Weapon (any simple or martial), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Name | Damage | Properties | Mastery |
---|---|---|---|
Simple Melee Weapons | |||
Club | 1d4 Bludgeoning | Light | Slow |
Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick |
Greatclub | 1d8 Bludgeoning | Two-Handed | Vex |
Handaxe | 1d6 Slashing | Light, Thrown (Range 20/60) | Vex |
Javelin | 1d6 Piercing | Thrown (Range 30/120) | Slow |
Light Hammer | 1d4 Bludgeoning | Light, Thrown (Range 20/60) | Nick |
Mace | 1d6 Bludgeoning | - | Sap |
Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple |
Sickle | 1d4 Slashing | Light | Nick |
Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap |
Simple Ranged Weapons | |||
Dart | 1d4 Piercing | Finesse, Thrown (Range 20/60) | Vex |
Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Bolt), Loading, Two-Handed | Slow |
Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Vex |
Sling | 1d4 Bludgeoning | Ammunition (Range 30/120; Bullet) | Slow |
Martial Melee Weapons | |||
Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple |
Flail | 1d8 Bludgeoning | - | Sap |
Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze |
Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave |
Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze |
Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave |
Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple |
Longsword | 1d8 Slashing | Versatile (1d10) | Sap |
Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple |
Morningstar | 1d8 Piercing | - | Sap |
Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push |
Rapier | 1d8 Piercing | Finesse | Vex |
Scimitar | 1d6 Slashing | Finesse, Light | Nick |
Shortsword | 1d6 Piercing | Finesse, Light | Vex |
Trident | 1d8 Piercing | Thrown (Range 20/60), Versatile (1d10) | Topple |
Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push |
War Pick | 1d8 Piercing | Versatile (1d10) | Sap |
Whip | 1d4 Slashing | Finesse, Reach | Slow |
Martial Ranged Weapons | |||
Blowgun | 1 Piercing | Ammunition (Range 25/100; Needle), Loading | Vex |
Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Bolt), Light, Loading | Vex |
Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed | Push |
Longbow | 1d8 Piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Slow |
Musket | 1d12 Piercing | Ammunition (Range 40/120; Bullet), Loading, Two-Handed | Slow |
Pistol | 1d10 Piercing | Ammunition (Range 30/90; Bullet), Loading | Vex |
Automatic Rifle | 2d8 Piercing | Ammunition, (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed | Slow |
Hunting Rifle | 2d10 Piercing | Ammunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed | Slow |
Revolver | 2d8 Piercing | Ammunition (Range 40/120; Bullet), Reload (6 shots) | Sap |
Semiautomatic Pistol | 2d6 Piercing | Ammunition (Range 50/150; Bullet), Reload (15 shots) | Vex |
Shotgun | 2d8 Piercing | Ammunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed | Push |
Antimatter Rifle | 6d8 Necrotic | Ammunition (Range 120/360; Energy Cell), Reload(2 shots), Two-Handed | Sap |
Laser Pistol | 3d6 Radiant | Ammunition (Range 40/120; Energy Cell), Reload (50 shots) | Vex |
Laser Rifle | 3d8 Radiant | Ammunition (Range 100/300; Energy Cell), Reload (30 shots), Two-Handed | Slow |
Notes: Damage: All
That is quite the glow-up from its previous incarnation!
While I'm sad to see the critical hit extra damage go, I understand.
Well, when you think about it, you didn't lose it.
This is part of a weapons damage. So a scimitar does 1d6 +2d6 per turn now. And when you crit, that doubles.
Instead of 3d6 , you have 6d6 , an additional 3d6 . Your extra crit is minimum :3 , average 9 and maximum of 18 damage.
That's unless they changed the rules on how critical damage works.
I meant more, the 2014 weapon was a lot simpler and easier to hand out. Now it's significantly more powerful. Admittedly, its 2014 version was probably not worth of the rarity but I liked that mechanic.
Isn't this just straight up better than a flame-tongue in every imaginable way?
So does the damage type change with the pact of the blade feature where it could be radiant, necrotic or psychic damage?
I would certainly rule it so.
Not if you need to kill trolls or other regenerators. But otherwise yes
Why can't i find these weapons in the caracter manager. Can't add this to any of my characters. Meh.
Absolutely broken, would ban immediately.
Why would you ban a weapon you handed out to the players? And it doesn;t really do anything broken, just deals more damage. Pretty good to give out to characters who struggle a bit on the damage front, such as defensive fighters or pure rogues.
seems kind of way too strong to not have an attunement.
every martial class is going to be trying to dual wield these now.
not everybody plays at a table where the DM has absolute authority. lots of the tables are just friend groups and nobody wants to be the guy that bans a weapon.
they are reliant on wizards to actually attempt to balance the things they put into their books.
this weapon at least should have an attunement.
on a crit it does an extra 4d6 so i dont know what ya mean lol