##### Hello my name is Magic The GM!
I have been working on a new alteration of 5e D&D. These are 5 level classes that equal 3-20. With crafting and a more expansive use of skill from different ideas i have found over the internet. All the classes are my own ideas shaped from the image of an idea and put into D&D. Once I finish this I will give credit to the places and people I got some of my ideas from. Once this is finished I will do my best to change things to make this my own, but still give credit where it is due.
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Watch out for other ideas that I will be working on including my next project, ***MECH'S AND PILOT'S***
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##### New Classes and a new system geared towards super powers and different ideas I have had and i will add more as they are tested. I will be add more stuff as I go to hopefully complete this into a complete Players Handbook for Growing Powers.
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# Table of Contents
###
|Name|Page|
|:-----------|:----:|
Character Creation | pg
Proficiency Points and Skill Training| pg
Skill Description| pg
- Fighting Styles| pg
**Classes- Casters**| pg
- Destruction Mage| pg
- Dragon Mage | pg
- Geomancer| pg
- Mage Cannon| pg
- Omni Adept| pg
- Cymatic Singer| pg
* **Metallurgists**|
- Deep Crystal| pg
- Starmetal| pg
- Stormphrax| pg
* **Manipulation**|
- Energy Mastery| pg
- Electron Mastery| pg
- Portal Mastery| pg
**Classes- Fighters**| pg
- Gadget Trickster| pg
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## Character Creation
When building a character, roll for stats first. There are multiple way to do you stats:
### roll for stats
##### Standard roll
Roll 4d6 six times and drop the lowest of the four each time
##### Power roll
Roll 4d6 six times, Reroll 1's and drop the lowest of the four each time
##### Hero roll
Roll 6d20, any roll that totals less then 4 is a 4
### Hit Points
After rolling for stats, and you have decided on a class, you need to add your hit points. Each class has 2 hit dice, at level 1 you hit points total your **2 hit dice plus your Constitution Modifier**.
##### Hit Points Per Level
| Level | | Multiply By | Add |
|:---:|:---:|:---:|:---:|
| 1st | | 0 |Con
| 2nd | | 2 | Con x2 |
| 3rd | | 3 | Con x2 |
| 4th | | 4 | Con x2 |
| 5th | | 5 | Con x2 |
### Choosing a Class
When choosing a class, there are a couple things to take into consideration. First of all there are 2 types of class, Casters and Fighters. Each class has a crafting ability that they can use to create things.
##### Caster
###
Casters are classes that have access to spells and are center around using abilities with magical effects.
##### Fighters
###
Fighters are classes that have access to different fighting styles and are geared more towards physical combat.
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### Choosing a Race
After picking a class, the next thing you will want to do is pick a race. When picking a race, you can pick from any of the standard 5e D&D races or you can pick from the races in this book below the classes
### Proficiency
You start off with 2 proficiency and it increases by 1 each level.
### Stat
Stat increase means that you can add +2 to one of your stats or +1 into 2 different stats.
### Feats
At Levels 2,4, and 5 you will have a chance to choose a feat to take. these are listed on page.
### Spells
As you level up as a Caster, you will get to choose from different Spells. Spells and info are listed on page 7.
### Fighting Styles
As you level up as a Fighter, you will get to either choose from different Fighting Styles. Fighting Styles are listed on page 5
##### How to Level Up
### Caster
| Level | Exp | proficiency | Feat/Stat|
|:---:|:---:|:---:|:---:|
| 1st | 0 | 2 | Spell
| 2nd | 3000 | 3 | Stat or Feat and Spell
| 3rd | 15000 | 4 | Spell
| 4th | 65000 | 5 | Stat or Feat and Spell
| 5th | 150000 | 6 | Stat+Feat and Spell
##### How to Level Up
### Fighter
| Level | Exp | proficiency | Feat/Stat|
|:---:|:---:|:---:|:---:|
| 1st | 0 | 2 |Fighting Style
| 2nd | 3000 | 3 | Stat or Feat and Fighting Style
| 3rd | 15000 | 4 | Fighting Style
| 4th | 65000 | 5 | Stat or Feat and Fighting Style
| 5th | 150000 | 6 | Stat+Feat and Fighting Style
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# Fighting Styles
To add a little more variety and customization for players, the following addition has been made to the Fighting Style options.
#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Battle Vigor
Gain temporary hit points equal to your level plus you Constitution modifier at the beginning of combat. This includes the surprise round. These hit points disappear when you start your first turn.
#### Brawler
If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
#### Brutal
With every hit of a weapon you are wielding with two hands, you can choose to subject a tiny-medium sized opponent to make a Strength save where the DC is 8 + proficiency bonus + your Strength modifier. Upon a failed save, the creature is knocked 5 ft away from you.
#### Brutal Strike
Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.
#### Careful Strike
When you make a melee attack, before you make the attack roll, as a bonus action, you can choose to add your proficiency bonus to the attack roll. If the attack hits, you subtract your proficiency bonus from the attack's damage.
#### Close Quarters Shooting
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally you have a +1 bonus to attack rolls on ranged attacks.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
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#### Distraction
When you attack with your weapon your mighty bellow and antics tend attract attention. When you take the Attack action on your turn, as a bonus action, you may subject creatures hostile to you within 10 to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their attacks and perception checks if it is not against you.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
#### Fast Reloading
When you learn this fighting style, choose one type of crossbow or fire-arm you are proficient in. You ignore the loading property of the chosen weapon.
#### Gathering Steps
When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if it does not have it already.
#### Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
#### Gunslinger
When you engage in dual wielded shooting, you can add your ability modifier to the damage of the second attack.
#### Lancer
You get a +2 bonus to attack rolls when attacking using weapons with the reach property at creatures more than 5 feet away from you.
#### Musketeer
When you engage a two-weapon fighting with a firearm and a melee weapon, if you make both attacks on the same target, you have advantage on the attack roll you make with the second attack.
#### Phalanx
When an ally within 5 feet of you makes an attack against a creature in your reach, you may use your reaction to give your ally advantage on their attack roll.
#### Piercing Shot
You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.
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#### Power Attack
When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.
#### Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
#### Reach Weapon Fighting
When you use a reach weapon to attack a creature further than 10 feet away from you, and you can use your reaction for attacks of opportunity against that creatures at that distance.
#### Riot Control
When you are wielding a pistol on one hand and a shield on another hand, you gain a +1 bonus to your AC and attack rolls.
#### Specialist
Attacks using weapons with the special property don't suffer disadvantage from being within 5ft or attacking within their "long" range
#### Stylish
When you attack with your weapon you tend to show off. When you take the Attack action on your turn, as a bonus action, you may subject a creature within 30 feet of you to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you.
#### Tactical Stance
While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.
#### Throw Anything
All melee weapons that do not have the two-handed property gain the thrown (20/60) property. You may throw weapons with the versatile property but not while wielding the weapon in two hands.
#### Thrower
When you make a ranged attack with a weapon with the thrown property, it deals +1 additional damage and you may then immediately draw another weapon with the thrown property as part of that attack.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
#### Unarmored
When you are not wearing armor, your armor class is equal to 12+your dexterity modifier. Additionally, you gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier.
#### Versatile Weapon Master
When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.
#### Versatile Style
You get a +1 to attack rolls with weapons that have the versatile property when wielding them in one hand with nothing else in your other hand. If you miss an attack while wielding a weapon with the versatile property in two hands, you can, once per turn, choose to make the attack roll again with one hand.
#### Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
### Weapon Specialization
You may opt to specialize in a particular melee weapon as your fighting style. This does not work with unarmed attacks or improvised weapon attacks. You gain a +1 to hit and a +1 to damage when using that weapon. You can only take this fighting style once per weapon.
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## Unarmeded Fighting Styles
### Chakra Channeling
When you take one of these fighting styles, you make replace 1 unarmed attack to channel your inner energy and release it using special coordinated hand gestures and movements. You can only take this feat twice and you cannot pick the same fighting style that you picked previously.
___
##### Aquan Palm of Gathering
- Channel energy and collect the moisture from the air to form a 6-inch sphere of water. A creature you designate within 60 feet of you must succeed on a Strength saving throw or take 1d6 bludgeoning damage. If they fail to save, roll 1d4 to determine what effect affects the target:
1. Nothing.
2. The target's movement speed is decreased by 10 until the end of your next turn.
3. The target is pushed 10 feet away from the water source.
4. The target is knocked prone.
___
**At Higher Levels**. This spell's damage increases by 1d6 when you reach the 2nd level (2d6), 3rd level (3d6), and 4th level (4d6).
___
##### Force Palm
- A swirling ball of air forms in your hand which can be fired at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
___
**At Higher Levels**. This spell’s damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10), and 17th level (4d10).
___
##### Molten Hand Blade
- Channelling Chakra, your hand begins to glow an intense molten red. Slash at your target, as your hand drips molten ethereal energy and make a melee spell attack. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.
___
**At Higher Levels**. This spell's fire damage and slashing damage both increase by 1d4 when you reach the 2nd level (2d4), 3rd level (3d4), and 4th level (4d4).
___
##### Spore Palm of Infection
- You emit a twisted cloud of toxic spores. Each creature in a 5ft. range, other than you, must make succeed on Constitution save or take 1d6 poison damage.
___
**At Higher Levels**. This spell's damage increases by 1d6 when you reach the 2nd level (2d6), 3rd level (3d6), and 4th level (4d6).
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### Martial Unarmed Fighting Styles
##### Sweeping Kick
instead of making an unarmed attack, Creatures within 5 ft. must make a Dexterity saving throw VS your Dexterity 8+Prof+Dex or become knocked prone.
##### Gut Shot
When you hit with an unarmed attack, you can choose to not do damage and have the creature make a Constitution saving throw DC12.
- If it fails, it spends its turn trying to catch its breath, losing its action and movement.
- It does not affect creatures larger than you, constructs, or creatures that do not need to breathe.
- You can only use this once per turn.
##### Open-handed Nose Palm
When you hit with an unarmed attack, you can choose to not do damage and target the nose of the creature.
- The creature has a disadvantage while attacking until your next turn.
- If you roll a critical on hit, you can target the nose and deal the total critical damage from the unarmed attack.
- You cannot target a creature with no nose or a creature whose face would be out of your reach.
- This does not affect constructs or creatures larger than you.
##### Shoulder Throw
While grappling a creature, use one of your unarmed attacks to make a Dexterity (Acrobatic) or a Strength (Athletics) check Vs the creatures Dexterity (Acrobatic) or a Strength (Athletics) check.
- If you beat them, throw the creature on the ground and the next attack you make is done at an advantage.
- If that attack hits, add your Wisdom modifier to the damage.
- This does not affect creatures larger than you.
##### Bully Coordinated Tactics
Use underhanded tactics while your ally is directly behind the target, flanking them. You may have your ally duck directly behind the target as his reaction and you can use an unarmed attack, if it hits, to push the target instead of dealing damage, knocking them prone.
- If the target tries to stand up before your next turn you can use your reaction to make a Strength (Athletics) check with an advantage Vs the targets Strength (Athletics) check. If the target fails it is pushed back down and must use the rest of its movement to stand back up.
- This does not work on creatures larger than you.
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# Spells
###
All spells have 2 uses per long rest. All spells are considered actions, unless stated otherwise.
##### Special Feat
### Recharge
During combat as a bonus action, roll 1d6 [[1d6]] and on a 6 you can recharge 1 use of a spell you know.
#### Acid Arrow
___
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
#### Arc Bolt
___
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
A crackling blue bolt of arcing electricity fires out from your palms. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage.
___
After each attack, target another creature within 30 ft of the target. The creature must make a Dexterity (Acrobatics) saving throw, with a +1 to their roll for each subsequent bounce after the first. On a failed save, that creature also takes 2d6 lightning damage and the attack bounces again, up to 1 additional bounce target.
___
If there are no other bounce targets, the attack may bounce back to creatures that were targeted earlier, but each time a creature is hit by the attack it gains a +3 to their saving throw and takes 1d6 less damage from each hit.
___
On a successful save, the bolt stops bouncing between targets.
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#### Black Snow
___
- **Casting time**: 1 action
- **Range**: Self (10-foot sphere)
- **Components**: V, S, M (a small vial of acid and some snow or ice)
- **Duration**: Instantaneous
___
You create a sphere of silver-colored snow that is laced with acid in a 10-foot sphere centered on you. Any creature (except the caster) that is within the sphere must make a Constitution saving throw. On a failed save, the target takes 1d6 acid and 1d6 cold damage and has its speed reduced by 10 feet until the end of its next turn. On a successful save, the damage is halved and the target's speed is unaffected.
#### Burning Hands
___
- **Casting Time**: 1 action
- **Range**: Self (15-foot cone)
- **Components**: V, S
- **Duration**: Instantaneous
___
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable Objects in the area that aren't being worn or carried.
#### Call Lightning
___
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Concentration, Up to 10 minutes
___
A storm cloud appears in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
___
When you cast the spell, choose a point you can see within a 30 foot range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
___
If you are outdoors in stormy Conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such Conditions, the spell's damage increases by 1d6.
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#### Cataclysm
___
- **Casting time**: 1 action
- **Range**: Touch
- **Components**: V
- **Duration**: Instantaneous
___
You summon a small amount of pure destruction into your hand. A small amount of black energy coats the underside of your hand that stays until you discharge the spell. As part of the action used to cast this spell or at another time while the charge is active in your hand, you can discharge the spell in one of the following ways:
- You disintegrate a nonmagical item you are holding in your hand.
- You make a melee spell attack against a creature, dealing 2d10 destructive damage on a hit. You have advantage on the attack roll if the target is not wearing any armor. If the damage dealt lowers the creature to their negative hit point maximum, it and everything it is carrying is disintegrated.
- You cause a nonmagical object no larger than 1 foot in any dimension to rust, peel, snap, break, or otherwise
#### Crimson Enhancement
___
- **Casting time**: 1 Action
- **Range**: Self
- **Components**: M,S
- **Duration**: Concentration, up to 1 hour
___
You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.
#### Cure Wounds
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
___
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
#### Elemental Armor
___
- **Casting time**: 1 action
- **Range**: Self
- **Components**: V, S
- **Duration**: 1 hour
___
You cover yourself with a layer of elemental energy that shields you from incoming attacks. Choose one damage type when you cast this spell: acid, fire, cold, or lightning. You gain 5 temporary hit points when you cast this spell. If a creature hits you with a melee attack while this spell is active, that creature takes 5 damage of your chosen damage type.
___
The temporary hit points granted by this spell are lost when the spell ends. When you have no temporary hit points, the spell ends early.
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#### Elemental Strike
___
- **Casting time**: 1 bonus action
- **Range**: self
- **Components**: V, M(A weapon)
- **Duration**: 1 minute
___
The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder.
___
The attack damage type is that of the weapon used and the element of choice and does an additional 1D6 damage of the elemental type. The target must succeed on a Constitution saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw.
- Fire The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out.
- Cold The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last.
- Lightning The target is stunned slightly and can not move or make attack actions on their next turn.
- Thunder The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn.
#### Fighting Words
___
- **Casting time**: one bonus action
- **Range**: touch
- **Components**: V, S, M (A sprig of dragonstongue, a simple weapon)
- **Duration**: 1 minute
___
A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
#### Fireball
___
- **Casting Time**: 1 action
- **Range**: 150 feet
- **Components**: V S M (A tiny ball of bat guano and sulfur)
- **Duration**: Instantaneous
___
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.
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#### Force armor
___
- **Casting time**: 1 minute
- **Range**: Touch
- **Components**: V, S
- **Duration**: 24 hrs, Till short or long rest
___
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Intelligence modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
#### Force Blast
___
- **Casting time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
You launch an invisible blast of force that slams into a creature in range. The target must succeed on a Strength saving throw or take 2d12 force damage and be knocked prone. Half damage on save and is not knocked prone.
#### Glacial Comet
___
- **Casting time**: 1 action
- **Range**: 60 feet
- **Components**: V, S, M (a small fragile rock or a piece of ice)
- **Duration**: Instantaneous
___
You conjure a large comet of ice hurtling at a creature in range. The target must make a Dexterity saving throw, taking 1d12 bludgeoning damage and 1d12 cold damage on a failed save and is knocked prone. On a succesful save, the target instead takes 1d4 piercing damage from the shards of ice.
#### Guiding Bolt
___
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: 1 Round
___
A flash of light streaks toward a creature of your choice within a 30 foot range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
#### Hand of the Dead
___
- **Casting time**: 1 Action
- **Range**: 50 feet
- **Components**: V S M (Finger nail from a corpse)
- **Duration**: Concentration, up to 1 minute
___
You summon a spiritual hand from the ground grappling an enemy. The target must make a **Strength** or **Dexterity** save against your spell save DC. On a fail, the enemy is grappled. The target can keep attempting to escape on their turn. This hand can be attacked by magical means, if an outside enemy attacks the hand, they must roll against your spell DC. If this happens the victim that the hand holds takes half of the damage from the blow.
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#### Healing Metallurgic Needles
___
- **Casting time**: 1 action
- **Range**: Self
- **Components**: S, V, M (1/4 lb. of any type of metal, which the spell consumes)
- **Duration**: Concentration, up to 1 minute
___
You create a glowing needle in your hand. It has the weight of a dart and can be thrown 20/60 ft. You can give this this glowing needle to other creatures for them to wield. The glowing needle takes on any special metal properties the material component adds to a weapon.
___
When a creature makes an attack with this dagger and hits, the target gains 1d8 temporary hit points.
___
If the target is a fiend or undead, this needle instead deals 1d6 necrotic damage.
#### Healing Mist
___
- **Casting time**: 1 action
- **Range**: 15 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it such as shimmering, glowing, or electricity (this aura does nothing but add visual effect). The creature then regains 1d6 + your spellcasting ability modifier hit points.
#### Healing Breeze of Discretion
- **Casting time**: 1 action
- **Range**: 30 foot (cone)
- **Components**: V, M (a pure white feather)
- **Duration**: Instantaneous.
You speak a word of power, and gentle wind spreads from you envelops creatures within range. Each friendly target regains 1d4 hit points and 1d6 radiant damage to each hostile target. This spell has no effect on nonhostile creatures and constructs.
#### Healing Word
___
- **Casting Time**: 1 bonus action
- **Range**: 60 feet
- **Components**: V
- **Duration**: Instantaneous
___
A creature of your choice that you can see within range a 30 foot regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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#### Heat Metal
___
- **Casting Time**: 1 action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: Concentration, up to 1 minute.
___
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within a 30 ft range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 1d8 fire damage when you cast the spell. For 1 minute or until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
#### Hellish Rebuke
___
- **Casting Time**: 1 reaction
- **Range**: Self
- **Components**: V, S
- **Duration**: Instantaneous
___
When hit by a melee attack, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
#### Ice Rupture
___
- **Casting time**: 1 action
- **Range**: 30 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
Ice ruptures from the ground under the target, stabbing upwards. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.
___
The target's space and all adjacent spaces become difficult terrain until the start of your next turn.
#### Inflict Wounds
___
- **Casting Time**: 1 action
- **Range**: Touch
- **Components**: V, S
- **Duration**: Instantaneous
___
Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 necrotic damage.
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#### Lightning Bolt
___
- **Casting Time**: 1 action
- **Range**: Self (100-foot line)
- **Components**: V S M (A bit of fur and a rod of amber, crystal, or glass)
- **Duration**: Instantaneous
___
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.
___
The lightning ignites flammable objects in the area that aren't being worn or carried.
#### Magic Missile
___
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within a 30 foot range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
#### Metallurgic infusion
___
- **Casting time**: 10 minutes
- **Range**: Touch
- **Components**: S, V, M (X lb. of any type of metal. X is equal to the weapon or armors weight, which the spell consumes)
- **Duration**: 24 hours
___
Target a weapon or armor and spend 10 minutes infusing it with your metal material component.
___
Once finished,
- A weapon gains +1 to attack rolls and any additional attributes from the metal
- Armor gains any additional attributes from the metal
___
(Metal types available in game at DM's discretion)
#### Misty Step
___
- **Casting Time**: 1 bonus action
- **Range**: Self
- **Components**: V
- **Duration**: Instantaneous
___
Briefly surrounded by silvery mist, you teleport up to 15 feet to an unoccupied space that you can see.
#### Scorching Ray
___
- **Casting Time**: 1 action
- **Range**: 120 feet
- **Components**: V, S
- **Duration**: Instantaneous
___
You create three rays of fire and hurl them at targets within a 30 foot range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 1d6 fire damage.
\pagebreakNum
#### Spike Growth
___
- **Casting Time**: 1 action
- **Range**: 150 feet
- **Components**: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point)
- **Duration**: Concentration, Up to 10 minutes
___
The ground in a 20-foot radius centered on a point within a 30 foot range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for 1 minute. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.
___
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
#### Spirit Guardians
___
- **Casting Time**: 1 action
- **Range**: Self (15-foot radius)
- **Components**: V S M (A holy symbol)
- **Duration**: Concentration, Up to 10 minutes
___
You call forth spirits to protect you. They flit around you to a distance of 15 feet for 1 minute. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
___
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage (if you are good or neutral) or 1d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
#### Spiritual Weapon
___
- **Casting Time**: 1 bonus action
- **Range**: 60 feet
- **Components**: V, S
- **Duration**: 1 minute
___
You create a floating, spectral weapon within a 30 foot range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
___
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose.
\pagebreakNum
##### Spell damage or healing per level
| Spell | Level 1 | Level 2 | Level 3 | Level 4 | Level 5|
|:---:|:---:|:---:|:---:|:---:|:---:|
| Acid Arrow |1d4/ 2d4 |2d4/ 4d4 |3d4/ 6d4 |5d4/ 10d4 |8d4/ 16d4|
|Arc Bolt| 2d6/+2 Bounce|4d6/+3 Bounce|6d6/+4 Bounce|8d6/+5 Bounce|10d6/+6 Bounce|
|Black Snow| 1d6 Acid and 1d6 Cold| 2d6 Acid and 2d6 Cold| 3d6 Acid and 3d6 Cold| 5d6 Acid and 5d6 Cold| 8d6 Acid and 8d6 Cold|
| Burning hands | 2d6 | 3d6 | 4d6 |8d6 |16d6|
|Call Lightning| 2d6 |4d6 |8d6 |12d6 | 16d6|
|Cataclysm | 1d10 | 2d10| 3d10| 5d10| 8d10|
|Crimson Enhancement | 1d6| 2d6 | 3d6| 5d6| 8d6|
| Cure Wounds | 1d8 | 1d10 | 1d20 |2d20| 4d20|
|Elemental Armor| 5 Temp HP/Dmg| 10 Temp HP/Dmg| 15 Temp HP/Dmg| 30 Temp HP/Dmg| 50 Temp HP/Dmg|
|Elemental Strike| 1d6| 2d6| 3d6| 4d6| 5d6|
|Fighting Words| 1d8| 2d8| 2d10 |2d12 |2d20|
| Fireball | 2d6 | 3d6 | 4d6 |8d6 |12d6|
|Force Armor |12AC + Int| 13AC + Int| 14AC + Int| 15AC + Int| 16AC + Int|
|Force Blast| 2d12| 3d12 | 4d12| 6d12| 9d12|
|Guiding Bolt |4d6 |5d6 |6d6 |8d6 |11d6|
|Glacial Comet |1d12 cold and bludgeoning/ 1d4 cold |2d12 cold and bludgeoning/ 2d4 cold |1d12 cold and bludgeoning/ 3d4 cold |5d12 cold and bludgeoning/ 5d4 cold |8d12 cold and bludgeoning/ 8d4 cold
|Hand of the Dead| 1 Hand|2 Hands| 3 Hands| 4 Hands| 5 Hands|
|Healing Breeze of Discretion |1d4 HP/ 1d6 Radiant |2d4 HP/ 2d6 Radiant |3d4 HP/ 3d6 Radiant| 5d4 HP/ 5d6 Radiant| 8d4 HP/ 8d6 Radiant |
|Healing Metallurgic Needles |1d8 Temp HP/ 1d6 Undead| 1d10 Temp HP/ 1d8 Undead| 1d12 Temp HP/ 1d10 Undead| 1d20 Temp HP/ 1d12 Undead| 2d20 Temp HP/ 1d20 Undead|
|Healing mist |1d6 |2d6 |3d6 |5d6 |8d6|
|Healing Word |1d4 |2d4 |3d4 |5d4 |8d4|
|Heat Metal| 1d8| 2d8| 3d8| 5d8| 8d8|
|Hellish Rebuke| 2d10| 3d10| 4d10| 6d10| 9d10|
|Inflict Wounds| 3d10| 4d10| 5d10| 7d10| 10d10|
|Ice Rupture| 2d8| 3d8 | 4d8| 6d8| 9d8|
|Lightning Bolt| 2d6| 3d6| 4d6| 6d6| 9d6|
|Magic Missile|3|6|12|18|25|
|Metallurgic Infusion|24 Hrs|3 Days| 1 Week| 1 Year| Permanent|
|*Weapons|+1 Atk| +1 Atk/ Dmg| +2 Atk/ +1 Dmg| +2 Atk/ Dmg| +3 Atk/ +2 Dmg| + 3 Atk/ Dmg
|*Armor| 0AC| +1AC| +2AC| +2AC| +3AC|
|Misty Step| 15ft| 30ft| 45ft| 60ft| 120ft|
|Scorching Ray| 1d6| 2d6| 3d6| 5d6| 8d6
|Spike Growth| 1d4| 2d4| 2d6| 3d6| 3d10|
|Spirit Guardians| 1d8| 2d8| 3d8| 5d8| 8d8
|Spiritual Weapon| 1d6| 1d8| 1d10| 1d12| 1d20|
\pagebreakNum
# Feats
# A
### Airfoil Mastery
Weapons that return to your hand once you have thrown them become your area of expertise, and you can perform marvelous feats with them. You gain the following benefits:
- You gain a +1 bonus to attack rolls with airfoil weapons.
- You can use an airfoil weapon to attack another creature within 15 feet of a targeted creature as part of any additional attacks you can make with the extra attack feature.
- When you make a ranged attack with an airfoil weapon, you can choose to have the weapon immediately return to your hand after you make the attack roll. You must have a free hand to catch it to do so.
- Once per turn, when you hit a creature with a ranged attack using an airfoil weapon, you can, instead of dealing
damage, force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, you can force it to drop an item it is holding and knock it 15 feet away from them.
### Archery master
*Must have an extra attack action to take this feat.*
___
You have trained with the longbow and shortbow. In this training, you have learned to make more challenging shots. When you take the attack action, you can forgo an extra to add an extra arrow to your attack for each extra attack forgone.
- Add your Dex + arrow damage to the attack for each extra attack you forgo.
- Add 5 piercing damage for each arrow to the attack.
- Attacks done against you are done an advantage until your next turn.
\pagebreakNum
# B
### Blind Reflexes
Use a 6th sense to feel your opponents presence and anticipate there next move. With this great Sense of all things living comes disconnect from the people around you.
- Once per round while in combat, impose a disadvantage on a target creature attacking you withing 5 ft. This does not count as a reaction
- Gain an advantage on a nature or survival check once a day.
- Gain a disadvantage on all Charisma saving throws and Persuasion checks.
### Bodyguard
Your extensive experience of being a bodyguard has trained you to constantly be on guard, and reflexively act when your charge is in danger.
- You gain +3 to your passive perception.
- Choose one creature to be your charge when initiative is rolled, a creature cannot be your charge if they also have this feat. If you are within 20 feet of your charge, you grant them a +1 to all saving throws. If you are within 5 feet of your charge, you grant them a +2 to their AC.
- Additionally, if any creature makes an attack on your charge while you are within 5 feet of them, you may attempt to grapple them as a reaction. Succeeding on the grapple prevents the attack.
### Bow Mastery
Shooting arrows from your longbow and shortbow is now your specialty. You gain the following benefits:
- You gain a +1 bonus to damage rolls with these weapons.
- You can use Strength, instead of Dexterity, when making attack rolls with these weapons.
When you take the attack action with a shortbow, you can
- use a bonus action to make an attack roll with it at any
creature within its normal range.
- The normal range of these weapons increases by 20, and
the long range of these weapons increases by 50.
\pagebreakNum
# C
### Combat Initiate
*Prerequisite: Strength or dexterity 13*
You’ve spent enough time fighting that you’ve found a particular style that suits you best. You gain the following benefit:
- You can gain one fighting style from the choices available for a fighter. You may take this feat multiple times but you must choose a different fighting style when you do.
### Cat-Like Reflexes
Your lightning quick acrobatic reflexes allow you to brace yourself when you fall.
* You gain proficiency in Acrobatics. If you are already proficient, you gain expertise in the skill.
* When you fall, you can use your reaction to soften your landing by bracing yourself for impact. You can ignore a number of feet equal to your Acrobatics bonus times 10. (ex. If your Acrobatics bonus is +7 and you fall 80 feet, you would ignore 70 feet of falling and only take fall damage for the 10 feet remaining.)
* You are not knocked prone even if you take damage from the fall.
### Carving Strike
Like a fearsome tornado of whirling death, you strike everything around you.
- If there is at least two enemies within reach of a melee weapon attack from you, you may use your action to attack them all. This does not count as using the Attack action for the purpose of Extra Attack.
### Critical Rejuvenation
*Prerequisite: The ability to use at least one healing ability or feature.*
Due to your mastery of healing magic, sometimes even your skills at healing surprise you.
- You have +1 to all healing spells.
- Whenever you cast a healing spell, roll a d20. On a 19 or 20, you add another die to the amount healed.
### Critical Inspiration
Watching your allies do an amazing job can inspire you to do an even better job.
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When a non-hostile creature within 30 ft. of you rolls a critical hit on an attack, your next attack roll has advantage.
- When an allied creature within 30 ft. of you rolls a maximum on an ability or skill check, you get advantage on your next ability or skill check.
### Close Quarters Shooter
You have trained yourself in the delicate art of using ranged
weapons in close quarters combat. You gain the following
benefits:
- an attack with a ranged weapon while within 5
feet of a hostile creature does not impose disadvantage on
the attack roll.
- You cannot make a ranged attack roll with disadvantage at
any target within 30 feet of you. However, if you would
normally have disadvantage when making an attack roll
within this range, such as a magical effect or obscured
vision, you cannot get advantage on the attack roll either.
- You can make opportunity attacks with ranged weapons.
Your reach for these attacks is 15 feet.
### Competitive Fighting
While for most people fighting is a life or death situation, you see it more like a game, and you want the highest kills you can get.
- Increase your Dexterity or Strength score by 1, to a maximum of 20.
- If an ally reduces a target to 0 hit points that was within 15 ft. of you, your next attack and damage roll has +1 added to it. This caps at +5.
### Coordinated Strike
Working as a pair, you and an ally attack in tandem, throwing your enemies off.
- You many hold your attack action to attack a target creature until targeted ally makes an attack against the same creature.
- When they do, you and your ally attack with an advantage at the same time. This can only happen once per held action.
- This does not count as a reaction.
\pagebreakNum
# D
### Dirty Fighter
All is fair in a fight. You are able to use every trick in the book to gain an upper hand in battle.
* Increase your Strength score by 1, to a maximum of 20.
* You have advantage when making or breaking a grapple.
* If you take the Attack action on your turn, you can use a bonus action to do one of the following unarmed attacks. The target must be within your reach and you must have the ability to move your body to do so; if you want to punch, you must have a free hand.
If an ability requires a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Strength Modifier.
|Attack Type|Result|
|:-|:-|
|Punch / Kick|Bludgeoning damage equal to 1d4 + Strength modifier|
|Head Butt|Target must succeed on Strength saving throw, on a failed save they are reeling and their speed is reduced to 0 until the end of their next turn.|
|Knee to the Groin|Target must succeed on Constitution saving throw, on a failed save they have the wind knocked out of them and their next attack is made with disadvantage|
|Trip|The target must succeed on Dexterity saving throw, on a failed save the target is knocked prone.|
\pagebreakNum
# E
### Exotic Master
Through your travels and rigorous training abroad, you have learned to master tools of far away lands.
- Gain proficiency with Exotic Weapons and Sheilds
- Gain Intimidating Weapons Display: Use your reaction to impose a disadvantage on a creature attacking a friendly creature within melee range.
\pagebreakNum
# F
### Firearms Trainee
From bows and crossbows you see the way of progress and black powder. You gain the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20
* You gain proficiency in Firearms and Tinker's tools
* You can repair Firearms out of combat
### Forceful Magic
*Prerequisite: Caster*
Tapping into the plane of Force you are able to put extra OOMPH into your spells. You gain the following benefits.
- Any creature making a strength saving throw to resist the effects of one of your spells does so at disadvantage
- Whenever you make a successful melee spell attack you may make a shove attempt against the same target as a bonus action. You use your spell casting modifier instead of strength (athletics) for the check.
- Any spell effects you create that knock a creature away from you pushes the creature an additional 5 feet.
\pagebreakNum
# G
### Gauntlet Master
You have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits.
- You have a +1 bonus to attack and damage rolls with gauntlets.
- When you have a free hand or hand wielding a gauntlet, you can use your reaction when being attacked to increase your armor class by 2. This effect lasts until the start of your next turn.
- You cannot be disarmed of gauntlets unless you are unconscious.
\pagebreakNum
# H
### Heat Of The Moment
Desperate times call for desperate measures. You think you are an expert of split decisions, but some times the ends don't justify the means.
- You gain proficiency with throw and melee improvised weapons.
- Add +1 to attack and damage rolls with improvised weapons.
- As a bonus action, you can use one of the following abilities to throw your weapon:
1. Throw your slashing weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and the creature must use its action to pull the slashing weapon out of themselves or take 1d6 slashing at the end of their turn.
2. Throw your Bludgeoning weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and make a Strength saving throw or take 2d6 bludgeoning damage. Half damage on a save.
3. Throw your Piercing weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and the creature is restrained. It must use its action to pull the piercing weapon out of themselves or take 1d4 piercing at the end of their turn.
4. Throw your Bow: Dex+ Prof to hit, 20/40 ft. Range, 1d8 +Str on hit.
5. Throw your Gun: Dex+ Prof to hit, 30/60 ft. Range, 1d10 +Str on hit
\pagebreakNum
# I
### Idiot Savant
*Prerequisite: your intelligence must be 9 or less.*
You may not be smart but you have your moments. Choose one of the following skills:
- Arcana, History, Medicine, Nature, Religion, or Survivial. This skill becomes +5 regardless of your ability modifier.
### Improvised Weapon Master
You have a natural ability to make any object a viable weapon in combat.
* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You have proficiency using all improvised weapons.
* All one handed improvised weapons are considered finesse weapons.
* All improvised weapons deal 1d6 damage.
* When you roll a 1 on your attack roll with an improvised weapon, you can re-roll it and you must use the new result. You can use this feature once per long rest.
### Increasing Vengeance
While in combat, you become increasingly more reckless after each take down and find it hard to distinguish friend from foe.
- Increase your Constitution score by 1, to a maximum of 20.
- When you land the last blow on a creature and it is killed or knock unconscious, roll 1d6. If you roll a 6, make another melee attack as a reaction and add an extra damage die to the damage. If you roll a 1, attack the nearest creature with a disadvantage.
\pagebreakNum
# L
### Lance Mastery
You have mastered the use of a lance, a normally unwieldy
and difficult to use weapon. You gain the following benefits:
- You gain a +1 bonus to damage rolls with this weapon.
- You can attack a creature with a lance within 5 feet of you
without disadvantage. The weapon's damage die for this
attack is d8.
- You can make your lance a defensive force that impedes
enemy movement. While wielding a lance, any area within
10 feet of you is considered difficult terrain for hostile
creatures.
\pagebreakNum
# M
### Marksman
You've always been a great shot, even though it might not seem like it.
- You have +1 to all attack rolls with firearms.
- You gain proficiency with Firearms.
### Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class, or the Bandit archetype in the Rogue class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) for Battle Master, or 8 + your proficiency bonus + your Dexterity modifier for Bandit.
- If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
### Morningstar Master
The morningstar is a special club, a club that you have learned how to use properly compared to other users of it.
- You have proficiency in morningstars.
- You have +1 to attack rolls with morningstars.
- When wielded by you, morningstars have the versatile (d10) property.
- After landing a successful attack with a morningstar, you may use your bonus action to hit harder with that attack, making another attack that deals 1d4 bludgeoning damage. This bludgeoning damage does not add your ability modifier, unless you possess the Two-Weapon Fighting fighting style.
\pagebreakNum
# N
### Net Mastery
You can use a net with maximum efficiency. You gain the
following benefits:
- You gain a +1 bonus to attack rolls with this weapon.
- The range of your net increases to 10/30.
- The DC to escape your net is now equal to 8 + your
proficiency bonus + your Strength or Dexterity modifier,
and it now takes 10 slashing damage (AC = 8 + your
Strength or Dexterity modifier) to free the creature from
your net.
- You can affect Large creatures with your net. Attacks
made with a net against Large creatures are made with
disadvantage.
\pagebreakNum
# O
\pagebreakNum
# P
### Parkour
You can use your momentum from running to leap off walls, leap, tumble and long jump.
* You gain proficiency in either Athletics or Acrobatics,. If you are already proficient in your chosen skill, you gain expertise.
* After moving a minimum of 10 feet, you can vault yourself off a wall adjacent to you. You are able to jump 10 feet, over creatures medium size or smaller, and land on the opposite side of them.
* There is no penalty when you long or high jump without moving 10 feet first.
* You do not provoke any attacks of opportunity when you are leaping over a creature.
### Pistol Mastery
You have learn to wield pistols as a master, gunning down enemies without mercy. While using pistols you gain the following benefits:
- While dual wielding pistols, add your Dex to your off-hand attack.
- While using a pistol and shield, you can use your bonus action to to take a defensive stance and add +1 to your AC and add +2 to your damage.
- Gain +2 to attack rolls made with a pistol.
### Pressure Point Expert
*Prerequisite: Character level 2, Dexterity 13 or greater, Medicine skill +3 or greater*
Your high agility and knowledge of humanoid anatomy allows you to use your opponents own strength against them. You gain the following benefits:
- You may use athletics OR acrobatics when attempting a grapple.
- You have advantage when attempting to escape a grapple.
- If you are grappling a humanoid creature and your grapple check is 22 or greater the creature is also stunned until your next turn.
### Puncturing Charge
When you run up to something, you don't just stop then hit it. You slam into a target while you hit it.
- When you move at least 20 ft. straight towards a target before a melee weapon attack, add your proficiency bonus to the damage roll if it hits.
- you reduce a target to 0 hit points this way, you may make an attack on any target that was 5 or 10 ft. behind it.
\pagebreakNum
# Q
### Quick Thinking
*Prerequisite: Intelligence 13 or higher*
You are able to rapidly focus, analyze your circumstances, and take appropriate action. You gain the following benefits:
- Increase your intelligence score by 1, up to a maximum of 20
- When rolling initiative, you may use your intelligence modifier in place of your dexterity modifier.
- Once, during the first round of combat and only if you are not surprised, you may choose one of the following effects:
If targeted by an attack, use your reaction to increase your AC by an amount equal to your INT Modifier or Add an amount equal to your intelligence modifier to an attack roll
\pagebreakNum
# R
### Rifle Mastery
Through training, your skills using the rifle are unrivaled. While using a rifle you gain the following benefits:
- You get a +1 bonus to attack rolls made with this weapon.
- While using a rifle, you can use your bonus action to take aim. Gain an advantage on your next attack with a rifle.
- While using a rifle, you can use your bonus action to make an attack with the butt end of your rifle to make an melee attack, Str + Prof to hit, 5 ft. range 1d6 + Str on hit.
\pagebreakNum
# S
### Sacrifice
You are willing to place yourself in harms way to protect your comrades.
- Increase your Constitution score by 1, to a maximum of 20.
- When you are within 5 feet of an ally, and that creature is the target of an melee or ranged attack that you can see, you can use your reaction to swap places with your ally. When you do, you become the target of the attack.
- You and your ally do not provoke an attack of opportunity when using this ability.
### Scythe Mastery
You have mastered the deadly farming tool known as a
scythe. You gain the following benefits:
- You get a +1 bonus to attack rolls made with this weapon.
- When you use a scythe, its damage die changes from d6 to
d8. (This benefit has no effect if another feature has
improved the weapon's damage die.)
- Once per turn, when you hit a creature you with this
weapon, you can force it to make a Strength saving throw.
(DC = 8 + your proficiency bonus + your Strength or
Dexterity modifier). If they fail, they are knocked prone.
- When you wield a scythe, you can use your Dexterity or
Strength modifier for attack and damage rolls.
### Shield Wall
Putting yourself between your allies and a stampeding enemy is where you feel at home. You gain the following benefits:
* While holding a shield, if you see and enemy move at least 10 ft. in a strait line towards you or an ally, you can use your reaction to move 10 ft. If you end your movement within 5 ft. of an enemy you may make a weapon attack with your shield. On a hit the attack deals 1 plus your Strength modifier in bludgeoning damage, and the target that you hit cannot use its remaining movement to move passed you unless they move 10 ft. around you. This effect last until the start of your next turn.
* When you attack and enemy with your shield as a reaction you gain +1 to your AC against the target that you attacked. This last until the start of your next turn
### Street Fighter
Your skills as a street fighter are excellent, making your opponents think twice. When you take this feat you gain the following features:
- you gain proficiency with improvised weapons
- When using an improvised weapon, increase the damage dice. (E.g d6 is now d8 and a d10 is a d12)
- as a bonus action you can use your unarmed attack to execute one of the following moves:
1. Roundhouse Kick- creatures within your unarmed attack range must make a dexterity save or take 1d6+ Dex and are knocked prone.
2. Uppercut- Str + Prof to hit, Str + 2d4 on hit. If you hit a crit, the creature is stunned until your next turn.
\pagebreakNum
# T
### Thrown Weapon Master
You have mastered the art of throwing weapons in fast
flourishes. You gain the following benefits:
- You gain a +1 bonus to attack rolls with thrown weapons.
- When you take the attack action on your turn, you can use
a bonus action to attack with a thrown weapon that has
the light and finesse property.
- When you roll initiative and are not surprised, you can use
your reaction to make a thrown weapon attack at a
creature of your choosing within the weapon's normal
range.
### Tiny, But Mighty
*Prerequisite: Strength 13, Small size*
Your small size does not impede you using certain weapons
effectively. Increase your Strength score by 1, to a maximum
of 20. You do not have disadvantage on attack rolls with heavy
weapons.
### Trick Firearm Utility
*Prerequisite: Proficiency in Firearms and Trick Weapons*
By combining the versatility of range weapons with close combat your knowledge grows. You gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20
* You gain proficiency in Trick Firearm weapons
### Trick Weapon Novice
*Prerequisite: Proficiency with Simple Weapons*
You Have trained in the art of Trick Melee Weapons and thus begins a long road. You gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20
* Proficiency In Trick Melee Weapons
### Trick Weapon Master
*Prerequisite: Proficiency in Trick Weapons*
You have mastered the art of of trick weapons and how they work has become second nature to you. You gain the following benefits:
* Increase your Strength or Dexterity score by 1, to a maximum of 20
* You can transform Trick Melee and Trick Firearms weapons as a bonus action. You can use this bonus action between extra attacks, but must use the weapons new properties that it has in the new transformed state
\pagebreakNum
# U
\pagebreakNum
# V
### Versatility
You have learned how to wield weapons more powerfully than most warriors do, and your strikes can show it.
- If a weapon does not have the Two-Handed, Versatile, or Light properties, is melee, and has a damage die lower than 2d6 or 1d12, you may treat it as a Versatile weapon, increasing the die size by 1.
- For example, the Rapier is 1d8, finesse, but not versatile. If you wield it in two hands with this feat, it would deal 1d10 damage.
\pagebreakNum
# W
### Warlord's Bloodlust
You revel in the heat of the battle, and when you hit someone hard enough, to you, it feels like your wounds don't even exist.
- When you hit with a critical strike, you heal 1d4 + your Constitution modifier hit points. This can only activate once per round.
- When you hit with a critical strike, you may quickly strike a different target within range of you with disadvantage.
### Whip Mastery
You have mastered the use of a whip after extensive training.
You gain the following benefits:
- You gain a +1 bonus to attack rolls with this weapon.
- Once per turn, when you hit a creature with this weapon,
you can force it to make a Strength saving throw (DC = 8
+ your proficiency bonus + your Strength or Dexterity
modifier). If they fail, you can grapple them, disarm them,
or pull them 5 feet towards you.
- You can interact with objects within your whip's reach,
such as closing or opening doors and picking up items.
- You can use a bonus action to lash out on an anchoring
point within your whip's range and pull yourself to it. This
does not cost movement to do.
\pagebreakNum
# X
\pagebreakNum
# Y
\pagebreakNum
# Z
\pagebreakNum
#### Enchanting Potentcy Table
___
1. explodes
2. -2 damage dice
3. -1 damage dice
4. normal
5. +1 damage dice
6. +2 damage dice
1.Destructively Vicious-50gp of Mage Supplies, target melee weapon does an additional 1d6 destructive damage and you add an extra damage dice when you hit a critical
##
2.Destruction Arrows- 50gp of Mage Supplies for 5 arrows, target arrows now do an extra 2d4 destructive damage and creatures within 5ft must make a DC12 Dexterity saving throw or they also take the extra damage.
##
3.Linear Rounds- 50gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 line must make a DC 12 Dexterity saving throw or take 3d4 destructive damage.
##### -Level 2-
##
#### Enchantments
You can spend 1 hour creating an item to make an intelligence check DC12 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.
___
1.+1 Destructively Vicious-700gp of Mage Supplies, target melee weapon does an additional 3d6 destructive damage and you add an extra damage dice when you hit a critical
___
2.+1 Destruction Arrows- 700gp of Mage Supplies for 5 arrows, target arrows now do an extra 4d4 destructive damage and creatures within 5ft must make a DC13 Dexterity saving throw or they also take the extra damage.
___
3.+1 Linear Rounds- 700gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 line must make a DC 13 Dexterity saving throw or take 3d6 destructive damage.
___
#### Destruction Crafting
You can spend 4 hours creating an item to make an intelligence check DC13 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.
### Weapons
##### Simple Weapons
| Name | Cost |Damage | Range | Weight | Properties
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Scythe | 5sp | 1d6 Slashing | 4 lbs | Two-handed, Simple, reach | — | — | — | — | — | — | — | — | — |
| Gauntlets | 2gp | 1d4 Bludgeoning | 1 lb | Light |
|Combat knife| 2gp|1d4 Piercing| 1 lb| Finesse, Light, Thrown (20/60)|
|Metal Rod|2gp|1d6 Bludgeoning|3 lb|-|
|Boar Spear | 5 gp | 1d6 piercing | 5 lb. | Versatile (1d8), winged
| Club | 1 sp |1d4 bludgeoning|2 lbs.|Light, nonlethal|
| Dagger | 2 gp |1d4 piercing/slashing |3/4 lb.|Finesse, finisher, light, prone fighting, thrown (range 20/60)|
|Goedendag | 5 sp | 1d4 bludgeoning/piercing | 3 lbs. | Finisher, sundering
| Greatclub | 5 sp |2d4 bludgeoning|10 lb.|Heavy, nonlethal, status, two-handed |
| Handaxe | 3 gp |1d6 slashing|2 lb.|Light, status, thrown (range 20/60)|
| Javelin | 5 sp |1d6 piercing|2 lb.|Thrown (range 60/120) |
|Light Hammer | 2 sp |1d4 bludgeoning|2 lb.|Light, status, thrown (range 20/60) |
|Mace | 5 gp |1d6 bludgeoning|4 lb.|Sundering |
|Quarterstaff | 2 sp |1d6 bludgeoning|4 lb.|Nonlethal, versatile (2d4) |
|Sickle | 1 gp |1d4 slashing|2 lb.|Ensnaring, light, status|
|Shortspear | 1 gp |1d6 piercing|4 lb.|Light, versatile (1d8) |
|Wrist Blades|1 gp|1d4 slashing|1 lb.|Finesse, light|
| Arcane Quarterstaff | 15 gp | 1d6 bludgeoning | 5 lb. | versatile (1d8) |
| Brass Knuckles | 2 gp | 1d6 bludgeoning | 1 lb. | Light |
| Druidic Quarterstaff | 5gp | 1d6 bludgeoning | 5 lb. | versatile (1d8) |
| Fist of Gratia | 10 gp | 2d4 bludgeoning | 2 lb. | Light, special |
| Holy Bident | 15 gp | 1d6 piercing | 4 lb. | thrown (range 20/60), versatile (1d8) |
| Hunting Horn | 20 gp | 1d8 bludgeoning | 30 lb. | heavy, special, two-handed |
| Iron Ball | 5 gp | 1d8 bludgeoning | 10 lb. | Thrown (15/45) |
| Ring Knife | 5 sp | 2 slashing/ piercing | - | Added to unarmed/ grapple damage |
| Spiked Ball | 5 gp | 1d8 piercing | 5 lb. | Thrown (15/45) |
\pagebreakNum
##### Martial Weapons
| Name | Cost |Damage | Weight | Properties
|:---:|:---:|:---|:---:|:---:|
|Energy Staff|15 gp|1d6 bludgeoning|2 lb.|Reach, energy burst, two handed|
|Forearm Blade|25 gp|1d6 slashing|2 lb.|Finesse, light|
|Glaive|20 gp|1d10 slashing|6 lb.|Heavy, reach, two-handed|
|Grandblade|50gp|2d6 slashing|6 lb.|Heavy, two handed|
|Greataxe|30 gp|1d12 slashing|7 lb.|Heavy, two handed|
|Longblade|15 gp|1d8 slashing|3 lb.|Versatile (1d10)|
|Whip|25 gp|1d6 slashing|2 lb.|Finesse, reach|
|Sabre|20 gp|1d8 slashing|3 lb.|Finesse|
|Shortblade|10gp|1d6 piercing|2 lb.|Finesse, light|
|Warhammer|15 gp|1d8 bludgeoning|3 lb.|Versatile (1d10)|
| Arming Sword |20 gp |1d8 piercing/slashing |2 lb. | Parry, special
| Bastard Sword |30 gp |1d8 piercing/slashing |3 lb. | Parry, status, versatile (2d4)
| Battleaxe |10 gp |1d8 slashing |4 lb. | Status, sweeping, versatile (2d4)
| Estoc |25 gp |1d8 piercing |2 lb. | Finesse, sundering, versatile (2d4)
| Flail |10 gp |1d8 bludgeoning/piercing |2 lb. | Bypass, ensnaring, wind-up
| Glaive |20 gp |1d10 slashing |6 lb. | Heavy, reach, sweeping, two-handed
| Greataxe |25 gp |1d12 slashing |12 lb.| Finisher, heavy, special, two-handed
| Greatsword |50 gp |2d6 piercing/slashing |7 lb. | Heavy, parry, status, sweeping, two-handed
| Guisarme |5 gp |1d10 piercing |8 lb. | Ensnaring, heavy, reach, two-handed
|Gun Blade|35gp|1d8 Slashing|3 lb.|special, versatile(2d4)
| Halberd |25 gp |1d10 piercing/slashing |9 lb. | Ensnaring, heavy, reach, status, two-handed
| Harpoon |10 gp |1d8 piercing |4 lb. | Status (slashing), thrown (range 20/60)
| Lance |10 gp |1d12 piercing |6 lb. |Cavalry, reach, special, status
| Longsword |35 gp |1d10 bludgeoning/piercing/slashing |3 lb. |Parry, sundering, status, two-handed
| Lucerne |20 gp |1d10 bludgeoning/piercing|7 lb. | Heavy, reach, sundering, two-handed
| Maul |10 gp |2d6 bludgeoning |12 lb.| Finisher, heavy, status, sundering, two-handed
| Morningstar |15 gp |1d8 bludgeoning/piercing |4 lb. |Special, sundering
| Parrying Dagger |3 gp |1d4 piercing |1 lb. |Finisher, finesse, light, parry, prone fighting
| Pike |5 gp |1d10 piercing |8 lb. |Heavy, reach, two-handed, wind-up
| Pollaxe |35 gp |1d10 bludgeoning/piercing/slashing | 10 lb. | Heavy, parry, status, two-handed
| Rapier |25 gp |1d8 piercing |2 lb. |Finesse, parry, status
| Ranseur |25 gp |1d10 piercing/slashing |8 lb. | Heavy, reach, two-handed, winged
| Sabre | 25 gp | 1d8 slashing |4 lb. | Cavalry, finesse, sweeping
| Scimitar |20 gp |1d6 slashing |3 lb. |Cavalry, finesse, light, status
| Shortsword |10 gp |1d6 piercing/slashing |2 lb. |Finesse, light, parry, status
| Shotel |10 gp |1d8 piercing/slashing |3 lb. |Bypass, ensnaring, finesse
| Spear |2 gp |1d8 piercing |5 lb. | Reach, versatile (1d10)
| War Pick |5 gp |1d8 piercing |2 lb. |Status, sundering, versatile (2d4)
\pagebreakNum
# Shop
#### Trick Melee Weapons
| **Name** | **Cost** | **Damage** | **Weight** | **Properties** |
|:---:|:-----------:|:---:|:------:|:--------:|
| Amygdalan Arm | 70 gp | 1d10 bludgeoning | 3 lb. | Trick |
| Beast Claw | 25 gp | 1d4 slashing | 2 lb. | Finesse, light, trick |
| Beast Hunters Saif | 25 gp | 1d6 slashing | 5 lb. | Finesse, trick |
| Beast Cutter | 30 gp | 1d8 bludgeoning | 8 lb. | Heavy, trick |
| Blade of Mercy | 35 gp | 1d8 slashing | 3 lb. | Finesse, trick |
| Bloodletter | 30 gp | 1d6 bludgeoning | 10 lb. | Special, trick |
| Boom Hammer | 55 gp | 1d8 bludgeoning | 10 lb. | Trick, versatile (1d10) |
| Burial Blade | 90gp | 1d6 slashing | 6 lb. | Finesse, trick, versatile (1d8) |
| Chikage | 80 gp | 1d8 slashing | 3 lb. | Finesse, special, trick, versatile (1d10) |
| Church Pick | 30 gp | 1d6 piercing | 10 lb. | Finesse, trick |
| Holy Moonlight Sword | 100 gp | 1d10 slashing | 6 lb. | Heavy, trick, versatile (2d6) |
| Hunter Axe | 30 gp | 1d6 slashing | 5 lb. | Trick |
| Kirkhammer | 30 gp | 1d10 bludgeoning | 8 lb. | Heavy, trick, two-handed |
| Logarius' Wheel | 65 gp | 1d6 bludgeoning | 8 lb. | Heavy, special, trick |
\pagebreakNum
# Shop
##### Simple Ranged Weapons
| Name |Cost | Damage | Weight | Properties |
|:---------------:|:---:|:-------------:|:-------:|:--------:|:-----------|
| Blowgun |10 gp|1 piercing|1 lb.|Ammunition (range 25/50), loading, special
| Dart |5 cp |1d4 piercing |¼ lb. |Finesse, thrown (range 20/60)
| Light Crossbow |25 gp|1d8 piercing |5 lb. |Ammunition (range 60/120), loading, two-handed
| Shortbow |25 gp|1d6 piercing |2 lb. |Ammunition (range 90/360), two handed
|Sling |1 sp |1d4 bludgeoning| 1/4 lb. |Ammunition (range 30/60), nonlethal
| Boomerang | 3gp | 1d6 Bludgeoning | 1/4 lbs | Finesse, light, Simple, Airfoil, thrown, (range 25/80) |
|Pistol, light|20 gp|1d6 piercing|1 lb.|Adaptable, ammunition, light, reload (15 shots),(range 50/150)|
|Rifle, short|25 gp|1d8 piercing|3 lb.|Ammunition, reload (6 shots),(range 70/210)|
|Throwing Blade|2 sp|1d4 piercing|1/4 lb.|Finesse, thrown, (range 30/90)|
##### Martial Ranged weapons
| Name | Cost |Damage | Weight | Properties
|:---:|:---:|:---|:---:|:---:|:---:|
| Chakram | 8gp | 1d6 Slashing | 1 lb | Finesse, Light, Martial, Airfoil, Thrown (range 35/100) |
| Hand Crossbow | 75 gp|1d6 piercing|3 lb.|Ammunition (range 30/60), light, loading, prone fighting
| Heavy Crossbow|50 gp|1d12 piercing|12 lb.|Ammunition (range 100/200), heavy, loading, status, two-handed
| Longbow |75 gp| 1d10 piercing|5 lb.| Ammunition (range 150/600), heavy, status, two-handed
| Recurve Bow|50 gp|1d8 piercing|3 lb.| Ammunition (range 100/400), two-handed|
| Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) |
|Pistol, arm|50 gp|1d6 piercing|1 lb.|Ammunition (6 shots), reload, (range 30/120)|
|Pistol, auto|25 gp|1d6 piercing|2 lb.|Burst fire (2), (range 60/300)|
|Pistol, heavy|40 gp|1d8 piercing|3 lb.|Burst fire (2), recoil (1), (range 50/250)|
|Rifle, auto|30 gp|1d10 piercing|5 lb.|Burst fire (3), recoil (1), two handed, (range 80/400)|
|Rifle, heavy|50 gp|2d6 piercing|8 lb.|Burst fire (3), heavy, recoil (2), two handed, (range 100/500)|
|Rifle, sniper|80 gp|2d8 piercing|8 lb. |Heavy, two handed, special, (range 300/2000)|
|Shotgun|25 gp|1d8 piercing|7 lb.|Reload, two handed, special, (range 30/90)
\pagebreakNum
# Shop
#### Trick Melee Firearm Weapons
| **Name** | **Cost** | **Damage** | **Weight** | **Properties** |
|:---:|:-----------:|:---:|:------:|:--------:|
| Gunlance | 400 gp | 1d10 fire | 16 lb. | (Range 10/20), misfire 5, reload 1, trick, two-handed |
| Reiterpallash | 400 gp | 1d10 piercing | 4 lb. | (Range 50/120), misfire 1, reload 2, trick |
| Riflespear | 430 gp | 1d8 piercing | 7 lb. | (Range 25/75), misfire 3, reload 1, trick |
| Simon's Bow Blade | 420 gp | 1d8 piercing | 5 lb. | Ammunition (range 200/800), trick, two-handed |
#### Trick Firearm Weapons
| **Name** | **Cost** | **Damage** | **Weight** | **Properties** |
|:---:|:-----------:|:---:|:------:|:--------:|
| Bad News | 600 gp | 2d12 piercing | 25 lb. | (Range 200/800), misfire 2, reload 1, two-handed |
| Blunderbust | 300 gp | 2d8 piercing | 10 lb. | (Range 25/60), misfire 2, reload 1, scatter |
| Cannon | 500 gp | 2d12 piercing | 25 lb. | (Range 50/100), heavy, loading, misfire 5, reload 1 |
| Church Cannon | 450 gp | 2d10 piercing | 20 lb. | (Range 30/80), heavy, loading, misfire 4, reload 1 |
| Dwarven Blunderbuss | 400 gp | 2d8 piercing | 10 lb. | (Range 25/60), misfire 1, reload 1, scatter |
| Evelynn | 550 gp | 1d12 piercing | 3 lb. | (Range 200/600), light misfire 2, reload 4 |
| Flamesprayer | 350 gp | 1d8 fire | 10 lb. | (Range 15/30), misfire 4, reload 10, scatter |
| Flintlock Pistol | 60 gp | 1d6 piercing | 1 lb. | (Range 40/160), club, light, misfire 1, reload 1 |
| Gatling Gun | 600 gp | 4d4 piercing | 20 lb. | (Range 40/100), heavy, loading, misfire 4, reload 4 |
| Hand Mortar | 800 gp | 2d8 fire | 10 lb. | (Range 30/60), explosive, misfire 3 reload 1 |
| Heavy Bowgun | 400 gp | 1d10 piercing | 40 lb. | (Range 40/160), heavy, misfire 4, reload 5, special, two-handed |
| Hunter's Blunderbuss | 200 gp | 1d8 piercing | 9 lb. | (Range 15/30), misfire 2, reload 2, scatter |
| Hunter's Pistol | 150 gp | 1d10 piercing | 3 lb. | (Range 100/400), light, misfire 1, reload 4 |
| Ludwig's Rifle | 500gp | 1d8 piercing | 10 lb. | (Range 30/60), misfire 2, reload 3, scatter |
| Musket | 300 gp | 1d12 piercing | 10 lb. | (Range 120/480), misfire 2, reload 1, two-handed |
| Palm Pistol | 50 gp | 1d8 piercing | 1 lb. | (Range 40/160), light, misfire 1, reload 1 |
| Pepperbox | 250 gp | 1d10 piercing | 5 lb. | (Range 80/320), misfire 2, reload 6 |
| Piercing Rifle | 400 gp | 1d12 piercing | 8 lb. | (Range 300/900), misfire 4, pierce, reload 6 |
| Pistol | 150 gp | 1d10 piercing | 3 lb. | (Range 60/240), misfire 1, reload 4 |
| Repeating Pistol | 450 gp | 2d10 piercing | 3 lb. | (Range 100/400), misfire 2, reload 2 |
| Scattergun | 500 gp | 1d8 piercing | 10 lb. | (Range 15/30), misfire 3, reload 2, scatter |
\pagebreakNum
# Shop
##### Ammunition
| Name | Cost | Weight | Weapon | Properties
|:----:|:---:|:----:|:----:|:-|
| Barbed Quarrel | 15 cp | 1 oz. | Crossbow | Adds *serrated* modification
| Bodkin Arrow | 30 cp | 1 oz. | Bow | Sundering
| Blowgun Needle | 2 cp | 1 oz. | Blowgun | -
| Broadhead Arrow | 50 cp | 1 oz. | Bow | Slashing damage, status
| Bullet | 30 cp | ⅛ oz. | Gun | -
| Elemental Ammunition | 50 gp | 1 oz. | All | Special
| Field Arrow | 5 cp | 1 oz. | Bow | -
| Hunting Bolt | 2 cp | 1 oz. | Crossbow | Bludgeoning damage, Nonlethal
| Sling Bullet | 1/5 cp | 1 oz. | Sling | -
| Silver Bullet | 15 gp | ⅛ oz. | Gun | Special
| Grapeshot | 10 gp | 3 oz. | Gun | Special
| Quarrel | 5 cp | 1 oz. | Crossbow | Sundering
\pagebreakNum
### Exotic Weapons
Exotic weapons are unwieldy, niche, or revolutionary. Some make poor weapons without intensive, specialized training. Others may be less effective weapons than popularly conceived and require expertise to use effectively. You can gain proficiency in an exotic weapon using *Weapons Master* and *Exotic Master* Feat
##### Exotic Melee Weapons
| Name | Cost | Damage | Weight | Properties
|:---:|:-----:|:-----:|:-----:|:-----|
| Cestus | 1 gp | 1d4 bludgeoning |1/2 lbs. |Nonlethal, light, special, status
| Chain Whip | 5 gp | 1d6 bludgeoning | 10 lbs. | Bypass, ensnaring, special, versatile (1d8)
| Garotte Wire | 5 gp | 1d6 slashing |1/4 lb.| Finesse, light, special, two-handed
| Gauntlet-sword | 25 gp | 1d6 slashing | 4 lb. | Cavalry, light, special
| Hooksword | 35 gp | 1d8 slashing | 3 lb. | Ensnaring, parry, status
| Trident | 5 gp |2d4 piercing|4 lb.| Thrown (range 20/60), versatile (1d10), winged
| Whip | 2 gp |1d4 slashing |3 lb.| Ensnaring, finesse, reach
| Unarmed Strike | - |1 bludgeoning | -| Nonlethal, special
##### Exotic Ranged Weapons
| Name | Cost | Damage | Weight | Strength | Properties
|:-----------:|:------:|:---------------:|:-------:|:--:|:-----|
| Arquebus | 500 gp | 2d8 piercing | 10 lbs. | - | Ammunition (range 60/120), gunpowder, loading, two-handed
| Boomerang | 25 gp | 1d4 bludgeoning | 1 lb. | - | Finesse, nonlethal, special, thrown (range 30/60)
| Greatbow | 200 gp | 2d6 piercing |25 lb. |Str 18| Ammunition (range 150/600), heavy, special, status, two-handed
| Handgonne | 250 gp | 2d6 piercing | 3 lb. | - | Ammunition (range 30/90), gunpowder, loading
| Net | 1 gp | - | 3 lb. | - | Special, thrown (range 5/15)
##### Exotic Shields
| Name | Cost | Damage | Weight | Grip | Properties |
|:---:|:-----:|:-----:|:-----:|:---:|:-|
| Dueling Shield | 100 gp | - | 6 lbs. | Handle | Special, versatile (1d8 piercing) |
| Lantern Shield | 300 gp | 1d4 piercing | 4 lb. | Strap | Light, special |
\pagebreakNum
# Shop
### Armor List
##### Capes, Cloaks, and Robes
| Armor | Cost | Armor Class (AC) | Abilities | Weight |
|-----------------|-------|-------------------|--------------|--------|
|Earth Cloak|50 gp|0 AC| Resistance to non-magical damage| 5 lbs.|
|Stone Cape| 75 gp|0 AC| Use your reaction to block 1d4 damage|5 lbs.|
|Robe of Light| 65 gp| 0AC| Use your reaction to open your robe and flash the creature attacking you. It now is scared in more then one way and has disadvantage on that attack. You may only use this once per round.|5 lbs.|
##### Light Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------|
| Padded | 5 gp | 11 + Dex modifier | — | Disadvantage | 8 lb. |
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
##### Medium Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------|
| Hide | 10 gp | 12 + Dex modifier (max 2) | — | — | 12 lb. |
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | — | — | 20 lb. |
| Scale mail | 50 gp | 14 + Dex modifier (max 2) | — | Disadvantage | 45 lb. |
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
##### Heavy Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------|
| Ring mail | 30 gp | 14 | — | Disadvantage | 40 lb. |
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
##### Shields
| Name | Cost | +AC | Weight | Properties | Grip |
|:----:|:---|:----:|:----: |:-:|:-|
|Buckler|8 gp|1|2 lb.| Light, parry | Handle |
|Shield|10 gp|2|6 lb.| - | Handle, strap
|Tower Shield|50 gp|3|10 lb.| Special | Strap
\pagebreakNum
### Weapon Proficiencies
This chart adds three new weapon proficiencies. **Trick Melee Weapons** can still be used but they cannot be transformed and are stuck in the form that they are found in. There are also **Trick Firearm Weapons**, and **Firearms**. These proficiencies can be found in backgrounds or gained as feats detailed later
### Weapon Properties
**Airfoil.** A weapon with the airfoil property will return to you at the beginning of your next turn when thrown. You must have a free hand to catch it or it will fall at your feet.
**Club.** In tough times a weapon with this property can be used as a close combat weapon deals 1d4 of bludgeoning damage and uses your strength.
**Explosive.** Upon hitting a creature, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8+ proficiency+ Dexterity modifier) or take 1d8 fire damage. If the weapon misses, the ammo fails to detonate and bounces away harmlessly.
**Loading.** A weapon with this feature must be loaded as an action regardless of class abilities do to the delicate processes needed to load each shot.
**Misfire.** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower then the weapon's misfire score, it miss fires. The attack misses, and the weapon cannot be used again until you spend an action to repair it. To repair the weapon, you must make a successful Tinker's Tool check (DC equals 8+ misfire score). If the check fails, the weapon is broken and must be repaired out of combat at half of it's cost.
**Pierce.** A weapon with this property if it kills a target with its damage will pass through and deal damage to the next creature is a straight line make a new attack roll against the new target and it deals -2 less damage that gets exponentially worse for each target after. (e.g -2,-4.-8, etc., etc.).
**Reload.** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload it. You must have one free hand to reload a firearm.
**Scatter.** A weapon with this trait can fire a special ammunition that hits everything in the weapons first range increment. Make an attack roll against each target within range separately, but only make one damage roll for all targets hit.
**Trick.** Weapons that have this property can be transformed as an action. What they transform into is described later in the **Trick Weapons** section. Transforming your weapon is an action and weapons can lose and gain traits as they transform.
### Special Weapons
**Bloodletter.** You must siphon part of your life to transform the weapon. You give up any number of your hit die and take that as damage as force damage and your hit die are expended.
**Fist of Gratia.** When you Score a critical hit with this weapon it gives the target the **Stunned** condition until the end of its next turn.
**Chikage.** While transformed this weapon if siphons your health at the end of each of your turns you take 1d8 of force damage.
**Greatbow.** You must have a strength score of 15 or higher to use this weapon.
**Heavy Bowgun.** "Anything" can be ammo if you are brave enough. Depending on what improvised ammunition you are firing it either increases or decreases this weapons misfire and damage die. The DM determines the damage and misfire of the ammo you chose and lets you know after it has been fired once. Only things that can fit down the barrel of the gun can be fired.
**Hunting Horn.** You must be proficient in a musical instrument to use these features. As an Action you can play a song into the instrument, Choose on of the following effects. **Rally.** (Your allies have advantage on attack roles as long as they can here the song), **Irritating Pipes** (Your enemies have disadvantage on attack roles as long as they can hear the song), and **Retreat** (Your allies can add half their base movement speed as long as they hear the song, this is only added if they are running away from an enemy). You may also play shorter songs as a bonus action and chose one of these effects, **Sharp.** (Your allies add a 1d4 to there attack roles as long as they
hear the song), or **Flat** (Your enemies subtract 1d4 from their attack roles as long as they hear the song). You can only have one song up at a time.
**Logarius' Wheel.** Every time you spin the wheel in its transformed stat the weapon siphons more hp during your turn. For every spin you take 1 damage force damage. Can be used up to a maximum of 4 times per use.
### Trick Weapons
**Amygdalan Arm.** A piece of the limb detaches from the club. The weapon gains *Reach* and deals slashing damage.
**Beast Claw.** Injecting your off hand with feral hook at the back of the weapon. Your offhand transforms (along with anything being worn or carried) into a bestial claw. You can the *Beasthood* condition, become proficient in off hand attacks, and it deals 1d6 of slashing damage. This Transformation last for one minute.
**Beast Hunter Saif.** The sythe-like blade extends from the weapon. The weapon gains *Reach*
**Beast Cutter.** The heavy club segments loosen into an extra long whip. The weapon gains *Finesse*, and has a reach of 15 ft. You have disadvantage to attack anything within 10 ft.
**Blade of Mercy.** The slender Longsword splits into two smaller swords that deal 1d6 slashing damage each. They have the same weapon properties.
**Bloodletter.** The weapon extends into a two-handed mace. The weapon gains *Two-handed* and deals 1d12 of piercing and deals necrotic damage equal to the damage that you took. This transformation last a number of rounds equal to the hit die spent.
**Boom Hammer.** The back spike of the weapon clicks back. Your next attack deals an extra 1d6 of fire damage before the weapon resets back to its normal state.
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**Burial Blade.** The blade clicks into a handle transforming it into a two-handed scythe. The weapon gains *Reach* and *Two-handed* and deals 1d12 of slashing damage.
**Chikage.** The weapons becomes coated in your blood. It gains *Two-handed* and uses its versatile damage. The weapon also deals an additional 1d8 necrotic damage.
**Church Pick.** The miniature-lance extends into a full size war pick. The weapon gains *Two-handed* and deals 1d10 piercing damage
**Gunblade.** The fusion of close and ranged combat, gunblades are difficult to utilize properly, also requiring high maintenance. While attacking and as a bonus action, you can pull the trigger on the gunblade to fire a bullet as you attack. This weapon has both the properties of a longsword and a pistol, except the pistol deals 1d6 piercing damage instead.
**Gunlance.** The gun becomes hidden in the end of a lance as the bayonet conceals the barrel. The weapon looses all firearm properties and gains *Reach*, deals 1d12 piercing damage, you have disadvantage to attack targets within 5 ft. of you, and it requires two-hands to wield if you are not mounted.
**Holy Moonlight Sword.** The weapon becomes a blue hue and seems to sparkle like moonlight. The weapon gains *Arcane focus* and *Two-handed* and uses its versatile damage. It adds your spell casting modifier to its damage rolls (it adds you Intelligence modifier if you cannot cast spells), and as an action you can fire a slashing beam of moonlight (Targets in a 20 ft. line 5 ft. wide must make a Dexterity saving throw DC equals 8 + proficiency + you spell casting modifier taking 2d12 radiant damage on a failed save. This feature can be used a number of time equal to you Intelligence modifier min. 1)
**Hunter Axe.** The weapons handle extends. The weapon gains *Two-handed* and *Reach* and deals 1d10 slashing damage.
**Kirkhammer.** The handle comes out of the hammer revealing it to be a sword. The weapon looses *Heavy*, *Two-handed*, and gains *Finesse*, *Versatile (1d8)*. The weapon deals 1d6 slashing damage.
**Logarius' Wheel.** The weapon splits into two wheels attached to one another. As an action you can spin the wheel up to 4 times to increase its damage. Your next attack adds 1d4 of force damage for every time you spun the wheel during the last time used an action to spin it. You cannot spin the wheel if you have no hit dice.
**Ludwig's Holy Blade.** The blade for this weapon is the sheath to a long sword. The weapon loses *Heavy*, *Two-handed*, and gains *Versatile (1d10)*. The weapon deals 1d8 slashing damage.
**Rakuyo.** The hilt of the sword splits off into a dagger. The weapon gains *Light*, and as a bonus action you can make an attack roll with your off hand that deals 1d6 piercing damage on a hit.
**Reiterpallash.** The gun tucks away neatly into the hilt of the rapier. The weapon looses all firearm properties and gains *Finesse*. The weapon deals 1d8 piercing damage.
**Riflespear.** The gun becomes hidden in the end of the spear as the bayonet conceals the barrel. The weapon looses all firearm properties and gains *Thrown (range 20/60)* and *Versatile (1d8)* The weapon deals 1d6 piercing damage.
**Sawcleaver.** The serrated saw-like blade extends from the weapon. The weapon gains *Reach*
**Sawspear.** The pointed saw-like blade extends from the weapon. The weapon gains *Reach* and deals 1d6 piercing damage
**Simon's Bow Blade.** The two halves of the bow fold together to make a sword. The weapon looses *Ammunition (range 200/800)*, *Two-handed* and gains *Finesse*. The weapon deals 1d8 slashing damage
**Stake Driver.** The weapon clicks down into a piston. Your next attack deals an extra 2d6 piercing damage and the weapon resets to its normal state.
**Threaded Cane.** The weapons becomes a segmented bladed whip. The weapon gains *Reach* and deals 1d4 slashing damage.
**Tonitrus.** The weapon becomes coated in electricity. While in this state the weapon deals an extra 1d6 lighting damage for 1 minute.
**Whirligig Saw.** The weapon locks into two serrated saw blades. The weapon gains *Two-handed* and looses *Versatile (1d8)*. The weapon deals 1d10 slashing damage.
### More Weapons Properties
#### Adaptable
A ranged weapon with this property can be used in close quarters combat without suffering a disadvantage on attack rolls.
#### Burst Fire
A weapon with the burst fire property can make a normal single-target attack, or it can spray a 10-foot cube (4 map squares) within the weapon’s normal range. A burst is far more uncontrolled than an aimed shot. A burst fire attack can only be taken once per turn and must be within the weapon’s short range.
- Any creature within the 10-foot cube must make a Dexterity saving throw versus the Burst DC or suffer the weapon’s damage. Ability modifiers cannot be added to the damage roll for a burst fire attack.
- Burst Save DC = 8 + attacker’s proficiency score + attacker’s Dexterity modifier.
- A weapon can be fired in burst three times before requiring a full round for the clip to replenish ammunition. This uses 1/3 of total ammunition held in the guns clip. This can also be avoided by using an action or bonus action to change out a clip. Changing a clip requires at least one free hand
#### Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.
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Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
#### Bypass
These flexible weapons wrap around shields and other personal defenses. They ignore the AC bonus granted by shields and parrying features.
#### Cavalry
These weapons are well-suited to combat on the move. If you damage a creature with a cavalry weapon after moving at least 30 feet straight toward a target while mounted, the you deal an extra 1d6 damage.
#### Ensnaring
These weapons feature chain, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm them, or pull them into a space within 5 feet of you. To succeed on the attempt, you make an opposed check against the target's Strength (Athletics) or Dexterity (Acrobatics) check, adding your weapon attack bonus to the roll.
#### Finesse
The weapon lends itself to dexterous combat due to features that make precisely aiming the weapon easier. When attacking with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
#### Finisher
Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.
#### Gunpowder
These weapons utilize volatile powder as a propellant to fire projectiles or explode. They cannot be used underwater. When you make an attack, a gunpowder weapon flashes, expels smoke, and creates a bang that can be heard within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder and one piece of ammunition. It takes an action to load a gunpowder weapon.
Carrying too much powder is risky. Every time a creature wearing or carrying items with the *Gunpowder* property takes at least 20 fire damage, one of those items explodes and is destroyed. The blast deals 2d6 fire damage and 2d6 thunder damage to all creatures and objects within 20 ft.
#### Heavy
These weapons are unwieldier than most. Small creatures make attacks with heavy weapons at disadvantage. You cannot attack more than once per turn with a heavy weapon unless you have a Strength score of 13 or higher.
When you attack with a heavy weapon that you are proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master feat.
#### Light
A light weapon is small and easy to handle. When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can use a bonus action to attack with a different light weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
#### Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you fire it, regardless of the number of attacks you can normally make.
#### Nonlethal
The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you choose to knock a creature out instead of killing them, nonlethal weapons deal their normal damage. Other weapons can be used to deal nonlethal strikes, but deal bludgeoning damage equal to your Strength modifier + 2 instead of their typical damage.
#### Parry
When you are wielding a parrying weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
#### Prone Fighting
When you are prone and make a weapon attack with this weapon, you do not suffer disadvantage for being prone.
#### Ranged
A weapon that can be used to make a ranged attack has a range in parentheses after the *ammunition* or *thrown* property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Some ranged weapons have a Strength requirement listed. You cannot make attack rolls with that ranged weapon if your Strength is lower than that value.
#### Reach
This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks. Reach weapons cannot be used for two-weapon fighting regardless of strength or feats.
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#### Status
Status weapons inflict extra effects on powerful hits. When an attack roll with a status weapon exceeds the target's AC by 5 or more, it inflicts an additional status effect based upon the type of damage dealt. A critical hit guarantees a status effect.
**Slashing** weapons inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals may be immune to this damage, as may other creatures that do not bleed at the discretion of your DM.
**Bludgeoning** weapons hit with staggering blows that daze the target. Inflicting this status causes the target's next attack roll to be made with disadvantage.
**Piercing** weapons reward precise or focused attacks, punching holes in defenses and leaving a target vulnerable. Inflicting piercing status grants advantage on the first weapon attack against the target before the start of its next turn.
Improvised weapons may inflict status depending on their damage type and the discretion of your DM.
#### Sundering
The weapon features qualities that crush, pierce, break, or penetrate armor. When you make a weapon attack a target wearing a breastplate, brigandine, cuirass, half plate, hauberk, splint, or full plate with a sundering weapon, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells or metallic hides, and other creatures at the discretion of your DM.
>You cannot add your proficiency bonus to any die roll more than once. That rule has has one exception: a weapon that inflicts *status: slashing* and the bonus to damage from *heavy* adds your proficiency bonus to that attack's damage twice.
#### Sweeping
These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.
#### Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for attack and damage rolls that you would use for a melee attack with it. You increase the standard and maximum range of a thrown weapon by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative.
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#### Two-Handed
The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. You must wield the weapon in both hands to use it, and cannot use the weapon while performing somatic components, grappling, or other tasks that require a free hand.
#### Versatile
The weapon can be wielded in either one or two hands. A damage value in parentheses appears with the property, indicating the damage dealt when you use it with two hands.
#### Wind-up
You can prepare attacks with this weapon to make it even more effective. In place of a weapon attack, you can wind up or set your weapon. On the next attack you make with the weapon, you add an additional weapon die, and when you add your ability score modifier to the weapon's damage, you double that modifier. A weapon can only add one such damage die in this way. If you don't make an attack by the end of your next turn the weapon is no longer wound up. A weapon that is wound up can be used to make an opportunity attack when an enemy enters your reach.
#### Winged
These weapons have specially-shaped heads that halt the forward movement of their target toward the wielder after piercing the target, and can be used to catch shields and weapons. After damaging a huge or smaller creature with a melee attack from a winged weapon, the creature cannot move toward you and it must expend 2 feet of movement for every foot it moves within your reach. This reduction ends if it leaves your reach or you make another attack roll with the winged weapon. While holding a creature in this way, you can use a bonus action to attempt to shove that creature using your weapon's reach instead of your own.
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### Special
Special weapons have some entirely unique property. These are detailed after the weapon charts.
#### Arming Sword
The techniques of an arming sword are fairly basic, easy to learn, and highly defensive. As a result, you worry less for your own safety and can inflict more effective blows. Whenever you inflict status with an arming sword you inflict the status effects of both piercing and slashing status, regardless of the damage type you dealt.
#### Boomerang
When you miss with this weapon, it returns to your hand.
#### Blowgun Needle
These minute needles are especially potent when paired with a poison coating. When you apply a poison to it, a dose can cover 10 pieces of ammunition instead of the usual 3.
Chain Whip
A length of chain is unbalanced and difficult to use, but can be a far-reaching weapon. When held in both hands, this weapon gains the reach property.
#### Cestus
The weapon is not held in the hand, instead wrapped around the wrist, held in the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy, using an item, or climbing, but you cannot wield other weapons or shields in that hand, nor can it perform somatic components. Because they are often strapped to or wrapped around the hand and wrist, you draw or stow a cestus as an action.
#### Dueling Shield
These large shields bear a large triangular boss and a set of hooks and blades built into their surface. They act like normal shields that add a +2 to AC when wielded in one hand. When you wield one in both hands, it acts as a melee weapon that deals 1d8 piercing damage, and has the ensnaring, heavy, and parry properties. When held in both hands, a dueling shield still grants +2 AC.
#### Elemental Ammunition
Elemental ammunition includes enchanted bullets, quarrels, needles, or arrows charged with magic. You cannot buy elemental ammunition, but you can craft it if you have proficiency in the appropriate tools to make that ammunition and the Arcana skill, and can cast a spell at-will that deals acid, cold, fire, lightning, or thunder damage. When you finish a piece of elemental ammunition, it deals that damage instead of its normal damage type.
Elemental ammunition is an uncommon piece of magical ammunition.
#### Garotte Wire
Garrote Wire cannot be used on any creature greater than 1 size larger than you, and you can only attack with a garotte if you have advantage. On a hit, the target is automatically grappled and restrained. Until the grapple ends, the target cannot breath and chokes.
Creatures that do not need to breath are immune to a garotte wire's choke at the discretion of the DM. Choking creatures die after an uninterrupted number of rounds equal to their Constitution modifier (minimum 1).
#### Gauntlet-Sword
This specialized sword is built into a stiff gauntlet. When using this weapon you cannot be disarmed of it or drop it. It takes an action to don or doff a gauntlet sword.
#### Grapeshot
Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 5 foot wide and as long as the gun's normal range. You can target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature.
#### Greataxe
The blows of a greataxe, though crude, stagger and daze opponents. When you inflict status with a greataxe you inflict the effects of both slashing and bludgeoning status on the target, even though you only deal slashing damage.
#### Greatbow
An enormous bow with a massive draw weight, this bow uses Strength instead of Dexterity for attack and damage rolls.
#### Lance
You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.
#### Lantern Shield
An apparatus combining a small shield, a lantern, a gauntlet, and several blades. When wielded it adds +2 to your Armor Class, can be used to make a melee weapon attack that deals 1d4 piercing damage, and can store a lit bullseye lantern, which you wield while holding this shield. You cannot be disarmed of the lantern, and cannot drop it.
#### Morningstar
A morningstar is a heavy bludgeon covered in sharpened spikes. When you inflict status with a morningstar you inflict the status effects of both piercing and bludgeoning status, regardless of the damage type you dealt.
#### Net
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.
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#### Silver Bullet
This bullet is deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like some fiends and some shapechangers, is an automatic critical hit
#### Tower Shield
To wield a tower shield, you must be medium or larger with at least 15 Strength. You can use your reaction to hide behind it to gain 3/4 cover against harmful area-of-effects such as breath weapons or spells when you are targeted by such effects, so long as the effect does not travel around corners. If you are directly between another creature and the effect's origin, that creature gains 1/2 cover so long so long as it is your size or smaller. You can also use your action to plant a tower shield in the ground. In this state it is no longer wielded and stands on its own to act as 1/2 cover for an upright creature, or total cover for a prone one.
#### Unarmed Strike
An attack with any part of your body, such as a fist, elbow, knee, or headbutt. Racial and class features might provide better damage dice when making unarmed strikes with specific parts of your body. Unarmed strikes act as a melee weapon for features and effects that activate after a successful weapon attack, such as martial maneuvers, and Abilities delivered through weapons.
#### Shield Grips
Shield grips determine how you hold a shield:
Handles are a simple bar made of metal or wood that function similarly to the hilt of a weapon. A shield with a handle can be doffed or donned with an item interaction and dropped freely, but enemies have advantage on athletics checks made to disarm the user of that shield.
Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather bands. These shields take an action to don or doff, and enemies have disadvantage on athletics checks made to disarm the user.
If a shield lists multiple grip types, it can have one, which you or the DM choose when the shield is created or purchased.
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# Magical Weapons
#### Adamantoise Shell Shield
*Armor (shield), rare (requires attunement)*
##### 5000gp
A shield made with the incredibly sturdy shell of an adult Adamantoise. While holding this shield, you gain +2 to your Armor Class. You are also resistant to bludgeoning damage while holding this.
#### Artemis Bow
*Weapon (longbow), very rare(requires attunement)*
##### 8000gp
The bow of the Eidolon of the Hunt. While attuned to the Artemis Bow, the Artemis Bow has an infinite supply of arrows that only it can use to shoot. The Artemis Bow deals an additional 2 radiant damage.
#### Bravura
*Weapon (greataxe), very rare(requires attunement)*
##### 10000gp
The war axe of a fabled warrior, said to have had an insatiable bloodthirst during combat. Bravure deals an additional 1d4 necrotic damage.
#### Cold Cut
*Weapon (longsword), very rare(requires attunement)*
##### 10000gp
A longsword chiselled and forged from a glacier. For some strange reason, it always remains cold. Cold Cut deals an additional 1d6 cold damage.
#### Dragon Whisker
*Weapon (whip), very rare(requires attunement)*
##### 12000gp
The whisker of a dragon species that has been driven to extinction. After each hit with Dragon Whisker, the opposing creature must succeed on a constitution saving throw or be pushed back 5 feet. Dragon Whisker also deals 1d8 thunder damage.
#### Ignis' Daggers
*Weapon (daggers), very rare (requires attunement)*
##### 7000gp
Replicas of the weapons of a fabled warrior. These daggers must be equipped as a set, or else their magical properties disappear. While you have these daggers equipped and while you are using these daggers, you have the Two-Weapon Fighting Style.
#### Pyretic Blaster
*Weapon (gun), rare*
##### 5000gp
A blaster that was repurposed to pack the pain, and bring death. The Pyretic Blaster deals 3d6 fire damage, but you can only attack once per turn. You must reload as a bonus action. The range of the Pyretic Blaster is 45/90.
#### Rope Shot
*Weapon (gun), common*
##### 50gp
A simple one-use firearm that shoots rope in order to restrain someone. You may fire at a creature within 20 feet from you, and the creature must succeed on a dexterity saving throw of 10 or become restrained and also taking 1d4 bludgeoning damage.
#### Save The Queen
*Weapon (longsword), armor (shield), very rare (requires attunement)*
##### 35000gp
A magical sword and shield famously used by a righteous and fair paladin of long ago. Both the sword and shield must be equipped and used at the same time, or else both items lose their magical properties. The sword grants +2 to attack and damage rolls, while the shield grants +2 to your armor class. Can only be attuned properly to good characters. Evil characters take 25 radiant damage per day when attuned to Save The Queen.
#### Seifer's Hyperion
*Weapon (longsword, gun), very rare*
##### 6000gp
The gunblade of a traitor which sided with an evil who transcended both time and space. The sword and gun deal fire damage instead of their normal damage types. Add an extra damage dice to the sword and/or pistol when you crit.
#### Spear of Destiny
*Weapon (spear), very rare (requires attunement)*
##### 27000gp
A spear used by a heretic that killed a king chosen by the gods in cold blood, due to pure jealousy. This spear has +2 to attack and damage rolls. If you throw this spear, you may use your bonus action to make it reappear in your hand, regardless of its position and distance. This spear deals one extra damage die to Eidolons/Celestials and Undead, but deals half damage to any other creatures.
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#### Sword of Body and Mind
*Weapon (any sword), legendary (requires attunement)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon. This sword has 4 charges for the following properties. It regains all expended charges daily at dawn.
Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 1 charge to summon a wolf, as if you had cast the conjure animals spell.
Dire Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 4 charges to summon a dire wolf, as if you had cast the conjure animals spell.
If you score a critical hit with this weapon against a creature, it must succeed on a DC 15 Intelligence saving throw or gain a random indefinte madness (a construct or undead is immune).
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to poison, acid, and psychic damage
- You have a +2 bonus to AC
#### Sword of Feast and Famine
*Weapon (any sword), legendary (requires attunement)*
##### 75000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also gain a +2 bonus to AC, and your spell save DC and spell attack bonus each increase by 2.
If you score a critical hit with this weapon you gain another action that you can make a single attack or use an ability to make a single attack.
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to necrotic, poison, and acid damage
- You have advantage on spells and effects against being charmed.
#### Sword of Fire and Ice
*Weapon (any sword), legendary (requires attunement)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d6 fire and 1d6 cold damage.
If you score a critical hit with this weapon, the target ignites in flames and become frozen in magical ice. At the start of each of its turns, the target takes 1d6 fire damage, then must make a DC 15 Constitution saving throw. On a successful save, both effects end. A frozen creature is unable to breathe and is paralyzed.
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to fire and cold damage
- You have a +2 bonus to AC
#### Sword of Light and Shadow
*Weapon (any sword), legendary (requires attunement)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this magic weapon, you gain temporary hit points equal to half your level, rounded down (minimum of 1). Additionally, you can cause any creature within 30 feet to automatically succeed on a death saving throw (2 if you scored a critical hit).
In additon, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to radiant and necrotic damage
- You have a +2 bonus to AC
#### Sword of Sinew and Steel
*Weapon (any sword), legendary (requires attunement)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with an attack using this weapon, the target takes an extra 1d6 fire and 1d6 necrotic damage. If the target's challenge rating is equal to or less than a quarter of your level (rounded down) it must succeed on a DC 15 Constitution saving throw or be instantly slain.
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to fire and necrotic damage
- You have a +2 bonus to AC
- You deal double damage to constructs with this weapon
#### Sword of Truth and Justice
*Weapon (any sword), legendary (requires attunement by a creature of lawful good alignment)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature of chaotic or evil alignment, that creature takes an extra 1d6 radiant and 1d6 psychic damage.
If you score a critical hit with this weapon, you and any creatures of your choice within 30 feet gain 10 temporary hit points, and an additional +1 bonus to attack and damage rolls. The temporary hit points and bonus to attack and damage rolls last for up to 10 minutes.
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to radiant and psychic damage
- You have a +2 bonus to AC
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#### Sword of War and Peace
*Weapon (any sword), legendary (requires attunement)*
##### 65000gp
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with an attack using this weapon, the target must succeed on a DC 15 Constitution saving throw or take necrotic damage equal to 10 percent of it's current hit points (rounded down, minimum of 1) and you gain temporary hit points equal to the necrotic damage dealt.
While you have 1 or more temporary hit points, you deal an extra 1d6 radiant and 1d6 necrotic damage when you hit a creature with an attack using this weapon.
In addition, while you are attuned to this weapon, you gain access to the following properties:
- You have resistance to radiant and necrotic damage
- You have a +2 bonus to AC
#### Dragonscale Shield
*Leather Shield, Attunement*
##### 25000gp
+ 2 AC
While wearing the shield, you can use your reaction to give yourself and 1 other creature within 5 feet of you resistance to cold, fire or poison damage coming from a hazard or an area of effect attack.
You can extend this effect to all creatures of your choice within 5 feet of you if you succeed an intimidation check against the attack's DC.
This shield can be improved by adding the scales of other types of dragons.
#### Golden Armor of Bolas
*Armor (Half Plate +3), Artifact (requires attunement)*
___
You have a +3 bonus to AC and resistance to all damage while wearing this armor.
**Temporal Invincibility.** As a reaction you can make yourself immune to all damage until the end of your next turn. Also when you use this special action all existing conditions on you are removed and you are immune to all conditions until the end of your next turn.
Once this ability is used, it can't be used again until the next dawn.
When you take damage that takes you to 0 hit points or less, you can use your reaction to regain half your maximum hit points and activate Temporal Invincibility (even if it was used in the same day). Each creature within 120ft. of you must make a DC 18 constitution saving throw or be blinded for the next hour and take 8d10 radiant damage as the blinding radiance illuminates your surroundings. A creature that makes it's saving throw takes half damage and is not blinded.
Once this ability is used, neither this ability or Temporal Invincibility can be used again for one week.
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#### Staff of the Scarab God
*Staff, Artifact (requires attunement Caster)*
##### 125000 gp
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.
This staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
Spells. While holding the staff, you can expend X of its charges to create X Lazotep Soldiers
Also Lazotep Soldiers raised stay under your control as long as you are attuned to the staff instead of regular 24 hours.
___
> ## Lazotep Soldier
>*Medium Undead, Lawful Evil*
> ___
> - **Armor Class** 20
> - **Hit Points** 105 (15d8+45)
> - **Speed** 30
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|20 (+5)|17 (+3)|10 (0)|10 (0)|10 (0)|
>___
> - **Saving Throws** Constitution +8, Strength +9
> - **Skills** Athletics +9
> - **Damage Resistances** Necrotic and Bludgeoning, Slashing, Piercing damage from magical weapons.
> - **Damage Immunities** Poison, Psychic and Bludgeoning, Slashing, Piercing damage from non-magical weapons.
> - **Condition Immunities** Poisoned, Fear, Exhaustion
> - **Senses** Darkvision 60 Ft., passive Perception 10
> - **Languages** Understands All languages it spoke in life and all language it's summoner knows, but can't speak
> - **Challenge** 14 (11,500 XP)
> ___
>
> - **Lazotep Carapace.** Any damage taken from weapon attacks are reduced by 10.
> - **Magic Weapons.** The Lazotep Soldier's weapon attacks are magical.
>
> ### Actions
> ***Multiattack.*** The Lazotep Soldier makes two shordsword attacks
>
> ***Shortsword (Kopesh).*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 17(3d6 + 6) slashing damage
\pagebreakNum
#### Staff of Rhonas
*Weapon (Halberd +3), Artifact (requires attunement)*
___
If you are proficient with quarterstaffs, you are proficient with the Staff of Rhonas. You can use this halberd as a spellcasting focus.
This magic halberd grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls. When you hit with an attack using this magic halberd, the target takes an extra 2d10 force damage.
This halberd has 3 charges and regains 1d4 - 1 expended charges daily at dawn.
Whenever you hit a creature with the halberd, you can expend one charge to apply one of the following effects on that target:
* It must make a DC 18 strength saving throw. If it fails, you can push it up to 10 feet away from you and knock it prone.
* It must make a DC 18 constitution saving throw or be stunned until the end of your next turn.
You can use an action to speak this staff's command
word and throw the staff on the ground within 60 feet
of you. The staff becomes a colossal green snake under your control
and acts on your initiative count.
By using a bonus
action to speak the command word again, you return the
staff to its normal form in a space formerly occupied by
the snake or in your hand.
On your turn, you can mentally command the snake
if it is within 120 feet of you and you aren't incapacitated.
You decide what action the snake takes and where it
moves during its next turn, or you can issue it a general
command, such as to attack your enemies or guard
a location.
If the snake is reduced to 0 hit points, it dies and
reverts to its staff form. When the snake reverts to staff form it regains all of its hit points.
Once this action is used, it can't be used again until the next dawn.
\columnbreak
___
> ## Colossal Green Snake
>*Huge Beast, Unaligned*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 232 (15d20+75)
> - **Speed** 50 ft., swim 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|11 (+1)|20 (+5)|1 (-5)|12 (+1)|4 (-3)|
>___
> - **Saving Throws** Constitution +10, Wisdom +6
> - **Senses** Darkvision 60 ft., Blindsight 30 Ft., passive perception 11
> - **Challenge** 12 (8,400 XP)
> ___
>
> ### Actions
> ***Multiattack.*** The Colossal Green Snake makes two bite attacks
>
> ***Bite.*** *Melee Weapon Attack:*+9 to hit, reach 10 ft., one target. *Hit:* 16(3d8 + 6) piercing damage plus 35(10d6) poison damage .
#### Bow of Oketra
*Weapon (Longbow +3), Artifact (requires attunement)*
##### 135000gp
___
You gain a +3 bonus to attack and damage rolls made with this magical longbow. When you hit with a ranged weapon attack using this longbow, the target takes an extra 2d8 radiant damage.
When you take the Attack action and attack with this longbow, you can make two additional attacks with it as a bonus action.
When you are attuned to this longbow, you do not require ammunition to attack. The bow creates an arrow made from pure light when you pull the string to attack. These arrows are considered magical and deal radiant damage instead of piercing damage. You can still use your own ammunition if you chose to do so.
As a bonus action, you can summon two spirits on an empty space within 30ft. of you. They are medium sized, completely white creatures made of light and resemble female humanoids with shortbows.
Each spirit has 17 AC, 75 hit points and resistance to slashing bludgeoning and piercing damage from non magical weapons. They act on your initiative. On your turn you can mentally command each spirit to attack a target within 80ft. of them. They have an attack bonus of +9 and deal 2d6 radiant damage on a hit. The spirits last for one minute or until they are killed.
Once this ability is used, it can't be used again until the next dawn.
\pagebreakNum
#### Bident of Hazoret
*Weapon (Trident [Bident] +3), Artifact (requires attunement)*
##### 125000gp
___
You gain a +3 bonus to attack and damage rolls made
with this magical bident. When you hit with an attack using this magic bident, the target takes an extra 2d10 radiant damage.
While you are holding the bident in your hand, you have a +2 bonus to your AC.
When a creature you hit with this weapon is reduced to 50 hit points or lower, the target must make a DC 18 Constitution saving throw or die instantly.
As a bonus action you can command the staff to cast the haste spell on you once per
short rest. The staff maintains concentration on it so that you don't have to.
As an action you can hold the staff to the sky and radiate a blinding light around you. Each creature of your choice within 120ft. must make a DC 18 wisdom saving throw or take 50(8d10) radiant damage and be charmed by you until the end of your next turn. On a successful save, the target takes half damage and it is not charmed.
Once you use this action, you can not do so again until you take a short rest.
#### Vest of Kefnet
*Armor (Studded Leather +3), Artifact (requires attunement)*
##### 80000gp
___
You have a +3 bonus to AC while wearing this armor.
While wearing this armor, you have advantage on saving throws against spells and resistance to damage from spells.
While wearing this studded leather armor, you can use an action to speak its Command Word. A pair of golden bird wings appear on your back until you repeat the Command Word as an action. The wings give you a flying speed of 60ft.
#### Arcane Dual Pistols
*Weapon (pistol, automatic), legendary (requires attunement by a by someone proficient in two weapon fighting as well as in firearms.)*
##### 50000gp
Affectionately named Viviana & Tatiana by their last known wielder, these arcane twin pistols are crafted from a strange magnetic ore mined from a fallen celestial body. Viviana's magnetic frame is interwoven with a vibrant variant of mithryl mined from the upper planes, giving it a slightly radiant appearance. Tatiana's frame, on the other hand, is interwoven with a fiendish ore that gives the impression that the weapon bleeds shadow-like mist when fired.
The peculiar properties of the magnetic ore , coupled with the enchantments added during their forging process, causes them to be continuously drawn to be within 5 ft. of each other. The magic is such that if separated by a distance greater than 30 ft. they no longer provide their enhanced lethal accuracy, loosing their hit/damage bonus. These pistols do not require ammunition, for the rounds they fire are not physical but rather magical in nature.
- You gain a magical +2 bonus to attack and damage rolls made with these arcane twin pistols.
- These pistols allow you to ignore the disadvantage placed on ranged attack rolls fired from a weapon’s long range.
- The magical nature of the ammunition fired by these pistols allow you to ignore the loading property commonly associated with this type of ranged weapons.
- Damage dealt from these pistols is in the form of force damage instead of piercing
- The pistols hold up to 5 charges for "special rounds", which can be used as described below.
- Special rounds fired from Viviana deal radiant damage and those fired from Tatiana deal necrotic damage instead of piercing damage.
- You regain all charges after a short or long rest.
Viviana's Burning Light
- Spending 1 charge and a bonus action, you aim at a point above the target's head and release a shot.
- Viviana briefly charges up with radiant energy and then channels it down from the point where you aimed the shot.
- The radiant energy is released dealing an additional 1d6 radiant damage.
- The potency of this shot increases as your level increases(2d6 level2, 3d6 level 4, 4d6 level 5).
Tatiana's Cold Touch
- Spending 1 charge and a bonus action, you fire a charged shot from Tatiana.
- This shot channels the cold necrotic energy inherent to this pistol.
- This shot has burn with a hellish black energy and deal an additional 2d4 necrotic damage.
- The potency of this shot increases as your level increases(3d4 level 2, 4d4 level 4, 6d4 level 5).
Parting Present
- Once per day the pistols allow you to cast Infused Hex on a target within range.
- Infused Hex: when you attack target creature that is hexed, deal an additional 1d6 radiant and 2d4 necrotic damage when you hit with the Arcane Dual Pistols.
- If you slay the target while it has your Hex on it, the round triggers a large explosion from within the target.
- All creatures within a 10 ft. radius of the explosion take 6d6 force damage.
- If creatures in the affected area succeed a DC 14 Dexterity saving throw, they take half of that damage.
\pagebreakNum
#### Mithral Weapons
*Weapon, rare*
Mithral weapons can be forged by only master craftsmen and for roughly 1000gp + (10 x base price) and have the following properties:
- If the weapon is Heavy, it is no longer so.
- If the weapon isn't Heavy, it becomes Light and gains the Finesse property.
- +1 to Attack Roll.
- If the weapon is Two-Handed it is now instead Versatile. Consult the table for damage changes.
- Is a magic weapon for purposes of overcoming resistances.
|Weapons Base Damage Before Mithral| Weapons One Handed After Mithral Weapons| Two Handed Damage After Mithral
|:----:|:----|:----:|
|1d4 |1d4 |1d6
|1d6 |1d6 |1d8
|1d8 |1d8 |1d10
|1d10 |1d10 |1d12
|1d12 |1d12 |2d6
|2d6 |2d6 |2d6 + 1d4
#### Adamanthral Weapons
*Weapon, very rare*
Adamanthral weapons are weapons forged with mithral cores and adamantine edges or coats and some supports were needed. Only truly gifted craftsman that can utilize both hammer and magic can craft these potent weapons. Weapons of this quality can cost upwards of 1500gp + (30 x base price) and have the following properties:
- If the weapon is Heavy, it is no longer so.
- If the weapon isn't Heavy, it becomes Light and gains the Finesse property.
- +1 to Attack Roll and Damage Rolls.
- If the weapon is Two-Handed it is now instead Versatile. Consult the table for damage changes.
- Can only be destroyed by magic or special forges that can craft such a weapon to begin with.
- Adamantine armor that is struck with this weapon doesn't prevent critical damage.
- Is a magic weapon for purposes of overcoming resistances.
|Weapons Base Damage Before Adamanthral | Weapons One Handed After Adamanthral Weapons |Two Handed Damage After Adamanthral
|:----:|:----|:----:|
|1d4 | 1d4 +1 |1d6 +1
|1d6 | 1d6 +1 |1d8 +1
|1d8 | 1d8 +1 |1d10 +1
|1d10 | 1d10 +1 | 1d12 +1
|1d12| 1d12 +1 | 2d6 +1
|2d6 |2d6 +1 |2d6 + 1d4 +1
#### Clawed Gauntlets of Perfection
*Weapon (dagger), artifact (requires attunement by a equipping for the first time wearer takes 5 damage, as the gauntlets form an irreversible symbiotic bond with him/her. )*
##
*Adamantine Clawed Gauntlets that completely cover the hands and forearms of the wearer, with exquisitely faceted gems encrusted into the knuckles. The articulated fingers curve and drop into a powerfully strong mix of metal and gem. The item is magically weightless, and does not give off an audible sound above a whisper.*
These clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a + 5 bonus to attack rolls and damage rolls and a damage die of 1d12.
*As a bonus action wearer can make an extra unarmed attack with each hand.
During the attunement: These gauntlets speak to the wearer's mind "A Small Drop of Your Blood, For the Blood of All Your Enemies."
***After equipping, and The Bond has been made the gloves are reluctant to release. Therefore the only way to unequip is to sever the wearer's arms at the Elbow.***
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
#### Veinseeker
**Very rare, requires attunement**
##### 17000gp
+2 rapier that can be used with throwing and returning properties (Dex+Prof to hit(if proficient with thrown weapons)25/35 ft. range), but only against an injured opponent who is capable of bleeding. Airfoil.
#### Ravenous Sentinel
**Very rare, requires attunement**
##### 7000gp
+1 half or full plate that, when an incoming attack misses by between 1 to 4 points, tries to “eat” the metal weapon with an opposed attack roll (magic weapons add their enhancement bonus squared). If it succeeds, the weapon is destroyed and the armor’s magic bonus becomes +3 for 1 minute. The armor must be “fed” at least once every three days or else it may try to eat nearby metal objects at random.
\pagebreakNum
#### Mantle of the Reaver
**Rare, requires attunement**
##### 4500gp
A black tattered cloak which grants 1d8 temporary HP any time the wearer scores a critical hit with a weapon or takes a life. Temporary HP lasts for 1 hour.
#### Entropy’s Fang
**Very rare, requires attunement**
##### 25000gp
+2 Dagger that toggles randomly between dealing 2d6 extra fire, cold, electric, acid, radiant, necrotic, sonic, or force damage. Roll 1d8 to determine damage type.
#### Spitevine
**Rare, requires attunement**
##### 3000gp
Living, thorny vine that counts as a +1 whip that deals 1d6 slashing damage and deals extra damage to certain targets: 1d6 radiant damage to undead, and 2d6 necrotic damage to those considered an “enemy of nature.” The weapon can only be wielded by a “friend of nature,” to whom it will attune instantly, and will attack anyone else.
#### Spike of the Dancing Chairs
**Rare, requires attunement**
##### 1200gp
Spiral-shaped nail that, when embedded in an object as an attack action, animates the object as per the spell for 1 minute. Objects will attack anything but the person who placed the nail.
#### Amulet of Resilience
**Very rare, requires attunement**
##### 20000gp
Heavy emerald on gold chain that, once per round, reduces a source of falling damage or Bludgeoning damage by 10 points. Attunes after being worn for 1 week.
#### Mountainbreaker
**Uncommon, requires attunement**
##### 350gp
War pick (two-handed heavy weapon, 10 lb., 1d10 piercing damage) that deals double damage to objects and creatures made of stone or metal, and it ignores resistance to piercing damage.
#### Saving Grace
**Uncommon, requires attunement**
##### 500 gp
Plain silver ring that grants advantage on death saving throws. Attunes after being worn for 1 week.
\columnbreak
#### Senrazumhasch
**Artifact, Draconic for “vile craving.” Requires Attunement.**
##### 80000gp
- At Attunement stage 1 after 3 days: +1 longsword, draw as a free action, user eats 1.5x normal food and must eat every day.
- Attunement stage 2 after 1 month:+2 greatsword, deals 2 necrotic damage on hit, roll initiative with advantage, user eats 2x normal food, user sometimes hears whispers suggesting an evil or violent course of action granting +2 to Intimidation but -2 to Deception and Persuasion, user must make DC 15 Wisdom save 1/week and shifts alignment one stage towards evil on two consecutive failures.
- At Attunement 3 after 3 months: +3 fullblade (2d8 base damage), deals 1d12 necrotic damage on hit and heals that much health (this damage doubles against Good creatures), Intimidation bonus becomes proficiency bonus, user eats 4x normal food and must eat 3 times a day, roll all Deception and Persuasion checks at disadvantage, DC 15 Wisdom save 1/week or alignment becomes evil.
#### SHARDBLADE
*Weapon (any sword that deals slashing damage), legendary (requires attunement)*
##### 100000gp
- When needed, you can summon the Shardblade from an unknown place to appear in your hand. The process of summoning takes an action.. When summoned, it forms as if condensing from mist, water beading along the metal length. When the sword is dropped or you are disarmed, it disappears unless you will it to stay.
- When the bearer of a Shardblade dies, the weapon appears next to the dead bearer. When taken up by someone different, the Shardblade bonds with the person who picks it up, but it still must be attuned before gaining it’s properties.
- You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
- When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
- When you attack a creature with this weapon and roll a 20 on the attack, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 slashing damage from the hit.
\pagebreakNum
#### AVENGER’S SHIELD
*Armor (shield), rare*
##### 8000gp
- This has 4 charges, recharge 1d4 charges at each dawn
- While holding this shield, you have a +1 bonus to AC in addition to the shield’s normal bonus to AC.
- This shield is a magic weapon. When you hurl it, use 1 charge and speak its command word, it glows with a bright light towards two targets within 30 feet. Make a ranged weapon attack against each target. On a hit, the target takes damage from the shield [[1d6]] plus 1d6 radiant damage. The shield automatically returns to your grip after the attack.
#### SHARDPLATE
*Armor (plate), legendary*
##### 120000gp
- While you wear this plate, you gain a +3 bonus to AC and your walking speed becomes 40 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump four times the normal distance, though you can't jump farther than your remaining movement would allow.
- While you wear this plate, your Strength score increases by 2, as does your maximum for that score. In addition, it grants you advantage to all Strength checks and this armor has no Strength requirement. In addition, you are resistant to bludgeoning, slashing, and piercing damage while wearing it.
- Shardplate has 3 charges. If an enemy lands a critical hit on you, you lose a charge. Once the Shardplate reaches 0 charges the plate is broken, and you lose all the benefits of the armor. Taking any amount of damage from a Shardblade automatically expends a charge, but as long as you have at least one charge remaining, you are immune from decapitation from a Shardblade.
- Shardplate regains 1 expended charge every dawn.
#### Ultra Fist
*+1 Melee Weapon, Rare*
*3d6 bludgeoning, Finesse, glove, light, special*
##### 8000gp
- Ultra fists are armored gauntlets
- Special. Ultra fists, if worn on both hands, count as medium partial armor, granting you a +1 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
- Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.
#### Chain Fist
*+2 Melee Weapon, Very Rare*
*3d8 bludgeoning, Finesse, light, special*
##### 35000gp
- Some psycho thought that ultra fist users weren't killing things fast enough by punching them, so he had the great idea to make the gauntlets bigger and heavier and add on some rapidly rotating chainsaw blades. The result was the Chain Fist, a weapon as awesomely manly as it is terrifying.
- As a bonus action, activate the blades and change you damage dice to 3d10 until the end of your turn.
- Special. Chain fists, if worn on both hands, count as medium partial armor, granting you a +2 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
- Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.
#### Displacement Fists
*+3 Melee Weapon, Legendary*
*3d10 bludgeoning, Finesse, light, special*
##### 120000gp
- When the blood and guts settle, Chain Fists are a bit messy and lack the flair your looking for. You want something that will really take breathe right out of them?
- When you hit a creature with Displacement Fits, teleport that creature 60ft above you. As the creature falls you may use another attack to attempt to hit the falling creature. On hit, target creature takes an extra 5d6 bludgeoning damage and is teleported 60ft in the air above you again. if you have another attack you can do this again. attacks must be made with Displacement Fists
- On a miss, creature takes 5d6 fall damage
- Special. Displacement fists, if worn on both hands, count as medium partial armor, granting you a +3 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
- Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.
\pagebreakNum
#### Aegis Sword
*+2 Weapon (longsword), Very Rare (requires attunement by a creature with Strength of 15 or higher)*
###### 20000gp
- This weapon is of celestial origin, and very few exist. It is a one handed longsword with an otherworldly, silver colored blade. The edges glow a light blue when swung. The cross guard is relatively wide with colorless, blue, red and yellow diamonds decorating it.
- This sword deals additional force damage equal to 1d6 + your Dexterity modifier. Legends say that each time the sword becomes bound to a new master, the shape of it changes slightly. The sword itself is very difficult to master, but it will grow in strength with the user.
-Celestial Force: On a successful critical hit, this weapon deals an additional 1d6 force damage.
-Guardless Shield: If the wielder of this sword is not using a shield, and has proficiency in Acrobatics; they receive a +1 bonus to their AC.
#### Angelic Lance
*Weapon (halberd), very rare (requires attunement)*
##### 20000gp
This divine weapon resembles a pole-axe. It is embedded with a barrel that fires bolts of energy. They are typically found wielded by angels, for they are forged at Mount Celestia.
- You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can also use it to make a ranged attack, with a range of 150/600, dealing 1d10 radiant damage. The halberd deals 1d4 extra radiant damage on melee attacks.
- If you hit a fiend with the angelic lance, it deals an additional 1d10 radiant damage.
#### Angelic Sword
*Weapon (any sword), very rare (requires attunement)*
##### 35000gp
- You gain a +2 bonus to attack and damage rolls made with this weapon.
- An angelic sword has 4 charges. When you hit a creature you can expend a charge to deal an additional 1d10 lightning, fire or radiant damage. The sword regains 1d4 charges daily at dawn.
- While you hold this weapon, you can choose to make it shed bright light in a 20-foot radius and dim light for an additional 20 feet.
- If you hit a fiend with the angelic sword, it deals an additional 1d10 radiant damage.
\columnbreak
#### Elementalist's Bow
*+3 Weapon (any bow), legendary (requires attunement)*
##### 90000gp
An elementalist's bow appears to be nothing more than a simple carved wooden handle, though its true nature is much more. Any elementalist's bow has the capability to change its form and launch energy arrows of different natures. The bow itself changes the arms of the bow itself as well as the arrows it creates to reflect the changes in element. Because the bow uses magic instead of draw weight, an elementalist's bow can be used by a creature of any size without penalty.
- When you make an attack with this magic weapon, you choose a damage type from: acid, cold, fire, force, lightning, necrotic, poison, radiant. Instead of the bow's normal damage, it deals 2d8 + your Dexterity modifier of the chosen damage type.
- In addition, if you score a critical hit with an elementalist's bow, you deal an extra 1d10 damage.
- An elementalist's bow is a martial ranged weapon that weighs 1 lb. and has the following properties: Range (150/600), Two-Handed
\pagebreakNum
# Magic Items
#### Amulet of Storms
##### 50000gp
*Wondrous Item (Amulet), artifact (Attunement by any alignment)*
The amulet of Storms is an artifact of immense power, imbued with lightning. Just as successive lightning strikes are considered "Lucky", this Amulet manages to bestow luck upon adventurers, showing up in places it has no business being.
Eye of the Storm. When worn, attacks with melee weapons apply damage dealt to all enemies within 10ft of the attacker as lightning damage. Creatures must make a Dexterity save of DC 8 + Your Proficiency + Your Attack Modifier. On success, they take half damage.
#### Quickstrike Ring
*Ring, very rare (requires attunement)*
##### 25000gp
The quickstrike ring has 6 charges.
- As a bonus action, you can expend 1 charge to make one weapon attack, but you have disadvantage on the attack roll.
- As a bonus action, you can expend 3 charges as a bonus action to take the Attack action. If you make an attack roll of 1 as part of this Attack action, the ring loses all its remaining charges, and does not regain any charges at the next dawn.
- The ring regains 1d4+1 charges daily at dawn.
#### Ring of Armored Strength
*Ring, very rare (requires attunement)*
##### 30000gp
This small silver ring was said to be created by a wizard who made his robes of malle, despite lacking the strength for it. Hindered by his armor too often, he created this ring to ease the burden.
- While worn, it grants the wearer proficiency in medium and heavy armor, and sets the wearer's Strength to 15.
#### Soul pincher
*Wondrous Item (Ring), Uncommon, Requires Attunement*
##### 2000gp
A ring made of ivory, stained yellow after years and years of exposure. The face of the ring is wrought in the shape of a skull, with 3 spikes of amethyst shaped in a triangle around the skull. When the creature wearing this ring makes an unarmed melee attack with the fist the ring is on, it applies 1 stack of “Soul Pincher”. When a creature dies with 3 stacks of “Soul Pincher” it becomes reanimated a skeleton in your control. You may have a maximum of 3 skeletons under your control. One spike of amethyst fills up with necrotic energy for each skeleton under your control.