diff --git a/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml b/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml index 66ed032..da213cf 100644 --- a/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml +++ b/FightClub5eXML/Sources/CurseOfStrahd/items-cos.xml @@ -51,7 +51,7 @@ Source: Curse of Strahd p. 221 The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing. The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center. The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. -Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. +Hold Vampires: As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself. Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required). Source: Curse of Strahd p. 222 diff --git a/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml b/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml index 2072377..5fd2ec5 100644 --- a/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml +++ b/FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml @@ -3897,7 +3897,7 @@ Source: Dungeon Master's Guide p. 187 You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Found On: Magic Item Table A -Source: Dungeon Master's Guide p. 187 +Source: Dungeon Master's Guide p. 187, Player's Handbook p. 153 2d4+2 diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml index 6711999..ec3b4c2 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar/items-erlw.xml @@ -96,7 +96,7 @@ Source: Eberron: Rising from the Last War p. 244 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm. diff --git a/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml b/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml index d16a4b5..e8d9145 100644 --- a/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml +++ b/FightClub5eXML/Sources/ExplorersGuideToWildemount/items-egw.xml @@ -112,7 +112,7 @@ Source: Explorer's Guide to Wildemount p. 152 M 7 30.0 - H,2H + H,2H,M 1d12 S You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points. @@ -197,7 +197,7 @@ Source: Explorer's Guide to Wildemount p. 266 M 2 15.0 - V + V,M 1d8 1d10 B @@ -261,7 +261,7 @@ Source: Explorer's Guide to Wildemount p. 271 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -348,7 +348,7 @@ Source: Explorer's Guide to Wildemount p. 272 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. @@ -609,7 +609,7 @@ Source: Explorer's Guide to Wildemount p. 277 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth. @@ -727,7 +727,7 @@ Source: Explorer's Guide to Wildemount p. 273 martial Weapon, Melee Weapon M 4 - + M 1d8 P Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel. @@ -801,7 +801,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - + M 1d8 P Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat. diff --git a/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml b/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml index 050e02b..851b2c1 100644 --- a/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml +++ b/FightClub5eXML/Sources/MythicOdysseysOfTheros/items-mot.xml @@ -5,7 +5,7 @@ martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -28,7 +28,7 @@ Source: Mythic Odysseys of Theros p. 198 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -149,7 +149,7 @@ Source: Mythic Odysseys of Theros p. 200 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod. diff --git a/FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml index 58dd4aa..a563c8f 100644 --- a/FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml +++ b/FightClub5eXML/Sources/PlayersHandbook/items-base-phb.xml @@ -24,7 +24,7 @@ M 4 10.0 - V + V,M 1d8 1d10 S @@ -36,7 +36,7 @@ R 1 10.0 - A,LD + A,LD,M 1 P 25/100 @@ -166,7 +166,7 @@ Source: Player's Handbook p. 151 M 6 100.0 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -180,7 +180,7 @@ Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. M 2 10.0 - + M 1d8 B Source: Player's Handbook p. 149 @@ -191,7 +191,7 @@ Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. M 6 20.0 - H,R,2H + H,R,2H,M 1d10 S Source: Player's Handbook p. 149 @@ -202,7 +202,7 @@ Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. M 7 30.0 - H,2H + H,2H,M 1d12 S Source: Player's Handbook p. 149 @@ -224,7 +224,7 @@ Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. M 6 50.0 - H,2H + H,2H,M 2d6 S Source: Player's Handbook p. 149 @@ -235,7 +235,7 @@ Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. M 6 20.0 - H,R,2H + H,R,2H,M 1d10 S Source: Player's Handbook p. 149 @@ -259,7 +259,7 @@ Source: Player's Handbook p. 145 R 3 75.0 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -283,7 +283,7 @@ Source: Player's Handbook p. 145 R 18 50.0 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -305,7 +305,7 @@ Source: Player's Handbook p. 144 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -329,7 +329,7 @@ Source: Out of the Abyss p. 224 M 6 10.0 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -388,7 +388,7 @@ Source: Out of the Abyss p. 224 R 2 50.0 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -400,7 +400,7 @@ Source: Out of the Abyss p. 224 M 3 15.0 - V + V,M 1d8 1d10 S @@ -423,7 +423,7 @@ Source: Out of the Abyss p. 224 M 10 10.0 - H,2H + H,2H,M 2d6 B Source: Player's Handbook p. 149 @@ -434,7 +434,7 @@ Source: Out of the Abyss p. 224 M 4 15.0 - + M 1d8 P Source: Player's Handbook p. 149 @@ -445,7 +445,7 @@ Source: Out of the Abyss p. 224 R 3 1.0 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Source: Player's Handbook p. 149 @@ -479,7 +479,7 @@ Source: Player's Handbook p. 144 M 18 5.0 - H,R,2H + H,R,2H,M 1d10 P Source: Player's Handbook p. 149 @@ -517,7 +517,7 @@ Source: Player's Handbook p. 145 M 2 25.0 - F + F,M 1d8 P Source: Player's Handbook p. 149 @@ -564,7 +564,7 @@ Source: Player's Handbook p. 144 M 3 25.0 - F,L + F,L,M 1d6 S Source: Player's Handbook p. 149 @@ -598,7 +598,7 @@ Source: Player's Handbook p. 144 M 2 10.0 - F,L + F,L,M 1d6 P Source: Player's Handbook p. 149 @@ -712,7 +712,7 @@ Source: Player's Handbook p. 144 M 4 5.0 - T,V + T,V,M 1d6 1d8 P @@ -735,7 +735,7 @@ Source: Player's Handbook p. 151 M 2 5.0 - + M 1d8 P Source: Player's Handbook p. 149 @@ -746,7 +746,7 @@ Source: Player's Handbook p. 151 M 2 15.0 - V + V,M 1d8 1d10 B @@ -758,7 +758,7 @@ Source: Player's Handbook p. 151 M 3 2.0 - F,R + F,R,M 1d4 S Source: Player's Handbook p. 149 @@ -1037,7 +1037,7 @@ Source: Dungeon Master's Guide p. 200 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -1050,7 +1050,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -1101,7 +1101,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -1116,7 +1116,7 @@ Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1128,7 +1128,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1140,7 +1140,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1164,7 +1164,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1176,7 +1176,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1188,7 +1188,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -1214,7 +1214,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -1227,7 +1227,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -1253,7 +1253,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -1306,7 +1306,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -1319,7 +1319,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -1344,7 +1344,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1356,7 +1356,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1368,7 +1368,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1393,7 +1393,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1405,7 +1405,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1430,7 +1430,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1481,7 +1481,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -1495,7 +1495,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1507,7 +1507,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -1520,7 +1520,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You have a +1 bonus to attack and damage rolls made with this magic weapon. @@ -1546,7 +1546,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. You have a +1 bonus to attack rolls made with this weapon. @@ -1813,7 +1813,7 @@ Source: Dungeon Master's Guide p. 200 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -1826,7 +1826,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -1877,7 +1877,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -1892,7 +1892,7 @@ Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -1904,7 +1904,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -1916,7 +1916,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -1940,7 +1940,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -1952,7 +1952,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -1964,7 +1964,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -1990,7 +1990,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -2003,7 +2003,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -2029,7 +2029,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -2082,7 +2082,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -2095,7 +2095,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -2120,7 +2120,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2132,7 +2132,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2144,7 +2144,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2169,7 +2169,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2181,7 +2181,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2206,7 +2206,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2257,7 +2257,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -2271,7 +2271,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2283,7 +2283,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -2296,7 +2296,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You have a +2 bonus to attack and damage rolls made with this magic weapon. @@ -2322,7 +2322,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. You have a +2 bonus to attack rolls made with this weapon. @@ -2589,7 +2589,7 @@ Source: Dungeon Master's Guide p. 200 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -2602,7 +2602,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -2653,7 +2653,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -2668,7 +2668,7 @@ Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2680,7 +2680,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2692,7 +2692,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2716,7 +2716,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2728,7 +2728,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2740,7 +2740,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -2766,7 +2766,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -2779,7 +2779,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -2805,7 +2805,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -2858,7 +2858,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -2871,7 +2871,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -2896,7 +2896,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2908,7 +2908,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2920,7 +2920,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2945,7 +2945,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2957,7 +2957,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -2982,7 +2982,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -3033,7 +3033,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -3047,7 +3047,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -3059,7 +3059,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -3072,7 +3072,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You have a +3 bonus to attack and damage rolls made with this magic weapon. @@ -3098,7 +3098,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. You have a +3 bonus to attack rolls made with this weapon. @@ -3109,7 +3109,7 @@ Source: Dungeon Master's Guide p. 213 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -3126,7 +3126,7 @@ Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 7 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. @@ -3140,7 +3140,7 @@ Source: Explorer's Guide to Wildemount p. 265 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -3155,7 +3155,7 @@ Source: Explorer's Guide to Wildemount p. 265 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. @@ -3169,7 +3169,7 @@ Source: Explorer's Guide to Wildemount p. 265 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. @@ -3183,7 +3183,7 @@ Source: Explorer's Guide to Wildemount p. 265 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead. @@ -3395,7 +3395,7 @@ Source: Dungeon Master's Guide p. 150 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -3407,7 +3407,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -3454,7 +3454,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -3468,7 +3468,7 @@ Source: Xanathar's Guide to Everything p. 78, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3479,7 +3479,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3490,7 +3490,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3512,7 +3512,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3523,7 +3523,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3534,7 +3534,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -3558,7 +3558,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -3570,7 +3570,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -3594,7 +3594,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -3643,7 +3643,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -3655,7 +3655,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -3678,7 +3678,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3689,7 +3689,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3700,7 +3700,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3723,7 +3723,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3734,7 +3734,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3757,7 +3757,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3804,7 +3804,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -3817,7 +3817,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3828,7 +3828,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -3840,7 +3840,7 @@ Source: Xanathar's Guide to Everything p. 78 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S Whenever you hit an object with this weapon, the hit is a critical hit. @@ -3864,7 +3864,7 @@ Source: Xanathar's Guide to Everything p. 78 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -3902,7 +3902,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - + M 1d8 B An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -3927,7 +3927,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -3953,7 +3953,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -3979,7 +3979,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -4004,7 +4004,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 4 - + M 1d8 P An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -4029,7 +4029,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -4041,7 +4041,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -4053,7 +4053,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -4091,7 +4091,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -4105,7 +4105,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - + M 1d8 P An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -4117,7 +4117,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -4130,7 +4130,7 @@ Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. @@ -6312,7 +6312,7 @@ Source: Player's Handbook p. 157 major, Cursed item, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -6327,7 +6327,7 @@ Source: Dungeon Master's Guide p. 155 major, Cursed item, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. @@ -6356,7 +6356,7 @@ Source: Dungeon Master's Guide p. 155 Cursed item, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -6372,7 +6372,7 @@ Source: Lost Laboratory of Kwalish p. 53, Wayfinder's Guide to Eberron p. 74Cursed item, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. @@ -6385,7 +6385,7 @@ Source: Lost Laboratory of Kwalish p. 53 Cursed item, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -6399,7 +6399,7 @@ Source: Lost Laboratory of Kwalish p. 53 Cursed item, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. @@ -6412,7 +6412,7 @@ Source: Lost Laboratory of Kwalish p. 53 Cursed item, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. @@ -6425,7 +6425,7 @@ Source: Lost Laboratory of Kwalish p. 53 Cursed item, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. @@ -6603,7 +6603,7 @@ Source: Xanathar's Guide to Everything p. 136 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -6617,7 +6617,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -6672,7 +6672,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -6688,7 +6688,7 @@ Source: Explorer's Guide to Wildemount p. 266, Wayfinder's Guide to Eberron p. 7 martial Weapon, Melee Weapon M 2 - + M 1d8 B You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6701,7 +6701,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6714,7 +6714,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6740,7 +6740,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6753,7 +6753,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6766,7 +6766,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -6794,7 +6794,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -6808,7 +6808,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -6836,7 +6836,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -6893,7 +6893,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -6907,7 +6907,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -6934,7 +6934,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6947,7 +6947,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 4 - + M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6960,7 +6960,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -6973,7 +6973,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7000,7 +7000,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7013,7 +7013,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7040,7 +7040,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7095,7 +7095,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -7110,7 +7110,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 2 - + M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7123,7 +7123,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -7137,7 +7137,7 @@ Source: Explorer's Guide to Wildemount p. 266 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7165,7 +7165,7 @@ Source: Explorer's Guide to Wildemount p. 266 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -7182,7 +7182,7 @@ Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. @@ -7196,7 +7196,7 @@ Source: Dungeon Master's Guide p. 161 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -7211,7 +7211,7 @@ Source: Dungeon Master's Guide p. 161 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. @@ -7225,7 +7225,7 @@ Source: Dungeon Master's Guide p. 161 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. @@ -7239,7 +7239,7 @@ Source: Dungeon Master's Guide p. 161 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. @@ -7253,7 +7253,7 @@ Source: Dungeon Master's Guide p. 161 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -7269,7 +7269,7 @@ Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. @@ -7282,7 +7282,7 @@ Source: Dungeon Master's Guide p. 164 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -7296,7 +7296,7 @@ Source: Dungeon Master's Guide p. 164 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +3 bonus to attack and damage rolls made with this magic weapon. @@ -7309,7 +7309,7 @@ Source: Dungeon Master's Guide p. 164 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. @@ -7322,7 +7322,7 @@ Source: Dungeon Master's Guide p. 164 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +3 bonus to attack and damage rolls made with this magic weapon. @@ -7335,7 +7335,7 @@ Source: Dungeon Master's Guide p. 164 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -7352,7 +7352,7 @@ Source: Dungeon Master's Guide p. 166, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7366,7 +7366,7 @@ Source: Dungeon Master's Guide p. 166 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -7381,7 +7381,7 @@ Source: Dungeon Master's Guide p. 166 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7395,7 +7395,7 @@ Source: Dungeon Master's Guide p. 166 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7409,7 +7409,7 @@ Source: Dungeon Master's Guide p. 166 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -7588,7 +7588,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -7600,7 +7600,7 @@ Source: Monster Manual p. 126 martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -7647,7 +7647,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -7661,7 +7661,7 @@ Source: Monster Manual p. 126, Wayfinder's Guide to Eberron p. 74 martial Weapon, Melee Weapon M 2 - + M 1d8 B You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7672,7 +7672,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7683,7 +7683,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7705,7 +7705,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7716,7 +7716,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7727,7 +7727,7 @@ Source: Monster Manual p. 126 martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -7751,7 +7751,7 @@ Source: Monster Manual p. 126 martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -7763,7 +7763,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -7787,7 +7787,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -7836,7 +7836,7 @@ Source: Monster Manual p. 126 martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -7848,7 +7848,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -7871,7 +7871,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7882,7 +7882,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 4 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7893,7 +7893,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7916,7 +7916,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7927,7 +7927,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7950,7 +7950,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -7997,7 +7997,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -8010,7 +8010,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 2 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -8021,7 +8021,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -8033,7 +8033,7 @@ Source: Monster Manual p. 126 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer. @@ -8057,7 +8057,7 @@ Source: Monster Manual p. 126 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8073,7 +8073,7 @@ Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. @@ -8086,7 +8086,7 @@ Source: Dungeon Master's Guide p. 170 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -8100,7 +8100,7 @@ Source: Dungeon Master's Guide p. 170 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. @@ -8113,7 +8113,7 @@ Source: Dungeon Master's Guide p. 170 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. @@ -8126,7 +8126,7 @@ Source: Dungeon Master's Guide p. 170 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. @@ -8139,7 +8139,7 @@ Source: Dungeon Master's Guide p. 170 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8157,7 +8157,7 @@ Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. @@ -8172,7 +8172,7 @@ Source: Dungeon Master's Guide p. 171 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -8188,7 +8188,7 @@ Source: Dungeon Master's Guide p. 171 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. @@ -8203,7 +8203,7 @@ Source: Dungeon Master's Guide p. 171 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. @@ -8218,7 +8218,7 @@ Source: Dungeon Master's Guide p. 171 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. @@ -8233,7 +8233,7 @@ Source: Dungeon Master's Guide p. 171 Cursed item, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8248,7 +8248,7 @@ Source: Lost Laboratory of Kwalish p. 55, Wayfinder's Guide to Eberron p. 74Cursed item, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. @@ -8260,7 +8260,7 @@ Source: Lost Laboratory of Kwalish p. 55 Cursed item, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -8273,7 +8273,7 @@ Source: Lost Laboratory of Kwalish p. 55 Cursed item, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. @@ -8285,7 +8285,7 @@ Source: Lost Laboratory of Kwalish p. 55 Cursed item, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. @@ -8297,7 +8297,7 @@ Source: Lost Laboratory of Kwalish p. 55 Cursed item, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. @@ -8309,7 +8309,7 @@ Source: Lost Laboratory of Kwalish p. 55 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -8324,7 +8324,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -8353,7 +8353,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8370,7 +8370,7 @@ Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -8384,7 +8384,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -8399,7 +8399,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -8413,7 +8413,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -8427,7 +8427,7 @@ Source: Dungeon Master's Guide p. 172 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -8441,7 +8441,7 @@ Source: Dungeon Master's Guide p. 172 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -8454,7 +8454,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -8505,7 +8505,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8520,7 +8520,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223, Wayfinder's Guide to Eberron martial Weapon, Melee Weapon M 2 - + M 1d8 B This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8532,7 +8532,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8544,7 +8544,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8568,7 +8568,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8580,7 +8580,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8592,7 +8592,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -8618,7 +8618,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -8631,7 +8631,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -8657,7 +8657,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -8710,7 +8710,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -8723,7 +8723,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -8748,7 +8748,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8760,7 +8760,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 4 - + M 1d8 P This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8772,7 +8772,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8784,7 +8784,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8809,7 +8809,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8821,7 +8821,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8846,7 +8846,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8897,7 +8897,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -8911,7 +8911,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 2 - + M 1d8 P This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8923,7 +8923,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -8936,7 +8936,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. @@ -8962,7 +8962,7 @@ Source: Baldur's Gate: Descent Into Avernus p. 223 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -8979,7 +8979,7 @@ Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. @@ -8993,7 +8993,7 @@ Source: Dungeon Master's Guide p. 174 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -9008,7 +9008,7 @@ Source: Dungeon Master's Guide p. 174 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. @@ -9022,7 +9022,7 @@ Source: Dungeon Master's Guide p. 174 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. @@ -9036,7 +9036,7 @@ Source: Dungeon Master's Guide p. 174 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. @@ -9720,7 +9720,7 @@ Source: Eberron: Rising from the Last War p. 278 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -9738,7 +9738,7 @@ Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. @@ -9753,7 +9753,7 @@ Source: Dungeon Master's Guide p. 179 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -9769,7 +9769,7 @@ Source: Dungeon Master's Guide p. 179 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. @@ -9784,7 +9784,7 @@ Source: Dungeon Master's Guide p. 179 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. @@ -9799,7 +9799,7 @@ Source: Dungeon Master's Guide p. 179 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. @@ -9992,7 +9992,7 @@ Source: Dungeon Master's Guide p. 181 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -10007,7 +10007,7 @@ Source: Volo's Guide to Monsters p. 81, Wayfinder's Guide to Eberron p. 74martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. @@ -10019,7 +10019,7 @@ Source: Volo's Guide to Monsters p. 81 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -10032,7 +10032,7 @@ Source: Volo's Guide to Monsters p. 81 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. @@ -10044,7 +10044,7 @@ Source: Volo's Guide to Monsters p. 81 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. @@ -10056,7 +10056,7 @@ Source: Volo's Guide to Monsters p. 81 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. @@ -10487,7 +10487,7 @@ Source: Guildmasters' Guide to Ravnica p. 179 minor, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -10501,7 +10501,7 @@ Source: Xanathar's Guide to Everything p. 138, Wayfinder's Guide to Eberron p. 7 minor, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. @@ -10512,7 +10512,7 @@ Source: Xanathar's Guide to Everything p. 138 minor, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -10524,7 +10524,7 @@ Source: Xanathar's Guide to Everything p. 138 minor, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. @@ -10535,7 +10535,7 @@ Source: Xanathar's Guide to Everything p. 138 minor, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. @@ -10546,7 +10546,7 @@ Source: Xanathar's Guide to Everything p. 138 minor, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. @@ -10557,7 +10557,7 @@ Source: Xanathar's Guide to Everything p. 138 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -10574,7 +10574,7 @@ Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +2 bonus to attack and damage rolls made with this magic weapon. @@ -10588,7 +10588,7 @@ Source: Dungeon Master's Guide p. 183 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -10603,7 +10603,7 @@ Source: Dungeon Master's Guide p. 183 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +2 bonus to attack and damage rolls made with this magic weapon. @@ -10617,7 +10617,7 @@ Source: Dungeon Master's Guide p. 183 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +2 bonus to attack and damage rolls made with this magic weapon. @@ -10631,7 +10631,7 @@ Source: Dungeon Master's Guide p. 183 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +2 bonus to attack and damage rolls made with this magic weapon. @@ -10853,7 +10853,7 @@ Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p Cursed item, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -10891,7 +10891,7 @@ Source: Lost Laboratory of Kwalish p. 56, Wayfinder's Guide to Eberron p. 74Cursed item, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. @@ -10926,7 +10926,7 @@ Source: Lost Laboratory of Kwalish p. 56 Cursed item, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -10962,7 +10962,7 @@ Source: Lost Laboratory of Kwalish p. 56 Cursed item, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. @@ -10997,7 +10997,7 @@ Source: Lost Laboratory of Kwalish p. 56 Cursed item, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. @@ -11032,7 +11032,7 @@ Source: Lost Laboratory of Kwalish p. 56 Cursed item, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into. @@ -11131,7 +11131,7 @@ Source: Lost Laboratory of Kwalish p. 56 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -11142,7 +11142,7 @@ Source: Lost Laboratory of Kwalish p. 56 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -11185,7 +11185,7 @@ Source: Lost Laboratory of Kwalish p. 56 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -11198,7 +11198,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B Source: Player's Handbook p. 148 @@ -11208,7 +11208,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S Source: Player's Handbook p. 148 @@ -11218,7 +11218,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S Source: Player's Handbook p. 148 @@ -11238,7 +11238,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S Source: Player's Handbook p. 148 @@ -11248,7 +11248,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S Source: Player's Handbook p. 148 @@ -11258,7 +11258,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -11280,7 +11280,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -11291,7 +11291,7 @@ Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -11313,7 +11313,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -11358,7 +11358,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -11369,7 +11369,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -11390,7 +11390,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B Source: Player's Handbook p. 148 @@ -11400,7 +11400,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P Source: Player's Handbook p. 148 @@ -11410,7 +11410,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P Source: Player's Handbook p. 148 @@ -11431,7 +11431,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P Source: Player's Handbook p. 148 @@ -11441,7 +11441,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S Source: Player's Handbook p. 148 @@ -11462,7 +11462,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P Source: Player's Handbook p. 148 @@ -11505,7 +11505,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -11517,7 +11517,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P Source: Player's Handbook p. 148 @@ -11527,7 +11527,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -11538,7 +11538,7 @@ Source: Player's Handbook p. 148 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S Source: Player's Handbook p. 148 @@ -11725,7 +11725,7 @@ Source: Xanathar's Guide to Everything p. 139 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -11742,7 +11742,7 @@ Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. @@ -11756,7 +11756,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -11771,7 +11771,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. @@ -11785,7 +11785,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. @@ -11799,7 +11799,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. @@ -11813,7 +11813,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -11832,7 +11832,7 @@ Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. @@ -11848,7 +11848,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -11865,7 +11865,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. @@ -11881,7 +11881,7 @@ Source: Dungeon Master's Guide p. 206 major, Cursed item, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -11899,7 +11899,7 @@ Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74 major, Cursed item, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -11914,7 +11914,7 @@ Source: Dungeon Master's Guide p. 206 major, Cursed item, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -11930,7 +11930,7 @@ Source: Dungeon Master's Guide p. 206 major, Cursed item, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -11945,7 +11945,7 @@ Source: Dungeon Master's Guide p. 206 major, Cursed item, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -11960,7 +11960,7 @@ Source: Dungeon Master's Guide p. 206 major, Cursed item, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You gain a +1 bonus to attack and damage rolls made with this magic weapon. @@ -11975,7 +11975,7 @@ Source: Dungeon Master's Guide p. 206 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -11991,7 +11991,7 @@ Source: Dungeon Master's Guide p. 207, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. @@ -12005,7 +12005,7 @@ Source: Dungeon Master's Guide p. 207 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -12020,7 +12020,7 @@ Source: Dungeon Master's Guide p. 207 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. @@ -12034,7 +12034,7 @@ Source: Dungeon Master's Guide p. 207 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. @@ -12048,7 +12048,7 @@ Source: Dungeon Master's Guide p. 207 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. @@ -12062,7 +12062,7 @@ Source: Dungeon Master's Guide p. 207 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -12077,7 +12077,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -12136,7 +12136,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -12153,7 +12153,7 @@ Source: Acquisitions Incorporated p. 149, Wayfinder's Guide to Eberron p. 74martial Weapon, Melee Weapon M 2 - + M 1d8 B You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12167,7 +12167,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12181,7 +12181,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12209,7 +12209,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12223,7 +12223,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12237,7 +12237,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -12267,7 +12267,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -12282,7 +12282,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -12312,7 +12312,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -12373,7 +12373,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -12388,7 +12388,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -12417,7 +12417,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12431,7 +12431,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 4 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12445,7 +12445,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12474,7 +12474,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12488,7 +12488,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12517,7 +12517,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12576,7 +12576,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -12592,7 +12592,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 2 - + M 1d8 P You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12606,7 +12606,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -12621,7 +12621,7 @@ Source: Acquisitions Incorporated p. 149 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S You have a +1 bonus to attack and damage rolls made with this weapon. @@ -12651,7 +12651,7 @@ Source: Acquisitions Incorporated p. 149 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -12666,7 +12666,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -12725,7 +12725,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -12742,7 +12742,7 @@ Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. @@ -12756,7 +12756,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -12770,7 +12770,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -12798,7 +12798,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -12812,7 +12812,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -12826,7 +12826,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -12856,7 +12856,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -12871,7 +12871,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -12901,7 +12901,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -12962,7 +12962,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -12977,7 +12977,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -13006,7 +13006,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage. @@ -13020,7 +13020,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. @@ -13034,7 +13034,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. @@ -13063,7 +13063,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. @@ -13077,7 +13077,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -13106,7 +13106,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. @@ -13165,7 +13165,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -13181,7 +13181,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage. @@ -13195,7 +13195,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -13210,7 +13210,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage. @@ -13240,7 +13240,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -13257,7 +13257,7 @@ Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. @@ -13271,7 +13271,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -13286,7 +13286,7 @@ Source: Dungeon Master's Guide p. 209 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. @@ -13372,7 +13372,7 @@ Source: Xanathar's Guide to Everything p. 139 martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -13384,7 +13384,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -13431,7 +13431,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -13445,7 +13445,7 @@ Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 7 martial Weapon, Melee Weapon M 2 - + M 1d8 B When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13456,7 +13456,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13467,7 +13467,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13489,7 +13489,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13500,7 +13500,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13511,7 +13511,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -13535,7 +13535,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -13547,7 +13547,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -13571,7 +13571,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -13620,7 +13620,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -13632,7 +13632,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -13655,7 +13655,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13666,7 +13666,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 4 - + M 1d8 P When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13677,7 +13677,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13700,7 +13700,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13711,7 +13711,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13734,7 +13734,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13781,7 +13781,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -13794,7 +13794,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - + M 1d8 P When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13805,7 +13805,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -13817,7 +13817,7 @@ Source: Explorer's Guide to Wildemount p. 270 martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. @@ -13841,7 +13841,7 @@ Source: Explorer's Guide to Wildemount p. 270 major, martial Weapon, Melee Weapon M 4 - V + V,M 1d8 1d10 S @@ -13854,7 +13854,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 1 - A,LD + A,LD,M 1 P 25/100 @@ -13905,7 +13905,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - S,2H + S,2H,M 2d4 S Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. @@ -13920,7 +13920,7 @@ Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74 major, martial Weapon, Melee Weapon M 2 - + M 1d8 B This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -13932,7 +13932,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -13944,7 +13944,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 7 - H,2H + H,2H,M 1d12 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -13968,7 +13968,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,2H + H,2H,M 2d6 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -13980,7 +13980,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - H,R,2H + H,R,2H,M 1d10 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -13992,7 +13992,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - A,L,LD + A,L,LD,M 1d6 P 30/120 @@ -14018,7 +14018,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 18 - A,H,LD,2H + A,H,LD,2H,M 1d10 P 100/400 @@ -14031,7 +14031,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - L + L,M 1d4 P On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus. @@ -14057,7 +14057,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 6 - R,S + R,S,M 1d12 P Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. @@ -14110,7 +14110,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 2 - A,H,2H + A,H,2H,M 1d8 P 150/600 @@ -14123,7 +14123,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S @@ -14148,7 +14148,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 10 - H,2H + H,2H,M 2d6 B This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14160,7 +14160,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - + M 1d8 P This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14172,7 +14172,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Ranged Weapon R 3 - S,T + S,T,M 5/15 Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14184,7 +14184,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 18 - H,R,2H + H,R,2H,M 1d10 P This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14209,7 +14209,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F + F,M 1d8 P This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14221,7 +14221,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,L + F,L,M 1d6 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14246,7 +14246,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14297,7 +14297,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 4 - T,V + T,V,M 1d6 1d8 P @@ -14311,7 +14311,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - + M 1d8 P This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. @@ -14323,7 +14323,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 2 - V + V,M 1d8 1d10 B @@ -14336,7 +14336,7 @@ Source: Dungeon Master's Guide p. 213 major, martial Weapon, Melee Weapon M 3 - F,R + F,R,M 1d4 S This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. diff --git a/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml b/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml index fb7fa6e..c0279a3 100644 --- a/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml +++ b/FightClub5eXML/Sources/TalesFromTheYawningPortal/items-tftyp.xml @@ -47,7 +47,7 @@ Source: Tales from the Yawning Portal p. 228 martial Weapon, Melee Weapon M 2 - F,L + F,L,M 1d6 P You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. @@ -109,7 +109,7 @@ Source: Tales from the Yawning Portal p. 228 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S diff --git a/FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml b/FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml index 5e1d446..bb2fbda 100644 --- a/FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml +++ b/FightClub5eXML/Sources/TashasCauldronOfEverything/items-tce.xml @@ -526,7 +526,7 @@ Source: Tasha's Cauldron of Everything p. 125 martial Weapon, Melee Weapon M 2 - + M 1d8 B The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. diff --git a/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml b/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml index 87ee900..0fb8c8a 100644 --- a/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml +++ b/FightClub5eXML/Sources/TombOfAnnihilation/items-toa.xml @@ -102,7 +102,7 @@ Source: Tomb of Annihilation p. 141 martial Weapon, Melee Weapon M 3 - V + V,M 1d8 1d10 S