Improved Armory in Verum | World Anvil

Improved Armory

Note that the mechanics of the Improved Armory is still subject to change. Should a hotfix or some other change be necessary for the health of the game, it will be done, and there will be no reimbursement.
  A player with the relevant origin reduces the time it takes to finish an Exotic Training course for the respective item by 4 days.   Due to the Improved Armory's implementation, several mechanics of the base 5e game have been altered. These changes are documented in the Verum Rules article, under the Specific Verum Homebrew section.  

Exotic Armor and Shields

The special properties of exotic armor and shields require the player to possess the respective exotic proficiency with that item to utilize them. Strength requirements mentioned function the same as strength requirements for heavy armor in base 5e.  

Exotic Light Armor

A player that is proficient with light armor reduces the time it takes to finish an Exotic Training course for Exotic Light Armor by 2 days.  

Khaoan Gliding Suit

  • Cost: 300 gp
  • AC: 12 + Dex
  • Strength: -
  • Stealth: -
  • Weight: 8 lbs
  • Special: When you fall willingly, you can move 5 feet laterally for every 10 feet you fall, and reduce the distance by 20 feet for calculating fall damage.
  • Origins: All Khao

  • Majitalian Combat Robes

  • Cost: 400 gp
  • AC: 11 + Dex
  • Strength: -
  • Stealth: -
  • Weight: 5 lbs
  • Special: Reduce any fire damage you would receive by 2 that does not stack with other forms of damage reduction. You are considered to be naturally adapted to hot climates while wearing this armor.
  • Origins: All Majital

  • Creeping Silk Armor

  • Cost: 800 gp
  • AC: 12 + Dex
  • Strength: -
  • Stealth: -
  • Weight: 6 lbs
  • Special: You gain a +2 bonus on Dexterity (Stealth) checks that rely on moving silently, and you can crawl without spending extra movement.
  • Origins: All Dolten

  • Exotic Medium Armor

    A player that is proficient with medium armor reduces the time it takes to finish an Exotic Training course for Exotic Medium Armor by 2 days.  

    Heavy Gambeson

  • Cost: 300 gp
  • AC: 13 + Dex (max 2)
  • Strength: -
  • Stealth: Disadvantage
  • Weight: 12 lbs
  • Special: This armor reduces damage from piercing and slashing damage by 2 that does not stack with other forms of damage reduction. It can be worn under other medium or heavy armor that isn't made from leather or hide, and the damage reduction and disadvantage on Stealth checks function even while worn under other armor.
  • Restrictions: Any magical effects on a Heavy Gameson do not function while you wear other armor over it.
  • Origins: All Daborak

  • Badlands Tribal Armor

  • Cost: 500 gp
  • AC: 14 + Dex (max 2)
  • Strength: -
  • Dexterity: If you have a Dexterity score lower than 16, the base AC of this armor is lowered to 12.
  • Stealth: -
  • Weight: 10 lbs
  • Special: You gain a +2 bonus on saving throws against curses, and to Constitution ability checks.
  • Origins: All Badlands
  • Exotic Heavy Armor

    A player that is proficient with heavy armor reduces the time it takes to finish an Exotic Training course for Exotic Heavy Armor by 2 days.  

    Heavy Beast Hide

  • Cost: 600 gp
  • AC: 16
  • Strength: 13
  • Stealth: -
  • Weight: 22 lbs
  • Special: You gain a +3 bonus on Strength (Athletics) ability checks to climb and swim. You are considered to be naturally adapted to cold climates while wearing this armor.
  • Origins: All Steton

  • Mountain Plate Armor

  • Cost: 1,800 gp
  • AC: 17
  • Strength: 15
  • Stealth: Disadvantage
  • Weight: 70 lbs
  • Special: You can use a bonus action to lock the armor and set yourself, gaining a +3 bonus to Strength saving throws and ability checks, but your speed becomes 0, and you cannot benefit from any bonus to your speed. You must use another bonus action to unlock the armor.
  • Origins: All Krazax

  • Mirror Plate Armor

  • Cost: 2,000 gp
  • AC: 16
  • Strength: 15
  • Stealth: Disadvantage
  • Weight: 60 lbs
  • Special: You gain a +3 bonus to AC against spell attacks.
  • Origins: All Orde

  • Exotic Shields

    A player that is proficient with shields reduces the time it takes to finish an Exotic Training course for Exotic Shields by 2 days.   If you do not meet the Strength requirements for one of the below shields, your speed is reduced by 10 feet.  

    Ordesian Buckler

  • Cost: 30 gp
  • AC: +1
  • Strength: -
  • Dexterity: You need at least a 13 Dexterity score to use this shield effectively, or you do not benefit from the special property.
  • Stealth: -
  • Weight: 3 lbs
  • Special: When a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack at that creature. You use a bonus action to don or doff this shield. You can don or doff a Masterwork Ordesian Buckler with an item interaction once per round.
  • Origins: All Orde

  • Daborakian Kite Shield

  • Cost: 45 gp
  • AC: +2
  • Strength: 15
  • Stealth: -
  • Weight: 8 lbs
  • Special: Your hand wielding the shield is considered free for the purposes of holding or manipulating small or smaller sized objects, including ammunition and light weapons. You cannot make attacks with such held objects or weapons, nor you cannot perform somatic components with the hand unless it is holding a focus.
  • Origins: All Daborak

  • Krazaxian Tower Shield

  • Cost: 60 gp
  • AC: +2
  • Strength: 16
  • Stealth: Disadvantage
  • Weight: 12 lbs
  • Special: You gain half-cover while wielding this shield, but also gain disadvantage on attack rolls against targets within 5 feet.
  • Origins: All Krazax

  • Exotic Weapons

    A player that is proficient with all martial weapons reduces the time it takes to finish an Exotic Training course for Exotic Weapons by 2 days. This reduction applies to rogues who are training for the throwing knife, katar, or kerambit.   The special properties, as well as the exotic weapon properties described below, require the player to possess exotic weapon proficiency with that weapon to utilize them. If an exotic weapon could be considered a simple or martial weapon under certain conditions, it is only for the purposes of adding proficiency bonus to attack rolls with it or anything else specified by the weapon. In such a case, the player is still unable to use or benefit from the weapon's special or exotic weapon properties.  

    Exotic Weapon Properties

    Brutal
    When you score a critical hit with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
    Twinned
    While wielded in two hands this weapon fulfills the requirements to use Two Weapon Fighting, as if a light weapon was held in both hands.
    Cleaving
    If you hit a melee attack with this weapon, you can deal the weapon’s base damage dice to a second creature that is within 5 feet of the initial target and also within your reach if the attack roll would beat the second creature’s AC. This does not count as making or hitting an attack, and cannot be a critical hit. Only effects that explicitly trigger or activate from the weapon dealing damage applies (extra damage by default triggers from hitting an attack). If the weapon is one that allows you to choose which damage type the weapon deals, the damage type against the second creature is the same as you chose for the first.
    Braced
    You gain advantage on saving throws and ability checks to prevent being disarmed of the weapon, and opponents gain disadvantage on ability checks to disarm you of the weapon.
    Catching
    If you take the attack action on your turn and make an attack against a creature with a catching weapon, you can use a bonus action to attempt to grapple the creature with the catching weapon, making opposed checks as normal. If successful, the target is considered to be grappled by the hand wielding the weapon. You cannot attack with the weapon while grappling with it, and moving further than the weapon’s reach from the target, or dropping the weapon, causes the grapple to end.
    If you have the Grappler feat, you can only pin a creature using the feat with a Catching weapon if the target is within 5 feet of you.

    Throwing Knife

  • Cost: 1 gp
  • Damage: 1d4 piercing
  • Weight: ½ lb
  • Properties: Finesse, Light, Thrown (range 30/90)
  • Proficiency: If you are proficient with a dagger, you can wield this weapon as a simple weapon, but you gain disadvantage on melee attacks with it.
  • Special: You can draw up to two throwing knives with one hand with the same action, and hold up to three throwing knives in a single hand. If you throw this weapon as a ranged attack, you can throw up to two additional throwing knives from the same hand at the same targe (these are not additional attacks and deal no additional damage). If one additional throwing knife is thrown, the attack can score a critical hit on a roll of 19 or 20, or on a roll of 18-20 if two additional throwing knives are thrown instead. This does not stack with other critical range increases.
  • Origins: All Bloodwave Bay, Sand Strider, Enforcer
  • Weapon Group: Light Blades

  • Long Spear

  • Cost: 32 gp
  • Damage: 1d8 piercing
  • Weight: 5 lbs
  • Properties: Heavy, Reach, Versatile (1d10)
  • Special: If you ready an action to attack a creature with this weapon when they enter your reach, and such a creature has moved at least 10-feet in a straight line before you attack them, you can reroll the weapon’s damage dice and use either total. If the target is mounted, you also gain advantage on the attack roll.
  • Origins: All Krazax, All Daborak
  • Weapon Group: Spears

  • Bola

  • Cost: 2 gp
  • Damage: special
  • Weight: 3 lbs
  • Properties: Thrown (range 15/45)
  • Special: A large or smaller creature hit by the bola is knocked prone, and is unable to stand. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola. When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make.
  • Origins: All Steton

  • Steton Greatbow

  • Cost: 90 gp
  • Damage: 1d12 piercing
  • Weight: 6 lbs
  • Properties: Ammunition (range 100/400 ft.), Heavy, Two-Handed
  • Strength Requirements: You need at least a 17 Strength score to use effectively, or you have disadvantage on attack rolls with it.
  • Special: You use your Strength modifier for attack and damage rolls. You can use javelins as ammunition.
  • Origins: All Steton
  • Weapon Group: Bows

  • Steton Arrows

  • Quantity: 10
  • Cost: 3 gp
  • Weight: 3 lbs
  • Special: Can only be used with the Steton Greatbow

  • Bladed Longbow

  • Cost: 60 gp
  • Damage: 1d8 piercing
  • Weight: 3 lbs
  • Ranged Form Properties: Ammunition (range 120/480 ft.), Heavy, Two-Handed
  • Proficiency: You gain exotic weapon proficiency with this weapon if you possess the Elf Weapon Training trait and are proficient with all martial weapons.
  • Special: You can wield this weapon as a melee weapon.
  • Melee Damage: 1d6 slashing
  • Melee Form Properties: Finesse, Twinned
  • Origins: Wall Born, Tracker, Gravewatcher
  • Weapon Group: Bows, Blades

  • Katana

  • Cost: 75 gp
  • Damage: 1d6 piercing or slashing
  • Weight: 4 lbs
  • Properties: Brutal, Finesse, Versatile (1d8)
  • Origins: None
  • Weapon Group: Blades

  • Scythe

  • Cost: 50 gp
  • Damage: 1d10 piercing or slashing
  • Weight: 8 lbs
  • Properties: Cleaving, Heavy, Two-Handed
  • Origins: Doomsayer, Banshee Born, Bleak Blessed
  • Weapon Group: Polearms

  • Majitalian Flail

  • Cost: 60 gp
  • Damage: 1d6 slashing
  • Weight: 4 lbs
  • Properties: Finesse, Twinned
  • Special: While wielding this weapon in two hands and take the attack action to attack with it, you can make a free two-weapon fighting attack with it without having to use a bonus action. You can only attack in this way once per turn, and cannot make attacks using your bonus action during the same turn.
  • Origins: All Majital, Hide Flayer
  • Weapon Group: Flails, Light Blades

  • Heavy Star-and-Chain

  • Cost: 80 gp
  • Damage: 1d10 bludgeoning and piercing
  • Weight: 12 lbs
  • Properties: Cleaving, Heavy, Two-handed, Reach
  • Strength Requirements: You need at least a Strength score of 17 to wield this weapon.
  • Special: You ignore the AC bonus of shields on targets within 5 feet.
  • Origins: Legionnare, Giant Slayer
  • Weapon Group: Flails

  • Ordesian Foil

  • Cost: 28 gp
  • Damage: 1d4 piercing
  • Weight: 1 lbs
  • Properties: Finesse, Light, Thrown (range 20/60 ft.)
  • Proficiency: You can wield this weapon as a dagger if you are proficient with daggers.
  • Special: Whenever a creature makes a melee weapon attack against you, you can use your reaction to gain a +2 bonus to AC against the attack.
  • Origins: All Orde, Daborakian Noble
  • Weapon Group: Light Blades

  • Kusarigama

  • Cost: 70 gp
  • Damage: Special
  • Weight: 5 lbs
  • Properties: Finesse, Twinned, Reach, Catching
  • Special: A weapon consisting of a sickle (1d4 slashing) attached to a length of chain and a metal weight (1d6 bludgeoning) at the other end. You can attack with either end as normal. If you are grappling a creature with the metal weight, you can use your bonus action to pull them up to 5 feet closer and then make an attack against the target with the sickle if they are within 5 feet.
  • Origins: None
  • Weapon Group: Flails, Light Blades

  • Chain Whip

  • Cost: 40 gp
  • Damage: 1d8 bludgeoning
  • Weight: 6 lbs
  • Properties: Reach, Catching
  • Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain the grapple with a chain whip.
  • Origins: All Khao
  • Weapon Group: Flails

  • Scorpion Whip

  • Cost: 40 gp
  • Damage: 1d6 slashing
  • Weight: 4 lbs
  • Properties: Finesse, Reach, Catching
  • Special: A creature grappled by a scorpion whip takes 1 bleed damage. Once per turn, any action taken by the grappled creature increases the bleed damage by 1, except for a successful escape from the grapple.
  • Origins: Daborakian Noble, Ward of Witchtown, Chimera Hunter, Manticore Hunter
  • Weapon Group: Flails

  • Butcher’s Axe

  • Cost: 85 gp
  • Damage: 2d8 slashing
  • Weight: 18 lbs
  • Properties: Heavy, Cleaving, Two-Handed
  • Strength Requirements: You need at least a Strength score of 19 to wield this weapon.
  • Origins: All Badlands, Brutal Coast
  • Weapon Group: Axes

  • Twinblade

  • Cost: 100 gp
  • Damage: 1d6 slashing
  • Weight: 6 lbs
  • Properties: Twinned, Versatile (1d10)
  • Origins: All Rift
  • Weapon Group: Blades

  • Krazaxian Waraxe

  • Cost: 85 gp
  • Damage: 1d8 bludgeoning or piercing or slashing
  • Weight: 6 lbs
  • Properties: Heavy, Cleaving, Versatile (1d10)
  • Proficiency: You gain exotic weapon proficiency with this weapon if you possess the Dwarven Combat Training trait and are proficient with all martial weapons.
  • Origins: Greenskin-bane, Legionnaire
  • Weapon Group: Axes, Hammers, Spears

  • Tonfa

  • Cost: 35 gp
  • Damage: 1d6 bludgeoning
  • Weight: 3 lbs
  • Properties: Light
  • Special: You gain a +1 bonus to AC for each tonfa you wield, to a maximum of +2.
  • Restrictions: The bonus to AC does not stack with a shield.
  • Origins: Floating Nomad
  • Weapon Group: Hammers

  • Katar

  • Cost: 40 gp
  • Damage: 1d6 slashing or piercing
  • Weight: 3 lbs
  • Properties: Braced, Brutal, Finesse, Light
  • Origins: Ruin Dweller, In Plain Sight, Dark One, Fangs in the Night, Mage Coast
  • Weapon Group: Light Blades

  • Daborakian Claymore

  • Cost: 100 gp
  • Damage: 2d6 bludgeoning and slashing
  • Weight: 14 lbs
  • Properties: Heavy, Reach, Two-Handed
  • Strength Requirements: You need at least a Strength score of 17 to wield this weapon.
  • Special: You can use this weapon to make the Shove action on a creature, dealing damage to the target equal to the weapon’s damage dice on a success. You have advantage on the ability check to shove a target off of a mount with this weapon.
  • Origins: Bandit of the Rolling Wastes, Night Guard Aspirant, Soldier in Training
  • Weapon Group: Blades

  • Estoc

  • Cost: 90 gp
  • Damage: 1d10 piercing
  • Weight: 4 lbs
  • Properties: Finesse, Two-Handed
  • Origins: Daborakian Noble, Lineage of the Barrister, Paladin in Training
  • Weapon Group: Blades

  • Repeating Crossbow

  • Cost: 180 gp
  • Damage: 2d6 piercing
  • Weight: 20 lbs
  • Properties: Ammunition (100/400 ft.), Heavy, Loading, Two-Handed
  • Special: Can fire ten bolts before loading, every attack with the weapon takes two ammunition. You can choose to damage a second target. When you do, treat the weapon’s damage as 1d6, if you hit a ranged attack with this weapon in this way you deal 1d6 damage to a second creature that is within 10 feet of the initial target and also within your range if the attack roll would beat the second creature’s AC. This does not count as making an attack and cannot be a critical hit; only effects that would activate specifically from the weapon dealing damage apply. If the weapon is one that allows you to choose which damage type the weapon deals, the damage type against the second creature is the same as you chose for the first.
  • Origins: Navigator, Shipwreck Diver, Forgechild
  • Weapon Group: Crossbows

  • Bolt Magazine

  • Cost: 1 gp
  • Weight: .5 lbs
  • Description: This wooden case can hold up to ten Crossbow bolts. Inserted into the repeating crossbow to allow repeated fire.

  • Cestus

  • Cost: 15 gp
  • Damage: 1d4 bludgeoning
  • Weight: 2 lbs
  • Properties: Finesse, Light, Braced
  • Special: You are considered to be making unarmed strikes when attacking with this weapon. You can use your Martial Arts die if it is better than the weapon’s damage dice.
  • Restrictions: The hand wielding the weapon is considered to be free for the purposes of holding objects, but not other weapons or shields, nor the performance of somatic components. Ability checks that use the hand are made with disadvantage.
  • Origins: Brutal Coast
  • Weapon Group: -

  • Kerambit

  • Cost: 10 gp
  • Damage: 1d4 piercing or slashing
  • Weight: ½ lbs
  • Properties: Finesse, Light, Braced
  • Special: You can make a Dexterity (Sleight of Hand) ability check to attempt to hide a kerambit wielded in hand. When hiding a kerambit on your person other than the hands, you gain advantage on the Dexterity (Sleight of Hand) check to hide it.
  • Origins: Ruin Dweller, In Plain Sight, Dark One, Mage Coast
  • Weapon Group: Light Blades

  • Flamberge

  • Cost: 60 gp
  • Damage: 1d8 slashing
  • Weight: 4 lbs
  • Properties: Versatile (1d10)
  • Special: If a creature uses their reaction to gain a bonus to AC against an attack made with this weapon, you can use your own reaction to halve the bonus the target would receive against the attack.
  • Origins: Daborakian Noble, Lineage of the Barrister, Paladin in Training
  • Weapon Group: Blades

  • Claw Blade

  • Cost: 40 gp
  • Damage: Special
  • Weight: ½ lbs
  • Properties: Braced, Finesse, Light
  • Special: A Claw Blade uses the same damage dice as your claw but changes the damage type to piercing or slashing. A hand with a claw blade is considered free for all purposes, though you cannot attack with a claw blade while holding or wielding anything in the same hand.
  • Restrictions: Only those with a natural claw weapon can wield this weapon. Attacks with this weapon cannot be considered unarmed strikes.
  • Origins: Druid-in-Training, Forager, Dark Howler, Fangs in the Night
  • Weapon Group: Light Blades

  • Falchion

  • Cost: 75 gp
  • Damage: 1d12 slashing
  • Weight: 8 lbs
  • Properties: Brutal, Heavy, Two-handed
  • Origins: Any Shar'kai
  • Weapon Group: Blades
  • Special: If you are an Aden'ka'ael (Moon Warrior), the cost to gain the exotic proficiency with this weapon through academies is lowered to 1,000 gp, and the difficulty is reduced by 10 days. Additionally, you ignore prestige and level requirements to take the course.

  •  

    Grasping Hand Weaponry

    The Dark Jack is exclusive to the Grasping Hand faction and cannot be obtained anywhere else. The stats and properties are listed below and can only be utilized while you are proficient with it, per the universal exotic weapon proficiency rule.  

    The Dark Jack

    - Cost: 4 gp
    - Damage: 1d4 bludeoning
    - Weight: 1 lb
    - Properties: Braced, Finesse, Light
    - Special: This blackjack grants advantage on attack rolls on the first round of combat and if it deals sneak attack damage on the first round, the victim must succeed on a DC 17 Constitution saving throw or be stunned for 1 round.
     

    Steel Saint Weaponry

    These weapons, also called Anointed Gear, are exclusive to the Steel Saints faction and cannot be obtained anywhere else. Each one has the stats and properties of a base weapon, but also have special effects that can only be utilized while you are proficient with the weapon, per the universal exotic weapon proficiency rule.  

    Heartscale Greatsword

  • Base Weapon: Greatsword
  • Special: This greatsword has a wider blade and a compensating hilt, giving an excellent secondary use as a shield. Although it grants no AC bonus, it can be used as a shield in regards to fighting styles, feats, and other select effects.

  • Vengeful Tooth

  • Base Weapon: War Pick
  • Special: This war pick is longer and more brutal than its normal counterpart. It has the versatile property, and when wielded in two hands it deals 1d10 piercing damage. All weapon damage dice rolled for this weapon when determining the extra damage of a critical hit is dealt as bleed damage.

  • Scythe Wing

  • Base Weapon: Glaive
  • Special: This glaive is lighter in design and it's sweeping design allows for it to increase damage due to quick movements. Whenever you successfully deal damage with this weapon, you receive advantage on your next Dexterity (Acrobatics) ability check within 2 rounds. If you make an attack and you have succeeded on an acrobatics check of at least DC 14 in the same round, you deal an extra +3 damage.

  • Tail Mace

  • Base Weapon: Mace
  • Special: This morning star is thicker and heavier than its normal counterpart. It gains the heavy property. Once per round, whenever you deal damage with this weapon, the target must make a DC 12 Strength saving throw or be knocked prone. If the attack is a critical hit, they also gain disadvantage on the saving throw.

  • Twin Talons

  • Base Weapon: Shortsword x 2
  • Special: These shortswords come in a pair and are balanced to be used together. While wielding both of these weapons, if the first attack you make in a round is a hit, you can make a second attack with your other weapon. This second attack counts as two-weapon fighting, but you cannot use your bonus action to make additional attacks in the same round.

  • Spineshot Bow

  • Base Weapon: Shortbow
  • Special: This shortbow is designed for close quarters fighting and can be used to make ranged attacks in close combat without disadvantage.

  •  

    Sangui Armory

    These weapons are exclusive for purchase to the factions that formed a trade deal with the Sangui from Ryne. The stats and properties are listed below and can only be utilized while you are proficient with it, per the universal exotic weapon proficiency rule.  

    Fang Blade

  • Cost: 65 gp
  • Damage: 1d4 piercing or slashing
  • Weight: ½ lbs
  • Properties: Finesse
  • Factions: Freemen, Great Coven, Night Guard, Steton Striders, World Wanderers
  • Weapon Group: Blades
  • Poisoner: This finger claw weapon allows one to apply poison to it as an item interaction and it may hold one dose.

  • War Fan

  • Cost: 100 gp
  • Damage: 1d6 piercing or slashing
  • Weight: ½ lbs
  • Properties: None
  • Factions: Freemen, Great Coven, Night Guard, Steton Striders, World Wanderers
  • Weapon Group: Blades
  • Performer: This ornate weapon depends on the user’s ability to entice and maneuver to strike. Wielding this weapon uses your Charisma modifier to determine attack and damage rolls. This weapon also provides a +1 bonus to AC due to its natural ability to catch weapons. However this intricate dance only provides these benefits if there is nothing in the wielders off hand.

  • The Inquisition Weaponry

    These weapons, also called Anointed Gear, are exclusive to the Inquisition faction and cannot be obtained anywhere else. Each one has the properties of a base weapon, but also have a special effect against a selected enemy type that can only be utilized while you are proficient with the item, per the universal exotic weapon proficiency ruling.  

    Ripping Great Axe

  • Base Weapon: Greataxe
  • Special: You gain a +2 bonus to attack rolls with this weapon against the selected enemy. If the attack is a critical hit, the extra damage is dealt as bleed damage.

  • Breaker Mace

  • Base Weapon: Mace
  • Special: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Constitution saving throw or have disadvantage on its next attack.

  • Swiftstrike Dagger

  • Base Weapon: Dagger
  • Special: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, you can move up to 10 feet without provoking an opportunity attack from that target.

  • Heart Piercing Crossbow

  • Base Weapon: Light Crossbow
  • Special: You gain a +1 bonus to damage rolls with this weapon against the selected enemy. If the attack is a critical hit, the target must succeed on a DC 12 Dexterity saving throw or have its movement speed reduced by 10 feet until the end of its next turn.

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