Holocron

Weapon Properties

Wretched Hives · Equipment

Many weapons have special properties related to their use, as shown in the Weapons table.

Biting

This weapon's damage becomes acid. Additionally, when you would make a melee weapon attack with a weapon with the biting property, you can instead force the target to make a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon, or the biting number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the first attack it makes before the end of its next turn has disadvantage. If damage dealt by this weapon reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Bright

This weapon's damage becomes fire, and its luminous property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated, instead of only dim light in a 5-foot radius. Additionally, when you would make a melee weapon attack with a weapon with the bright property, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon, or the bright number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature takes additional damage of the same type at the start of its next turn equal to your governing ability modifier.

Brutal

When you score a critical hit with a weapon with the brutal property, you roll a number of additional weapon damage dice equal to the brutal number.

Corruption

This weapon's damage becomes necrotic, and it loses the luminous property if it has it. Additionally, when you would make a melee weapon attack with a weapon with the corruption property, you can instead force the target to make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon, or the corruption number, whichever is lower). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit, and the creature cannot regain hit points until the start of your next turn.

Defensive

When you make your first attack on your turn with a weapon with the defensive property, you can choose to suffer a penalty to attack and damage rolls with that weapon up to the defensive number. If you do so, you gain the same bonus to AC. These effects last until the start of your next turn, as long as you're holding the weapon.

Dire

Before you make a weapon attack with a weapon with the dire property, you can choose to suffer a penalty to the attack roll up to the dire number. If you do so and you hit with it, you gain an equivalent bonus to the damage roll.

Disarming

When you score a critical hit with a weapon with the disarming property against a creature that is holding an object, you can attempt to disarm the target (no action required). If 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 at its feet.

Disintegrate

When a creature is reduced to 0 hit points by a weapon with the disintegrate property, it must make a Constitution saving throw, DC equal to the disintegrate number. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Disruptive

When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from a weapon with the disruptive property, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Keen

When you make a weapon attack with a weapon with the keen property, the critical hit range increases by an amount equal to the keen number.

Mighty

When making an attack with a mighty weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Neuralizing

When you hit a creature with a weapon with the neuralizing property, you can force it to make a Wisdom saving throw, DC equal to the neuralizing number. On a failed save, the creature takes an additional 1d4 psychic damage and becomes frightened of you until the start of its next turn.

Piercing

Before you make a weapon attack with a weapon with the piercing property, you can choose to gain a bonus to the attack roll up to the piercing number. If you do so and you hit with it, you suffer an equivalent penalty to the damage roll.

Reckless

When you make your first attack on your turn with a weapon with the reckless property, you can choose to gain a penalty to AC up to the reckless number. If you do so, you gain the same bonus to attack and damage rolls with that weapon. These effects last until the start of your next turn, as long as you're holding the weapon.

Shocking

When you hit a creature with a weapon with the shocking property, you can force it to make a Dexterity saving throw, DC equal to the shocking number. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.

Silent

When you make a ranged weapon attack with a weapon with the silent property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets' Wisdom (Perception) check. On a success, you remain hidden.

Smart

This weapon ignores your Dexterity score and proficiency bonus. Two numbers appear in parentheses with the property—the first is the weapon's Dexterity score, and the second is the weapon's proficiency bonus. The weapon uses these values instead of yours when you make attack and damage rolls with it. If you lack proficiency with the weapon, the weapon does not benefit from its proficiency bonus.

Sonorous

When you hit a creature with a weapon with the sonorous property, you can force it to make a Constitution saving throw, DC equal to the sonorous number. On a failed save, the creature takes an additional 1d4 sonic damage and becomes deafened until the end of its next turn.

Switch

A weapon with the switch property can deal an alternate type of damage. A damage value appears in parentheses appears with the property-the damage when the weapon uses its alternate damage type. On your turn, you can use your object interaction to change the weapon's damage type.

Vicious

Whenever you deal damage with a weapon with the vicious property and roll the maximum on a weapon damage die, you gain a bonus to damage equal to the vicious number.