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Weapons

Flexible Weapons

WeaponDamagePropertiesLevel
Bolas1d4 BMartial (Dex), Throwing (20/30/40), Grappling, Tripping.1
Whip1d6 SMartial (Dex), Disarming, Grappling, Reach, Tripping1
Flail1d6 BMartial (Dex), Rending1
Rope Dart1d6 PMartial (Dex), Throwing (20/30/40), Returning2
Tabak- Toyok1d8 BMartial (Dex), Reach, Dizzying2
Kusari-Gama1d8 SMartial (Dex), Reach, Throwing (15), Returning3
Meteor Hammer2d8 BMartial (Dex), Heavy, Reach, Tripping3

Fighting Styles

  • Controlled Combat Maneuvers. The user has become effective with performing Combat Maneuvers with Flexible Weapons. Disarming, Grappling, or Tripping an opponent yields full damage upon a hit.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively with the proper Weapon Level.
  • Improved Critical. The user’s Critical Hit range for Flexible Weapons is increased by 1.
  • Momentum Mastery. The user has learned to master the transfer of energy to their weapon, granting them Advantage against the next attack if the last attack missed. Advantage stacks for every time the weapon misses.
  • Pendulum Swing (Combat Maneuver). The user may use Flexible Weapons as if they had the Cleave property with enemies in adjacent or Reach range.

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