From a90b635eef91f48b57b4865c2c8be447002f1751 Mon Sep 17 00:00:00 2001 From: James Walls Date: Fri, 14 Jun 2024 21:03:28 -0400 Subject: [PATCH] Create CaelReader; All the Weapons.json i don't care anymore --- item/CaelReader; All the Weapons.json | 2508 +++++++++++++++++++++++++ 1 file changed, 2508 insertions(+) create mode 100644 item/CaelReader; All the Weapons.json diff --git a/item/CaelReader; All the Weapons.json b/item/CaelReader; All the Weapons.json new file mode 100644 index 0000000000..613b1c2f74 --- /dev/null +++ b/item/CaelReader; All the Weapons.json @@ -0,0 +1,2508 @@ +{ + "_meta": { + "sources": [ + { + "json": "atweapons", + "abbreviation": "AtW", + "full": "All the Weapons", + "authors": [ + "CaelReader" + ], + "dateReleased": "2021-06-07", + "version": "1.0", + "color": "143A25", + "url": "https://www.dmsguild.com/product/360071/All-The-Weapons", + "convertedBy": [ + "hakr14" + ] + } + ], + "status": "wip", + "dateAdded": 1718413210, + "dateLastModified": 1718413210 + }, + "item": [ + { + "name": "Thief's Sap", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "F", + "L" + ], + "rarity": "common", + "entries": [ + "This small, straight baton is wrapped in black linen for ease of handling. This weapon has the finesse property." + ] + }, + { + "name": "Saguaro Club", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L" + ], + "rarity": "uncommon", + "entries": [ + "Covered in small spines, this club appears to have been fashioned from a sturdy cactus. The club acts as a {@item druidic focus|phb}, and it deals an extra {@damage 1d4} piercing damage. Additionally, when you hit a creature with an opportunity attack using the club, the target's speed is halved for the rest of the turn.", + "The club ambiently collects moisture from its surroundings, and can act as a source of drinking water in an emergency. You can cut into the club as if it were a regular cactus. Doing so provides enough water to sustain a single creature for 2 days, or two creatures for 1 day. Once used for drinking water, the club is useless until it magically regrows in 7 days." + ], + "focus": [ + "Druid" + ], + "charges": "1", + "recharge": "week" + }, + { + "name": "Totem Club", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L" + ], + "rarity": "uncommon", + "entries": [ + "This club is carved into an intricate totem. The club acts as a {@item druidic focus|phb}. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "While holding the club, you can cast the {@spell enhance ability} spell. Once cast, this property of the weapon can't be used again until the next dawn." + ], + "focus":[ + "Druid" + ], + "bonusWeapon": "+1", + "attachedSpells": [ + "enhance ability" + ], + "charges": "1", + "recharge": "dawn" + }, + { + "name": "Gong Striker", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L" + ], + "rarity": "rare", + "entries": [ + "This club appears to have once been the striker to a huge gong. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d4} thunder damage.", + "When you hit a construct or a creature wearing metal armor with the club, you can cause the target to magically resonate with noise. The target must succeed on a DC 15 Constitution saving throw or be {@condition stunned} and {@condition deafened} until the end of its next turn. Once you successfully stun a target this way, this property of the club can't be used again until the next dawn." + ], + "bonusWeapon": "+1", + "charges": "1", + "recharge": "dawn" + }, + { + "name": "Tonfa of Speed", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "F", + "L" + ], + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This tonfa is made of a lightweight metal, and attacks made using it are magically accelerated towards their target. This weapon has the finesse property. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Once per turn when you use an action or bonus action to attack using the tonfa, you can make one additional attack with it as part of that action." + ], + "bonusWeapon": "+2" + }, + { + "name": "Tonfa of Exceptional Grace", + "source": "atweapons", + "page": 2, + "weaponCategory": "simple", + "type": "M", + "baseItem": "club|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "F", + "L" + ], + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "The Tonfas of Exceptional Grace are a pair of masterwork weapons passed down through generations of monks. Wielding them bestows the user with unearthly poise and an awesome beauty. This weapon has the finesse property. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d4} bludgeoning damage. The pair of tonfas count as a single magic item with regards to the number of magic items you can attune to.", + "While attuned to either of the tonfas, you can't be {@condition charmed}, knocked {@condition prone}, {@condition paralyzed}, or {@condition stunned}, and you have advantage on Charisma checks and saving throws. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as {@item manacles|phb} or a creature that has you {@condition grappled}.", + "While wielding both of the tonfas, any creature who targets you with an attack or a harmful spell must first make a DC 17 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. On a successful save, the attacker is immune to this effect for 1 minute." + ], + "bonusWeapon": "+3", + "conditionImmune": [ + "charmed", + "prone", + "paralyzed", + "stunned" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/club.webp" + }, + "credit": "Direquest" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Trick Dagger", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "common", + "entries": [ + "After you throw this dagger and it hits or misses, it magically disappears, reappearing on your person at the end of your turn. You can choose for the dagger to appear in your hand or in an appropriate sheathe or bandolier that you are wearing." + ] + }, + { + "name": "Chef's Dagger", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "uncommon", + "entries": [ + "This dagger is forged in the shape of a chopping knife, cutting equally well through food and foe. While holding the dagger you have advantage on Intelligence checks to determine whether a plant or creature is edible, and to determine how tasty it might be. Any food you cut with the knife, including the flesh of slain creatures, is purified and rendered free of poison and disease.", + "When you hit a creature that with the dagger, you can choose to deal slashing damage instead of piercing. If you do so, the target takes an additional {@damage 1d4} slashing damage if you have determined it to be both edible and tasty, and the target isn't a construct or an undead." + ] + }, + { + "name": "Shadow Dagger", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "rare", + "entries": [ + "This dagger is made of black metal which seems to meld into the shadows around it. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with the dagger, the attack deals an extra {@damage 1d6} necrotic damage if you or the target are in darkness. This damage is increased to {@damage 1d10} if both you and the target are in darkness.", + "Additionally, if you miss an attack with the dagger while hidden from a target, making the attack doesn't reveal your position." + ], + "bonusWeapon": "+1", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/dagger.webp" + }, + "credit": "William McAusland" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Blink Dagger", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "very rare", + "entries": [ + "A fabled dagger used by the fastest assassins ever to walk the lands. While holding the dagger, you can cast the {@spell misty step} spell at will. You can't cast the spell using the dagger if you have taken damage since the end of your last turn, or if you already cast the spell on your previous turn." + ], + "attachedSpells": [ + "misty step" + ] + }, + { + "name": "Last Gasp", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "very rare", + "entries": [ + "The final weapon held by many a desperate criminal, refugee, and soldier, this worn dagger grows in power as its wielder becomes more exhausted. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you have any levels of {@condition exhaustion}, the dagger gains additional effects while you are holding it, based on your level of exhaustion. The dagger gains the effect of your current level of exhaustion as well as all lower levels:", + { + "type": "table", + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "colLabels": [ + "Level", + "Effect" + ], + "rows": [ + [ + 1, + "You can't be {@condition charmed} or {@condition frightened}. You have advantage on Dexterity checks to escape grapples and restraints." + ], + [ + 2, + "You don't provoke opportunity attacks when you move out of an enemy's reach." + ], + [ + 3, + "When you take the {@action Attack} action and attack with the dagger, you can make two additional attacks with it as part of the action." + ], + [ + 4, + "The dagger's bonus to attack and damage rolls increases to +4." + ], + [ + 5, + "If you are reduced to 0 hitpoints and don't die outright, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 hitpoint instead." + ], + [ + 6, + "You are dead. You drop the dagger." + ] + ] + }, + "You only gain benefit from the dagger while wielding it. If you stow it, are disarmed of it, or otherwise drop the dagger, you immediately lose all effects of the dagger.", + { + "type": "entries", + "name": "Cursed", + "entries": [ + "The dagger's handle is permanently stained with the mortal blood of its past wielders. To use Last Gasp is to be without hope and without future. If you are reduced to 0 hitpoints while holding the dagger, you die (unless you succeeded on the dagger's Constitution saving throw)." + ] + } + ], + "bonusWeapon": "+2", + "curse": true + }, + { + "name": "Devil Dagger", + "source": "atweapons", + "page": 3, + "weaponCategory": "simple", + "type": "M", + "baseItem": "dagger|phb", + "weight": 1, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "A blade forged in the fires of hell to serve as a reward for the most loyal servants of a pit fiend. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 3d4} fire damage. While holding the dagger, you are immune to fire damage, have resistance to damage from celestials and demons, and your movement speed is doubled.", + "Any hit you score against a celestial or demon using the dagger is a critical hit.", + "While attuned to the dagger, you can cast the {@spell infernal calling|xge} spell without components, and the devil becomes friendly to you upon its arrival. Once cast, this property of the weapon can't be used again until the next dawn", + { + "type": "entries", + "name": "Cursed", + "entries": [ + "The devil dagger confers great power upon its wielder, but hell always exacts its price. If you are reduced to 0 hitpoints while attuned to the dagger, you die, and your soul is immediately siphoned into the clutches of a powerful devil of the DM's choice. You cannot be restored to life until the devil is slain, except by the power of a {@spell wish} spell." + ] + } + ], + "bonusWeapon": "+3", + "immune": [ + "fire" + ], + "attachedSpells": [ + "infernal calling|xge" + ], + "charges": "1", + "recharge": "dawn" + }, + { + "name": "Great Wallop", + "source": "atweapons", + "page": 4, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H", + "H" + ], + "rarity": "uncommon", + "entries": [ + "This hefty greatclub packs a punch. This weapon has the Heavy property. Once per turn when you hit a creature with the weapon, the target must succeed on a DC 13 Strength saving throw or take an additional {@damage 1d4} bludgeoning damage and be knocked {@condition prone}." + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/greatclub.webp" + }, + "credit": "Daniel Comerci" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Bandit's Kanabo", + "source": "atweapons", + "page": 4, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H" + ], + "rarity": "uncommon", + "entries": [ + "This two-handed club is studded with blunt iron pegs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you hit a {@condition prone} creature with the club, the target takes an additional {@damage 1d8} bludgeoning damage." + ], + "bonusWeapon": "+1" + }, + { + "name": "Greater Totem Club", + "source": "atweapons", + "page": 4, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H" + ], + "rarity": "rare", + "entries": [ + "The entire length of this greatclub is carved into a totem, bearing elaborate depictions of different animals. The club acts as a {@item druidic focus|phb}. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "The club has 3 charges, and regains {@dice 1d4-1} charges daily at dawn. While holding the club, you can spend 1 charge to cast one of the following spells (DC 15): {@spell earth tremor|xge}, {@spell enhance ability}, {@spell speak with animals}, or {@spell thunderwave}." + ], + "focus": [ + "Druid" + ], + "bonusWeapon": "+1", + "charges": "3", + "rechargeAmount": "1d4-1", + "recharge": "dawn", + "attachedSpells": [ + "earth tremor|xge", + "enhance ability", + "speak with animals", + "thunderwave" + ] + }, + { + "name": "Ogre Magi's Wand", + "source": "atweapons", + "page": 4, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H" + ], + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "Fashioned from two intertwined tree branches, this greatclub has been shaped into a crude wand, fit for a larger creature. The club acts as an {@item arcane focus|phb}. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "When you cast a spell while holding the club, you can make one attack with it as a bonus action.", + "When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its saving throw, as long as the target is smaller than you. Once used, this property of the weapon can't be used again until the next dawn." + ], + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "bonusWeapon": "+1", + "charges": "1", + "recharge": "dawn" + }, + { + "name": "Iron Bar of Warding", + "source": "atweapons", + "page": 4, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H", + "H" + ], + "rarity": "very rare", + "entries": [ + "This long club is made of black iron inscribed with arcane runes. The club has the Heavy property and acts as an {@item arcane focus|phb}. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d8} force damage.", + "The club has 3 charges, and regains {@dice 1d4-1} charges daily at dawn. While holding the club you can spend 1 charge to cast the {@spell shield} spell, or 3 charges to cast the {@spell counterspell} spell." + ], + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "bonusWeapon": "+1", + "charges": "3", + "rechargeAmount": "1d4-1", + "recharge": "dawn", + "attachedSpells": [ + "shield", + "counterspell" + ] + }, + { + "name": "Pillar of the Earth", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "greatclub|phb", + "weight": 10, + "dmg1": "1d8", + "dmgType": "B", + "property": [ + "2H", + "H" + ], + "rarity": "legendary", + "reqAttune": "by a creature with Strength 23 or higher", + "reqAttuneTags": [ + { + "str": 23 + } + ], + "entries": [ + "Hewn from primordial granite, this immense pillar is imbued with the power of elemental earth. Ancient brass handholds allow it to be wielded, but only by the strongest of creatures. The club has the Heavy property, and acts as a {@item druidic focus|phb}. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d6} bludgeoning damage.", + "Once per turn when you hit a creature with the club, they must succeed on a DC 18 Strength saving throw or be knocked {@condition prone} and {@condition stunned} until the end of their next turn.", + "The club has 12 charges, and regains {@dice 1d8} charges daily at dawn. While holding the club you can spend charges to cast the following spells (DC 18): {@spell earth tremor|xge} (1 charge), {@spell maximilian's earthen grasp|xge|earthen grasp} (2 charges), {@spell erupting earth|xge} (3 charges), {@spell stone shape} (4 charges), {@spell wall of stone} (6 charges), {@spell bones of the earth|xge} (8 charges), {@spell earthquake} (10 charges).", + "As an action while holding the club you can spend 6 charges to raise a wall of magical stone in a line 5 feet wide and 40 feet long. The wall is 10 feet high and immune to all damage, crumbling into dust after 1 minute. Each hostile creature within 5 feet of the wall when it appears must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn.", + "As an action you can spend 8 charges to slam the club into the ground and cause an echoing quake through the ground in a 20-foot radius around you. Each hostile creature touching the ground in the radius must make a DC 18 Constitution saving throw, taking {@damage 4d12} thunder damage on a failed save, or half as much damage on a successful one. The damage is increased by {@damage 1d12} per creature that fails the saving throw." + ], + "focus": [ + "Druid" + ], + "bonusWeapon": "+2", + "charges": 12, + "rechargeAmount": "1d8", + "recharge": "dawn", + "attachedSpells": [ + "earth tremor|xge", + "maximilian's earthen grasp|xge", + "erupting earth|xge", + "stone shape", + "wall of stone", + "bones of the earth|xge", + "earthquake" + ] + }, + { + "name": "Pathfinder's Tomahawk", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "common", + "reqAttune": true, + "entries": [ + "This slender axe is light in the hand, and ornamented with a set of colorful feathers. This weapon has the finesse property. If the axe is within 30 feet of you, you can magically recall it to your hand as a bonus action." + ] + }, + { + "name": "Woodsman's Hatchet", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "common", + "entries": [ + "This wedge-shaped axe is ideal for clearing brush and wood, as well as any pesky plant creatures that may impede you. Any hit you score against a plant using the axe is a critical hit. The axe also acts as a {@item druidic focus|phb}." + ], + "focus": [ + "Druid" + ] + }, + { + "name": "Hawk Axe", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "rarity": "uncommon", + "entries": [ + "Decorated with the imagery of a screaming hawk, this lightweight axe seems to soar through the air unto its targets. This weapon has the finesse property. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the axe.", + "You can cast the {@spell hunter's mark} spell while holding the axe. Once cast, this property of the weapon can't be used again until the next dawn." + ], + "attachedSpells": [ + "hunter's mark" + ], + "charges": "1", + "recharge": "dawn" + }, + { + "name": "Berserking Axe", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "rare", + "entries": [ + "The head and handle of this axe are permanently stained with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. ", + "When you hit a creature with a ranged attack using this weapon, it must succeed on a DC 15 Wisdom saving throw or go berserk for 1 minute. While berserk, the target must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the {@condition Attack} or Multiattack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random. A berserk target repeats the saving throw at the end of each of its turns, ending the effect on a success. A creature that can't be {@condition charmed} is immune to this effect." + ], + "bonusWeapon": "+1" + }, + { + "name": "Booming Axe", + "source": "atweapons", + "page": 5, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "very rare", + "entries": [ + "This handaxe has a sharp, aerodynamic shape, and resonates with sound when swung. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d6} thunder damage. Attacking at long range doesn't impose disadvantage on your ranged attack rolls with the axe.", + "When you throw the axe, you can speak its command word to cause it to accelerate with a sonic boom, forming a line 5 feet wide that extends out from you to a target within range. Each creature in the line excluding you and the target must make a DC 16 Constitution saving throw, taking {@damage 5d6} thunder damage on a failed save, and half as much damage on a successful one. If the axe hits the target, it also takes an additional {@damage 5d6} thunder damage. Once used, this property of the weapon can't be used again until the next dawn." + ], + "bonusWeapon": "+1", + "charges": 1, + "recharge": "dawn" + }, + { + "name": "The First Axe", + "source": "atweapons", + "page": 6, + "weaponCategory": "simple", + "type": "M", + "baseItem": "handaxe|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "legendary", + "entries": [ + "Fabled to be the first axe ever shaped by humanoid hands, the blade of this handaxe is carved from black obsidian. Passed down through the aeons, it has become a conduit of primal magic. The axe acts as a {@item druidic focus|phb}. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d6} slashing damage.", + "The axe has 7 charges, regaining {@damage 1d6} charges daily at dawn. When you hit a beast or monstrosity with the axe, you can spend 1 charge to turn that hit into a critical hit. If the target is a dinosaur, it also takes maximum damage from the attack.", + "While holding the axe, you can cast the {@spell druidcraft} and {@spell speak with animals} spells at-will.", + "When you are hit with a metal weapon while holding the axe, you can spend 2 charges as a reaction to strike the offending weapon with the axe. If the metal weapon is nonmagical, it is shattered and destroyed. If you hit a creature wearing nonmagical metal armor with the axe, you can spend 3 charges to sunder the target's armor, destroying it and scattering it into pieces.", + { + "type": "entries", + "name": "Cursed", + "entries": [ + "The First Axe predates and abhors metalworking. If you hold the axe while wearing metal armor or while holding another object or weapon made of metal, the axe turns against you. You must make a DC 20 Dexterity saving throw. On a failed save, the axe leaps from your hand and destroys the metal object, weapon, or armor, unless it is magical. On a successful save, you drop the axe." + ] + } + ], + "focus": [ + "Druid" + ], + "bonusWeapon": "+3", + "charges": 7, + "rechargeAmount": "1d6", + "recharge": "dawn", + "attachedSpells": [ + "druidcraft", + "speak with animals" + ], + "curse": true, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/handaxe.webp" + }, + "credit": "Dot Valledor" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Walloping Javelin", + "source": "atweapons", + "page": 6, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "common", + "entries": [ + "The head of this javelin is made of dense lead. When you hit a creature with a ranged attack using the javelin, it must succeed on a DC 11 Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Whaler's Harpoon", + "source": "atweapons", + "page": 6, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "uncommon", + "entries": [ + "This barbed javelin is connected to a length of chain. When you hit a creature with a ranged attack using it, you can choose for the javelin to stick into the target. While stuck in a target, you can use a bonus action to retract the chain and attempt to pull the target towards yourself. The target must succeed on a DC 14 Strength saving throw or be pulled up to 60 feet towards you. The target has advantage on its saving throw if it is larger than you. On a successful save, the javelin merely returns to your hand." + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/javelin.webp" + }, + "credit": "Hefestus Cave" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Throwing Torch", + "source": "atweapons", + "page": 6, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "uncommon", + "entries": [ + "The head of this javelin glows and burns like a torch. While holding the javelin, you can ignite or extinguish it by speaking its command word. While ignited, the javelin deals an extra {@damage 1d4} fire damage, and emits bright light in a 20-foot radius and dim light for an additional 20 feet." + ] + }, + { + "name": "Immovable Javelin", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "rare", + "entries": [ + "The haft of this javelin is a modified {@item immovable rod}. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a ranged attack using it, you can cause the javelin to become magically stuck into the target and fixed in place. Until the javelin is removed or the creature is reduced to 0 hitpoints, the javelin doesn't move, even defying gravity, reducing the target's speed to 0. A creature can make a DC 25 Strength check as an action, removing the javelin and causing it to become unstuck on a success." + ], + "bonusWeapon": "+1" + }, + { + "name": "Hero's Triumph", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "very rare", + "entries": [ + "Affixed with fluttering banners, the sight of this javelin overhead is a sure sign of victory for its thrower. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d6} piercing damage. Attacks with the javelin score a critical hit on a roll of 19 or 20.", + "If you hit a creature with the javelin, your next attack against that creature on this turn has advantage and scores a critical hit on a roll of 17-20.", + "When you roll initiative while holding the javelin, you can gain a +5 bonus to your initiative roll." + ], + "bonusWeapon": "+1", + "critThreshold": 19 + }, + { + "name": "Assegai of the Bull", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "javelin|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T" + ], + "range": "30/120", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "The personal throwing weapon of a great warlord, this long javelin has bathed in the blood of hundreds of foes. All but the most stalwart break before the might of its wielder. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d6} piercing damage. While attuned to the javelin, your speed increases by 10 feet.", + "If you hit a creature that has less than 20 hitpoints with the javelin, it drops to 0 hitpoints and dies.", + "When you hit a creature with a ranged attack using the javelin, you can use your reaction to move up to your speed towards the target and take the {@action Attack} action. If you reduce the target to 0 hitpoints on the same turn, you gain temporary hitpoints equal to your level.", + "When you score a critical hit against a creature, the target becomes {@condition frightened} of you until the end of your next turn. When you reduce a creature to 0 hitpoints with the javelin or score a critical hit with it, each creature within 15 feet of the target must succeed on a DC 17 Wisdom saving throw or become frightened of you until the end of your next turn." + ], + "bonusWeapon": "+3", + "modifySpeed": { + "bonus": { + "*": 10 + } + } + }, + { + "name": "Hammer Light", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "common", + "entries": [ + "The head of this hammer is made of translucent crystal, and has a small button embedded in the handle. Pressing the button allows you to switch the hammer between three modes: off, dim, and bright. While dimmed, the hammer sheds dim light in a 20-foot radius. While brightened, the hammer sheds bright light in a 20-foot radius and dim light for an additional 20 feet." + ] + }, + { + "name": "Hammer of Equality", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "common", + "entries": [ + "When you make an attack roll using this hammer, you forgo rolling the {@dice d20}, and instead get a 10 on the die. If you hit a {@creature Noble} with the hammer, the target takes an additional {@damage 1d8} bludgeoning damage." + ] + }, + { + "name": "Demolition Hammer", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "uncommon", + "entries": [ + "This hammer appears to have been reforged from broken pieces. While holding this hammer you can speak its command word to prime it for detonation. If you hit a creature or object on the same turn, the head of the hammer explodes in a 5-foot radius from where it hit. Each creature in the radius must make a DC 14 Dexterity saving throw, falling prone and taking {@damage 2d8} thunder damage and {@damage 2d8} fire damage on a failed save, or taking half as much damage on a successful one. Objects in the radius take 24 thunder damage. Once detonated, the hammer is destroyed and scattered into nonmagical shards of molten metal." + ] + }, + { + "name": "Glowforge Hammer", + "source": "atweapons", + "page": 7, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "uncommon", + "entries": [ + "The head of this forging hammer is persistently red hot. The hammer deals an extra {@damage 1d4} fire damage.", + "When you hit a creature with the hammer, you can immediately cast the {@spell heat metal} spell (DC 13) targeting an object it's holding or wearing. For the spell's duration, the hammer's head goes cold, and the weapon does not deal its extra fire damage. Once cast, this property of the weapon can't be used again until the next dawn." + ], + "attachedSpells": [ + "heat metal" + ], + "charges": 1, + "recharge": "dawn" + }, + { + "name": "Dwarven Arrow", + "source": "atweapons", + "page": 8, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "rare", + "entries": [ + "The head of this hammer is flanked by a pair of metal wings, allowing it to fly through the air of its own accord. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the hammer.", + "Once per turn when you miss a ranged attack using the hammer, you can reroll the attack roll against a different target within 30 feet of the original target.", + "As a bonus action while wielding the hammer, you can fly up to 15 feet without provoking opportunity attacks. You fall at the end of this movement." + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/light hammer.webp" + }, + "credit": "Hefestus Cave" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Gavel of Storms", + "source": "atweapons", + "page": 8, + "weaponCategory": "simple", + "type": "M", + "baseItem": "light hammer|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "B", + "property": [ + "L", + "T" + ], + "range": "20/60", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "This small hammer was expertly crafted by storm giants, and imbued with their tempestuous magic. It was once used by a goliath lawbringer to exact judgment on evildoers. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d4} thunder damage. While attuned to the hammer, you have resistance to lightning and thunder damage.", + "If the hammer is within 120 feet of you, you can recall it to your hand as a bonus action. When it returns to your hand, you can immediately make one melee attack using it.", + "The hammer has 6 charges, regaining {@dice 1d4} charges daily at dawn. If you take more than 20 lightning damage at once while holding the hammer, it regains 2 charges", + "When you throw the hammer, you can spend 1 charge to cause it to transform into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 17 Dexterity saving throw, taking {@damage 4d6} lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a hammer when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the hammer plus {@damage 4d6} lightning damage.", + "As an action, you can spend up to 4 charges and choose that many creatures within 30 feet of you. The hammer leaps into the air and bounces between each target. Make a ranged weapon attack with the hammer against each creature. On a hit, the target takes the hammer's normal damage and must succeed on a DC 17 Strength saving throw or be knocked prone. The hammer returns to your hand at the end of this flight." + ], + "bonusWeapon": "+2", + "resist": [ + "lightning", + "thunder" + ], + "charges": 6, + "rechargeAmount": "1d4", + "recharge": "dawn" + }, + { + "name": "Cleric's Cudgel", + "source": "atweapons", + "page": 8, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "common", + "entries": [ + "This worn mace is carved with religious scripture. The mace acts as a {@item holy symbol|phb}. If there is an undead within 30 feet, the scripture on the mace begins to softly glow." + ], + "focus": [ + "Cleric", + "Paladin" + ] + }, + { + "name": "Windmace", + "source": "atweapons", + "page": 8, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "uncommon", + "entries": [ + "The twisted head of this mace channels strong gusts of air through its flanges. This weapon has the finesse property, and while holding it, you can cast the {@spell gust|xge} cantrip (DC 14).", + "Once per turn when you hit a creature with the mace, you can attempt to push them with a blast of air. The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from you." + ], + "property": [ + "F" + ], + "attachedSpells": [ + "gust|xge" + ] + }, + { + "name": "Mace of the War Mage", + "source": "atweapons", + "page": 8, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "entries": [ + "Half wand, half mace, this weapon acts as an {@item arcane focus|phb}. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and while holding it, you gain a +1 bonus to spell attack rolls.", + "When you cast a spell that requires a melee spell attack while wielding the mace, you can make one attack with it as a bonus action." + ], + "focus": [ + "Sorcerer", + "Warlock", + "Wizard" + ], + "bonusWeapon": "+1", + "bonusSpellAttack": "+1", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/mace.webp" + }, + "credit": "William McAusland" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Glassbreaker", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "rare", + "entries": [ + "Created by a cunning thieve's guild to aid in smash-and-grab jobs, this mace makes very little sound when used. This weapon has the finesse property. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you miss an attack with the mace while hidden from a target, making the attack doesn't reveal your position.", + "While holding the mace you can speak its command word and cause it to emanate a magical aura of silence within 20 feet of it for 1 minute, silencing all sounds within. Any creature or object entirely inside the radius is immune to thunder damage, but can still hear sounds originating from outside the radius. Once used, this property of the weapon can't be used again until the next dawn." + ], + "property": [ + "F" + ], + "bonusWeapon": "+1", + "charges": 1, + "recharge": "dawn" + }, + { + "name": "Prince's Virge", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "very rare", + "reqAttune": true, + "entries": [ + "This gem-encrusted silver mace was gifted to a wealthy prince, who never used it himself. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the mace you have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.", + "Once per turn when you hit a creature using the mace you gain temporary hitpoints equal to half the damage dealt.", + "The mace has 5 charges, and regains {@dice 1d4} charges daily at dawn.", + "When you are targeted with an attack or a harmful spell, you can spend 1 charge as a reaction to force the attacker to make a DC 16 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.", + "While holding the mace you can spend 1 charge to cast the {@spell command} spell (DC 16) as a bonus action." + ], + "bonusWeapon": "+1", + "charges": 5, + "rechargeAmount": "1d4", + "recharge": "dawn", + "attachedSpells": [ + "command" + ] + }, + { + "name": "Corona", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "mace|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "range": "20/60", + "rarity": "legendary", + "reqAttune": "by a Cleric or Paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "entries": [ + "The head of this mace is a smooth golden sphere that pulses with barely constrained sunlight. A fabled weapon of solar champions, Corona can bathe even the deepest darkness in heavenly light.", + "You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d8} radiant damage. While attuned to the mace, you are immune to radiant damage and can't be {@condition blinded}, and you can cast the {@spell light} and {@spell dancing lights} cantrips (DC 20).", + "The mace constantly glows with brilliant sunlight, shedding bright light in a 120-foot radius and dim light for an additional 120 feet. If this bright light overlaps with an area of darkness created by a spell, the spell that created the darkness is dispelled.", + "While attuned to the mace, when you cast a spell that creates light, you can choose to double the radius of the light created, both dim and bright.", + "Any hit you score using the mace against a creature sensitive to light or sunlight, such as a {@creature drow} or {@creature vampire}, is a critical hit.", + "The mace has 6 charges, and regains all expended charges daily at dawn. While holding the mace you can cast the following spells (DC 20): {@spell daylight} (1 charge), {@spell dawn|xge} (3 charges), {@spell sunbeam} (3 charges), {@spell sunburst} (4 charges)." + ], + "bonusWeapon": "+2", + "immune": [ + "radiant" + ], + "conditionImmune": [ + "blinded" + ], + "attachedSpells": [ + "light", + "dancing lights", + "daylight", + "dawn|xge", + "sunbeam", + "sunburst" + ], + "charges": 6, + "recharge": "dawn" + }, + { + "name": "Knockstaff", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "V" + ], + "dmg2": "1d8", + "rarity": "common", + "entries": [ + "The handle of this quarterstaff is wrapped in white fabric. Once per turn when you hit a creature with an attack with this quarterstaff while wielding it in two hands, the target must succeed on a DC 12 Strength saving throw or be pushed up to 5 feet away from you." + ] + }, + { + "name": "Staff of the Otter", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "V" + ], + "dmg2": "1d8", + "rarity": "uncommon", + "reqAttune": true, + "entries": [ + "Made of driftwood, this quarterstaff is carved with an intricate pattern of flowing water down its length. While attuned to the staff, you gain a swimming speed of 30 feet, and can cast the {@spell shape water|xge} cantrip.", + "When you make an attack on your turn using the quarterstaff, you can conjure a surge of water from the end of the staff, increasing the reach of the attack by 5 feet." + ], + "modifySpeed": { + "static": { + "swim": 30 + } + }, + "attachedSpells": [ + "shape water|xge" + ] + }, + { + "name": "Airglider Staff", + "source": "atweapons", + "page": 9, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "V" + ], + "dmg2": "1d8", + "rarity": "uncommon", + "entries": [ + "This staff has a set of folded orange paper wings that can quickly form into a small glider. You can unfold or fold the wings as a bonus action while holding the staff.", + "While unfolded, you can use half your movement to get on the glider and push off into the air, flying 10 feet without provoking opportunity attacks. If you have a running start of 15 feet or more, you can fly twice as far. You fall at the end of this movement.", + "When you fall while holding the staff, you can use your reaction to quickly unfold and get on the glider. While falling in the glider, your rate of descent slows to 60 feet per round, and you can glide 5 feet horizontally for every 5 feet you fall. When you land, you take no falling damage and land on your feet." + ] + }, + { + "name": "Protector's Staff", + "source": "atweapons", + "page": 10, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "V" + ], + "dmg2": "1d8", + "rarity": "rare", + "entries": [ + "This staff was once used to guard the door of a prince's chambers during a coup. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the quarterstaff, you have advantage on ability checks and saving throws made to resist being moved against your will.", + "While holding the weapon, you can use a bonus action to magically designate the space within 5 feet of you as under your protection. Hostile creatures must use their entire movement to enter the space, and the area is difficult terrain to them. When a hostile creature enters the area, you can make a single attack against them with the quarterstaff, without using your reaction. If this attack hits, you can push the creature 5 feet away from you. If you move or are forced to move, the effect ends. Once you put an area under your protection using the quarterstaff, you can't do so again until the next dawn." + ], + "bonusWeapon": "+1", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/quarterstaff.webp" + }, + "credit": "Jeshields" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Staff of the Swan", + "source": "atweapons", + "page": 10, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 4, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "V" + ], + "dmg2": "1d8", + "rarity": "very rare", + "reqAttune": "by a Monk", + "reqAttuneTags": [ + { + "class": "Monk" + } + ], + "entries": [ + "The length of this quarterstaff is painted with colorful images of swans in flight. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use your {@classFeature Flurry of Blows|Monk||2} feature, you can make two attacks with this quarterstaff instead of unarmed strikes.", + "When you score a critical hit with the staff, a swirl of feathers envelopes you, and you immediately take the {@action Dash}, {@action Disengage}, and {@action Dodge} actions all at once.", + "The staff has 6 charges, and regains 1d4 charges daily at dawn. As a bonus action you can spend 1 charge and gain a flying speed of 60 feet until the end of your turn. If you end your turn in the air, you fall.", + "When you are hit with a melee attack while wielding the staff, you can spend 1 charge as a reaction to make a melee attack against the attacker. If this attack hits, it deals an extra {@damage 1d8} piercing damage." + ], + "bonusWeapon": "+2", + "charges": 6, + "rechargeAmount": "1d4", + "recharge": "dawn" + }, + { + "name": "Ruyi Jingu Bang", + "source": "atweapons", + "page": 10, + "weaponCategory": "simple", + "type": "M", + "baseItem": "quarterstaff|phb", + "weight": 17550, + "dmg1": "1d6", + "dmgType": "B", + "property": [ + "ER", + "V" + ], + "dmg2": "1d8", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "The legendary weapon of Sun Wukong, this staff is an iron rod banded with a gold ring on each end. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you take the {@action Attack} action and attack with the quarterstaff, you can make one additional attack with it as a bonus action.", + "The staff weighs 17,550 lbs, but feels weightless to its wielder. Whenever you hit an object with the staff, the hit is a critical hit. When you hit a creature with the staff, the target must succeed on a DC 23 Strength saving throw or be pushed 10 feet away from you and fall {@condition prone}.", + "While holding the staff, you can change its size to your desire as an action, able to shrink it down to the size of a needle or to extend it to up to 120 feet long, or anywhere in between.", + "Your reach with the quarterstaff is increased by 15 feet, and other creatures provoke an {@action opportunity attack} from you when they move while within the reach you have with the weapon.", + "As an action, you can make a single melee attack with the weapon with a reach of 120 feet, extending the staff to hit your target, and retracting the staff back to you after making the attack." + ], + "bonusWeapon": "+2", + "reach": 15 + }, + { + "name": "Sickle of Equality", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "S", + "property": [ + "L" + ], + "rarity": "common", + "entries": [ + "When you make an attack roll using this sickle, you forgo rolling the {@dice d20}, and instead get a 10 on the die. If you hit a {@creature Noble} with the sickle, the target takes an additional {@damage 1d8} slashing damage." + ] + }, + { + "name": "Reaping Sickle", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "S", + "property": [ + "L" + ], + "rarity": "uncommon", + "entries": [ + "This sickle is elongated and designed to cut through swathes of plants and foes alike. The sickle's damage die is a {@dice d6}.", + "As an action while holding the sickle, you can sweep it around you, cleaving through all creatures within 5 feet of you. Each target must make a DC 13 Dexterity saving throw, taking {@damage 1d8} slashing damage on a failed save, or half as much damage on a successful one. Plants take the maximum amount of damage on a failed saving throw. Also, any nonmagical {@quickref difficult terrain||3} caused by plants, such as brambles or tall grass, is cleared within the radius." + ] + }, + { + "name": "Scorpion's Sting", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "S", + "property": [ + "F", + "L" + ], + "rarity": "uncommon", + "entries": [ + "This kama is stylized into the stinger of a scorpion. This weapon has the finesse property, and deals an extra {@damage 1d4} poison damage. Once per turn when you hit a creature using the weapon, it must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Paper Kama", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "S", + "property": [ + "F", + "L" + ], + "rarity": "rare", + "entries": [ + "This kama is made of folded paper written with poetry, magically made as strong and sharp as steel. This weapon has the finesse property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "As a bonus action while holding the kama, you can fold it as if it were made of regular paper, causing it to transform into one of the following shapes of your choice:", + { + "type": "entries", + "name": "Kama", + "entries": [ + "The weapon deals an extra {@damage 1d4} slashing damage." + ] + }, + { + "type": "entries", + "name": "Whip", + "entries": [ + "The weapon has the reach property." + ] + }, + { + "type": "entries", + "name": "Fan", + "entries": [ + "You gain a +1 bonus to AC while wielding the weapon." + ] + }, + { + "type": "entries", + "name": "Scroll", + "entries": [ + "The weapon folds into a simple paper scroll of poetry, useless as a weapon. While in this form, the weapon appears nonmagical, even to spells such as {@spell detect magic}." + ] + } + ], + "bonusWeapon": "+1", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/sickle.webp" + }, + "credit": "Dot Valledor" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Umber Mandible", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "S", + "property": [ + "L" + ], + "rarity": "very rare", + "entries": [ + "Fashioned from the mandible of an {@creature umber hulk}, this jagged sickle retains some of that creature's power. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d4} slashing damage.", + "The sickle has 2 charges, regaining 1 charge daily at dawn. While holding the sickle, you can spend 1 charge to cast the {@spell confusion} spell (DC 16)." + ], + "bonusWeapon": "+2", + "charges": 2, + "rechargeAmount": 1, + "recharge": "dawn", + "attachedSpells": [ + "confusion" + ] + }, + { + "name": "Harbinger", + "source": "atweapons", + "page": 11, + "weaponCategory": "simple", + "type": "M", + "baseItem": "sickle|phb", + "weight": 2, + "dmg1": "1d4", + "dmgType": "S", + "property": [ + "L" + ], + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "Forged by a scion of {@creature Orcus|MTF} to reap the living, this one-handed scythe is made of black metal that smolders with necrotic energy. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 2d8} necrotic damage. While attuned to the scythe, you are immune to necrotic and poison damage.", + "When you hit a living creature with the scythe, you regain hitpoints equal to the necrotic damage dealt. When you reduce a humanoid to 0 hitpoints using the scythe, it dies, and reanimates as a {@creature zombie} under your control at the start of your next turn.", + "While holding the scythe, friendly undead within 30 feet of you have advantage on saving throws against any effect that turns undead, and are immune to radiant damage.", + "The scythe has 5 charges, regaining all expended charges nightly at midnight. While holding the scythe you can cast the following spells (DC 22): {@spell animate dead} (1 charge), {@spell blight} (2 charges), {@spell create undead} (3 charges), {@spell abi-dalzim's horrid wilting|xge|horrid wilting} (4 charges)", + "As a bonus action you can spend 1 charge and cast the {@spell dominate person} spell (DC 22). For the spell's duration, the targeted creature has resistance to all damage and deals an extra {@damage 2d8} necrotic damage with its weapon attacks." + ], + "bonusWeapon": "+2", + "immune": [ + "necrotic", + "poison" + ], + "charges": 5, + "recharge": "midnight", + "attachedSpells": [ + "animate dead", + "blight", + "create undead", + "abi-dalzim's horrid wilting|xge", + "dominate person" + ] + }, + { + "name": "Long Spear", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "R", + "T", + "V" + ], + "range": "20/60", + "dmg2": "1d8", + "rarity": "common", + "entries": [ + "This spear is somewhat longer than normal, and magically balanced to still be usable in one hand. This weapon has the reach property." + ] + }, + { + "name": "Polar Spear", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg2": "1d8", + "rarity": "uncommon", + "entries": [ + "The head of this spear is a large tooth, and the haft is wrapped in white hide. This magic weapon deals an extra {@damage 1d4} cold damage.", + "When you hit a creature with the spear, you can cause ice to spread across the target's body. The creature takes an additional {@damage 1d8} cold damage, and its speed is reduced to 0 until the end of its next turn. Once used, this property of the weapon can't be used again until the next dawn." + ], + "charges": 1, + "recharge": "dawn", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/spear.webp" + }, + "credit": "Jeshields" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Exorcist's Stake", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg2": "1d8", + "rarity": "rare", + "entries": [ + "This silver spear is a simple yet effective tool for combating supernatural threats. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The spear acts as a {@item holy symbol|phb}, and glows blue when within 30 feet of a shapechanger or an undead.", + "When you hit a shapechanger or an undead with the spear, it must succeed on a DC 15 Charisma saving throw or have its speed reduced to 0. If the target fails this save by 5 or more, it suffers an additional effect. A shapechanger reverts to its true form and can't assume a different form for 1 minute. An undead can't use its Incorporeal Movement feature or enter the Ethereal Plane for 1 minute." + ], + "bonusWeapon": "+1", + "focus": [ + "Cleric", + "Paladin" + ] + }, + { + "name": "Griffon Spear", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T", + "V" + ], + "range": "20/60", + "dmg2": "1d8", + "rarity": "rare", + "entries": [ + "This spear is decorated with a number of griffon feathers, each indicating a successful hunt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the spear.", + "If you hit a creature that has a flying speed with the spear, it must succeed on a DC 16 Strength saving throw or fall {@condition prone} and have its flying speed reduced to 0 until the end of its next turn. Griffons have disadvantage on the saving throw." + ], + "bonusWeapon": "+1" + }, + { + "name": "Hoplite's Doru", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "R", + "T", + "V" + ], + "range": "20/60", + "dmg2": "1d8", + "rarity": "very rare", + "entries": [ + "This ancient bronze spear has seen countless battles, bringing victory to many wielders. This weapon has the reach property. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra {@damage 1d6} piercing damage when wielded in one hand. Attacks with the spear score a critical hit on a roll of 19 or 20.", + "When you score a critical hit using the spear, you gain temporary hitpoints equal to your level.", + "If you wield the spear while wearing a shield, the two magically harmonize and improve your fighting stance. Other creatures provoke an {@action opportunity attack} when they enter your reach, and when you hit a creature with an opportunity attack, the target's speed becomes 0 for the rest of the turn." + ], + "bonusWeapon": "+2", + "critThreshold": 19 + }, + { + "name": "Gungnir", + "source": "atweapons", + "page": 12, + "weaponCategory": "simple", + "type": "M", + "baseItem": "spear|phb", + "weight": 2, + "dmg1": "1d6", + "dmgType": "P", + "property": [ + "T", + "V" + ], + "range": "40/120", + "dmg2": "1d8", + "rarity": "legendary", + "reqAttune": true, + "entries": [ + "The mythical spear of {@deity Odin|Norse}, forged in NiĆ°avellir at the dawn of time. Its haft was crafted from the worldtree Yggdrasil, and inscribed with ancient runes of power. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the spear, and its range is doubled.", + "You gain a +4 bonus to attack and damage rolls made with this magic weapon. Once per turn when you miss an attack using the spear, you can choose to hit instead.", + "As a bonus action while holding the spear, you can shroud it in an illusion that makes it appear as a simple reed to all but the bearer. This illusion persists until you let go of the spear or make an attack with it.", + "When a creature misses you with an attack using a melee weapon, you can use your reaction to strike the weapon with the haft of gungir, causing the attacker's weapon to shatter into useless pieces, unless it is a magical or natural weapon. Once used, this property of the weapon can't be used again until the next dawn.", + { + "type": "entries", + "name": "Cursed", + "entries": [ + "In the hands of a mortal, Gungnir is fickle and restless, with no patience for failure. If you are reduced to 0 hitpoints while attuned to the spear, it immediately vanishes and returns to Ysgard, to await a more worthy champion." + ] + } + ], + "bonusWeapon": "+4", + "charges": 1, + "recharge": "dawn", + "curse": true + }, + { + "name": "Folding Crossbow", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "common", + "entries": [ + "This gnomish crossbow can be folded or unfolded as an action. When folded, the arms hinge down into the body, and the whole assembly becomes small enough to fit into a scroll case." + ] + }, + { + "name": "Muffled Crossbow", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "uncommon", + "entries": [ + "This black crossbow has a comfortable grip lined with felt. The crossbow makes no noise in its operation, and if you miss an attack with the crossbow while hidden from a target, making the attack doesn't reveal your position.", + "When you hit a creature with the crossbow, you can choose for the bolt to instantly vanish into smoke and cast the {@spell silence} spell centered on the target, which lasts for 1 minute (no concentration required). Once used, this property of the weapon can't be used again until the next dawn." + ], + "attachedSpells": [ + "silence" + ], + "charges": 1, + "recharge": "dawn" + }, + { + "name": "Shotbow", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "rare", + "entries": [ + "This unassuming crossbow can unleash entire volleys at once. The crossbow has 3 charges, regaining 1 expended charge daily at dawn. As an action you can spend 1 charge to unleash a spray of bolts in a 20-foot cone emanating from you. Each creature in the cone must make a DC 15 Dexterity saving throw, taking {@damage 3d8} piercing damage on a failed save, or half as much damage on a successful one." + ], + "charges": 3, + "rechargeAmount": 1, + "recharge": "dawn" + }, + { + "name": "Ricocheting Crossbow", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "rare", + "entries": [ + "Bolts loosed from this crossbow are able to ricochet off walls and around corners into their intended targets. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "As an action, you can loose a bolt from the crossbow at a surface or object within 60 feet of you. The bolt ricochets and careens into a target of your choice within 30 feet of the impact point, even if you can't see it directly. The target must succeed on a DC 15 Dexterity saving throw or take {@damage 1d8+1} piercing damage." + ], + "bonusWeapon": "+1" + }, + { + "name": "Fusorbow", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "very rare", + "entries": [ + "A bulky metal construct, this crossbow uses threads of magical energy to propel bolts rather than traditional bowstrings. Bolts fired from it spin through the air with high speed and accuracy. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the crossbow.", + "The fusorbow is particularly designed for mid-air combat. If you hit a flying creature with the crossbow, the attack deals an extra {@damage 2d8} force damage. While flying, you have disadvantage on attack rolls made using the crossbow, but if you hit another flying creature with it, the attack is a critical hit.", + "If you miss an attack with the crossbow against a target touching the ground, the bolt explodes in a burst of blue energy which deals {@damage 1d6} force damage to the target." + ], + "bonusWeapon": "+2", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/AtW/item/light crossbow.webp" + }, + "credit": "Direquest" + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Vampire's End", + "source": "atweapons", + "page": 13, + "weaponCategory": "simple", + "type": "R", + "baseItem": "light crossbow|phb", + "weight": 5, + "dmg1": "1d8", + "dmgType": "P", + "property": [ + "2H", + "A", + "LD" + ], + "range": "80/320", + "ammoType": "crossbow bolt|phb", + "rarity": "legendary", + "entries": [ + "This silver crossbow is marked with holy scripture made to banish foul creatures from the world. Many vampires have met their final fate at the end of its bolts. The crossbow acts as a {@item holy symbol|phb}, and all bolts loosed from it count as {@item silvered ammunition|phb|silvered}. You gain a +3 bonus to attack and damage rolls made with this magic weapon.", + "When within 120 feet of a fiend, shapechanger, or undead, the crossbow glows with sunlight, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.", + "Once per turn when you hit a fiend, shapechanger, or undead with an attack using the crossbow, it takes an additional {@damage 3d8} radiant damage and must succeed on a DC 20 Charisma saving throw or be {@condition stunned} until the end of its next turn.", + "As an action you can loose a bolt from the crossbow at a surface or object within 120 feet of you. The bolt sticks into the point, and sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight, and persists until the end of your next turn." + ], + "focus": [ + "Cleric", + "Paladin" + ], + "bonusWeapon": "+3" + }, + { + "name": "Smoke Dart", + "source": "atweapons", + "page": 14, + "weaponCategory": "simple", + "type": "R", + "baseItem": "dart|phb", + "weight": 0.25, + "dmg1": "1d4", + "dmgType": "P", + "property": [ + "F", + "T" + ], + "range": "20/60", + "rarity": "common", + "entries": [ + "This dart is designed to leave no trace of its use. When this dart is thrown and hits a creature or object, it immediately disintegrates and vanishes into smoke. If you miss an attack with the dart while hidden from a target, making the attack doesn't reveal your position." + ] + } + ], + "table": [ + { + "name": "Clubs", + "source": "atweapons", + "page": 2, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Thief's Sap|atweapons}", + "common" + ], + [ + 2, + "{@item Saguaro Club|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Totem Club|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Gong Striker|atweapons}", + "rare" + ], + [ + 5, + "{@item Tonfa of Speed|atweapons}", + "very rare" + ], + [ + 6, + "{@item Tonfa of Exceptional Grace|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Daggers", + "source": "atweapons", + "page": 3, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Trick Dagger|atweapons}", + "common" + ], + [ + 2, + "{@item Chef's Dagger|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Shadow Dagger|atweapons}", + "rare" + ], + [ + 4, + "{@item Blink Dagger|atweapons}", + "very rare" + ], + [ + 5, + "{@item Last Gasp|atweapons}", + "very rare" + ], + [ + 6, + "{@item Devil Dagger|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Greatclubs", + "source": "atweapons", + "page": 4, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Great Wallop|atweapons}", + "uncommon" + ], + [ + 2, + "{@item Bandit's Kanabo|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Greater Totem Club|atweapons}", + "rare" + ], + [ + 4, + "{@item Ogre Magi's Wand|atweapons}", + "rare" + ], + [ + 5, + "{@item Iron Bar of Warding|atweapons}", + "very rare" + ], + [ + 6, + "{@item Pillar of the Earth|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Handaxes", + "source": "atweapons", + "page": 5, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Pathfinder's Tomahawk|atweapons}", + "common" + ], + [ + 2, + "{@item Woodsman's Hatchet|atweapons}", + "common" + ], + [ + 3, + "{@item Hawk Axe|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Berserking Axe|atweapons}", + "rare" + ], + [ + 5, + "{@item Booming Axe|atweapons}", + "very rare" + ], + [ + 6, + "{@item The First Axe|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Javelins", + "source": "atweapons", + "page": 6, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Walloping Javelin|atweapons}", + "common" + ], + [ + 2, + "{@item Whaler's Harpoon|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Throwing Torch|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Immovable Javelin|atweapons}", + "rare" + ], + [ + 5, + "{@item Hero's Triumph|atweapons}", + "very rare" + ], + [ + 6, + "{@item Assegai of the Bull|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Light Hammers", + "source": "atweapons", + "page": 7, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Hammer Light|atweapons}", + "common" + ], + [ + 2, + "{@item Hammer of Equality|atweapons}", + "common" + ], + [ + 3, + "{@item Demolition Hammer|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Glowforge Hammer|atweapons}", + "uncommon" + ], + [ + 5, + "{@item Dwarven Arrow|atweapons}", + "rare" + ], + [ + 6, + "{@item Gavel of Storms|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Maces", + "source": "atweapons", + "page": 8, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Cleric's Cudgel|atweapons}", + "common" + ], + [ + 2, + "{@item Windmace|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Mace of the War Mage|atweapons}", + "rare" + ], + [ + 4, + "{@item Glassbreaker|atweapons}", + "rare" + ], + [ + 5, + "{@item Prince's Virge|atweapons}", + "very rare" + ], + [ + 6, + "{@item Corona|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Quarterstaffs", + "source": "atweapons", + "page": 9, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Knockstaff|atweapons}", + "common" + ], + [ + 2, + "{@item Staff of the Otter|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Airglider Staff|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Protector's Staff|atweapons}", + "rare" + ], + [ + 5, + "{@item Staff of the Swan|atweapons}", + "very rare" + ], + [ + 6, + "{@item Ruyi Jingu Bang|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Sickles", + "source": "atweapons", + "page": 11, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Sickle of Equality|atweapons}", + "common" + ], + [ + 2, + "{@item Reaping Sickle|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Scorpion's Sting|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Paper Kama|atweapons}", + "rare" + ], + [ + 5, + "{@item Umber Mandible|atweapons}", + "very rare" + ], + [ + 6, + "{@item Harbinger|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Spears", + "source": "atweapons", + "page": 12, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Long Spear|atweapons}", + "common" + ], + [ + 2, + "{@item Polar Spear|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Exorcist's Stake|atweapons}", + "rare" + ], + [ + 4, + "{@item Griffon Spear|atweapons}", + "rare" + ], + [ + 5, + "{@item Hoplite's Doru|atweapons}", + "very rare" + ], + [ + 6, + "{@item Gungnir|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Light Crossbows", + "source": "atweapons", + "page": 13, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Folding Crossbow|atweapons}", + "common" + ], + [ + 2, + "{@item Muffled Crossbow|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Shotbow|atweapons}", + "rare" + ], + [ + 4, + "{@item Ricocheting Crossbow|atweapons}", + "rare" + ], + [ + 5, + "{@item Fusorbow|atweapons}", + "very rare" + ], + [ + 6, + "{@item Vampire's End|atweapons}", + "legendary" + ] + ] + }, + { + "name": "Darts", + "source": "atweapons", + "page": 14, + "colStyles": [ + "col-1 text-center", + "col-8", + "col-3" + ], + "colLabels": [ + "{@dice d6}", + "Weapon", + "Rarity" + ], + "rows": [ + [ + 1, + "{@item Smoke Dart|atweapons}", + "common" + ], + [ + 2, + "{@item Tracking Dart|atweapons}", + "uncommon" + ], + [ + 3, + "{@item Dart of Returning|atweapons}", + "uncommon" + ], + [ + 4, + "{@item Bouncing Shuriken|atweapons}", + "rare" + ], + [ + 5, + "{@item Ethereal Dart|atweapons}", + "very rare" + ], + [ + 6, + "{@item Throwing Star|atweapons}", + "legendary" + ] + ] + } + ] +} \ No newline at end of file