Advanced Weapon Properties
The following properties are new or altered for
advanced weapons.
Armor Piercing. An armor-piercing weapon is a melee weapon designed to punch through armor and thick hide alike. When you make an attack roll using an armor-piercing weapon, you gain a +1 bonus to the attack roll if your target is wearing armor or has natural armor.
Blackpowder. Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, blackpowder weapons emit a deafening crack audible 300 feet away. A blackpowder weapon exposed to heavy rain, or submerged or similarly drenched in water, can’t fire until dried for 1 hour.
Brutal. A brutal weapon is designed for maximum damage. When you score a critical hit with a brutal weapon against a creature, you can roll an additional die of the weapon’s damage dice, adding it to the damage total.
Cumbersome. Cumbersome weapons are difficult to wield but are effective ranged tools for those strong enough to wield them. When making an attack with a cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.
Damage. An advanced weapon that has the damage property can deal an alternative form of damage. You can choose the type when you attack or when you hit with an attack from any of the damage types mentioned.
Defending. A defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When you use a defending weapon, you can use your reaction to defend against a melee weapon attack that hits you. If you do, increase your AC by 1d4 against that attack.
Disarming. A disarming weapon can catch a foe’s weapon, allowing you to remove it from their grasp. When an opponent misses you with a melee weapon attack, you can use your reaction to attempt to disarm them. Both you and the attacker must make contested attack rolls. If you roll higher, and the weapon is something the target can drop, the weapon falls from the target’s grasp, landing within 5 feet of the target in a space you choose. If you score a critical hit, and the attacker did not, you can send the weapon flying up to 15 feet away from the target into a space you choose instead. If you have a free hand when you score a critical hit this way, you can disarm the target so that you end up with the dropped weapon in your hand. If the attacker tied or rolled higher, then nothing happens.
Double. A two-handed, double weapon functions as two light weapons, one in each hand, for two-weapon fighting purposes. If a double weapon has the reach property, you can use only one of these properties during the same turn.
Entangling. An entangling weapon can tie a target up. When you hit with an entangling weapon attack against a target no more than one size larger than you, you can use your bonus action to attempt to grapple the target. (This bonus-action use applies when you throw an entangling weapon because you’re throwing with special preparation.) You don’t need a free hand—the weapon fulfills that requirement. If you succeed, the target is grappled by you or the weapon if you’re no longer holding it.
Until the grapple ends, you can’t use the entangling weapon to attack a different target. If you aren’t holding the entangling weapon, such as when you throw a gladiator net, the grapple continues, and the target needs to succeed at a DC 10 Dexterity (Acrobatics) or Strength (Athletics) check to escape the weapon.
Guard. Guard weapons allow you to fight defensively, using the weapon’s long haft or flat surface for parrying. While you wield a guard weapon, whenever a hostile creature moves within your reach when you didn’t move on your last turn, you can use your reaction to make a weapon attack with the guard weapon against that creature. If the attack hits, then it deals no damage, but the target immediately stops moving, and its speed becomes 0 until the end of its turn.
Hafted. A hafted weapon’s haft can function well as an off-hand attack. When you attack with only the hafted weapon, you can use a bonus action to make a melee weapon attack with the haft. The haft deals 1d4 bludgeoning damage, and you add your ability modifier to damage as you would for other sorts of two-weapon fighting. If you have feats that mimic this ability, the damage dice becomes 1d8 instead.
Magazine. A weapon with the magazine property also has a number and an ammunition type. The weapon holds that amount and type of ammo, which you can expend before needing to reload the weapon. Removing or loading a magazine counts as your interaction with an object, so doing both in one turn takes an action. A magazine weapon comes with one empty magazine included in the weapon’s cost and weight. Loading an empty magazine with ammunition takes 1 minute.
Momentum. Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit a creature with a momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon’s momentum dice value.
Monk. A monk gains proficiency with advanced monk weapons at 5th level.
Precise. When you attack with a precise weapon, you can score a critical hit on a roll of 19 or 20. If a feature or item you have increases the numbers you can roll for a critical hit, a precise weapon increases that range by one. A fighter with Superior Critical, for instance, scores a critical hit on a roll of 17 to 20 with a precise weapon. Any roll lower than 20 must still hit to be a critical hit—it’s not an automatic hit as if the roll was a 20.
Reach. Besides the normal rules for this property, if a reach weapon has the double property, you can use only one of these properties during the same turn.
Repeater. Repeater weapons can fire ammo in quick succession, using multiple barrels or quick-reloading mechanisms. When you take the attack action with a repeater weapon, you can use a bonus action to attack again with the same weapon. You add your ability modifier to the damage the bonus-action shot only if that modifier is negative.
Restraining. Only entangling weapons can be restraining weapons. If you have a target grappled with a restraining weapon, and you succeed on another attempt to grapple the target with the same weapon, the target becomes restrained instead of grappled. The target then remains restrained until the grapple ends. If you stop holding the restraining weapon, the target can escape as if from an unheld entangling weapon.
Returning. A returning weapon allows you to hurl the weapon in such a way that it returns to you. When you attack with a returning weapon, if you roll an even number on the d20, the weapon returns to you by the end of your turn. You can catch the weapon if you have a hand free to do so. If not, the weapon lands at a random point within 5 feet of you. If you roll an odd number on the d20 for the attack roll, the weapon fails to return to you.
Scatter. Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a scatter weapon, measure the weapon’s scatter range from the square the target you hit occupies to a point farther from you. Creatures other than the original target that fall within the weapon’s scatter range must attempt a Dexterity saving throw (DC of 8 + your proficiency bonus + the ability score modifier you use to determine damage for the scatter weapon). Creatures that fail take damage equal to the ability score modifier you use to determine damage with the weapon (minimum 1). This damage is of the same type you dealt to the original target.
Set. You can use a bonus action on your turn to prepare, or “set,” a set weapon against a foe moving toward you. A weapon becomes unset if you move or take any action after setting it. If a target enters your reach while you have the weapon set, you can use your reaction to make a melee attack with the set weapon against that target. If you hit, and your target moved 20 feet or more toward you before the attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage total.
Strong-Draw. An advanced ranged weapon with the strong-draw quality requires great strength to use. You must have a Strength of 13 or higher to use such a weapon, or you make attack rolls using the weapon with disadvantage. You add not only your Dexterity modifier to damage with a strong-draw weapon, but you also add 1 + half your Strength Modifier (rounded down) to the damage.
Swift. Swift weapons help you recover quickly from misses. When you miss with a swift weapon, you gain advantage on the first attack roll you make with the weapon against the same target before the end of your next turn.
Tripping. A tripping weapon allows users to knock targets prone. When you hit with a tripping weapon, you can use a bonus action to force your target to attempt a Strength saving throw, provided the target is no more than one size larger than you. The DC for the saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, it falls prone.
Armor Piercing. An armor-piercing weapon is a melee weapon designed to punch through armor and thick hide alike. When you make an attack roll using an armor-piercing weapon, you gain a +1 bonus to the attack roll if your target is wearing armor or has natural armor.
Blackpowder. Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, blackpowder weapons emit a deafening crack audible 300 feet away. A blackpowder weapon exposed to heavy rain, or submerged or similarly drenched in water, can’t fire until dried for 1 hour.
Brutal. A brutal weapon is designed for maximum damage. When you score a critical hit with a brutal weapon against a creature, you can roll an additional die of the weapon’s damage dice, adding it to the damage total.
Cumbersome. Cumbersome weapons are difficult to wield but are effective ranged tools for those strong enough to wield them. When making an attack with a cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.
Damage. An advanced weapon that has the damage property can deal an alternative form of damage. You can choose the type when you attack or when you hit with an attack from any of the damage types mentioned.
Defending. A defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When you use a defending weapon, you can use your reaction to defend against a melee weapon attack that hits you. If you do, increase your AC by 1d4 against that attack.
Disarming. A disarming weapon can catch a foe’s weapon, allowing you to remove it from their grasp. When an opponent misses you with a melee weapon attack, you can use your reaction to attempt to disarm them. Both you and the attacker must make contested attack rolls. If you roll higher, and the weapon is something the target can drop, the weapon falls from the target’s grasp, landing within 5 feet of the target in a space you choose. If you score a critical hit, and the attacker did not, you can send the weapon flying up to 15 feet away from the target into a space you choose instead. If you have a free hand when you score a critical hit this way, you can disarm the target so that you end up with the dropped weapon in your hand. If the attacker tied or rolled higher, then nothing happens.
Double. A two-handed, double weapon functions as two light weapons, one in each hand, for two-weapon fighting purposes. If a double weapon has the reach property, you can use only one of these properties during the same turn.
Entangling. An entangling weapon can tie a target up. When you hit with an entangling weapon attack against a target no more than one size larger than you, you can use your bonus action to attempt to grapple the target. (This bonus-action use applies when you throw an entangling weapon because you’re throwing with special preparation.) You don’t need a free hand—the weapon fulfills that requirement. If you succeed, the target is grappled by you or the weapon if you’re no longer holding it.
Until the grapple ends, you can’t use the entangling weapon to attack a different target. If you aren’t holding the entangling weapon, such as when you throw a gladiator net, the grapple continues, and the target needs to succeed at a DC 10 Dexterity (Acrobatics) or Strength (Athletics) check to escape the weapon.
Guard. Guard weapons allow you to fight defensively, using the weapon’s long haft or flat surface for parrying. While you wield a guard weapon, whenever a hostile creature moves within your reach when you didn’t move on your last turn, you can use your reaction to make a weapon attack with the guard weapon against that creature. If the attack hits, then it deals no damage, but the target immediately stops moving, and its speed becomes 0 until the end of its turn.
Hafted. A hafted weapon’s haft can function well as an off-hand attack. When you attack with only the hafted weapon, you can use a bonus action to make a melee weapon attack with the haft. The haft deals 1d4 bludgeoning damage, and you add your ability modifier to damage as you would for other sorts of two-weapon fighting. If you have feats that mimic this ability, the damage dice becomes 1d8 instead.
Magazine. A weapon with the magazine property also has a number and an ammunition type. The weapon holds that amount and type of ammo, which you can expend before needing to reload the weapon. Removing or loading a magazine counts as your interaction with an object, so doing both in one turn takes an action. A magazine weapon comes with one empty magazine included in the weapon’s cost and weight. Loading an empty magazine with ammunition takes 1 minute.
Momentum. Momentum weapons allow you to deliver devastating attacks as part of rapid movement. When you hit a creature with a momentum weapon after you moved 20 feet or more in a straight line during the same turn, upgrade the damage dice to the weapon’s momentum dice value.
Monk. A monk gains proficiency with advanced monk weapons at 5th level.
Precise. When you attack with a precise weapon, you can score a critical hit on a roll of 19 or 20. If a feature or item you have increases the numbers you can roll for a critical hit, a precise weapon increases that range by one. A fighter with Superior Critical, for instance, scores a critical hit on a roll of 17 to 20 with a precise weapon. Any roll lower than 20 must still hit to be a critical hit—it’s not an automatic hit as if the roll was a 20.
Reach. Besides the normal rules for this property, if a reach weapon has the double property, you can use only one of these properties during the same turn.
Repeater. Repeater weapons can fire ammo in quick succession, using multiple barrels or quick-reloading mechanisms. When you take the attack action with a repeater weapon, you can use a bonus action to attack again with the same weapon. You add your ability modifier to the damage the bonus-action shot only if that modifier is negative.
Restraining. Only entangling weapons can be restraining weapons. If you have a target grappled with a restraining weapon, and you succeed on another attempt to grapple the target with the same weapon, the target becomes restrained instead of grappled. The target then remains restrained until the grapple ends. If you stop holding the restraining weapon, the target can escape as if from an unheld entangling weapon.
Returning. A returning weapon allows you to hurl the weapon in such a way that it returns to you. When you attack with a returning weapon, if you roll an even number on the d20, the weapon returns to you by the end of your turn. You can catch the weapon if you have a hand free to do so. If not, the weapon lands at a random point within 5 feet of you. If you roll an odd number on the d20 for the attack roll, the weapon fails to return to you.
Scatter. Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a scatter weapon, measure the weapon’s scatter range from the square the target you hit occupies to a point farther from you. Creatures other than the original target that fall within the weapon’s scatter range must attempt a Dexterity saving throw (DC of 8 + your proficiency bonus + the ability score modifier you use to determine damage for the scatter weapon). Creatures that fail take damage equal to the ability score modifier you use to determine damage with the weapon (minimum 1). This damage is of the same type you dealt to the original target.
Set. You can use a bonus action on your turn to prepare, or “set,” a set weapon against a foe moving toward you. A weapon becomes unset if you move or take any action after setting it. If a target enters your reach while you have the weapon set, you can use your reaction to make a melee attack with the set weapon against that target. If you hit, and your target moved 20 feet or more toward you before the attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage total.
Strong-Draw. An advanced ranged weapon with the strong-draw quality requires great strength to use. You must have a Strength of 13 or higher to use such a weapon, or you make attack rolls using the weapon with disadvantage. You add not only your Dexterity modifier to damage with a strong-draw weapon, but you also add 1 + half your Strength Modifier (rounded down) to the damage.
Swift. Swift weapons help you recover quickly from misses. When you miss with a swift weapon, you gain advantage on the first attack roll you make with the weapon against the same target before the end of your next turn.
Tripping. A tripping weapon allows users to knock targets prone. When you hit with a tripping weapon, you can use a bonus action to force your target to attempt a Strength saving throw, provided the target is no more than one size larger than you. The DC for the saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, it falls prone.
Advanced Melee Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Catchpole | 500 gp | 1d6 piercing | 5 lb. | Entangling, hafted, reach, tripping, two-handed |
Cavalry flail | 500 gp | 1d8 bludgeoning | 3 lb. | Momentum (1d10), swift, versatile (1d10) |
Cavalry hammer | 500 gp | 1d8 bludgeoning | 3 lb. | Armor piercing, momentum (1d12), versatile (1d10) |
Cavalry pick | 500 gp | 1d8 piercing | 3 lb. | Armor piercing, momentum (1d12), versatile (1d10) |
Chakram | 500 gp | 1d4 slashing | 1 lb. | Finesse, light, swift, returning, thrown (range 20/60) |
Claymore | 500 gp | 2d6 slashing | 7 lb. | Brutal, heavy, two-handed |
Double blade | 500 gp | 1d6 slashing | 5 lb. | Double, momentum (1d10), monk, set, two-handed |
Double spear | 500 gp | 1d6 piercing | 4 lb. | Double, momentum (1d10), monk, set, two-handed |
Elite rapier | 500 gp | 1d8 piercing | 2 lb. | Finesse, swift |
Fighting chain | 500 gp | 1d4 bludgeoning | 3 lb. | Disarming, double, entangling, finesse, monk, reach, tripping, two- handed |
Fighting chain, two-handed | 750 gp | 1d6 slashing | 6 lb. | Brutal, disarming, double, entangling, finesse, monk, reach, tripping, bladed |
Fighting chain, hook | 500 gp | 1d4 bludgeoning | 3 lb. | Damage (piercing), disarming, double, entangling, finesse, monk, reach, tripping, two-handed |
Fighting chain, sickle | 500 gp | 1d4 bludgeoning | 3 lb. | Damage (slashing), disarming, double, entangling, finesse, monk, reach, tripping, two-handed |
Gladiator net | 350 gp | 1d6 bludgeoning | 5 lb. | Entangling, restraining, thrown (range 5/15) |
Guardian poleaxe | 750 gp | 1d10 slashing | 9 lb. | Damage (piercing), guard, hafted, heavy, reach, set, tripping, two-handed |
Knightly lance | 500 gp | 2d6 piercing | 6 lb. | Momentum (2d10), reach, two-handed (unless mounted) |
Knightly sword | 750 gp | 1d8 slashing | 3 lb. | Guard, defending, precise, versatile (1d10) |
Military fork | 500 gp | 2d6 piercing | 8 lb. | Hafted, heavy, reach, set, tripping, two-handed |
Parrying dagger | 350 gp | 1d4 piercing | 1 lb. | Disarming, defending, finesse, light, thrown (range 20/60) |
Polearm | 500 gp | 1d12 piercing | 12 lb. | Guard, hafted, heavy, reach, set, two-handed |
Punching dagger | 300 gp | 1d4 piercing | 1 lb. | Armor piercing, defending, finesse, light |
Returning club | 300 gp | 1d4 bludgeoning | 2 lb. | Light, returning, thrown (range 20/60) |
Sabre | 500 gp | 1d8 slashing | 2 lb. | Finesse, swift |
Sheathed staff | 500 gp | 1d6 bludgeoning | 6 lb. | Double, monk, versatile (1d8) |
Side-handle baton | 500 gp | 1d4 bludgeoning | 2 lb. | Defending, finesse, light, monk, swift |
Wrath axe | 500 gp | 2d6 slashing | 12 lb. | 2d6 slashing |
Wrath maul | 500 gp | 2d6 bludgeoning | 15 lb. | Brutal, hafted, heavy, momentum (2d8), two-handed |
Advanced Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Arbalest | 750 gp | 2d6 piercing | 20 lb. | Ammunition (range 80/300), heavy, loading, strong-draw, two-handed |
Blackpowder pistol | 200 gp | 2d4 piercing | 4 lb. | Ammunition (range 25/100), blackpowder, loading, light |
Blackpowder rifle | 500 gp | 2d6 piercing | 10 lb. | Ammunition (range 80/300), blackpowder, loading, two-handed |
Blunderbuss | 750 gp | 2d6 piercing | 10 lb. | Ammunition (range 20/30), blackpowder, cumbersome, loading, scatter (line 10), two-handed |
Blunderbuss, hand | 500 gp | 2d4 piercing | 4 lb. | Ammunition (range 20/30), blackpowder, loading, scatter (line 10) |
Composite longbow | 750 gp | 1d8 piercing | 2 lb. | Ammunition (range 200/600), heavy, strong-draw, two-handed |
Composite shortbow | 400 gp | 1d6 piercing | 2 lb. | Ammunition (range 100/400), strong-draw, two-handed |
Dragon pistol | 350 gp | 2d4 piercing | 4 lb. | Ammunition (range 20), blackpowder, loading, scatter (cone 15) |
Dragon rifle | 750 gp | 2d6 piercing | 4 lb. | Ammunition (range 20), blackpowder, loading, scatter (cone 15) |
Flame bellows | 750 gp | 2d6 fire | 11 lb. | Ammunition (range 15), cumbersome, loading, magazine (20), scatter (cone 15), two-handed |
Repeater crossbow | 750 gp | 1d8 piercing | 7 lb. | Ammunition (range 80/300), magazine (6 bolts), repeater, two-handed |
Repeater crossbow, hand | 500 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, magazine (3 bolts), repeater |
Repeater crossbow, heavy | 1,000 gp | 1d10 piercing | 20 lb. | Ammunition (range 100/400), heavy, magazine (9 bolts), repeater, two-handed |
Repeater needler | 500 gp | 1 piercing | 3 lb. | Ammunition (range 30/120), light, magazine (6 blowgun needles), repeater |
Repeater slinger | 750 gp | 1d8 bludgeoning | 9 lb. | Ammunition (range 80/300), magazine (9 sling bullets), repeater, two-handed |
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