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Weapons: Difference between revisions

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Added a new section for stat sticks. Completed exactly half, now tackling the second half.
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(Added a new section for stat sticks. Completed exactly half, now tackling the second half.)
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Objects that aren't actually weapons can nevertheless be used as [[Improvised_Melee_Weapon|Improvised Weapons]]. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such.  For example, when [[Salami]] is used as a weapon, it actually functions as a [[Clubs|Club]], not as an Improvised Weapon.
Objects that aren't actually weapons can nevertheless be used as [[Improvised_Melee_Weapon|Improvised Weapons]]. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such.  For example, when [[Salami]] is used as a weapon, it actually functions as a [[Clubs|Club]], not as an Improvised Weapon.


== Weapon properties table ==
== Weapon Properties Table ==
The following table summarizes all weapon types in the game and provides a The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers [[disadvantage]] to the attacker.
The following table summarizes all weapon types in the game and provides a The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers [[disadvantage]] to the attacker.


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| Two-handed
| Two-handed
|}
|}
== Weapons with Global Passives ==
The following is a list of unique weapons which effects their wielder, even when that weapon isn't being used to attack. These are often colloquially referred to as "stat sticks." Many of these benefits include increases to skills, ability scores or other character attributes. Though some provide various bonuses to attack or damage rolls for all held weapons, or even to spell attacks. Any effects which require an action to activate are not included.
{| class="wikitable"
! Weapons !! Effects
|-
| [[Ambusher]]
| - Gain a +1 bonus to [[Initiative]] rolls and [[Advantage]] on [[Perception]] [[Checks|Ability Checks]].
- You deal an additional 1d6 Necrotic damage with any weapon attack against creatures that haven't taken a turn yet.
|-
| [[Assassin's Shortsword]]
| [[Advantage]] on Stealth Checks.
|-
| [[Bloodthirst]]
| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- [[Armour Class]] +1 (Off-Hand Only).
- When a creature misses you with a melee attack, you may retaliate and gain [[True Strike (Condition)|True Strike]] (Off-Hand Only).
|-
| [[Bow of Awareness]]
| You gain a +1 bonus to [[Initiative|Initiative rolls]].
|-
| [[Caitiff Staff]]
| You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
| [[Club of Hill Giant Strength]]
| Increases [[Strength]] score to 19.
|-
| [[Cold Snap]]
| - [[Armour Class]] +1 (Off-Hand Only).
- When a creature misses you with an attack, it will be [[Chilled (Condition)|Chilled]] for 2 turns (Off-Hand Only).
|-
| [[Corellon's Grace]]
| - You gain a +1 bonus to Unarmed [[Attack roll|Attack rolls]] and damage.
- While the wielder is not wearing armour, they receive a +2 bonus to [[Saving throw|Saving throws]].
|-
| [[Creation's Echo]]
| If the wielder deals [[Acid]], [[Fire]], [[Lightning]], [[Radiant]], or [[Necrotic]] damage to a creature, it become resistant to that damage type for 2 turns.
|-
| [[Crimson Mischief]]
| When you make an attack with any off-hand weapon, you can add your [[Ability Score Modifier|Ability Modifier]] to the damage of the attack.
|-
|[[Darkfire Shortbow]]
| - [[Damage Types#Resistance|Resistance]] to [[Fire]] damage.
- [[Damage Types#Resistance|Resistance]] to [[Cold]] damage.
|-
|[[Defender Flail]]
| - Reduce incoming [[Bludgeoning]], [[Piercing]], and [[Slashing]] damage by 1.
- [[Armour Class]] +1.
|-
|[[Despair of Athkatla]]
|You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
|[[Dolor Amarus]]
|When you land a [[Critical Hit]] with any weapon attack, it deals an additional 7 damage.
|-
|[[Drakethroat Glaive]]
|Enemies have  [[Disadvantage]] on  [[Saving throw|Saving throws]] against your [[dragonborn]] breath weapon.
|-
|[[Dread Iron Dagger]]
|While you are hidden, all weapons deals an extra 1d6 [[Necrotic]] damage.
|-
|[[Duellist's Prerogative]]
| - While your off-hand is empty, the number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- While your off-hand is empty, you gain an additional  [[Resources#Common%20resources|Reaction]] per turn.
|-
|[[Duke Ravengard's Longsword]]
| - When you kill an enemy, allies within 9 m / 30 ft gain [[Temporary Hit Points|temporary hit points]] equal to their Charisma [[Ability Modifier|Modifier]] (minimum 1).
- '''[[Charisma]]''' +2 (up to 24).
|-
|[[Gandrel's Aspiration]]
|You have [[Advantage]] on all attacks against [[Monstrosity]] type enemies.
|-
|[[Gleamdance Dagger]]
|When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to [[Armour Class]].
|-
|[[Goblinbane Dagger]]
|Goblins have [[Disadvantage]] on [[Attack roll|Attack rolls]] against the wielder.
|-
|[[Halberd of Vigilance]]
|Gain a +1 bonus to [[Initiative]] rolls and [[Advantage]] on [[Perception]] [[Checks|Ability Checks]].
|-
|[[Hamarhraft]]
|When the wearer [[Jump|Jumps]], they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
|-
|[[Hammer of the Just]]
|All melee attacks deal an additional 1d6 Slashing damage against [[Fiend|Fiends]] and [[Undead]].
|-
|[[Handmaiden's Mace]]
|Increases [[Strength]] score to 18.
|-
|[[Harmonium Halberd]]
| - [[Strength]] +2 (up to 23).
- [[Intelligence]] -1.
- [[Wisdom]] -1.
|-
|[[Hellrider Longbow]]
| - Gain a +3 bonus to [[Initiative]] rolls and  [[Advantage]] on  [[Perception]] [[Ability check|checks]].
- A creature damaged by this weapon or any spell cast by its wielder will possibly be afflicted with [[Faerie Fire (Condition)|Faerie Fire]].
|-
|[[Hollow's Staff]]
|Creatures have  [[Disadvantage]] on  [[Saving throw|Saving throws]] against your [[Necromancy|necromancy spells]].
|-
|[[Hunting Shortbow]]
|You have  [[Advantage]] on all attacks against [[Monstrosity]] type enemies.
|-
|[[Incandescent Staff]]
| - Ranged [[Spell Attack]] +1.
- Resistance to [[Fire]] damage.
|-
|[[Infernal Rapier]]
|You gain a +1 bonus to [[Spell Save DC]].
|-
|[[Knife of the Undermountain King]]
| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- When 2 damage or less is rolled on any melee weapon attack, reroll the dice, taking the highest result.
|-
|[[Loviatar's Scourge]]
|Grants [[Resistance]] to [[Necrotic]] damage.
|}
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== Unused Weapons ==
== Unused Weapons ==

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