Mana regen (vanilla has only one mana regen item and it will show its max amount of regen) 9. Life regen (updates based on if youre moving or standing still) 8. Throwing Dmg/crit chance 5.
![]() Clothes Taht Increase Magic Dmg Terraria Free To AddRandom Melee Weapon TraitsNOTE: Weapon qualities with asterisks stack! If your game features luck or anything like that, feel free to add it to the roll at an appropriate rate, because the table follows a rough order of ascending quality. Unarmed Strike (weapon, but can be used in place of unarmed strike)Then roll an appropriate amount of times on the following chart. In fact, apply this rule to any nonsensical weapon.First, roll d20 for weapon type (somewhat weighted chart provided below for convenience): If it is, choose a property and remove it to make the weapon obey this rule. If you find some terminology that is confusing or unintentionally disruptive in the context of 5e (likely stemming from me thinking of all the D&D adjacent games I play as a single, chunky, homogeneous soup), please let me know and I’ll fix it! MechanicsTo get entirely randomized (and swingier) traits: roll d100.To favor somewhat neutral traits or get more traits with trade-offs: roll 5d20 and sum the result.Either way, roll at least three times to give each weapon a unique spread of properties.Minimum weapon die: d4 (weapons start at their normal die, but cannot be decreased below d4)Weapon damage levels in order: d4, d6, d8, d10, d12, 2d6, d20, 4d6A weapon cannot be: 1) light and two-handed or 2) light and heavy. Breaks after use in one combat. N/A or Makeshift – This weapon is cobbled together from various parts, and is fragile. N/A or Warped – Cannot perform critical hits Ineffective (Smaller) – This weapon imposes disadvantage on attacks made against creatures of a size category smaller than you. Ineffective (Larger) – This weapon imposes disadvantage on attacks made against creatures of a size category larger than you. Other effects of the attack still do normal damage Clumsy – This weapon deals only 1 damage (do not roll weapon damage dice) if you would attack with disadvantage. Difficult to Draw – you must draw this weapon as an action or bonus action rather than as an object interaction. Hard to Hold – This weapon deals 1 damage to you every time you make an attack with it. Brittle – Any attack made directly against this weapon will snap it in half. Blasphemous – This weapon, if carried on your person, will draw negative attention either from clergy or townsfolk because (d6): 1) it is inscribed with bawdy messages or imagery, 2) it is traditionally associated with a foreign religion not welcome in this area, 3) it is gaudy and ostentatious, making you seem like a prick (+50 GP value), 4) a weapon of this kind is traditionally only carried by paladins or clerics of war in this community, 5) it is explicitly forbidden to carry a weapon of this kind according to the local religion, or 6) part of it is clearly made from human bone and skin. Illegal – This weapon, if carried on your person, will draw negative attention from the law because (d6): 1) it is of a make wielded only by a sect of assassins or thieves, 2) the brand on it suggests it was smithed by a master craftsmen, and weapons of this nature may only be owned by nobility, 3) it has been reported stolen, 4) it or a weapon that looks exactly like it was recently used to murder an important person, 5) its design comes from a country currently at war with this region, and makes you appear to be a foreign agent, or 6) part of it is clearly made from human bone and skin. They will ask for it back if they see it. Drake take care rar 4sharedcomNeeds to Reload – Weapon has the loading quality. If you want to carry it on your person, it needs to be held in your hand. Funky Shape – Due to its design, this weapon cannot be safely or easily sheathed. Broken-off piece of a statue – Weighs +20 lbs, or three times as many inventory slots as usual. Rolls to intimidate while this weapon is visible on your person have disadvantage. Inefficient – This weapon was designed for style over function. Easily Blocked – Disadvantage on attacks against enemies wielding shields. Only a Fighter may wield it. Esoteric Design – This weapon’s strange design makes it harder to use for no discernible gain, but it can still kill people. Ineffective (Heavy Armor) – This weapon imposes disadvantage on attacks against creatures wearing heavy armor. While wielding it, your movement is halved. Encumbering – This weapon gains the heavy property. Heavy – Gain Heavy property. However, beasts are more likely to leave you alone. Anyone wielding this weapon has disadvantage on stealth rolls if it’s drawn. Keeping it sheathed or otherwise stowed helps for the most part. Smelly – For some reason, this weapon smells really bad. Tactical scope – For some reason, this weapon has a telescope attached to it. Protrusion – This weapon has a strange protrusion that works similarly to the main “branch.” You have disadvantage on attacks with this weapon, but any successful attack can deal damage equal to the user’s STR or DEX to an adjacent creature. Two-Handed – Gain Two Handed property, damage up 1 level. Using it via your leg counts as an unarmed strike. You can still use that leg to walk. Inscribed – Text engraved upon this weapon tells a useful story about some character or locale. Great Weapon – Gain heavy property, damage up 1 level. It was not designed for battle. Ceremonial – This weapon is ornate and ceremonial. Valuable – Weapon is made of or lined with valuable metals or gems and is worth +100 GP.* Reflective – In bright light, can replace a single attack roll with an attempt to blind an enemy (enemy saves against DC 8 + prof + dex, wis or int) for one round. However, it is likely to attract attention from a distance. Medium or smaller beasts likely to flee when they hear the sound. 3) Heavily magnetized metal. Can be easily set aflame (+d6 fire damage for 1 minute), and if doused soon thereafter does not significantly damage the weapon. It’s valuable for scientific research and may lead to an exciting discovery. DM’s choice or roll (d6): 1) The bone of an extinct animal. This may have previously belonged to some kind of battle mage. 6) An amalgam of various expensive spell components (GM’s choice). Known to disrupt magical effects on touch. A desirable prize in some circles. Momentum-based – This weapon cannot be used to make more than a single attack per use of the Attack action. Strange Hue – This weapon is oddly colored. This weapon can be used to make ranged attacks as a thrown weapon, but cannot be thrown more than 10 feet while tethered to its wielder. This tether cannot be cut by ordinary weapons. Weapon on a Rope – This weapon has an extremely durable tether (rope, chain or other) attached to its handle, which can be connected to the wielder’s armor or limbs. Either way, the hand of the arm it is attached to is a free hand. Forearm Attachment – This weapon may attach to your forearm and may be used as the base weapon or as part of an unarmed strike.
0 Comments
Leave a Reply. |
Details
AuthorKumar ArchivesCategories |