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Name Cost Damage Weight Properties

Simple Melee Weapons


Boomerang 3 gp 1d6 bludgeoning 1/4 lbs Finesse, light, airfoil, thrown (30/90)
Heavy Boomerang 3 gp 1d8 bludgeoning 1 lb Airfoil, thrown (20/60)
Scythe 5 sp 1d6 slashing 4 lbs Two-handed, reach
Simple Ranged Weapons
Slingshot 2 sp 1d4 bludgeoning — Ammunition (range 40/120)
Martial Melee Weapons
Chakram 8 gp 1d6 slashing 1/2 lb Finesse, light, airfoil, thrown (40/100)
Heavy Chakram 8 gp 1d8 slashing 2 lbs Airfoil, thrown (30/90)
Greatscythe 5 sp 1d8 slashing 4 lbs Two-handed, reach

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.
Fighting Style Availablity
Lancer. Fighter, Paladin
Phalanx. Fighter, Paladin
Versatile Style. Fighter, Ranger
Weapon Juggler. Fighter, Ranger

Sir Kibble's Helmet


Everstretc Net Wondrous item, very rare (requires attunement)
Weapon (net), uncommon This golden helmet gives the wearer a knightly appearance,
This net can be thrown at creatures of any size, expanding to and changes any armor they are wearing to have a golden
fit them. color and take on a more plate-like appearance. While
attuned to this helmet, you gain proficiency in Intimidation
Joreg The Witch Hunter's Slingshot and Persuasion.
Weapon (sling), legendary (requires attunement) On this helmet's top is a heavy boomerang that gives a +2
This sling, formed from an adamantine base with mithril bonus to attack and damage rolls and deals slashing damage
prongs and sporting a band made of magical force, grants a and an additional 1d4 radiant damage on a hit. This
+3 bonus to attack and damage rolls. This slingshot is built to boomerang looks like the crest of a helmet as long as it is not
hunt hags, and deals an additional 4d6 force damage to them. removed and used as a weapon.
This weapon critically hits on a 18-20. If a hag is forced to When you take the attack action using this weapon and
make a concentration saving throw as a result of taking make a ranged attack with it, you can use a bonus action to
damage from this weapon, it makes it with disadvantage. jump over it and make a ranged attack roll at one creature
While attuned, you can see any hag that is on the ethereal within its normal range. On a hit, it deals an additional 2d4
plane, and can target them with attack rolls within the normal radiant damage. After making this attack, the boomerang
range of this weapon. teleports back to your helmet at the beginning of your next
turn.
Marton's Multi-Tool
Weapon (war pick), rare (requires attunement) Soul Chakram
This weapon gives a +1 bonus to attack and damage rolls. Weapon (chakram), rare (requires attunement by a monk)
This weapon has two heads and a slit down the middle. You The blades on this set of chakram seem to channel one's
can use a bonus action to speak this weapon's command natural ki, and grant a +1 bonus to attack and damage rolls. A
word to split it off, turning it into two melee weapons that monk can spend ki points, up to 3, on a hit with these
deal 1d4 damage. You can reconnect them using a bonus weapons. The weapon deals additonal force damage equal to
action on your turn. While split, you gain a climbing speed (the number of ki points spent)d6. You cannot be disarmed
equal to your walking speed. You can speak this weapon's while attuned to these weapons.
command word as a bonus action to form a magical chain
between the two weapons that can extend up to 100 feet. You
can dismiss this chain as a bonus action on your turn. While
the chain is active, this weapon can be used as a grappling
hook, and it gains a reach of 15 feet. This weapon also
functions as a crowbar when not split.
Archery (Edit)
You get a +2 bonus to attack rolls with simple and martial
ranged weapons.
Lancer
You get a +2 bonus to attack rolls when attacking using
weapons with the two-handed and reach property at
creatures more than 5 feet away from you.
Phalanx
You can wield a melee weapon with the reach property and a
shield, but you must use an action to brace the weapon
against the shield in order to attack with it. The weapon stays
braced in this way as long as you move no more than 10 feet
during your turn. The weapon loses any benefits you gain
from using it with two hands while braced.
Versatile Style
You get a +1 to attack rolls with weapons that have the
versatile property when wielding them in one hand with your
other hand free. If you miss an attack while wielding a
weapon with the versatile property in two hands, you can use
your reaction to make the attack roll again. On a hit, deal the
weapon's one handed damage die.
Weapon Juggler
You get a +2 bonus to damage rolls with thrown weapons.
When you make a ranged attack with a thrown weapon, you
can draw another thrown weapon as part of that attack.
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.
When you make a ranged attack with an airfoil weapon,
you can attack another creature within 20 of the targeted
creature as part of any additional attacks you can make,
such as 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 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 10
feet away from them. Close Quarters Shooter
Bow Mastery You have trained yourself in the delicate art of using ranged
weapons in close quarters combat. You gain the following
Shooting arrows from your longbow and shortbow is now benefits:
your specialty. You gain the following benefits:
Making an attack with a ranged weapon while within 5
You gain a +1 bonus to damage rolls with these weapons. feet of a hostile creature does not impose disadvantage on
You can use Strength, instead of Dexterity, when making the attack roll.
attack rolls with these weapons. You cannot make a ranged attack roll with disadvantage at
When you take the attack action with a shortbow, you can any target within 30 feet of you. However, if you would
use a bonus action to make an attack roll with it at any normally have disadvantage when making an attack roll
creature within its normal range. within this range, such as a magical effect or obscured
The normal range of these weapons increases by 20, and vision, you cannot get advantage on the attack roll either.
the long range of these weapons increases by 50. You can make opportunity attacks with ranged weapons.
Your reach for these attacks is 15 feet.
Crossbow Expert Edit Net Mastery
Thanks to extensive practice with the crossbow, you gain the You can use a net with maximum efficiency. You gain the
following benefits: following benefits:
You gain a +1 bonus to damage rolls with these weapons. You gain a +1 bonus to attack rolls with this weapon.
You ignore the loading quality of these weapons. The range of your net increases to 10/30.
When you use the attack action with a one handed The DC to escape your net is now equal to 8 + your
weapon, you can use a bonus action to attack with a hand proficiency bonus + your Strength or Dexterity modifier,
crossbow you are using. and it now takes 10 slashing damage (AC = 8 + your
Strength or Dexterity modifier) to free the creature from
Crusher your net.
You've mastered the mace, morningstar, and war pick. You You can affect Large creatures with your net. Attacks
gain the following benefits when using any of them: made with a net against Large creatures are made with
disadvantage.
You gain a +1 bonus to attack rolls you make with the
weapon. Scythe Mastery
If you are wielding a shield, you can use a bonus action to You have mastered the scythe and greatscythe. You gain the
strike the shield to distract an opponent. Choose a following benefits:
creature within 30 feet of you that can see you. They must
make a Wisdom saving throw (DC 8 + your proficiency You get a +1 bonus to attack rolls made with this weapon.
bonus + your Strength modifier). On a failed save, when The damage die for these weapons increases by one
the target next makes an attack roll, ability check, or category (d8 for the scythe, d10 for the greatscythe). (This
saving throw, it rolls a d4 and subtracts that from the benefit has no effect if another feature has improved the
result. weapon's damage die.)
Your become adept at crushing through cover. You deal When you take the attack action with these weapons, you
double damage to objects and structures, and if you miss can use a bonus action to make a melee attack with the
an attack roll against a creature in cover, it takes opposite end of the weapon. The damage die for this
bludgeoning damage equal to your Strength modifier attack is d4 bludgeoning damage.
(minimum of 0). When you wield a scythe, you can use your Dexterity or
Strength modifier for attack and damage rolls.
Lance Mastery
Slingshot Expert
You have mastered the use of a lance, a normally unwieldy
and difficult to use weapon. You gain the following benefits: You master the use of an unlikely 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 You gain a +1 bonus to damage rolls made with this
without disadvantage. The weapon's damage die for this weapon.
attack is d8 piercing. When you use a slingshot, its damage die increases from a
You can make your lance a defensive force that impedes d4 to a d6. (This benefit has no effect if another feature
enemy movement. While wielding a lance, you can use a has already improved the weapon's damage die.)
bonus action to make the ground within 5 feet of you The normal range of this weapon increases by 20, and its
difficult terrain for hostile creatures. long range increases by 80.
While loaded, you treat this weapon as a melee weapon
Tiny, But Mighty with the finesse and light properties, and it deals d6
Prerequisite: Strength 13, Small size damage.
Your small size does not impede you using certain weapons Whip Mastery
effectively. Increase your Strength score by 1, to a maximum
of 20. You do not have disadvantage on attack rolls with heavy You have mastered the use of a whip after extensive training.
weapons. You gain the following benefits:
You gain a +1 bonus to attack rolls with this weapon.
Thrown Weapon Master Once per turn, when you hit a creature with this weapon,
You have mastered the art of throwing weapons in fast you can force it to make a Strength saving throw (DC = 8
flourishes. You gain the following benefits: + your proficiency bonus + your Strength or Dexterity
modifier). If they fail, you can grapple them, disarm them,
You gain a +1 bonus to attack rolls with thrown weapons. or pull them 5 feet towards you.
When you take the attack action on your turn, you can use You can interact with objects within your whip's reach,
a bonus action to attack with a light thrown weapon. You such as closing or opening doors and picking up items.
do not add your ability score modifier to the damage of You can use a bonus action to lash out on an anchoring
this attack, unless that modifier is negative. point within your whip's range and pull yourself to it. This
The normal range for thrown weapons you wield does not cost movement to do.
increases by 10, and the long range increases by 30.
Improvised thrown weapons you wield now deal 1d6
damage.

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