Trick Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Martial Melee Weapons | ||||
| Beast Cutter | ? gp | 1d8 piercing | ? lb. | Versatile (1d10), trick (1d10, two-handed, heavy, reach) |
| Beasthunter Saif | ? gp | 1d8 slashing | ? lb. | Trick (1d6, reach) |
| Blade of Mercy | ? gp | 1d6 piercing | ? lb. | Light, finesse, trick (1d4, light, finesse, special) |
| Church Pick | ? gp | 1d8 piercing | ? lb. | Finesse, trick (1d10, two-handed, heavy, reach) |
| Hunter Axe | ? gp | 1d8 slashing | ? lb. | Versatile (1d10), trick (1d10, two-handed, heavy, reach) |
| Kirkhammer | ? gp | 1d8 slashing | ? lb. | Versatile (1d10), trick (1d8 bludgeoning, versatile (1d10)) |
| Ludwig's Holy Blade | ? gp | 1d8 slashing | ? lb. | Versatile (1d10), trick (2d6, two-handed, heavy) |
| Saw Cleaver | ? gp | 2d4 piercing | ? lb. | Trick (1d10, two-handed, heavy, reach) |
| Saw Spear | ? gp | 2d4 piercing | ? lb. | Trick (1d6, reach) |
| Threaded Cane | ? gp | 1d8 slashing | ? lb. | Finesse, trick (1d6, finesse, reach) |
Weapon Descriptions
The following weapons are listed in alphabetical order.
Beast Cutter. This thick iron cleaver slices through the toughest of beast hides, and when transformed the blade splits into sections, allowing one to lash it in the fashion of a heavy whip.
Beasthunter Saif. A second blade is found inside the curve of the main one. In its initial form, the saif can be wielded like a long curved sword, but when transformed, its blade is contracted, allowing for quick, repeated stabs.
Blade of Mercy. A special trick weapon passed down among hunters of hunters. One of the oldest weapons of the workshop. Splits into two when activated.
Church Pick. One of the old trick weapons of the Healing Church, a hunting weapon formed from one of the giant picks that appear in old beast tales. The Church Pick initially serves as a large sword, but when transformed functions as an extended war pick.
Hunter Axe. One of the trick weapons of the workshop, commonly used on the hunt. Retains the qualities of an axe, but offers a wider palette of attacks by transforming.
Kirkhammer. A trick weapon typically used by Healing Church hunters. On the one side, an easily handled silver sword. On the other, a giant obtuse stone weapon, characterized by a blunt strike and extreme force of impact.
Ludwig's Holy Blade. It is said that this sword was employed by Ludwig, the first hunter of the church. When transformed, it combines with its sheath to form a greatsword.
Saw Cleaver. One of the trick weapons of the workshop, commonly used in the hunting business. This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force.
Saw Spear. One of the trick weapons of the workshop, commonly used by those who dedicate themselves to the hunt. This saw, effective at drawing the blood of beasts, transforms into a medium-range spear.
Threaded Cane. One of the trick weapons of the workshop, commonly used by hunters on their duties. Sufficiently deadly as a rigid bladed cane, but also serves as a whip when its blade is split into many.
Weapon Properties
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it. When you change the weapon's form, it loses all properties it previously had except for the trick property, and its damage die and properties are changed to the ones listed in the parentheses, until you change back to the weapon's base form. If a damage type is listed in the parenthesis, then the damage type of the weapon is also changed.
Magic Items
The following trick weapons are too powerful to be compared to regular weapons, and, instead, are magic items.
Amygdalan Arm
Weapon (mace), rare (requires attunement by an old hunter)
The arm of a small Amygdala Great One. Strictly speaking, the Amygdalan Arm is no trick weapon of any sort, but certain madmen wield them like clubs. Starts as a large, tough blunt weapon formed of bone, but when extended, the hand quivers as if it were still alive.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its extended form or its mace form. When you make an attack with the weapon in its extended form, instead of making an attack roll, all creatures within a 15-foot square emanating from yourself must succeed on a DC 15 Dexterity saving throw, or take 3d6 slashing damage.
Bloodletter
Weapon (mace), rare (requires attunement by an old hunter)
The demented hunter weapon brandished by Brador, the Healing Church assassin. The Bloodletter assumes its true and terrifying form after it draws upon blood from the inner reaches of one's body and soul.
Bloody Transformation. As a bonus action, you can run the mace through your chest, losing 4d6 hit points. For the next minute, or until you let go of the mace, it gains the two-handed and reach properties, and deals an additional 1d12 damage.
Beast Claw
Weapon (rapier), uncommon (requires attunement by an old hunter)
Crafted by chiseling the long bones of an undead beast and fastening them to the weapon. The bones are still alive, and when unleashed, grant its wielder a spurt of beastly power. As flesh is flayed and blood is sprayed, the beast within awakens, and in time, the wielder of this weapon surges with both strength and feverish reverie.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its claw form or its rapier form. When you change the weapon to its claw form, it becomes two claws that you can put over your hands, and if you do so, your unarmed strikes increase by one die size, to a minimum of 1d4, and a maximum of 1d10.
Beasthood. As a bonus action, you can begin to channel the ferocity of beasts for the next minute, or until you end it early (no action required). While you are doing so, every single melee weapon attack you make grants you 1 beasthood point, to a maximum amount equal to 10. When you roll for damage with a melee weapon attack using this weapon, or you take damage, you add your beasthood points to the result.
You can use this property twice, and regain expended uses at the start of the next dawn.
Boom Hammer
Weapon (maul), rare (requires attunement by an old hunter)
A trick weapon used by the old hunters, and crafted by the workshop heretics, the Powder Kegs. A giant hammer equipped with a miniature furnace. When ignited and fired, it emits a volley of flame that explodes furiously upon impact.
The maul has 4 charges, and regains 1d4 charges at the start of the next dawn. As a bonus action, you can spend one charge to have the maul's internal furnace ignite until the end of your current turn. The first time you hit with an attack using the maul while its furnace is ignited, the target of your attack takes an additional 3d6 fire damage, and all creatures within 5 feet of your target, excluding yourself, must succeed on a DC 15 Dexterity saving throw, or take 3d6 fire damage, taking half the damage on a successful saving throw.
Burial Blade
Weapon (scimitar), legendary (requires attunement by an old hunter)
Trick weapon wielded by Gehrman, the first hunter. A masterpiece that defined the entire array of weapons crafted at the workshop. Its blade is forged with siderite, said to have fallen from the heavens.
This weapon has 5 charges, and it regains 1d4+1 charges at the start of the next dawn.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its scythe form or its scimitar form. When the weapon is in its scythe form, it has the statistics of a glaive with the finesse property.
Arcane Armory. As a bonus action, you can expend 1 charge to have the weapon deal an additional 1d8 force damage on a hit for the next minute.
Eldritch Explosion. As an action, you can expend between 1 to 3 charges to begin charging up otherworldly energy. At the start of your next turn, if you are not incapacitated, the energy is released, forcing all creatures within 30 feet of yourself to succeed on a DC 19 Dexterity saving throw, or take 2d10 force damage for every charge expended, and be moved 10 feet away from you, taking half the damage without being moved on a success.
Wind Slash. As an action, you can expend 1 charge to swing the weapon at such a high speed that it creates rushing winds in a 30-foot cone emanating from yourself. All creatures within the cone must succeed on a DC 19 Dexterity saving throw, or take 3d12 slashing damage, taking half the damage on a success.
Advancing Strike. In scimitar form, once per turn, when you hit a creature with this weapon after moving at least 10 feet in a straight line, you can force the creature you hit to succeed on a DC 19 Strength saving throw, or be moved 10 feet away from you.
In scythe form, once per turn, when you hit a creature with this weapon, you can force the creature you hit to succeed on a DC 19 Strength saving throw, or be knocked prone.
Culling Dash. As an action, you can hold your weapon out and run in a straight line, up to your movement speed. All creatures that were within 5 feet of you at any time during this movement must succeed on a DC 19 Dexterity saving throw, or take slashing damage equal to 2d10 + your Strength modifier.
Uppercut. In scimitar form, once per turn, when you hit a creature with this weapon, you can force it to succeed on a DC 19 Dexterity saving throw. On a failed saving throw, you knock the creature 10 feet into the air, dealing an additional 1d8 slashing damage to them, and the creature cannot take any reactions until the start of its next turn.
In scythe form, once per turn, when you hit a creature with this weapon, you can force it to succeed on a DC 19 Dexterity saving throw. On a failed saving throw, you knock the creature 5 feet into the air, and then slam it back into the ground, dealing an additional 2d6 bludgeoning damage to the creature, and knocking it prone.
Chikage
Weapon (longsword), very rare (requires attunement by an old hunter)
Foreign-made weapon wielded by the royal guards who protect Annalise, Queen of the Vilebloods at Cainhurst Castle. When the intricate, rippled engraving that spans the Chikage's blade is imbrued with blood, the sword sings in scarlet hues.
Bloody Transformation. As a bonus action, you can have the weapon start draining your life, to empower itself. When you do so, you lose 2d4 hit points, and lose 2d4 hit points at the start of each of your turns. You can use your bonus action on any of your subsequent turns to end the draining.
Bleeding Strikes (Bloody Transformation Only). Your attacks with this weapon deal an additional 1d6 necrotic damage. Additionally, once per turn, when you hit a creature with this weapon, you can force it to make a DC 17 Constitution saving throw. On a failed saving throw, the creature is poisoned for the next minute, and at the start of each of its turns, it takes 1d6 poison damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Holy Moonlight Sword
Weapon (longsword), legendary (requires attunement by an old hunter)
An arcane sword discovered long ago by Ludwig. When blue moonlight dances around the sword, and it channels the abyssal cosmos, its great blade will hurl a shadowy lightwave.
Righteous Transformation. This weapon has 4 charges, and regains 1d4 charges at the start of the next dusk. As a bonus action, you can spend 1 charge to have the weapon glow with moonlight for 1 minute, dealing an additional 1d10 radiant damage on a hit, and have dim light emanate from it with a radius of 10 feet.
Crescent Arc (Righteous Transformation Only). Whenever you take the Attack action with this weapon, you can forego any number of attacks to fire off a ranged spell attack with a range of 30 feet for each attack foregone. The attack uses the weapon's ability modifier, and on a hit, it deals radiant damage equal to 2d10 + your ability modifier.
Lunar Thrust (Righteous Transformation Only). As an action, you can fire a beam of light from the weapon, making a 30-by-5 foot line emanating from yourself. All creatures within the line must succeed on a DC 19 Dexterity saving throw, or take 4d10 radiant damage, taking half the damage on a success.
Moon Burst (Righteous Transformation Only). As an action, you can cause the weapon to create an explosion of radiance. All creatures within 20 feet of yourself must succeed on a DC 19 Constitution saving throw, or take 4d10 radiant damage, or half the damage on a success.
Logarius' Wheel
Wondrous item, very rare (requires attunement by an old hunter)
Weapon wielded by martyr Logarius' band of executioners. Used to slaughter the Vilebloods in Cainhurst. Bathed in pools of their blood, and forever steeped in their ire.
This wheel can be wielded as a martial melee weapon you're proficient with, which deals 1d6 bludgeoning damage.
Wrathful Transformation. As a bonus action, you can begin to charge up the wheel with draining anger. When you do so, the weapon gains the two-handed property, you lose 1d4 hit points at the start of each of your turns, all of your attacks with the wheel deal an additional 1d4 damage, and when you hit a creature with a weapon attack, you regain 1 hit point. You can use this effect up to 4 times, to a maximum of 4d4 hit points lost at the start of each of your turns, an additional 4d4 damage on a hit, and regaining 4 hit points when you hit a creature.
You can end this effect at any time (no action required).
Rakuyo
Weapon (rapier), uncommon (requires attunement by an old hunter)
Hunter weapon wielded by Lady Maria of the Astral Clocktower. A trick sword originated in the same country as the Cainhurst Chikage, only this sword feeds not off blood, but instead demands great dexterity.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its twin form or its rapier form. When you change the weapon to its twin form, it becomes a scimitar and a dagger.
Quickslash (Twin Form Only). Once per turn, when you take the Attack action with the scimitar of the Rakuyo, you can make one attack with the dagger as part of the Attack action.
Rifle Spear
Weapon (spear), uncommon (requires attunement by an old hunter)
A trick weapon crafted by the workshop heretics, the Powder Kegs. A prototype weapon serving as a simple firearm and spear, possibly created in imitation of a lost Cainhurst weapon. Lacks any notable functions, saving that it is the only trick weapon with an attached gun.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its gun form or its spear form. When you change the weapon to its gun form, it becomes a two-handed ranged weapon. When you make an attack with the weapon in its gun form, instead of making an attack roll, all creatures within a 15-foot cone emanating from yourself must succeed on a DC 13 Dexterity saving throw, or take 2d8 piercing damage.
Simon's Bowblade
Weapon (longbow), rare (requires attunement by an old hunter)
Choice weapon of Simon, one of the first Healing Church hunters. Simon despised firearms, and so the Church workshop had this specially fashioned to his liking. The large curved blade serves as a bow when transformed.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its scimitars form or its longbow form. When you change the weapon to its scimitars form, it becomes two scimitars that are connected to one another, and cannot be further than 5 feet apart from one another.
Radiant Arrows (Longbow Form Only). When you fire an arrow with this longbow, it deals radiant damage equal to 2d10 + your Dexterity modifier, instead of the normal damage for the arrow.
Stake Driver
Weapon (shortsword), uncommon (requires attunement by an old hunter)
A trick weapon fashioned by the workshop heretics, the Powder Kegs. Favored by the retired hunter Djura. The stake driver, with its queerly complex design, violently drives thick stakes into the flesh of foes. The stake driver allows for high-damage critical attacks, but is difficult to use and leaves its wielder wide open, but none of this should bother a mere Powder Keg.
As a bonus action, you can prime the weapon, and it remains primed until the end of your current turn. While the stake driver is primed, you have disadvantage on attack rolls using it, but the first attack you hit with deals an additional 3d6 piercing damage.
Tonitrus
Weapon (flail), rare (requires attunement by an old hunter)
A unique trick weapon contrived by Archibald, the infamous eccentric of the Healing Church workshop. Striking this peculiar iron morning star flail like a match generates the same blue sparks that blanket a darkbeast.
The flail has 6 charges, and regains 1d6 charges at the start of the next dawn. As a bonus action, you can spend one charge to have the flail glow with electric energy until the end of your current turn. All melee weapon attacks you make with the flail while it is glowing with this energy deal additional lightning damage equal to 1d8 + your Intelligence modifier (a minimum of 1).
Whirligig Saw
Weapon (mace), rare (requires attunement by an old hunter)
A trick weapon crafted by the workshop heretics, the Powder Kegs, and weapon of choice of the Old Hunter Valtr, the Beast Eater. This weapon pummels beasts in its mace form, but its true strength lies in its attached mechanical saws. These discs, lined with serrated teeth, spin rapidly, thrashing the flesh of beasts into fine shreds.
Trick. When you take the Attack action with this weapon, you can choose to change the weapon's form before you make any attacks with it, either into its saw form or its mace form. When you change the weapon to its saw form, it becomes a two-handed melee weapon that deals 2d4 slashing damage.
Whirling Saw (Saw Form Only). The weapon has 5 charges, and regains 1d4+1 charges at the start of the next dawn. When you hit a creature with the weapon, you can spend 1 charge to have the saw rip into their body, dealing an additional 3d4 slashing damage.
Runes
fuckin' runes these are magic items i'm just splitting them because
fuck you i can
Anti-Clockwork Metamorphosis
Wondrous item, rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. The twisted cross means "metamorphosis."
While attuned to this rune, you count as having 1 level less of exhaustion, meaning you only suffer the negative effects of exhaustion at 2 levels, and die at 7 levels.
Arcane Lake
Wondrous item, rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. This transcription of the Great Ones' inhuman voices ripples like a watery reflection.
You have resistance to damage dealt by spells.
Beast Rune
Wondrous item, rare (requires attunement by an old hunter of the Covenant of the Old Blood)
A secret symbol left by Caryll, runesmith of Byrgenwerth. A transcription of the roar of a labyrinth beast, the bearer of the "Beast" rune has accentuated transformation effects.
As a bonus action, you can begin to channel the ferocity of beasts for the next minute, or until you end it early (no action required). While you are doing so, every single melee weapon attack you make grants you 1 beasthood point, to a maximum amount equal to 5. When you roll for damage with a melee weapon attack using this weapon, or you take damage, you add your beasthood points to the result.
You can use this property once, and can do so again at the start of the next dawn.
Blood Rapture
Wondrous item, very rare (requires attunement by an old hunter of 11th level or higher)
A Caryll rune that transcribes inhuman sounds. "Blood Rapture" is the raw euphoria of the warmth of blood.
When you deal damage to a creature using your Visceral Attacks feature, you regain hit points equal to your Blood's Echo die.
Clawmark
Wondrous item, very rare (requires attunement by an old hunter of 11th level or higher)
A Caryll rune that transcribes inhuman sounds. The "Clawmark" is an impulse to seek the warmth of blood like a beast.
When you deal damage to a creature using your Visceral Attacks feature, you deal an additional die of damage.
Clockwise Metamorphosis
Wondrous item, very rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. The twisted cross means "metamorphosis."
Your maximum hit points increases by 20.
Communion
Wondrous item, very rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. Several runes relate to "blood", including "Communion", which raises the maximum number of blood vials one may carry.
Your number of blood vials increases by 1.
Dissipating Lake
Wondrous item, uncommon (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. This transcription of the Great Ones' inhuman voices ripples like a watery reflection.
You have resistance to lightning damage.
Eye Rune
Wondrous item, rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. A transcription of "Eye," as spoken by left-behind Great Ones.
You can see in darkness, both nonmagical and magical, as if it were bright light for 120 feet. Also, you have a +5 bonus to your passive Wisdom (Perception).
Fading Lake
Wondrous item, uncommon (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. This transcription of the Great Ones' inhuman voices ripples like a watery reflection.
You have resistance to fire damage.
Formless Oedon
Wondrous item, uncommon (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. The Great One Oedon, lacking form, exists only in voice, and is symbolized by this rune.
Your weapon attacks count as being silvered for the purpose of overcoming damage resistance and immunity.
Great Deep Sea
Wondrous item, legendary (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwert. This transcription of the Great Ones' inhuman voices depicts down reaching currents.
You have advantage on all saving throws.
Great Lake
Wondrous item, legendary (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. This transcription of the Great Ones' inhuman voices ripples like a watery reflection.
You take 5 less damage from all sources of damage, calculated before resistance.
Guidance
Wondrous item, rare (requires attunement by an old hunter of 2nd level or higher)
A Caryll rune discovered by the old hunter Ludwig along with the Holy Moonlight Sword. Boosts amount of life recovered by rallying.
You add a bonus to the amount of hit points regained through your Rally feature equal to your proficiency bonus.
Moon Heir
Wondrous item, rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. The "Moon Heir" sees sentimentality in the warmth of blood, acknowledging this as one of the darker hunter techniques.
When you reduce a creature to 0 hit points, you can choose for gold pieces equal to the creature's CR + your Blood's Echo die to appear within 5 feet of it. After using this property, you cannot do so again until after the start of the next dawn.
Lake
Wondrous item, very rare (requires attunement by an old hunter)
A secret symbol left by Caryll, runesmith of Byrgenwerth. This transcription of the Great Ones' inhuman voices ripples like a watery reflection.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.