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For Mundane Items the Flail and Warhammer are the most damaging because they both deal 1d8 bludgeoning. I say these weapons over the other 1d8 weapons based on the fact that in the MM there are four creatures vulnerable to bludgeoning and the other mundane damage types do not have this trait. As @KorvinStarmast said, the Rod of Lordly Might, Flametongue and ...


-2

There doesn't appear to be any reason that a net couldn't be used in melee, if you research gladiatorial weaponry you'd see images of fighters using nets held in one hand that are meant to entangle and control their opponent, it seems like people think that the only way to use a net is to throw it like you were fishing with it but that is only one way to use ...


8

For mundane weapons, you have already found the answer. For magical weapons: a moonblade that has multiple runes on it and a Rod of Lordly Might. Since the history and runic additions for a given moonblade are completely at the mercy of the DM who has that weapon in their world, two +3 warhammers/longswords/rapiers/battlezses would seem to be a more "...


0

Looking at the (newly) revised Cypher System Rulebook, much of the ambiguity and apparent contradiction has been fixed. Some definitions (p 207): - Inability: The opposite of trained — you’re hindered whenever you attempt a task that you have an inability in. If you also become trained in the task, the training and the inability cancel each other out and ...


12

Adamantine is a ferrous metal, at least for the purposes of a rust monster. From the rust monster's description(MM, 343): Underground Scavengers. Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume. So a Rust Monster's Iron Scent will detect adamantine items of any kind, their Rust ...


5

Adamantine weapons will rust. The rust monster (Monster Manual p.262) and gray ooze (Monster Manual p.243) have abilities which corrode any nonmagical metal weapon which strikes them. Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. ... Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes....


12

One ability will work, the other won't Although the ability is called "Rust Metal", the text indicates that the weapon corrodes rather than rusts. The exception being magical weapons, but adamatine weapons are not magical. Xanathar's Guide is the only place they are mentioned and this is what it says about them: Adamantine is an ultrahard metal found in ...


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Adamantine is a type of ferrous metal so it will be affected by Monster features which corrode and rust, including the Rust Monster's Antennae feature The "Adamantine Weapons" section of Xanathar's Guide to Everything (page 78) states: Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft ...


0

With the addition of Xanathar's Guide to Everything, the Kensei Monk can use Ranged weapons as a Monk weapon. Kensei Weapons. Choose two types of weapons to be your Kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid ...


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Yes, it is innate to the Death Knight This question has been covered previously here. The extra damage is innate to the Death Knight rather than the sword. Other monsters like the Erinyes have similar effects. If you cast the true polymorph spell prior to the battle, and allow one hour to pass to make it "permanent", you can then draw upon the ...


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"Light" is not a matter of weight but of balance. D&D models handedness to the extent that it speaks of an off-hand, which in a two-weapon fighting context means the hand you are not giving your full attention to. A light weapon's balance makes it a bit easier to make the weapon go where you want even though you aren't giving it your full attention. A ...


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In practice, "light" actually means "suitable for two-weapon fighting" Here's the description of the "light" weapon property from the rules: Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Ironically, the description doesn't refer to the weapon's weight at all. Rather, it refers to it being "...


7

No All weapons have weapon category (pg.279) such as simple, martial, or advanced. Weapons also have other traits, such as agile. The Rogue sneak attack feature (pg.181) requires the use of either: A melee weapon with the agile or finesse trait An unarmed attack with agile or finesse trait A ranged weapon As you said, the Ruffian racket also allows you to ...


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Yes, it can be disarmed. Usual focus is required to use integrated weapons to use a handheld one, So you treat using an integrated weapon as a normal weapon. As stated by others 'focus' is not a term used in official 5e materials, so we need to follow the principle stated by Wizards of the Coast regarding language; namely, that in absence of a ...


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Unfortunately, you're going to have to ask DNDguide While discovering 3rd party content can create new and interesting opportunities, there are issues that arise that only the content creator can answer - and this is one of them. Nonstandard terminology The race itself is not mechanically described with the standard 5e terminology. The use of the term ...


14

There are many items left undefined; they are left up to the GM There are several items in the PHB which are left undefined, such as the Mess Kit, Grappling Hook, Hammer, and Chain; and others are added in Curse of Strahd such as garlic, salt, and vials of holy water. None of these are specifically defined in the rules so how they work would be left up to a ...


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PHB page 195 - Two-Weapon Fighting: When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. PHB page 165 - Dual Wielder - Bullet 2: You can use two-weapon fighting even when the one-handed melee ...


7

Yes, rapier proficiency could apply to the Spiral Rapier. In the general case, proficiency with an exotic weapon (such as the Spiral Rapier) requires the Exotic Weapon Proficiency feat. However, the spiral rapier's description mentions the following: Any effects that apply to rapiers also apply to a spiral rapier. Rogues specifically are proficient ...


2

Since the Spiral Rapier has "Proficiency: Exotic" (as stated in the statistics for the weapon in the SRD), a character would have to take the "Exotic Weapon Proficiency (Combat)" feat in order to wield it without penalty. Pathfinder Core Rulebook (p. 123, 4th printing): Exotic Weapon Proficiency (Combat) Choose one type of exotic weapon, such as the ...


2

A solution to this problem is the Dual Wielder feat in addition to the Crossbow Expert feat; it allows you to stow or draw two weapons in your turn. You would start your turn with one crossbow (#1) in hand and a free hand so that you can fire all the attacks you have and reload. Before firing the last shot just draw the other hand crossbow(#2). And after ...


14

You're going to have to ask your DM But I will give you some further pointers for consideration. Grenades are "Modern Weapons" and are considered priceless artifacts if found in The Realms A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table. And 'Grenades' of all ...


5

According to Pathfinder Roleplaying Game: Ultimate Equipment, pg.43 If both barrels are fired at once, they must both target the same creature or object, and the gun becomes wildly inaccurate, taking a –4 penalty on each shot. So by using this special standard action you roll a separate attack for each barrel, each taking the -4 penalty - similar to ...


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Immunity to Frightened condition prevails The mace doesn't say anything about ignoring condition immunities, so it doesn't. Any undead that is immune to the condition is not affected by the mace in this way.


2

Orcus' melee multiattack is limited to when he is wielding the Wand of Orcus. The reason being that the stat block specifically states that the multiattack is with the Wand of Orcus, and specific rules supersede general rules (as stated in the Player's Handbook, p7, and XGtE, p5).


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The Multiattack is restricted to the Wand Orcus can only use Multiattack with the Wand of Orcus - just like, for example, the Assassin can only Multiattack with a shortsword. Shortswords don’t grant Multiattack to anyone wielding them either. As for why this is so: It’s written that way, Maybe Orcus has a special affinity for the Wand of Orcus, that it ...


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The entry on broken weapons on the Pathfinder SRD says the following Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item. If the item is a weapon, any attacks made with ...


4

The weapon's damage becomes 1d8 while Shillelagh is active Your druid would seem to get all or nothing with this spell. Under the idea that spells do what they say they do ... For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes ...


31

It depends on the actual wording of the Unusual Club The magic items in the DMG (and elsewhere) have effects described by rule sentences, rather than simple shorthand (as is given in the example). Now, there are different ways to have a magic1 club deal 2d4 damage: Attacks with this club deal 2d4 bludgeoning instead of the normal 1d4. Such a wording ...


-1

The shillelagh spell does not replace damage if a weapon has multiple damage dice as its base damage Note: I agree with the cases in user @Someone_Evil's answer but this is my interpretation for if the weapon actually deals 2d4 damage, without replacing or adding to the usual 1d4: We know that when the game uses the phrase "damage die" it refers to a ...


1

Ammo with throwing weapons that makes sense As @Glazius already said, there are times when it is just logical to have ammo used with throwing weapons, but I would even go so far to say, there are throwing weapons (not the throwing dagger) that make even more sense with ammo than without. Just think about a thief character that is a little bit of a ninja ...


2

I'd ask you to re-evaluated the point about damage: Neither is increasing the damage crossbows inflict: it is usually not possible to distinguish an arrow hit from a crossbow bolt hit, and increasing the damage of both will just make the situation worse. There have been experiments around increasing the ranged damage, they just make bows overpowered. ...


1

Why there is no "precise" tag on the Dagger I would say, there is a reason the dagger doesn't have the precise tag, even tough it seems a little odd. I suspect that it is for the use of the dagger in normal situations. If you use the dagger to do something dexterous like slitting ones throat or deflecting attacks to not get damage, those cases are handled, ...


12

The game self corrects for overpowered characters because XP gains are largely driven through failed rolls. The whole point of using DEX for STR is I assume the sheet the player is running is optimized around DEX (or thats their player preference for the character). In a large DW game (I was a player) the GM explicitly had another player run their Character ...


11

No, it doesn't break anything Dungeon World, like the other *World games, does not depend on careful design-time balancing of classes/items/player moves etc. Balance in DW is a dynamic act that is continuously performed by the DM, by adjusting the hardness of the DM moves. If some aspect of the game seems to be overshadowing others, all the DM has to do ...


9

Depending on how "rich" players in your game are it might make DEX based characters slightly stronger Since damage PCs deal is based on playbooks not weapons, the main difference in giving daggers the precise tag will make is changing its availability. It seems that precise weapons are rare intentionally so that the ability to roll with DEX is an ...


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