Weapon (melee)

Bonecrushing Hammer +2

Default Bonus: 
+2
Description: 

This weapon’s die type improves by one step when dealing damage to skeletons and any other creatures that are composed entirely or mostly of bare bones (liches, particularly worm-eaten wights, animated skulls, bone golems and the like). So, if a warhammer normally does d8 damage per level in your hands, it does d10 damage per level against bony foes.

Quirk: 
Grimmer than a depressed dwarven gravedigger in the rain.

Cruel

Default Bonus: 
Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).
Recharge: 
11+
Description: 

When damage from this weapon leaves an enemy with 20 hit points or fewer, you deal 5 ongoing damage to it (champion: 40hp/10 ongoing damage; epic: 80 hp/20 ongoing damage).

Quirk: 
Tortures flies.

Dagger of Dexterous Parry

Default Bonus: 
Attacks and damage when using the weapon: +1 [A]; +2 [C]; +3 [E].
Recharge: 
11+
Description: 

When an enemy you are engaged with hits you while you're wielding this weapon, make a Dexterity check against the attacker's MD. If you succeed, the attack misses instead.

Quirk: 
Jumpy and suspicious.

Distraction

Default Bonus: 
Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).
Recharge: 
11+
Description: 

Two-handed.

When you hit with this weapon, allow one of your allies engaged with that foe to make a basic melee attack against it as a free action.

Quirk: 
Intrudes on personal space.

Dundee Knife

Default Bonus: 
+1
Description: 

It's always the biggest knife in the room. 

Bonuses:

+1 to Combat

+1 to Intimidation

+1 to outdoor survival rolls (seeking food and navigation)

 

Upon drawing it from its sheath, it begins to grow until it is the largest bladed weapon in the room.

Quirk: 
It has anxiety about its size

Feinting

Description: 

When you miss with an attack with this weapon, you gain a +1 bonus to AC until the start of your next turn

Quirk: 
Blurts out lies when put under pressure.

Flurry

Default Bonus: 
Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).
Recharge: 
11+
Description: 

When you make a basic attack, make a second basic attack against a different enemy as a free action.

Quirk: 
Fidgety.

Giant-Slayer Weapon

Default Bonus: 
+1
Description: 

This oversize weapon keens when swung in battle. This weapon gains a +2 bonus to attacks against large and huge creatures.

Quirk: 
Self-conscious about size.

Greater Striking

Default Bonus: 
+1
Description: 
Greater Striking (Melee Weapon)

While the escalation die is 3+, you deal +1d8 damage whenever you hit with this weapon (champion: +2d8; epic: +4d8).

 

Quirk: 
Favors iron and steel, seeing little beauty in gold or gems.

Hilt of the Herald (1st Attunement)

Default Bonus: 
+1 to hit. As a free action, make a basic melee weapon attack with this weapon
Recharge: 
11+
Description: 

Outwardly, this item appears to be the hilt taken from almost any weapon, made of a golden material. Once attuned, the user can will the hilt to project a magical liquid into the form of any weapon. The liquid appears to be flowing water to an observer, but is as hard as strong steel. You feel like you could push further into the hilt to get more out of it... 

Quirk: 
A demonic voice whispers in your thoughts, suggesting cruel things

Hilt of the Herald (2nd Attunement)

Default Bonus: 
Standard action, make a melee weapon attack against a nearby enemy without becoming engaged with them.
Recharge: 
Once Per Battle
Description: 

The water of the hilt twists and turns, before suddenly bursting forwards and extending to attack a nearby enemy. You've pushed your mind further into the item, and as a result feel an unexplainably profound and deep longing for the ocean. 

Quirk: 
You get land sick; too long off of a boat or away from the ocean makes you feel unwell

Hilt of the Herald (3rd Attunement)

Recharge: 
Once / scene
Description: 

Justify why a weapon that you have created with the hilt would be incredibly beneficial to the current situation - the more niche, the better! If the GM agrees, roll with advantage on the check / attack made with the hilt. 

Quirk: 
You thrive on showing off

Liberation

Default Bonus: 
Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).
Recharge: 
6+
Description: 

If you have attacked with this weapon this turn, allow an ally to roll a save against an ongoing save ends effect as a free action.

Quirk: 
Drones on about the Priestess and how her healing grace will save all the worlds.

Lucky Bracers

Default Bonus: 
+2 Melee Attack and Damage
Recharge: 
16+
Description: 

If you miss, you can choose to make another attack on a different target instead of dealing miss damage.

Quirk: 
Oblivious

Mace of Dark Smiting

Default Bonus: 
+2
Recharge: 
+11
Description: 

Declare that you are using this power before you make a basic attack. You deal 2d12 extra damage with that attack on a hit (epic: 3d12), or deal half damage (no extra damage) on a miss.

Quirk: 
Refuses to help the weak.

Neural Blade

Default Bonus: 
+3 to attack and damage
Recharge: 
Chuulish
Description: 

Free action: target enemy has vulnerable psychic.

Quirk: 
Sphincters and ganglia from the blade hilt

Paired axes of Flurry +2

Default Bonus: 
+2
Description: 

Weapon (+2 to attack & damage): 

Paired axes of Flurry +2: Recharge 11+: When you make a basic attack, make a second attack against a different enemy as a free action. The second attack is +9 + level for 6x level damage. If the second attack misses, you regain this power with a quick rest.

Paired axes of Flurry +2 (Flavor Option) When you make a basic attack with the 2 one-handed axes, you instead make a basic attack with the stats for a two-handed melee weapon, or level x 1d10. 

 

Puissance Warhammer

Default Bonus: 
+1 attack & damage
Recharge: 
+16
Description: 

Melee hits with this weapon allow to roll a recharge for a power

Quirk: 
Apettite for Meat

Rainbow Knife

Default Bonus: 
Improve your melee damage die by one step.
Description: 

A dagger of everchanging hues.

Quirk: 
Fascinated by lights and prisms

Song of the Dancing Dragon

Default Bonus: 
+2 Attack
Description: 

Can be used as a bardic implement.

Daily: Reroll a failed sustain roll. If the re-roll fails, the power is not expended.

Quirk: 
Sing instead of speak

Swift Justice

Default Bonus: 
+1 attack and dmg (adventurer); +2 (champion); +3 (epic)
Recharge: 
recharge 11+
Description: 

war axe

Double bladed war axe shaped as an eagle in dive flight, his wings forming the axe blades.

Gives +4 initiative bonus for the first attack in battle.

If the attack is natural odd and misses you may reroll.

If it's a natural even and hits the damage counts as critical.

Quirk: 
Strange affinity to all kinds of birds

Sword of Protection

Default Bonus: 
+1
Recharge: 
6+
Description: 

+4 bonus to all defenses until the end of your next turn

Quirk: 
Has urges to watch over the helpless or innocent.

Sword of Relentless Glory

Default Bonus: 
Attacks and damage when using the weapon: +2
Description: 

If you don't make a melee attack with this weapon during your turn, it shuts down and its default bonus becomes +0 until the end of the battle.

Quirk: 
Spouts furious curses in battle.

The Impaler war spear

Default Bonus: 
- 1 enemy AC and PD (adventurer)
Description: 

Impale ability

Trigger: Move action followed immediately by melee attack with The Impaler.

Once per battle

Effect: Impales the enemy adding DEX+STR damage to melee attack on hit, on natural 16+ the added damage is doubled. Champion damage is DEX+STR d4, Epic damage is DEX+STR d8.

Enemy cant use recovery this round. 

Quirk: 
Overprottective about her hair.

The Sharpened Tongues

Default Bonus: 
+1
Recharge: 
11+
Description: 

This weapon can mystically hide, allowing you to sneak it anywhere and pull it out from behind your back or under your cloak when it is needed. During your first turn in a battle, make a melee basic attack.

When wielding both, on a natural 2, you can roll again and must take the second roll.

Quirk: 
Smirks at inopportune times.

Throwing and Catching Dagger

Default Bonus: 
+2 throwing dagger
Recharge: 
+16
Description: 

When you throw the dagger, you teleport and catch it before it hits the ground. You may throw the dagger anywhere within throwing range, allowing you to teleport to any point you can hit with the dagger. Precarious locations (like, say, throwing the dagger up a cliff, or between narrow bars) may require an attack roll or a skill check, or even both. You can combine throwing the dagger with a melee attack – you throw the dagger at a foe, teleport over, snatch the dagger out of the air and use it to stab your enemy. Treat this as the High Elf racial power, only you can also shave with it. 

Quirk: 
Jumpy and quick to change the topic of conversation.

Vengeance

Default Bonus: 
Attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).
Description: 

When you hit with this weapon while you are staggered, deal +1d6 (champion: +2d6; epic: +3d6) damage to that enemy.

Quirk: 
Quick to take offense.
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