Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
Applicable Weapons:
Name | Type | Damage | Properties |
---|---|---|---|
Club | Simple Melee | 1d4 bludgeoning | Light |
Dagger | Simple Melee | 1d4 piercing | Finesse, light, thrown (range 20/60) |
Greatclub | Simple Melee | 1d8 bludgeoning | Two-handed |
Handaxe | Simple Melee | 1d6 slashing | Light, thrown (range 20/60) |
Javelin | Simple Melee | 1d6 piercing | Thrown (range 30/120) |
Light hammer | Simple Melee | 1d4 bludgeoning | Light, thrown (range 20/60) |
Mace | Simple Melee | 1d6 bludgeoning | -- |
Quarterstaff | Simple Melee | 1d6 bludgeoning | Versatile (1d8) |
Sickle | Simple Melee | 1d4 slashing | Light |
Spear | Simple Melee | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
Yklwa | Simple Melee | 1d8 piercing | Thrown (range 10/30) |
Name | Type | Damage | Properties |
---|---|---|---|
Crossbow, light | Simple Ranged | 1d8 piercing | Ammunition, (range 80/320), loading, two-handed |
Dart | Simple Ranged | 1d4 piercing | Finesse, thrown (range 20/60) |
Shortbow | Simple Ranged | 1d6 piercing | Ammunition, (range 80/320), two-handed |
Sling | Simple Ranged | 1d4 bludgeoning | Ammunition, (range 30/120) |
Name | Type | Damage | Properties |
---|---|---|---|
Battleaxe | Martial Melee | 1d8 slashing | Versatile (1d10) |
Flail | Martial Melee | 1d8 bludgeoning | -- |
Glaive | Martial Melee | 1d10 slashing | Heavy, reach, two-handed |
Greataxe | Martial Melee | 1d12 slashing | Heavy, two-handed |
Greatsword | Martial Melee | 2d6 slashing | Heavy, two-handed |
Halberd | Martial Melee | 1d10 slashing | Heavy, reach, two-handed |
Lance | Martial Melee | 1d12 piercing | Reach, special |
Longsword | Martial Melee | 1d8 slashing | Versatile (1d10) |
Maul | Martial Melee | 2d6 bludgeoning | Heavy, two-handed |
Morningstar | Martial Melee | 1d8 piercing | -- |
Pike | Martial Melee | 1d10 piercing | Heavy, reach, two-handed |
Rapier | Martial Melee | 1d8 piercing | Finesse |
Scimitar | Martial Melee | 1d6 slashing | Finesse, light |
Shortsword | Martial Melee | 1d6 piercing | Finesse, light |
Trident | Martial Melee | 1d6 piercing | Thrown (range 20/60), versatile (1d8) |
War pick | Martial Melee | 1d8 piercing | -- |
Warhammer | Martial Melee | 1d8 bludgeoning | Versatile (1d10) |
Whip | Martial Melee | 1d4 slashing | Finesse, reach |
Name | Type | Damage | Properties |
---|---|---|---|
Blowgun | Martial Ranged | 1 piercing | Ammunition, (range 25/100), loading |
Crossbow, hand | Martial Ranged | 1d6 piercing | Ammunition, (range 30/120), light, loading |
Crossbow, heavy | Martial Ranged | 1d10 piercing | Ammunition, (range 100/400), heavy, loading, two-handed |
Longbow | Martial Ranged | 1d8 piercing | Ammunition, (range 150/600), heavy, two-handed |
Net | Martial Ranged | -- | Special, thrown (range 5/15) |
Name | Type | Damage | Properties |
---|---|---|---|
Pistol | Martial Ranged | 1d10 piercing | Ammunition (range 30/90), loading |
Musket | Martial Ranged | 1d12 piercing | Ammunition (range 40/120), loading, two-handed |
Name | Type | Damage | Properties |
---|---|---|---|
Pistol, automatic | Martial Ranged | 2d6 piercing | Ammunition (range 50/150), reload (15 shots) |
Revolver | Martial Ranged | 2d8 piercing | Ammunition (range 40/120), reload (6 shots) |
Rifle, hunting | Martial Ranged | 2d10 piercing | Ammunition (range 80/240), reload (5 shots), two-handed |
Rifle, automatic | Martial Ranged | 2d8 piercing | Ammunition (range 80/240), burst fire, reload (30 shots), two-handed |
Shotgun | Martial Ranged | 2d8 piercing | Ammunition (range 30/90), reload (2 shots), two-handed |
Name | Type | Damage | Properties |
---|---|---|---|
Laser pistol | Martial Ranged | 3d6 radiant | Ammunition (range 40/120), reload (50 shots) |
Antimatter rifle | Martial Ranged | 6d8 necrotic | Ammunition (range 120/360), reload (2 shots), two-handed |
Laser rifle | Martial Ranged | 3d8 radiant | Ammunition (range 100/300), reload (30 shots), two-handed |
Notes: Damage: Additional, Damage, Combat
This should be a +2 weapon.
Vicious blade of sharpness?
I would say the plus 7 should apply to any attack, and go to 14 on a critical
why? It's already rewarding you for scoring a critical hit. Along with the PHB critical hit rules of "Roll all of the attack's damage dice twice and add them together". Unless you're running a special variation of the rule. So in this current example it would be:
Dagger Crit hit, so instead of 1d4 it's now 2d4 + 7, not including any other modifiers you have. So in theory with a dagger which on average scores between 2-3 dmg, will now score a 5-6 dmg on a critical with an additional guaranteed extra 7 damage.
So I made a tournament where the winner won this weapon enchantment (at lvl 1). I see it as a way to reward a player for doing well but not making the player overly strong starting off.
If the weapon would be as you say, it would most definitly require attunement to make it balanced.
How would changing the damage bonus from a flat +7 to a +2d6 affect the overall power level?
this should be on any critical instead of just nat 20s, that way the weapon isn't only cool 1/20 hits
This doesn't look that powerful. Why is it Rare?
Its does not say natural 20 ? On a roll of 17, plus str mod +3 would be a 20 on your roll, you get to add 7 if you hit the target. On a roll of a crit 20, it would fall to weapon damage dice again, +7, This is our House rule,
I think it's intended to be what shows on the die face. By your logic, if I rolled an 18 with a +3 str, then my roll would be 21, and not a 20, so no +7, as it does not say a roll of 20 or more.
My favorite warhammer.
I have never made a critical hit since I've never rolled a natural 20 on attack, so I'm not sure this would be of any value to my fighter lol.
Why is there no fish under applicable weapons? It said all weapons . . . I WANT TO SMACK PEOPLE WITH VICIOUS FISH
(Yes this is a legitimate complaint)
I'd think that's fine, as it already only happens on a crit, so the extra dice aren't getting magnified by the crit itself. You'll be sad when you roll that "2" and your Rare weapon that *only* works on a critical hit (5% of the time) did half the damage of a comparable vanilla "+2 weapon". But power level... yeah, that's about the same.
Personally, I'm confused about why the description didn't say "when you score a critical hit". Did they feel the need to shaft the Champion subclass just a little more for some reason?
This is an interesting power, but I'd take the "+2 weapon" every time instead of this, given a choice. I don't need +5 damage 5% of the time (7 vs 2), I need to *hit* 10% more (+2 to hit)! It makes a good power to give a BBEG weapon that won't really shift the balance of power when your PCs get it!
Just because you mentioned this, now the weapon Vicious Fish. Will ne added to my campaign
It's a magic weapon so it overcomes resistance to non-magical slashing/bludgeoning/piercing, so it's not completely without value.
Does this effect trigger from a rolled 20 on the dice or after the modifiers have been applied? let's say they rolled 18, +2 to hit = 20.
I'm a new player and I don't own a copy of the PHB yet, but my interpretation of what's written is that you roll a Nat 20 (maybe at the DMs discretion any form of crit on the dice) and then the +7 damage is added as an extra, so whatever you roll for damage (including the critical damage die), Strength/Dexterity modifier and THEN the 7. Otherwise the weapon has no point is you'd potentially hit another 8 or 10 damage from the crit roll, just to be replaced by a comparatively meagre 7. Just my two pence!
Also, for people confused about the SRD saying 2d6 damage instead of 7: it was supposed to be 7, but they wrote it incorrectly, and corrected it in the DMG print.