Simple Melee Weapons: Dagger: As an action you hide the dagger. A hidden dagger can only be found on a DC (10 + your slide of hand). You make an attack with a hidden dagger. If you do so while you are not in combat the attack gains either advantage or does double damage. Club/ Greatclub: On a critical hit, the target is stunned. Quarterstaff: If you can hold it with both hands, you may use your reaction whenever an enemy makes an attack roll against you and gain +1 to your AC until the start of your next turn. Spear: Whenever you fight an enemy who is 10 feet away, you gain +1 to hit. Simple Ranged Weapons: Dart: Every consecutive hit you make with this weapon on one target deals an additional 1 piercing damage, to a maximum of 3. Ineffective against targets wearing Medium or Heavy armor. Martial Melee Weapons Shortsword/ Longsword: If you roll a 6 on attack damage the target gets a Tier of Bleeding Battleaxe: Before you make a melee attack you can choose to roll with disadvantage on the attack roll. If the attack hits, you add +4 to the attack’s damage. Flail: Deals additional piercing damage to targets wearing Light or Medium armor equal to your Strength Modifier. Glaive: On a critical hit, this weapon deals 1d10+10 slashing damage. Greataxe: Before you make a melee attack you can choose to roll with disadvantage on the attack roll. If the attack hits, you add +4 to the attack’s damage. . Halberd: As one of your attacks, choose one target within reach. The target makes a Strength saving throw (DC 10 plus your STR mod). If the target fails, they are pulled to the ground and become prone. Lance: If you hit a creature of the same size category or smaller, they must make a Dexterity saving throw (DC 10 plus your STR mod) or fall prone. Maul: On a critical hit the target must make a DC 17 Con save or be knocked unconscious. Morningstar: If you roll Max damage the target takes a Tier of Bleeding. Pike: If a mounted enemy would approach you to attack, you may use your reaction to impose disadvantage on that attack. If you have the Polearm Master feat, mounted creatures who don’t start their turn within 5ft of you have disadvantage to attack you when you wield this weapon. Rapier: If you roll a 20, 19, or 17 on an attack and hit the target, you get a Tier of Bleeding. Martial Ranged Weapons: Crossbow, Heavy: This weapon deals one Tier of Bleeding on a hit. Longbow: You may choose to hold your action and concentrate on a shot against a target in range. If you do, make your attack roll with advantage, and roll damage as a Reaction before the beginning of your next turn. The attack deals 2d8 piercing damage.