Heirloom Weapon

## ***Initiate***

* **`Deflect:`** (You have a +1 bonus to AC against ranged attacks.)
* **`Stand Tall:`** (You have advantage on Strength and Dexterity saving throws against being knocked prone.)
* **`Prepared:`** (You have advantage on initiative rolls and can't be surprised unless you are incapacitated.)
* **`Demolish:`** (When you roll a (20) on your attack rolls, the target takes an extra 3 bludgeoning damage or 7 if they are a construct.)(Hits on structures and objects are considered critical hits as if constructs.)
* **`Energy:`** (Pick one of the following damage types and this weapon deals an extra 1d6 damage of that type; Necrotic, Fire, Cold, Radiant, Acid, Lightning.)
* **`Rebound:`** (Immediately after making a ranged attack with this weapon, it flies back to your hand.)
* **`Darkvision:`** (You have darkvision out to a range of 60ft. or an extra 60ft. if you already had darkvision.)
* **`Siphon:`** (Attacks that roll a 20 deal an extra 1d6 necrotic damage and grant you 3 temporary hit points as long as the target was not a construct.)
* **`Quick To Act:`** (You have a +2 bonus to imitative rolls.)
* **`Slayer:`** (Choose a creature type and this weapon deals an extra 1d6 damage to their target.)
* **`Wounded:`** (The start of a creatures turn you have wounded, they take 1 necrotic damage for each time you've wounded them until they succeed a DC13 Con save or someone applies a DC13 Medicine check.)

## ***Superior***

* **`+1 Weapon:`** (You have a +1 bonus to attack and damage rolls.)
* **`Improved Deflect:`** (You have a +2 bonus to AC against ranged attacks.)
* **`Armored:`** (As an action once per long rest you can cast "Armor of Agathys" as a 3rd level spell.)
* **`Threshold Ignore:`** (This weapon ignores a vehicles damage threshold.)
* **`Improved Demolish:`** (Same as demolish from initiative but the extra damage increases to 7 or 14. If a construct has 25 hit points or fewer after this, it is destroyed.)
* **`Improved Energy:`** (Same as energy from initiative but the extra damage increases to 2d6.)
* **`Long Range:`** (This weapons normal and long range each increase by 30ft.)
* **`Improved Range:`** (This weapons normal range increases by 50ft.)
* **`Improved Siphon:`** (Same as siphon from initiative but the damage is increased to 2d6 and the temporary is increased to 7.)
* **`Finesse:`** (this weapon gains the finesse property if it did not already have it.)
* **`Improved Slayer:`** (Same as slayer from imitative but the damage increases to 2d6 and the creature must make a DC15 Constitution saving throw or have disadvantage on its next attack.)
* **`Improved Wounded:`** (Same as wounded from initiate but the damage increases to 1d4 each time and the DC's increase to 15.)
* **`Lasting Damage:`** (Hit points lost by this weapons damage can only be regained through short or long rests rather than other forms of healing.

## ***Master***

* **`+2 Weapon:`** (You have a +2 bonus to attack and damage rolls.)
* **`Provoked:`** (If a creature within 10ft. of you makes a ranged weapon attack, you can use your reaction to make an opportunity attack against them.)
* **`Guarded Strike:`** (First time on each turn you make an attack with this weapon, you can transfer some or all of your bonus to attack into your armor class until the start of your next turn.)
* **`Master Demolisher:`** (Same as demolish from Superior but the extra damage increases to 14 or 27 and the execute is at 50 hit points or fewer.)
* **`Damage Resistance:`** (Choose one of the following damage types to become resistant to; Cold, Fire, Lightning, Radiant, Necrotic, Acid.)
* **`Uncovered:`** (This weapon ignores half cover when making ranged attacks.)
* **`Empowered Siphon:`** (Same as improved siphon from superior but the damage is increased to 3d6 and the temporary is increased to 1d6+10.)
* **`Leeching:`** (When you reduce a creature to 0 hit points with this weapon, you heal for 10.)
* **`Bonus Attack:`** (You can make one attack with this weapon as a bonus action on each of your turns.)
* **`Master Slayer:`** (Same as improved slayer from superior but the damage increases to 3d6 and the DC increases to 17.)
* **`Master Wounding:`** (Same as improved wounded but the damage increases to 1d8 each time.)

## ***Epic***

* **`+3 Weapon:`** (You have a +3 bonus to attack and damage rolls.)
* **`Ranged Evasion:`** (Ranged attacks against you are made with disadvantage.)
* **`Speedy:`** (When you take the dash action, your speed increases by twice your walking speed, after applying any modifiers.)
* **`Improved Armored:`** (As an action once per long rest you can cast "Armor of Agathy's" as a 5th level spell.)
* **`True Demolisher:`** (Same as master demolisher but you now critical hit on a roll of 19 or higher on attack rolls.)
* **`Forced:`** (Extra damage dealt by this weapon is considered force damage.)
* **`Damage Immunity:`** (Choose one of the following damage types to become immune to; Cold, Fire, Lightning, Radiant, Necrotic, Acid.)
* **`Resistance Ignore:`** (This weapon ignores resistance to a damage type of your choice from the following; Acid, Cold, Fire, Lightning, Necrotic, Radiant.)
* **`Critical:`** (This weapon scores critical hits on rolls of 19 or 20.)
* **`Double Tap:`** (When you hit a creature with a ranged attack using this weapon, you can use your bonus action to make another ranged attack on the same target or another creature within 30ft. of that creature.)
* **`Truesight:`** (You have truesight out to a range of 120ft.)
* **`Soul Siphon:`** (Slaying a creature with this weapon traps its soul in the weapon for the next 48 hours. They can only be resurrected during this time via wish. During this time you can use a bonus action to release its soul and heal for an amount equal to its maximum hit points.)
* **`Missed Opportunity:`** (Opportunity attacks against you have disadvantage.)
* **`True Slayer:`** (Same as master slayer but if they fail the saving throw they also take an extra 33 damage of this weapons type.)
* **`Disintegrating:`** (Choose a creature type. When reducing creatures of that type to 0 hit points, they die instantly and disintegrate and can only be restored via wish. Creatures dying in this way grant you 6d10 temporary hit points.)
* **`True Wounds:`** (Same as master wounding but the DC's increase to 17. If a wounded creature takes any actions or reactions other than the dodge action they take an additional 1d8 necrotic damage.)