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Item Features

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. Drawing the ammunition from a Quiver , Case, crossbow bolt , 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. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Finesse
When making an attack 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.
HeavySmall creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
LightA light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
MountedYou have disadvantage when you use this weapon to attack a target within 5 feet of you. Also, this weapon requires two hands to wield when you aren’t mounted.
Strangling
A creature hit by this weapon is Grappled by the creature wielding this weapon and Suffocating as long as they remain grappled. While grappling this weapon can only make attacks against the grappled creature.
Grappled, Suffocating
Range (5/15)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (20/60)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (25/100)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (30/120)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (80/320)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (100/400)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
Range (150/600)
A weapon that can be used to make a ranged attack has the parenthesized range. 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.
ReachThis weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Restraining
A Large or smaller creature hit by this weapon is restrained until it is freed. This weapon’s restraining has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to this weapon (AC 10) also frees the creature without harming it, ending the effect and destroying this weapon. When you use an action, bonus action, or reaction to attack with this weapon, you can make only one attack regardless of the number of attacks you can normally make.
Restrained
SubtleCreatures have disadvantage on perception checks made to determine the location of their attacker when damaged by this weapon.
Silvered
This weapon ignores resistance to non-magical damage of creatures susceptible to silver weapons.
You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
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 that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe , you use your Strength, but if you throw a Dagger , you can use either your Strength or your Dexterity, since the dagger has the Finesse property.
Two-HandedThis weapon requires two hands when you attack with it.
Versatile (1d8)This weapon can be used with one or two hands. When this weapon is used with two hands to make a melee attack its base damage die is 1d8.
Versatile (1d10)This weapon can be used with one or two hands. When this weapon is used with two hands to make a melee attack its base damage die is 1d10.
Variable (Slashing/Piercing)When you make an attack with this weapon you choose whether it deals slashing or piercing damage if it hits.
Variable (Piercing/Bludgeoning)When you make an attack with this weapon you choose whether it deals bludgeoning or piercing damage if it hits.
Variable (Bludgeoning/Slashing)When you make an attack with this weapon you choose whether it deals bludgeoning or slashing damage if it hits.
Variable (Bludgeoning/Piercing/SlashingWhen you make an attack with this weapon you choose whether it deals bludgeoning, piercing, or slashing damage if it hits.
BalancedThis weapon is weighted to increase the force behind attacks made with it. You have a +1 bonus to damage rolls made with this weapon.
WeightedThis weapon is carefully balanced to increase its accuracy. You have a +1 bonus to attack rolls made with this weapon.
Masterwork
The exceptional skill and/or material used in the crafting of this weapon make it more effective and reliable than the average weapon. You have a +1 bonus to attack and damage rolls made with this weapon.
Enchanted +1
This weapon, shield, armor, or focus has been imbued with a magical enchantment to make it more effective and resilient.
If the item is a weapon, you have a +1 bonus to attack and damage rolls made with it. If the item is a shield or armor you have a +1 bonus to armor class while wearing it. If the item is a focus you have a +1 bonus to spell attack rolls and your spell save DC when casting spells through it.
The item is also immune to non-magical wear and does not degrade from use.
Enchanted +2
This weapon, shield, armor, or focus has been imbued with a magical enchantment to make it more effective and resilient.
If the item is a weapon, you have a +2 bonus to attack and damage rolls made with it. If the item is a shield or armor you have a +2 bonus to armor class while wearing it. If the item is a focus you have a +2 bonus to spell attack rolls and your spell save DC when casting spells through it.
The item is also immune to non-magical wear and does not degrade from use.
Enchanted +3
This weapon, shield, armor, or focus has been imbued with a magical enchantment to make it more effective and resilient.
If the item is a weapon, you have a +3 bonus to attack and damage rolls made with it. If the item is a shield or armor you have a +3 bonus to armor class while wearing it. If the item is a focus you have a +3 bonus to spell attack rolls and your spell save DC when casting spells through it.
The item is also immune to non-magical wear and does not become worn from use.
Worn -1
This weapon, shield, armor, or focus has degraded due to heavy use or poor quality.
If the item is a weapon, you have a -1 modifier to attack and damage rolls made with it. If the item is a shield or armor you have a -1 modifier to armor class while wearing it. If the item is a focus you have a -1 modifier to spell attack rolls and your spell save DC when casting spells through it.
A worn item can be repaired by a skilled crafter with access to appropriate skill and material, removing 1 level of wear per hour spent and 10 silver of material used.
Worn -2
This weapon, shield, armor, or focus has degraded due to heavy use or poor quality.
If the item is a weapon, you have a -2 modifier to attack and damage rolls made with it. If the item is a shield or armor you have a -2 modifier to armor class while wearing it. If the item is a focus you have a -2 modifier to spell attack rolls and your spell save DC when casting spells through it.
A worn item can be repaired by a skilled crafter with access to appropriate skill and material, removing 1 level of wear per hour spent and 10 silver of material used.
Worn -3
This weapon, shield, armor, or focus has degraded due to heavy use or poor quality.
If the item is a weapon, you have a -3 modifier to attack and damage rolls made with it. If the item is a shield or armor you have a -3 modifier to armor class while wearing it. If the item is a focus you have a -3 modifier to spell attack rolls and your spell save DC when casting spells through it.
A worn item can be repaired by a skilled crafter with access to appropriate skill and material, removing 1 level of wear per hour spent and 10 silver of material used.
If the item becomes further worn it is destroyed.
Corrosive
This weapon has been imbued with a magical enchantment to give it an acidic aspect.

This weapon deals an extra 1d4 magical acid damage to any target it hits and the target is Melting until the end of your next turn.
MeltingMartial, Spellfighter
Frozen
This weapon has been imbued with a magical enchantment to give it a freezing aspect.

This weapon deals an extra 1d8 magical cold damage to any target it hits and the target becomes Chilled until the end of your next turn.
ChilledMartial, Spellfighter
Flaming
This weapon has been imbued with a magical enchantment to give it a firey aspect.

This weapon deals an extra 1d6 magical fire damage to any target it hits and the target becomes Inflamed until the end of your next turn.
InflamedMartial, Spellfighter
Forceful
This weapon has been imbued with a magical enchantment to give it an impactful aspect.

This weapon deals an extra 1d8 magical force damage to any target it hits and the target becomes Off Balance.
Off BalanceMartial, Spellfighter
Shocking
This weapon has been imbued with a magical enchantment to give it an electric aspect.

This weapon deals an extra 1d8 magical lightning damage to any target it hits and the target becomes Shocked until the end of your next turn.
ShockedMartial, Spellfighter
Decaying
This weapon has been imbued with a magical enchantment to give it a withering aspect.

This weapon deals an extra 1d10 magical necrotic damage to any target it hits and the target begins Withering until the end of your next turn.
WitheringMartial, Spellfighter
Toxic
This weapon has been imbued with a magical enchantment to give it a noxious aspect.

This weapon deals an extra 1d8 magical poison damage to any target it hits and the target becomes Poisoned until the end of your next turn.
PoisonedMartial, Spellfighter
Psionic
This weapon has been imbued with a magical enchantment to give it a mind-rending aspect.

This weapon deals an extra 1d4 magical psychic damage to any target it hits and the target becomes Dazed until the end of your next turn.
DazedMartial, Spellfighter
Dazzling
This weapon has been imbued with a magical enchantment to give it a brilliant aspect.

This weapon deals an extra 1d6 magical radiant damage to any target it hits and the target becomes Blinded until the end of your next turn.
BlindedMartial, Spellfighter
Thunderous
This weapon has been imbued with a magical enchantment to give it a booming aspect.

This weapon deals an extra 1d8 magical thunder damage to any target it hits and the target becomes Off Balance.
Off BalanceMartial, Spellfighter
Cleave
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.
You swing your weapon in a large arc to attack up to 3 enemies within your attack range that are within 5 feet of each other. Instead of rolling to hit, the attacked creatures each make a DC 10 + Attack Bonus Saving Throw and take half the damage your weapon usually deals if they fail.
Martial, SpellfighterAttack
Lacerate
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You slash at your target's vital points and if you hit (in addition to the attack’s normal damage and effects) they start Bleeding if they fail a DC 10 + Attack Bonus Constitution Saving Throw.
BleedingMartial, SpellfighterAttack
Maim
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You strike at your target’s legs, wings, or other means of movement and if you hit (in addition to the attack’s normal damage and effects) they become Maimed if they fail a DC 10 + Attack Bonus Constitution Saving Throw.
MaimedMartial, SpellfighterAttack
Wound
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You strike a lasting blow at your target and if you hit (in addition to the attack’s normal damage and effects) they become Wounded if they fail a DC 10 + Attack Bonus Constitution Saving Throw.
WoundedMartial, SpellfighterAttack
Concussion
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You make an aimed strike at your target’s head and if you hit (in addition to the attack’s normal damage and effects) they become Dazed if they fail a DC 10 + Attack Bonus Constitution Saving Throw.
DazedMartial, SpellfighterAttack
Topple
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You make a low sweeping strike at your target’s legs and if you hit (in addition to the attack’s normal damage and effects) they are knocked Prone.
ProneMartial, SpellfighterAttack
Rush
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You charge forward (using your movement) and attack the first enemy in your way, pushing them Off Balance if you hit (in addition to the attack’s normal damage and effects) and they fail a DC 10 + Attack Bonus Constitution Saving Throw.
Off BalanceMartial, SpellfighterAttack, Movement
TenacityYour trained proficiency in this weapon enables you to deal bludgeoning damage equal to your Strength modifier to your target when you miss an attack with it.Martial, SpellfighterAttack
Flourish
Your trained proficiency in this weapon enables you to use it to make a special attack using your bonus action once per minute when wielded in your main hand.

You feint an attack to throw your target Off Balance if you hit (instead of the attack’s normal damage and effects) and they fail a DC 10 + Attack Bonus Wisdom Saving Throw.
Off BalanceMartial, SpellfighterBonus Action
Pommel
Your trained proficiency in this weapon enables you to use it to make a special attack using your bonus action once per minute when wielded in your main hand.

You turn your weapon around as you attack your target and they become Dazed if you hit (instead of the attack’s normal damage and effects) and they fail a DC 10 + Attack Bonus Constitution Saving Throw.
DazedMartial, SpellfighterBonus Action
Weaken
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You make an aimed strike at your target’s arm or grip and if you hit (in addition to the attack’s normal damage and effects) they become Weakened if they fail a DC 10 + Attack Bonus Constitution Saving Throw.
WeakenedMartial, SpellfighterAttack
Breathtaker
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.

You make a powerful blow against your target’s chest and if you hit (in addition to the attack’s normal damage and effects) they lose their breath and begin Suffocating if they fail a DC 10 + Attack Bonus Constitution Saving Throw and they need to breath. The suffocating creature can repeat this save and recovers their breath on a successful save or if another creature uses an action to administer treatment using a Healer’s kit and succeed on a DC 10 + Attack Bonus Medicine Check.
SuffocatingMartial, SpellfighterAttack
Disarm
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.
You make an aimed attack at your target’s grip and if you hit (instead of the attack’s normal damage and effects) they drop an item of your choice they are holding.
Martial, SpellfighterAttack
Brace (Melee)
Your trained proficiency in this weapon enables you to prepare to make empowered attacks once per minute when wielded in your main hand.
You spend 20 feet of your movement and for the rest of your turn, your critical threshold increases by 1 and you roll melee damage for this weapon twice and use the highest result.
Martial, SpellfighterMovement
Brace (Ranged)
Your trained proficiency in this weapon enables you to prepare to make empowered attacks once per minute when wielded in your main hand.
You spend 20 feet of your movement and for the rest of your turn, your critical threshold increases by 1 and you roll ranged damage for this weapon twice and use the highest result.
Martial, SpellfighterMovement
Prepare
Your trained proficiency in this weapon enables you to prepare to make empowered attacks once per minute when wielded in your main hand.
You spend 20 feet of your movement and for the rest of your turn, your critical threshold increases by 1 and you deal additional damage (of the weapon’s base damage type) equal to your Strength Bonus when you deal damage with this weapon.
Martial, SpellfighterMovement
Running Shot
Your trained proficiency in this weapon enables you to use it to make a special attack using your bonus action once per minute when wielded in your main hand.

After you Dash or Disengage you can make a ranged attack with this weapon as a bonus action.
Martial, SpellfighterBonus Action
Hamstring
Your trained proficiency in this weapon enables you to use it to make a special attack once per minute when wielded in your main hand.
You strike at your target’s legs, wings, or other means of movement and if you hit (in addition to the attack’s normal damage and effects) the creature’s movement speed is halved for the next minute or until they regain hit points.
Martial, SpellfighterAttack