Some spells, like Elemental Weapon and Magic Weapon, change base stats of weapons. Are there any player character features that are not spells that alter the base stats of weapons?
Stats being any properties, Damage die size/type, magical or not, +1 +2 +3 etc.
I’m not asking to solve any particular problem, just out of curiosity.
I’m not looking for a list of all the effects that do so, just a simple yes/no backed up with at least one example. I’m looking for RAW and official examples. Please no UA.
I’m in the middle of creating my own role-play game set in a fantasy/sci-fi setting where the society is attacked fairly regular by monsters and the like; Due to this I’m having trouble with the pricing of weapons etcetera while keeping it balanced and affordable for players so they have a good variety of weapons to try out and buy.
After reading an interesting comment in another question, I realized there are some rare cases when the difference between a magic weapon and a weapon considered magical for the purposes of overcoming resistances (WCMFTPOOR) actually becomes mechanically relevant.
An example is the Magic Weapon spell, which explicitly requires nonmagical weapons in its casting. Another is the Animate Objects spell. A third one is the Elemental Weapon spell. Likely, there are other effects that require nonmagical weapons.
Meanwhile, there are effects that create a WCMFTPOOR. One example is the Warlock’s Pact of the Blade.
So, as the title states: are magic weapons different from WCMFTPOOR?
Take the .45 SMG, it has “50+1(5)” listed under its shots. I know what the “50” and “(5)” mean, but what is the deal with the “+1”?
The Dueling fighting style states that:
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
I know that the versatile property doesn’t disqualify it as it’s not two-handed, but what about the “in one hand” part of the feat? Would you be able to wield a versatile weapon with two hands and still gain the benefits from Dueling?
In short: my friend, who is also a LARP organizer, has come up with the idea of representing breath weapons and some kinds of offensive weapons (those that are represented by a “cone template” in many games) via a CO2 fire extinguisher.
CO2 is basically just compressed air. However, I have experience of using it for cleaning purposes, and I know that it becomes extremely cold. So, I cannot be sure about its safety.
So, is one safe to use indoors? If the answer is yes, what safety measures do I need?
As far as I can tell there are three different ways that “natural weapons” are described:
Talons: You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Cat’s Claws: In addition, your claws are natural weapons, which you can use to make unarmed strikes.
Hooves: Your hooves are natural melee weapons, which you can use to make unarmed strikes.
There also already exist the following two questions which explain that these wording differences do matter:
- “Do natural melee weapons (from racial traits) trigger Improved Divine Smite?”
- “What are natural weapons?”
How do these different classifications work with the booming blade spell, which states:
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range […]
Which races, if any, could use their unarmed strikes with booming blade?
So the entry for Erinyes has the following:
Hellish Weapons. The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Then we have the following entries for weapon attacks:
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
In a recent battle an Erinyes was disarmed via the battle master ability and lost possession of the longsword. Would this longsword retain its properties if used by a player character?
At first I was leaning towards no, as the description of ‘Hellish Weapons’ says that the attacks are magical and deal extra damage, not that the weapons themselves are magical. But then I noticed that the longbow had a different poison effect on its attacks, which would lead to thinking that the weapon imparted the poison effect.
The closest comparable weapon is the Flametongue, which requires attunement and deals an extra 2D6 fire damage (rare). Would this weapon be OP in the hands of characters? Would this be comparable to any other magic swords at the very rare or legendary tier?
When using either the quarterstaff or spear as a Monk weapon, do you still gain the unarmed bonus action from Martial Arts if using 2 hands(1d8)?
On pg.78 of the PHB under Martial Arts it states that a Monk weapon cannot have the 2-handed or heavy property, so I assume since the versatile property is not the 2-handed property or heavy property then it does not matter if I use it in one or two hands. However, why then would a distinction be needed since the only simple weapon that does have the 2-handed property is a Greatclub, which is also mechanically identical to a quarterstaff used in two hands. Why make a rule that doesn’t apply to anything?
The other interpretation is that you’re meant to use 1d6 for damage in order to gain the Monk’s Martial Arts bonus action, and using a 1d8 will forfeit the bonus because the quarterstaff is now considered 2-handed. Pg.147 under Versatile states “A damage value in parentheses (in this case 1d8) appears with the property—the damage when the weapon is used with two hands to make a melee attack.”
If you’ve got too many rings/amulets/etc., can you just add effects to your weapons and armor, like adding Jump to your sword for a Frost Brand of Evasion or making a series of minor upgrades to end up with a Dwarven Plate of Healthy (+2) Elven (Boots) Elven (Cloak) Resistant (+1) Ogre-Powered Minute-Seeing Wise (+2) Protection(+1)?
(This is assuming you have the feats for weapon/armor crafting and the proper spells and stuff)