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Affixed - This equipment is worn and wielded in the main or off hand.

Affixed weapons are donned


or doffed as an action and cannot be disarmed. While worn, it can be Held or released once per
round for free during your turn, and while not equipped, it remains attached to your body, leaving
your hand open for other things.

Disarming
A creature can use this weapon to try and knock a weapon or another item from a target’s grasp.
The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity
(Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect,
but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more
hands. The target has advantage on its ability check if it is larger than the attacking creature, or
disadvantage if it is smaller. If you use this weapon to make a Disarming attack, the enemy has
disadvantage on their save

Armoured – This weapon acts as a small shield, granting you a +1 Shield AC. You can benefit from
only one shield at a time.

Leap – If this weapon is used to attack after jumping, and hits, the damage die is one size larger

Deflect - When struck by a melee weapon attack, you can use your reaction to deflect some damage
you would receive. If wielding at least one Deflect weapon, you may roll your weapon's damage die
(or the die in the weapons ‘deflect’ feature) then subtract that total from the damage you would
receive

Tripping
Using the Attack action, you can make a Special melee Attack to try and trip a foe.
If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach.
Instead of making an Attack roll, you can make a Strength (Athletics) check contested by the
target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If
you win the contest, you knock the target prone. If you use this weapon to make a trip attack (fighter
manoeuvre) the creature has disadvantage on this save.

Defensive
On your turn, you can use your reaction to enter a protective stance, choosing to protect one ally
within your reach. Until the start of your next turn, the next melee attack that target this ally suffers
disadvantage. This protection lasts until the start of your next turn

Stagger -
The weight of your weapon can stagger the enemy's defence, causing them a minor distraction as
the weapon you wield knocks them off guard. When you miss a creature that you can see with this
weapon and the attack roll is 5 or less under the target's AC, the next attack against this creature
gains advantage.
When you hit, you can choose to deal only your Strength modifier in damage, minimum of 1, and
impart this effect voluntarily or push the target up to 5ft in a direction of your choosing. If you’re
your attack already pushes the target, then that distance can increase by 5ft. You cannot stagger
targets 2 size categories larger than you.

Wounding
When you critically hit a creature with an attack using this weapon, you wound the target. At the
start of each of the wounded creature's turns, it loses 1w hit points for each time you've wounded it,
and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on
itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an
action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a
success.

Cumbersome – Weapons with this property require 16 strength to wield effectively or else all attacks
with the weapon suffer from disadvantage

conceal – this weapon is easily disguised. When wielded, you can make a slight on hand check as a
free action to disguise the weapon. If this score beats your opponent’s passive perception the first
attack made with this weapon has advantage. Once this has been used the weapon acts as normal
for the rest of the encounter
(possibly some out of combat fluff to hiding it)

puncture – when you roll max damage on a damage die with this weapon, you can roll another
weapon die and add it to the total, this represents the weapons ability to hit and twist into a vital
spot.

Pull - When your attack is successful, as a bonus action, you can choose to force the enemy to
succeed on a Strength saving throw or be pulled up to 10ft toward you or prone. You may only do
this if your target is no more than 1 size category larger than you.

High draw – The draw of this weapon requires tremendous strength. This weapon requires 16
strength to wield effectively or else all attacks with the weapon suffer from disadvantage. You may
use your strength mod instead of dex mod for attacks with this weapon.

Mechanical – on a roll of a natural 1 the pully systems jam. The weapon cannot be used until an
action is used to fix it.

Hipshot -
This ranged weapon is extremely nimble and manoeuvrable. When you make a ranged weapon
attack, you can ignore disadvantage for doing so while a hostile creature is within 5ft of you.

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