From 9add494a0335cf9a84bf5fe82c601ea8f042810c Mon Sep 17 00:00:00 2001 From: Sash Man Date: Thu, 5 Mar 2020 12:59:27 +0000 Subject: [PATCH] Typos and Fixes Updating Typos and Fixes for Wizard level. Removing Armblade in favour of adding trait to warforged --- FightClub5eXML/Sources/CoreRulebooks.xml | 1674 +++--- .../Sources/EberronRisingFromTheLastWar.xml | 110 +- FightClub5eXML/Sources/Homebrew.xml | 42 +- .../Sources/InfernalMachineRebuild.xml | 2 +- .../Sources/WayfindersGuideToEberron.xml | 4892 ----------------- 5 files changed, 916 insertions(+), 5804 deletions(-) diff --git a/FightClub5eXML/Sources/CoreRulebooks.xml b/FightClub5eXML/Sources/CoreRulebooks.xml index 70e213f..9f863b9 100644 --- a/FightClub5eXML/Sources/CoreRulebooks.xml +++ b/FightClub5eXML/Sources/CoreRulebooks.xml @@ -17326,7 +17326,7 @@ 150/600 2d6 - + Aasimar (Variant) @@ -18323,7 +18323,7 @@ Source: Player's Handbook, p. 43 - + Barbarian @@ -18335,7 +18335,7 @@ simple weapons, martial weapons none 2d4x10 - + Starting Barbarian @@ -18357,7 +18357,7 @@ Source: Player's Handbook, p. 48 - + Multiclass Barbarian @@ -18370,7 +18370,7 @@ Source: Player's Handbook, p. 163 - + Rage @@ -18394,7 +18394,7 @@ Rage2L - + Unarmored Defense @@ -18404,7 +18404,7 @@ unarmored defense constitution - + Reckless Attack @@ -18413,7 +18413,7 @@ Source: Player's Handbook, p. 48 - + Danger Sense @@ -18423,7 +18423,7 @@ Source: Player's Handbook, p. 48 - + Rage3L @@ -18436,7 +18436,7 @@ Source: Player's Handbook, p. 48 - + Primal Path: Path of the Berserker @@ -18445,7 +18445,7 @@ Source: Player's Handbook, p. 49 - + Frenzy (Path of the Berserker) @@ -18470,7 +18470,7 @@ Source: Player's Handbook, p. 49 - + Primal Path: Path of the Totem Warrior @@ -18480,7 +18480,7 @@ Source: Player's Handbook, p. 50 - + Spirit Seeker (Path of the Totem Warrior) @@ -18489,7 +18489,7 @@ Source: Player's Handbook, p. 50 - + Totem Spirit (Path of the Totem Warrior) @@ -18499,7 +18499,7 @@ Source: Player's Handbook, p. 50 - + Totem Spirit: Bear @@ -18508,7 +18508,7 @@ Source: Player's Handbook, p. 50 - + Totem Spirit: Eagle @@ -18517,7 +18517,7 @@ Source: Player's Handbook, p. 50 - + Totem Spirit: Wolf @@ -18526,7 +18526,7 @@ Source: Player's Handbook, p. 50 - + Ability Score Improvement @@ -18536,7 +18536,7 @@ Source: Player's Handbook, p. 49 - + Extra Attack @@ -18545,7 +18545,7 @@ Source: Player's Handbook, p. 49 - + Fast Movement @@ -18555,7 +18555,7 @@ speed +10 - + Rage4L @@ -18568,7 +18568,7 @@ Source: Player's Handbook, p. 49 - + Aspect of the Beast (Path of the Totem Warrior) @@ -18577,7 +18577,7 @@ Source: Player's Handbook, p. 50 - + Aspect of the Beast: Bear @@ -18586,7 +18586,7 @@ Source: Player's Handbook, p. 50 - + Aspect of the Beast: Eagle @@ -18595,7 +18595,7 @@ Source: Player's Handbook, p. 50 - + Aspect of the Beast: Wolf @@ -18604,7 +18604,7 @@ Source: Player's Handbook, p. 50 - + Feral Instinct @@ -18614,7 +18614,7 @@ Source: Player's Handbook, p. 49 - + Ability Score Improvement (2nd) @@ -18624,7 +18624,7 @@ Source: Player's Handbook, p. 49 - + Brutal Critical @@ -18634,7 +18634,7 @@ Source: Player's Handbook, p. 49 - + Intimidating Presence (Path of the Berserker) @@ -18649,7 +18649,7 @@ Source: Player's Handbook, p. 49 - + Spirit Walker (Path of the Totem Warrior) @@ -18658,7 +18658,7 @@ Source: Player's Handbook, p. 50 - + Relentless Rage @@ -18668,7 +18668,7 @@ Source: Player's Handbook, p. 49 - + Ability Score Improvement (3rd) @@ -18682,7 +18682,7 @@ Rage5L - + Retaliation (Path of the Berserker) @@ -18691,7 +18691,7 @@ Source: Player's Handbook, p. 50 - + Totemic Attunement (Path of the Totem Warrior) @@ -18700,7 +18700,7 @@ Source: Player's Handbook, p. 50 - + Totemic Attunement: Bear @@ -18709,7 +18709,7 @@ Source: Player's Handbook, p. 50 - + Totemic Attunement: Eagle @@ -18718,7 +18718,7 @@ Source: Player's Handbook, p. 50 - + Totemic Attunement: Wolf @@ -18734,7 +18734,7 @@ Source: Player's Handbook, p. 50 - + Persistent Rage @@ -18743,7 +18743,7 @@ Source: Player's Handbook, p. 49 - + Ability Score Improvement (4th) @@ -18753,11 +18753,11 @@ Source: Player's Handbook, p. 49 - + Rage6L - + Indomitable Might @@ -18766,7 +18766,7 @@ Source: Player's Handbook, p. 49 - + Ability Score Improvement (5th) @@ -18776,7 +18776,7 @@ Source: Player's Handbook, p. 49 - + Primal Champion @@ -18798,7 +18798,7 @@ simple weapons, hand crossbows, longswords, rapiers, shortswords three musical instruments of your choice 5d4x10 - + Starting Bard @@ -18821,7 +18821,7 @@ Source: Player's Handbook, p. 51 - + Multiclass Bard @@ -18834,11 +18834,11 @@ Source: Player's Handbook, p. 163 - + 2, 2 - + Spellcasting @@ -18870,7 +18870,7 @@ Source: Player's Handbook, p. 52 - + Bardic Inspiration @@ -18882,11 +18882,11 @@ Source: Player's Handbook, p. 53 - + 2, 3 - + Jack of All Trades @@ -18896,7 +18896,7 @@ jack of all trades - + Song of Rest @@ -18906,11 +18906,11 @@ Source: Player's Handbook, p. 54 - + 2, 4, 2 - + Expertise @@ -18920,7 +18920,7 @@ Source: Player's Handbook, p. 54 - + Bard College @@ -18929,7 +18929,7 @@ Source: Player's Handbook, p. 54 - + Bard College: College of Lore @@ -18940,7 +18940,7 @@ Source: Player's Handbook, p. 54 - + Cutting Words (College of Lore) @@ -18949,7 +18949,7 @@ Source: Player's Handbook, p. 54 - + Bonus Proficiencies (College of Lore) @@ -18958,7 +18958,7 @@ Source: Player's Handbook, p. 54 - + Bard College: College of Valor @@ -18967,7 +18967,7 @@ Source: Player's Handbook, p. 55 - + Bonus Proficiencies (College of Valor) @@ -18976,7 +18976,7 @@ Source: Player's Handbook, p. 55 - + Combat Inspiration (College of Valor) @@ -18985,11 +18985,11 @@ Source: Player's Handbook, p. 55 - + 3, 4, 3 - + Ability Score Improvement @@ -18999,11 +18999,11 @@ Source: Player's Handbook, p. 54 - + 3, 4, 3, 2 - + Font of Inspiration @@ -19012,11 +19012,11 @@ Source: Player's Handbook, p. 54 - + 3, 4, 3, 3 - + Countercharm @@ -19025,7 +19025,7 @@ Source: Player's Handbook, p. 54 - + Additional Magical Secrets (College of Lore) @@ -19034,7 +19034,7 @@ Source: Player's Handbook, p. 55 - + Extra Attack (College of Valor) @@ -19043,15 +19043,15 @@ Source: Player's Handbook, p. 55 - + 3, 4, 3, 3, 1 - + 3, 4, 3, 3, 2 - + Ability Score Improvement (2nd) @@ -19061,15 +19061,15 @@ Source: Player's Handbook, p. 54 - + 3, 4, 3, 3, 3, 1 - + 4, 4, 3, 3, 3, 2 - + Magical Secrets @@ -19080,15 +19080,15 @@ Source: Player's Handbook, p. 54 - + 4, 4, 3, 3, 3, 2, 1 - + 4, 4, 3, 3, 3, 2, 1 - + Ability Score Improvement (3rd) @@ -19098,15 +19098,15 @@ Source: Player's Handbook, p. 54 - + 4, 4, 3, 3, 3, 2, 1, 1 - + 4, 4, 3, 3, 3, 2, 1, 1 - + Peerless Skill (College of Lore) @@ -19115,7 +19115,7 @@ Source: Player's Handbook, p. 55 - + Battle Magic (College of Valor) @@ -19124,15 +19124,15 @@ Source: Player's Handbook, p. 55 - + 4, 4, 3, 3, 3, 2, 1, 1, 1 - + 4, 4, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (4th) @@ -19142,19 +19142,19 @@ Source: Player's Handbook, p. 54 - + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 - + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 - + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (5th) @@ -19164,11 +19164,11 @@ Source: Player's Handbook, p. 54 - + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 - + Superior Inspiration @@ -19188,7 +19188,7 @@ simple weapons none 5d4x10 - + Starting Cleric @@ -19212,7 +19212,7 @@ Source: Player's Handbook, p. 58 - + Multiclass Cleric @@ -19225,11 +19225,11 @@ Source: Player's Handbook, p. 163 - + 3, 2 - + Spellcasting @@ -19258,7 +19258,7 @@ Source: Player's Handbook, p. 58 - + Divine Domain @@ -19271,7 +19271,7 @@ Source: Player's Handbook, p. 58 - + Divine Domain: Death Domain @@ -19289,7 +19289,7 @@ Source: Dungeon Master's Guide, p. 96 - + Bonus Proficiency (Death Domain) @@ -19298,7 +19298,7 @@ Source: Dungeon Master's Guide, p. 96 - + Reaper (Death Domain) @@ -19307,7 +19307,7 @@ Source: Dungeon Master's Guide, p. 96 - + Divine Domain: Knowledge Domain @@ -19325,7 +19325,7 @@ Source: Player's Handbook, p. 59 - + Blessings of Knowledge (Knowledge Domain) @@ -19335,7 +19335,7 @@ Source: Player's Handbook, p. 59 - + Divine Domain: Life Domain @@ -19353,7 +19353,7 @@ Source: Player's Handbook, p. 60 - + Bonus Proficiency (Life Domain) @@ -19362,7 +19362,7 @@ Source: Player's Handbook, p. 60 - + Disciple of Life (Life Domain) @@ -19371,7 +19371,7 @@ Source: Player's Handbook, p. 60 - + Divine Domain: Light Domain @@ -19389,7 +19389,7 @@ Source: Player's Handbook, p. 60 - + Bonus Cantrip (Light Domain) @@ -19398,7 +19398,7 @@ Source: Player's Handbook, p. 61 - + Warding Flare (Light Domain) @@ -19408,7 +19408,7 @@ Source: Player's Handbook, p. 61 - + Divine Domain: Nature Domain @@ -19426,7 +19426,7 @@ Source: Player's Handbook, p. 61 - + Acolyte of Nature (Nature Domain) @@ -19435,7 +19435,7 @@ Source: Player's Handbook, p. 62 - + Bonus Proficiency (Nature Domain) @@ -19444,7 +19444,7 @@ Source: Player's Handbook, p. 62 - + Divine Domain: Tempest Domain @@ -19462,7 +19462,7 @@ Source: Player's Handbook, p. 62 - + Bonus Proficiencies (Tempest Domain) @@ -19471,7 +19471,7 @@ Source: Player's Handbook, p. 62 - + Wrath of the Storm (Tempest Domain) @@ -19481,7 +19481,7 @@ Source: Player's Handbook, p. 62 - + Divine Domain: Trickery Domain @@ -19499,7 +19499,7 @@ Source: Player's Handbook, p. 62 - + Blessing of the Trickster (Trickery Domain) @@ -19508,7 +19508,7 @@ Source: Player's Handbook, p. 63 - + Divine Domain: War Domain @@ -19526,7 +19526,7 @@ Source: Player's Handbook, p. 63 - + Bonus Proficiencies (War Domain) @@ -19535,7 +19535,7 @@ Source: Player's Handbook, p. 63 - + War Priest (War Domain) @@ -19544,11 +19544,11 @@ Source: Player's Handbook, p. 63 - + 3, 3 - + Channel Divinity @@ -19561,7 +19561,7 @@ Channel Divinity1S - + Channel Divinity: Turn Undead @@ -19571,7 +19571,7 @@ Source: Player's Handbook, p. 59 - + Channel Divinity: Touch of Death (Death Domain) @@ -19581,7 +19581,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Divinity: Knowledge of the Ages (Knowledge Domain) @@ -19590,7 +19590,7 @@ Source: Player's Handbook, p. 59 - + Channel Divinity: Preserve Life (Life Domain) @@ -19600,7 +19600,7 @@ Source: Player's Handbook, p. 60 - + Channel Divinity: Radiance of the Dawn (Light Domain) @@ -19610,7 +19610,7 @@ Source: Player's Handbook, p. 61 - + Channel Divinity: Charm Animals and Plants (Nature Domain) @@ -19625,7 +19625,7 @@ Source: Player's Handbook, p. 62 - + Channel Divinity: Destructive Wrath (Tempest Domain) @@ -19635,7 +19635,7 @@ Source: Player's Handbook, p. 62 - + Channel Divinity: Invoke Duplicity (Trickery Domain) @@ -19646,7 +19646,7 @@ Source: Player's Handbook, p. 63 - + Channel Divinity: Guided Strike (War Domain) @@ -19655,15 +19655,15 @@ Source: Player's Handbook, p. 63 - + 3, 4, 2 - + 4, 4, 3 - + Ability Score Improvement @@ -19673,11 +19673,11 @@ Source: Player's Handbook, p. 59 - + 4, 4, 3, 2 - + Destroy Undead @@ -19687,15 +19687,15 @@ Source: Player's Handbook, p. 59 - + 4, 4, 3, 3 - + Channel Divinity2S - + Inescapable Destruction (Death Domain) @@ -19704,7 +19704,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Divinity: Read Thoughts (Knowledge Domain) @@ -19716,7 +19716,7 @@ Source: Player's Handbook, p. 59 - + Blessed Healer (Life Domain) @@ -19725,7 +19725,7 @@ Source: Player's Handbook, p. 60 - + Improved Flare (Light Domain) @@ -19734,7 +19734,7 @@ Source: Player's Handbook, p. 61 - + Dampen Elements (Nature Domain) @@ -19743,7 +19743,7 @@ Source: Player's Handbook, p. 62 - + Thunderbolt Strike (Tempest Domain) @@ -19752,7 +19752,7 @@ Source: Player's Handbook, p. 62 - + Channel Divinity: Cloak of Shadows (Trickery Domain) @@ -19767,7 +19767,7 @@ Source: Player's Handbook, p. 63 - + Channel Divinity: War God's Blessing (War Domain) @@ -19776,15 +19776,15 @@ Source: Player's Handbook, p. 63 - + 4, 4, 3, 3, 1 - + 4, 4, 3, 3, 2 - + Ability Score Improvement (2nd) @@ -19794,7 +19794,7 @@ Source: Player's Handbook, p. 59 - + Divine Strike (Death Domain) @@ -19803,7 +19803,7 @@ Source: Dungeon Master's Guide, p. 97 - + Potent Spellcasting (Knowledge Domain) @@ -19812,7 +19812,7 @@ Source: Player's Handbook, p. 60 - + Divine Strike (Life Domain) @@ -19821,7 +19821,7 @@ Source: Player's Handbook, p. 60 - + Potent Spellcasting (Light Domain) @@ -19830,7 +19830,7 @@ Source: Player's Handbook, p. 61 - + Divine Strike (Nature Domain) @@ -19839,7 +19839,7 @@ Source: Player's Handbook, p. 62 - + Divine Strike (Tempest Domain) @@ -19848,7 +19848,7 @@ Source: Player's Handbook, p. 62 - + Divine Strike (Trickery Domain) @@ -19857,7 +19857,7 @@ Source: Player's Handbook, p. 63 - + Divine Strike (War Domain) @@ -19866,15 +19866,15 @@ Source: Player's Handbook, p. 63 - + 4, 4, 3, 3, 3, 1 - + 5, 4, 3, 3, 3, 2 - + Divine Intervention @@ -19886,15 +19886,15 @@ Source: Player's Handbook, p. 59 - + 5, 4, 3, 3, 3, 2, 1 - + 5, 4, 3, 3, 3, 2, 1 - + Ability Score Improvement (3rd) @@ -19904,23 +19904,23 @@ Source: Player's Handbook, p. 59 - + 5, 4, 3, 3, 3, 2, 1, 1 - + 5, 4, 3, 3, 3, 2, 1, 1 - + 5, 4, 3, 3, 3, 2, 1, 1, 1 - + 5, 4, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (4th) @@ -19930,11 +19930,11 @@ Source: Player's Handbook, p. 59 - + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 - + Improved Reaper (Death Domain) @@ -19943,7 +19943,7 @@ Source: Dungeon Master's Guide, p. 97 - + Visions of the Past (Knowledge Domain) @@ -19957,7 +19957,7 @@ Source: Player's Handbook, p. 60 - + Supreme Healing (Life Domain) @@ -19966,7 +19966,7 @@ Source: Player's Handbook, p. 60 - + Corona of Light (Light Domain) @@ -19975,7 +19975,7 @@ Source: Player's Handbook, p. 61 - + Master of Nature (Nature Domain) @@ -19984,7 +19984,7 @@ Source: Player's Handbook, p. 62 - + Stormborn (Tempest Domain) @@ -19993,7 +19993,7 @@ Source: Player's Handbook, p. 62 - + Improved Duplicity (Trickery Domain) @@ -20002,7 +20002,7 @@ Source: Player's Handbook, p. 63 - + Avatar of Battle (War Domain) @@ -20011,19 +20011,19 @@ Source: Player's Handbook, p. 63 - + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 - + Channel Divinity3S - + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (5th) @@ -20033,7 +20033,7 @@ Source: Player's Handbook, p. 59 - + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 @@ -20048,7 +20048,7 @@ clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears herbalism kit 2d4x10 - + Starting Druid @@ -20070,7 +20070,7 @@ Source: Player's Handbook, p. 64 - + Multiclass Druid @@ -20083,11 +20083,11 @@ Source: Player's Handbook, p. 163 - + 2, 2 - + Druidic @@ -20096,7 +20096,7 @@ Source: Player's Handbook, p. 66 - + Spellcasting @@ -20125,11 +20125,11 @@ Source: Player's Handbook, p. 66 - + 2, 3 - + Wild Shape @@ -20153,7 +20153,7 @@ Wild Shape2S - + Druid Circle @@ -20162,7 +20162,7 @@ Source: Player's Handbook, p. 67 - + Druid Circle: Circle of the Land @@ -20172,7 +20172,7 @@ Source: Player's Handbook, p. 68 - + Bonus Cantrip (Circle of the Land) @@ -20181,7 +20181,7 @@ Source: Player's Handbook, p. 68 - + Natural Recovery (Circle of the Land) @@ -20192,7 +20192,7 @@ Natural Recovery1L - + Druid Circle: Circle of the Moon @@ -20202,7 +20202,7 @@ Source: Player's Handbook, p. 69 - + Combat Wild Shape (Circle of the Moon) @@ -20212,7 +20212,7 @@ Source: Player's Handbook, p. 69 - + Circle Forms (Circle of the Moon) @@ -20222,11 +20222,11 @@ Source: Player's Handbook, p. 69 - + 2, 4, 2 - + Circle Spells (Circle of the Land) @@ -20236,7 +20236,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Arctic @@ -20250,7 +20250,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Coast @@ -20264,7 +20264,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Desert @@ -20278,7 +20278,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Forest @@ -20292,7 +20292,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Grassland @@ -20306,7 +20306,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Mountain @@ -20320,7 +20320,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Swamp @@ -20334,7 +20334,7 @@ Source: Player's Handbook, p. 68 - + Circle of the Land: Underdark @@ -20348,11 +20348,11 @@ Source: Player's Handbook, p. 68 - + 3, 4, 3 - + Ability Score Improvement @@ -20362,15 +20362,15 @@ Source: Player's Handbook, p. 67 - + 3, 4, 3, 2 - + 3, 4, 3, 3 - + Land's Stride (Circle of the Land) @@ -20380,7 +20380,7 @@ Source: Player's Handbook, p. 69 - + Primal Strike (Circle of the Moon) @@ -20389,15 +20389,15 @@ Source: Player's Handbook, p. 69 - + 3, 4, 3, 3, 1 - + 3, 4, 3, 3, 2 - + Ability Score Improvement (2nd) @@ -20407,15 +20407,15 @@ Source: Player's Handbook, p. 67 - + 3, 4, 3, 3, 3, 1 - + 4, 4, 3, 3, 3, 2 - + Nature's Ward (Circle of the Land) @@ -20424,7 +20424,7 @@ Source: Player's Handbook, p. 69 - + Elemental Wild Shape (Circle of the Moon) @@ -20433,15 +20433,15 @@ Source: Player's Handbook, p. 69 - + 4, 4, 3, 3, 3, 2, 1 - + 4, 4, 3, 3, 3, 2, 1 - + Ability Score Improvement (3rd) @@ -20451,15 +20451,15 @@ Source: Player's Handbook, p. 67 - + 4, 4, 3, 3, 3, 2, 1, 1 - + 4, 4, 3, 3, 3, 2, 1, 1 - + Nature's Sanctuary (Circle of the Land) @@ -20469,7 +20469,7 @@ Source: Player's Handbook, p. 69 - + Thousand Forms (Circle of the Moon) @@ -20478,15 +20478,15 @@ Source: Player's Handbook, p. 69 - + 4, 4, 3, 3, 3, 2, 1, 1, 1 - + 4, 4, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (4th) @@ -20496,15 +20496,15 @@ Source: Player's Handbook, p. 67 - + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 - + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 - + Timeless Body @@ -20513,7 +20513,7 @@ Source: Player's Handbook, p. 67 - + Beast Spells @@ -20522,11 +20522,11 @@ Source: Player's Handbook, p. 67 - + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (5th) @@ -20536,11 +20536,11 @@ Source: Player's Handbook, p. 67 - + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 - + Archdruid @@ -20561,7 +20561,7 @@ simple weapons, martial weapons none 5d4x10 - + Starting Fighter @@ -20584,7 +20584,7 @@ Source: Player's Handbook, p. 70 - + Multiclass Fighter @@ -20597,7 +20597,7 @@ Source: Player's Handbook, p. 163 - + Second Wind @@ -20608,7 +20608,7 @@ Second Wind1S - + Fighting Style @@ -20617,7 +20617,7 @@ Source: Player's Handbook, p. 72 - + Fighting Style: Archery @@ -20627,7 +20627,7 @@ fighting style archery - + Fighting Style: Defense @@ -20637,7 +20637,7 @@ fighting style defense - + Fighting Style: Dueling @@ -20647,7 +20647,7 @@ fighting style dueling - + Fighting Style: Great Weapon Fighting @@ -20656,7 +20656,7 @@ Source: Player's Handbook, p. 72 - + Fighting Style: Protection @@ -20665,7 +20665,7 @@ Source: Player's Handbook, p. 72 - + Fighting Style: Two-Weapon Fighting @@ -20674,7 +20674,7 @@ Source: Player's Handbook, p. 72 - + Action Surge @@ -20685,11 +20685,11 @@ Action Surge1S - + 2, 2 - + Martial Archetype @@ -20698,7 +20698,7 @@ Source: Player's Handbook, p. 72 - + Martial Archetype: Battle Master @@ -20707,7 +20707,7 @@ Source: Player's Handbook, p. 73 - + Student of War (Battle Master) @@ -20716,7 +20716,7 @@ Source: Player's Handbook, p. 73 - + Combat Superiority (Battle Master) @@ -20735,7 +20735,7 @@ Superiority Die4S - + Martial Archetype: Champion @@ -20744,7 +20744,7 @@ Source: Player's Handbook, p. 72 - + Improved Critical (Champion) @@ -20753,7 +20753,7 @@ Source: Player's Handbook, p. 72 - + Martial Archetype: Eldritch Knight @@ -20762,7 +20762,7 @@ Source: Player's Handbook, p. 74 - + Spellcasting (Eldritch Knight) @@ -20786,7 +20786,7 @@ Source: Player's Handbook, p. 75 - + Weapon Bond (Eldritch Knight) @@ -20797,11 +20797,11 @@ Source: Player's Handbook, p. 75 - + 2, 3 - + Ability Score Improvement @@ -20811,11 +20811,11 @@ Source: Player's Handbook, p. 72 - + 2, 3 - + Extra Attack @@ -20825,11 +20825,11 @@ Source: Player's Handbook, p. 72 - + 2, 3 - + Ability Score Improvement (2nd) @@ -20839,11 +20839,11 @@ Source: Player's Handbook, p. 72 - + 2, 4, 2 - + Know Your Enemy (Battle Master) @@ -20862,7 +20862,7 @@ Source: Player's Handbook, p. 73 - + Additional Maneuvers (Battle Master) @@ -20872,7 +20872,7 @@ Superiority Die5S - + Remarkable Athlete (Champion) @@ -20882,7 +20882,7 @@ Source: Player's Handbook, p. 72 - + War Magic (Eldritch Knight) @@ -20891,11 +20891,11 @@ Source: Player's Handbook, p. 75 - + 2, 4, 2 - + Ability Score Improvement (3rd) @@ -20905,11 +20905,11 @@ Source: Player's Handbook, p. 72 - + 2, 4, 2 - + Indomitable @@ -20919,11 +20919,11 @@ Indomitable1L - + 3, 4, 3 - + Improved Combat Superiority (Battle Master) @@ -20932,7 +20932,7 @@ Source: Player's Handbook, p. 74 - + Additional Maneuvers (Battle Master) @@ -20941,7 +20941,7 @@ Source: Player's Handbook, p. 73 - + Additional Fighting Style (Champion) @@ -20950,7 +20950,7 @@ Source: Player's Handbook, p. 73 - + Fighting Style: Archery @@ -20960,7 +20960,7 @@ fighting style archery - + Fighting Style: Defense @@ -20970,7 +20970,7 @@ fighting style defense - + Fighting Style: Dueling @@ -20980,7 +20980,7 @@ fighting style dueling - + Fighting Style: Great Weapon Fighting @@ -20989,7 +20989,7 @@ Source: Player's Handbook, p. 72 - + Fighting Style: Protection @@ -20998,7 +20998,7 @@ Source: Player's Handbook, p. 72 - + Fighting Style: Two-Weapon Fighting @@ -21007,7 +21007,7 @@ Source: Player's Handbook, p. 72 - + Eldritch Strike (Eldritch Knight) @@ -21016,15 +21016,15 @@ Source: Player's Handbook, p. 75 - + 3, 4, 3 - + 3, 4, 3 - + Ability Score Improvement (4th) @@ -21034,19 +21034,19 @@ Source: Player's Handbook, p. 72 - + 3, 4, 3, 2 - + Indomitable2S - + 3, 4, 3, 2 - + Ability Score Improvement (5th) @@ -21056,11 +21056,11 @@ Source: Player's Handbook, p. 72 - + 3, 4, 3, 2 - + Relentless (Battle Master) @@ -21069,7 +21069,7 @@ Source: Player's Handbook, p. 74 - + Additional Maneuvers (Battle Master) @@ -21079,7 +21079,7 @@ Superiority Die6S - + Superior Critical (Champion) @@ -21088,7 +21088,7 @@ Source: Player's Handbook, p. 73 - + Arcane Charge (Eldritch Knight) @@ -21097,11 +21097,11 @@ Source: Player's Handbook, p. 75 - + 3, 4, 3, 3 - + Ability Score Improvement (7th) @@ -21111,20 +21111,20 @@ Source: Player's Handbook, p. 72 - + 3, 4, 3, 3 - + Action Surge2S Indomitable3S - + 3, 4, 3, 3 - + Survivor (Champion) @@ -21133,7 +21133,7 @@ Source: Player's Handbook, p. 73 - + Improved War Magic (Eldritch Knight) @@ -21142,11 +21142,11 @@ Source: Player's Handbook, p. 75 - + 3, 4, 3, 3, 1 - + Ability Score Improvement (8th) @@ -21156,7 +21156,7 @@ Source: Player's Handbook, p. 72 - + 3, 4, 3, 3, 1 @@ -21171,7 +21171,7 @@ simple weapons, shortswords any one type of artisan's tools or any one musical instrument of your choice 5d4 - + Starting Monk @@ -21193,7 +21193,7 @@ Source: Player's Handbook, p. 76 - + Multiclass Monk @@ -21206,7 +21206,7 @@ Source: Player's Handbook, p. 163 - + Unarmored Defense @@ -21216,7 +21216,7 @@ unarmored defense wisdom - + Martial Arts @@ -21234,7 +21234,7 @@ Source: Player's Handbook, p. 78 - + Ki @@ -21248,7 +21248,7 @@ Ki2L - + Flurry of Blows @@ -21257,7 +21257,7 @@ Source: Player's Handbook, p. 78 - + Patient Defense @@ -21266,7 +21266,7 @@ Source: Player's Handbook, p. 78 - + Step of the Wind @@ -21275,7 +21275,7 @@ Source: Player's Handbook, p. 78 - + Unarmored Movement @@ -21286,11 +21286,11 @@ speed +10 - + Ki3L - + Deflect Missiles @@ -21300,7 +21300,7 @@ Source: Player's Handbook, p. 78 - + Monastic Tradition @@ -21309,7 +21309,7 @@ Source: Player's Handbook, p. 78 - + Monastic Tradition: Way of Shadow @@ -21318,7 +21318,7 @@ Source: Player's Handbook, p. 80 - + Shadow Arts (Way of Shadow) @@ -21327,7 +21327,7 @@ Source: Player's Handbook, p. 80 - + Monastic Tradition: Way of the Four Elements @@ -21337,7 +21337,7 @@ Source: Player's Handbook, p. 80 - + Disciple of the Elements (Way of the Four Elements) @@ -21352,7 +21352,7 @@ Source: Player's Handbook, p. 80 - + Monastic Tradition: Way of the Open Hand @@ -21361,7 +21361,7 @@ Source: Player's Handbook, p. 79 - + Open Hand Technique (Way of the Open Hand) @@ -21383,11 +21383,11 @@ Source: Player's Handbook, p. 79 - + Ki4L - + Ability Score Improvement @@ -21397,7 +21397,7 @@ Source: Player's Handbook, p. 78 - + Slow Fall @@ -21406,11 +21406,11 @@ Source: Player's Handbook, p. 78 - + Ki5L - + Extra Attack @@ -21419,7 +21419,7 @@ Source: Player's Handbook, p. 79 - + Stunning Strike @@ -21435,11 +21435,11 @@ Source: Player's Handbook, p. 79 - + Ki6L - + Ki-Empowered Strikes @@ -21448,7 +21448,7 @@ Source: Player's Handbook, p. 79 - + Shadow Step (Way of Shadow) @@ -21457,7 +21457,7 @@ Source: Player's Handbook, p. 80 - + Additional Elemental Discipline (Way of the Four Elements) @@ -21466,7 +21466,7 @@ Source: Player's Handbook, p. 80 - + Wholeness of Body (Way of the Open Hand) @@ -21476,11 +21476,11 @@ Wholeness of Body1L - + Ki7L - + Evasion @@ -21489,7 +21489,7 @@ Source: Player's Handbook, p. 79 - + Stillness of Mind @@ -21498,11 +21498,11 @@ Source: Player's Handbook, p. 79 - + Ki8L - + Ability Score Improvement (2nd) @@ -21512,15 +21512,15 @@ Source: Player's Handbook, p. 78 - + Ki9L - + Ki10L - + Purity of Body @@ -21529,11 +21529,11 @@ Source: Player's Handbook, p. 79 - + Ki11L - + Cloak of Shadows (Way of Shadow) @@ -21547,7 +21547,7 @@ Source: Player's Handbook, p. 80 - + Additional Elemental Discipline (Way of the Four Elements) @@ -21556,7 +21556,7 @@ Source: Player's Handbook, p. 80 - + Tranquility (Way of the Open Hand) @@ -21565,11 +21565,11 @@ Source: Player's Handbook, p. 80 - + Ki12L - + Ability Score Improvement (3rd) @@ -21579,11 +21579,11 @@ Source: Player's Handbook, p. 78 - + Ki13L - + Tongue of the Sun and Moon @@ -21592,11 +21592,11 @@ Source: Player's Handbook, p. 79 - + Ki14L - + Diamond Soul @@ -21607,11 +21607,11 @@ constitution, intelligence, wisdom, charisma - + Ki15L - + Timeless Body @@ -21620,11 +21620,11 @@ Source: Player's Handbook, p. 79 - + Ki16L - + Ability Score Improvement (4th) @@ -21634,11 +21634,11 @@ Source: Player's Handbook, p. 78 - + Ki17L - + Opportunist (Way of Shadow) @@ -21647,7 +21647,7 @@ Source: Player's Handbook, p. 80 - + Additional Elemental Discipline (Way of the Four Elements) @@ -21656,7 +21656,7 @@ Source: Player's Handbook, p. 80 - + Quivering Palm (Way of the Open Hand) @@ -21666,11 +21666,11 @@ Source: Player's Handbook, p. 80 - + Ki18L - + Empty Body @@ -21685,11 +21685,11 @@ Source: Player's Handbook, p. 79 - + Ki19L - + Ability Score Improvement (5th) @@ -21699,11 +21699,11 @@ Source: Player's Handbook, p. 78 - + Ki20L - + Perfect Self @@ -21723,7 +21723,7 @@ simple weapons, martial weapons none 5d4x10 - + Starting Paladin @@ -21746,7 +21746,7 @@ Source: Player's Handbook, p. 82 - + Multiclass Paladin @@ -21759,7 +21759,7 @@ Source: Player's Handbook, p. 163 - + Divine Sense @@ -21769,7 +21769,7 @@ Source: Player's Handbook, p. 84 - + Lay on Hands @@ -21781,11 +21781,11 @@ Source: Player's Handbook, p. 84 - + 0,2 - + Spellcasting @@ -21808,7 +21808,7 @@ Source: Player's Handbook, p. 84 - + Divine Smite @@ -21817,7 +21817,7 @@ Source: Player's Handbook, p. 85 - + Fighting Style @@ -21826,7 +21826,7 @@ Source: Player's Handbook, p. 84 - + Fighting Style: Defense @@ -21836,7 +21836,7 @@ fighting style defense - + Fighting Style: Dueling @@ -21846,7 +21846,7 @@ fighting style dueling - + Fighting Style: Great Weapon Fighting @@ -21855,7 +21855,7 @@ Source: Player's Handbook, p. 84 - + Fighting Style: Protection @@ -21864,11 +21864,11 @@ Source: Player's Handbook, p. 84 - + 0,3 - + Divine Health @@ -21877,7 +21877,7 @@ Source: Player's Handbook, p. 85 - + Sacred Oath @@ -21891,7 +21891,7 @@ Source: Player's Handbook, p. 85 - + Channel Divinity @@ -21903,7 +21903,7 @@ Channel Divinity1S - + Sacred Oath: Oath of Devotion @@ -21933,7 +21933,7 @@ Source: Player's Handbook, p. 85 - + Channel Divinity: Sacred Weapon (Oath of Devotion) @@ -21943,7 +21943,7 @@ Source: Player's Handbook, p. 86 - + Channel Divinity: Turn the Unholy (Oath of Devotion) @@ -21953,7 +21953,7 @@ Source: Player's Handbook, p. 86 - + Sacred Oath: Oath of the Ancients @@ -21982,7 +21982,7 @@ Source: Player's Handbook, p. 86 - + Channel Divinity: Nature's Wrath (Oath of the Ancients) @@ -21998,7 +21998,7 @@ Source: Player's Handbook, p. 87 - + Channel Divinity: Turn the Faithless (Oath of the Ancients) @@ -22009,7 +22009,7 @@ Source: Player's Handbook, p. 87 - + Sacred Oath: Oath of Vengeance @@ -22038,7 +22038,7 @@ Source: Player's Handbook, p. 87 - + Channel Divinity: Abjure Enemy (Oath of Vengeance) @@ -22049,7 +22049,7 @@ Source: Player's Handbook, p. 88 - + Channel Divinity: Vow of Enmity (Oath of Vengeance) @@ -22063,7 +22063,7 @@ Source: Player's Handbook, p. 88 - + Sacred Oath: Oathbreaker @@ -22082,7 +22082,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Divinity: Control Undead (Oathbreaker) @@ -22091,7 +22091,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Divinity: Dreadful Aspect (Oathbreaker) @@ -22105,11 +22105,11 @@ Source: Dungeon Master's Guide, p. 97 - + 0,3 - + Ability Score Improvement @@ -22119,11 +22119,11 @@ Source: Player's Handbook, p. 85 - + 0,4,2 - + Extra Attack @@ -22132,11 +22132,11 @@ Source: Player's Handbook, p. 85 - + 0,4,2 - + Aura of Protection @@ -22146,11 +22146,11 @@ Source: Player's Handbook, p. 85 - + 0,4,3 - + Aura of Devotion (Oath of Devotion) @@ -22160,7 +22160,7 @@ Source: Player's Handbook, p. 86 - + Aura of Warding (Oath of the Ancients) @@ -22170,7 +22170,7 @@ Source: Player's Handbook, p. 87 - + Relentless Avenger (Oath of Vengeance) @@ -22179,7 +22179,7 @@ Source: Player's Handbook, p. 88 - + Aura of Hate (Oathbreaker) @@ -22189,11 +22189,11 @@ Source: Dungeon Master's Guide, p. 97 - + 0,4,3 - + Ability Score Improvement (2nd) @@ -22203,15 +22203,15 @@ Source: Player's Handbook, p. 85 - + 0,4,3,2 - + 0,4,3,2 - + Aura of Courage @@ -22221,11 +22221,11 @@ Source: Player's Handbook, p. 85 - + 0,4,3,3 - + Improved Divine Smite @@ -22234,11 +22234,11 @@ Source: Player's Handbook, p. 85 - + 0,4,3,3 - + Ability Score Improvement (3rd) @@ -22248,15 +22248,15 @@ Source: Player's Handbook, p. 85 - + 0,4,3,3,1 - + 0,4,3,3,1 - + Cleansing Touch @@ -22266,11 +22266,11 @@ Source: Player's Handbook, p. 85 - + 0, 4, 3, 3, 2 - + Purity of Spirit (Oath of Devotion) @@ -22279,7 +22279,7 @@ Source: Player's Handbook, p. 86 - + Undying Sentinel (Oath of the Ancients) @@ -22290,7 +22290,7 @@ Undying Sentinel1L - + Soul of Vengeance (Oath of Vengeance) @@ -22299,7 +22299,7 @@ Source: Player's Handbook, p. 88 - + Supernatural Resistance (Oathbreaker) @@ -22308,11 +22308,11 @@ Source: Dungeon Master's Guide, p. 97 - + 0, 4, 3, 3, 2 - + Ability Score Improvement (4th) @@ -22322,19 +22322,19 @@ Source: Player's Handbook, p. 85 - + 0, 4, 3, 3, 3, 1 - + 0, 4, 3, 3, 3, 1 - + 0, 4, 3, 3, 3, 2 - + Ability Score Improvement (5th) @@ -22344,11 +22344,11 @@ Source: Player's Handbook, p. 85 - + 0, 4, 3, 3, 3, 2 - + Holy Nimbus (Oath of Devotion) @@ -22361,7 +22361,7 @@ Holy Nimbus1L - + Elder Champion (Oath of the Ancients) @@ -22380,7 +22380,7 @@ Elder Champion1L - + Avenging Angel (Oath of Vengeance) @@ -22396,7 +22396,7 @@ Avenging Angel1L - + Dread Lord (Oathbreaker) @@ -22419,7 +22419,7 @@ simple weapons, martial weapons none 5d4x10 - + Starting Ranger @@ -22442,7 +22442,7 @@ Source: Player's Handbook, p. 89 - + Multiclass Ranger @@ -22455,7 +22455,7 @@ Source: Player's Handbook, p. 163 - + Favored Enemy @@ -22468,7 +22468,7 @@ Source: Player's Handbook, p. 91 - + Natural Explorer @@ -22492,11 +22492,11 @@ Source: Player's Handbook, p. 91 - + 0, 2 - + Spellcasting @@ -22519,7 +22519,7 @@ Source: Player's Handbook, p. 91 - + Fighting Style @@ -22528,7 +22528,7 @@ Source: Player's Handbook, p. 91 - + Fighting Style: Archery @@ -22538,7 +22538,7 @@ fighting style archery - + Fighting Style: Defense @@ -22548,7 +22548,7 @@ fighting style defense - + Fighting Style: Dueling @@ -22558,7 +22558,7 @@ fighting style dueling - + Fighting Style: Two-Weapon Fighting @@ -22567,11 +22567,11 @@ Source: Player's Handbook, p. 91 - + 0,3 - + Primeval Awareness @@ -22580,7 +22580,7 @@ Source: Player's Handbook, p. 92 - + Ranger Archetype @@ -22589,7 +22589,7 @@ Source: Player's Handbook, p. 92 - + Ranger Archetype: Beast Master @@ -22598,7 +22598,7 @@ Source: Player's Handbook, p. 93 - + Ranger's Companion (Beast Master) @@ -22611,7 +22611,7 @@ Source: Player's Handbook, p. 93 - + Ranger Archetype: Hunter @@ -22620,7 +22620,7 @@ Source: Player's Handbook, p. 93 - + Hunter's Prey (Hunter) @@ -22629,7 +22629,7 @@ Source: Player's Handbook, p. 93 - + Hunter's Prey: Colossus Slayer @@ -22638,7 +22638,7 @@ Source: Player's Handbook, p. 93 - + Hunter's Prey: Giant Killer @@ -22647,7 +22647,7 @@ Source: Player's Handbook, p. 93 - + Hunter's Prey: Horde Breaker @@ -22656,11 +22656,11 @@ Source: Player's Handbook, p. 93 - + 0,3 - + Ability Score Improvement @@ -22670,11 +22670,11 @@ Source: Player's Handbook, p. 92 - + 0, 4, 2 - + Extra Attack @@ -22683,15 +22683,15 @@ Source: Player's Handbook, p. 92 - + 0, 4, 2 - + 0, 4, 3 - + Exceptional Training (Beast Master) @@ -22700,7 +22700,7 @@ Source: Player's Handbook, p. 93 - + Defensive Tactics (Hunter) @@ -22709,7 +22709,7 @@ Source: Player's Handbook, p. 93 - + Defensive Tactics: Escape the Horde @@ -22718,7 +22718,7 @@ Source: Player's Handbook, p. 93 - + Defensive Tactics: Multiattack Defense @@ -22727,7 +22727,7 @@ Source: Player's Handbook, p. 93 - + Defensive Tactics: Steel Will @@ -22736,11 +22736,11 @@ Source: Player's Handbook, p. 93 - + 0, 4, 3 - + Ability Score Improvement (2nd) @@ -22750,7 +22750,7 @@ Source: Player's Handbook, p. 92 - + Land's Stride @@ -22760,15 +22760,15 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 2 - + 0, 4, 3, 2 - + Hide in Plain Sight @@ -22778,11 +22778,11 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3 - + Bestial Fury (Beast Master) @@ -22791,7 +22791,7 @@ Source: Player's Handbook, p. 93 - + Multiattack (Hunter) @@ -22800,7 +22800,7 @@ Source: Player's Handbook, p. 93 - + Multiattack: Volley @@ -22809,7 +22809,7 @@ Source: Player's Handbook, p. 93 - + Multiattack: Whirlwind Attack @@ -22818,11 +22818,11 @@ Source: Player's Handbook, p. 93 - + 0, 4, 3, 3 - + Ability Score Improvement (3rd) @@ -22832,15 +22832,15 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3, 1 - + 0, 4, 3, 3, 1 - + Vanish @@ -22849,11 +22849,11 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3, 2 - + Share Spells (Beast Master) @@ -22862,7 +22862,7 @@ Source: Player's Handbook, p. 93 - + Superior Hunter's Defense (Hunter) @@ -22871,7 +22871,7 @@ Source: Player's Handbook, p. 93 - + Superior Hunter's Defense: Evasion @@ -22880,7 +22880,7 @@ Source: Player's Handbook, p. 93 - + Superior Hunter's Defense: Stand Against the Tide @@ -22889,7 +22889,7 @@ Source: Player's Handbook, p. 93 - + Superior Hunter's Defense: Uncanny Dodge @@ -22898,11 +22898,11 @@ Source: Player's Handbook, p. 93 - + 0, 4, 3, 3, 2 - + Ability Score Improvement (4th) @@ -22912,15 +22912,15 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3, 3, 1 - + 0, 4, 3, 3, 3, 1 - + Feral Senses @@ -22930,11 +22930,11 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3, 3, 2 - + Ability Score Improvement (5th) @@ -22944,11 +22944,11 @@ Source: Player's Handbook, p. 92 - + 0, 4, 3, 3, 3, 2 - + Foe Slayer @@ -22968,7 +22968,7 @@ simple weapons, hand crossbows, longswords, rapiers, shortswords thieves' tools 4d4x10 - + Starting Rogue @@ -22991,7 +22991,7 @@ Source: Player's Handbook, p. 94 - + Multiclass Rogue @@ -23004,7 +23004,7 @@ Source: Player's Handbook, p. 163 - + Expertise @@ -23014,7 +23014,7 @@ Source: Player's Handbook, p. 96 - + Sneak Attack @@ -23025,7 +23025,7 @@ Source: Player's Handbook, p. 96 - + Thieves' Cant @@ -23035,7 +23035,7 @@ Source: Player's Handbook, p. 96 - + Cunning Action @@ -23044,11 +23044,11 @@ Source: Player's Handbook, p. 96 - + 3, 2 - + Roguish Archetype @@ -23057,7 +23057,7 @@ Source: Player's Handbook, p. 96 - + Roguish Archetype: Arcane Trickster @@ -23066,7 +23066,7 @@ Source: Player's Handbook, p. 97 - + Spellcasting (Arcane Trickster) @@ -23090,7 +23090,7 @@ Source: Player's Handbook, p. 98 - + Mage Hand Legerdemain (Arcane Trickster) @@ -23108,7 +23108,7 @@ Source: Player's Handbook, p. 98 - + Roguish Archetype: Assassin @@ -23117,7 +23117,7 @@ Source: Player's Handbook, p. 97 - + Bonus Proficiencies (Assassin) @@ -23126,7 +23126,7 @@ Source: Player's Handbook, p. 97 - + Assassinate (Assassin) @@ -23135,7 +23135,7 @@ Source: Player's Handbook, p. 97 - + Roguish Archetype: Thief @@ -23144,7 +23144,7 @@ Source: Player's Handbook, p. 97 - + Fast Hands (Thief) @@ -23153,7 +23153,7 @@ Source: Player's Handbook, p. 97 - + Second-Story Work (Thief) @@ -23163,11 +23163,11 @@ Source: Player's Handbook, p. 97 - + 3, 3 - + Ability Score Improvement @@ -23177,11 +23177,11 @@ Source: Player's Handbook, p. 96 - + 3, 3 - + Uncanny Dodge @@ -23190,15 +23190,15 @@ Source: Player's Handbook, p. 96 - + 3, 3 - + 3, 4, 2 - + Evasion @@ -23207,11 +23207,11 @@ Source: Player's Handbook, p. 96 - + 3, 4, 2 - + Ability Score Improvement (2nd) @@ -23221,11 +23221,11 @@ Source: Player's Handbook, p. 96 - + 3, 4, 2 - + Magical Ambush (Arcane Trickster) @@ -23234,7 +23234,7 @@ Source: Player's Handbook, p. 98 - + Infiltration Expertise (Assassin) @@ -23244,7 +23244,7 @@ Source: Player's Handbook, p. 97 - + Supreme Sneak (Thief) @@ -23253,11 +23253,11 @@ Source: Player's Handbook, p. 97 - + 4, 4, 3 - + Ability Score Improvement (3rd) @@ -23267,11 +23267,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3 - + Reliable Talent @@ -23280,11 +23280,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3 - + Ability Score Improvement (4th) @@ -23294,11 +23294,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3, 2 - + Versatile Trickster (Arcane Trickster) @@ -23307,7 +23307,7 @@ Source: Player's Handbook, p. 98 - + Imposter (Assassin) @@ -23317,7 +23317,7 @@ Source: Player's Handbook, p. 97 - + Use Magic Device (Thief) @@ -23326,11 +23326,11 @@ Source: Player's Handbook, p. 97 - + 4, 4, 3, 2 - + Blindsense @@ -23339,11 +23339,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3, 2 - + Slippery Mind @@ -23353,11 +23353,11 @@ wisdom - + 4, 4, 3, 3 - + Ability Score Improvement (5th) @@ -23367,11 +23367,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3, 3 - + Spell Thief (Arcane Trickster) @@ -23383,7 +23383,7 @@ Spell Thief1L - + Death Strike (Assassin) @@ -23392,7 +23392,7 @@ Source: Player's Handbook, p. 97 - + Thief's Reflexes (Thief) @@ -23401,11 +23401,11 @@ Source: Player's Handbook, p. 97 - + 4, 4, 3, 3 - + Elusive @@ -23414,11 +23414,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3, 3, 1 - + Ability Score Improvement (6th) @@ -23428,11 +23428,11 @@ Source: Player's Handbook, p. 96 - + 4, 4, 3, 3, 1 - + Stroke of Luck @@ -23454,7 +23454,7 @@ daggers, darts, slings, quarterstaffs, light crossbows none 3d4x10 - + Starting Sorcerer @@ -23477,7 +23477,7 @@ Source: Player's Handbook, p. 99 - + Multiclass Sorcerer @@ -23490,11 +23490,11 @@ Source: Player's Handbook, p. 163 - + 4, 2 - + Spellcasting @@ -23520,7 +23520,7 @@ Source: Player's Handbook, p. 101 - + Sorcerous Origin @@ -23530,7 +23530,7 @@ Source: Player's Handbook, p. 101 - + Sorcerous Origin: Draconic Bloodline @@ -23539,7 +23539,7 @@ Source: Player's Handbook, p. 102 - + Black Dragon Ancestor (Black Draconic Bloodline) @@ -23549,7 +23549,7 @@ Source: Player's Handbook, p. 102 - + Blue Dragon Ancestor (Blue Draconic Bloodline) @@ -23559,7 +23559,7 @@ Source: Player's Handbook, p. 102 - + Brass Dragon Ancestor (Brass Draconic Bloodline) @@ -23569,7 +23569,7 @@ Source: Player's Handbook, p. 102 - + Bronze Dragon Ancestor (Bronze Draconic Bloodline) @@ -23579,7 +23579,7 @@ Source: Player's Handbook, p. 102 - + Copper Dragon Ancestor (Copper Draconic Bloodline) @@ -23589,7 +23589,7 @@ Source: Player's Handbook, p. 102 - + Gold Dragon Ancestor (Gold Draconic Bloodline) @@ -23599,7 +23599,7 @@ Source: Player's Handbook, p. 102 - + Green Dragon Ancestor (Green Draconic Bloodline) @@ -23609,7 +23609,7 @@ Source: Player's Handbook, p. 102 - + Red Dragon Ancestor (Red Draconic Bloodline) @@ -23619,7 +23619,7 @@ Source: Player's Handbook, p. 102 - + Silver Dragon Ancestor (Silver Draconic Bloodline) @@ -23629,7 +23629,7 @@ Source: Player's Handbook, p. 102 - + White Dragon Ancestor (White Draconic Bloodline) @@ -23639,7 +23639,7 @@ Source: Player's Handbook, p. 102 - + Draconic Resilience (Draconic Bloodline) @@ -23651,7 +23651,7 @@ hp +1 - + Sorcerous Origin: Wild Magic @@ -23660,7 +23660,7 @@ Source: Player's Handbook, p. 103 - + Wild Magic Surge (Wild Magic) @@ -23771,7 +23771,7 @@ Source: Player's Handbook, p. 103 - + Tides of Chaos (Wild Magic) @@ -23782,11 +23782,11 @@ Tides of Chaos1L - + 4, 3 - + Font of Magic @@ -23809,15 +23809,15 @@ Sorcery Points2L - + 4, 4, 2 - + Sorcery Points3L - + Metamagic @@ -23827,7 +23827,7 @@ Source: Player's Handbook, p. 101 - + Metamagic: Careful Spell @@ -23836,7 +23836,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Distant Spell @@ -23846,7 +23846,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Empowered Spell @@ -23856,7 +23856,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Extended Spell @@ -23865,7 +23865,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Heightened Spell @@ -23874,7 +23874,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Quickened Spell @@ -23883,7 +23883,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Subtle Spell @@ -23892,7 +23892,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Twinned Spell @@ -23902,15 +23902,15 @@ Source: Player's Handbook, p. 102 - + 5, 4, 3 - + Sorcery Points4L - + Ability Score Improvement @@ -23920,23 +23920,23 @@ Source: Player's Handbook, p. 102 - + 5, 4, 3, 2 - + Sorcery Points5L - + 5, 4, 3, 3 - + Sorcery Points6L - + Elemental Affinity (Black Draconic Bloodline) @@ -23945,7 +23945,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Blue Draconic Bloodline) @@ -23954,7 +23954,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Brass Draconic Bloodline) @@ -23963,7 +23963,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Bronze Draconic Bloodline) @@ -23972,7 +23972,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Copper Draconic Bloodline) @@ -23981,7 +23981,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Gold Draconic Bloodline) @@ -23990,7 +23990,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Green Draconic Bloodline) @@ -23999,7 +23999,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Red Draconic Bloodline) @@ -24008,7 +24008,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (Silver Draconic Bloodline) @@ -24017,7 +24017,7 @@ Source: Player's Handbook, p. 102 - + Elemental Affinity (White Draconic Bloodline) @@ -24026,7 +24026,7 @@ Source: Player's Handbook, p. 102 - + Bend Luck (Wild Magic) @@ -24035,23 +24035,23 @@ Source: Player's Handbook, p. 103 - + 5, 4, 3, 3, 1 - + Sorcery Points7L - + 5, 4, 3, 3, 2 - + Sorcery Points8L - + Ability Score Improvement (2nd) @@ -24061,23 +24061,23 @@ Source: Player's Handbook, p. 102 - + 5, 4, 3, 3, 3, 1 - + Sorcery Points9L - + 6, 4, 3, 3, 3, 2 - + Sorcery Points10L - + Metamagic Option (3rd) @@ -24086,7 +24086,7 @@ Source: Player's Handbook, p. 101 - + Metamagic: Careful Spell @@ -24095,7 +24095,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Distant Spell @@ -24105,7 +24105,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Empowered Spell @@ -24115,7 +24115,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Extended Spell @@ -24124,7 +24124,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Heightened Spell @@ -24133,7 +24133,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Quickened Spell @@ -24142,7 +24142,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Subtle Spell @@ -24151,7 +24151,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Twinned Spell @@ -24161,23 +24161,23 @@ Source: Player's Handbook, p. 102 - + 6, 4, 3, 3, 3, 2, 1 - + Sorcery Points11L - + 6, 4, 3, 3, 3, 2, 1 - + Sorcery Points12L - + Ability Score Improvement (3rd) @@ -24187,23 +24187,23 @@ Source: Player's Handbook, p. 102 - + 6, 4, 3, 3, 3, 2, 1, 1 - + Sorcery Points13L - + 6, 4, 3, 3, 3, 2, 1, 1 - + Sorcery Points14L - + Dragon Wings (Draconic Bloodline) @@ -24213,7 +24213,7 @@ Source: Player's Handbook, p. 103 - + Controlled Chaos (Wild Magic) @@ -24222,23 +24222,23 @@ Source: Player's Handbook, p. 103 - + 6, 4, 3, 3, 3, 2, 1, 1, 1 - + Sorcery Points15L - + 6, 4, 3, 3, 3, 2, 1, 1, 1 - + Sorcery Points16L - + Ability Score Improvement (4th) @@ -24248,15 +24248,15 @@ Source: Player's Handbook, p. 102 - + 6, 4, 3, 3, 3, 2, 1, 1, 1, 1 - + Sorcery Points17L - + Metamagic Option (4th) @@ -24265,7 +24265,7 @@ Source: Player's Handbook, p. 101 - + Metamagic: Careful Spell @@ -24274,7 +24274,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Distant Spell @@ -24284,7 +24284,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Empowered Spell @@ -24294,7 +24294,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Extended Spell @@ -24303,7 +24303,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Heightened Spell @@ -24312,7 +24312,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Quickened Spell @@ -24321,7 +24321,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Subtle Spell @@ -24330,7 +24330,7 @@ Source: Player's Handbook, p. 102 - + Metamagic: Twinned Spell @@ -24340,15 +24340,15 @@ Source: Player's Handbook, p. 102 - + 6, 4, 3, 3, 3, 3, 1, 1, 1, 1 - + Sorcery Points18L - + Draconic Presence (Draconic Bloodline) @@ -24367,7 +24367,7 @@ Source: Player's Handbook, p. 103 - + Spell Bombardment (Wild Magic) @@ -24376,15 +24376,15 @@ Source: Player's Handbook, p. 103 - + 6, 4, 3, 3, 3, 3, 2, 1, 1, 1 - + Sorcery Points19L - + Ability Score Improvement (5th) @@ -24394,15 +24394,15 @@ Source: Player's Handbook, p. 102 - + 6, 4, 3, 3, 3, 3, 2, 2, 1, 1 - + Sorcery Points20L - + Sorcerous Restoration @@ -24422,7 +24422,7 @@ simple weapons none 4d4x10 - + Starting Warlock @@ -24445,7 +24445,7 @@ Source: Player's Handbook, p. 105 - + Multiclass Warlock @@ -24458,11 +24458,11 @@ Source: Player's Handbook, p. 163 - + 2, 1 - + Pact Magic @@ -24491,7 +24491,7 @@ Source: Player's Handbook, p. 107 - + Otherworldly Patron @@ -24500,7 +24500,7 @@ Source: Player's Handbook, p. 107 - + Otherworldly Patron: The Archfey @@ -24519,7 +24519,7 @@ Source: Player's Handbook, p. 108 - + Fey Presence (The Archfey) @@ -24540,7 +24540,7 @@ Fey Presence1S - + Otherworldly Patron: The Fiend @@ -24558,7 +24558,7 @@ Source: Player's Handbook, p. 109 - + Dark One's Blessing (The Fiend) @@ -24567,7 +24567,7 @@ Source: Player's Handbook, p. 109 - + Otherworldly Patron: The Great Old One @@ -24585,7 +24585,7 @@ Source: Player's Handbook, p. 109 - + Awakened Mind (The Great Old One) @@ -24594,11 +24594,11 @@ Source: Player's Handbook, p. 110 - + 2, 2 - + Eldritch Invocations @@ -24610,11 +24610,11 @@ Source: Player's Handbook, p. 107 - + 2, 0, 2 - + Pact Boon @@ -24623,7 +24623,7 @@ Source: Player's Handbook, p. 107 - + Pact Boon: Pact of the Blade @@ -24634,7 +24634,7 @@ Source: Player's Handbook, p. 107 - + Pact Boon: Pact of the Chain @@ -24645,7 +24645,7 @@ Source: Player's Handbook, p. 107 - + Pact Boon: Pact of the Tome @@ -24655,11 +24655,11 @@ Source: Player's Handbook, p. 108 - + 3, 0, 2 - + Ability Score Improvement @@ -24669,11 +24669,11 @@ Source: Player's Handbook, p. 108 - + 3, 0, 0, 2 - + Additional Invocation @@ -24682,11 +24682,11 @@ Source: Player's Handbook, p. 107 - + 3, 0, 0, 2 - + Misty Escape (The Archfey) @@ -24702,7 +24702,7 @@ Misty Escape1S - + Dark One's Own Luck (The Fiend) @@ -24713,7 +24713,7 @@ Dark One's Luck1S - + Entropic Ward (The Great Old One) @@ -24724,11 +24724,11 @@ Entropic Ward1S - + 3, 0, 0, 0, 2 - + Additional Invocation @@ -24737,11 +24737,11 @@ Source: Player's Handbook, p. 107 - + 3, 0, 0, 0, 2 - + Ability Score Improvement (2nd) @@ -24751,11 +24751,11 @@ Source: Player's Handbook, p. 108 - + 3, 0, 0, 0, 0, 2 - + Additional Invocation @@ -24764,11 +24764,11 @@ Source: Player's Handbook, p. 107 - + 4, 0, 0, 0, 0, 2 - + Beguiling Defenses (The Archfey) @@ -24782,7 +24782,7 @@ Source: Player's Handbook, p. 109 - + Fiendish Resilience (The Fiend) @@ -24791,7 +24791,7 @@ Source: Player's Handbook, p. 109 - + Thought Shield (The Great Old One) @@ -24800,11 +24800,11 @@ Source: Player's Handbook, p. 110 - + 4, 0, 0, 0, 0, 3 - + Mystic Arcanum @@ -24815,11 +24815,11 @@ Source: Player's Handbook, p. 108 - + 4, 0, 0, 0, 0, 3 - + Ability Score Improvement (3rd) @@ -24829,7 +24829,7 @@ Source: Player's Handbook, p. 108 - + Additional Invocation @@ -24838,15 +24838,15 @@ Source: Player's Handbook, p. 107 - + 4, 0, 0, 0, 0, 3 - + 4, 0, 0, 0, 0, 3 - + Dark Delirium (The Archfey) @@ -24868,7 +24868,7 @@ Dark Delirium1S - + Hurl Through Hell (The Fiend) @@ -24880,7 +24880,7 @@ Hurl Through Hell1L - + Create Thrall (The Great Old One) @@ -24895,11 +24895,11 @@ Source: Player's Handbook, p. 110 - + 4, 0, 0, 0, 0, 3 - + Additional Invocation @@ -24908,11 +24908,11 @@ Source: Player's Handbook, p. 107 - + 4, 0, 0, 0, 0, 3 - + Ability Score Improvement (4th) @@ -24922,15 +24922,15 @@ Source: Player's Handbook, p. 108 - + 4, 0, 0, 0, 0, 4 - + 4, 0, 0, 0, 0, 4 - + Additional Invocation @@ -24939,11 +24939,11 @@ Source: Player's Handbook, p. 107 - + 4, 0, 0, 0, 0, 4 - + Ability Score Improvement (5th) @@ -24953,11 +24953,11 @@ Source: Player's Handbook, p. 108 - + 4, 0, 0, 0, 0, 4 - + Eldritch Master @@ -24978,7 +24978,7 @@ daggers, darts, slings, quarterstaffs, light crossbows none 4d4x10 - + Starting Wizard @@ -25001,7 +25001,7 @@ Source: Player's Handbook, p. 112 - + Multiclass Wizard @@ -25014,11 +25014,11 @@ Source: Player's Handbook, p. 163 - + 3, 2 - + Spellcasting @@ -25053,7 +25053,7 @@ Source: Player's Handbook, p. 114 - + Spellbook @@ -25074,7 +25074,7 @@ Source: Player's Handbook, p. 114 - + Arcane Recovery @@ -25085,11 +25085,11 @@ Arcane Recovery1L - + 3, 3 - + Arcane Tradition @@ -25099,7 +25099,7 @@ Source: Player's Handbook, p. 115 - + Arcane Tradition: School of Abjuration @@ -25109,7 +25109,7 @@ Source: Player's Handbook, p. 115 - + Abjuration Savant (School of Abjuration) @@ -25118,7 +25118,7 @@ Source: Player's Handbook, p. 115 - + Arcane Ward (School of Abjuration) @@ -25130,7 +25130,7 @@ Arcane Ward1L - + Arcane Tradition: School of Conjuration @@ -25140,7 +25140,7 @@ Source: Player's Handbook, p. 116 - + Conjuration Savant (School of Conjuration) @@ -25149,7 +25149,7 @@ Source: Player's Handbook, p. 116 - + Minor Conjuration (School of Conjuration) @@ -25159,7 +25159,7 @@ Source: Player's Handbook, p. 116 - + Arcane Tradition: School of Divination @@ -25169,7 +25169,7 @@ Source: Player's Handbook, p. 116 - + Divination Savant (School of Divination) @@ -25178,7 +25178,7 @@ Source: Player's Handbook, p. 116 - + Portent (School of Divination) @@ -25189,7 +25189,7 @@ Portents2L - + Arcane Tradition: School of Enchantment @@ -25199,7 +25199,7 @@ Source: Player's Handbook, p. 117 - + Enchantment Savant (School of Enchantment) @@ -25208,7 +25208,7 @@ Source: Player's Handbook, p. 117 - + Hypnotic Gaze (School of Enchantment) @@ -25228,7 +25228,7 @@ Hypnotic Gaze1L - + Arcane Tradition: School of Evocation @@ -25238,7 +25238,7 @@ Source: Player's Handbook, p. 117 - + Evocation Savant (School of Evocation) @@ -25247,7 +25247,7 @@ Source: Player's Handbook, p. 117 - + Sculpt Spells (School of Evocation) @@ -25256,7 +25256,7 @@ Source: Player's Handbook, p. 117 - + Arcane Tradition: School of Illusion @@ -25266,7 +25266,7 @@ Source: Player's Handbook, p. 118 - + Illusion Savant (School of Illusion) @@ -25275,7 +25275,7 @@ Source: Player's Handbook, p. 118 - + Improved Minor Illusion (School of Illusion) @@ -25285,7 +25285,7 @@ Source: Player's Handbook, p. 118 - + Arcane Tradition: School of Necromancy @@ -25295,7 +25295,7 @@ Source: Player's Handbook, p. 118 - + Necromancy Savant (School of Necromancy) @@ -25304,7 +25304,7 @@ Source: Player's Handbook, p. 118 - + Grim Harvest (School of Necromancy) @@ -25313,7 +25313,7 @@ Source: Player's Handbook, p. 118 - + Arcane Tradition: School of Transmutation @@ -25323,7 +25323,7 @@ Source: Player's Handbook, p. 119 - + Transmutation Savant (School of Transmutation) @@ -25332,7 +25332,7 @@ Source: Player's Handbook, p. 119 - + Minor Alchemy (School of Transmutation) @@ -25341,7 +25341,7 @@ Source: Player's Handbook, p. 119 - + Channel Arcana: Touch of Death (Death Domain) (Theurgy) @@ -25351,7 +25351,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Arcana: Knowledge of the Ages (Knowledge Domain) (Theurgy) @@ -25360,7 +25360,7 @@ Source: Player's Handbook, p. 59 - + Channel Arcana: Preserve Life (Life Domain) (Theurgy) @@ -25370,7 +25370,7 @@ Source: Player's Handbook, p. 60 - + Channel Arcana: Radiance of the Dawn (Light Domain) (Theurgy) @@ -25380,7 +25380,7 @@ Source: Player's Handbook, p. 61 - + Channel Arcana: Charm Animals and Plants (Nature Domain) (Theurgy) @@ -25390,7 +25390,7 @@ Source: Player's Handbook, p. 62 - + Channel Arcana: Invoke Duplicity (Trickery Domain) (Theurgy) @@ -25401,7 +25401,7 @@ Source: Player's Handbook, p. 63 - + Channel Arcana: Destructive Wrath (Tempest Domain) (Theurgy) @@ -25411,7 +25411,7 @@ Source: Player's Handbook, p. 62 - + Channel Arcana: Guided Strike (War Domain) (Theurgy) @@ -25420,15 +25420,15 @@ Source: Player's Handbook, p. 63 - + 3, 4, 2 - + 4, 4, 3 - + Ability Score Improvement @@ -25438,15 +25438,15 @@ Source: Player's Handbook, p. 115 - + - 3, 4, 3, 2 + 4, 4, 3, 2 - + - 3, 4, 3, 3 + 4, 4, 3, 3 - + Projected Ward (School of Abjuration) @@ -25455,7 +25455,7 @@ Source: Player's Handbook, p. 115 - + Benign Transposition (School of Conjuration) @@ -25466,7 +25466,7 @@ Benign Transposition1L - + Expert Divination (School of Divination) @@ -25475,7 +25475,7 @@ Source: Player's Handbook, p. 116 - + Instinctive Charm (School of Enchantment) @@ -25485,7 +25485,7 @@ Source: Player's Handbook, p. 117 - + Potent Cantrip (School of Evocation) @@ -25494,7 +25494,7 @@ Source: Player's Handbook, p. 117 - + Malleable Illusions (School of Illusion) @@ -25503,7 +25503,7 @@ Source: Player's Handbook, p. 118 - + Undead Thralls (School of Necromancy) @@ -25517,7 +25517,7 @@ Source: Player's Handbook, p. 119 - + Transmuter's Stone (School of Transmutation) @@ -25537,7 +25537,7 @@ Source: Player's Handbook, p. 119 - + Reaper (Death Domain) (Theurgy) @@ -25546,7 +25546,7 @@ Source: Dungeon Master's Guide, p. 96 - + Blessings of Knowledge (Knowledge Domain) (Theurgy) @@ -25556,7 +25556,7 @@ Source: Player's Handbook, p. 59 - + Disciple of Life (Life Domain) (Theurgy) @@ -25565,7 +25565,7 @@ Source: Player's Handbook, p. 60 - + Bonus Cantrip (Light Domain) (Theurgy) @@ -25574,7 +25574,7 @@ Source: Player's Handbook, p. 61 - + Warding Flare (Light Domain) (Theurgy) @@ -25584,7 +25584,7 @@ Source: Player's Handbook, p. 61 - + Acolyte of Nature (Nature Domain) (Theurgy) @@ -25593,7 +25593,7 @@ Source: Player's Handbook, p. 62 - + Wrath of the Storm (Tempest Domain) (Theurgy) @@ -25603,7 +25603,7 @@ Source: Player's Handbook, p. 62 - + Blessing of the Trickster (Trickery Domain) (Theurgy) @@ -25612,7 +25612,7 @@ Source: Player's Handbook, p. 63 - + War Priest (War Domain) (Theurgy) @@ -25621,15 +25621,15 @@ Source: Player's Handbook, p. 63 - + - 3, 4, 3, 3, 1 + 4, 4, 3, 3, 1 - + - 3, 4, 3, 3, 2 + 4, 4, 3, 3, 2 - + Ability Score Improvement (2nd) @@ -25639,15 +25639,15 @@ Source: Player's Handbook, p. 115 - + - 3, 4, 3, 3, 3, 1 + 4, 4, 3, 3, 3, 1 - + 5, 4, 3, 3, 3, 2 - + Improved Abjuration (School of Abjuration) @@ -25656,7 +25656,7 @@ Source: Player's Handbook, p. 115 - + Focused Conjuration (School of Conjuration) @@ -25665,7 +25665,7 @@ Source: Player's Handbook, p. 116 - + The Third Eye (School of Divination) @@ -25687,7 +25687,7 @@ Third Eye1S - + Split Enchantment (School of Enchantment) @@ -25696,7 +25696,7 @@ Source: Player's Handbook, p. 117 - + Empowered Evocation (School of Evocation) @@ -25705,7 +25705,7 @@ Source: Player's Handbook, p. 117 - + Illusory Step (School of Illusion) @@ -25716,7 +25716,7 @@ Illusory Step1S - + Inured to Undeath (School of Necromancy) @@ -25725,7 +25725,7 @@ Source: Player's Handbook, p. 119 - + Shapechanger (School of Transmutation) @@ -25736,7 +25736,7 @@ Shapechanger1S - + Inescapable Destruction (Death Domain) (Theurgy) @@ -25745,7 +25745,7 @@ Source: Dungeon Master's Guide, p. 97 - + Channel Divinity: Read Thoughts (Knowledge Domain) (Theurgy) @@ -25757,7 +25757,7 @@ Source: Player's Handbook, p. 59 - + Blessed Healer (Life Domain) (Theurgy) @@ -25766,7 +25766,7 @@ Source: Player's Handbook, p. 60 - + Improved Flare (Light Domain) (Theurgy) @@ -25775,7 +25775,7 @@ Source: Player's Handbook, p. 61 - + Dampen Elements (Nature Domain) (Theurgy) @@ -25784,7 +25784,7 @@ Source: Player's Handbook, p. 62 - + Thunderbolt Strike (Tempest Domain) (Theurgy) @@ -25793,7 +25793,7 @@ Source: Player's Handbook, p. 62 - + Channel Divinity: Cloak of Shadows (Trickery Domain) (Theurgy) @@ -25803,7 +25803,7 @@ Source: Player's Handbook, p. 63 - + Channel Divinity: War God's Blessing (War Domain) (Theurgy) @@ -25812,15 +25812,15 @@ Source: Player's Handbook, p. 63 - + 5, 4, 3, 3, 3, 2, 1 - + 5, 4, 3, 3, 3, 2, 1 - + Ability Score Improvement (3rd) @@ -25830,15 +25830,15 @@ Source: Player's Handbook, p. 115 - + 5, 4, 3, 3, 3, 2, 1, 1 - + 5, 4, 3, 3, 3, 2, 1, 1 - + Spell Resistance (School of Abjuration) @@ -25848,7 +25848,7 @@ Source: Player's Handbook, p. 116 - + Durable Summons (School of Conjuration) @@ -25857,7 +25857,7 @@ Source: Player's Handbook, p. 116 - + Greater Portent (School of Divination) @@ -25867,7 +25867,7 @@ Portents3L - + Alter Memories (School of Enchantment) @@ -25877,7 +25877,7 @@ Source: Player's Handbook, p. 117 - + Overchannel (School of Evocation) @@ -25887,7 +25887,7 @@ Source: Player's Handbook, p. 118 - + Illusory Reality (School of Illusion) @@ -25897,7 +25897,7 @@ Source: Player's Handbook, p. 118 - + Command Undead (School of Necromancy) @@ -25907,7 +25907,7 @@ Source: Player's Handbook, p. 119 - + Master Transmuter (School of Transmutation) @@ -25928,7 +25928,7 @@ Source: Player's Handbook, p. 119 - + Improved Reaper (Death Domain) (Theurgy) @@ -25937,7 +25937,7 @@ Source: Dungeon Master's Guide, p. 97 - + Visions of the Past (Knowledge Domain) (Theurgy) @@ -25951,7 +25951,7 @@ Source: Player's Handbook, p. 60 - + Supreme Healing (Life Domain) (Theurgy) @@ -25960,7 +25960,7 @@ Source: Player's Handbook, p. 60 - + Corona of Light (Light Domain) (Theurgy) @@ -25969,7 +25969,7 @@ Source: Player's Handbook, p. 61 - + Master of Nature (Nature Domain) (Theurgy) @@ -25978,7 +25978,7 @@ Source: Player's Handbook, p. 62 - + Stormborn (Tempest Domain) (Theurgy) @@ -25987,7 +25987,7 @@ Source: Player's Handbook, p. 62 - + Improved Duplicity (Trickery Domain) (Theurgy) @@ -25996,7 +25996,7 @@ Source: Player's Handbook, p. 63 - + Avatar of Battle (War Domain) (Theurgy) @@ -26005,15 +26005,15 @@ Source: Player's Handbook, p. 63 - + 5, 4, 3, 3, 3, 2, 1, 1, 1 - + 5, 4, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (4th) @@ -26023,15 +26023,15 @@ Source: Player's Handbook, p. 115 - + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 - + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 - + Spell Mastery @@ -26041,11 +26041,11 @@ Source: Player's Handbook, p. 115 - + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 - + Ability Score Improvement (5th) @@ -26055,11 +26055,11 @@ Source: Player's Handbook, p. 115 - + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 - + Signature Spell @@ -26070,7 +26070,7 @@ - + Actor @@ -26826,7 +26826,7 @@ Source: Player's Handbook, p. 170 strength +1 - + Acolyte @@ -28796,7 +28796,7 @@ 6. People who can't take care of themselves get what they deserve. - + Acid Splash @@ -39984,7 +39984,7 @@ Source: Player's Handbook, p. 111 - + Aarakocra @@ -40032,7 +40032,7 @@ mountain - + Aboleth L diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 10e12f7..5b29c95 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -394,7 +394,7 @@ 3rd | clairvoyance, speak with plants 4th | divination, locate creature 5th | commune with nature - + @@ -475,7 +475,7 @@ 3rd | glyph of warding, magic circle 4th | Leomund's secret chest, Mordenkainen's faithful hound 5th | antilife shell - + @@ -752,7 +752,7 @@ 3rd | beacon of hope, conjure animals 4th | aura of life, dominate beast 5th | awaken - + @@ -866,7 +866,7 @@ 3rd | conjure barrage, elemental weapon 4th | fabricate, stone shape 5th | creation - + @@ -981,7 +981,7 @@ 3rd | blink, phantom steed 4th | dimension door, freedom of movement 5th | teleportation circle - + @@ -1095,7 +1095,7 @@ 3rd | counterspell, protection from energy 4th | death ward, guardian of faith 5th | Bigby's hand - + @@ -1177,7 +1177,7 @@ 3rd | aura of vitality, mass healing word 4th | aura of purity, aura of life 5th | greater restoration - + @@ -1291,7 +1291,7 @@ 3rd | create food and water, Leomund's tiny hut 4th | aura of purity, Mordenkainen's private sanctum 5th | hallow - + @@ -2129,6 +2129,10 @@ Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. + + Armblade Equipping + An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. + Warforged Personality The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. @@ -2149,7 +2153,7 @@ 6 | You don't understand clothing beyond its utility and assume it denotes a person's function. 7 | You are obsessed with your appearance and constantly polish and buff yourself. 8 | War is the only thing that makes sense to you, and you're always looking for a fight. - + @@ -2227,7 +2231,7 @@ - + Artificer @@ -2239,7 +2243,7 @@ simple weapons Thieves' tools, tinker's tools, one type of artisan's tools of your choice 5d4x10 - + Starting Artificer @@ -2262,7 +2266,7 @@ Source: Eberron Rising From the Last War, p. 54 - + Multiclass Artificer @@ -2278,7 +2282,7 @@ Source: Eberron Rising From the Last War, p. 54 - + Optional Rule: Firearm Proficiency @@ -2289,7 +2293,7 @@ - + Magical Tinkering @@ -2306,11 +2310,11 @@ Source: Eberron Rising From the Last War, p. 55 - + 2, 2 - + Spellcasting @@ -2350,11 +2354,11 @@ Source: Eberron Rising From the Last War, p. 55 - + 2, 2 - + Infuse Item @@ -2378,7 +2382,7 @@ Source: Eberron Rising From the Last War, p. 56 - + 2, 3 @@ -2525,7 +2529,7 @@ Source: Eberron Rising From the Last War, p. 59 - + The Right Tool for the Job @@ -2534,7 +2538,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 2, 3 @@ -2546,7 +2550,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 2, 4, 2 @@ -2576,7 +2580,7 @@ Source: Eberron Rising From the Last War, p. 61 - + 2, 4, 2 @@ -2586,7 +2590,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 2, 4, 3 @@ -2598,7 +2602,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 2, 4, 3 @@ -2610,7 +2614,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 2, 4, 3, 2 @@ -2643,7 +2647,7 @@ Source: Eberron Rising From the Last War, p. 61 - + 3, 4, 3, 2 @@ -2656,7 +2660,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 3, 4, 3, 3 @@ -2668,7 +2672,7 @@ Source: Eberron Rising From the Last War, p. 58 - + 3, 4, 3, 3 @@ -2680,11 +2684,11 @@ Source: Eberron Rising From the Last War, p. 57 - + 3, 4, 3, 3, 1 - + 4, 4, 3, 3, 1 @@ -2697,7 +2701,7 @@ Source: Eberron Rising From the Last War, p. 58 - + 4, 4, 3, 3, 2 @@ -2729,7 +2733,7 @@ Source: Eberron Rising From the Last War, p. 61 - + 4, 4, 3, 3, 2 @@ -2741,11 +2745,11 @@ Source: Eberron Rising From the Last War, p. 57 - + 4, 4, 3, 3, 3, 1 - + 4, 4, 3, 3, 3, 1 @@ -2755,7 +2759,7 @@ Source: Eberron Rising From the Last War, p. 58 - + 4, 4, 3, 3, 3, 2 @@ -2767,7 +2771,7 @@ Source: Eberron Rising From the Last War, p. 57 - + 4, 4, 3, 3, 3, 2 @@ -2781,7 +2785,7 @@ - + Revenant Blade @@ -2808,11 +2812,11 @@ 6 | You have a mood swing any time you use your mark. 7 | Your looks change slightly whenever you use the mark. 8 | You have horrific nightmares after you use your mark. - + Source: Eberron: Rising from the Last War p. 52 Constitution +1 - + House Agent @@ -2868,7 +2872,7 @@ 4 | I'm enthusiastic about everything my house does. 5 | I represent my house and take pride in my looks. 6 | I'm critical of monarchies and limits on the houses. - + d6 | Ideal 1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) 2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) @@ -2876,7 +2880,7 @@ 4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) 5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) 6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - + d6 | Bond 1 | My house is my family. I would do anything for it. 2 | I love someone from another house, but the relationship is forbidden. @@ -2884,7 +2888,7 @@ 4 | I don't care about the house as a whole, but I would do anything for my old mentor. 5 | My house must evolve, and I'll lead the evolution. 6 | I'm determined to impress the leaders of my house, and to become a leader myself. - + d6 | Flaw 1 | I'm fixated on following official protocols. 2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons. @@ -2895,7 +2899,7 @@ - + Absorb Elements @@ -3249,7 +3253,7 @@ Web Artificer - + Belashyrra @@ -4524,7 +4528,7 @@ 1–2 | Living burning hands 3–4 | Living lightning bolt 5 | Living cloudkill - + Now make the following changes to that stat block: Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. @@ -4588,7 +4592,7 @@ 1–2 | Living burning hands 3–4 | Living lightning bolt 5 | Living cloudkill - + Now make the following changes to that stat block: Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. @@ -4652,7 +4656,7 @@ 1–2 | Living burning hands 3–4 | Living lightning bolt 5 | Living cloudkill - + Now make the following changes to that stat block: Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. @@ -4710,7 +4714,7 @@ 6 | Mediator | Guidance. Ritual only: comprehend languages, zone of truth. | Insight (+4), Persuasion (+3) 7 | Medium | Minor illusion. Ritual only: speak with dead. | Deception (+3), Religion (+4) 8 | Oracle | Guidance. Ritual only: augury, divination (1 hour). | History (+4), Religion (+4) - + Source: Eberron: Rising from the Last War p. 318 @@ -5143,7 +5147,7 @@ 4 | Friends | Charm person (two creatures) 5 | Minor illusion | Thunderwave (2d8) 6 | Dancing lights | Sleep (7d8) - + Source: Eberron: Rising from the Last War p. 320 @@ -5506,7 +5510,7 @@ 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. - + Source: Eberron: Rising from the Last War p. 312 @@ -5561,7 +5565,7 @@ 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. - + Source: Eberron: Rising from the Last War p. 312 @@ -5612,7 +5616,7 @@ 6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage. - + Source: Eberron: Rising from the Last War p. 313 diff --git a/FightClub5eXML/Sources/Homebrew.xml b/FightClub5eXML/Sources/Homebrew.xml index b782c06..2b496bb 100644 --- a/FightClub5eXML/Sources/Homebrew.xml +++ b/FightClub5eXML/Sources/Homebrew.xml @@ -112,7 +112,7 @@ M,A,LD 80/320 - + Blood Hunter 10 @@ -123,7 +123,7 @@ Simple weapons, martial weapons Alchemist's supplies 4d4x10 - + Starting Blood Hunter @@ -172,7 +172,7 @@ - List of Blook Curses + List of Blood Curses Blood Curse of the Anxious As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature. @@ -311,7 +311,7 @@ At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. - + Blood Hunter Order: Order of the Ghostslayer @@ -334,7 +334,7 @@ Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your blood maledict feature. In addition, your blood curses can target any creature, whether it has blood or not. - + Blood Hunter Order: Order of the Profane Soul @@ -387,7 +387,7 @@ 2, 1 - + Blood Hunter Order: Order of the Mutant @@ -476,7 +476,7 @@ You gain an additional use of your Blood Maledict feature. As a side effect, you gain disadvantage on death saving throws. - + Blood Hunter Order: Order of the Lycan @@ -515,10 +515,10 @@ S - + - + Extra Attack @@ -788,10 +788,10 @@ - + Fighter - + Martial Archetype: Gunslinger @@ -803,7 +803,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 1 - + Firearm Proficiency (Gunslinger) @@ -812,7 +812,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 - + Gunsmith (Gunslinger) @@ -821,7 +821,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2 - + Firearm Properties @@ -834,7 +834,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2 - + Adept Marksman (Gunslinger) @@ -850,7 +850,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 - + Quickdraw (Gunslinger) @@ -859,7 +859,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.3 p. 2 - + Rapid Repair (Gunslinger) @@ -868,7 +868,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2 - + Lightning Reload (Gunslinger) @@ -877,7 +877,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2 - + Vicious Intent (Gunslinger) @@ -886,7 +886,7 @@ Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2 - + Hemorrrhaging Critical (Gunslinger) @@ -896,7 +896,7 @@ - + Bullying Shot 1 diff --git a/FightClub5eXML/Sources/InfernalMachineRebuild.xml b/FightClub5eXML/Sources/InfernalMachineRebuild.xml index a840907..4492ed8 100644 --- a/FightClub5eXML/Sources/InfernalMachineRebuild.xml +++ b/FightClub5eXML/Sources/InfernalMachineRebuild.xml @@ -2,7 +2,7 @@ - "The Demogorgon" + The Demogorgon (Ettin) L giant Chaotic Neutral diff --git a/FightClub5eXML/Sources/WayfindersGuideToEberron.xml b/FightClub5eXML/Sources/WayfindersGuideToEberron.xml index 823e01f..81a3186 100644 --- a/FightClub5eXML/Sources/WayfindersGuideToEberron.xml +++ b/FightClub5eXML/Sources/WayfindersGuideToEberron.xml @@ -1,4898 +1,6 @@ - - Armblade Battleaxe - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Battleaxe of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Berserker Battleaxe - M - 1 - rare, cursed (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 155 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Berserker Handaxe - M - 1 - rare, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. - Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 155 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Armblade Club - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - 0.1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - - - Armblade Club +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - B - L - - - - Armblade Club +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - B - L - - - - Armblade Club +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - B - L - - - - Armblade Club of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - - - Armblade Dagger - M - 1 - common (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +1 - M - 1 - uncommon (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +2 - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger +3 - M - 1 - very rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dagger of Venom - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - P - F,L,T - 20/60 - 2d10 - - - Armblade Dagger of Warning - M - 1 - uncommon (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - - - Armblade Dancing Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Dancing Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Dancing Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Dancing Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. - After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 161 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Defender Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Defender Rapier - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Armblade Defender Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Armblade Defender Shortsword - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. - The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 164 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Armblade Dragon Slayer Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 3d6 - - - Armblade Dragon Slayer Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 3d6 - - - Armblade Dragon Slayer Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 3d6 - - - Armblade Dragon Slayer Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 166 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - 3d6 - - - Armblade Flail - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, flail - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - - - Armblade Flail +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - B - M, - - - - Armblade Flail +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - B - M, - - - - Armblade Flail +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - B - M, - - - - Armblade Flail of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - - - Armblade Flame Tongue Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Flame Tongue Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 2d6 - - - Armblade Flame Tongue Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Flame Tongue Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You can use a bonus action to speak this magic sword' 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 170 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Frost Brand Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 1d6 - - - Armblade Frost Brand Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 1d6 - - - Armblade Frost Brand Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 1d6 - - - Armblade Frost Brand Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 171 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 1d6 - - - Armblade Giant Slayer Battleaxe - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, battleaxe - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Giant Slayer Handaxe - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Armblade Giant Slayer Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Giant Slayer Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - 2d6 - - - Armblade Giant Slayer Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Giant Slayer Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 172 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Handaxe - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - - S - L,T - 20/60 - - - Armblade Handaxe of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - - - Armblade Holy Avenger Longsword - M - 1 - legendary (requires attunement by a warforged paladin) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 2d10 - - - Armblade Holy Avenger Rapier - M - 1 - legendary (requires attunement by a warforged paladin) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - 2d10 - - - Armblade Holy Avenger Scimitar - M - 1 - legendary (requires attunement by a warforged paladin) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 2d10 - - - Armblade Holy Avenger Shortsword - M - 1 - legendary (requires attunement by a warforged paladin) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 174 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - 2d10 - - - Armblade Javelin - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - 0.5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - - P - T - 30/120 - - - Armblade Javelin +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - - P - T - 30/120 - - - Armblade Javelin of Backbiting - M - 1 - very rare, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Tales from the Yawning Portal, p. 229 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - T - 60/150 - - - Armblade Javelin of Lightning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. - The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 178 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - 4d6 - - - Armblade Javelin of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - - - Armblade Lance - M - 1 - common (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - - - Armblade Lance +1 - M - 1 - uncommon (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d12 - - P - M,R,S - - - - Armblade Lance +2 - M - 1 - rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d12 - - P - M,R,S - - - - Armblade Lance +3 - M - 1 - very rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d12 - - P - M,R,S - - - - Armblade Lance of Warning - M - 1 - uncommon (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - - - Armblade Light Hammer - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d4 - - B - L,T - 20/60 - - - Armblade Light Hammer of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - - - Armblade Longsword - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Sharpness - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. - In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Longsword of Wounding - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 1d4 - - - Armblade Luck Blade Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - 1d10 - S - M,V - - - - Armblade Luck Blade Rapier - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d8 - - P - M,F - - - - Armblade Luck Blade Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - S - M,F,L - - - - Armblade Luck Blade Shortsword - M - 1 - legendary (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. - - Wish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - saving throws +1 - 1d6 - - P - M,F,L - - - - Armblade Mace - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: simple, mace - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - - - Armblade Mace +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Armblade Mace +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - B - - - - - Armblade Mace +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - B - - - - - Armblade Mace of Disruption - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. - While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 2d6 - - - Armblade Mace of Smiting - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. - When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 179 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - B - - - - - Armblade Mace of Terror - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. - The mace regains 1d3 expended charges daily at dawn. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 180 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 1d3 - - - Armblade Mace of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - - - Armblade Moon-Touched Longsword - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - - - Armblade Moon-Touched Rapier - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Moon-Touched Scimitar - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - F,L - - - - Armblade Moon-Touched Shortsword - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Xanathar's Guide to Everything, p. 138 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Morningstar - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, morningstar - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Morningstar +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - Armblade Morningstar +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - Armblade Morningstar +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - Armblade Morningstar of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Nine Lives Stealer Longsword - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,V - - - - Armblade Nine Lives Stealer Rapier - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Armblade Nine Lives Stealer Scimitar - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Nine Lives Stealer Shortsword - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. - The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 183 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Armblade Quarterstaff - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - 0.2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - 1d8 - B - V - - - - Armblade Quarterstaff of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - - - Armblade Rapier - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - 25 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Armblade Rapier +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M,F - - - - Armblade Rapier +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M,F - - - - Armblade Rapier of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M,F - - - - Armblade Rapier of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - - - Armblade Rapier of Wounding - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 1d4 - - - Armblade Scimitar - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - 25 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Scimitar +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Sharpness - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. - When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. - In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Speed - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 199 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - - - Armblade Scimitar of Wounding - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 1d4 - - - Armblade Shortsword - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - 10 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - - P - M,F,L - - - - Armblade Shortsword +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Life Stealing - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Vengeance - M - 1 - uncommon, cursed (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +1 bonus to attack and damage rolls made with this magic weapon. - - Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. - In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. - You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - - - Armblade Shortsword of Wounding - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 207 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 1d4 - - - Armblade Sickle - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - 1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - - - Armblade Sickle +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - S - L - - - - Armblade Sickle +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - S - L - - - - Armblade Sickle +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - S - L - - - - Armblade Sickle of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - - - Armblade Spear - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - 1 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Spear of Backbiting - M - 1 - very rare, cursed (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. - Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. - Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Tales from the Yawning Portal, p. 229 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d6 - 1d8 - P - T,V - 50/90 - - - Armblade Spear of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - - - Armblade Sun Blade - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. - You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword, shortsword - Source: Dungeon Master's Guide p. 205 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - S - M,F,V - - 1d8 - - - Armblade Sword of Answering (Answerer) - M - 1 - legendary (requires attunement by a Chaotic Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Answerer, the Chaotic Good sword, has an emerald set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Back Talker) - M - 1 - legendary (requires attunement by a Chaotic Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Back Talker, the Chaotic Evil sword, has jet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Concluder) - M - 1 - legendary (requires attunement by a Lawful Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Concluder, the Lawful Neutral sword, has an amethyst set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Last Quip) - M - 1 - legendary (requires attunement by a Chaotic Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Rebutter) - M - 1 - legendary (requires attunement by a Neutral Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Rebutter, the Neutral Good sword, has a topaz set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Replier) - M - 1 - legendary (requires attunement by a Neutral warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Replier, the Neutral sword, has a peridot set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Retorter) - M - 1 - legendary (requires attunement by a Lawful Good warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Retorter, the Lawful Good sword, has an aquamarine set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Scather) - M - 1 - legendary (requires attunement by a Lawful Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Scather, the Lawful Evil sword, has a garnet set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Sword of Answering (Squelcher) - M - 1 - legendary (requires attunement by a Neutral Evil warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel. - Squelcher, the Neutral Evil sword, has a spinel set in its pommel. - You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 206 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - - - Armblade Trident - M - 1 - common (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +1 - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +1 - weapon damage +1 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +2 - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +2 - weapon damage +2 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident +3 - M - 1 - very rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - weapon attacks +3 - weapon damage +3 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Trident of Fish Command - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - 1d3 - - - Armblade Trident of Warning - M - 1 - uncommon (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - - - Armblade Vicious Battleaxe - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Vicious Club - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, club - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L - - 2d6 - - - Armblade Vicious Dagger - M - 1 - rare (requires attunement by a warforged) - 1 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, dagger - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - P - F,L,T - 20/60 - 2d6 - - - Armblade Vicious Flail - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: martial, flail - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - B - M, - - 2d6 - - - Armblade Vicious Handaxe - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, handaxe - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - L,T - 20/60 - 2d6 - - - Armblade Vicious Javelin - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, javelin - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - T - 30/120 - 2d6 - - - Armblade Vicious Lance - M - 1 - rare (requires attunement by a warforged) - 6 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, lance - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d12 - - P - M,R,S - - 2d6 - - - Armblade Vicious Light Hammer - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Proficiency: simple, light hammer - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - B - L,T - 20/60 - 2d6 - - - Armblade Vicious Longsword - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - S - M,V - - 2d6 - - - Armblade Vicious Mace - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Proficiency: simple, mace - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - B - - - 2d6 - - - Armblade Vicious Morningstar - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, morningstar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - 2d6 - - - Armblade Vicious Quarterstaff - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, quarterstaff - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - B - V - - 2d6 - - - Armblade Vicious Rapier - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Proficiency: martial, rapier - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M,F - - 2d6 - - - Armblade Vicious Scimitar - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - S - M,F,L - - 2d6 - - - Armblade Vicious Shortsword - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, shortsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - - P - M,F,L - - 2d6 - - - Armblade Vicious Sickle - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: simple, sickle - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - L - - 2d6 - - - Armblade Vicious Spear - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: simple, spear - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - T,V - 20/60 - 2d6 - - - Armblade Vicious Trident - M - 1 - rare (requires attunement by a warforged) - 4 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. - - Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, trident - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d6 - 1d8 - P - M,T,V - 20/60 - 2d6 - - - Armblade Vicious War Pick - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - 2d6 - - - Armblade Vicious Warhammer - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - 2d6 - - - Armblade Vicious Whip - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - 2d6 - - - Armblade Vorpal Longsword - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, longsword - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - S - M,V - - 6d8 - - - Armblade Vorpal Scimitar - M - 1 - legendary (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. - When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. - - Proficiency: martial, scimitar - Source: Dungeon Master's Guide p. 209 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d6 - - S - M,F,L - - 6d8 - - - Armblade War Pick - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Proficiency: martial, war pick - 5 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade War Pick +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - - P - M, - - - - Armblade War Pick +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - - P - M, - - - - Armblade War Pick +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - - P - M, - - - - Armblade War Pick of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Proficiency: martial, war pick - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - - P - M, - - - - Armblade Warhammer - M - 1 - common (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - 15 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +1 - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +2 - M - 1 - rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer +3 - M - 1 - very rare (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d8 - 1d10 - B - M,V - - - - Armblade Warhammer of Warning - M - 1 - uncommon (requires attunement by a warforged) - 2 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. - - Proficiency: martial, warhammer - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d8 - 1d10 - B - M,V - - - - Armblade Whip - M - 1 - common (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - 2 - Source: Player's Handbook p. 149 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - - - Armblade Whip +1 - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +1 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +1 - melee damage +1 - 1d4 - - S - M,F,R - - - - Armblade Whip +2 - M - 1 - rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +2 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +2 - melee damage +2 - 1d4 - - S - M,F,R - - - - Armblade Whip +3 - M - 1 - very rare (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - You have a +3 bonus to attack and damage rolls made with this weapon. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - melee attacks +3 - melee damage +3 - 1d4 - - S - M,F,R - - - - Armblade Whip of Warning - M - 1 - uncommon (requires attunement by a warforged) - 3 - An armblade is a weapon designed to integrate with the forearm of a warforged. If you’re a warforged, you can attach an armblade by attuning to it. An attached armblade cannot be disarmed or removed from you against your will, but while the weapon is attached you cannot use that hand for other actions. You can spend one minute to end the attunement and remove the armblade. An armblade isn’t inherently considered to be a magic weapon for purposes of overcoming damage resistance. However, any sort of magical melee weapon could be created as an armblade, so you could acquire a vicious armblade or a vorpal armblade. - - 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. - - Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. - - Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. - - Proficiency: martial, whip - Source: Dungeon Master's Guide p. 213 - Wayfinder's Guide to Eberron, Chapter 5 - 1d4 - - S - M,F,R - - Dancing Double-Bladed Scimitar M