Weapon Classifications
Each weapon has a classification, as shown in the table on page ___, that determines which Weapon Supremacy it is governed by.
Blade Supremacy
You've specialized your combat training with blade weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or gain 1 slowed level until the start of your next turn.
- Your critical hit range increases by 1.
- When you take the Attack action, you can choose to forgo one or more attacks to parry. For each attack you forgo, you gain a +1 bonus to AC until the start of your next turn. If you could already parry, instead you can do so as your bonus action.
Carbine Supremacy
You've specialized your combat training with carbine weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or gain 1 slowed level until the start of your next turn.
- You can wield this weapon in one hand. When you do so, you treat the weapon as if it would have the strength 11 property. If the weapon already has the strength property, its strength number increases by one step (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or 19 to 21). While wielding the weapon in one hand, you can't attack a target beyond the weapon's normal range.
- When you take the Attack action, you can choose to forgo one or more attacks to startle. For each attack you forgo, you expend 1 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property) and is within your weapon's normal range. The creature must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or become shocked until the start of your next turn. If you could already startle, instead you can do so as your bonus action.
Crushing Weapon Supremacy
You've specialized your combat training with crushing weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
You gain a +1 bonus to the weapon's attack rolls.
Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it is pushed 5 feet in a direction of your choice.
Once per round, when you use your reaction to make a melee weapon attack, you have advantage on the attack roll.
When you take the Attack action, you can choose to forgo one or more attacks to shatter the ground. For each attack you forgo, choose a separate 5-foot square within your weapon's reach to shatter. That square becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Additionally, each creature other than you in an affected square must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, a creature takes damage equal to the attack's governing ability modifier. If you could already shatter, instead you can do so as your bonus action.
Heavy Weapon Supremacy
You've specialized your combat training with heavy weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it is pushed 5 feet in a direction of your choice.
- When a creature rolls a 1 on the saving throw against one of these weapons, they treat the effect's damage as if it had rolled the maximum. If a creature would already treat the effect's damage as if it had rolled the maximum when it rolls a 1 on this weapon's saving throw, it instead does so on a roll of 1 or 2.
- When you take the Attack action, you can choose to forgo one or more attacks to suppress. For each attack you forgo, you expend ammunition equal to half your weapon's reload number (minimum of 2) and choose a 10-foot-cube area within your weapon's normal range. Each creature in the area that is no more than one size larger than you (your size or smaller if your weapon has the light property) must make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon) or become frightened of you until the end of their next turn. If you could already suppress, instead you can do so as your bonus action.
Polearm Supremacy
You've specialized your combat training with polearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you have advantage on the weapon's damage roll.
- When you make an ability check or saving throw against an effect that would shove or trip you, you can treat a d20 roll of below half your level (rounded up) as half your level.
- When you take the Attack action, you can choose to forgo one of your attacks to choke up. If you do so, your reach increases by 5 feet until the start of your next turn. If you could already choke up, instead you can do so as your bonus action.
Rifle Supremacy
You've specialized your combat training with rifle weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you have advantage on the weapon's damage roll.
- Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets within 30 feet of you. If the target has one-quarter cover, you ignore it entirely.
- When you take the Attack action, you can choose to forgo one or more attacks to scramble. For each attack you forgo, you can move up to 10 feet without provoking opportunity attacks. If you could already scramble, instead you can do so as your bonus action.
Sidearm Supremacy
You've specialized your combat training with sidearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice. If you have a free hand and the object is within your reach, you catch the object. Otherwise, it lands at your feet.
- You can now reload these weapons using your reaction or object interaction, instead of just your action or bonus action. You must have one free hand to reload.
- When you take the Attack action, you can choose to forgo one or more attacks to daze a creature. For each attack you forgo, you expend 2 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property), has a head, and is within your weapon's normal range. The creature must succeed on a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon) or become incapacitated until the end of its next turn or until it takes damage, whichever happens first. If you could already daze, instead you can do so as your bonus action.
Trip Weapon Supremacy
You've specialized your combat training with trip weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
- You have advantage on Strength (Athletics) checks and attack rolls made to trip a creature.
- When you take the Attack action, you can choose to forgo one or more attacks to interrupt. For each attack you forgo, one creature within your reach gains no benefit to armor class from its shield until the end of its next turn. If you could already interrupt, instead you can do so as your bonus action.
Weapons by Class
| Weapon | Class |
|---|---|
| Assault cannon | Heavy |
| Beam rifle | Rifle |
| Bitesaber | Blade |
| BKG | Heavy |
| Blaster carbine | Carbine |
| Blaster pistol | Sidearm |
| Blaster rifle | Rifle |
| Blightsaber | Blade |
| Bowcaster | Heavy |
| Brightsaber | Blade |
| Broadsaber | Blade |
| Buster saber | Crushing |
| Carbine rifle | Carbine |
| Chaingun | Heavy |
| Chakram | Trip |
| Crossguard saber | Blade |
| Cryo cannon | Heavy |
| Cryo carbine | Carbine |
| Cryo pistol | Sidearm |
| Cryo rifle | Rifle |
| Cycler rifle | Rifle |
| Dire vibroblade | Blade |
| Diresword | Blade |
| Disruptor carbine | Carbine |
| Disruptor pistol | Sidearm |
| Disruptor rifle | Rifle |
| Disruptor sniper | Rifle |
| Doubleblade | Blade |
| Doublesaber | Blade |
| Doubleshoto | Blade |
| Doublesword | Blade |
| Dual-phase saber | Blade |
| Echostaff | Polearm |
| Electrobaton | Trip |
| Weapon | Class |
|---|---|
| Electrohammer | Crushing |
| Electrostaff | Polearm |
| Flechette cannon | Heavy |
| Great-saber | Crushing |
| Grenade launcher | Heavy |
| Guard shoto | Trip |
| Hand BKG | Heavy |
| Hand blaster | Sidearm |
| Hand cannon | Carbine |
| Heavy blaster rifle | Heavy |
| Heavy bowcaster | Heavy |
| Heavy carbine | Carbine |
| Heavy pistol | Sidearm |
| Heavy repeater | Heavy |
| Heavy shotgun | Heavy |
| Heavy slugpistol | Sidearm |
| Hidden blade | Trip |
| Hold-out | Sidearm |
| Hunting rifle | Rifle |
| Incinerator carbine | Carbine |
| Incinerator pistol | Sidearm |
| Incinerator rifle | Rifle |
| Incinerator sniper | Rifle |
| Ion cannon | Heavy |
| Ion carbine | Carbine |
| Ion pistol | Sidearm |
| Ion rifle | Rifle |
| Light pistol | Sidearm |
| Light Repeater | Carbine |
| Light slugpistol | Sidearm |
| Lightaxe | Crushing |
| Lightblade | Blade |
| Lightbow | Rifle |
| Weapon | Class |
|---|---|
| Lightclub | Crushing |
| Lightdagger | Trip |
| Lightfoil | Blade |
| Lightglaive | Polearm |
| Lightkatana | Blade |
| Lightlance | Polearm |
| Lightnodachi | Polearm |
| Lightsaber | Blade |
| Martial lightsaber | Blade |
| Nervebaton | Trip |
| Net | Trip |
| Pikesaber | Polearm |
| Railgun | Rifle |
| Repeating blaster | Heavy |
| Rocket launcher | Heavy |
| Rotary cannon | Heavy |
| Sabermace | Crushing |
| Saberspear | Polearm |
| Saberwhip | Trip |
| Scattergun | Sidearm |
| Shotgun | Carbine |
| Shotosaber | Blade |
| Shoulder blaster | Sidearm |
| Shoulder cannon | Heavy |
| Sicklesaber | Blade |
| Sith saber | Blade |
| Slugpistol | Sidearm |
| Slugthrower | Rifle |
| Smart cannon | Heavy |
| Smart pistol | Sidearm |
| Sniper rifle | Rifle |
| Splitsaber | Blade |
| Subrepeater | Sidearm |
| Weapon | Class |
|---|---|
| Techaxe | Crushing |
| Techblade | Blade |
| Techstaff | Polearm |
| Vapor Projector | Heavy |
| Vightaxe | Crushing |
| Vightbattleaxe | Crushing |
| Vightblade | Blade |
| Vightbuster | Crushing |
| Vightdagger | Trip |
| Vightdart | Trip |
| Vightflail | Crushing |
| Vightglaive | Polearm |
| Vighthammer | Crushing |
| Vightkatana | Blade |
| Vightknife | Blade |
| Vightknuckler | Trip |
| Vightmace | Crushing |
| Vightnodachi | Polearm |
| Vightpike | Polearm |
| Vightrapier | Blade |
| Vightsabre | Blade |
| Vightshield | Crushing |
| Vightspear | Polearm |
| Vightstaff | Polearm |
| Vightstiletto | Trip |
| Vightsword | Blade |
| Vighttonfa | Trip |
| Vightwhip | Trip |
| War hat | Trip |
| Warsaber | Crushing |
| Warsword | Crushing |
| Wristblaster | Sidearm |
| Wrist launcher | Sidearm |