Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d4 Budgeoning + Strength Modifier
PROPERTIES
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Simple Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d4 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d4 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d4 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Bludgeoning + Strength Modifier
PROPERTIES
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d6 Slashing + Strength Modifier
PROPERTIES
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d6 PIercing + Strength Modifier
PROPERTIES
Thrown (Range 30/120). You can throw the weapon to make a ranged attack.
MASTERY
Slow. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d4 Bludgeoning + Strength Modifier
PROPERTIES
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d6 Bludgeoning + Strength Modifier
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d6 Bludgeoning + Strength Modifier
PROPERTIES
Versitile (1d8). This weapon can be used with one or two hands. When you use two hands, it deals 1d8 damage, instead of 1d6.
MASTERY
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your PB). On a failed save, the creature has the Prone condition.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d4 Slashing + Strength Modifier
PROPERTIES
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Simple Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d6 Piercing + Strength Modifier
PROPERTIES
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
Versitile (1d8). This weapon can be used with one or two hands. When you use two hands, it deals 1d8 damage, instead of 1d6.
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Simple Ranged Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d4 Piercing + Str or Dex Modifier
Throwing Range: 20/60
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Simple Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d8 Piercing + Dexterity Modifier
Range: 80/320
PROPERTIES
Loading. You can fire only one piece of ammunition when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Simple Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d6 Piercing + Dexterity Modifier
Range: 80/320
PROPERTIES
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Simple Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d6 Piercing + Dexterity Modifier
Range: 80/320
PROPERTIES
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Simple Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d4 Bludgeoning + Dexterity Modifier
Range: 30/120
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Slashing + Strength Modifier
PROPERTIES
Versitile (1d10). This weapon can be used with one or two hands. When you use two hands, it deals 1d10 damage, instead of 1d8.
MASTERY
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitu+A4+A16
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Bludgeoning + Strength Modifier
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d10 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d12 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Cleave. If you hit a creature with a melee attack roll, you can make a melee attack roll against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d12 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Cleave. If you hit a creature with a melee attack roll, you can make a melee attack roll against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 2d6 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 2d6 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d10 Slashing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Cleave. If you hit a creature with a melee attack roll, you can make a melee attack roll against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d10 Piercing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed (unless mounted).This weapon requires two hands when you attack with it.
MASTERY
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your PB). On a failed save, the creature has the Prone condition.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Slashing + Strength Modifier
PROPERTIES
Versitile (1d10). This weapon can be used with one or two hands. When you use two hands, it deals 1d10 damage, instead of 1d8.
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 2d6 Bludgeoning + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your PB). On a failed save, the creature has the Prone condition.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Piercing + Strength Modifier
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d10 Piercing + Strength Modifier
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Strength score isn't at least 13.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d8 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d8 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d6 Slashing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
MASTERY
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d6 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d6 Piercing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Piercing + Strength Modifier
PROPERTIES
Thrown (Range 20/60). You can throw the weapon to make a ranged attack.
Versitile (1d10). This weapon can be used with one or two hands. When you use two hands, it deals 1d10 damage, instead of 1d8.
MASTERY
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your PB). On a failed save, the creature has the Prone condition.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Bludgeoning + Strength Modifier
PROPERTIES
Versitile (1d10). This weapon can be used with one or two hands. When you use two hands, it deals 1d10 damage, instead of 1d8.
MASTERY
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Martial Melee Weapon
To Hit: 1d20 + Strength Modifier + PB
Damage: 1d8 Piercing + Strength Modifier
PROPERTIES
Versitile (1d10). This weapon can be used with one or two hands. When you use two hands, it deals 1d10 damage, instead of 1d8.
MASTERY
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Martial Melee Weapon
To Hit: 1d20 + Str or Dex Modifier + PB
Damage: 1d6 Slashing + Str or Dex Modifier
PROPERTIES
Finesse.When making an attack, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Martial Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d6 Piercing + Dexterity Modifier
Range: 30/320
PROPERTIES
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Loading. You can fire only one piece of ammunition when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
MASTERY
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Martial Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d10 Piercing + Dexterity Modifier
Range: 100/400
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Dexterity score isn't at least 13.
Loading. You can fire only one piece of ammunition when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Martial Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d8 Piercing + Dexterity Modifier
Range: 150/600
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Dexterity score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Martial Ranged Weapon
To Hit: 1d20 + Dexterity Modifier + PB
Damage: 1d8 Piercing + Dexterity Modifier
Range: 150/600
PROPERTIES
Heavy. You have Disadvantage on attack rolls with this weapon if i your Dexterity score isn't at least 13.
Two-Handed.This weapon requires two hands when you attack with it.
MASTERY
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Requires Armor Training in Shields
AC Bonus: You gain a +2 bonus to your AC.
Requires Armor Training in Shields
AC Bonus: You gain a +2 bonus to your AC.
Requires Armor Training in Shields
AC Bonus: You gain a +2 bonus to your AC.
Requires Spellcasting
Substitute for Material Components: An object that you can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified.
Perform Somatic Components: You can perform the Somatic components of a spell with the hand holding your focus.
Requires Spellcasting
Substitute for Material Components: An object that you can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified.
Perform Somatic Components: You can perform the Somatic components of a spell with the hand holding your focus.
Requires Spellcasting
Substitute for Material Components: An object that you can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified.
Perform Somatic Components: You can perform the Somatic components of a spell with the hand holding your focus.
Requires Spellcasting
Substitute for Material Components: An object that you can use in place of a spell's Material components if those materials aren't consumed by the spell and don't have a cost specified.
Perform Somatic Components: You can perform the Somatic components of a spell with the hand holding your focus.