Learned Specifications Image
Prerequisite: Time must be spent to understand the weapons in order to make their traits your own. (Requires level 10.)
 

You noticed how some magical items have specific modifiers, and decided to learn them yourself and make them part of you. The training applies several boons to capability, though specific. However, the training also affected your body in a poor direction, causing certain vulnerabilities to manifest. 

 (Some changes will need to be made custom on the character sheet) 

 

Slayer: 

  • When you hit a giant with a weapon, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type (Ex. Ettins and Trolls). When you roll a 20 on an attack roll, the giant must succeed on a DC 17 Constitution saving throw or die.
  • When you hit a dragon with a weapon, the dragon takes an extra 3d6 points of damage with the weapon type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type (Ex. Dragon Turtles and Wyverns). 
  • When you hit a Fiend or an Undead, that creature takes an extra 2d6 + 2D10 points of damage from the weapon's damage type. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
  • When attacking a construct, you gain a +3 on hit, and on a NAT 20 your weapon deals +14 Bludgeoning damage. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed. 

 

Life Stealer: 

  • You have a total of 10 charges, and can expend one charge by choice. When you attack a creature that has fewer than 100 Hit Points with a weapon and roll a NAT 20, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as you tear its life force from its body. Constructs and Undead succeed on the save automatically. You lose 1 charge if the creature is slain. When you have no charges remaining, you lose this weaponized property and have no way of regaining it. 

 

Luck: 

  • You have 5 charges. You can use an action to expend 1 charge and roll a D20 to have the chance at changing a roll. This property can't be used again until the next dawn. You lose this property if there are no charges; yet, have no way to regain it. 

 

Sling Resource: 

  • Slings No longer use ammunition due to replenishing from rocks in the environment. 

 

Resistances: 

  • Additional Damage brought by Critical Hits and Sneak Attacks 
  • Animated Breath's Elemental-Based Attacks 

 

Vulnerabilities 

  • Vorpal Swords 
  • Being's Piercing empowered by a Bless spell 

 

(Some changes may need to be added as Custom in the Character Sheet.) 

Previous Versions

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6/24/2026 6:22:50 PM
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Learned Specifications Image

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