Tier Sets

Tier sets can be mixed and matched, you need all pieces of 1 set adorned in order to use that Legendary Action. Not all tier pieces have a piece for every item slot so you can mix and match. If your Tier full set AC is different than you item slotted AC, use the highest of the two. 
=== Tier 1 ===
==== Cloth - Vix's Ascension Robe ====
Slot 	Name 	AC	Weight (LB)	Feature
Chest	Vix's Robe 	0 	3 	If a normal creature attack rolls a nat 1 against the wearer their remaining health is divided between the party and the creature dies
Neck 	Vix's Amulet 	0 	1 	Acts as Unlimited Reagent For All Healing or Blessing Spells
Hands	Vix's Gloves 	0 	1 	1 per long rest a 1st level spell can be twinned (doesnt have to be same target)
Feet 	Vix's Boots 	0 	1 	Allows Understanding of the Fawl Language and advantage on nature checks
Head 	Vix's Crown 	0 	1 	On a nat 19 Attack Roll , or a 19 Spell Attack Roll ¼ the damage is dealt to all enemies within 15 feet of the attended target
Legs 	Vix's Leggings	0 	1 	The wearer had advantage on acrobatics checks and can jump a 10 foot verticle
===== Legendary Action- Avatar Of Vix =====
= Become an Avatar Of Vix with BASE AC 18, +200 HP , and Resistance to all melee damage for three Rounds . Every attack or spell choose an ally target as well, damage
===== Full Set AC:10 =====
==== Light- Lightning Leather Armor ====
Hands 	Lightning Gauntlets	1.1	1	wearer can do shocking grasp 1/per long rest
Chest 	Lightning Chest 	3.3	2	On a Natural 20 roll for a lightning/shock/electric/etc themed saving throw 100% of the damage is directed back at the enemy
Legs 	Lightning Leggings 	2.2	3	Can Dash as a bonus action 2/long rest if outside`
Head( Not Back)	Lighting Hood+Cloak	1.1	1	Can speak with lightning elementals
Feet 	Lighting Boots 	1.1	2	Plus 10 Movement Speed, +30 in a storm
===== Legendary Actions- =====
When Attacking Side By Side Enemies in a row, move down the line attacking each of them in the back with advantage and end your turn behind any enemy within 30 feet where the row ends in invisibility. Invisibility ends at the END of your next turn. Use once per short rest.
===== Full Set AC - 12+Dex (without Prof but no limit) =====
==== Medium - Vulrex Mortality Elven Chain Armor ====
Slot 	Name 	AC 	Weight (LB)	Feature
Hands 	Lightning Gauntlets	1.1	1 	wearer can do shocking grasp 1/per long rest
Chest 	Lightning Chest 	3.3	2 	On a Natural 20 roll for a lightning/shock/electric/etc themed saving throw 100% of the damage is directed back at the enemy
Legs 	Lightning Leggings 	2.2	3 	Can Dash as a bonus action 2/long rest if outside`
Head( Not Back)	Lighting Hood+Cloak	1.1	1 	Can speak with lightning elementals
Feet 	Lighting Boots 	1.1	2 	Plus 10 Movement Speed, +30 in a storm
===== Legendary Action: Summon 3 Treants in the day or 3 Skeletons at night that act on their own accord to serve your best interest. Every time a Treant dies all allies gain 10 health. Everytime a Skeleton dies all enemies take 10 damage. =====
===== Full Set AC - 14+Dex Max 3 =====
==== Heavy - Khati’Hardt Lost Sultan’s Chain Mail ====
Slot 	Name 	AC 	Weight (LB)	Feature
Chest+Legs	Lost Sultan Chain Mail Suit	8 	40 	Can be worn in intense heat without exhaustion
Hands 	Lost Sultan Gauntlets 	1.6	4 	If a nat 17+ attack roll is rolled, get a free unarmed attack hit, if a 18+ attack roll is rolled also get a chance to disarm your enemy with a DC17 STR saving throw.
Feet 	Lost Sultan Sebatons 	1.6	6 	No Disadvantage For Stealth In Desert/Coastal Terrain
===== Legendary Action: =====
The Desert Lion- For 15 mins Be Imbued With The Fury Of The Past Sultans Of Khati’Hardt. Be able to dual wield two handed weapons and dodge/disengage/dash as a bonus action. Dual wielding weapon attacks will still be strength based.
===== Full Set AC - 16 with an extra +1 with shield use (so basic shield would be +2+1) Resistance to Slashing Damage =====
=== Tier 2 ===
==== Cloth - Robes Of The Lost Djinn ====
Slot 	Name 	AC	Weight (LB)	Feature
Head 	Lost Djinn Hood 	0 	1 	See Invisibility And Stealthed Individuals. Once per a week (7 days) you can use this hood to divine life forms behind objects within 50 feet away. (think elder scrolls detect life)
Neck 	Lost Djinn Scarf 	0 	1 	One per Long Rest Switch Spots With Any Humanoid
Back 	Lost Djinn Cape 	0 	4 	Once Per Long Rest Misty Step As A Free Action
Chest	Lost Djinn Robe 	0 	2 	1/LR 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the caster can see within 120 feet of it. The whirlwind lasts as long as the caster maintains concentration (as if concentrating on a spell). Any creature but the caster that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The caster can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the caster loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Belt 	Lost Djinn Belt 	0 	1 	Once every 3 days change the weather for 1 hour. Alternatively you can change the wind direction.
Hands	Lost Djinn Gloves	0 	1 	1 per long rest a 3rd level spell can be twinned unless AOE
===== Legendary Action: “ The Last Wish Whispered” =====
- Summon a random Djinn to aid you within its means for 5 mins. Roll a d100 for the type and strength of the Djinn, the DM has the discretion of which Djinn. On a nat 100 the Djinn that once owned these robes returns to them. His soul will now forever be infused into the robes and can be summoned on your or its own free will, and can communicate with you telepathically if IT chooses.
===== The Lost Djinn- Myral Ga’reem =====
AC-17 HP-213 Mod-+7(+4)
Native: Air/Spirit Realm
If a Djinn dies only its equipment if any is left behind in this realm
* The Djinn is now tethered to the robes he can come and leave on his own accord but he will always find the robes again.
* The Lost Djinn can learn an array of spells, the more spells the better your relationship with him
* Can Come and Go From The Robes
* Can Travel Between the 7 lesser planes and spirit plane
* Can briefly animate dead bodies
* Can Go Through Certain Walls
* Can Heal Allies
* Physical Form Can Only Be Maintained 10mins at a time
* Can if he is willing communicate with the wearer
If the Djinn is given his Robes and Freedom they will be animated permanently making him a NPC 
===== Full Set AC: 10 =====
==== Light - The Crow Of Sorrow ====
Slot 	Name 	AC 	Weight (LB)	Feature
Head 	Sorrowful Crow Mask 	1.2	1 	Allows Blindsight for 5 mins. Within these 5 mins every enemy that you deal a finishing blow via melee or spell grants u an additional 1d8 necrotic damage whenever you deal damage. This 1d8 can stack up to 10 times.
Shoulder	Sorrowful Crow Shoulder 	1.2	3 	Resistance to Necrotic Damage. Each shoulder has 4 elder skulls that souls can be trapped in. A master enchanter can use these souls to create powerful weapons but not without a price. If YOU die roll 1d20 no insp and if u roll a nat 20 you trap your own soul in the skulls and a Grand Magi or other experts could potentially restore your soul to a physical form. (Until reanimated or becoming a golem you are now a sentient shoulder piece.)
Hands 	Sorrowful Crow Gloves 	1.2	1 	3x/LR use inflict wounds as a cantrip. If you are a rogue or warlock you can use this combined with your weapon. If you are a druid roll a d20 on a natural 20 a swarm of crows is summoned protecting you from all damage for 1 round.
Chest 	Sorrowful Crow Robe 	3.6	4 	Commune with the forgotten elder god Salthras. Independently you can use these robes to use the intimidation action as a free action. You may also use a bonus action once per long rest to drain a non boss or mini boss of ½ their total health to heal yourself. As an action once per long rest you may drain any amount of your own health and deal it as necrotic damage to an enemy.
Feet 	Sorrowful Crow Boot 	1.2	1 	Can travel in other planes of existence without atmospheric or other ambient damage. 1/LR the boots can be charged with your own or a teammates spell slot use. You can then cast whatever spell it was charged with as a bonus action using a 18 saving throw or +8 spell attack modifier.
Forearms	Soul Capacitor Of The Sorrowful Crow	1.2	3 	Collect the souls of those you kill, once a long rest you can turn 10 souls into a medium gem that becomes a magical resource. 20 souls can become a gem socket gem with a random stat benefit if added to a gem socket. The capacitor can hold 100 souls, as a action you can release all the souls anger and frustration towards and enemy dealing 1 damage per released soul ( NO SAVING THROW). These souls are free to move on to the afterlife if this last option is chosen.
===== Legendary Action: =====
As a bonus action turn into a swarm of 200 crows(no attack of opportunity).  Roll 1d20, you deal that damage to every enemy within 500 feet automatically. You may expend ¾ of your total health to make the 1d20 into a 1d100, however you cant be healed for 3 rounds if you do so. As a action on the same turn you can rearrange your allies (not your own) current health points (NOT TOTAL) as you see fit, if they resist they must make a dc 14 con save (Pvp makes them not an ally). At the end of this turn  you MUST use a free action to resume your form anywhere within the map boundaries, the difference in elevation of where you used this ability cannot exceed +/- 30ft.  THIS is a legendary action so can be used anytime however since it costs a Act/Free AC/ AND BA, if not already your turn already you use a reaction to use your next Act/Free Act/ BA early effectively skipping ur next turn. If you do this action on your turn, then those are the actions used and you have your following.
===== Full Set AC: N/A =====
==== Medium- Rare Jade Khanit Armor ====
Slot 	Name 	AC 	Weight (LB)	Feature
Head 	Jade Khanit Riders Helmet 	1.5 	3 	Have advantage on all saving throws when mounted, the first ranged attack while mounted has advantage.
Chest 	Jade Khanit Chain Mail 	4.5 + Dex (Max 2)	17 	Ranged weapons have disadvantage against you even if being flanked (does not stack) twice per round.
Hands 	Jade Khanit Riding Gloves 	1.5 	1 	a nat 19 gives an additional attack, if using a ranged weapon also double the damage of the nat 19 attack. You can also control your mount without using hands, you may also mount/ dismount as a free action.
Feet 	Jade Khanit Riding Boots 	1.5 	1 	While attacking with a 2h weapon while mounted, gain advantage on the first attack and an extra 1d12 damage on each hit. Any saving throw trying to dismount you , they have disadvantage, and you have advantage.
Shoulders	Jade Khanit Shoulders Of The Sky	1.5 	1 	Have double movement in grasslands, advantage on animal handling rolls, and 1.5X mount speed both walking and dashing. As a action 1/SR you can see through your bonded animals eyes.
===== Legendary Action: =====
As a free action anytime 1/LR channel the spirits of all the Horse Lords that have ever existed. This lasts for 5 mins, at a range of 200 feet you can summon a spectral horse that deals 3d20 damage to its intended target. The intended target must make a DC 19 con check. Alternatively you can send the horse spirit towards an ally healing them for 2d20 health. As a bonus action you can infuse each missile from your ranged weapon with the fortitude of nomadic spirits, this allows each missile this turn to cause an additional 1d8 missile damage.  If on a mount you can dash as a free action every turn and not get attack of opportunities against you.
===== Full Set AC: 15+Dex (Max 2) =====
==== Heavy - Ancient Dragon Rider Armor ====
Slot 	Name 	AC	Weight (LB)	Feature
Shoulders 	Ancient Dragon Pauldrons 	2 	4 	Use a bonus action to to shoulder bash an enemy, automatically deal 1d6 damage and they must make a DC18 Strength check or fall prone. They have disadvantage if you do this with a shield and you do 1d10 damage instead. (Fall prone does not apply to large+ creatures)
Chest 	Ancient Dragon Rider Chestplate	6 	15 	Resistance To Dragon/Dragonborn damage. Has advantage against Kobolds.
Legs + Feet	Dragon Rider Greaves+Boots 	6 	10 	No acrobatic rolls needed for climbing in mountains. Deal a extra 1d6 damage to giant enemies per attack that lands. 1/LR you can dodge roll as a reaction up to 15ft, giving a incoming attack triple disadvantage.
Hands 	Ancient Dragon Gauntlets 	2 	1 	If you roll a Natural 17+ (AND THE ATTACK HITS) your gloves unleash a flame whip dealing 1d20 fire damage. These gloves are also fire proof and enables you to hold burning items.
===== Legendary Action: =====
Legendary Action: 1/LR for an action become immune to all damage for 2 mins. All damage is doubled against non humanoids. As a bonus action release your 3 prepared lost draconic souls to fight on your side for 5 mins.
===== Full Set AC: 20 +5hp per piece equiped =====
===== Set Bonus: Stealth without disadvantage, speed is doubled, and advantage when tracking monsters =====
=== Tier 3 ===
==== Cloth- Dark Nor'hardt Sharmanic Garb ====
Slot 	Name 	AC 	Weight (LB)	Feature
Head 	Mask Of Darkness 	1.2	1 	Can see in pure darkness up to 20 feet. As an action can meditate and pop any stealthed,invisible,hidden humanoids and cause spirits to materialize. Shadow Resistance
Neck 	Nor'hardt Tainted Soul 	 	1 	Everytime you convince someone to do an evil action in Nor’hardt your max hp increases by 1-10 (Max 40 a day) . DM determines the # based on the level of manipulation that occured and level of taintedness. Convincing an evil character to do something evil is minimum points for example.
Every Time you do a charitable or good action your max HP is decreased by max 10. Witnessing doesn't count.
Back 	Cloak Of Nor'hardt's Dark Heart	 	3 	Can use greater invisibility 1/LR as a free action(disadvantage if an attack is incoming when used)
Necrotic Damage Spells or Runes do 1.5X damage
Cannot take damage from beasts native to Nor’hardt
The shadow damage you take after resistance goes into a pool that lasts 1hour that you can use as an action to heal allies or yourself
Chest	Robe Of Nor’hardts Dark Heart 	1.2	2 	You do not need reagents for necrotic or fire spells
Everytime a nat 1 is rolled against you your ac increased by 1 for 10 mins (Stacks 5 times)
1/LR BA you can turn into a shadow and trade locations with one enemy
===== Legendary Action: =====
Action- 1/week you sit down and start meditating max 10 mins. As you meditate a black fog surrounds you and tar like blood drips from your eyes and ears. This fog is able to form antler like tentacles in which you have 8 of. Each tentacle deals 2d20 Bludgeoning and Piercing damage and has a range of 100 feet. When meditating you have 1 attack per tentacle, Or you can dedicate a tentacle to protect you increasing your AC by 1 each.  your meditating body can still be attacked with advantage, and if you go unconscious action ends.
===== Full Set AC:14 =====
==== Light - Bordril Wolf Hunter's Hide ====
Slot 	Name 	AC 	Weight (LB)	Feature
Head 	Wolf Head 	1.3	4 	You gain blindsight (increased sense of smell and hearing). You can dual wield non light weapons but not 2 handed weapons.
Hands	Wolf Hide Gloves 	1.3	3 	You can hide two light weapons in each hand slot, giving you two additional slots of weapons/idols you can switch between freely without adorning. You cannot swap between these slots if you are using a 2handed weapon and u don’t have a free back slot.
Chest	Wolf Hide Vest 	3.9	8 	1/LR as a reaction all incoming attacks that land you redirect to your nearest ally. If there is no adjacent ally within 5ft. This ability cannot be used.
Beasts will only attack you if you attack them first.
Feet 	Wolf Hide Boots 	1.3	2 	Double movement speed. 3/LR you can freely disengage. Not affected by difficult terrain.All allies within 100 feet gain a +5 to their movement speed
Legs 	Wolf Hide Breeches	2.6	3 	You gain advantage on tracking saving throws
You gain advantage on charisma checks when bragging about your accomplishments
===== Legendary Action:Packs Fury =====
1/30min You gain the furocity of an entire pack of wolves. When this ability is activated you gain an extra attack for that turn based on the # of allies within 10 feet of you (max 12). You are free to move around and can disengage/dash both separately as a free action. This ability ends at the end of your turn or the extra turn if used not on your turn. 
===== Full Set AC: 13+ Dex Mod (No Proff.) =====
==== Medium - Captain Ezkial’s Lupus Mail ====
Slot 	Name 	AC 	Weight (LB)	Feature
Chest 	Lupus Hide Doublet 	4.5+Dex(Max 2)	3 	Heavy Weapons have disadvantage when attacking you as their first attack.
Shoulders	Alpha Wolf Shoulders	1.4 	17 	2/LR as a BA when engaged with a single enemy you can evade their attacks and appear behind them, your attacks having advantage as if you were flanking.
Hands 	Lupus Hand Wraps 	1.5 	1 	Advantage on all attacks while on a ship or beach. Everytime you kill a wolf (max 10/day) you gain 1max hp.
Feet 	Lupus Boots 	1.5 	1 	All acrobatic actions are a bonus action
You cannot lose your footing on a boat
You cannot be disarmed
You can dash as a bonus action
Forearms 	Lupus Armguards 	1.4 	1 	Slashing Resistance
1/LR you can disarm your opponent as a BA (DC15) with advantage
Cannot be dismounted when riding a dire wolf
Advantage on grappling beasts
===== Legendary Action- Sea Wolf’s Cunning =====
1/LR you can attack every enemy within 80 feet with your range attack once, if you are using melee you let out a roar dealing 2d20 Tidal Damage to all enemies in 80 feet. Either way all allies in 80 feet heal 2d20.
During the turn during or after(if used on an enemy or ally turn) you can move freely without any attacks of opportunity against you
===== Full Set AC: N/A =====
==== Heavy - Steel Lycan Plate ====
Slot 	Name 	AC	Weight (LB)	Feature
Head 	Helmet Of The Alpha 	2 	6 	Wolves avoid attacking you and you have intimidation advantage against beasts.
1/LR you can command a wolf within 15 feet of you for 3 mins
Shoulders	Pauldrons Of The Full Moon 	2 	15 	When fighting at night your movement speed is doubled and you can freely disengage if you are only disengaged with a single enemy.
Back 	Cape Of The Wild Hunt 	0 	4 	1/LR you gain resistance to all damage types for 4 mins. Your party members (but not you) have the option to transform into a spectral wolves during this time. They cannot heal, deal damage, or take damage as these spectral wolves. However they are able to move at double movement. Anticipate getting major aggro
Chest 	Moonsteel Plate Cuirass Of The Alpha 	6 	35 	Immunity to blood curses
Advantage on grapple checks
Slashing resistance
Poison Immunity
Legs 	Moonsteel Plate Greaves Of The Alpha 	4 	15 	Travel through forest difficult terrain without penalty
Saving throws when directly next to an ally have advantage
1/LR choose a failed saving throw in combat to automatically make it
Feet 	Moonsteel Plate Sebatons Of The Alpha	2 	5 	Have double movement in the forest or jungle
Have advantage on rolls involving tracking
If a attack roll is a Nat 1 you can choose to freely disengage and use the remainder of your movement
===== Legendary Action- Spirit Of The Wild Lycan =====
(1/LR 3min) You grow 3 feet and gain 200 lbs of muscle. Strength is now 30.
Your hp multiplies by a factor of 3. Your AC remains the same. 
Your weapons attack uses your new strength modifier, your damage dice is rounded up to the next highest dice of the 7. If it is a 1d20 already it is now 2d20. etc
===== Full Set AC: 21 =====
=== Weapons ===
==== Stag Staff ====
Once a long rest be granted Haste at will for 3 rounds
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +1 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Polymorph Into A Jade Colored Stag and have 150 Movement and can pass through any ONE physical thing at least twice for 3mins. AC 10 HP 15
If in a Woodland can heal the entire party 1d20 once per long rest. 
If in a Grassland the entire party enters dodge until they get attacked next or combat is over. Once per long rest.
If in the Mountains thomping the staff on the ground will reveal all potential targets stealthed, invisible, or out of map range onto the map.
==== Storm Clippers ====
Each Strike is 1d6 Lightning Damage
Double Damage against Water Creatures. Heals Metal Creatures
On a Natural 19 a extra attack is given (1 mainhand 1 Offhand)
==== Lightning Bow ====
Each Strikme is 1d6 Lightning Damage
Double Damage against Water Creatures. Heals Metal Creatures
On a Natural 19 lvl 6 Chain Lightning is casted as well at the attended Target
==== Elven Longsword From The Old Dimension ====
1 handed Dex 1d8, 2 handed Strength 1d10
Does an additional 1d6 Psychic Damage
Double Damage Against Demons 
Demon Energy Capacitor
Everytime a Medium Demon or greater is killed with this sword it gains 1 charge. It can hold a maximum of 20 charges. Each Charge can be used during an attack to and add an additional 1d6 to the damage roll. (Example on a 1handed hit, 1d8+Dex +1d6 Psychic+ 20d6 Demon Energy Burst)
==== The Sand Dragon Shield ====
+2 AC however if an ally is on your flank they also gain +1AC.
Fire Resistance 
If Protecting Against A Fire Spell roll a d20, on a Nat 19+ The spell is directed back at the caster for ½ damage.
==== Great Moon Djinn Hammer ====
Damage: 1d12+STR +1d8 Radiant
Advantage against undead. 
Two handed
4 Gem Slots 1 Rune Socket
Every long rest you have 9 charges to use a bonus action to send X amount of the charges to shoot as projectiles towards an enemy dealing 1d8 Projectile damage.
Alternatively you can use an action and the 9 floating crystals become a trap within 10 feet of you, the next living thing to touch the trap takes a 5d10 radiant damage. They have a DC 18 dex save or take ½ damage.
==== Arcane Focus- Wand Of Sorrow ====
* 1/LR become a swarm of ravens and travel up to 60 feet as an action. Every creature/humanoid directly between your start and end point rolls a d20. That d20 is how many d4’s of piercing damage they take. Mac 20d4’s. 
       -1/SR Shadowstep within a 30 foot range as a bonus action
* Counts as a endless source of reagents for:
** Any Spells With Animal Related Reagents 
** Any Necrotic Spells 5th level or lower
==== The Jade Great Axe ====
Attack: -2 Modifier Damage: 1d20 
Two Handed
2 Gem Sockets 1 Rune Socket
*PHYSICALLY UNBREAKABLE
-1/LR Bonus Action: WHIRLWIND Spin in a circle and make a free attack against every enemy standing around you max 8. This does not count as a regular attack action but must beat their AC’s.
==== Dragon Hunters Crossbow ====
Damage: 2d12+dex Range: 300/600
Advantage against enemies with scales or plate armor. (for first attack only)
One handed
Once per long rest you can use rapid fire as a BA giving you 3 additional attacks that do 1d8 damage each on a hit.
==== Spine Of Bordril Whip ====
Damage: 1d8 Slashing 
Range: 40 ( Retractable)
Reach, Finesse , Heavy, SPecial
3 Rune Slots
1/LR on a attack that lands of your choosing you do an additional 1d4 damage per 5 foot of distance the enemy was
1/LR You shoot the whip straight out dealing 1d20 piercing damage as an alternate attack
1/LR you can charge the whip with a spell that allows you to cast it from the whip as a BA
Special- Can use a str/dex roll to manipulate the environment with the range of the whip as an action
==== Sword Of The Omega ====
Damage: 2d4 Piercing 
Finesse, Versatile (3d4 Slashing)
2 Gem Slots
Whenever you have the lowest health % out of all your allies, or tied, you gain +1 AC and can assist your allies as a BA.
If you fall unconscious clutching the omega sword you instantly reappear to your a square of DM choice next to your nearest ally. Even if it is a bad postion this isn’t optional.
==== Ezekial’s Widower ====
Damage: 6d4(Per Attack Like Longbow)+Dex Two Handed
Range: 120ft, 121+ Disadvantage
After your first shot that hits you learn your enemies AC (their weaknesses) 
For every range of difference that your attack roll is to their AC you gain an added effect.
0-3- Enemy Is Knocked Prone If Same Size Or Smaller
4-7- Enemy takes 1.5X the damage
8+- Enemy takes 2X damage and is stunned for 2mins even if boss
* Example if first attack hits you learn their AC is 15
* If your second attack roll is a 17, the difference is 2 , so the 0-3 effect takes place.
Non Gunslinger Combat Rules Dex Based
Musket- 1 Ammo Required  1 Action to load 1 Action to fire 
Range is Xft with one disadvantage per 10ft over
==== Silverquake ====
Greathammer
4d8 bludgeoning
Heavy (STR18) ,Two Handed
2 Rune Slots
8 Gem Slots
Silver Plated- Double damage against werecreatures , and 1d8 radiant damage against undead
-1/LR As an Action
Do a mighty blow with your hammer overhead and come down on a prone enemy dealing 1d100 Bludgeoning damage- Prone Target Can’t Be A Huge+/Boss
-1/LR As a BA 
You bang Silverquake on the ground, all enemies within 5 feet of you must make a DC Dex 17 Save or be knocked prone.
Category:Other