becomes 0 until the start of your next turn, BLIND FIGHTING You have trained to fight an unseen enemy using your focus and senses other than sight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even ifyou're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Close Quarters SHOOTER You ate tained in making quick and accurate ranged attacks in close quarters All ranged weapons you wield gain the Hipshot property If an enemy misses you with a melee alteck, asa reaction, you ean make a ranged weapon attack. against that enemy. Finally, you ignore half and three-quarters cover when an enemy is within 30 fet of you DEFENSE You employ defensive martial techniques in close quarters, moving inside an attacker's guard While you are wearing armor, you gain a + bonus to AC. Additionally, when an enemy within 5ft of you is about to make a melee attack, you ‘ean use your reaction to impose disadvantage. If an enemy misses when you use this ability, you can attempt a grapple or shove as part of the same reaction. Dueunc ‘You are trained in lethal dueling techniques. When you are wielding one melee weapon in one hand with no other ‘weapons, you gain a d4 bonus to damage rolls. This extra die does not interact with weapon properties. Additionally you roll an extra damage die when you roll a Deflect roll Ifyou reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction. GREAT WEAPON FIGHTING You are a warrior that makes the best use of full body ‘techniques while fighting, While wielding a melee weapon with two hands, your weapon gains the Stagger weapon property when your attack deals slashing or bludgeoning ‘damage, and the Puncture property when your attack deals piercing damage. Additionally, you can roll your weapon's ‘damage twice and take the better result when you deal slashing or bludgeoning damage. INTERCEPTION You are vigilant and protective of your allies in combat, When an enemy you can see within your reach damages an ally ‘within your reach with an attack, you can use your reaction to reduce the damage your ally takes by rolling your melee ‘weapon's damage ~ your proficiency bonus (to a minimum of, (O damage) If you are wielding a shield, you ean instead roll 10+ your proficiency bonus. This counts as a Deflect rol for any benefit which can combine or empower i MariNER Your time aboard ships as a marine has trained and conditioned you to be agile on ropes and in water, and this agility extends to your defense. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. While using an underwater ‘weapon, you gain a +1 to weapon DC. PROTECTION You are a trained guardian, protecting those around you from attack, When a creature you can sec hits a target other than you that is within 5 feet ofyou, you can use your reaction to force the enemy to reroll the attack. Ifyou are wielding a shield, the enemy rerolls the attack with disadvantage. SUPERIOR TECHNIQUE You learn one maneuver of your choice from among those available to the Battle Master archetype. Ifa maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is your weapon DC. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source land matches that dice size ifit increases) This dic is used to fuel your maneuvers. A superiority die is expended when you seit. You regain the expended superiority die earned from this fighting style when you finish a short or long rest, you reduce a CRI or greater enemy to 0 hit points, or if you roll a natural 20 on any attack roll during a combat encounter. THROWN WEAPON FIGHTING You throw weapons with extreme accuracy. Weapons with the ‘Thrown property deal an additional +2 bonus to damage and your attacks with them ignore half and three-quarters cover, ‘Aaditionally, you can forgo your proficiency bonus to hit, Bt, ifyour attack lands, you deal extra damage equal to double your proficiency bons. TUNNEL FIGHTER You excel at defending narrow passages, doorways, and other tight spaces. As an action, you can enter a defensive stance that lasts until the star of your next turn. While in your defensive stance, your weapon gains Brace, you are bracing, and you can make Brace attacks without using your reaction, Additionally, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. ‘Two-WEAPON FIGHTING You are a balanced and ambidextrous warrior When you engage in two-weapon fighting, you can add your ability ‘modifier to the damage of the off hand attack, and ifyou have the Extra attack feature, you gain one extra offhand attack which you make as part of your Attack action, UNARMED FIGHTING You are much more capable with your hands than any ‘weapon. You gain master training in Unarmed Strikes. Ifyou aren't wielding any weapons or a shield when you make an attack roll your unarmed strike damage dice is increased by fone size, e.g from a d6 toa d& At the start of each of your ‘ums, you can automatically deal 1d4 bludgeoning damage to ‘one creature grappled by you without using any action. SPELL AND ABILITY INTERACTIONS ‘There are some magic spells which produce a weapon, or ‘weapondike quality thatthe caster can use offensively like a normal melee weapon. [tis important to clearly detail how this system interacts with those spells, and to what extent these summoned effects benefit from weapon properties from Revised Martial Equipment. You have Basic training ‘with any weapon you summon, which ean stack with your own proficiencies to give you master training if appropriate. ‘MELEE WEAPON SPELLS Flame Blade - This spell summons any Combat Blade or Dueling Blade with the One Handed property that lacks Versatile or Deflect, ‘Shadow Blade - This spell summons any Combat Blade or Dueling Blade with the One Handed property that lacks Versatile of Detect Spiritual Weapon - This spell summons a floating spectral ‘weapon which cannot be wielded It gains no weapon properties, nor can it be attacked or used to attack even by the caster. It is essentially a vehicle for bonus action force damage. ‘Shillelagh - This spell can be used on any Bludgeon weapon, but its damage is d&. even ifthe weapon would normally have better damage die. However, this damage does extend to Double Ended. ‘Tenser's Transformation - This spell does all it says in its escription. When you cast this spell, you choose a weapon, shield, or armor group and gain master training with all ‘equipment in that group for the spel's duration. You do not gain the master feat for that group unless you already have it. ‘Mordenkainen's Sword - This spell summons a sword. shaped plane of force that can assume any Combat Blade or Dueling Blade's shape. However, this weapon cannot be ‘wielded, and gains no weapon properties ReturN To Top RANGED WEAPON SPELLS ‘Swift Quiver - This spell can be used on any ammunition and ‘any container for which ammunition is stored, such as a bullet pouch, bott case, or spinner cartridge. The ammunition and container gain all the effects of the spell However, the ‘weapon for which the ammunition is used must still be reloaded, using the time as is appropriate for the training Ievel you are at with that weapon. Conjure Barrage - This spell can be used on any ammunition ‘or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell and deal only 348 damage of the type appropriate for the weapon. Conjure Volley - This spell can be used on any ammunition, ‘or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell and the spell Continues as normal for ite description, Cordon of Arrows - This spell can be used on any ammunition or weapon with the Thrown property. The ‘weapon loses any weapon properties it has, and deals only 11d6 damage of the type appropriate for the weapon. OTHER Astificer Infusion: Returning Weapon - This Infusion can be used on any weapon with the Thrown property Astificer Infusion: Repeating Shot - This Infusion can be used on any weapon with the Reload property. When you Reload this weapon, reduce its Reload time by one step, og. if ‘a weapon with your current training has Reload as a bonus action, you can Reload as a reaction. Supctass MASTER TRAINING ‘The following subclasses gain master training with the ‘weapon or equipment listed Astificer Armorer - Heavy Armor and 1 shield of choice Arcane Archer - All Bows and Crossbows Bladesinger - 1 one handed Melee weapon of choice Cavalier -Lance Circle of the Moon - Natural Weapons except unarmed strike College of Swords - Scimitar Eldritch Knight the weapon used with Weapon Bond Pact of the Blade - The pact weapon ifitis Simple “+ Way of the Kensei . Chosen Kensei weapons “Way of the Open Hand - Any Natural weapon Cass TRAINING AND STARTING EQUIPMENT ARTIFICER Dru BASIC TRAINING Bastc TRAINING Armor: Light and medium armor, shields Armor: Light armor, medium armor, shields Weapons: All simple weapons, Crossbows, Firearms, and Weapons: All Ambush, Bludgeons, Launch, Spears, and Berean tripe tne clockacrt oper ‘Throwing weapons without the Clockwork property, Tee THIRD Toots, tikes tocls one SHOE arate tals ddagger, Kuli, scimitar, sickle, tomahawk, war scythe, wall pick, whip Srarrinc EQuieMenr Tools: Herbalism kt + Any evo simple weapons ‘+ Any crossbow without the Heavy property and 20 bolts Starrinc EQUIPMENT + (@Padded armor or b) chain shirt (@)a buckles (2) skirmish shield, () spiked shield, or () + Thieves’ tools and a dungeoneer's pack any simple weapon + @ascimitar, &) boomerang, (c rident, (for any simple BARBARIAN weapon + Padded armor an explorers pack, and a druidic focus Basic TRAINING Armor: Light and medium armor, Shields without the Cloclavork property ‘Weapons: Any choice of 8 weapon categories except Firearms and Crossbows, and weapons with the Clockwork property ‘Tools: None StaRTING EQUIPMENT * (a) Two Handed weapon of (2) any martial melee wespon (a) fre One Handed snipe apes thomas poor (b)any simple weapon Explorer's pack and (a) 4 Thrawing Weapons or (2)4 peries Barp Basic TRAINING Armof: Light armor ‘Weapons: All simple weapons, Dueling Blades, ‘Throwing Weapons, interceptor, longsword scimitar ‘Tools: Three musical instruments of your choice StaRrINe EQuieMent * (@)aay Dueling weapon or (2) ny simple weapon + @)ciplomat’s pack or (b)an entertaines's pack + Any musical instrument * Padded armor and a weapon worth 2gp or less CLERIC Basic TRAINING ‘Armor: Light and medium armor, shields without the Cloclawork property Weapons: All simple weapons ‘Tools: None StaRTING EqureMent (a) any Bludgeon weapon or (b) any martial weapon withthe Veretile property. Bees or (eat cart or © baark Be aseterattrcet eaten a! 20 procs of eee ee cetareea + G@apriesta pack or an explore’ pack + (aja bueken() kite, or () skimish shield + Aholy gmbel AcGHTER Basic TRAINING ‘Armof: All armors and shields ‘Weapons: Any choice of 8 weapon categories ‘Tools: None Sramrinc Eguieent © (a) chain shirt or (b) padded armor + (a) greatbow, (b) longbow, or (c) recurve and 20 arrows * (a) any weapon and shield or (b) any two weapons * (a)asimple ranged weapon and 20 pieces of ammunition for it or (b) any two simple weapons of the same type * (a)dungeoneer's pack or (b) an explorer's pack Monk Basic TRAINING ‘Armor: None ‘Weapons: All One Handed simple weapons, all weapons on the Monk weapons table in the Reference section. Note: in RME, any weapon a monk is proficient with (has basic taining with) becomes a Monk weapon for the purpose of Martial Arts + Tools: Choose one type of artisans tools or one musical instrument StarriNc EQuirMenT * any weapon with which you are proficient + (@)dungeoneer’s pack or (b)explorer's pack any 10 Throwing Weapons PALADIN Basic TRAINING ‘Armor: All armor, shields ‘Weapons: Any choice of 8 weapon categories except Firearms, Throwing, and Whips ‘Tools: None Srazrinc EguieMenr * (@)any wespon and shield or (2) any two weapons + (25 javelins or @ any simple Melee weapon + (@Japrieste pack or (explorers pack = Hauberk and a holy ymbol RANGER Basic TRAINING ‘Armor: Light armor, medium armor, shields without the Cloclaorks property ‘Weapons: Any choice of 8 weapon categories except Polearms, Fails, and no weapons with the Clockwork property ‘Tools: None StaRrine EQurement + @ chain shirt or () padded armor * (@)any two weapons which have Melee, One Handed and Light properties or (6) any two simple Melee weapons + (@adungeoncer's pack or (6) an explorers pack + Any Bow or Sling and 20 pieces of ammunition frit ROGUE Basic TRAINING Armor: Light armor ‘Weapons: All simple weapons, Dueling Blades, and any ‘weapon with the Conceal property ‘Tools: Thieves tools Starine EQuieMent * Any Ducting blade + (@aay simple ranged wespon and 20 pieces of ammunition for it or (b) any Dueling blade + @a burglar’s pack, @) dungeoneer's pack, or (o)an explorers pack + Padided armor, two daggers, and thieves tools SorcERER Basic TRAINING ‘Armor: None ‘Weapons: Dagger, dar, sling, quarterstalh light crossbow ‘Tools: None Stagrine Equipment * (a)any simple ranged weapon and 20 pieces of mnmunition for itor (0) any simple weapon + @a component pouch or (b)an arcane focus + Gla dungeoneer's pack or (6) an explorers pack + Two daggers ‘WARLOCK Bastc TRAINING Armor: Light armor ‘Weapons: All simple weapons ‘Tools: None ‘StaRTING EQUIPMENT + (@)Any simple ranged weapon and 20 pieces of ‘ammunition for it or (b)any simple weapon + (@a component pouch or (b)arcane focus ‘+ @)a scholar's pack or (6) dungeoneer’s pack ‘+ Padded armor and two daggers ‘Wizard BASIC TRAINING. ‘Armor: None ‘Weapons: Dagger, dar, sling, quarterstaf light crossbow ‘Tools: None ‘StaRTING EQUIPMENT + @acquarterstalf or (b)a dagger + (@)a component pouch or (b)an arcane focus + @ascholar's pack or (b)an explorer's pack. + Aspellbook RETURN TO TOP ARMOR Untrained with armor represents wearing the armor for Licht Armor basic protection but not knowing how to wear it properly. You Type Base AC Stealth Weight Gold Cost have disadvantage on any ability check, saving throw: or Braaza TBD RSataaarS 7 : attack roll that involves Strength or Dexterity, and you can't 8 Cast spelis while wearing armor for which you are untrained Leather 11 None 5 10 Basie Thining wi armor meansyouknow how owearit studded “i2\0 Nene é 5 properly, how to move with its articulations, and how to correct the fit. This is akin to normal proficiency. Lacquered 13 Disadvantage 6 300 Master Training with armor represents wearing armor 80 effortlessly, you become accustomed to its encumbrance. Meoium Armor With light and medium armor, worn armor does not add to iis BaseAC Stealth Weight Gold Cost your encumbrance, and with heavy armor, you only count half YP aCe 5 the weight. Additionally, master training with armor allows, ain Shirt 13 Disadvantage 10 0 you to don/doff it in half the time it normally takes, and if Ring Mail 14 None 2 100 these times require any action, you can do 30 for free reer = ‘All armor can be doffed as an action ifyou cut the straps Breese ie ts) Boo and destroy your armor Banded Mail 16 Disadvantage 20 500 Licur Armor Heavy ARMOR You add your Dexterity modifier to AC while wearing light Type Base AC Stealth Weight Gold Cost amos Hauberk 15. Disadvantage 25 150 Padded Thick padding made of quilted fabrics oF furs, this Scale Mail 16 Disadvantage 30 300 armor’ slight protection from incidental contact but restricts the wearer's movement. You can don this armor with an coud ZU sac eae) By sO} object interaction and can dof it for free Plate 18 Disadvantage 40 Leather Moderately thin, unhardened utility leather that offers slight protection but is cheap and flexible. You can don this armor with an object interaction and can doff it for fre. ‘Studded Leather Thick, hard leather hide that has been reinforced with metal or scales, The increased time and material to stud the leather adds to the manufacturing cost. ‘You ean don this armor with an action, or a bonus action if xyou have help. You can doffit with a bonus action. Lacquered Leather This leather has been boiled in wax or water and painted with lacquer to toughen it as hard as wood, Itoffers superior protection to other light armors for a premium, but the hard plates create more noise than softer armors. You ean dan this armor in minutes, or 1 minute if you have help. You can doffitin 1 minute, or an action with help, Frat: LiGhT ARMOR MASTER ‘You are able to use your armor’ protection to deflect blows that would have only barely hit you. You gain the advantages while you are wearing light armor + Permanently increase Dexterity score by 1 to a maximum: of 20, * Ifyou are subjected to an effect that allows you to make Dexterity saving throw to take only half damage, you can uuse your reaction to instead take no damage if you succeed on the save. You stil take full damage if you fail + All opportunity attacks against you suffer disadvantage VARIANT WEIGHT Your DM can elect all armor and shields for srl creatures weigh three-quarters the armount presented here, and for armor and shields for large Creatures four times the amount, ‘MEDIUM ARMOR ‘You add your Dexterity modifier, up to *2, to your AC while ‘wearing medium armor. ‘Chain Shirt This simple shirt of mail is easy to produce as. the rings aren't welded closed. A chain shirt covers less than a hhauberk but is lighter and more affordable, You can don this, armor with an object interaction and can doff it for fre. ‘Ring Mail A pattern of closed rings stitched to a thick leather coat. This armor's combined protection of the leather backing and metal tings offers greater protection than either one separately, You can don this armor with an object interaction and can doff it for free. Breastplate Wearing just the breastplate ofa suit of plate armor, this armor provides easier mobility and more protection than the chain shirt or ring mail However, plate is expensive to make and thus has a greatly increased cost. You can don this armor with an action, or a bonus action with help, and can doffit with a bonus action. Banded Mail The quintessential haltplate, also known as lorica, this armor is a series of metal ribbons banded together to form complete protection. Banded mail is cheaper (o produce than full plate, but is still quite a process. You ean on this armor in 10 minutes, or § with help, and can doff it swith 1 minute of an action with help. Frat: MEDIUM ARMOR MASTER Combining the mobility of light armor and the protection of heavy armor your skirmishing is unmatched and you gain the following advantages while wearing medium armor, + Permanently increase Dexterity or Strength score by ‘a maximum of 20 = Wearing medium armor doesn't impose disadvantage on your Stealth checks ‘In response to a critical hit, as @ reaction you can attempt your choice of Dexterity or Strength saving throw against a DCof 10 or half the damage taken, whichever is higher. On success, you are resistant to all damage for that attack, ReTuRNIO TOP Heavy All heavy armor requires a Strength score of 13 to weas, ot you wear it at Untrained training level You do not add your Dexterity modifier to AC when wearing heavy armor. Hauberk A full coat and hood of chainmail made with riveted fo welded rings in a tight weave. You can don this armor in 1 ‘minute or an action with help, and doff it with an action. Scale A series of scales attached to a paddled coat, this armor cean be quite noisy but the overlapping scales offer better protection than rings. You can don this armor in 1 minute or an action with help, and doff it with an action, Splint Instead of plates shaped to fit,a series of small “splints” of metal are tied together to form a coat. It is cheaper to produce but is not as durable. You ean don splint in S minutes, 1 ifyou have help. Doffing takes 1 minute, or an action if you have help, Plate Plate is extremely difficult and costly to produce, however, no other armor is more protective All parts of the body are covered, even the wearer's joints. You can don it in 10 minutes, 5 minutes if you have help. Doffing takes minutes, 1 minute ifyou have help, Frat: Heavy ARMOR MASTER You are so adept at using the thick padding and plates of your armor that you absorb damage that would killa more lightly armored combatant. You gain the following advantages while you are wearing heavy armor. + Permanently increase Strength score by 1 toa maximum of 20 + All bludgeoning, piercing, and slashing damage you receive from non-magical sources is reduced by an. amount equal to your proficiency bonus. If your armor is ‘magical, you can apply this reduction to magi biudgeoning, piercing, and slashing damage. When an attacker that you can see deals non-magical bludgeoning, piercing or slashing damage to you, you can use your reaction to take only half that damage against ‘you, Ifyour armor is magical you can take half damage from magical sources of the same damage types. SHIELDS Whether a target or tower, shields come in all shapes and sizes from kites to circles (o teardrops to coffins. There are obvious benefits to the size and shape of your shield and masters learn offensive use of their shield and can even protect themselves from dragon's breath. EQUIPPING A SHTELD Donning a shield describes moving it from your back ora sling tobe strapped to your arm or held in hand A shield strapped on cannot be disarmed while a shield held i the hand can be disrmed In orcer to use two hands for some task while a shield i trapped to your arm, itwill need to be removed, while «shield held in hand can be set down and picked back up with an object interaction. A shield on your back provides no benefit and is simply apiece of gb, unless fated otherwise. ‘This table describes any Strength requirement, any Stealth penalty, and the action economy required to equip your shield As well it describes any limit to your AC placed on your Dexterity modifier, similar to medium armor. Dex Don Shield Strength Stealth Limit (strapped) Don (held) Arr N/A Normal None N/A Object tard Interaction Buckler N/A Normal None N/A Object, Diskarmor N/A Normal None NJA Bonus Kite 13. Disadvantage +2 Action Action Pavise 13 Disadvantage +2 N/A N/A Skirmish N/A Normal None Action Bonus Spiked N/A. Disadvantage None Action Bonus action Tower 13 Disadvantage No ‘Action Dex a Feat: SHIELD MASTER * Choose 4 shields to gain master training when you take this feat, + Ifyou take an Attack action on your turn, you can use @ bonus action on the same turn to perform a shove with your shield + Ifyou aren't incapacitated, you can add your shield AC. bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. + Ifyou are subjected to an effect that allows you to make & Dexterity saving throw to take only half damage, you can. use your reaction to take no damage if you succeed on the save, interposing your shield between yourself and the source af the effect. ll TRAINING WITH SHIELDS Ifyou are Untrained with shields, while wielding cone you suffer disadvantage on attack rolls, ability checks, and saving throws that rely on Strength or Dexterity, and you can't cast spells ?PFePe_anX—nXsvXxX————y ‘SKIRMISH *2AC, 6lbs, 10gp ‘Skirmish shields come in a variety of shapes but are about the size ofthe user's torso. A Skirmish shield is large enough to provide better passive protection than the buckler, while still providing the agility missing with a tower shield. The ‘master can extend this agility to even spell attacks and can offensively use the edge of their shield. Basic You gain an aditignal +2AC bonus against ranged ‘weapon attacks, adding +4AC In total Master You gain an additional s2AC bonus agaist ranged Pre ne eem a ‘Arm GuarD VAG, IIb 10¢p ‘Afully encloged arm shild tha often hada sword built int its consration to male a gauntlet sword called pat, Without an attached weapon, tie hand which has an arm tard equipped can be used to help wield a weapon or assist with Reload but cannot be used to wield a weapon by set inthis cane itmust be atache tothe arm guard The master tas perfected tis ighting sie. Basic You can atach a Light weapon to an arm guard using ih ol oer Ue ceute of otra Stork TE ifeapon pains the Afixed property but cant be Pepe carl Gene neat ene taieaa Fags mage vith ary arm guard mano sffer 91 penalty Master You no longer suer an attack penalty, yoy cannot be disarmed, and you can don the'arm guard for free. BUCKLER LAC, 2ibs, Sep A buckler, or target, is a hand shield used by duelists and fencers for its small profile and ease of counter attacks while deflecting. The master's trained duclist techniques set them up for the perfect ripost. Basic The buckler has Finesse and Deflect (48) Master You can add the Deflect rll from the buckler to an Deflect roll you make with your main hand, and i this roll reduces’mcoming damage to 0, you can make an rack against the tnggering cretute as pat ofthe DiskARMOR +2AG, Sib, 50gp ‘An esoteric weapon of gnomish invention, adiskarmor is a round shield attached to a chain mechanism that retracts tauickly after the chain reaches its length to make essentially shield yo.yo, The user can toss it out to wield it like a large flail then retract it to be used as a shield again Diskarmor isa shield which has the following properties: (One Handed, Reach, Melee d6, Clockwork, Entangle, Tip. Diskarmor deals bludgeoning damage. A diskarmor is not considered a weapon, Reick elieertrer sextenrietyetiet eset er etatreets using the B karina This aack doesnot benef for you ably modir to damage unless you have ER Neteapos Fgharg Soe a Master When your ally within TOR is hit by a atack you can Reece eae rte ae Herd the Seld'to them und the end of your next urn, possibly negating an attack. Kite +3AG, 10Ibs, 50gp Kite shields are as wide as the wielder's torso but extend downward with a point or oval extension to protect the legs, ‘which can also be used offensively o knock an enemy off guard. While wielding a Kite, you only add a maximum of +2 toyour AC from your Dexterity modifier. Basic You gain advantage on any saving throw or ability check made to resist being knocked prone or moved Slong the ground Master When you win an Athletics contest against an enemy within’sfe you ean Stagger your enesny n addition fo Winning thécontest. ze Pavise "TAG, 15ibs, 35¢p A pavise isa lighter tower shield with a central spike to drive into the ground, ora set of legs to allow the shield to stand freely. While deployed, you can use it as cover. Unfortunately it is unwieldable as a normal shield, only able to be worn on the back. While wearing it, you are unable to equip any other shield and only add a maximum of +2 from your Dexterity modifier to your AC, as its size is ungainly and ‘cumbersome. ‘While deployed, a Pavise can be knocked down ifthe ‘enemy succeeds on an Athletics Check against your weapon DC. As a bonus action you ean pick up a pavise and either deploy it again or don it on your back. De cetay ererrriert ieee tenia oni action, you can epoy the shield to ali round, wien Yakesup a ft square space. While the shield is between you and any enemy, you gain the benefits of half cover Master While the shield is between you and any enemy, you gain the benefifs of three-quarters cover. Additionally, Sn enemy has disadvantage on any roll made to knoc your shield down while you use fas cover. ‘SPIKED *2.AC, Slbs, 20gp ‘A spiked shield is a blanket term forall weaponized shields, with spikes on the face and either a spiked or bladed edge. Somewhat cumbersome compared to a skirmish shield with the added wesponization, a spiked shield is hard to be stealthy and agile with ‘Spiked shield is shield which has the following properties: One Handed, Melee d6, Brace, Puncture, Thrown (20/60), Spiked shield deals piercing or slashing damage. A spiked shield is not considered a weapon i aa aia peyote wh nok se souls tala ae ui at Peeciee ieee led Master You are so effective at using the dangerous points or Blades of your shield that all enemies suffer disadvantage fo Athletics checks against you, and a Successful shoye deals d4-+ Strength modifier in Piercing or slashing damage. Tower +3.AC, 20)bs, 50gp ‘This massive shield is as tall as you and just as wide; you amore fight around it ike a door as a piece of mobile cover. ‘The master shieldman can take cover at a moment's notice, effectively giving the enemy no target. While wielding 2 tower shield, you cannot add your Dexterity modifier to your AC. Basic You negate any Nanking bonus an enemy might have ‘on your Additionally, when you are rit with af attace re forced fool a Dexa savng tro, yuscan tse your reaction to-gamn hal Cover, Boss bly hegatn the Utac bor granting you a bonus ta your Denteitty © Beare fat eater joel les (cee een fort tfect that iiggered your reaction, Master While using the shield as cover, if you are subjected to an effect that allows you to make a Dexterity Saving throw, and you fail that save, you take only half damage, RETURN To ToP AMBUSH WEAPONS ‘These weapons are not designed for battle, rather for close quarters or surprise attacks, They are easily hidden or disguised, and in the right hands can end a fight before it's even started Ambush masters have learned to strike more critically, taking full advantage of a surprise attack, and can strike fast enough to turn an enemy's miss into an opening. Frat: AMBUSH WEAPONS MASTER = Choose 4 ambush wespons to gain master training when you take this feat. + 41 Initiative rolis when holding an ambush weapon. + A successful hit to creature that is surprised is critical hit. += You can use your reaction to make a single attack against a creature that has missed you with a melee attack, provided you can see it. CANE SworD. Bludgeoning, Piercing, or Slashing, 3lbs, 35gp Arapier hidden within a walking aid Itean be used both ‘within its sheath as a bludgeon, or drawn to dual wild the sheath with the blade, The sheath becomes a light club like this, While sheathed you can use Deception instead of Sleight of Hand for Conceal A master has perfected turning the sheath into a deadly aid to the blade itself Untrained Awkward, One Handed, Finesse, Melee d6, Entangle, Trip Basic One Handed, Finesse, Melee d6, Conceal, Entangle, Puncture, Trip Master One Handed, Finesse, Light, Melee d8, Conceal, Entangle, Puncture, Tp Master While dual wielding the cane and sword, + Perk the cane gains Detlect, and if you hit with an attack with the cane you can deal only your Dexterity modifier in damage ‘minimury 1, and give yourself advantage on, your next attack. Compass BLADE Piercing or Stashing, 15Ibs, 100gp ‘Awheel blade held by the center, that when a trigger is depressed, four blades deploy ina cross shape. When not deployed, this weapon has the Nimble property. When deployed, it loses Nimble but gains Deflect. Deploying the blades from the § ‘wheel takes an object interaction. The master can effectively use all four blades in a single strike, Untrained Awkward, One Handed, Finesse, Melee 144, ‘Thrown (40/60), Clockwork, Wound Basic One Handed, Finesse, Melee 2¢4, Thrown (40/60), Clockwork, Keen, Master One Handed, Finesse, Melee 244, Thrown (G2/60) Clockwork Bouble Ended 244; Keen, Master When you deploy the blades, your Perk Double Ended attack on your turn gains advantage GauNTLeT Bludgeoning, Piercing, or Slashing, Ibs, 3gp ‘Spiked or weighted knuckles worn as a glove or held in hand A master's damage scales like Unarmed Strike, and can catch an enemy's weapon mid-swing. The hand with the gauntlet cannot be used to wield other equipment. Untrained One Handed, Affixed, Melee d4, Deflect Basic One,Handed, Affixed, Melee d6, Deflect, Disarm, Nimble Master One Handed, Affixed, Melee d6, Deflect, Disarm, Nimble, Stagger Master When you are hit with a melee attack, as a Perk reaction before the damage, you can attempt a Disarm attack If your ene? Tals, you Disarm and take no damage. HIDDEN BLADE Piercing, Lb, 50gp ‘A mechanical means to deploy a piercing dagger from under the wrist buile into a bracer. The master takes full advantage of a surprise attack, ending a life in an instant. Untrained Awkward, One Handed, Affixed, Finesse, Melee 14, Clockwork, Conceal, Nimble Basic One Handed, Affixed, Finesse, Melee 44, Clockwork, Conceal, Nimble, Puncture Master Qne Handed, Affixed, Finesse, Melee d4 Clockwork, Conceal, Nimble, Puncture Master Surprised creatures take maximum damage from Perk thigweapon and ary attachers INTERCEPTOR Bludgeoning, 1 Ibs, 3 gp ‘A thick wool cloak, silk sear, wide brimmed hat, or any thick clothing, To be used, it must be equipped and gives you +1 Shield AC. It only deals damage equal to your weapon ability modifier. The master can catch missile weapons in flight, even protecting an ally. Untrained Awkward, One Handed, Affixed, Melee. Basic One Handed, Affixed, Finesse, Melee, Conceal, Deflect (d6) Master Ong Handed, Affixed, Finesse, Melee, Conceal, Beflect (d8}, Disarm, Entangle, Trip Master Your Deflect can be used against ranged weapon, Perk attacks. When a creature you can See attacks 4 farget wthin 5 feof you, ou can use your reaction to impose disadvantage KaTar Piercing or Slashing, Ibs, 5ep ‘A.wide, leaf shaped blade mounted in line with the fst at the end of an H shaped handle. The katar isa unique punch ‘weapon, and the master's speed and precision is unmatched Untrained Awkward, One Handed Finesse, Light, Melee 4, Conceal, Keen, Nimble Basic One Handed, Finesse, Light, Melee d4, Conceal, Keen, Nimble Master One Handed, Finesse, Light, Melee d, Conceal, Keen, Nimble Master When you score a powerful blow, you can make Perk one additional attack as part of this same action. If ual wielding katas, these extra attacks also Activate this ability. RETURN To TOP KNUCKLE AXE Piercing or Slashing, 1b, 10gp ‘An axe head with no shaft and a curved handle in the bit to rest inside a closed fist. Masters slash through soft targets muuch lke a real axe, attacking two targets at once. Untrained Awkward, One Handed, Finesse, Light, Melee 44, Basic One Handed, Finesse, Light, Melee d6, Deflect, Keen Master One Handed, Finesse, Light, Melee d6, Deflect, Master When wielding one knuckle axe, if you reduce a Perk target to0 hitpoints, you ean make another attack 35 part of the same action. If wielding two knuckle axes, this extra attack also happens when you Score a critical hit. This perk can only happen once per atiack it was caused by. PUNcH DAGGER Piercing, 05 ths, 1 gp ‘A small knife attached to a horizontal handle that projects cout from the fist when held. I can be easily deployed in a ‘swift punching motion allowing a master true speed and precision unmatched. Untrained One Handed, Finesse, Light, Melee d4, Conceal, Nimble Basic One,Handed, Finesse, Light, Melee d4, Conceal, Nimble, Penetrate Master One Handed, Finesse, Light, Melee d4, Conceal, Nimble, Penetrate Master You have advantage on attacks made outside of Perk your turn If tis weapon is offhand, you can make. dn opporiunity attack with both weapons. SIDE BATON Bladgeoning, Ibs, 5p ‘A Tonfa, Riot Baton, or Arm Club designed to deflect attacks with the forearm using a perpendicular handle. A ‘master uses the handle as a hook as an axe and maximizes the defensive properties of this weapon, Untrained One Handed, Light, Melee d4 Basic One Handed, Light, Melee d6, Deflect Master One Handed, Light, Melee d8, Deflect, Trip Master You gain +1 weapon AC. You gain Deflect 410, Perk and you can add your proficiency to this rll ‘War FAN Bludgeoning, Piercing, or Slashing, 11, 1Ogp A bladed or weaponized foldable fan, when this weapon is ‘unfolded, you gain +1 Weapon AC but loge Conceal, Folding ‘and unfolding the fan isa free action on your tura, The ‘master uses the wide blades to deflect any ranged attacks, Untrained Awkward, One Handed, Finesse, Light Melee a4 Conceal Keen, Wound vad ne Handed, Finesse, Light, Mele d4, Conceal, Keen, Wo Master One Handed Fines Light Mele 4, Conceal Satie keen, Wt Master While unfolded, your Deflect can be used against Perk. ranged attacks with Deflect 246. While folded, your weapon gains Stagger and Melee de. Basic AXES ‘Axes easily chop through targets using weight instead of a honed edge and an axe beard in the hands ofa trained combatant can be used to trip and bind, even disarm. Axe masters carry the weight of the head through soft targets and into others and can fell even the stoutest foes with a ‘woodeutter’s swing, Frat: Axe MASTER + Choose 4 axes to gain master training when you take this feat. + +1 to Athletics checks when holding an axe weapon. + You count as one size category larger for the purpose of ‘Trip or Disarm. = On your turn, when you score a critica hit or reduce a ‘creature to 0 hit points, you can make another attack as part ofthe same action against a target within your ‘weapon's reach, This effect can happen multiple times as long as the criteria are met. BaTTLe Axe Slashing, dibs, 10gp ‘An medium length axe with a longer beard designed for a ‘wider slashing wound large enough to use with two hands for more powerful strikes, yet nimble enough to be used in fone hand, Masters with the battle axe find reliable damage, and throw the axe with an overhand pitch with both hands. Untrained Awkward, Two Handed, Melee 48 Basic One Handed, Melee d8, Versatile d16, Trip Master One Handed, Melee d10, Versatile 12, Trip Master Perk You can reroll any result of 1 or 2 on any damage die caused by this weapon or atfachers If you are ‘wielding the Battle Axe with two hands it gains Thrown d12 (0/60) GREATAXE Slashing, 6lbs, 10gp ‘The classic barbarian axe, but which also includes more historical versions stich as the bardiche, voulge, or Dane axe, The greataxe has incredible potential for damage, and the master greataxe wielder fells even the stoutest of foes with reliability not seen in many othe: ‘weapon styles. Untrained Awkward, Two Handed, Heavy, Melee d10 Basic Two Handed, Heavy, Melee d12, Disarm, Trip Master Two Handed, Heavy, Melee 248, Disarm, Knockback, Trip Master When you score a mighty blow you can roll all Pek amaze ting any altace wie’ and take the etter result. HALBERD Piercing or Slashing, Tbs, 35¢p ‘An axe blade topped with a spike mounted on an Sft long shaft, with a hook on the back side ofthe axe blade for pulling mounted combatants from the saddle, With at least Basic training, a halberd can be used to perform a Trip against mounted foes to pull them from the saddle to a prone position, and the master has conquered this maneuver Untrained Awkward, Two Handed, Heavy, Melee d10, Brace Basic Two Handed, Heavy, Reach Melee 246, Brace, np Master Two Handed, Heavy, Reach, Melee 2d6, Brace, er Entangle, Puncture Trp Master Your Trip attacks impose disadvantage to savin Perk throws made to resist therm : 3 Hanaxe Slashing, 2ibs, 5ep ‘A.utlitarian weapon and tool the master binds and disarms with lightning efficiency. Ifyou have a handaxe on ‘your person, you gain advantage on Survival checks where the handaxe ean be used to help, such as cutting firewood or putting up tents. Untrained One Handed, Melee d6, Thrown (10/30) Basic Ore Handed Light, Melee d6, Thrown (20/60), Master Qne Handed Light Melee d6, Town (20/60) Meee WdPniat take the new resus ane Hook SworD Slashing, 2ibs, 60gp ‘An irregular weapon made famous by northern Chinese masters; a shortsword with a prominent hook and crescent biaded knuckle guard, able to deal damage even while holding it from the hook end. The master ean join two hook swords together for a unique means of attack, as well as striking further by forming a makeshift flail Untrained Awkward, One Handed, Melee d6 Basic One Handed, Finesse, Light, Melee d6, Disarm, Trip, Wound Master One Handed, Finesse, Light, Melee d6, Disarm, Entangle, Lunge, Trip, Wound Master When hit with a melee weapon attack, as 3 Perk” reaction you can mage 3 Digar or Entangle attack enhook ond She hodkewords coke together, the weapons lose Light and gain Rese and Versatile d8, nd count ay one weapon. Kama Piercing and Slashing, 1b, 2gp ‘This farming tool is similar to a small scythe with a straighter blade. A kama gives you advantage on any ability checks made to climb and you can climb anto any creature at least one size category larger than you. A master with the kama slides one blade along the other once it sinks into a target, allowing fora slicing of flesh in a scissoring motion, Untrained One Handed, Finesse, Light, Melee d4, Thrown (20/60) Basic Qne Handed, Finesse, Light, Melee d4, Thrown (20/60), Keen, Nirnble Master One Handed, Finesse, Light, Melee d4, Thrown (50/60), Entangle, Keen, Nimble, Trip Master Your Keen damage adds two total damage dice, Perk instead of the usual one extra damage dice. Ifa kama isin the off-hand, you can use this bonus on your main hand weapon's Keen property RETURN TO TOP KHorEsH Piercing or Slashing, 3ibs, 10gp ‘This hybrid axe sword made famous by ancient Egyptians isa short, crescent shaped sword and a hooked tip. A Master hhas learned to use the hooked point to hamstring enemies. Untrained Awkward, One Handed, Melee 48, Disarm Basic One Handed, Light, Melee 244, Disarm, Keen, Trip Master One Handed, Light, Melee 244, Disarm, Keen, Trip Master Ifyou hit with a Trip attack, your enemy's speed is. Perk reduced by Ort until the end of their next tur. Whilethey have this pena they Suffer disadvantage to Strength saving throws. PALM AXE Piercing or Slashing, 6lbs, 45gp ‘An ancient Egyptian weapon styled after a palm frond used {or fanning, this pole weapon has a crescent shaped blade ‘mounted with the crescent points pointed down. The strikes of this axe can hit multiple foes in one swing, and the master hhas found great success with this weapon's sweeping cuts, Untrained Awkward, Two Handed, Heavy, Reach, Melee d10, Brace, Keen, Puncture Basic Two Handed, Heavy, Reach, Melee 246, Brace, Keen, Puncture, Tip, Master Two Handed, Heavy, Reach, Melee 2d6, Brace, Defect, Keen, Puncture, Trip, Master As an action, you roll an attack against each Perk creature of your choice within range, and all Fanged weapon attacks suffer disadvantage against you until the start of your next turn, POLEAXE Bludgeoning, Piercing, or Slashing, Tlbs, 40gp ‘An iron-shod long weapon designed for armored foes, built with an axe, hammer, and a spike from the top. Though not ong enough for reach, a master's quarterstaff style makes it very defensive, Untrained Awkward, Two Handed, Heavy, Melee 410, Puncture, Stagger Basic Two Handed, Heavy, Melee d10, Brace, Deflect, Penetrate, Puncture, Stagger, Trip Master Two Handed, Heavy, Melee 2d6, Brace, Deflec, Penetrate, Puncture, Stagger, Trip Master You gain +1 weapon AC and you can add your Perk proficiency bonus to Deflectrolls. TOMAHAWK Piercing or Slashing, 11b, 1ep Also called a fransisca, this small axe features a hollow blade more balanced for throwing, The master throws with force enough to drive the thinner axe head into a target and throw them off balance. Untrained One Handed, Melee 4, Thrown (10/30) Basic One Handed, Finesse, Light, Melee d4, Thrown (40/120), Trip Master One Handed, Finesse, Light, Melee d4, Thrown (40/120), Disarm, Tip Master Ifyou score a mighty blow, your enemy has Perk ditadvantage on its next attack rol BLUDGEONS Bludgeons are simple weapons that rely on pure weight over control However, they have additional uses in stunning, disabling and fatiguing the enemy with repeated and precise blows to the head or body: A master with these brutish ‘weapons more deftly causes stuns and exhaustion. Frat: BLUDGEON MASTER * Choose 4 bludgeons to gain master training when you take this feat, + 1 to damage rolls with bludgeon weapons. + When you score a critical hit, your enemy must succeed ‘on a Constitution saving throw or be stunned until the end ‘of your next turn + When you score a powerful blow, the enemy must succeed ‘on a Constitution saving throw or take a level of ‘exhaustion, You can only grant two levels of exhaustion to ‘an enemy in this way. Bar Mace Bludgeoning and Slashing, or Piercing, 3lbs, 3ep ‘A stout, arm length iron bar lined with spikes or flanges, more able to utilize prying leverage to deal with armored foes. Designed for low skilled military soldiers, a master uses, the many angles to pry weapons from the enemy's hands. Untrained Two Handed, Melee d6, Disarm Buse Ore Handed Moke 8, Dn Master One Handed, Melee d8, Deflect, Disarm EO ees reenter i Gee Uiffer disadvantage to attacks. At the end of their turn they can roll a Constitution saving throw, ‘ending this penalty on success, Bo STAFF Bludgeoning, 2ibs, 3sp ‘The Japanese bo is a shorter, thinner quarterstaff, designed fora faster fighting syle of quick strikes and acrobatic lunges. The master is a fury of spinning acrobatics. and blocks Untrained Two Handed, Finesse, Melee dé Basic Two Handed, Finesse, Melee d6, Double Ended d4, Trip Master Two Handed, Finesse, Melee dé, Double Ended 6, Lunge, Deflect, Trip Master Ifyou have the Extra Attack feature, yo Perk can make two attacks instead of one Winen you uae this weapor's Double Ended roperty or wien you make En opportunity attack FLANGED MACE Bludgeoning and Slashing, 4ibs, Sep ‘A metal head with bladed protrusions, attached to a simple shaft designed specifically to hammer and shred armor. “Masters punch through any armor to damage foes with ease. Untrained One Handed, Melee d6, Sunder Basic One Handed, Melee dé, Penetrate, Sunder (One Handed, Melee 2d4, Penetrate, Sunder Your Penetrate affects creatures with an AC of 12 Master Master Perk or greaie. If you score a powerful blow, your ically, Weapon Sunders autorna EONS Greatcius Bludgeoning, Sibs, 2sp ‘A heavy, two handed club. Itcan be refined lke the Japanese Tetsubo with 5gp to its cost, and the weapon gains ‘Sunder. A master can render a weapon nearly useless by ‘smashing it bent or broken, Untrained Two Handed, Heavy, Melee d8, Stagger Basic Two Handed, Heavy, Melee d8, Disarm, Penetrate, stagger Master Two Handed, Heavy, Melee d10, Disarm, Knockback, Penetrate, Stagger Master Ifyou score a mighty blow, your enemy must Perk succeed on a Dextenity saving throw oF their Tungare weapon suflers a permanent disadvantage on atiack rolls until its repaired Heavy Cius Biudgeoning, 3Ibs, Isp ‘A larger mass weapon, much like a bat or ball mace. A master can target the foc's head more easily, disorienting and disabling their foes with a wound.up swing for the fences. Untrained Two Handed, Melee d& Basic One Handed, Melee d6, Versatile 244, Thrown (20/40) Master One Handed, Melee 2d4, Versatile 410, Thrown (20/40), Stagger Master Ifyou score a mighty blow, your enemy rust Perk’ suecged on 3 Conatiution saving throw or suffer theendofisnettun Licht CLus Bludgeoning, 2ibs, Isp ‘light sap or metal bar, some clubs are designed to be less-than-lethal, while others can be spiked with a stabbing, tip. A master's accuracy can knock foes off balance. Untrained One Handed, Finesse, Light, Melee d4, Conceal Basic One Handed, Finesse, Light, Melee d4, Thrown (20/0), Conceal Master One Handed, Finesse, Light, Melee d6, Thrown (40)80}, Conceal Master On amighty blow, your foe must succeed on a Perk Constitution saving throw or suffer disadvantage to its Strength, Dexterity, and Wisdom saving throws and Ability Checks until the end of your next turn, MALLET Bludgeoning, 3ibs, 3sp ‘Alight wooden cylinder on a short handle. A master uses the lightness of a mallet for a quick strike that sends the enemy reeling. Untrained One Handed, Melee d4, Light Basic One Handed, Melee 4, Thrown (20/60), Disarm, Light Master One Handed, Melee d6, Thrown (20/60), Disarm, ig Master [F you take the Attack action on your turn, ap a Perk bénus action on the sare turn, you can thake a shove attempt which, i successful, deals this weapon's damage. MORNINGSTAR Bludgeoning and Piercing, 6bs, 15—p ‘An infantry weapon witha thick wooden shaft 8 feet in ength, witha spiked head and top ion spike. Giving infantry an advantage against armored opponents without needing advanced techniques, simple militias can protect themselves from armor. A master with « morning star ean ruin armor Untrained Two Handed, Reach, Melee d8, Brace, Sunder, Wound Basic Two Handed, Reach, Melee d10, Brace, Penetrate, ‘Sunder, Woune Master Two Handed, Reach, Melee d12, Double Ended 4, Brace, Penetrate, Sunder, Wound Master If your enemy fails the saving throw against Perk Suhider theipAC is reduced By an arpaunt equal to your Strength modifier, minimum of 1 QUARTERSTAFF Bladgeoning, 3tbs, 5sp ‘A cquarterstalfis a heavier, thicker staff, meant for more weight and power in blocking than quick strikes in succession. Sometimes shod or tipped in iron, it provides increased protection for the master to use a more stable means of defense, Untrained Two Handed, Melee 46 ‘Two Handed, Melee d8, Double Ended 46, Trip Two Handed, Reach, Melee d8, Double Ended 48, Stagger, Trp Master You gan +1 weapon AC Additonal, when you Berk" Radka foe that is more than 5% away from You, your weapon damage becornes G10 Basic Master SpikeD Mace Bludgeoning and Piercing, Ibs, 3gp ‘The simple ball mace with spikes for increased penetration and stopping power, this weapon finds use from simple militas to fortified infantries. The master has learned to strike from any angle, using the many spikes to provide unexpected angles of attack. Untrained One Handed, Light, Melee d6, Wound Basic One Handed, Light, Melee d6, Penetrate, Wound Master One Handed, Light, Melee d6, Penetrate, Puncture, Wound Master Ifyou take the Attack action on your turn, you can, Perk use a bonus action on the same turn to make an attack with this weapon at disadvantage. this, special attack hits deals 2d6 darmage, instead of the weapon's normal damage dice, RETURN TO ToP Bows ‘The bow is as ancient as civilization itself, the tool of the bbunter sniper, assassin and soldier alike. Bows require more training than crossbows, but reload faster, making them still hold relevance in the age of mechanical winding and gunpowder. A master archer places arrows as effortlessly as a master swordsman places their blade, can take advantage of distracted foes, and can even shoot other missiles out of the Frat: Bow MASTER = Choose 4 bows or slings to gain master training when you. take this feat. * You ignore the effects of half and three.quarters cover and no longer suffer disadvantage to attack rolls if your target is prone, + When an enemy targets you or am ally i your normal range with a ranged attack, ata reaction you can roll an attack. I'your attack is higher than the enemy's, the ‘enemy's attack is negated and your ammunition is destroyed You must take this reaction before you learn if the enemy attack hits or misses. + You gain a +2 bonus on an attack rol against a creature if at least one ofits enemies is within 5 feet ofthe creature and the enemy isnt incapacitated. BLADED Bow Piercing or Stashing, Sibs, 100gp ‘Two curved blades attached to longbow length limbs. Though not nearly as stout as a quarterstaff due to the flexibility ofthe bow itself, it is nonetheless an effective way to fight the close enemy, This specialized weapon requires, dedicated training to be anything but clumsy, but in the hands ofa master, the bladed bow can protect a retreat as easily as itean press an attack, a Untrained Awkward, Two Handed, Heavy, Ranged 48 (100/300) Basic Two Handed, Finesse, Hea Melee d6, Ranged d8 (120/600) Master Two Handed, Finesse, Heavy, Melee, d6, Double Ended, db, Ranged d8 (120/600). Master While this weapon is equipped, Perk’ yourmovement does mot ticur Dpportunity stacks. Bone Bow Piercing or Bludgeoning, Sibs, 1Sep ‘Made from a monstrous rib bone, the bone bow is used. both as a formidable melee wespon and a powerful war bow. Incredibly hard to draw it requires a Strength score of at Teast 13 to wield, but you can add half your Strength modifier rounded down to damage in addition to your Dexterity ‘modifier. The master ofthis brutal weapon finds no challenge in range or melee combat. Untrained Two Handed, Heavy, Melee, 8, Ranged d10 (35/100), Stagger” 3 Basic Two Handed, Heavy, Melee, d8, Ranged d10 (60/240), Kiockback, Stagger Master Two Handed, Heavy, Melee d8, Ranged d10 (60/240), Deflect, Knockback, Stagger Master When your enemy fails a saving throw against y jl. saving throw against Perk your Khockback, they are instead pushed up to 10 Win advection of your choosing CottaPsiste Bow Piercing, Alb, 150¢p “Ashortbow made with spring stein a latched configuration that can be deployed with a button and ik of the wrist to spring the limbs int place, pling the Bowstring taut, When not deployed the bow is easily concealabl, butts mechanical limbs limit the bow’ draw and power stroke. The master's quickdaw snd nimble maneuvering with the composite make fora formidable weapon Untrained Awkward, Two Handed, Ranged 4 (40/100), Clockwork, Conceal e els Basic Two Handed, Ranged d4 (60/240), Clockwork, Greed Hipsheree* (60/240) Master Two Handed, Ranged dé (60/240), Clockwork, Conceal, Hipshor, Nimble Master A successful hit to a surprised creature counts as Perk. acritical hit. Compounp Bow Piercing, 3ibs, 500gp ‘About the size of a shortbow, but has two pulleys on the limbs which allow the user to load exponentially more force. Because of the added mechanical aspect, loading isa bit slower than foading other bows, but its stopping power punches like a crossbow. A master can overdraw the pulleys to punch through targets ike a crossbow. Untrained Awkward, Two Handed, Ranged d10 (100/500), Reload reaction, Clockwork, Puncture Basic Two Handed, Ranged 410 (200/800), Reload ‘object reaction, Clockwork, Puncture Master Two Handed, Ranged d12 (200/800), Reload free, Clockwork, Punetire Master When you score a powerful blow, you deal normal Perk damage to your primary target and weapon darnage fo One Sther trgetin astagh line frorn you that intersects your first target, & long 2s your Beck roll would hit your second target's RC a8 GreaTaow Piercing, Sibs, 754p ‘Much taller and stouter than the longbow, easily reaching Sftin length and as thick as a quarterstafl It launches specialized great arrows that are similar in size to a javelin, Due to its size, javelins and ballista bolts can be used as, ‘ammunition, but with disadvantage tothe attack roll, Greatbow masters can overdraw the stout poundage, sending enemies fying back, You must have a Strength score of atleast 13 to wield a Greatbow, but you can add half your Strength modifier rounded down in addition to your Desterity modifier to damage. Untrained Awkyvard, Two Handed, Heavy, Ranged d10 "© (180)360) Benesrate | Rang’ Basic Two Handed, Heavy, Ranged d10 (200/800), Pavel Master Two Handed, Heavy, Ranged d12 (200/800), Rech ceit cnet ah, am em yet cose ghey iow, outer ere Maser Wher you score night bow: you 9 Ureatures that are flying have disadvantage on this Loncsow Percing, 2ibs, 50gp ‘A 6ft bow with thick sinew cording bowstring, and a longer powerstroke. A master archer steadies their aim in any situation, finding gaps in armor lesser bows can miss. Untrained Awkward, Two Handed, Heavy, Ranged dB rained Weo7860) no aac Two Handed Hen, Rage (12600, Maser Tyo Hen Reged 19 (1201600, Penetrate lane (120/600), Master If you suffer disadvantage for any reason, you can eg eee ee a Sea ee ee Sa ee ra on REcURVE Plercing, 2ibs, 75gp A shorter bow but with a longer power stroke. Each limb curves away from the wielder at its ends, loading twice the clastic power into the shot. Using the longer power stroke, the master can load an extra arrow into the recurve and, attack two different targets, Untrained Two Handed, Ranged d8 (80/320) Basic Two Handed, Ranged d8 (100/400) Master Two Handed, Ranged 244 (100/400) Master Once on each of your turns when you make an Perk attack with this weapon, you can make another attack spainst a different Creature that is within 5 feet of the original target and within normal range SHORTBOW Piercing, ibs, 25¢p A simple bow about 3ft in length, more suited to close combat and quick targeting in the chaos of melee. Masters with the shorthow can shoot more quickly than with any other ranged weapon. Untrained Two Handed, Ranged d6 (60/240) Basic Two Handed, Ranged dé (80/320), Hipshot Master Two Handed, Ranged d8 (80/320), Balanced, Hipshot Master Asa bonus action, you can make an attack with Perk this weapon. Yumi Piercing, 25ibs, 65gp ‘The asymmetrical bow made famous by Japanese archers, with the top half about twice as long as the bottom half. The ‘master uses the shorter half for easier horseback targeting or shooting from a knecled position. Untrained Awkward, Two Handed, Ranged d8 (80/320) Basic Two Handed, Ranged d8 (100/400) Master Two Handed, Ranged 244 (100/400) Master While mounted, you gain +2 to your attack roll if Perk you shoot ata diferent target than your previous Back. While on foot, you do not suffer disadvantage to attacks made while prone. RETURN To Top CoMBAT BLADES Combat blades are military weapons designed for soldiers at war. These weapons are long, powerful swords used for ‘maximum reach and damage. A master with combat blades takes full advantage of the guard and takes the best 3 advantage of the opportunity to rout an enemy: Few weapons. j are as damaging or devoted to battle as Combat Blades, Frat: Comsat BLADE MASTER + Choose 4 combat blades to gain master training when you take this feat + #1 to Strength and Dexterity saving throws + On your turn, you can tse your reaction to assume a parrying stance. Until your next turn or until your Combat Blade is no longer equipped, you gain a+1 weapon AC with a One Handed combat blade, or +2 weapon AC with, Two Handed or two hands on a Versatile combat blade against melee weapon or melee spell attacks that target you. + You have advantage on all opportunity attacks. On your turn you can use your reaction to enter a readied stance. While readied making an opportunity attack does not use your reaction. BROADSWORD Piercing or Slashing, 3bs, 20gp A ‘True broadswords have a wider blade to add power to tie cut, and often perform more like an axe in the strike Examples include the messer, cleaver sword, or Chinese dadao. A master strikes through soft targets, driving their momentum to other targets. Untrained Awkward, One Handed, Melee d8 Basic One Handed, Melee 24, Keen, Penetrate Master One Handed, Melee 344, Keen, Penetrat Master When you score a critical hit or reduce a targe Perk Ohit points, you can make another atack ta another target within 5{t, as part of the same action. This effec: can happen multiple times as jong as the crteriaare mee FALCHION Piercing or Slashing, 4bs, 25¢p Descended from the broadsword, the cusped tip and straight blade was a ater period design but iconic in Appearance, and this two handed version represents the pinnacle ofits design. A master maximizes the falchion's cutting power, striking soft cargets with critical accuracy. Untrained Awkward, Two Handed, Melee 48 Basic Two Handed, Melee d10, Disarm, Penetrate Master One Handed, Melee d10, Versatile d12, Disarm, Keen, Penetrate Master Your powerful blows count as critical hits Perk GreatsworD Piercing or Slashing, 5Ibs, 50gp Often as tall as its wielder, spanning in the Sft6ft range ‘with a 2ft handle and a lengthy, wide blade. The long blade, lengthy handle, and added weight make the greatsword one of the most damaging melee weapons in use, and can easily dispatch larger targets with ease. A master finds the greatest Weapon to use against a large enemy is the greatsword. Untrained Awkward, Two Handed, Heavy, Melee 246 Basic Two Handed, Heavy, Melee 248, Keen Stagger Master Two Handed, Heavy, Melee 2410, Keen, Rrockback Stagge? Master Against category size Large and larger targets, Perk your damage is 2412, instead of 2010. IKAKALAKA Piercing or Slashing, 4Ibs, 60gp ‘Awide bladed shortsword that ends ina dovetailed fan shape, instead of a point. The master uses the dovetail to trip, and bully foes, while using it defensively against arrows. Untrained Awkward, One Handed, Heavy, Melee d10 Maser neta Hea Meee 0, Defect Ke, Rrrockoack Benetrgia trip ste” Yoon cn bmsenare mra ee KATANA Piercing or Slashing, 2bs, 10gp ‘A single edged blade, slighty curved with a minimal guard and a long handle. The longer handle and curved edge provide greater leverage for more effective deflections. A master deflects even powerful blows with ease. Untrained Awkward, Two Handed, Melee dé Basic One Handed, Finesse, Light, Melee d6, Versatile 8, Keen Master One Handed, Finesse, Light, Melee d8, Versatile 10, Detect, Keen Master While wielding a katana with one hand, you can Perk add your profieieney bonus to Deflect rolls. Wrile Wielding with two hands, your Deflect becomes 2di0. Loncsworp Piercing or Slashing, Ibs, 15¢p Generally a hand and a half handle, this sword is favored by spellblades for its ease of use in one hand or two. Masters become devastatingly accurate, standing up to even master duclists Untrained Awkward, Two Handed, Melee d8 Basic Qne Handed, Mele d8, Versatile 410, Balanced, Master One Handed, Melee 410, Versatile 12, Balanced, Bisarm, Lunge Master Your critical hit range is 19-20 and while wielding. Perk with two hands your critical hit range Is 18-20. MoNTANTE Piercing or Slashing, Sibs, 75=p ‘Along greatsword made famous by western Europeans, similar to.a polearm in reach and technique thanks to a handle above the guard called a ricasso. The master has earned the famous protection technique, keeping anally safe with expert application of refined angles and parties Untrained Awkward, Two Handed, Heavy, Melee 246 Basic Two Handed, Heavy, Reach, Melee 246, Balanced Two Handed, Heavy, Reach, Melee 2d8, Balanced On your turn, you can use your reaction to enter a protective stance, Until te start of your next turn, Silattacks against alles within your Fange suffer sisadvantage Master Master Perk Opacui Piercing or Slashing, 5Ibs, 50gp ‘The famous horse killer blade from late period Japan, this ireatsword has a curved cutting edge and huge handle fo give the master a perfect balance of defense and offense. Untrained Awkward, Two Handed, Heavy, Melee 246: Basic Two Handed, Heavy, Melee 248, Defect, Keen Master Two Handed, Heavy, Melee 2410, Deflect, Keen, Sunder Master You deal one additional damage die to your target Berk” Hyoustack ediferent fargetihan you previous ‘SciMITAR ‘Slashing, 25Ibs, 25¢p ‘A single handed curved sword, with generally more weight in the blade than the pommel The added agility and pomme! ‘weight give the master a sweeping, mobile fighting style that benefits from fowing movement over rigid stance. Untrained Awkward, One Handed, Melee d& Basic One Handed, Finesse, Light, Melee d6, Deflect Master One Handed, Finesse Light, Melee d8, Deflect, Keen Master Ifyou travel a least 20% on foot or while Perk” mounted, your next attack deals an additional d8 Shorr Guaive Pietcing or Slashing, 4bs, 25¢p {A gaive weapon with a shorter handle, usually in the range of length of greatsword, but much lighter as the metal blade is smaller and more than half ofthe weapoa is wooden hate. A short glaive is favored among elven armies as an effective ong weapon that is both heavy hitting and light enough to use with finesse. Masters are lightning fast, quickly taking advantage of a miss to make an offensive opening. Untrained Awkward, Two Handed, Melee 244 Basic Two Handed, Finesse, Melee 344, Balanced, Brace, Lunge Master Two Handed, Finesse, Melee 3d4, Balanced, Brace, Lunge, Puncture Master if an enemy you can see misses you with a melee Perk attack, you can use your reactign to make an attack With advantage against that enemy. RETURN TO TOP ‘War Sword Piercing or Slashing, 4Ibs, 30gp Child of the Longsword and Greatsword this sword's length lies between the two, combining both styles. A master cuts through larger targets like a Greatsword, with deft precision ofthe tp like a Longsword. Untrained Awkward, Two Handed, Heavy, Melee d10 Basic Two Handed, Heavy, Melee d12, Stagger Master One Handed, Heavy, Melee 412, Versatile 248, Stagger Master Your erica it range is 19-20 while wielding with Perk two hands, unless ifs 18-20. Agains: category ‘Tee Large and larger enemies, your damage i= 248 2040) Instead of 12 (208). ‘ Corer a CROSSBOWS Crossbows require less training to operate than a bow and, are often more powerful but their Reload time keeps them from making the former obsolete, while their ease of use prevents them from being made absolete by firearms. U ‘bow, crossbows require time to Reload, shown in their description. They pack a harder punch to make up for slower, attacks, but bolts are small and usually metal, making them ppunich much harder on a eriical hit Masters ofthe crossbow. shoot in combat without distraction, and dodge and weave ‘with their smaller ranged weapon when in melee Unlike @ bow or launch weapon, a crossbow can be stored loaded and primed to shoot. Crossbows also have a special Reload rule; If you spend no movement on your turn, You Reload your crossbow for free atthe end of your turn, ike Frat: CrossBow MASTER = Choose 4 crossbows to gain master training when you take this feat. + When an enemy misses you with an attack, you can use your reaction to move Sit in any direction of your choice, which doesn't provoke opportunity attacks. + All crossbows you wield gain the Hipshot property + When you have advantage on an attack, you can roll 3420, instead of 2 This benefit cannot pair with any other ability which allows you to reroll attack rolls Grapple CRosssow Piercing and Slashing, 13Ibs, 175¢p ‘This heavy crossbow has a coiled silk rope and a self. ‘winding mechanism that looses a small pointed hook which can even pierce into ceilings. Once the mechanism is engaged it winds the rope back up, allowing the user to ‘ascend with the bow at a rate of 60f per round It ean lift 500!bs in total but anything beyond this weight, the mechanism simply holds the rope taut When entangling an enemy, you can engage the mechanism ag an object interaction, forcing the enemy to succeed on a Strength saving throw or be pulled toward you. However, fit succeeds, you are pulled toward the enemy unless you let go of your grapple crossbow or use an object interaction to disengage the mechanism. Untrained Awkward, Two Handed, Heavy, Ranged d6+4 50/200}, Reload attack, Clockwork Keen, tangle Basic Two Handed, Heavy, Ranged d6+-4 (80/320), Reload bonus, Clockwork Eniangle Ren, Penetrate, Tip Master Two Handed, Heavy, Ranged d6+-4 (120/320) pag tyanted Hea. Ranged 614 (130/320), Penetrate, 7p Master Your enemy suffers disadvantage on the savin Perk u i i throw fo resist being pulled toward you, and you can choose when this weapon deals no damage. HaNp Crosssow Piercing, 2ibs, 75gp ‘Ahand drawn bow on a pistol grip, these prods are weaker than other crossbows, but the drawstring can be pulled back without mechanical assistance. A master Reloads using the bolt case to draw and load in one motion, and can shoot from the hip even while performing other tasks. Untrained One Handed, Light, Ranged d6+2 (20/60), Reload pee tintersc ten i eoe\Taa Basic One Handed, Light, Ranged d6+2 (30/120), Reload free, Hipshot, Keen oor Master One Handed, Light, Ranged d6+2 (60/120) Reload free, Hipshot, Keen ae Master Can use Reload with one hand. As a bonus action, Perk you car make an attack with this weapon if you avept dsee the attack action or held your tion Heavy Crosseow Piercing, Slbs, 50gp ‘Alarge crossbow with steel prods, winching a thousand pounds of force. A master arbalist has become deadly accurate with their bolt, maximizing their sniper potential. Untrained Two Handed, Heavy, Ranged d10+4 (80/200), feload stack Keer Peneiste Punchire Basic Two Handed, Heavy, Ranged d10+4 (100/400), Reload Bonus, Keay Bonet, Suncaure, inp Master Two Handed, Hea, Ranged d10%4 (200/400), Reload weacion, keen Bebetate, Punch, Tp Master Every 5 rpore you roll over your target's AC, you Pere _ add another weapon damage die. These adaitional dice are unaffected by acriical hit, HIDDEN Crosssow Piercing, 11, 150gp This wristmounted crossbow deploys in secret and is reloaded one-handed. The master ean shoot in melee at the slightest distraction Untrained Awhward, One Handed, Affixed, Ranged 41 Ya/s8f Redd eetisn, Clockors Conceal ipsho Basic One Handed, Affixed, Ertl d4+1 (20/60), Ralsad abject neracton Clockwork Conceal Bigshot den Master One Handed, Aid, Ranged dé (30/60) aloedifie| Cock ucttst ance Flpsteatoon Hee a tren erent syodent Perk Use your reaction to make an attack agains Licht Crosssow Piercing, 5tbs, 254p simple, reliable wooden crossbow with power similar to a longbow. A master can shoot reflexively at moving targets. Untrained “Two Handed, Ranged d8+3 (60/200), Reload nah center ost aul Basic Two Handed, Ranged 8-3 (80/320), Reload feetion Reem Beenate 00/720) Master Two Handed, Ranged 8-3 (160/320), Reload Syadianded Ramen dt (16012 Sie Seceretonh otitis rete acsiet PeR” Cleat that comes win orlones 10h 9 you Mauter Piercing, 61bs, 100gp ‘Two bows mounted in an X shape to hold three bolts. The bolts don't group well at distance, but have incredible stopping power up close, Masters group the bolts at weak points with devastating effec. ‘The damage is only 1d4+] on medium or smaller size targets outside normal range, as only the top bolt ison target Allthree bolts hit Large and larger creatures at any range. Untrained Awkward, Two Handed, Ranged 344+3 (20/40), Reload attack, Hipshot, Keen, Puncture Basic Two Handed, Ranged 344+3 (20/80), Reload Bonus, Bipshok Ree, Bunctue Master Two Handed, Ranged 3d4+3 (40/80), Reload Bape crete Master When rolling damage dice from this weapon, roll Perk. another dé the result is 3 oF 4. PORTABLE BALLISTA Piercing, 15lbs, 500gp This small siege weapon is slow to reload with an ‘enormous erannequin but the punch is worth the wait. Masters use flanking surfaces to pin a target with the launched javelin. ‘A deployable stand can be purchased for 150g. Asan action, you mount the ballista tothe stand While mounted its Reload is an object interaction, but you cannot move it Untrained Awkward, Two Handed, Heavy, Ranged d12+5 AISS/HSo| Reload acon Enengle een enetrate, Puncture, Tip Two Handed, Heavy, Ranged 246+5 (150/600) Reload ateck Entante Ween, Rnockback! Pemetrae, Buheture. Trip Two Handed, Heavy, Ranged 346+5 (300/600) Ree borsne rier ak ceric hea eae Benetrate, Puncture. trp Master Your Entangle attacks add the restrained condition Perk” ifsuccessftl, as you pin your target to. Surrounding terrain features, = Basic Master REPEATING CROSSBOW Piercing, 6lbs, 300gp Repeaters have a weaker draw strength to allow the user to draw with one hand by pulling a lever along the bottom much like a modern shotgun. It holds 6 bolts and once depleted, You must spend sin action to refill the magazine. The master hnas learned to shoot as they pull the reload lever, dumping shots into a target with speed. Untrained Two Handed, Ranged d6 (60/200), Reload free Basic Two Handed, Ranged d6 (80/320), Reload free, Master Two Handed, Ranged d6 (160/320), Reload free, Keen Master you take the Attack action op your tur, you can Perk” take another Attack action with {nis weapon as @ Bons acon on your tur. You gay use this Bonus aetion only ityou haven't moved during this turn, and ater you tise the bonus action, your speed if Guintl the end ofthe current turn SPINNER Slashing, Ibs, 100gp ‘This gnomish invention launches disk blades with internal ‘mechanisms instead of prods. It holds ten blades, reloading for free by pulling the level located at the back of the weapon. When depleted you must spend an action to Reload ten more. Masters can attack several targets at once by expertly planning their ricochet path, Untrained Aukward, Two Handed, Ranged 244 (20/60) Reload free, Disarm, Keen g eee Basic Two Handed, Ranged 244 (30/120), Reload free, Master Two Handed, Ranged 244 (60/120), Reload ee, Master As an action, you can choose a numberof targets Pek equal to your inteligence modifier, minimurtof 1, Within 19 of your first target to all be the target, of a single attack roll Roll image separately or each target you hit ee RETURN To Top DUELING BLADES Dueling blades are smaller, lighter weapons designed for Estoc civilian defense or judicial duels. These weapons deal less Piercing, 3ibs, 252p damage but have more specialized uses, often used with finesse. A dueling blade master uses the weapon speed to take advantage ofa distraction and the dueling nature to ‘A variation ofthe longsword, this two handed thrusting weapon often had no cutting edge but a needle-like ip perfect {or piercing armor, The master ean make quick jabs even deflect countless blows while dueling a single enemy while distracted. Frat: Dugtinc BLADE MASTER Untrained Awkward, Two Handed Fingsse, Melee d8, Brace, '* Choose 4 dueling blades to gain master training when you ee ee ab ia Basic Two Handed, Finesse, Melee ¢8, Brace, Penetrate, Ae Dates ol Maste One ided, Fi Melee d8, Versatile 410, + acreatur within ofyou makes anattackagsins'a er ated ipezee a een eee) creature ther than you, you can use your rection to make an opportunity attack against the attacking creature, Meee ac reyes tere, Pouca Der aek Sie © On your turn, as a reaction, you can choose a single target. or held your action. Until the start of your next turn, your weapon gains the Deflect property, and can Deflect all attacks the chosen, target makes against you as part ofthe same reaction. CuTLass Piercing or Slashing, 25lbs, 10¢p Basket hilted machetelike single edged blade, best known asa naval man-at-arms weapon. Owing to its naval popularity, as a Nimble weapon in close quarters with the damage to back up, the master finds the cutlass to be similar to an axe in its hacking specialy. Untrained Awkward, One Handed, Finesse, Melee d6 Basic One Handed, Finesse, Melee d6, Deflect, Penetrate Master ne Handed, Finesse, Melee d8, Defect, Keen, Penetrate Master When you score a critical hjt or reduce a target Perk to Ohit points, you can make another attack to another target within 9ft, as part of the Same action, fis effect can happen multiple times as long as the criteria are met. Daccer Piercing or Slashing, 1b, 2gp ‘Any forearm length blade can be called a dagger, and there are as many designs as there are cultures in existence. The master can make lightning fast attacks even While they focus their attention elsewhere. Untrained One Handed, Finesse, Light, Melee d4, Balanced Basic One Handed, Finesse, Light, Melee d4, Thrown (20/60), Balznces, Conceal Master One Handed, Finesse, Light, Melee d4, Thrown (20/60), Balanceé, Conceal Master As a bonus action, you can make an attack with Perk this weapon. Kuxai Piercing and Slashing, 2ibs, 3¢p ‘A thick, hooked blade with a cutting edge on the inside, performing more like a handaxe than a dagger. The wing shape flies somewhat like a boomerang, and the master uses its forward curve to hamstring enemies. Untrained One Handed, Light, Melee d6, Thrown (20/60), Basic One Handed, Finesse, Light, Melee dé, Thrown {40/80}, Keen, Trp ‘One Handed, Finesse, Light, Melee dé, Thrown {4080}, Disarm, Keen, Yip Master When you hit with a Trip attack, your target's Perk speed s reduced by 10R. It can attempts pstitution saving throw at the en of ts tur, lending the effect on success, Master RAPIER Piercing or Slashing, 2ibs, 25gp A thin, tapered sword with a wide guard and extra weight in the handle for maximum control with the tip, prized as the pinnacle of finesse. Rapier masters are unmatched duclists with perfect reach and riposte. Untrained Awkward, One Handed, Melee dé Basic One Handed, Finesse, Melee 8, Puncture Master One Handed, Finesse, Light Mele d8, Lange, Master Ifyou are wielding only a rapier, you can add 4 to Berk” your damage role Fdval wleldirg a Light weapon, stead 20911 to weapon AC ‘SABER Piercing or Slashing, 2b, 35—p Slightly curved, single-edged, one handed weapons often with a basket hilt, allowing expert deflections off the curve, ‘The master's defensive capabilities with the saber are unmatched Untrained Awkward, One Handed, Melee dé Basic One Handed, Finesse, Melee d8, Deflect, Keen Master One Handed, Finesse, Light Melee 246, Defect, Master If wielding a single saber, you can add dé to your Ped bates ras While wield sabers if 2 of your ‘reaction back Z aa ‘Sal Piercing, Mb, Sep ‘A dagger sized sharpened metal rod with two forward ‘swept prongs, making it easy to block and trap enemy weapons. The master parries and disarms in an instant with the prongs. Untrained Awkward, One Handed, Light, Melee d4, Nimble Basic One Handed Finesse, Light, Melee d4, Concea, Defect, Nimble ‘Ong Handed, Finesse, Light, Melee d4, Conceal, Master Defect, Disatre, Nirnble' Master You gain +1 weapon AC. Ifan enemy misses you Perk withamelee attack a5 reaction yuan force them vo Succeed on a Strength or Dextenty saving throw or drop the weapon SHORTSWORD Piercing or Slashing, 2ibs, 1Ogp ‘Swords between 2ft-3f in length with as many different designs as there are cultures. Their wide and varied designs ‘mean that a master can find the perfect form for their syle. Untrained One Handed, Finesse, Light, Melee d6 Basic One Handed, Finesse, Light, Melee d6, Balanced Master One Handed, Finesse, Light, Melee 48, Balanced Master The Balanced property applies to attachers. Ifyou Perk iiceard uct the better rest ses ms anacrers ‘SICKLE Piercing or Slashing, 2bs, lgp ‘Acrescentshaped blade derived from a farming tool with the cutting edge on the inside. A master with the sickle has learned to grab and hamstring with the reaping curve Untrained One Handed, Light, Melee d4, Keen, Puncture, Basic One Handed, Finesse, Light, Melee d4, Entangle, Keen, Puncture, ip : Master ne Handed, Finesse, Light, Melee d6, Entangle, Keen, Puncture, Tip, Master When you hit with an Entangle or Trip attack, you Perk deal fulrweapon damage and your enemy's speed is reduced by 10 feet untlit succeeds oh a Constitution saving throw at the end of its turn SmatisworD Piercing, 1b, 30gp ‘Ancedle-ke blade with a narrow profile and a fine tip for fiting between plates of armor, often given a dome shaped guard to protect the hands while thrusting. The master has such control and poise that any distraction or detriment can be ignored with enough focus on the target Untrained Awkward, One Handed, Finesse, Melee d6, Wound Basic One Handed, Finesse, Light, Melee d6, Penetrate, Wound Master ne Handed, Finesse, Light, Melee d6, Lunge, Penetrate, Wound Master Ifyou have advantage on your attack, you can add Perk ad& to your attack ‘oll. Fyou have disadvantage on your aac 3 «Bont gti, you ean raf four choice of Athletics of Acrobatics to negate the GiSadvantage. Tne DC is equal fo your target's AC. RETURN To TOP Pn ‘SWORD BREAKER Piercing or Slashing, 2ibs, 50gp ‘A short weapon with notches on its spine, designed to catch, disarm, and in extreme eases, break the enemy's weapon. The master can disarm in an instant, and with another weapon, possibly break the enemy's sword. Untrained Awkward, One Handed, Finesse, Light, Melee d4 Basic Ong Handed, Finesse, Light, Melee d4, Disarm, Detiect Master Ong Handed, Finesse, Light, Melee d6, Disarm, Deflect, Sunder Master When you Deflect, you can also force your enemy Perk to suedeed on your choice of a Strength or Dexterity saving throw or be disarmed, If your Disarm attack is a powerful blow when your enemy falls the saving throw, she mundane Secon Cer aCe WAKIZASHI Piercing or Slashing, 1.Sibs, Sep ‘The short blade is often paired with a katana with whom it shares similar design and style, Quick to draw and sheath, the master finds unique use both as a side arm and as a main weapon itself Untrained Awkward, One Handed, Finesse, Light, Melee d4 Basic One Handed, Finesse, Light, Melee d4, Versatile de, Keen Master One Handed, Finesse, Light, Melee d6, Versatile dB, Deflect, Keen Master While wielding a Wakizashi with one hand, you Perk can aed your proficiency bonus to Detlegtsah Gihife wielding with twa hands, your becomes 2d FIREARMS ‘These are late medieval to early renaissance period firearms Which either strike flint or touch a lit wick to a flash pan, igniting gunpowder and propelling a projectile in most cases. They are prone to jamming, require specialized training, and create loud sound and smoke which can be to the detriment of the user. However, even combat blades struggle to have a8 ‘much stopping power as even the smallest firearm. Master musketeers can quickly clear a jam, use the firearm as a melee weapon in close combat, and can fire more accurately swith their shots. Frat: FIREARM MASTER * Choose 4 firearms to gain master training when you take this feat You dey or clear a jam from a Firearm as a bonus action. * One Handed Firearms become Melee dé weapons, while ‘Two Handed Firearms become Melee d8 weapons, When you Reload, as a bonus action, you can make an attack ‘with any weapon you are wielding, not just firearms. You can roll damage twice and take the best result. ARQUEBUS Piercing, 10Ibs, 750gp ‘A muzzle loaded long gun that fires lead balls. As a bonus action, you can set the Weapon into the monopod, removing disadvantage for attack rolls at long range. As a bonus action, you arm the bayonet, giving the weapon Melee d12 but you suffer disadvantage with al ranged attacks. A master primes. the bayonet as quickly as drawing a sword, and uses the arquebus like a spent Untrained Awkward, Two Handed, Heavy, Ranged 241045 (300/900) Reload action, Fresrm, Benetrate, uneture Basic Two Handed, Heavy, Ranged 2410+5 (300/900), Reload stack Femi, Peseta, Puncture, Master Two Handed, Heavy, Ranged 241245 (300/800), Reload'atsck,Firean Penetate, Punctsne Master You can arm the bayonet with an abject Perk” Interaction and the arquebus gains Brace, Double Ended d8, Finesse, Redeh BLUNDeRBUSS Piercing, Sibs, 300gp ‘A flared short musket which uses a load of small pellets called shot. Ifthe target is within 5f, the weapon gains Penetrate. If two targets are within Sft of one another and at Teast 30ft away from you, you can attack both targets with the same attack. A master overpacks to blast foes to the ground Untrained Awkward, Two Handed, Ranged 248+5 (40/60), Reload action, Firearm, Knockback, Hipshot, Trp, Wound Basie TwolHlanded, Ranged 2485 (40/60), Reload attack, Firearm, Knockback, Hipshot, trip, Wound Master Two Handed, Ranged 2410+5 (40/60), Reload attack, Firearm, Knockback, Hipshat, Tip, Woun¢ Master On hit, target within 15ft must succeed on @ Perk Strength saying throw or becomes your choice of pushed back Sf or prone. Fire KNUCKLE Bludgeoning or Piercing, 1b, 1200gp This gauntlet houses a single shot set to go off when it punches something. The chamber can hold only one round land it takes quite abit of time to reload, bu the master makes the surprise attack well worth the trouble. The Stagger property of this weapon only applies to its melee attacks Untrained Awkward, One Handed, Affixed, Melee d6, Ranged ‘dd++5 (5/20), Reload action, Clockwork, Firearm, Fiipshot, Wound Basic One Handed, Affixed, Melee d6, Ranged d4s5 {19/20} Relsa action, Clockwork, Firearm, ipshot, Wound Master One Handed, Affixed, Melee d6, Ranged d4+5 {10/20} Reload action, Clockwork, Firearm, ipshok, Stagger, Wound Master When you hit with amelee attack, the next ranged Perk» attack made this turn with this weapon against the Same creature has advantage and courts 353

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