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Better Weapons 5e
Better Weapons 5e
Monk: Versatile:
counts as a monk weapon changes damage type when wielded in
two hands
Performance:
+2 on performance checks while Two-handed:
wielding this weapon must be wielded in two hands
Weapon Properties
Heavy:
small or smaller creatures have disadvantage in the attack with these weapons.
Lance:
Extra damage dies on attacks while mounted
Syringe:
Different liquids can be placed in the head of this spear. delivering poisons
toxins of anything else.
Loading:
If you run out of ammo on your turn you can no longer use that weapon till
the start of your next turn. The reload itself is a free-action
Firearms:
Firearms misfire on the roll of a 1 on an attack roll. Takes a short rest to
repair the weapon. Firearms auto-fail stealth to any creature that can hear it.
Splash:
Splash weapons deal the minimum amount of damage it can deal to all
creatures with 5ft
Light Simple weapons
Brass knuckles Hook hand
• value: 1 gp • value: 10gp
• Damage: 1d3 • Damage: 1D4
• Damage type: B • Damage type: s
• special: monk, light • special: disarm, can no longer
use weapons in 2 hands, Finesse,
Cestus light
• value: 5 gp
• Damage: 1D4 Mace, light
• Damage type: B or P • value: 5gp
• special: monk, light • Damage: 1d6
• Damage type: B
Dagger • Range: 20/60
• value: 2 gp • Special: light, throwing
• Damage: 1D4
• Damage type: P or S Sickle
• Range: 20/60 • value: 6gp
• Special: Finesse, light, thrown • Damage: 1d6
• Damage type: S
Dagger, punching • special: trip, light, Finesse
• value: 2 gp
• Damage: 1D4 Whip • value: 1gp
• Damage type: P • Damage: 1d3
• special: Finesse, light, brutal • Damage type: S
critical • special: trip, disarm, reach 15,
light, Finesse
Simple one-handed weapons
Club Morningstar
• value: 1gp • value: 8gp
• Damage: 1d6 • Damage: 1d8
• Damage type: B • Damage type: B and P
Club, heavy
• Damage: 1d8
• Damage type: B
• special: monk
Ranged Simple weapons
Blowgun Dart
• value: 2gp • value: 5sp
• Damage: 1d2 • Damage: 1d4
• Damage type: P • Damage type: P
• Range: 20/60 • Range: 20/60
• special: monk, thrown
Crossbow, heavy
• value: 50gp javelin
• Damage: 1d10 • value: 1gp
• Damage type: P • Damage: 1d6
• Range: 100/400 • Damage type: P
• special: loading, heavy, two- • Range: 30/120
handed • special: thrown
Crossbow, heavy (underwater) Sling
• value: 100gp • Damage: 1d4
• Damage: 1d10 • Damage type: b
• Damage type: P • Range: 30/120
• Range: 100/400 • special: can add alchemical
• special: loading, heavy, two- flask as ammo
handed, underwater
Crossbow, light
• value: 35gp
• Damage: 1d8
• Damage type: P
• Range: 80/320
• special: loading, two-handed
Maul Greataxe
• value: 40gp • value: 20gp
• Damage: 1d10 • Damage: 1d12
• Damage type: B • Damage type: s
• Special: Heavy, two-handed, • special: heavy, two-handed, brutal
brutal critical critical,
Falchion Greatclub
• value: 75gp • value: 5gp
• Damage: 2D4 • Damage: 1d10
• Damage type: S • Damage type: b
• special: two-handed, keen, • special: heavy, two-handed
Finesse
Two-handed martial weapons
Glaive Lance
• value: 8gp • value: 10gp
• Damage: 1d10 • Damage: 1d8
• Damage type: s • Damage type: P
• special: reach, brutal critical • special: reach, lance, brutal
critical
Greatsword
• value: 50gp Ranseur
• Damage: 2d6 • value: 10gp
• Damage type: s • Damage: 2d4
• special: heavy, two-handed • Damage type: P
• special: disarm, reach, brutal
Guisarme critical, trip
• value: 9gp
• Damage: 2d4 Scythe
• Damage type: S • value: 18gp
• special: Reach, trip, brutal • Damage: 2d4
critical • Damage type: P or S
• special: trip, deadly critical
Halberd
• value: 10gp Spear, syringe
• Damage: 1d10 • value: 100gp
• Damage type: P and S • Damage: 1d8
• special: Brace, trip, reach, • Damage type: P
brutal critical • Range: 20/60
• special: Brace, thrown, syringe,
Hammer, lucerne brutal critical
• value: 15gp
• Damage: 1d12
• Damage type: P or B
• special: Brace, reach, sunder
Light Exotic weapons
Axe-Gauntlet, Dwarven War-shield, dwarven
• value: 16gp • value: 50gp
• Damage: 1d6 • Damage: 1d6
• Damage type: s • Damage type: S or P
• special: light, defensive, disarm • special: light, ac +1
brutal critical
Whip, scorpion
Dagger, sword breaker • value: 5gp
• value: 10gp • Damage: 1d4
• Damage: 1d4 • Damage type: s
• Damage type: s • special: light, disarm, finesse, trip,
• Range:20/60 performance, reach 15ft
• special: light, defensive, disarm,
sunder, finesse Wakizashi
• value: 4gp
Flying Talon • Damage: 1d6
• value: 15gp • Damage type: s
• Damage: 1d4 • special: light, monk, keen, finesse
• Damage type: s
• special: light, trip, disarm, reach
15ft, finesse
Kama
• value: 2gp
• Damage: 1d4
• Damage type: s
• special: light, monk, trip, finesse
Sai
• value: 1gp
• Damage: 1d4
• Damage type: b
• special: light, disarm, monk
One-handed Exotic weapons
Axe, hooked Sword, bastard
• value: 20gp • value: 35gp
• Damage: 1d8 • Damage: 1d10/2D6
• Damage type: s • Damage type: s or p
• special: disarm, performance, • special: Versatile
trip
Waraxe, dwarven double
Khopesh • value: 60gp
• value: 20gp • Damage: 1d10/2D6
• Damage: 1d8 • Damage type: s
• Damage type: s • special: Versatile
• special: trip
Katana
Rapier, spiral • value: 40gp
• value: 80gp • Damage: 1D8/1D10
• Damage: 1d6 • Damage type: s or p
• Damage type: s • special: Versatile, keen, finesse
• special: keen, defensive,
disarm
,
Two-handed Exotic weapons
Curve blade, elven Garrotte
• value: 80gp • value: 3gp
• Damage: 1d10 • Damage: 1d6
• Damage type: S • Damage type: s
• special: two-handed, keen, • special: grapple
finesse • In order to use a garrotte, your
opponent must be helpless or
Double spear unaware of you. You must make a
• value: 25gp grapple check to successfully
• Damage: 1d8/1d8 begin garrotting your opponent.
• Damage type: P Sneak attack damage does not
• special: two-handed, double- apply to a garrotte.
weapon, brutal Critical • Your garrotted opponent must
make a concentration check (DC
Fauchard 10 + athletics or acrobatics) to cast
• value: 14gp a spell with a verbal component,
• Damage: 1d10 use a command word item, or use
• Damage type: s any magic requiring speech. You
• special: two-handed, reach, gain the following additional
keen, trip option when grappling with a
garrotte.
Flail, dire • Choke: You cut off your target’s
• value: 90gp air supply and immediately begin
• Damage: 1d8/1d8 suffocating.
• Damage type: B • Con modifier +1 rounds until
• special: two-handed, double- unconscious
weapon, disarm, trip
Giant-Sticker, Dwarven
Flailpole • value: 25gp
• value: 15gp • Damage: 2d6
• Damage: 1d8 • Damage type: p or s
• Damage type: B • special: two-handed, brace,
• special: two-handed, disarm, reach, brutal critical
reach, trip
Two-handed Exotic weapons
Harpoon Scarf bladed
• value: 5gp • value: 12gp
• Damage: 1d8 • Damage: 1d6
• Damage type: p • Damage type: s
• special: two-handed, grapple, • special: two-handed, disarm, trip
brutal critical
SwitchScythe
Longaxe, dwarven • value: 18gp
• value: 50gp • Damage: 2d4
• Damage: 1d12 • Damage type: p or s
• Damage type: s • special: two-handed, trip,
• special: two-handed, heavy, hidden, deadly critical
reach, brutal critical
Sword, two-bladed
Longhammer, dwarven • value: 100gp
• value: 70gp • Damage: 1d8/1d8
• Damage: 2d6 • Damage type: s
• Damage type: b • special: two-handed, double
• special: two-handed, reach,
brutal critical, heavy
Ranged martial weapons
Dart, jolting Longbow, composite (+2)
• value: 100gp • value: 300gp
• Damage: 1d4 + 1d6 lightning • Damage: 1d8
• Damage type: P • Damage type: P
• Range: 20/60 • Range: 150/600
• special: light, finesse, thrown, • special: brutal crit, two-handed,
shock (1d6 lightning) composite brutal critical
Shuriken (5)
• value: 1gp
• Damage: 1d2
• Damage type: P
• Range: 20/60
• special: thrown, monk
One-handed Firearms
Breech-loader Pepperbox
• value: 800gp • value: 1000gp
• Damage: 1d8 • Damage: 1d8
• Damage type: P • Damage type: P
• Range: 40/120 • Range: 40/120
• Capacity: 2 • Capacity: 6
• special: brutal critical, loading, • special: brutal crit, loading, light,
light, firearms firearms
Pistol, dragon
• value: 3700gp
• Damage: 1d6
• Damage type: fire
• Range: 40/120
• Capacity: 1
• special: brutal critical, loading,
light, firearms, scatter
Two-handed Firearms
Musket, Warhammer
• value: 400gp
• Damage: 1d10
• Damage type: B
• Range: 80/240
• Capacity: 1
• special: brutal critical, loading, two-handed, firearms, can also
attack in melee with B damage
Two-handed Firearms
Air repeater Musket
• value: 100gp • value: 320gp
• Damage: 1d10 • Damage: 1d12
• Damage type: B • Damage type: p
• Range: 100/350 • Range: 80/240
• Capacity: 6 • Capacity: 1
• special: brutal critical, loading, two- • special: brutal critical, loading,
handed, firearms, air tank reload two-handed, firearms
(take 1
min to reload) Musket, axe
• value: 400gp
Blunderbuss • Damage: 1d10
• value: 1400gp • Damage type: B
• Damage: 1d10 • Range: 80/240
• Damage type: B • Capacity: 1
• Range: 20/40 • special: brutal critical, loading,
• Capacity: 1 two-handed, firearms, can also
• special: brutal critical loading, two- attack in melee
handed, firearms, scatter with Slashing damage
Ammunition
Arrows, common (20) Arrow/bolt, durable (1)
• value: 1gp • value: 1gp
• special: never break when being shot.
Arrows/bolts, barbed (20) can be
• value: 8gp retrieved
• Range: half range
• special: grapple, grapple check Arrow/bolt, dye (1)
on hit • value: 1gp
• Range: half range
Arrow/bolt/bullet, bleeding (1) • special: explodes in a 10 foot area of
• value: 360gp dye
• Range: half range
• special: on hit creature takes 1 Arrows/bolt/bullet, flight (20)
point of necrotic damage per • value: 9gp
turn until healed or dc 10 • Range: +80ft
medicine check
Arrows/bolts, incendiary (20)
Arrow/bolt/bullet, distance • value: 10gp
(iron-tipped) (20) • special: -1 to hit but gain +1 fire damage
• value: 5gp
• Range: +40ft range
Ammunition
Bane
• A bane weapon excels against certain foes. It deals an extra 2d4
points of damage against such foes. To randomly determine a
weapon’s
designated foe, roll on the following table.
01—05 Aberrations
06—09 Beasts
10—16 Constructs
17—22 Dragons
23—27 Fey
28—60 Humanoids (pick one subtype)
61—65 Magical beasts
66—70 Monstrosity
71—72 Oozes
73—88 Outsiders (pick one subtype)
89—90 Plants
91—98 Undead
99—100 Vermin
Weapon Enchantments +1
Deadly
• Give the weapon the deadly critical Corrosive
ability • a corrosive weapon becomes
slick with acid that deals an extra
Defending 1d6 points of
• A defending weapon allows the acid damage on a successful hit.
wielder to transfer some or all of the The acid does not harm the
weapon’s enhancement bonus to his wielder.
AC as a bonus that stacks with all
others. As a free action, the wielder Courageous
chooses how to allocate the • This special ability can only be
weapon’s enhancement bonus at the added to a melee weapon.
start of his turn before using the • Advantage on saving throws
weapon, and the bonus to AC lasts against fear. gain the effects of the
until his next turn. This ability can heroism spell when you make a
only be placed on melee weapons. successful save against a fear effect.
• If a weapon has both the defending
and guardian abilities , allocating a Conserving
single point of enhancement bonus • Only projectile weapons can be
increases either AC or saving made conserving.
throws, but not both. • When the wielder misses with a
ranged attack, the fired
Distance ammunition teleports unharmed
• This special ability can only be to its quiver, case, or pouch. If the
placed on a ranged weapon. ammunition in question would be
• Range is doubled destroyed for other reasons than
merely being launched,
Benevolent such as an arrow that breaks apart
• When the wielder of a benevolent in flight, this special ability does
weapon uses a bonus action to grant not function, and the ammunition
its enchantment bonus is given to an is destroyed as normal. Effects that
ally within 5ft to the beginning of block teleportation prevent this
your next turn. special ability from working.
Weapon Enchantments +1
Cruel
• When the wielder strikes a Frost
creature that is frightened, charmed, • Upon command, a frost weapon is
paralysed or stunned with a cruel sheathed in a terrible, icy cold that
weapon, that creature becomes deals an extra 1d6 points of cold
poisoned for 1D4 rounds. When the damage on a successful hit. The cold
wielder uses the weapon to knock does not harm the wielder. The effect
unconscious or kill a creature, he remains until another command is
gains 5 temporary hit points given.
Dispelling Furious
• A dispelling weapon functions like • This special ability can only be
a spell-storing weapon with 2 charges,placed on melee weapons.
but it may only store dispel magic • A furious weapon serves as a focus
for its wielder’s anger. When the
• The spell is cast at a level equal to
your prof bonus (minimum 3) wielder is raging, the weapon’s
• DC: enhancement bonus is +2 better than
• If caster: use your caster ability normal.
• If not caster: use your con modifier• If the wielder has a power that gives
• 1 charge returns at dawn a skill bonus while raging, the wielder
gains a bonus to that skill whenever the
Flaming weapon is wielded or held in her hand,
• Upon command, a flaming even when she is not raging. This
weapon is sheathed in fire that deals bonus is equal to the enhancement
an extra 1d6 points of fire damage on bonus of the weapon (and also
a successful hit. The fire does not includes the +2 if the wielder is raging).
harm the wielder.
The effect remains until another Ghost touch
command is given. • A ghost touch weapon deals damage
normally against incorporeal creatures.
Your weapon can be picked up and
moved by an incorporeal creature at
any time. A manifesting ghost can
wield a weapon against corporeal foes.
Essentially, a ghost touch weapon
counts as both corporeal or
incorporeal
Weapon Enchantments +1
Grounded
• This special ability can only be placed Huntsman
on melee weapons. • A huntsman weapon helps its
• A grounding weapon can safely touch wielder locate and capture
electrically charged surfaces without harm quarry.
to its wielder. When used against a • When the weapon is held in
creature of the air subtype, it deals an hand, the wielder gains the
extra 1d6 points of damage. The wielder weapon’s enhancement bonus on
of a grounding weapon receives a +2 Survival checks made to track any
bonus on saving throws against air- and creature the weapon has damaged
electricity-based effects and the weapon in the past day.
itself is immune to electricity damage. • It also deals +1d6 points of
damage to creatures the wielder
Guardian has tracked with Survival in the
• This special ability can only be placed past day.
on melee weapons.
• A guardian weapon allows the wielder Jurist
to transfer some or all of the weapon’s • Gain your prof in
enhancement bonus to his saving throws • Perception
as a bonus that stacks with all others. As a • insight
free action, the wielder chooses how to • investigation
allocate the weapon’s enhancement • if you already have prof you
bonus at the start of his turn before using gain expertise in these skills
the weapon. The bonus on saving throws
lasts until his next turn. Only the Keen
weapon’s own enhancement bonus can • Give keen to a weapon that
be sacrificed, not any enhancement bonus doesn't have it
provided • can’t be Bludgeoning
by other effects such as a greater magic
weapon spell. However, the total of such
effects is still diminished by the amount
allocated to improving saving throws.
• If a weapon has both the defending and
guardian abilities, allocating a single point
of enhancement bonus increases either
AC or saving throws, but not both.
Weapon Enchantments +1
Ki focus
• This special ability can be placed Ominous
only on melee weapons. • This special ability can only be
• Weapon becomes a monk weapon placed on melee weapons.
• can use the weapon as a bonus • An ominous weapon trails a
action to regain ki points equal to the shadowy haze behind every stroke
weapons enchantment bonus and moans a menacing dirge in
battle.
Menacing • An ominous weapon adds its
• This special ability can only be enhancement bonus on Intimidate
placed on melee weapons. checks made by the wielder.
• A menacing weapon helps allies • If you score a critical hit on a
deal with flanked foes. Enemies hit creature they must make a DC 15
by you have the disadvantage of con save or be staggered for 1 min.
attacks against the ally you are save repeated at the end of creature’s
flanking with. turn to end the effect.
• Gain the enchantment bonus to
intimidation checks Planar
• Gain advantage on attacks against a
Merciful type of outsider chosen when
• A merciful weapon deals an extra attuning to the weapon
1d6 points of damage, but all damage
it deals is nonlethal damage. Quenching
• On command, the weapon • This special ability can only be
suppresses this ability until told to placed on melee weapons.
resume it (allowing it to deal lethal • A quenching weapon thrust into a
damage, but without any bonus non-magical fire of Medium size or
damage from this ability). smaller extinguishes it. When used
against a creature of the fire subtype,
Mighty cleaving it deals an extra 1d6 points of
• This special ability can only be damage. The wielder of a quenching
placed on melee weapons. weapon receives a +2 bonus on
• When you hit a creature you can saving throws again
deal the weapons base damage to the
enemy within 5ft of you
Weapon Enchantments +1
Shock Thawing
• Upon command, a shock weapon is • This special ability can only be
sheathed in crackling electricity that placed on melee weapons.
deals an extra 1d6 points of electricity • A thawing weapon thrust into a
damage on a successful hit. The non-magical frozen object of
electricity does not harm the wielder. Medium size or smaller melts the ice
The effect remains until another A from it. When used against a
command is given. creature with the cold subtype, it
deals an extra 1d6 points of damage.
Spell storing The wielder of a thawing weapon
• A spell-storing weapon allows a receives a +2 bonus on saving throws
spellcaster to store a single targeted spell against ice-based effects, and the
of up to 4th level in the weapon. (The weapon itself is immune to cold
spell must have a casting time of 1 damage.
action.)
• As an action you can make a charged Throwing
attack against a creature. if the attack is • This special ability can only be
you immediately cast the spell in the placed on melee weapons.
weapon (This special ability is an • Increase all throwing ranges y 20ft
exception to the general rule that casting • gives the weapon the thrown
a spell from an item takes at least as keyword
long as casting that spell normally.)
Once the spell has been cast from the Thundering
weapon, a spellcaster can cast any other • A thundering weapon creates a
targeted spell of up to 3rd level into it. cacophonous roar like thunder
The weapon magically imparts to the whenever it strikes a target with a
wielder the name of the spell successful critical hit. The sonic
currently stored within it. A randomly energy does not harm the wielder. A
rolled spell-storing weapon has a 50% thundering weapon deals an extra
chance of having a spell stored in it 1d8 points of thunder damage on a
already. This special ability can only be successful critical hit. Subjects dealt
placed on melee weapons. critical hits by a thundering weapon
• A spell-storing weapon emits a strong must make a successful DC 14
aura of the evocation school, plus the Fortitude save or be deafened for 1
aura of the spell currently stored. minute.
Weapon Enchantments +1
Reliable Vicious
• This special ability can only be • This special ability can only be placed
placed on firearms. on melee weapons.
• A reliable firearm cannot • When a vicious weapon strikes an
misfire opponent, it creates a flash of disruptive
energy that resonates between the
Returning opponent and the wielder. This energy
• the weapon always returns to deals an extra 2d6 points of damage to the
your hand when thrown opponent and 1d6 points of damage to the
wielder
Weapon Enchantments +2
Advancing
• This ability can only be placed on melee weapons.
• Once per round, when the wielder damages a creature in melee with an
advancing weapon, you can take a 5ft step in any direction this movement
does not provoke attacks of opportunity
Anarchic
• An anarchic weapon is infused with the power of chaos. It makes the
weapon chaotically aligned and thus bypasses the corresponding damage
reduction. It deals an extra 2d6 points of damage against all creatures of lawful
alignment. It bestows one permanent negative level on any lawful creature
attempting to wield it. The negative level remains as long as the weapon is in
hand and
disappears when the weapon is no longer wielded. This negative level cannot
be overcome in any way (including restoration spells) while the weapon is
wielded.
Weapon Enchantments +2
Anchoring
• This special ability can only be Corrosive burst
added to a melee weapon or a • A corrosive burst weapon functions as a
thrown weapon. An anchoring corrosive weapon that explodes with
weapon pins a target in place and searing acid upon striking a successful
prevents it from moving. As a critical hit. The acid does not harm the
bonus action, the weapon can be wielder. In addition to the extra acid
fixed in place in a point in damage from the corrosive special
space, functioning as an ability, a corrosive burst weapon deals an
immovable rod. extra 1d10 points of acid damage on a
• This ability can also be used successful critical hit. If the weapon has
when the wielder hits a creature brutal critical, add an extra 2d10 points of
with a melee attack using an acid damage instead, and if they have
anchoring weapon. This anchors deadly critical, add an extra 3d10 points.
the target to the weapon, • Even if the corrosive ability is not active,
preventing it from moving away the weapon still deals its extra acid damage
from the weapon. The target is on a successful critical hit.
not
entangled or paralyzed; it simply Defiant
cannot move from its location • This special ability can only be placed
without first destroying the on melee weapons.
weapon or making a successful • A defiant weapon helps its wielder stay
DC 20 Strength check as alive in desperate conditions. It stays
An action to break free from the in its wielder’s hand even if she is
weapon. An anchoring weapon panicked, stunned, or unconscious. She
remains motionless and cannot adds the weapon’s enhancement bonus as
be used to attack while it is a bonus on checks to stabilize
anchoring a creature. An when dying and on saving throws to end
anchoring weapon does not ongoing conditions such as disease,
affect amorphous creatures, poison and hold person.
including elementals, oozes, and • As a bonus action you can call the
creatures in gaseous or liquid weapon back to you as long as it's on the
form. It also cannot anchor same plane of existence
incorporeal creatures unless the
weapon also has the ghost touch
special ability.
Weapon Enchantments +2
Designating
• This special ability can only be Heart-seeker
placed on ranged weapons or • This special ability can only be placed
ammunition. Each time a ranged on melee weapons.
weapon or ammunition with this • A heart-seeker weapon is drawn
ability hits a creature, its magic unerringly toward beating hearts. A Heart-
designates the target. Allies gain seeker weapon ignores the disadvantage of
a +2 bonus on melee attack and concealment against most living
melee damage rolls against the Targets.
designated target for 1 round. • Gains the brutal critical ability.
Multiple successful shots fired at • Gain deadly critical if already has brutal
the same target do not increase critical
the bonuses or their duration. • gain keen if the weapon is already
deadly critical
Disruption • This special ability does not apply
• A disruption weapon is the against aberrations, oozes, plants,
bane of all undead. Any undead outsiders with the elemental subtype, or
creature struck in combat must any creature specifically noted to lack a
succeed on a DC 14 Will save or heart.
be destroyed. A disruption
weapon must be a bludgeoning Flaming burst
melee weapon. • A flaming burst weapon functions as a
• cannot kill a creature high cr flaming weapon that also explodes with
than half your level flame upon striking a successful critical hit.
• Endless ammunition The fire does not harm the wielder. In
• your weapons create base In addition to the extra fire damage from
ammo type for the weapon the flaming ability (see above), a flaming
whenever you make an attack burst weapon deals an extra 1d10 points
of fire damage on a successful critical hit.
If the weapon has brutal critical, add an
extra 2d10 points of fire damage instead,
and if the weapon has deadly critical, add
an extra 3d10 points of fire damage.
• Even if the flaming ability is
Weapon Enchantments +3
Glorious
• Only a melee weapon can have the Phase-locking
glorious ability. • A phase-locking weapon interferes
• A glorious weapon glows with a with dimensional travel. A creature
dazzling light equal to a daylight spell damaged by a phase-locking weapon
when drawn. is affected as though by the
• The wielder cannot suppress this dimensional anchor spell for 1 round.
light, though it can be temporarily
suppressed by any effect that can Shocking burst
suppress daylight. • A shocking burst weapon functions
• A glorious weapon flashes with as a shock weapon that explodes with
light and any creature the wielder electricity upon striking a successful
attacks in melee is automatically critical hit. The electricity does not
given a -1d4 on attack rolls. until theharm the wielder. In addition to the
beginning of the wielder’s next turn. extra electricity damage from the
• When a glorious weapon confirms shock ability, a shocking burst weapon
deals an extra 1d10 points of
a critical hit, the target is blinded until
the beginning of the wielder’s next electricity damage on a successful
turn (DC 14 Wisdom negates) critical hit. If the weapon has brutal
critical, add an extra 2d10 points of
Holy electricity damage instead, and if it has
• A holy weapon is imbued with holy deadly critical, add an extra 3d10
power. This power makes the points.
weapon good-aligned and thus • Even if the shock ability is not
bypasses the corresponding damage active, the weapon still deals its extra
reduction. It deals an extra 2d6 electricity damage on a successful
points of damage against all creatures critical hit.
of evil alignment. It bestows one
permanent negative level on any evil
creature attempting to wield it. The
negative level remains as long as the
weapon is in hand and disappears
when the weapon is no longer
wielded. This negative level cannot
be overcome in any way (including
by restoration spells) while the
weapon is wielded.
Weapon Enchantments +2
Stalking
• The longer the wielder of a Unholy
stalking weapon studies a target, the • An unholy weapon is imbued with
more effective her strike. As an unholy power. This power makes the
action, a character wielding a stalking weapon evil-aligned and thus bypasses
weapon can command it to study a the corresponding damage reduction.
creature within 60 feet. The wielder It deals an extra 2d6 points of damage
must have a line of effect and line of against all creatures of good
sight to that target. When the wielder alignment. It bestows one permanent
attacks the studied creature, on a negative level on any good creature
successful hit the stalking weapon attempting to wield it. The negative
deals +1d6 points of bonus damage level remains as long as the weapon is
per consecutive round spent studying in hand and disappears when the
a target, up to a number of bonus weapon is no longer wielded. This
dice equal to the stalking weapon’s negative level cannot be overcome
enhancement bonus. This bonus in any way (including restoration
damage is the weapon damage type spells) while the weapon is wielded.
and only applies to the first successful
hit against that creature. Wounding
• If the wielder attacks a creature • This special ability can only be
other than the studied creature, placed on melee weapons.
commands the weapon to study a • A wounding weapon deals 1 point
different creature, or end her turn of bleed damage when it hits a
more than 60 feet from the studied creature. Multiple hits from a
creature, the weapon loses all bonus wounding weapon increase the bleed
damage dice against the previously damage. Bleeding creatures take the
studied creature. bleed damage at the start of their
turns. Bleeding can be stopped
by a successful DC 15 medicine check
or through the application of any spell
that cures hit-point damage. A
critical hit does not multiply the bleed
damage. Creatures immune to critical
hits are immune to the bleed damage
dealt by this weapon.
Weapon Enchantments +3
Nullifying Spell stealing
• This special ability • This special ability can only be placed on
can only be placed on melee weapons. A spell stealing weapon allows its
melee weapons. wielder to siphon protective magic from a target and
• A nullifying weapon transfer it to herself. When the
suppresses a creature’s wielder rolls a critical threat against a target, she can
spell resistance for a forgo the extra damage from the critical hit. The
short amount of time. wielder may then make a check with your spell
When hit by this casting modifier to steal her
weapon a creature loses choice of one of those effects, DC of 11 + spells level.
its spell resistance for If the check succeeds, the target immediately loses
their next save though the benefits of that effect and the wielder gains the
until the start of your effect for 1 minute
next turn. (must hold concentration if the spell requires
it).
Weapon Enchantments +4
Brilliant energy Second chance
• A brilliant energy weapon has its • This special ability can
significant portion transformed into only be placed on ranged
light, although this does not modify the weapons.
item’s weight. • Once per round, when a
• It always gives off light as a torch (20- shot made with this weapon
foot radius). misses its target, as a free
• A brilliant energy weapon ignores non- action the weapon’s wielder
living matter. Armour and shield can cause that shot to swerve
bonuses to AC (including any and try to hit the target
enhancement bonuses to that armour) do again. The arrow fired gets a
not count against it because the weapon second attack at the same
passes through armour. (Dexterity, attack bonus as the first
deflection, dodge, natural armour, and attack it made.
other such bonuses still apply.) A brilliant
energy weapon cannot harm undead,
constructs, or objects.
Weapon Enchantments +4
Dancing
• As an action, a dancing weapon can be loosed to attack on its own. It
fights for rounds equal to your proficiency using your attack bonus or spell
attack bonus of the one who loosed it and then drops. While dancing, it
cannot make attacks of opportunity, and the activating character is not
considered armed with the weapon. The weapon is considered wielded or
attended by the activating character for all maneuvers and effects that target
items. While dancing, the weapon shares the same space as the activating
character and can attack adjacent foes (weapons with reach can attack
opponents up to 10 feet away). The dancing weapon accompanies the
activating character everywhere, whether she moves by physical or magical
means. If the activating character has an unoccupied hand, she can grasp it
while it is attacking on its own as a free action; when so retrieved, the weapon
can’t dance (attack on its own) again for 4 rounds.
• This special ability can only be placed on melee weapons.
Weapon Enchantments +5
Vorpal
• This potent and feared ability allows the weapon to sever the heads of those it
strikes.
• Upon a roll of natural 20, the weapon severs the opponent’s head (if it has
one) from its body. Some creatures, such as many aberrations and oozes,
have no heads. Others, such as golems and undead creatures other than
vampires, are not affected by the loss of their heads. Most other creatures,
however, die when their heads are cut off. A vorpal weapon must be a slashing
melee weapon. If you roll this special ability randomly for an inappropriate
weapon, reroll. Undead, constructs, or objects.
Weapon enchantment rules
weapons can be enchanted with special abilities. among those abilities you can
add an enhancement bonus to hit and damage rolls from +1, +2, +3. You only
add +2 once you've already enchanted to +3 total bonus or higher. you can also
only add +3 once equal or high to a +5 total bonus. When calculating the cost
of a weapon you add the price of all the bonuses being added together e.g. A
+2 weapon would cost 2,000gp and a +6 would cost 50,000gp. Upgrading a
weapon is similar e.g. making a +2 weapon into +4 would cost 10,500.some
enchantments, especially the ones that add damage might need to be found or
enchanted in more shady places.
Potions Variable
Potion of healing potion of giant strength
Healing common • cloud very rare
• You regain 2d4 + 2 hit points when - When you drink this potion, your
you drink this potion. The potion's Strength score changes to 27 for 1
red liquid glimmers when agitated. hour. The potion does not affect you
if your Strength is equal to or greater
Greater Uncommon than that score.
• You regain 4d4 + 4 hit points when • fire rare
you drink this potion. The potion's - When you drink this potion, your
red liquid glimmers when agitated. Strength score changes to 25 for 1
hour. The potion does not affect you
Superior Rare if your Strength is equal to or greater
• You regain 8d4 + 8 hit points when than that score.
you drink this potion. The potion's • frost uncommon
red liquid glimmers when agitated. - When you drink this potion, your
Strength score changes to 23 for 1
Supreme Very rare hour. The potion does not affect you
• You regain 10d4 + 20 hit points if your Strength is equal to or greater
when you drink this potion. The than that score.
potion's red liquid glimmers when • hill common
agitated. - When you drink this potion, your
Strength score changes to 21 for 1
hour. The potion does not affect you
if your Strength is equal to or greater
than that score.
• stone uncommon
- When you drink this potion, your
Strength score changes to 23 for 1
hour. The potion does not affect you
if your Strength is equal to or greater
than that score.
• storm very rare
- When you drink this potion, your
Strength score changes to 29 for 1
hour. The potion does not affect you
if your Strength is equal to or greater
than that score.
Potions Common 50GP
Potion of watchful rest Potion of Climbing
• When you drink this potion, you • When you drink this potion, you
gain the following benefits for the gain a climbing speed equal to your
next 8 hours: magic can't put you to walking speed for 1 hour. During this
sleep, and you can remain awake time, you have an advantage on
during a long rest and still, gain its Strength (Athletics) checks you make
benefits. This sweet, amber-coloured to climb.
brew does not affect creatures that • The potion is separated into brown,
Don’t require sleep, such as elves. silver, and grey layers resembling
bands of stone. Shaking the bottle fails
Potion of comprehension to mix the colours
• When you drink this potion, you
Gain the effect of a comprehend
Languages spell for 1 hour. This
The liquid is a clear concoction with
bits of salt and soot swirling in it.