Weapon Types Introduction
Different weapon types can have differential and variable effects on your enemies and weapon choice should add character and effects to combat. Attack Damage type will be described in the weapon description itself, however, each weapon type incurs specific effects that will be outlined below. These are in addition to an item's specific characteristics.
Axe
- Double Damage against wooden creatures
- Advantage against shields
Big Bludgeon
- Critical hits apply 1d6 Concussion
- Advantage against Heavy armor
- Requires strength of 12
Bow
- Advantage against unarmored targets
- disadvantage in melee range
Buckler
- Disarms attacks that critically fail against you
- Does not benefit against projectile attacks.
Claws
- Max damage rolls cause 1d6 Light Bleed
- Crit on a target that is bleeding inflicts Heavy Bleed
- Highest damage die rerolled against heavy armor
Crossbow
- Critical Hits Ignore Armor Effects
- Cannot be fired in melee range
Dagger
- Daggers deal double Damage on Crits from Behind
- Daggers ignore Armor from behind
Flail
- Crit on a 19 or 20
- Critical Fail on a 1 or 2
Great Axe
- Advantage against shields
- Higher probability of maiming a target
- Sweeping strikes: Can hit two targets within range
GreatBow
- Peirce Through 1 target
- Movement Penalty of 10ft
- Constitution requirement of 11
- Advantage against 'Large' or bigger creatures
GreatSword
- Sweeping strikes: Can hit two targets within range
- Higher probability of maiming a target
- light bleed for every max damage roll
Mace
- Critical hits apply 1d4 Concussion
- Disadvantage against all shield types
Mantis Claws
- Advantage on grappling and grappling saves
- Disadvantage against heavy armor
Monk Focus
- Attacks with a monk focus are considered unarmed
- Cannot be disarmed
Polearm
- Long Range 10ft
- Sweeping strikes: Can hit two targets within range
Rapier
- Critical hits restore bonus action
- Disadvantage against heavy armor
- Max damage rolls cause light to bleed
Scythe
- Critical hits cause medium bleed, upgraded to heavy if the target is already bleeding.
- Disadvantage against light armor
Shield
- Reduces Probability of Grevious injury
- Can disengage without incurring opportunity
Spear
- Long Reach: 10ft range on spears
- Advantage against beasts and monsters
- Disadvantage when within melee range (<5ft)
Sword
- Maximum damage rolls incur bleed
- Bleeding rolls 17 and higher cause medium bleed
Thrown Weapons
- Requires Dex of 12
- Advantage on clothing and light armor
Tower Shield
- 10 Ft Movement Penalty
- 12 Con Requirement
- Acts as full cover for players behind wielder
War pick
- Advantage against heavy armor
- Disadvantage against medium armor
- Critical failure on 1 and 2
Whip
- Disadvantage against Heavy Armor
- Max damage rolls upgrade any bleeding
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