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/PlayersHandbook/optionalfeatures-phb.xml b/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml
index 0ec8edd..2a3d7b6 100644
--- a/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml
+++ b/FightClub5eXML/Sources/PlayersHandbook/optionalfeatures-phb.xml
@@ -6,12 +6,6 @@
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Source: Player's Handbook p. 110
-
- Invocation: Archery
-
- You gain a +2 bonus to attack rolls you make with ranged weapons.
-Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
Invocation: Armor of Shadows
@@ -57,10 +51,10 @@ Source: Player's Handbook p. 110
Source: Player's Handbook p. 110
- Invocation: Defense
+ Maneuver: Commander's Strike
- While you are wearing armor, you gain a +1 bonus to AC.
-Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
+ When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
+Source: Player's Handbook p. 74
Invocation: Devil's Sight
@@ -68,18 +62,24 @@ Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 9
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Source: Player's Handbook p. 110
+
+ Maneuver: Disarming Attack
+
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
+Source: Player's Handbook p. 74
+
+
+ Maneuver: Distracting Strike
+
+ When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
+Source: Player's Handbook p. 74
+
Invocation: Dreadful Word
7th level
You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 110
-
- Invocation: Dueling
-
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
Invocation: Eldritch Sight
@@ -92,12 +92,25 @@ Source: Player's Handbook p. 110
When you cast eldritch blast, its range is 300 feet.
Source: Player's Handbook p. 111
+
+ Maneuver: Evasive Footwork
+
+ When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
+Source: Player's Handbook p. 74
+
Invocation: Eyes of the Rune Keeper
You can read all writing.
Source: Player's Handbook p. 111
+
+ Maneuver: Feinting Attack
+
+ You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
+The advantage is lost if not used on the turn you gain it.
+Source: Player's Handbook p. 74
+
Invocation: Fiendish Vigor
@@ -111,10 +124,10 @@ Source: Player's Handbook p. 111
Source: Player's Handbook p. 111
- Invocation: Great Weapon Fighting
+ Maneuver: Goading Attack
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
-Source: Player's Handbook p. 72, Player's Handbook p. 84
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
+Source: Player's Handbook p. 74
Invocation: Lifedrinker
@@ -122,6 +135,18 @@ Source: Player's Handbook p. 72, Player's Handbook p. 84
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum of 1).
Source: Player's Handbook p. 111
+
+ Maneuver: Lunging Attack
+
+ When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
+Source: Player's Handbook p. 74
+
+
+ Maneuver: Maneuvering Attack
+
+ When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
+Source: Player's Handbook p. 74
+
Invocation: Mask of Many Faces
@@ -134,6 +159,12 @@ Source: Player's Handbook p. 111
You can cast alter self at will, without expending a spell slot.
Source: Player's Handbook p. 111
+
+ Maneuver: Menacing Attack
+
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
+Source: Player's Handbook p. 74
+
Invocation: Minions of Chaos
9th level
@@ -165,10 +196,28 @@ Source: Player's Handbook p. 111
Source: Player's Handbook p. 111
- Invocation: Protection
+ Maneuver: Parry
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
-Source: Player's Handbook p. 72, Player's Handbook p. 84
+ When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
+Source: Player's Handbook p. 74
+
+
+ Maneuver: Precision Attack
+
+ When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
+Source: Player's Handbook p. 74
+
+
+ Maneuver: Pushing Attack
+
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
+Source: Player's Handbook p. 74
+
+
+ Maneuver: Rally
+
+ On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
+Source: Player's Handbook p. 74
Invocation: Repelling Blast
@@ -176,6 +225,12 @@ Source: Player's Handbook p. 72, Player's Handbook p. 84
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Source: Player's Handbook p. 111
+
+ Maneuver: Riposte
+
+ When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
+Source: Player's Handbook p. 74
+
Invocation: Sculptor of Flesh
7th level
@@ -188,6 +243,12 @@ Source: Player's Handbook p. 111
You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Source: Player's Handbook p. 111
+
+ Maneuver: Sweeping Attack
+
+ When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
+Source: Player's Handbook p. 74
+
Invocation: Thief of Five Fates
@@ -201,10 +262,10 @@ Source: Player's Handbook p. 111
Source: Player's Handbook p. 111
- Invocation: Two-Weapon Fighting
+ Maneuver: Trip Attack
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
+ When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
+Source: Player's Handbook p. 74
Invocation: Visions of Distant Realms
@@ -230,143 +291,4 @@ Source: Player's Handbook p. 111
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Source: Player's Handbook p. 111
-
- Maneuver: Archery
-
- You gain a +2 bonus to attack rolls you make with ranged weapons.
-Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-Source: Player's Handbook p. 72, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
-
- Maneuver: Commander's Strike
-
- When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Defense
-
- While you are wearing armor, you gain a +1 bonus to AC.
-Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-Source: Player's Handbook p. 72, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
-
- Maneuver: Disarming Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Distracting Strike
-
- When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Dueling
-
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 84, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
-
- Maneuver: Evasive Footwork
-
- When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Feinting Attack
-
- You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll.
-The advantage is lost if not used on the turn you gain it.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Goading Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Great Weapon Fighting
-
- When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
-Source: Player's Handbook p. 72, Player's Handbook p. 84
-Source: Player's Handbook p. 72, Player's Handbook p. 84
-
-
- Maneuver: Lunging Attack
-
- When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Maneuvering Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Menacing Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Parry
-
- When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Precision Attack
-
- When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Protection
-
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
-Source: Player's Handbook p. 72, Player's Handbook p. 84
-Source: Player's Handbook p. 72, Player's Handbook p. 84
-
-
- Maneuver: Pushing Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Rally
-
- On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Riposte
-
- When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Sweeping Attack
-
- When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Trip Attack
-
- When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
-Source: Player's Handbook p. 74
-
-
- Maneuver: Two-Weapon Fighting
-
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-Source: Player's Handbook p. 72, Xanathar's Guide to Everything p. 15, Unearthed Arcana: Revised Subclasses p. 2, Player's Handbook p. 91, Unearthed Arcana: The Ranger Revised p. 3
-
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/TashasCauldronOfEverything/optionalfeatures-tce.xml b/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml
index 89db6c3..7ebe664 100644
--- a/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml
+++ b/FightClub5eXML/Sources/TashasCauldronOfEverything/optionalfeatures-tce.xml
@@ -1,150 +1,11 @@
- Invocation: Ambush
+ Maneuver: Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
Source: Tasha's Cauldron of Everything p. 42
-
- Invocation: Bait and Switch
-
- When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
-Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Blessed Warrior
-
- You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
-Source: Tasha's Cauldron of Everything p. 52
-
-
- Invocation: Blind Fighting
-
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Invocation: Bond of the Talisman
- 12th level, Pact of the Talisman
- While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
-Source: Tasha's Cauldron of Everything p. 70
-
-
- Invocation: Brace
-
- When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Commanding Presence
-
- When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Druidic Warrior
-
- You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
-Source: Tasha's Cauldron of Everything p. 57
-
-
- Invocation: Eldritch Mind
-
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Far Scribe
- 5th level, Pact of the Tome
- A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
-You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
-As an action, you can magically erase a name on the page by touching it.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Gift of the Protectors
- 9th level, Pact of the Tome
- A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
-When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
-As an action, you can magically erase a name on the page by touching it.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Grappling Strike
-
- Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Interception
-
- When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Invocation: Investment of the Chain Master
- Pact of the Chain
- When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
-• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
-• As a bonus action, you can command the familiar to take the Attack action.
-• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
-• If the familiar forces a creature to make a saving throw, it uses your spell save DC.
-• When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Protection of the Talisman
- 7th level, Pact of the Talisman
- When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Quick Toss
-
- As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Rebuke of the Talisman
- Pact of the Talisman
- When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
-Source: Tasha's Cauldron of Everything p. 71
-
-
- Invocation: Superior Technique
-
- You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
-You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Invocation: Tactical Assessment
-
- When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Thrown Weapon Fighting
-
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
-In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Unarmed Fighting
-
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
-At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
-Source: Tasha's Cauldron of Everything p. 42
-
-
- Invocation: Undying Servitude
- 5th level
- You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
-Source: Tasha's Cauldron of Everything p. 71
-
Infusion: Arcane Propulsion Armor
14th level, A suit of armor (requires attunement)
@@ -164,12 +25,43 @@ Source: Tasha's Cauldron of Everything p. 20
The armor regains 1d6 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 20
+
+ Maneuver: Bait and Switch
+
+ When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
+Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
+Source: Tasha's Cauldron of Everything p. 42
+
+
+ Invocation: Bond of the Talisman
+ 12th level, Pact of the Talisman
+ While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
+Source: Tasha's Cauldron of Everything p. 70
+
Infusion: Boots of the Winding Path
6th level, A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62
+
+ Maneuver: Brace
+
+ When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
+Source: Tasha's Cauldron of Everything p. 42
+
+
+ Maneuver: Commanding Presence
+
+ When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
+Source: Tasha's Cauldron of Everything p. 42
+
+
+ Invocation: Eldritch Mind
+
+ You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
+Source: Tasha's Cauldron of Everything p. 71
+
Infusion: Enhanced Arcane Focus
A rod, staff, or wand (requires attunement)
@@ -191,6 +83,28 @@ Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War
The bonus increases to +2 when you reach 10th level in this class.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62
+
+ Invocation: Far Scribe
+ 5th level, Pact of the Tome
+ A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
+You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
+As an action, you can magically erase a name on the page by touching it.
+Source: Tasha's Cauldron of Everything p. 71
+
+
+ Invocation: Gift of the Protectors
+ 9th level, Pact of the Tome
+ A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
+When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
+As an action, you can magically erase a name on the page by touching it.
+Source: Tasha's Cauldron of Everything p. 71
+
+
+ Maneuver: Grappling Strike
+
+ Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
+Source: Tasha's Cauldron of Everything p. 42
+
Infusion: Helm of Awareness
10th level, A helmet (requires attunement)
@@ -207,12 +121,35 @@ In combat, the homunculus shares your initiative count, but it takes its turn im
The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Source: Tasha's Cauldron of Everything p. 21, Eberron: Rising from the Last War p. 62
+
+ Invocation: Investment of the Chain Master
+ Pact of the Chain
+ When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
+• The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
+• As a bonus action, you can command the familiar to take the Attack action.
+• The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
+• If the familiar forces a creature to make a saving throw, it uses your spell save DC.
+• When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
+Source: Tasha's Cauldron of Everything p. 71
+
Infusion: Mind Sharpener
A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22
+
+ Invocation: Protection of the Talisman
+ 7th level, Pact of the Talisman
+ When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
+Source: Tasha's Cauldron of Everything p. 71
+
+
+ Maneuver: Quick Toss
+
+ As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
+Source: Tasha's Cauldron of Everything p. 42
+
Infusion: Radiant Weapon
6th level, A simple or martial weapon (requires attunement)
@@ -220,6 +157,12 @@ Source: Tasha's Cauldron of Everything p. 22
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 22, Eberron: Rising from the Last War p. 62
+
+ Invocation: Rebuke of the Talisman
+ Pact of the Talisman
+ When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
+Source: Tasha's Cauldron of Everything p. 71
+
Infusion: Repeating Shot
A simple or martial weapon with the ammunition property (requires attunement)
@@ -319,55 +262,15 @@ Source: Tasha's Cauldron of Everything p. 23, Eberron: Rising from the Last War
Source: Tasha's Cauldron of Everything p. 23
- Maneuver: Blessed Warrior
+ Maneuver: Tactical Assessment
- You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
-Source: Tasha's Cauldron of Everything p. 52
-Source: Tasha's Cauldron of Everything p. 52
-
-
- Maneuver: Blind Fighting
-
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
-Source: Tasha's Cauldron of Everything p. 41
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Maneuver: Druidic Warrior
-
- You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
-Source: Tasha's Cauldron of Everything p. 57
-Source: Tasha's Cauldron of Everything p. 57
-
-
- Maneuver: Interception
-
- When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-Source: Tasha's Cauldron of Everything p. 41
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Maneuver: Superior Technique
-
- You learn one maneuver of your choice from among those available to the fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
-You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-Source: Tasha's Cauldron of Everything p. 41
-Source: Tasha's Cauldron of Everything p. 41
-
-
- Maneuver: Thrown Weapon Fighting
-
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
-In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
-Source: Tasha's Cauldron of Everything p. 42
+ When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Source: Tasha's Cauldron of Everything p. 42
- Maneuver: Unarmed Fighting
-
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
-At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
-Source: Tasha's Cauldron of Everything p. 42
-Source: Tasha's Cauldron of Everything p. 42
+ Invocation: Undying Servitude
+ 5th level
+ You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
+Source: Tasha's Cauldron of Everything p. 71
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
diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml
index a9e4070..3ecc4c3 100644
--- a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml
+++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-classfeaturevariants.xml
@@ -1,16 +1,17 @@
- Invocation: Blessed Warrior (UA)
+ Maneuver: Ambush (UA)
- You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
-Source: Unearthed Arcana: Class Feature Variants p. 6
+ When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
+Source: Unearthed Arcana: Class Feature Variants p. 5
- Invocation: Blind Fighting (UA)
+ Maneuver: Bait and Switch (UA)
- Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
-Source: Unearthed Arcana: Class Feature Variants p. 12
+ When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
+Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
+Source: Unearthed Arcana: Class Feature Variants p. 5
Invocation: Bond of the Talisman (UA)
@@ -18,18 +19,18 @@ Source: Unearthed Arcana: Class Feature Variants p. 12
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you.
Source: Unearthed Arcana: Class Feature Variants p. 11
+
+ Maneuver: Brace (UA)
+
+ When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
+Source: Unearthed Arcana: Class Feature Variants p. 5
+
Invocation: Chain Master's Fury (UA)
9th level, Pact of the Chain
As a bonus action, you can command your familiar to make one attack.
Source: Unearthed Arcana: Class Feature Variants p. 11
-
- Invocation: Druidic Warrior (UA)
-
- You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
-Source: Unearthed Arcana: Class Feature Variants p. 7
-
Invocation: Eldritch Armor (UA)
Pact of the Blade
@@ -58,12 +59,6 @@ When any creature whose name is on the page is reduced to 0 hit points but not k
As an action, you can magically erase a name on the page by touching the name on it.
Source: Unearthed Arcana: Class Feature Variants p. 11
-
- Invocation: Interception (UA)
-
- When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-Source: Unearthed Arcana: Class Feature Variants p. 12
-
Invocation: Investment of the Chain Master (UA)
Pact of the Chain
@@ -84,74 +79,6 @@ Source: Unearthed Arcana: Class Feature Variants p. 12
Invocation: Rebuke of the Talisman (UA)
Pact of the Talisman
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman's wearer.
-Source: Unearthed Arcana: Class Feature Variants p. 12
-
-
- Invocation: Superior Technique (UA)
-
- You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
-You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-Source: Unearthed Arcana: Class Feature Variants p. 5
-
-
- Invocation: Thrown Weapon Fighting (UA)
-
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
-In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
-Source: Unearthed Arcana: Class Feature Variants p. 13
-
-
- Invocation: Unarmed Fighting (UA)
-
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
-When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
-Source: Unearthed Arcana: Class Feature Variants p. 13
-
-
- Maneuver: Ambush (UA)
-
- When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
-Source: Unearthed Arcana: Class Feature Variants p. 5
-
-
- Maneuver: Bait and Switch (UA)
-
- When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks.
-Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
-Source: Unearthed Arcana: Class Feature Variants p. 5
-
-
- Maneuver: Blessed Warrior (UA) (UA)
-
- You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
-Source: Unearthed Arcana: Class Feature Variants p. 6
-Source: Unearthed Arcana: Class Feature Variants p. 6
-
-
- Maneuver: Blind Fighting (UA) (UA)
-
- Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
-Source: Unearthed Arcana: Class Feature Variants p. 12
-Source: Unearthed Arcana: Class Feature Variants p. 12
-
-
- Maneuver: Brace (UA)
-
- When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll.
-Source: Unearthed Arcana: Class Feature Variants p. 5
-
-
- Maneuver: Druidic Warrior (UA) (UA)
-
- You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.
-Source: Unearthed Arcana: Class Feature Variants p. 7
-Source: Unearthed Arcana: Class Feature Variants p. 7
-
-
- Maneuver: Interception (UA) (UA)
-
- When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
-Source: Unearthed Arcana: Class Feature Variants p. 12
Source: Unearthed Arcana: Class Feature Variants p. 12
@@ -178,28 +105,4 @@ Source: Unearthed Arcana: Class Feature Variants p. 5
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Source: Unearthed Arcana: Class Feature Variants p. 5
-
- Maneuver: Superior Technique (UA) (UA)
-
- You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
-You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-Source: Unearthed Arcana: Class Feature Variants p. 5
-Source: Unearthed Arcana: Class Feature Variants p. 5
-
-
- Maneuver: Thrown Weapon Fighting (UA) (UA)
-
- You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
-In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
-Source: Unearthed Arcana: Class Feature Variants p. 13
-Source: Unearthed Arcana: Class Feature Variants p. 13
-
-
- Maneuver: Unarmed Fighting (UA) (UA)
-
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
-When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
-Source: Unearthed Arcana: Class Feature Variants p. 13
-Source: Unearthed Arcana: Class Feature Variants p. 13
-
diff --git a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml
index 3f6bb66..b509af5 100644
--- a/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml
+++ b/FightClub5eXML/Sources/UnearthedArcana/optionalfeatures-ua-revisedclassoptions.xml
@@ -14,6 +14,12 @@ The aura grants you advantage on Charisma (Intimidation) checks but disadvantage
Once you use this invocation, you can't use it again until you finish a short or long rest.
Source: Unearthed Arcana: Revised Class Options p. 5
+
+ Maneuver: Control Mount (UA)
+
+ When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
+Source: Unearthed Arcana: Revised Class Options p. 3
+
Invocation: Eldritch Smite (UA)
5th level, Pact of the Blade
@@ -68,6 +74,12 @@ Source: Unearthed Arcana: Revised Class Options p. 6
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage).
Source: Unearthed Arcana: Revised Class Options p. 6
+
+ Maneuver: Precision Attack (UA)
+
+ When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
+Source: Unearthed Arcana: Revised Class Options p. 3
+
Invocation: Relentless Hex (UA)
7th level
@@ -93,18 +105,6 @@ Source: Unearthed Arcana: Revised Class Options p. 6
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Source: Unearthed Arcana: Revised Class Options p. 7
-
- Maneuver: Control Mount (UA)
-
- When you make a Wisdom (Animal Handling) check to influence a creature that you or an ally is riding, you can expend one superiority die, roll it, and add the number rolled to the check. You can do this before or after rolling the d20, but before applying the results of the check.
-Source: Unearthed Arcana: Revised Class Options p. 3
-
-
- Maneuver: Precision Attack (UA)
-
- When you make a weapon attack against a creature, you can expend one superiority die, roll it, and add it to the attack roll. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied.
-Source: Unearthed Arcana: Revised Class Options p. 3
-
Maneuver: Trip Attack (UA)