Weapons
Simple Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Brass Knuckle | 1 gp | 1d4 bludgeoning | 1 lb | concealed, light, unarmed |
Club | 1 sp | 1d4 bludgeoning | 2 lbs | anti-armor, light |
Dagger | 2 gp | 1d4 piercing | 1 lbs | concealed, finesse, light, thrown(20/60) |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb | anti-armor, two handed |
Hand Axe | 5 gp | 1d6 slashing | 2 lb | climb, light, thrown(20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb | thrown (30/120) |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lbs | anti-armor, light, thrown(20/60) |
Mace | 5 gp | 1d6 bludgeoning | 4 lbs | anti-armor, versatile(1d8) |
Lanternstaff | 2 sp | 1d4 bludgeoning | 4 lbs | illuminated, two-handed |
Lash | 1 gp | 1d4 slashing | 1 lb | brutal, light, finesse |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lbs | versatile(1d8), trip |
Pick, Ice | 5 sp | 1d6 piercing | 2 lb | climbing, light |
Sharp Stake | 5 sp | 1d4 piercing | 3 lb | brace, reach, two-handed |
Studded Club | 5 sp | 1d6 bludgeoning | 2 lbs | anti-armor, switch(piercing) |
Sledgehammer | 5 gp | 1d8 bludgeoning | 10 lbs | anti-armor, heavy, siege, two handed |
Sickle | 1 gp | 1d4 slashing | 2 lb | disarm, light |
Short Spear | 1 gp | 1d6 piercing | 3 lb | brace, thrown(20/60), versatile(1d8) |
Simple Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow | 25 gp | 1d8 piercing | 5lb | Ammunition, Range (100/400ft.), loading, finesse, two-handed |
Dart | 5 cp | 1d4 piercing | 1/4 lb | concealed, finesse, light, projectile, thrown(20/60) |
Shortbow | 25 gp | 1d6 piercing | 10 lb | Ammunition, Range(80/320ft.), Finesse, Two Handed |
Sling | 1 sp | 1d6 bludgeoning | - | Ammunition, range (30/120ft.) |
Martial Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Arm Blade | 10 gp | 1d4 pierce | 1lb | concealed, light, finesse, unarmed |
Battle Axe | 10 gp | 1d8 slashing | 4lb | brutal, versatile |
Battle Claw | 10 gp | 1d4 slashing | 1lb | climbing, concealed, grappling, unarmed |
Battle Gauntlets | 10 gp | 1d4 slashing | 1lb | concealed, finesse, unarmed |
Battle Ram | 50 gp | 2d4 bludgeoning | 4lb | heavy, knockback, two-handed, siege |
Battle Staff | 20 gp | 1d6 bludgeoning | 5lb | disarm, finesse, reach, two handed, trip |
Boomerang | 5 gp | 1d4 bludgeoning | 1lb | aerodynamic(2d4), finesse, thrown(60/120ft.) |
Chakram | 10 gp | 1d4 slashing | 1 lb | aerodynamic(2d4), keen, light, finesse, thrown (30/60) |
Dual Chain Staff | 50 gp | 1d4 slashing | 10 lb | dual blade, finesse, reach, two handed, |
dual blade Spear | 50 gp | 1d4 piercing | 10 lb | brace, dual blade, reach, two handed |
dual blade Sword | 100 gp | 1d6 slashing | 15 lb | dual blade, keen, finesse, two handed |
Flail | 20 gp | 1d8 bludgeoning | 2 lb | anti-armor, brutal, versatile(1d10) |
Glaive | 20 gp | 1d10 slashing | 6 lb | brace, keen, reach, heavy, two handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb | brutal, heavy, two-hand |
Greatmace | 40 gp | 2d6 bludgeoning | 6 lb | brutal, anti-armor, heavy, switch(piercing), two-hand |
Greatscythe | 50 gp | 2d4 slashing | 10 lb | disarm, keen, heavy, hook, trip, two hand |
Greatsword | 50 gp | 2d6 piercing | 6 lb | keen, heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb | brace, hook, reach, switch(piercing), two handed |
Heavy Gauntlets | 20 gp | 1d6 bludgeoning | 4lb | light, knockback, siege, unarmed |
Katana | 50 gp | 1d6 slashing | 5lb | keen, light, versatile(1d8) |
Martial Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Katar | 25 gp | 1d6 piercing | 2 lb | finesse, light |
Khopesh | 25 gp | 2d4 slashing | 2 lb | keen, disarm, trip |
Kusarigami | 30 gp | 1d4 slashing | 2 lb | disarm, grapple, finesse, light, reach, technique(1d6) |
Lance | 40 gp | 1d12 piercing | 6 lb | reach, heavy, knockback, mounted |
Long Spear | 50 gp | 1d8 piercing | 6 lb | brace, reach, two-handed, thrown(20/60) |
Longsword | 10 gp | 1d8 slashing | 3 lb | keen, versatile(1d10) |
Maul | 50 gp | 2d6 bludgeoning | 10 lb | anti-armor, heavy, two handed |
Morning Star | 10 gp | 1d8 piercing | 4 lb | anti-armor, brutal, switch (piercing) |
Nunchuck | 10 gp | 1d6 bludgeoning | 2 lb | disarm, finesse, light, technique(1d8) |
Pike | 5 gp | 1d10 piercing | 18 lb | heavy, reach, two handed |
Rapier | 25 gp | 1d6 piercing | 2 lb | finesse, technique(1d8) |
Sai | 25 gp | 1d6 piercing | 3 lb | disarm, finesse, light |
Scimitar | 25 gp | 1d6 slashing | 3 lb | finesse, keen, light |
Shortsword | 10 gp | 1d6 piercing | 2 lb | finesse, light, switch(slashing) |
Spiked Chain | 10 gp | 1d8 slashing | 3 lb | disarm, reach, grappling, switch(piercing) |
Studded Greatlub | 10gp | 1d10 bludgeoning | 2 lbs | anti-armor, heavy, switch(piercing), versatile(2d6) |
Trident | 5 gp | 1d6 piercing | 4 lb | aquatic, disarm, reach, thrown(20/60), versatile(1d8) |
Warpick | 5 gp | 1d8 piercing | 2 lb | brutal, versatile |
Warhammer | 15 gp | 1d8 bludgeoning | 3 lb | anti-armor, versatile(1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb | disarm, finesse, reach, grappling |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Bola | 1 gp | 1d4 bludgeoning | 5lb | Range (15/60ft.), thrown, restrained |
Blowgun | 10 gp | 1 piercing | 1 lb | loading, payload, range(30/120), |
Cannon, Minigun | 750 gp | 3d4 piercing | 30 lb | ammunition, explosive(300), range(60/120), heavy, heavy draw, high powered, reload(1), spitfire, two-handed |
Cannon, Heavy | 750 gp | 3d4 piercing | 30 lb | ammunition, explosive(300), range(60/120), heavy, heavy draw, high powered, reload(1), siege, two-handed |
Cannon, Hand | 300 gp | 1d10 piercing | 3 lb | ammunition, explosive(120), high powered, quick draw, range(60/120), light, reload(1) |
Crossbow, Double | 100 gp | 1d6 piercing | 20 lb | ammunition, dual shot, heavy, heavy draw, loading, range(30/120), reload(1), two-handed |
Crossbow, Hand | 75 gp | 1d6 piercing | 3 lb | ammunition, light, loading, range(30/120ft.) |
Crossbow, Heavy | 50 gp | 1d10 piercing | 18 lb | ammunition, heavy, heavy draw, loading, range(100/400), two-handed |
Crossbow, Repeating | 100 gp | 1d6 piercing | 8 lb | ammunition, finesse, range (100/400ft.), reload(4), two-handed |
Crossbow, Repeating Hand | 300 gp | 1d4 piercing | 5 lb | ammunition, light, reload(4), range(30/120) |
Crossbow, Repeating Heavy | 250 gp | 1d8 piercing | 25 lb | ammunition, heavy, heavy draw, reload(4), range(100/400) |
Longbow | 100 gp | 1d8 piercing | 20 lb | ammunition, heavy draw, range(150/600), two-handed |
Pistol | 150 gp | 1d6 piercing | 2 lb | ammunition, explosive(60), quick draw, range(60/120), high powered, light, reload (6) |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Recurve Bow | 75 gp | 1d8 piercing | 2 lb | ammunition, range(150/600), keen, two-handed |
Shuriken | 1 gp | 1d4 slashing | 1/4 lb | aerodynamic (1d6), concealed, finesse, light, projectile, thrown(20/60) |
Repeater | 300 gp | 2d4 piercing | 10 lb | ammunition, explosive(120), range(90/180), reload (6), spitfire, two-handed |
Rifle | 300 gp | 1d10 piercing | 10 lb | ammunition, explosive(120), range(240), reload (6), two-handed |
Rifle, Double Barrel | 300 gp | 1d4 piercing | 10 lb | ammunition, brutal, dual shot, explosive(300), range(90/180), reload (6), two-handed |
Rifle, Sniper | 500 gp | 1d10 piercing | 15 lb | ammunition, brutal, explosive(300/600), reload(1), range(300), Scope, two-handed |
Shotgun | 500 gp | 2d4 piercing | 10 lb | Ammunition, burst (2d6/1d6), range(10/20), explosive (300), reload (6), scatter (1d4), two-handed |
Wrist Launcher | 100 gp | 1d4 piercing | 1lb | light, payload, range(20/60), loading(6), unarmed |
Arcane Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Caduceus | 200 gp | 168 damage | 10 lb | arcane, range(120), two-handed, ward |
Scepter | 150 gp | 1d6 damage | 5lb | arcane, versatile(1d8) |
Sigil Baton | 150 gp | 1d4 damage | 2lb | arcane, light |
Staff | 200 gp | 1d6 damage | 10 lb | arcane, focus, range(120), two-handed |
Wand | 150 gp | 1d4 damage | 2 lb | arcane, range(90), light |
Weapon Properties
Aerodynamic
A weapon with this property is specifically made to be thrown with extreme speed and accuracy. A damage value in parentheses appears with the property the damage when the weapon is thrown to make a ranged attack.
Ammunition
Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. 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.
Arcane
Weapons with this property can deal only one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage.
While wielding these weapons, you must choose to use your spellcasting modifier to make attack and damage rolls instead. Creatures without the spellcasting ability must use Intelligence as their modifier
These weapons can also serve as a focus.
This weapon ceases to function in an antimagic field.
Aquatic
Weapons with this property do not suffer any penalities associated with underwater combat. Even if the creature does not possess a swimming speed.
Anti-Armor
When dealing damage to an opponent in heavy armor or wielding a shield, you gain a +1 bonus to hit.
Brace
When you ready your Attack action wielding this weapon, you can deal an additional damage die of damage against a creature that has moved at least half its movement speed before entering within your reach.
Additionally, whenever you make an opportunity attack against a creature that has moved at least half its movement speed before provoking your attack of opportunity, you can add an additional damage die to the total roll.
Brutal
When you score a critical hit with a weapon attack, you can reroll 1s and 2s on the weapon's damage dice. You can only use this feature once per attack
Burst
Ranged weapons with the scatter trait can deal increased damage to a single target within range as its complete salvo strikes its target. the extra damage is specified in the parentheses associated with this feature.
Climbing
While wielding a weapon with this property, creatures have advantage on Strength (Athletics) or Dexterity(Acrobatics) to climb.
Concealed
While wielding this weapon, you have advantage on Dexterity (Sleight of Hand) checks to conceal it. You are able to draw and sheathe this weapon (no action required).
Disarm
While wielding this weapon, you have advantage on Athletics (Athletics) checks or Dexterity (Sleight of Hand) checks whenever you substitute a weapon attack for a disarm action.
Dual Shot
Upon hitting a creature with a ranged weapon attack, you are able to hit it twice. You can only add your modifier to the first damage roll. If you score a critical hit, you can treat both attacks as a critical hit. This feature expends two ammunition
Any additional damage bonuses such as Archery fighting style, Sneak Attack, or Sharpshooter can only be applied once per attack.
However, this feature can benefit from features such as Hunter's Mark that activates upon each time a creature is damaged.
Explosive
Weapon with this property create a thunderous boom that can be heard in a radius specified by the parentheses accompanying this feature.
Dual Blade
When making an attack with a weapon with this property, you can use your bonus action to make another attack with this weapon
keen
When dealing damage to an unarmored creature or a creature wearing light armor, you gain a +1 bonus to damage rolls.
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.
Focus
While wielding a weapon with this property, you gain a +1 bonus to saving throws to maintain concentration
Grapple
While wielding this weapon, you have advantage on Strength (Athletic) checks whenever you substitute a weapon attack for a grapple.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. If the weapon has the ranged property, you must use Strength instead of Dexterity for your attack rolls.
Heavy Draw
Ranged weapons with this property must rely on Strength instead of Dexterity when determining attack rolls and damage rolls within a ranged weapon.
High Powered
Weapons with this property does not suffer disadvantage when fired in melee range.
Hook
While wielding a weapon with this property, you have advantage on Strength (Athletics) checks when you substitute your weapon attack to shove a creature. When you shove a creature in this manner, you must to pull it 5ft towards you instead.
Illuminate
Weapons with this property have a special container attached that contains fuel to act as a source of light. This light can be treated as a protected light source such as a hooded lantern and must be refueled accordingly.
While lit, the weapon can give off a bright light in a 10ft. radius and dim light an additional 10ft. For the duration, the weapon can deal additional damage die of damage when it hits a creature with an attack. This additional damage counts as fire damage.
Knockback
While wielding a weapon with this property, you have advantage on Strength (Athletics) checks when you substitute your weapon attack to shove a creature.
Light
A 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.
Mounted
A mounted weapon can be used with one hand while mounted.
Payload
As a bonus action, this weapon can be loaded with a particular payload. This payload can include a flask of poison, or a potion. Upon a hit, creatures take the weapon's base damage and are subject to any effects of its payload.
Projectile
Weapons with this property can be used as a projectile for a weapon with the payload. You can add the base damage of this weapon to the payload weapon's base damage die when you make a ranged weapon attack. When determining range, you use the range of the weapon with payload.
Quick Draw
You can draw or stow two weapons with this property when you would normally be able to draw or stow only one.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum 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.
Reach
This weapon adds 5 feet to your reach when you attack with it
Reload
Your weapon can hold a certain payload of ammunition before needing to reload. You are able to fire your weapon a number of times equal to your reload value before you must spend your action or bonus action to reload this weapon.
Restrained
A Large or smaller creature hit by a weapon with this property is restrained until it is freed. A weapon has no effect on creatures that are form less, 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 the weapon (AC 10) also frees the creature without harming it, ending the effect and destroying the 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.
Scatter
Weapons with this property require a Dexterity saving throw equal to 8 + your Dexterity modifier + your proficiency bonus instead of an attack roll to hit. This feature can affect creatures in a cone specified by the weapon's range.
On a failed saving throw, creatures in range take damage equal to the weapon's damage die. You can add your Dexterity bonus to this roll. On a successful save, it takes no damage.
When fire a weapon at its extended range, your attack deals half damage to creatures within this range threshold. The damage die is decreased to that in the value in parentheses. However, you can still add your Dexterity bonus to the total damage roll.
Scope
Ranged weapons with this property are equipped with a tool to allow the user to search over long distances. While wielding this weapon, you can substitute one of your attack actions to take the Search action.
When you do so, you advantage on Wisdom(Perception) checks that rely on sight over 30ft. from you. However, you suffer disadvantage on Wisdom(Perception) checks that rely on sight within 30ft. of you.
Siege
Weapons with this property deal double damage against buildings and objects.
Spell Strike
While wielding this weapon, you can make a melee weapon attack without suffering disadvantage. When determining damage, you can choose the base damage die.
Spitfire
Weapons with this property are able to unleash a salvo of ammunition. You can only use this feature if the weapon is fully loaded.
When used, creatures in a line that has a 5ft. width and a length equal to your weapon's maximum range must make a Dexterity saving throw equal to 8 + your Strength or Dexterity modifier (weapon dependent) + your proficiency bonus.
On a failed save, creatures take damage equal to the weapon's damage die + your Strength or Dexterity bonus (weapon dependent). On a successful saving throw, creatures take no damage. Using this features fully uses any ammunition rounds forcing you to reload.
Switch
Weapons with this property can deal its choice of an additional weapon type as seen in parentheses.
Technique
This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with one hand while the other hand is free while making a melee attack.
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.
Trip
While wielding a weapon with this property, creatures have advantage on Strength (Athletics) when it substitutes a weapon attack to shove a creature or to knock it prone.
Two Handed
This weapon requires two hands to use.
Unarmed
While wielding a weapon with trait, your hands are considered free to use of hold an object.
If a creature attempts to disarm you, it must take its action to do so. When a creature attempts to disarm you, you have advantage on Strength(Athletics) or Dexterity (Acrobatics) checks to resist.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.
Ward
While wielding weapons with this property, you gain a +1 bonus to saving throws against spell effects.
Exotic Materials
These materials represent special materials and methods weapons can be crafted. Depending on its composition, weapons gain the following effects.
Adamantine Weapons
Application (All Weapons and Ammunition) Additional Cost 300% the weapon's original value
These weapons are crafted from adamantine. These weapons can overcomes resistances that many constructs and golems possess against weapons not crafted of this metal.
This weapon ignore resistance to bludgeoning, piercing, and slashing damage from non-adamantine weapons
Additionally, when dealing a critical hit, you can add one additional damage die to the total damage roll. This ability can stack with other feature that add additional damage to a critical hit.
Bramblewood
Application (all weapon's and ammunition)
Additional Cost 200% the weapon's original value
These weapons are made from harden bark and vegetation almost comparable to steel. As a result, these weapons acquire a thorny appearance and gain the following traits.
Whenever weapons containing this property deal damage, they can treat the damage roll as piercing for the purposes of overcoming resistance, taking advantage of vulnerability or other effects associated with dealing piercing damage.
Combined
Application (specific)
Additional Cost The combined cost of both weapons.
These weapons provide the perfect hybrid of martial and ranged combat. These two weapons count as the same and you can freely alternate between ranged and melee attacks without having to draw or stow your weapons.
You can only combine one melee weapon with one ranged weapon. If weapons have conflicting traits, such as light and heavy, the traits cancel each other out.
Crystal
Application (all weapon's and ammunition)
Additional Cost 500% the weapon's original value
These weapons are created by the finest of crystals such as emeralds, rubies or diamonds.
Whenever you deal a critical hit, you can treat your weapon damage roll as its maximum. Additionally, the weapon can ignore effects that negates critical damage.
This effect only applies to the weapon damage die only, not additional effects such as Sneak Attack or Divine Smite.
Deep Iron Iron
Application (melee weapons and ammunition only) Additional Cost: 300% the weapon's original value
These weapons are especially toxic to fey.
This weapon ignore any resistances that Fey possess towards bludgeoning, piercing, and slashing damage.
When you deal a critical hit against a Fey creature, it is poisoned until the end of its next turn.
Dragonbone
Application (all weapons and ammunition) Additional Cost 1000% the weapon's original value
These weapons can only be crafted from the remains of a dragon itself. These weapons are known to be much stronger than even the hardest of steel.
While wielding this weapon, whenever you deal maximum weapon damage, you can add the weapon damage die again.
Dual Ore
Application (all weapons and ammunition) Additional Cost varies
These weapons are crafted with two exotic weapons gaining both of their properties. The total cost of this item is equivalent to the combined cost of both effects.
Energy
Application (melee weapons and ammunition only)
Additional Cost: 500% the weapon's original value
Energy weapons are made completely of magical force. These weapons deal one of the following damage types while retaining its other weapon properties: acid, cold, fire, force, lightning, necrotic, psychic, radiant, or thunder.
Glass
Application (all weapon's and ammunition) Additional Cost: 200% the weapon's original value
Despite their name, glass weapons are in fact incredibly durable as they are crafted by subterranean crystals. These beautiful weapons have unique ability to absorb light energy.
Whenever a creature wielding this weapon takes radiant damage, it can deal an additional die of damage on its next weapon attack until the end of its next turn. This additional damage counts as radiant damage.
Leadstone
Application (all weapon's and ammunition) Additional Cost: 500% the weapon's original value
These weapons are crafted from one of the heaviest metal on the material plane, leadstone. These weapons gain the following features.
- Weapons without the light or heavy property gain the heavy property
- Weapons already with the heavy property as well as any form of ammunition gain the ability to push a creature back 10ft. or knock a creature at most one size larger than you prone upon dealing a critical hit.
- When a creature wielding this weapon substitutes a weapon attack to shove a creature, it can make the Strength (Athletics) check with advantage.
Moonsteel
Application (All Weapons and Ammunition) Additional Cost: 300% the weapon's original value
These weapons are crafted with a special metal that seems to resonate with the moon itself. Whenever this weapon is wielded at night or in the presence of moonlight, this weapon gives off a a dim light in a 10ft. radius.
If the weapon requires ammunition, this light lasts around the target until the end of your next turn upon hitting that creature.
Creatures within range of this light cannot benefit from being hidden or invisible.
Mithril
Application (All weapon's and Ammunition) Additional Cost: 1000% the weapon's original value
These weapons are crafted from one of the rarest and lightest metal, mithril. These weapons gain the following features.
- Weapon's possessing this trait, can ignore any penalties associated with the heavy property.
- One handed weapon with this trait gain the light property
- Light weapons gain the thrown property of (30/120)ft. If a melee weapon already possesses the thrown property, its range is doubled.
Obsidian
Application (Melee Weapons Only) Additional Cost: 200% the weapon's original value
Obsidian weapons are crafted from hardened lava giving them a glossy, black appearance. Whenever a creature wielding this weapon takes fire damage, it can deal an additional die of damage on it next weapon weapon attack until the end of its next turn. This additional damage counts as fire damage.
Organic Weapons
Application (all weapon's and ammunition) Additional Cost same weapon value
These weapons are made by non-metal materials such as bone, or harden plants. These weapons do not suffer from any features that affects metal.
Platinum
Application (All weapons and ammunition) Additional Cost: 300% the weapon's original value
In many regards, platinum is viewed as a superior metal. However, it is extremely expensive and hard to acquire.
Weapons crafted by this metal can deal a critical hit on a 19-20.
Quicksilver
Application (All Weapons and Ammunition) Additional Cost: 300% the weapon's original value
These weapons are made from a rare metal found deep in the Underdark. These weapons are crafted specifically to hinder a creature's connection to magic.
Whenever you make a weapon attack against a creature that is concentrating on the spell, it suffers disadvantage on its saving throw to maintain concentration.
Rimesteel
Application (all weapons and ammunition)
Additional Cost: 200% the weapon's original value
Rimesteel weapons are frozen crystal only found in the coldest of environments. Despite its name, this material is actually a crystal and not a metal. In the presence of extreme cold, these crystals have been known to temporarily enlarge in size. Whenever a creature wielding this weapon takes cold damage, it can deal an additional die of damage on it next weapon weapon attack until the end of its next turn. This additional damage counts as cold damage.
Serrated
Application (All Weapons and Ammunition) Additional Cost 150% the weapon's original value
These weapons are made with jagged hooks and edges to make it more intimidating and lethal.
Whenever weapons containing this property deal damage, they can treat the damage roll as slashing for the purposes of overcoming resistance, taking advantage of vulnerability or other effects associated with dealing slashing damage.
Siege Weapons
Application (All Weapons and Ammunition) Additional Cost 200% the weapon's original value
Weapons with this property deal double the weapon's damage against buildings and objects. Upon dealing a critical hit against a building or structure, the weapon can deal triple the damage die.
Silver Weapons
Application (All Weapons and Ammunition) Additional Cost 200% the weapon's original value
These weapons are crafted from silver. These weapons can overcomes resistances that many fey, shapechangers, therianthorpes possess against weapons not crafted of this metal.
Upon dealing a critical hit against shapechangers or creatures with resistance from non-silvered bludgeoning, piercing, and slashing damage, it can add one additional damage die to the total damage roll.
If a creature is under a magical effect to maintain its form, it suffers disadvantage on saving throws to maintain concentration on its form
Starmetal
Application (All Weapons and Ammunition) Additional Cost 1000% the weapon's original value Starmetal weapons are extremely rare as they have only been acquired from mysterious stones that periodically fall from the sky.
Weapons made of this material can reroll 1s and 2s on it damage roll.
Stormsilver
Application (All Weapons and Ammunition) Additional Cost 200% the weapon's original value
This weapon is made of an extremely conductive material that is able to temporarily store electrical energy
Whenever a creature takes lightning damage while wielding this weapon, the creature can deal an additional damage die of lightning damage on its next weapon attack before the end of its next turn.
Sunsteel
Application (All Weapons and Ammunition) Additional Cost 200% the weapon's original value Sunsteel weapons are made a special metal that glows in the presence of the sun.
These weapons are crafted with a special metal that seems to resonate in the presence of the sun Whenever this weapon is wielded at night or in the presence of sunlight, this weapon gives off a a bright light in a 5ft. radius and dim light and additional 5ft..
If the weapon requires ammunition, this light lasts around the target until the end of your next turn upon hitting a creature
Whenever dealing a critical hit under these conditions, the weapon can an additional damage die as radiant damage.
Thunderstone
Application (All weapons and ammunition) Additional Cost: 200% the weapon's original value
This weapon is made of a strange porous material that is able to harness sonic energy for a temporary period of time that can be released in a thunderous burst.
Whenever a creature takes thunder damage while wielding this weapon, the sword lets off a high-pitched thrum that can be heard in a 30ft. radius. Until the end of your next turn, when you hit a creature at most one size Larger than you on your next weapon attack, the target must succeed a Strength saving throw equal to 8 + your Strength modifier + proficiency modifier or be knocked prone.
Vileroot
Application (All weapons and ammunition) Additional Cost: 200% the weapon's original value
This weapon is made from the roots of a toxic plant that is able to absorb corrosive acid and sap from swamps
Whenever a creature takes acid damage while wielding this weapon, the weapon begins to ooze with toxic sap. Whenever a creature wielding this weapon takes acid damage, it can deal an additional die of damage on it next weapon weapon attack until the end of its next turn. This additional damage counts as acid damage.
Vridium
Application (All weapons and ammunition) Additional Cost: 200% the weapon's original value
This rare weapon is made from a radioactive crystal found deep in the Underdark.
Whenever a creature deals a critical hit with this weapon, that creature is poisoned until the end of its next turn.
Cover Art: Lake Hurwitz
Special Thanks to the following Patrons
Valken
Jacob S.
Razi R.
Tallon M.
Captain Blackwood
Douglas B.
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