Holocron

Weapon Classifications

Wretched Hives · Customization Options

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