Skyra : Items : Weapons

==Weapons==
----
Weapon Properties:
Property Name 	Effect
Small 	Small weapons, after being dipped in a substance, automatically apply the effects of the substance without a saving throw. if they hit the target.
Hidden 	A weapon with the hidden property is designed to be easily concealed by the holder.
If you have proficiency with a hidden weapon you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
Glove 	A weapon with the glove property allows you to do things (like holding spell components, objects or do somatic components) with that hand whilst wielding the weapon.
You also cannot be disarmed of a weapon with this property unless whoever is disarming you spends a minute to remove the weapon from you.
Defensive 	A weapon with the defensive property can be used as a defensive tool. By expending your reaction you can attempt to deflect a melee weapon attack which causes slashing or bludgeoning damage, increasing your armor class by +2 for that attack.
False Appearance	This weapon can be passed off as a regular weapon. On a DC 12 investigation check it can be determined as a weapon.
----
==Dart Based Weapons==
Weapon Name 	Weapon Type 	Cost	Damage 	Weapon Properties
Dart 	Simple Ranged 	5 cp	1d4 Piercing 	Thrown (Range 20/60), Small, Finesse, Light
Seedshooter 	Martial Ranged	1 gp	1 Bludgeoning	Ammunition (Range 30/120)
Blowgun 	Simple Ranged 	2 gp	1d4 Piercing 	Ammunition (Range 25/100), Small, Finesse
Shuriken 	Simple Ranged 	1 sp	1d4 Piercing 	Thrown (Range 20/60), Finesse, Hidden, Light
Throwing Knife	Martial Ranged	8 sp	1d4 Piercing 	Thrown (Range 20/60), Light, Finesse
===Special Abilities:===
Special Abilities
Ability Name 	Description
Poisoners Speciality	You can apply dippables to these weapons as an item interaction rather than a bonus action
Dart Spray 	When you make an opportunity attack you can instead spray a 15ft cone of darts. Every creature within the cone must make a dex save against the DC (8 + your proficiency bonus + your strength (Or dexterity if its a finesse weapon)) or take your weapons damage
----
==Bludgeoning Melee Based Weapons==
Weapon Name 	Weapon Type 	Cost 	Damage 	Weapon Properties
Bat 	Simple Melee 	15 gp	1d6 Bludgeoning 	Finesse, Versatile (1d8)
Brass Knuckle	Simple Melee 	5 sp 	1d4 Bludgeoning 	Light, Hidden, Glove
Nunchuks 	Martial Melee	10 gp	1d4 Bludgeoning 	Finesse, Defensive
Bokken 	Martial Melee	5 gp 	1d4 Bludgeoning 	Versatile (1d6), Light
Tonfa 	Simple Melee 	10 gp	1d4 Bludgeoning 	Finesse, Light, Defensive
Hammer 	Simple Melee 	2 gp 	1d6 Bludgeoning 	Thrown (20/40), Versatile (1d8)
Mace 	Simple Melee 	5 gp 	1d6 Bludgeoning 	
Greatclub 	Simple Melee 	2 sp 	1d8 Bludgeoning 	Two-Handed
Spiked Staff 	Simple Melee 	2 gp 	1d8 Bludgeoning/Piercing	Two-Handed
Club 	Simple Melee 	1 sp 	1d4 Bludgeoning 	Light
Quarterstaff 	Simple Melee 	2 sp 	1d6 Bludgeoning 	Versatile (1d8)
Maul 	Martial Melee	10 gp	2d6 Bludgeoning 	Heavy, Two-handed
Warhammer 	Martial Melee	15 gp	1d8 Bludgeoning 	Versatile (1d10)
===Special Abilities===
Special Abilities
Ability Name 	Description
Weakening Strike 	You can use your bonus action to make your next weapon attack inflict Weakened Grip if it hits, this attack doesn't work on a creature that isn't wielding a weapon
Weakened Grip
The creature has disadvantage on the first attack roll on their next turn, you also gain advantage on any disarming attacks made before the end of the creatures next turn.
Disorientating Strike	As a reaction you can attempt to interrupt the casting of a spell within your reach. You reach out with your weapon and smack the target in the head, dealing no damage, however the person casting the spell must make a concentration check. On a failure they fail to cast the spell.
----
==Spear like Melee Weapons==
Weapon Name 	Weapon Type 	Cost 	Damage 	Weapon Properties
Javelin 	Simple Melee 	5 sp 	1d6 Piercing 	Thrown (30/120)
Spear 	Simple Melee 	1 gp 	1d6 Piercing 	Thrown (20/60), Versatile (1d8)
Glaive 	Martial Melee	20 gp	1d10 Slashing 	Heavy, Reach, Two-handed
Halberd 	Martial Melee	20 gp	1d10 Slashing 	Heavy, reach, two-handed
Lance 	Martial Melee	10 gp	1d12 piercing 	Reach, Special
Pike 	Martial Melee	5 gp 	1d10 piercing 	Heavy, reach, two-handed
Trident 	Martial Melee	5 gp 	1d6 piercing 	Thrown (range 20/66), Versatile (1d8)
Fauchard 	Simple Melee 	5 gp 	1d6 Slashing 	Heavy, Reach, Two-handed
Gaffiderfi 	Simple Melee 	10 gp	1d6 piercing or 1d4 bludgeoning and 1d4 Piercing damage	Finesse, Reach, Two-handed
Billhook 	Martial Melee	15 gp	1d8 slashing/piercing 	Heavy, reach, two-handed, special (Mounted foes must make a check to stay mounted)
Crescent Scythe	Martial Melee	30 gp	1d12 Slashing 	Two-handed, finesse
Dory Spear 	Martial Melee	10 gp	1d8 slashing 	Finesse, Thrown (30/90)
Poleaxe 	Martial Melee	20 gp	2d4 bludgeoning 	Heavy, reach, Two-handed
Pitchfork 	Simple Melee 	2 gp 	1d6 piercing 	Versatile, Thrown (20/60), reach
Was 	Martial Melee	15 gp	1d8 slashing/bludgeoning 	Two-handed, reach, finesse
Odachi 	Martial Melee	20 gp	2d4 slashing 	finesse, reach,two-handed
===Special Abilities:===
Special Abilities
Ability Name 	Description
Piercing Strike	You can use your bonus action to make your next weapon attack inflict Gaping Wounds if it hits. Undead and Constructs can't receive gaping wounds Gaping Wounds. Attacks against this creature deal an additional 2 Piercing damage. Removed by healing.
Always Ready 	Spear based weapons always get an attack of opportunity even if the opponent disengages.
----
==Flail Based Weapons==
Weapon Name	Weapon Type 	Cost 	Damage 	Weapon Properties
Flail 	Martial Melee 	10 gp	1d8 Bludgeoning	
Whip 	Martial Melee 	2 gp 	1d4 Slashing 	Finesse, Reach
Net 	Martial Ranged	1 gp 	--- 	Special, thrown (range 5/15)
===Special Abilities:===
Special Abilities:
Ability Name	Description
Trip Attack 	You can use your action to attempt to trip an opponent with your weapon, make an attack roll if you hit they have dis-advantage on dex and str saves until the end of their next turn. This attack doesn't deal damage.
Knock Prone 	When you make an opportunity attack you can instead deal no damage and knock them prone instead.
----
==Light Slashing Melee==
Weapon Name	Weapon Type 	Cost 	Damage 	Weapon Properties
Dagger 	Simple Melee 	2 gp 	1d4 Piercing	Finesse, Light, Thrown (20/60)
Sickle 	Simple Melee 	1 gp 	1d4 slashing	Light
Long Sword 	Martial Melee	15 gp	1d8 slashing	Versatile (1d10)
Rapier 	Martial Melee	25 gp	1d8 piercing	Finesse
Scimitar 	Martial Melee	25 gp	1d6 slashing	Finesse, Light
Shortsword 	Martial Melee	10 gp	1d6 Piercing	Finesse, Light
Warfan 	Simple Melee 	10 gp	1d4 slashing	False Appearance, Finesse, Light
===Special Abilities:===
Special Abilities:
Ability Name	Description
Lacerate 	You can use your bonus action to make your next weapon attack if it hits cause bleeding. Undead and Constructs can't Bleed. Bleeding: The target takes 2 Slashing damage at the start of each turn and has Disadvantage on CON saves. Removed by healing or someone making a dc 10 medicine check on the creature
Weaken 	As a reaction you can reduce the ac of an enemy by one when you successfully hit with a weapon attack. This effect lasts until the end of their next turn.
----
==Heavy Slashing Melee==
Weapon Name	Weapon Type 	Cost 	Damage 	Weapon Properties
Handaxe 	Simple Melee 	5 gp 	1d6 Slashing 	Light, Thrown (20/60)
Great Axe 	Martial Melee	30 gp	1d12 Slashing	Heavy, Two-handed
Greatsword 	Martial Melee	50 gp	2d6 slashing 	Heavy, Two-handed
Warpick 	Martial Melee	5 gp 	1d8 piercing 	
===Special Abilities:===
Special Abilities:
Ability Name 	Description
Cleave: 	As an action you brandish your weapon and make a weapon attack against all creatures within 5ft of you. On a hit they take half the damage of your regular weapon
Defensive Battle	As a reaction you can choose to fight defensively increasing your ac by 1 until the start of your next turn.
----
==Mixed Specialty==
Weapon Name	Weapon Type 	Cost 	Damage 	Weapon Properties
Chakram 	Martial Mixed	1 gp 	1d6 Bludgeoning	Finesse, light, thrown (20/60), returning
Boomerang 	Martial Mixed	20 gp	1d6 Slashing 	Light, returning, thrown (30/120)
Manti 	Martial Mixed	15 gp	1d8 piercing 	Thrown (20/60)
===Special Abilities:===
Special Abilities:
Ability Name 	Description
Flourish 	You can as a bonus action feint an attack to throw your enemy off balance. You gain advantage on your next attack against this enemy
Opportunity ward	You can make one additional attack of opportunity with this weapon.
----
==Ranged (Other)==
Weapon Name 	Weapon Type 	Cost 	Damage 	Weapon Properties
Crossbow, Hand 	Martial Ranged	75 gp	1d6 Piercing 	Ammunition (30/120), light, loading
Crossbow, heavy	Martial Ranged	50 gp	1d10 Piercing 	Ammunition (range 100/400), heavy, loading, two-handed
Longbow 	Martial Ranged	50 gp	1d8 Piercing 	Ammunition (range 150/600), heavy, two-handed
Crossbow, light	Simple Ranged 	25 gp	1d8 Piercing 	Ammunition (range 80/320), loading, two-handed
Shortbow 	Simple Ranged 	25 gp	1d6 Piercing 	Ammunition (range 80/320), two-handed
Sling 	Simple Ranged 	1 sp 	1d4 Bludgeoning	Ammunition (range 30/120)
===Special Abilities:===
Special Abilities:
Ability Name 	Description
Hamstring Shot: 	You can use your bonus action to make your next ranged weapon attack reduce an opponents movement speed by half if it hits until the end of your next turn. This movement speed reduction doesn't stack with any other movement speed reduction
Distracting Shot:	As a reaction when an ally misses an attack within 60ft of you you can fire a distracting shot, giving that ally advantage on that attack, causing a miss to potentially turn into a hit.
----
==Magical Weapon Abilities:==
Magical weapons each have a number of special abilities.
----
====List of Weapon Abilities:====
Weapon Abilities:
Ability Name 	Ability Rarity	Description
Elemental 	Common 	This weapon deals a different damage type that is not bludgeoning, slashing or piercing
Summon (Attunement)	Common 	You can summon this weapon to your hand as a bonus action
Weapon Catagory 	Uncommon 	This weapon also has another weapon category, which grants the user the abilities of the two categories.
Whirlwind 	Uncommon 	When you hit a creature with this weapon they must make a strength saving throw against you (DC 8 + your proficiency bonus + the weapons ability score). On a failure they are pushed 5ft away from you.
Glow 	Common 	This weapon glows with radiant light, shedding bright light for 20ft and dim light for another 20ft.
Double Slash 	Uncommon 	When you strike a creature with this weapon and hit you can deal 2 psychic damage to another creature within 5ft of the creature you hit.