An experiment gone right. The Antithesis is a weapon that has the unique ability to morph into any basic weapon that the user desires. It has a handle made of bone from an unknown creature that can grow or shrink depending on the weapon needed. What forms the rest of the weapon is a blood red liquid that quickly takes shape and instantly solidifies. The Antithesis will imprint on one warrior and only activate at their will. It will remain loyal to them till their death whereupon it will imprint on another.
If The Antithesis is shaped into a weapon that requires ammunition, the user will need the proper ammunition and will have to load the weapon before firing.
The user may add their proficiency bonus as long as the user has proficiency with the weapon that The Antithesis is currently in the form of.
Transfigure: Use a Bonus Action to transfigure The Antithesis to any of the weapons below. It will remain in this state till you transfigure it again or you deactivate it.
Simple Melee Weapons
| Club | 1d4 bludgeoning | 2 lb. | Light | |
| Dagger | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | |
| Greatclub | 1d8 bludgeoning | 10 lb. | Two-handed | |
| Handaxe | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | |
| Javelin | 1d6 piercing | 2 lb. | Thrown (range 30/120) | |
| Light hammer | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | |
| Mace | 1d6 bludgeoning | 4 lb. | - | |
| Quarterstaff | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |
| Sickle | 1d4 slashing | 2 lb. | Light | |
| Spear | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons
| Crossbow, light | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | |
| Dart | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | |
| Shortbow | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | |
| Sling | 1d4 bludgeoning | - | Ammunition (range 30/120) |
Martial Melee Weapons
| Battleaxe | 1d8 slashing | 4 lb. | Versatile (1d10) | |
| Flail | 1d8 bludgeoning | 2 lb. | - | |
| Glaive | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
| Greataxe | 1d12 slashing | 7 lb. | Heavy, two-handed | |
| Greatsword | 2d6 slashing | 6 lb. | Heavy, two-handed | |
| Halberd | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
| Lance | 1d12 piercing | 6 lb. | Reach, special | |
| Longsword | 1d8 slashing | 3 lb. | Versatile (1d10) | |
| Maul | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | |
| Morningstar | 1d8 piercing | 4 lb. | - | |
| Pike | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | |
| Rapier | 1d8 piercing | 2 lb. | Finesse | |
| Scimitar | 1d6 slashing | 3 lb. | Finesse, light | |
| Shortsword | 1d6 piercing | 2 lb. | Finesse, light | |
| Trident | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | |
| War pick | 1d8 piercing | 2 lb. | - | |
| Warhammer | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | |
| Whip | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons
| Blowgun | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | |
| Crossbow, hand | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | |
| Crossbow, heavy | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | |
| Longbow | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | |
| Net | - | 3 lb. | Special, thrown (range 5/15) |
Deactivate: Use a Bonus Action to turn The Antithesis into a simple handle. The user does not need to be touching The Antithesis in order to deactivate it. While in this form, it does not resemble any sort of weapon. Many will not see recognize it as a weapon unless they pass an Arcana roll of 20.
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Proficiency with a Greatsword 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.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Heavy, Two-Handed, Graze
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