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Weapon Types

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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