Basic Property | |
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Ammo(#). | Requires ammunition. If the ammo is a weapon, deals both sets of damage. |
Cavalry. | Requires 1 hand when mounted, but 2 hands the rest of the time. |
Disarming. | You have advantage on disarm attacks. |
Glove. | Wearing it counts as a free hand, but you can only attack with it if that hand is unoccupied. |
Grapple. | Can be used to make a grapple attack using Sleight of Hand instead of Athletics. |
Launcher(#). | Launches another weapon(#), dealing both the weapons damage and its own. |
Loading. | The weapon must be loaded before use. Reloading takes a bonus action. |
Loading(#). | The weapon has a # round internal magazine. Fully reloading takes an action, but reloading 1 shot takes a bonus action. |
Parry. | As a reaction, gain 1 AC for 1 incoming attack that you can see. |
Reach. | Range is extended by 5ft. |
Scatter. | Targets all creatures and objects in a cone, rather than one creature or object. |
Siege Weapon. | Deals double damage to objects, structures, and constructs. |
Sweeping. | When you make a melee attack, you can target 1 additional creature within range. |
Thrown(#). | Can be thrown as a ranged attack. |
Two-handed. | Needs 2 hands to use. Can be used with 1 hand at disadvantage. |
Versatile. | Can be 2-handed to increase damage dice rank. |
Ability Score | |
Alluring. | You can use Charisma as the modifier for this weapon. |
Arcane. | You can use Intelligence as the modifier for this weapon. |
Entropic. | You can use Constitution as the modifier for this weapon. |
Finesse. | You can use Dexterity as the modifier for this weapon. |
Occult. | You can use Wisdom as the modifier for this weapon. |
Prime. | You can use any ability score as the modifier for this weapon. |
Stronk. | You can use Strength as the modifier for this weapon. |
Minor magic | |
Annoying. | You have advantage to hit any creature within reach/half-range that is concentrating on a spell. |
Burst Fire(#). | Every attack with this weapon uses # rounds. |
Dire. | You can add your Proficiency Bonus to the damage roll instead of the attack roll. |
Dual Hit. | This weapon attacks twice per attack action used. Four times with the Extra Attack feature. |
Glowing. | Sheds bright light in a #-foot radius and dim light for an additional # feet. |
Hidden. | This weapon is designed to be easily concealed |
Large. | You have disadvantage in hallways. |
Mage Hunter. | You deal additional damage to spellcasters. |
Non-Lethal. | When dealing damage to a creature below 10% hp, they will be knocked Unconscious for 3 turns. |
Quick. | You can make one attack with this weapon as a bonus action |
Relentless. | You can add your Proficiency Bonus to both attack and damage rolls. |
Runic. | You can use this item as a Spellcasting focus. |
Scoped. | Extends the weapon's normal range to 3/4 of its long range. |
Sluggish. | Requires 1 attack action and 1 bonus action or 2 attack actions to use. |
Sprinter | While holding this weapon, your movement speed increases by 10 ft. |
Stealthy. | Doesn't reveil your position when attacking. |
Unwieldy. | You have disadvantage when attacking a target within 5 feet. |
Attunment Bonus | |
Confident. | While attuned to this magic item, you have advantage on Intimidation, Performance, and Persuasion checks. |
Divine. | While attuned to this weapon, your spells and abilities grant the maximum healing possible. |
Featherlite. | While attuned to this magic item, you don't provoke opp attacks. |
Forge worker. | (WIP) |
Grave Tender. | While attuned to this magic item, necrotic damage no longer reduces your Max hp |
Ice Born. | While attuned this weapon, you have resistance to cold damage. |
Damage Bonus | |
Dark kiss. | The target's max HP is reduced by the necrotic damage dealt. The reduction lasts until the target finishes a short rest. |
Decapitate. | When you deal max damage on a critical attack, the target is beheaded. |
Freezing. | When you deal max cold damage, the target's speed drops by 10 for 3 turns |
Lacerating. | When you deal max damage, the target gains 1 level of exhaustion. |
Life-Steal. | You gain temp HP equal to the necrotic damage dealt by this weapon. |
Paralyzing. | When you deal max psychic damage, the target becomes paralyzed until the start of your .next turn. |
Smelt. | When you deal max fire damage, the targets AC drops by 3. The reduction lasts until the target finishes a short rest. |
Storm Bound. | When you deal max lightning damage, the target becomes stunned until the start of your next turn. |