| Weapon | Great Spear | Portable Ballista |
|---|---|---|
| Base Properties | Heavy Two-handed Reach |
Loading Heavy Mounted Two-handed |
| Apprentice Properties | Collapsible Exotic Superheavy Switch |
Collapsible Exotic Switch Firearm |
| Journeyman Properties | Massive Explosive Heat |
Explosive |
| Master Property | Adamantine | Keen |
| Legendary Property | Threatening | Deadly |
| Upgrades | Balanced Critical:Sharpened Wounding:Keen Runic Brutal Masterwork |
Balanced Critical:Sight Pin Wounding:Oiled String Runic Superior Masterwork |
| Range | 10 Feet | 100/400 Feet |
| Damage | 3d8 Fire | 3d8 Fire |
Enhanced Runic Weapon
Prerequisite: Proficiency with runesmith’s tools
Item: A simple or martial weapon with the runic tag
The maximum number of runestones that can be affixed to this weapon is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).
Bound Weapon
Runestone, uncommon
Item: A simple or martial weapon
As a bonus action, you can cause this weapon to disappear or appear instantly in a free hand.
Mime
Runestone, legendary
Item: Any armor or weapon
This runestone is able to mimic the properties of magic items. A creature can spend a short rest spent focusing on a magic item and this runestone. The magic item must be of the same type as the type of equipment to which this rune is affixed. Focus usually takes the form of quiet meditation or other appropriate activity. If the short rest is interrupted, the copying process fails. Otherwise, at the end of the short rest the runestone gains the properties of the magic item, excluding any fixed bonuses such as those to attack and damage rolls, spell save DC, and Armor Class. If a property has charges, it is copied with no remaining charges. Only the properties of one magic item can be copied at a time. The mimicking process overwrites any existing copied properties. The process automatically fails when attempting to mimic the properties of artifacts.
Dormant
+1 to attack and damage rolls
Empowered explosives: Attacks with this weapon deal an additional 2d8 damage, double the number of dice when using a massive weapon
Craftsman's understanding: you may use Int in place of Str or Dex for attack and damage rolls
Awakened
+2 to attack and damage rolls
Empowered explosives is now 3d8
Adjust Affinity: change out fire damage from all sources to radiant and change the users fire resistance radiant
Precise Demolition: You may add your proficiency bonus to all damage dealt by this weapon
Empowered
+3 to attack and damage rolls
Empowered explosives increases to 4d8
LASER: Once per long rest you may as an action use one of the following abilities depending on your current element.
Fire: This weapon ignites and launches a 60 foot line of fire in front of you. Each creature in the area must make a Dexterity saving throw. It takes 10d8 fire damage on a failed save, or half as much on a successful one.
Radiant: This weapon ignites and launches a 60 foot line of light in front of you. Each creature in the area must make a Dexterity saving throw. It takes 4d8 radiant damage on a failed save, or half as much on a successful one. All creatures within 15 feet of this line must make a constitution save or be blinded for 1 minute.
Efficient Energetics: this weapon no longer requires ammunition
Proficiency with a Halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Requires attunement by a Craftsman, Heavy, Reach, Two-Handed, Cleave
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