You gain proficiency with trick weapons. You can combine two weapons that you are proficient with into a single weapon, for example a dagger can be attached to a quarter staff to make a spear.
While wielding this weapon you can switch its form as a free action. Each trick weapon can only have 2 forms at a time. When you make an attack roll with this weapon and roll at 1, the weapon mechanisms fail and it switches to its other form. You can use a bonus action to switch the weapon back. Consult with your DM if you have any questions or issues with from switching.
Choose one of the following options:
Archery: +2 bonus to attack rolls made with ranged weapons
Dueling: +2 to damage with single handed weapon, no weapon in other hand
GWF: Reroll any 1 or 2 on damage die
TWF: Add ability mod to offhand weapon attack
At level 5 you can add another form to your trick weapon, as long as you are proficient with that weapon type.
Choose one of the following options from above or choose two options below. The strain on your weapon's integrity has increased. When you attack with the new form and roll a 2 or a 3 the weapon mechanisms fail and it switches to the most recent form used. As a bonus action you can switch the weapon back to its third form. When you attack with the new form and roll a 1 the weapon malfunctions. The 3rd form cannot be used until it is repaired. As a bonus action, you can attempt to fix the weapon with a Smith's or Tinker's tools check (DC 10). If your check fails, the weapon is broken, the third form cannot be used, and it must be repaired out of combat. Consult with your DM about time and materials needed to repair.
Archery: +1 bonus to attack rolls made with ranged weapons
Dueling: +1 to damage with single handed weapon, no weapon in other hand
GWF: Reroll any 1s on damage die
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