Weapon Table

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Weapon System: Modifcations and Alterations

Rules

The Weapon System allows for weapon smiths to make modifications and alterations to your weapons to enhance their capabilities. Each weapon can have one modification, and one alteration. Modifications offer a wide variety of effects, but some of them are restricted to certain weapon damage types, or weapon archetypes. When a restriction is listed as "All", this modification may be applied to any simple or martial weapons (shields and bows/crossbows not included). Alterations can be applied by any Journeyman, Master, or Artisan smiths. Alterations allow for Breaks, which trigger when using the weapon and rolling over the targets armor class by the listed amount. This amount can be reduced by fulfilling the alterations threshold requirement. Keywords and conditions are explained in the Keywords and Conditions section of this page.

Modifications

TierNameRestrictionsEffect
AmatuerAdaptiveAllWhen you fail an attack roll against a creature, roll a 1d6 and add that to your next melee attack roll you make against that same creature. You may use this modification a number of times equal to your INT modifier to a minimum of 1. Uses replenish after a short rest.
AmatuerDauntlessPiercingInflict the impaired condition when you successfully hit a creature with this weapon.
AmatuerExploitAllWhen the target creature is flanked, gain +2 to attack rolls.
AmatuerMightyBludgeoningWhen an attack is successfully made with this weapon to either a construct, or creature wearing heavy armor, it deals additional damage equal to your proficiency bonus. Heavy armor includes half plate and scale mail for this purpose of this modification.
AmatuerReinBows, CrossbowsWhen dealing damage with this weapon, apply rein(1).
AmatuerSlayingSlashingInflict the bleed condition upon your target when you successfully hit a creature that you have dealt damage to with this weapon during this combat. This triggers once per turn.
AmatuerStuddedShieldAs a bonus action, a player may make an attack roll with thier shield using thier Strength modifier. On a hit, deal 1d4 bludgeoning damage and the target is inflicted with the impaired condition.
JourneymanAcuteRapiersWhen you deal damage to a creature, if the target is impaired , add your proficiency bonus to the damage dealt. If the creature is not impaired, apply the condition.
JourneymanAegisShieldWhen you are targeted with a melee weapon, after the attack roll, you may roll 1d6 and add that to your AC for that attack. When you use this modification, you lose the bonus AC granted from the shield until the start of your next turn.
JourneymanBoldSpears, GlaivesWhen you make a successful attack that makes use of the weapons range property, while you are out the of melee range of your target, you inflict the impaired condition and add your proficiency bonus to the deal.
JourneymanBreakerHammersWhen dealing damage with a breaker weapon, if the target is smaller or the same size as the user, you may force the target to move 5ft in any direction other than into your square.
JourneymanBurstAllMeter. When the wielder deals damage that would grant them the flow state condition, they deal an extra 1d8 (1h) or 1d10 (2h) damage to the target. The wielder loses the flow state condition, and the meter is set to 0. The damage dealt type by this effect is equal to the weapons damage type.
JourneymanDeftDaggersWhen you make a successful attack with a dagger using your attack action you may make an additional attack with that weapon with advantage. The damage from this attack does not add modifiers, but applies the bleed condition.
JourneymanDuelistSwords, RapiersWhen there are three creatures or less within ten feet of you, you gain +1 to your AC and you may add your proficiency bonus to damage dealt.
JourneymanFocusedAllWhen you achieve flow state, you gain + 1 to all of your saving throws.
JourneymanGamblersAllWhen you deal damage with this weapon, you may reroll the damage die once per attack. If you do, you must use the result. You may use this feature an equal amount of times to your intelligence modifier. Uses replenish on a long rest.
JourneymanInterceptShieldAs a reaction, when an ally takes damage, roll 1d4 + your STR mod and reduce the damage taken by that amount.
JourneymanKillerAllThis weapon increases your critical range by 1 (i.e. 20 to 19).
JourneymanLethalAllWhen landing a critical hit, the extra die rolled are automatically max value.
JourneymanMenaceAxes, HalberdsWhen dealing damage to a creature with the bloodied condition, this weapon deals damage equal to your proficiency bonus.
JourneymanOpportuneAllWhen making an opportunity attack, gain +1 to hit and +1d6 damage matching your weapons damage type. Ignores any ability that prevents attacks of opportunity.
JourneymanReflexiveDaggers, RapiersMeter. When you achieve flow state you gain +2 to your AC until you are hit by an attack that would otherwise hit you if not for this ability. When this triggers, you lose flow state and your meter is reset to 0.
JourneymanSilverAllSilver weapons bypass targets resistance or immunity to non-silvered weapons, when applicable.
JourneymanStalwartShieldWhen flanked, this shield reduces incoming attack bonuses received from flanking by up to 4.
JourneymanTowerShieldThis shields weight is doubled. You receive a +1 to AC when attacked from range.
Journeyman Weighted Daggers When you throw this weapon with an attack action, add +2 to the attack and damage roll. Dealing damage causes the bleed condition.
Master Brave All Masterwork.Once per turn, if you take the attack action, make an additional weapon attack.
Master Defiant All Masterwork.Meter. When you achieve flow state, your armor class increases by 1 and you deal 1d4 damage when you hit a creature while you have this condition. This abilities damage type is equal to your weapons damage type. You may expend your meter and attack one additional time that same turn when you take the attack action.
Master First Strike Piercing Masterwork. When a creature enters your melee range, you make make an attack of opportunity at it. If an impaired creature makes a melee weapon attack against you, impose disadvantage on that creature. You may use this modification equal to your skill with this weapon.
Master Noble All Masterwork.This weapon increases your critical range by 1 (i.e. 20 to 19). Once per turn, you may add your skill to the hit roll of this weapons attack.
Master Peerless All Masterwork.Once per turn, when dealing damage, if the die rolled is less than the dices average value, roll again and take the higher of the two rolls. Add your skill to the damage.
Master Protective All Masterwork.Meter. When you achieve flow state, You gain +1 to hit and +1 to AC. When you make a saving throw, you can expend flow state to gain a +5 to a saving throw.
Master Trample Bludgeoning ???
Master Vigilance Slashing Masterwork. Bleed effects applied by this weapon use a 1d4 instead of a 1d3. Creatures with stacks of bleed, have a -1 to hit against the wielder of this weapon.
Master Ward Shield Masterwork.You do not take extra damage from critical hits.
Artisan Black Armory Axes, Swords, Hammers As a bonus action, a player may pull the trigger releasing the oil to coat their weapon. This process will take until the beginning of their next turn. As a free action, the player may spark the weapon. When enveloped in fire the weapon illuminates light 10 feet in radius and dim light for another 5 feet. This weapon remains lit for 1 minute (10 rounds). Additionally, when dealing damage with this weapon, deal an additional 1d4 fire damage. These weapons require the user to refill the oil reservoir after each use. Oil flasks are sold by the pint, which can be used to fill coat the weapon two times. Refueling the weapon requires an action.
Artisan Compound Bows When dealing damage to a target, add your skill value to the damage dealt.

Alterations & Breaks

Alterations: Alterations allow for weapons to cause a break when an attack exceeds a predetermined threshold above a targets AC. Smiths may apply an alteration to a weapon in addition to a modification. Breaks: A break occurs when an attack roll exceeds the targets AC by the first number listed in the Break column in the table to the left. If a second number is listed in parentheses, a condition can be met that will alter the threshold for a break to occur. This condition can be found in the Threshold column.

Effect

Creature receives a -1 to their AC until the start of their next turn. Can only be applied once per round.

Alteration

Break

5 (3)

Threshold

Target has the impaired condition.

Keywords & Conditions

Name Type Effect
Masterwork Keyword If a weapon has the masterwork keyword, the weapon has the amateur modification associated with that weapons damage type.
Skill Keyword Compare your proficiency bonus to your ability modifier used by any weapon. The higher of the two values is your skill with that weapon.
Flanked Keyword When you make a melee attack, for each ally within melee range of the target creature, gain +2 on attack rolls to a max of +6. This number is reduced by -2 for each of the enemies allies that are within 5 feet of the target, to a minimum of 0.
Meter Keyword Weapons with the Meter keyword have a meter equal to the maximum value you can roll on those dice plus half of that value (i.e. greatsword deals 2d6, 6 + 6 = 12, half of 12 = 6, 12 + 6 = 18; meter = 18) To fill the meter, count damage dealt by only your weapons damage die (critical damage not included), when the meter reaches the max value the wielder gains the Flow State condition. This meter resets to 0 when combat ends. If you use an offhanded weapon, calculate the meter for that weapon and compare it to your main weapons meter. The larger value between the meters becomes the value for the combined meter./td>
Bleed Condition A bleeding target takes 1d3 slashing damage at the end of their turn. This condition can stack and up to three stacks may activate at once, consuming that many stacks. You may use an action to stem the bleeding, removing three stacks of bleed and delaying additional stacks from activating until your next turn. This condition does not affect constructs, incorporeal creatures, or creatures that do not otherwise bleed.
Bloodied Condition A creature that has less than or equal to half of their maximum hp has the bloodied condition.
Impaired Condition A creature with the impaired condition receive a -2 to only the first saving throw or attack roll they make after becoming impaired. After either roll is made; for the sake of this and other abilities, that creature retains the impaired condition until combat ends, though the creature no longer suffers its effect.
Rivalry Condition When a creature is inflicted with the rivalry condition, the targeting creature gains the rivalry condition as well. The targeting creature and their target have +2 to attack rolls against each other. To apply the rivalry condition, both creatures must be in ‘line-of-effect’ of each other (no visual obstructions between targeting creature and target creature). A creature may only have one rival at a time.
Rein(X) Condition When a creatures is inflicted with the Rein condition, they lose movement by five times X feet.
Flow State Condition The Flow State condition improves certain weapon modifications and alterations.