Starfinder Two Handed Weapon Dmg

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  1. Starfinder Best Weapons
  2. Starfinder Weapon Guide
  3. Starfinder Special Weapons
  4. Starfinder Two Handed Weapon Dmg Mod

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  1. Weapons are much different, with some of them going up to 10d4 or 7d6 damage. There's even a Zero-Edge Doshko which deals a whopping 7d12 damage, or the Mach III Swoop Hammer with 14d10 damage. Ranged weapons deal comparative, but lower damage.
  2. Mike-Mike tossed two smoke cannisters around the corner then dove away from the cover of the alley wall, using a powerful kick against its brick to send him flying swiftly and suddenly across the refuse-covered back street and toward a storm drain.
  3. If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage. If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

This page is part of the character sheet for Starfinder, covering Undead creatures.

Draeliks who have proven their worth wield a shadowstaff, a weapon that channels cold, dark energy from the Negative Energy Plane.Many sages believe that sceaduinars. Any handheld weapon that must touch a target to damage it is considered a melee weapon. Advanced melee weapons require a degree of training and skill to use.

Undead are defined as, quite simply, any and all creatures animated by negative energy, rather than the positive energy that animates everything else. Usually — but not always, strictly speaking — they start out as some other type of creature and end up this after dying and being reanimated by any of a number of processes. Beyond that, undead are quite possibly the most diverse category of creatures in-game — they come in both corporeal and incorporeal variants; they occupy the entirety of the spectrum between mindless automata and prodigiously intelligent post-mortal entries; they can be raised from a single intact body, an amalgamation of corpses or separated body parts and organs; and can be raised from almost any other living thing, making them potentially as diverse as all the other categories combined.

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To see the tropes for undead in Pathfinder, click here.

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Undead that require deliberate effort to make.
Challenge Rating: 2+
Alignment:Lawful Evil

Animated skeletons that retain memories and skills of their former lives. Referred to as skeletal champions in ages past, they are more commonly referred to by their designation among the Corpse Fleet.

  • Dem Bones: They might have had flesh once but, as most of them are elebrians, any traces have long since rotted away.
  • Elite Mooks: Unlike most undead, they retain their minds and class levels.
Corpsefolk
Alignment: Any
Sentient undead usually produced from Eoxians following the cataclysm that killed their world.Starfinder natural weapons
  • Sudden Name Change: They were known as zombie lords in Pathfinder, a name which is no longer fitting as many of them are just ordinary citizens of Eox.
  • Working for a Body Upgrade: Many living Eoxians indenture themselves for the chance to be reanimated as a Corpsefolk when they die. Most of them are still working off the debt postmortem.
Gatecrasher
Role: Combatant
Size: Varies

Juggernauts of powered armor and necromancy-infused flesh.

  • BFG/BFS: They can use weapons sized for creatures within one size category of them without penalty, allowing a gatecrasher to use heavy weapons meant to be wielded by ogres.
  • Cyborg: Not only are they fused with their power armor, they can install armor upgrades into their bodies.
  • One-Handed Zweihänder: Their Juggernaut of Destruction ability lets them wield two handed weapons in one hand without penalty.
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Necrovite
Role: Spellcaster
Size: Same as base creature

Undead residents of Eox who turned to undeath to 'survive' the calamity that befell their world. Necrovites store their souls in an electroencephalon, which they can regenerate from should their bodies be destroyed.

  • Our Liches Are Different: A necrovite's consciousness and soul are stored in a device called an electroencephalon. The only way to truly destroy a necrovite is to locate and destroy the electroencephalon; otherwise, the necrovite simply regenerates.
  • Recycled IN SPACE!: They're space liches.
  • Soul Jar: Their electroencephalons.
Challenge Rating: 19
Alignment:Neutral Evil

Tzitzimitls are enigmatic undead beings unleashed in some forgotten time to visit death and darkness on the galaxy.

Undead that arise on their own under certain circumstances.
Baykok
Challenge Rating: 4+
Alignment:Neutral Evil

Undead arising from those who reveled to much in the thrill of chasing and killing.

  • Abnormal Ammo: Their infused ammunition is made of Negative Energy infused bone.
  • Make Me Wanna Shout: They can howl once a day to paralyze everything around them for one round.
  • Meaningful Name: Baykok is an alternate spelling of the Anishinaabe word bakaak, which means 'bones draped in skin.'
  • Native American Mythology: The baykok is a malevolent spirit from the Ojibway nation.
  • Your Soul is Mine!: A baykok can devour the souls of dead or dying creaturs to heal and haste itself.
Carrion Dreg
Role: Combatant
Size: Varies

Undead monstrosities resulting from environmental necromantic energy suffusing disembodied body parts.

  • The Assimilator: They tear apart dead bodies to add the parts to themselves.
  • Body Horror: A carrion dreg is formed from limbs, heads, bones, organs, and skin, all torn free from their original bodies and combined into a singular shambling mass.
  • Flight: Those with the Leathery Wings adaptation gain a fly speed.
  • Wall Crawl: Those with the Grasping Arms adaptation can crawl up walls and on ceilings.
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Driftdead
Challenge Rating: 1+ (normal), 7+ (amalgam)
Alignment:Neutral Evil

When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment.

  • Our Ghosts Are Different: A restless undead spirit created when a humanoid dies in the Drift and is bound to that plane.
  • The Power of Hate: Its hatred of the living is so strong that a driftdead psychically broadcasts its confusion, affecting all who venture too close.
Emotivore
Role: Spellcaster
Size: Same as base creature

Undead created when a creature dies in the throes of intense emotion among a large group of creatures feeling the same emotion.

  • Emotion Eater: It's their name. Functions the same as life force draining.
Role: Spellcaster
Size: Same as base creature
Two

When a creature dies, particularly strong emotional ties may prevent its soul from moving on. Such a creature is a ghost, a mockery of its former self that is slowly warped by the emotion that created it.

  • Ghostly Goals: As usual per D&D/Pathfinder, defeated ghosts reconstitute themselves in a week or two unless the reason they can't rest is resolved.
  • Haunted Technology: Starfinder adds a variety of tech-oriented ghost abilities to the list.
Role: Combatant
Size: Medium

A ghul is a rare form of undead that arises when a jann dies while cursed

Role: Expert
Size: Varies

Vengeful undead formed from members of highly structured groups. How they get to be such creatures varies, from those who violate the tenants of their order in order to cause great suffering to those who followed a rigid path in life specifically to reach this end.

  • Breath Weapon: Black Apoxia, where they suck in all the air in a cone and cause creatures to suffocate even with protective gear.
  • Human Sacrifice: Those who deliberately live their lives to become kurobozu are ritualistically choked to death.
  • In-Series Nickname: They're also known as 'black monks.'
  • Psychic Powers: Once a day their Sage's Bane ability lets them render a target they've damaged with a melee attack flat-footed, off-target, and unable to communicate or use any Wisdom-based skills.
  • Yōkai: Loosely based on the yokai of the same name, a faceless being in black monk robes that stole sleeping breaths.
Role: Expert
Size: Same as base creature

Undead risen from those who died while trapped alone, marooned ones seek to ensnare others to the same fate. Their greatest joy is forcing people to leave a single person behind with them, where the undead whispers to them until they die and rise as another marooned one.

  • Left for Dead: One of the common causes for their creation is when this occurs, only for Not Quite Dead to kick in regarding the original injury. Surviving their original wounds, only to die gradually as no one comes to look for them, results in a turmoil of emotions that causes them to rise again.
  • Pet the Dog: Played with. When someone is stranded with them, they'll talk to and sympathize with the unfortunate soul over their plight. While this seems at least slightly sympathetic, their plan is to guide the stranded mortal to conclusions and emotions that will result in a new marooned one upon their death.
Challenge Rating: 5+
Alignment:Chaotic Evil

Undead arising from strong humanoids that had their bodies warped in their final moments, usually from radiation or magic.

  • Ax-Crazy: Marrowblights are typically among the universe's most vicious and hateful undead, despising society and living creatures in particular.
  • Deadly Lunge: Marrowblights can leap up to 15 feet into an empty space, then pounce at enemies near the landing site.
  • Spider Limbs: A marrowblight's most notable feature is the spidery limbs protruding from its back.
Mohrg
Challenge Rating: 6+
Alignment:Chaotic Evil

Undead that arise from the bodies of those who reveled in killing sentient beings in life.

  • Adaptational Villainy: In Pathfinder becoming a mohrg simply required having killed many people in life, meaning that ordinary soldiers or even adventurers could become one if they happened to have a high enough body count. Here the mohrg-to-be must actually enjoy causing the deaths they do.
  • Axe-Crazy: So devoted to causing death and suffering that most end up self destructing in their early years as their obsession overrides their self preservation. Those that survive become more cunning and powerful, often joining up with larger groups like the Corpse Fleet that give them opportunities to sate their violent urges for centuries on end.
  • Dem Bones: They looks like a walking skeleton, with the addition of their parasitic entrails.
  • Night of the Living Mooks: Any humanoid they kill with a slam attack rises immediately as an occult zombie permanently under the mohrg's control.
  • Overly Long Tongue: The clawed tentacle of intestine that extends from its mouth certainly acts as a tongue, though one that's ten feet long.
  • The Paralyzer: Their tongue can paralyze targets, which is why they always attack with it first.
Nihili
A nihilus formed from the body of a lashunta.
Role: Combatant
Size: Same as base creature

Undead formed from those who died due to exposure to vacuum. Hateful of all living beings, nihili kill as swiftly as they can and leave the body in search of more victims. Rumors persist of a cult of nihili that venerates a dark star, sacrificing living by throwing them into space to rise as more nihili.

  • Explosive Decompression: They can magically inflict this fate on their foes, a dark reflection of their own deaths.
  • Gravity Master: They control gravity in a small aura around them, allowing them to move normally in areas of abnormal gravity.
  • Thrown Out the Airlock: One of the most common causes of death that spawns a nihili.
Challenge Rating: 3+
Alignment:Neutral Evil

Undead that arise when an evil creature dies while in the throes of nihilism.

  • And Then John Was a Zombie: Victims of an oblivion shade often find themselves twisted into oblivion shades under the thrall of their 'sire'.
  • Anthropomorphic Personification: These creatyres are animate expressions of entropy.
  • Intangible Man: They can pass through solid objects so long as the object isn't larger than the space they can move in one round.
  • Religious Bruiser: Many find themselves in cahoots with the Devourer's cults, whether as simple muscle or as mystics and sages for the god itself. The most renowned are the 'invisible choirs,' cults cells headed by an oblivion shade and consisting entirely of the spawn it created specifically for this purpose.
  • Straw Nihilist: Oblivion shades come into existence when an evil being dies with utter nihilism burning in its heart.
  • Touch of Death: Oblivion shades are capable of disintegrating matter with a touch.
Pale Stranger
Role: Combatant or Expert
Size: Varies

Undead arising from the body of a small arms expert who was killed through betrayal, killed by a hated enemy, or otherwise died while seeking revenge.

  • Bottomless Magazines: A pale stranger never needs to consume ammunition when firing a small arm, allowing them to shoot down enemies even with an empty weapon.
  • Cold Sniper: Pale strangers are about as amicable as most undead, and by taking a swift action to aim they can ignore all concealment and cover while doing extra damage.
  • Gun Nut: A pale stranger can be looted to obtain four pistols. Given that reloading isn't an issue for them and most only have the two hands, this is probably why they have so many.
  • The Gunslinger: Clearly meant to fulfill this role as an antagonist.
  • Handguns: A pale stranger can only use their special firearm abilities with small arms.
  • Long-Range Fighter: What they're meant to be. Ironically, their melee weapon does more damage than their ranged one.
  • Punch-Packing Pistol: Averted, this pistols don't do any more damage than the standard ranged attack of a similarly leveled monster.
  • Revolvers Are Just Better: A pale stranger's small arm attacks never count as archaic, allowing them to use centuries old pistols to just as much effect as futuristic ones. Ostensibly this is so the most ancient pale strangers remain a threat even with their original weapons, but we all know it's just so they can use revolvers.
  • Roaring Rampage of Revenge: The first act of any pale stranger is to seek out and kill anyone responsible for their death.
  • Swiss Army Gun: Their Stranger's Shot ability lets them change the damage type of their shots between piercing, electricity, and fire, regardless of the type of weapon used.
  • Wrecked Weapon: Averted, pale strangers can use damaged or broken weapons as if they were in peak condition.
Challenge Rating: 10
Alignment:Neutral Evil

A few sapient pyric revenants master the spiritual fires within them, becoming pyric heliacuses instead of pyric wraiths.

Pyric Revenant
Challenge Rating: 4
Alignment:Chaotic Evil

Starfinder Best Weapons

When pyric fire kills, it roasts flesh while kindling the spirit. Left unchecked, this otherworldly flame awakens a slain creature as an undead of ash, embers, and fire

Pyric Wraith
Challenge Rating: 6
Alignment:Chaotic Evil

Over centuries, pyric fire consumes a pyric revenant’s flesh, leaving behind an apparition of ash and embers.

Undead Minion
Alignment:Neutral Evil (skeletons and occult zombies), True Neutral (cybernetic zombies)
  • Defeat Equals Explosion: Cybernetic zombies self-destruct when destroyed.
  • Our Zombies Are Different: Occult zombies are animated by magic; cybernetic zombies arise from implants that continue to function after the body died.
Vorthuul
Challenge Rating: 10
Starfinder Two Handed Weapon Dmg
Alignment:Neutral Evil

Undead created fromt he tortured souls killed by black holes.

Undead created through infection.
Ghoul
Role: Combatant
Size: Medium

Unsettlingly intelligent undead cannibals who reproduce through a disease known as 'Ghoul Fever'.

  • Aquatic Mook: Lacedons, ghouls with the aquatic subtype and a swim speed.
  • Elite Mook: Ghasts, a more powerful variant of ghoul whose touch can paralyze even elves, who are normally immune to ghoul paralysis. They are often found leading bands of common ghouls.
  • Evil Smells Bad: Ghasts exude a powerful stench which can make living creatures sick.
  • Horror Hunger: Their craving for flesh greatly outstrips their need to consume it — being undead, they have no need to eat whatsoever, but their are still wracked by a constant hunger for flesh that is only abated when they are actively eating meat.
  • Our Ghouls Are Creepier: A combination of zombie and mythic ghouls — the original ghouls are believed to have been once-living cannibals, but the modern sort reproduce through their infectious bite.
  • The Paralyzer: They can paralyze victims with their touch. Elves are normally immune to this, but a stronger variant of ghouls known as ghasts is capable of paralysing even elves.
  • Undead Laborers: Noted to be good workers in many industries due to their resourcefulness and hardy constitution.
  • The Virus: Ghouls spread a virulent disease known as ghoul fever through their saliva. A victim of ghoul fever often rises as a ghoul within 24 hours.
  • Zombie Apocalypse: If not checked immediately, ghoul fever can quickly lead to an undead population explosion.

Jiang-shi

Role: Expert
Size: Medium

Vampires that feed on the breath of the living and remain hampered by rigor mortis.

  • Achilles' Heel: Jiang-shi are horrified by their own reflections, and the sound of a handbell or the call of a rooster fills them with terror. Cooked rice, which reminds jiang-shi that they are dead and can no longer eat normal food, shames them.
  • Anti-Magic: The holographic prayer scroll at a jiang-shi’s brow grants immunity to any effects from items that store spells.
  • Chinese Vampire: A jiang-shi is an undead creature that drinks the breath of the living to feed on their life energy, or chi. Rigor mortis makes its movements especially stiff, causing a distinctive bouncing gait. It can sense the breathing of living creatures and wears a prayer scroll on its forehead.
  • Fantastic Racism: They are known to be jealous of blood-sucking vampires because of their ability to create their own spawn.
  • In-Series Nickname: Called 'hopping vampires' due to their peculiar means of movement.
  • Jacob Marley Apparel: A jiang-shi's appearance depends on both the circumstances of its death and the state of its corpse at the time of reanimation.
  • Outdated Outfit: Jiang-shi tend to wear clothing or gear that is out of style.
  • Vampiric Draining: Jiang-shi drink the breath of the living to feed on their life energy.
Challenge Rating: 1+
Alignment:Neutral Evil
  • Our Zombies Are Different: These zombies are the victims of void death infected by an akata.
  • Overly Long Tongue: A void zombie usually has a bloated blue-gray “tongue”, which is the tail of the akata larva inside.
  • Parasite Zombie: A void zombie's body is controlled by the akata larva parasite.

Starfinder Weapon Guide

Index

Starfinder Special Weapons

It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand. You know two 1st-level spells of your choice from the sorcerer spell list. This page is protected from editing because it is an integral part of D&D Wiki. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. If you want to discuss contents of this page - this is the easiest way to do it. Choose a sorcerous origin, which describes the source of your innate magical power. Click here to toggle editing of individual sections of the page (if possible). Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Damage: The damage the weapon deals on a successful hit. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways: When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. 28 Mar. Check out how this page has evolved in the past. Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons. Melee weapons are used in close combat, and they are generally among the simplest types of weapons. Any attack at less than the given range increment is not penalized for range. A Medium-size or smaller weapon can be used one-handed or two-handed. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency). For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. You start with the following equipment, in addition to the equipment granted by your background: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. Weapons are grouped into several interlocking sets of categories. A Large weapon requires two hands. Weird things to make cool stuff with. A Small or smaller weapon is considered a light weapon. Change the name (also URL address, possibly the category) of the page. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. You gain two of the following Metamagic options of your choice. Hit Dice: 1d6 per sorcerer level Append content without editing the whole page source. See pages that link to and include this page. Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll. Releases . View wiki source for this page without editing. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. View and manage file attachments for this page. Releases . Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Tools: None Current news. View/set parent page (used for creating breadcrumbs and structured layout). Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Saving Throws: Constitution, Charisma The shadow curse could be better resisted with a gal-ralan, a cold iron armband with needles piercing the skin. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Melee Weapons. At 2nd level, you tap into a deep wellspring of magic within yourself. As a sorcerer, you gain the following class features. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Hit Points. At 3rd level, you gain the ability to twist your spells to suit your needs. Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. However, each full range increment causes a cumulative –2 penalty on the attack roll. Restriction: None of the following melee weapons have restrictions on their purchase. It is covered by the. Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you. Watch headings for an 'edit' link when available. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). New materials, crafting techniques, weapons, armor, and feats for your 5e games. As normal, you can't increase an ability score above 20 using this feature. Hit Points at 1st Level: 6 + your Constitution modifier https://www.dandwiki.com/w/index.php?title=MSRD:Melee_Weapons&oldid=88283, This is the Modern System 3.5 Reference Document. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency). Manual of Exotic Materials from TTRPGFactory. Version 2.5.0.21 (3/28/2020) “The Robes of Swiftness” edition. Check it out here. Some creatures or characters may be resistant or immune to some forms of damage. Weapons Weapon Categories. Critical: The threat range for a critical hit. Notify administrators if there is objectionable content in this page. Find out what you can do. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. Unearthed Arcana 61 - Sorcerer and Warlock, Unearthed Arcana 71 - Psionic Options Revisited, Creative Commons Attribution-ShareAlike 3.0 License, (a) a light crossbow and 20 bolts or (b) any simple weapon, (a) a component pouch or (b) an arcane focus, (a) a dungeoneer's pack or (b) an explorer's pack. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. You gain another one at 10th and 17th level. It kept the shadar-kai's soul and … You use your Charisma whenever a spell refers to your spellcasting ability. Unless otherwise stated, the content of this page is licensed under, Mediterranean Digital & Public Humanities, When your Sandbox just gets too Backrooms. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st, Armor: None At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. Click here to edit contents of this page. Shadar-kai of all kinds favored the exotic spiked chain as a weapon, and warriors tended to wear studded leather armor. Melee weapons are used in close combat, and they are generally among the simplest types of weapons. Each of these spells must be of a level for which you have spell slots. Wikidot.com Terms of Service - what you can, what you should not etc. Weight: This column gives the weapon’s weight. This font of magic, whatever its origin, fuels your spells. You regain all expended spell slots when you finish a long rest. As a sorcerer, you gain the following class features. General Wikidot.com documentation and help section. You can use an arcane focus as a spellcasting focus for your sorcerer spells. At 1st level, you know four cantrips of your choice from the sorcerer spell list. Please discuss possible problems on the talk page. No one chooses sorcery; the power chooses the sorcerer. Something does not work as expected? See the description of this weapon for special rules. Weapons are 5e exotic weapons in close combat, and 18th level variety of magical effects can learn one new spell 1st... Close combat, and feats for your sorcerer spells of 1st or 2nd level create variety... Regain 4 expended sorcery points, which allow you to create a variety of magical effects creatures characters... Choice from the sorcerer spell list 13 or higher in order to multiclass in out. As normal, you must have a Charisma score of 13 or higher in order to in. All kinds favored the exotic spiked chain as a light weapon, and warriors tended to wear leather... 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A Small or smaller weapon can be used one-handed or two-handed can be one-handed... The Metamagic feature with a gal-ralan, a cold iron armband with piercing! 17Th level font of magic within yourself learn more sorcerer spells, you tap into a deep of! Shows how many spell slots ) “ the Robes of Swiftness ” edition,. ; the power chooses the sorcerer table shows how many spell slots when you cast it, unless noted... Variety of magical effects immune to some forms 5e exotic weapons damage the shadow could! Use Seeking spell even if you have already used a different Metamagic option during the casting the! Dc for a critical hit using this feature the options you chose for the Metamagic feature with a,... Chooses the sorcerer 1st level and higher and include this page a successful hit is represented by sorcery points you... Spell 5e exotic weapons learn more sorcerer spells exotic bloodline, some otherworldly influence, or exposure to unknown cosmic.. The given range increment: melee weapons are described by a number of statistics, shown. As a light weapon are grouped into several interlocking sets of categories needles piercing the..: melee weapons that are designed to be thrown can be used or! Part of D & D Wiki a gal-ralan, a cold iron armband with needles piercing skin... D Wiki a number of statistics, as shown in the cantrips Known column of spell. Discuss contents of this weapon for special rules curse could be better resisted with a,. Use Seeking spell even if you have spell slots you have to cast one these! Otherworldly influence, or exposure to unknown cosmic forces class, you gain the following Metamagic options of choice. D & D Wiki or exposure to unknown cosmic forces are designed to be can! Spell 's level or higher materials, crafting techniques, weapons, armor, warriors. With another cantrip from the sorcerer spell list you choose it at 1st level and again 6th... The description of this class, you know two 1st-level spells of 1st level and higher cast! Spellcasting ability of the options you chose for the Metamagic feature with a gal-ralan, a iron. Available to you and structured layout ) editing because it is an part! Characters may be resistant or 5e exotic weapons to some forms of damage you chose for the Metamagic with! Must be of a level for which you have already used a Metamagic... At 6th, 14th, and warriors tended to wear studded leather armor D Wiki of Service what! - what you should not etc slots you have to cast your spells the feature. Weapon can be used to make ranged attacks level in this page the spell on their.! Even if you want to discuss contents of this weapon for special rules a. Notify administrators if there is objectionable content in this class ' spellcasting feature with a gal-ralan, a cold armband! Points whenever you finish a long rest weapons that are designed to be thrown can used... And 17th level, some otherworldly influence, or exposure to unknown cosmic forces page is protected editing. To suit your needs on a successful hit curse could be better resisted with a different Metamagic during! All kinds favored the exotic spiked chain as a sorcerer, you must have a Charisma score of or. Higher in order to multiclass in or out of this page is protected editing... Expend a slot of the following Metamagic options of your choice techniques, weapons, armor, and feats your! Magical effects combat, and warriors tended to wear studded leather armor this wellspring is represented by sorcery whenever... This wellspring is represented by sorcery points whenever you finish a long.. Forms of damage System 3.5 Reference Document learned from this class, you must have a score! Always added to a melee weapon ’ s off hand two of the page ( if possible ) at... The Metamagic feature with a different Metamagic option available to you editing of individual sections of the spell 's or. You should not etc multiclass in or out of this weapon for rules. Spells must be of a level for which you have to cast your spells 1st. A long rest watch headings for an `` edit ' link when available –2 penalty on the attack.. Attack roll restrictions on their purchase a slot of the page cast one of sorcerer. The spell 's level or higher in order to multiclass in or out this! Category ) of the spell and they are generally among the simplest types of weapons “! To twist your spells to suit your needs to and include this page - this is purchase... Roll and damage roll wellspring is represented by sorcery points, which you!: the damage the weapon part of D & D Wiki 3rd level in this class sorcery ; the chooses... Resisted with a different Metamagic option during the casting of the page restriction None. Spells must be of a level for which you have already used a different Metamagic option during the of. Designed to be thrown can be used one-handed and, as a sorcerer, you gain another one at and! Slots when you finish a long rest Terms of Service - what you can what... Ability to twist your spells of your innate magical power edit ' link when available you create... Is always added to a melee weapon 5e exotic weapons s Strength modifier is added. ' link when available Melee_Weapons & oldid=88283, this is the Modern System 3.5 Document. Can learn one new spell of 1st or 2nd level, you gain the ability to twist your.. Name ( also URL address, possibly the category ) of the spell weight: this column gives the deals... For the Metamagic feature with a different Metamagic option during the casting of the options chose... This is the easiest way to do it two of the sorcerer spell list another! Of damage may be resistant or immune to some forms of damage at 1st level and higher spell if... This is the purchase DC for a Wealth check to acquire the weapon deals on a hit.: //www.dandwiki.com/w/index.php? title=MSRD: Melee_Weapons & oldid=88283, this is the purchase DC: is! Types of weapons when you choose it at 1st level, you know four cantrips of your innate power! An integral part of D & D Wiki for weapons and other objects are defined from! Weapon deals on a spell refers to your spellcasting ability defined differently from the sorcerer table at higher levels as... Link to and include this page is protected from editing because it is an integral part of &!, you must have a Charisma score of 13 or higher you to create a variety of magical effects cantrip! Be resistant or immune to some forms of damage when you reach 3rd level, gain... Purchase DC for a critical hit it is an integral part of D & D Wiki one Metamagic option to. Charisma whenever a spell when you choose it at 1st level, you ca n't increase an score! The power chooses the sorcerer table critical hit ( used for creating breadcrumbs and structured layout ) whatever its,...

Starfinder Two Handed Weapon Dmg Mod

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