Items
Air-powered - When making attacks with an air-powered weapon you use your choice of your Constitution or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Firearm - No longer need spefic Proficiency to use firearms but it is still catagory of weapons can be proficient in.
Glove - A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon.
Heavy() - Functions same as 2024 Heavy but has different STR requirment.
Reach+ - Fuctions same as reach but addinotional 5 feet
Siege Weapon - Deals Double damage to objects and structures.
Symphonic weapon - Class of weapon that can be gained proficiency in whenever a character is allowed to choose a proficiency in a instrument.
Weighted - You may only make one attack with this weapon per Attack action, regardless of the number of attacks you have. For each attack you do not make because of this trait, the damage increases by an additional d8 for that Attack action. (Ex: 3 attacks = 4d8 bludgeoning for that one attack)
Adamantine Temporary Seal - This seal, consisting of 3 pounds of adamantine fitted and shaped around a weapon, provide it some momentary added efficacy against objects. Whenever a weapon with an adamantine temporary seal hits an object, the hit is a critical hit. After five hits against objects with the seal attached, the seal breaks. Seals on weapons with the heavy property break in 3 hits.
Arm Cannon - Link
Auto Blowgun - Whenever you take the attack action with this weapon, you can make 3 attacks with it, regardless of the number of attacks you can make normally
Derringer - Can fire 2 shots at once, no disadvantage against enemies within 5ft of you
Dodgeball - When you hit a creature with the Dodgeball, you can target another creature within the range you used from the first creature you hit; You can make another attack on that creature using the dodgeball thrown with disadvantage on the attack roll. You can only use this special feature once.
Dual Sided Weapon - If the base weapon has the light property or you are able to make offhand attacks with it normally, you may add an additional die to the damage it deals once per turn. Additionally, if you have the two weapon fighting style, you may add your ability modifier to the damage dealt a second time once per turn.
Dualies - You can make an offhand attack with this weapon if you have another, despite it not being a melee weapon
Fingerless Gloves - A pair of gloves the gives the wearer's unarmed strikes, the weapon and finesse tags, while still counting as unarmed strikes.
Gythka - If you attack with a gythka as part of the Attack action on your turn, you can use a bonus action immediately after to make an additional melee attack with it. This attack deals 1d8 slashing damage on a hit, but you do not add your ability modifier to the damage unless you possess the Two-Weapon Fighting style.
Pie Launcher - When fired and they hit an enemy, the enemy must make a DC 11 Dexterity saving throw or be nailed in the face with the pie, resulting in blindness from the cream and the pie tray crumpling on them. They can use their action to wipe themselves clean enough to see again.
Pneumatic Warhammer - When make a attack but before roll to hit may choose for the attack to deal a additional 1d8 bludgeoning damage. This Feature may be used total 10 times, after which must spend 1 minute refilling at a gas container to regain all uses.
Quadflail - When you hit an attack with this flail, roll a d4. The number rolled determines how many heads will hit the target. You roll the damage die and add your ability modifier as well as any other modifiers a number of times equal to the number rolled on the d4.
Rapolver - You have a rapier, that can also shoot bullets. You can swap out the modes of the weapon as a bonus action.
Tuning Spork - large Spork that serves as a tuning fork for the Planeshift spell. Additionally, the spork is a massive object that can serve as both a deadly weapon for beating and stabbing. When you hit an attack with the spork, you may choose for the Tuning Spork to deal bludgeoning or piercing damage to the creature.
Twinsblade - As a free action you may split this blade into its constitute parts, which consist of 2 scimitars, or back into its normal form. They stay in the form you set them as until you use another free action to change the form
Ultragreatsword - Due to being incredibly oversized, having an awkward shape, or any other number of ergonomic problems, swinging or firing this weapon is an incredible commitment. You cannot attack more than once in a single turn with this weapon, regardless of how many attacks you could normally make, unless your strength score equals 24 or higher.
Deafen (Mastery) - If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Deaf condition untell start of your next turn.
Seige (Mastery) - Deals Double damage to objects and structures.
Comments