Melee Weapon Mods

Mundane Modifications (Melee)

These mods can be applied to any weapons with the proper requirements and sufficient modpoints. They must be applied by a Weaponsmith, Leatherworker, or Tinkerer of sufficient skill.

(Exceptional creations may require specialized tools or materials to create, and are designated with an “†” dagger.)

Serrated Edge

  • COST: 200 gp
  • REQ: Slashing Weapon, Melee, Weaponsmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

+1 Slashing damage to all attack rolls with this weapon. (Note: This modification CAN be applied to weapons with the Thrown property.)


Puncture Spikes

  • COST: 200 gp
  • REQ: Bludgeoning Weapon, Melee
  • MODPOINTS: 1

+1 Piercing damage to all attack rolls with this weapon. (Note: This modification CAN be applied to weapons with the Thrown property.)


Steel Wrap

  • COST: 200 gp
  • REQ: Bludgeoning Weapon, Melee, Weaponsmith
  • MODPOINTS: 1

+1 Bludgeoning damage to all attack rolls with this weapon. (Note: This modification CAN be applied to weapons with the Thrown property.)


Hardening Reforge

  • COST: 200 gp
  • REQ: Piercing Weapon, Melee, Weaponsmith
  • MODPOINTS: 1

+1 Piercing damage to all attack rolls with this weapon. (Note: This modification CAN be applied to weapons with the Thrown property, but cannot be applied to ammunition.)


Barbed

  • COST: 200 gp
  • REQ: Piercing Weapon, Weaponsmith
  • MODPOINTS: 1

Upon a successful attack, a barbed weapon will “hook” into a target, requiring a Bonus Action by either the wielder or the target to remove.

A barbed weapon is designed to hook into flesh and leather, and may not successfully hook into more dense materials such as stone, metal, or even sturdy wood.


Wrapped Grip, Royal Grip, Special Custom Grip†

  • COST: 150 gp | 500 gp | 1000 gp
  • REQ: Melee Weapon, Weaponsmith or Leatherworker
  • MODPOINTS: 1 | 1 | 2

[+1 | +2 | +3] to all attack rolls made with this weapon. (Note: This modification CAN be applied to weapons with the Thrown property.)


Wrist Strap

  • COST: 50 gp
  • REQ: Melee Weapon, Weaponsmith or Leatherworker
  • MODPOINTS: 1

This mod prevents causes all attempts to disarm the weapon to be rolled at disadvantage.


Chain Sling

  • COST: 250 gp
  • REQ: Melee Weapon, Tinkerer
  • MODPOINTS: 1

This mod attaches a 20 ft chain to the hilt of the weapon. As a bonus action, the wielder can pull the chain, pulling the attached weapon back into his/her hand.

If the chain is attached to a “Barbed” weapon which is “hooked” into an opponent, the wielder can attempt an opposing strength check against the enemy to pull them 10 ft towards the wielder as a bonus action.


Mechanical Chain Sling*

  • COST: 1000 gp
  • REQ: Melee Weapon with Barbed modification, STR 12, Tinkerer
  • MODPOINTS: 1

This mod attaches a 20 ft chain to the hilt of the weapon, feeding into a mechanical device on the wielder’s wrist. As a bonus action, the wielder can activate the wrist device, pulling the attached weapon back into his/her hand.

If the Barbed weapon is “hooked” into an opponent, the wielder can, as a bonus action, use the wrist device to pull a creature of medium or smaller size up to 20 ft towards the wielder.


Quality, High Quality†, Mastercraft†

  • COST: 1000 gp | 2500 gp | [Custom]
  • REQ: Melee Weapon, Weaponsmith (Mastercraft requires a Master Weaponsmith)
  • MODPOINTS: 1 | 2 | 3

+1 | +2 | +3 to all attack and damage rolls with this weapon.

All Mastercraft weapons must be custom-built by a Master Weaponsmith, and a price on their creation varies greatly, often possessing qualities beyond the simple +3 statistical modifier.


Silvered

  • COST: 100 gp
  • REQ: Melee Weapon, Weaponsmith
  • MODPOINTS: None
  • SPECIAL: Permanent modification

This weapon is edged or coated with silver, bonded properly.


Magical Modifications (Melee)

These mods can be applied to any weapons with the proper requirements and sufficient modpoints. They must be applied by an alchemist or runesmith of sufficient skill.

Durability†

  • COST: 2000 gp
  • REQ: Melee Weapon, Alchemist
  • MODPOINTS: None

This weapon is chemically coated to prevent destruction and decay due to rust, acid, or other, similar means. Any attempt to break this weapon requires a Strength Check DC 18 made with disadvantage.


Glamoured†

  • COST: 3000 gp*
  • REQ: Melee Weapon, Runesmith
  • MODPOINTS: None
  • SPECIAL: Permanent modification

This weapon is enchanted with a glamour rune, which allows it to appear to be another item of similar size and shape. (By example, a sword may appear as a long staff, and a crossbow may appear to be a lyre, or lute.) The weapon maintains its weight, as well as other properties. A Perception (Wisdom) Check DC 20 is required to discern the weapon’s true nature.


NOTE: All runes require the work of a capable runesmith, and specific tools and materials.†


Acid Rune

  • COST: 1000 gp | 2000 gp | 3000 gp
  • REQ: Slashing Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] acid damage to all successful attacks with the weapon.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Cold Rune

  • COST: 1100 gp | 2200 gp | 3300 gp
  • REQ: Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] cold damage to all successful attacks with the weapon.

Cold runes are a commonly used rune, especially in Barbarian manufacturing. On a critical hit, a weapon with this rune will slow the enemy, reducing its speed by half until the end of its next turn.


Fire Rune

  • COST: 1100 gp | 2200 gp | 3300 gp
  • REQ: Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] fire damage to all successful attacks with the weapon.

Fire runes are one of the more common runes applied to weapons in Auveron. On a critical hit, a weapon with this rune will ignite an enemy, causing 1d6 burning per turn until enemy takes an Action to put the flame out.


Force Rune

  • COST: 1000 gp | 2000 gp | 3000 gp
  • REQ: Bludgeoning Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] force damage to all successful attacks with the weapon.

Force runes are one of the more common runes applied to weapons in Auveron. On a critical hit, a weapon with this rune will push an enemy, forcing the enemy back 10ft. If the enemy enters a space with a solid object (wall, stone), the enemy will take an additional 1d8 force damage and come to a stop. If the object is brittle enough, the enemy can be forced through the object, instead.


Lightning Rune

  • COST: 1000 gp | 2000 gp | 3000 gp
  • REQ: Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] lightning damage to all successful attacks with the weapon.

Lightning runes are one of the more common runes applied to weapons in Auveron. Weapons with this rune applied deal an additional [1d4 | 1d6 | 1d8] to any enemy wearing metal armor on successful attacks.


Necrotic Rune

  • COST: *1000 gp | *2000 gp | *3000 gp
  • REQ: Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] necrotic damage to all successful attacks with the weapon.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Poison Rune

  • COST: *1000 gp | *2000 gp | *3000 gp
  • REQ: Slashing or Piercing Melee Weapon, *Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] poison damage to all successful attacks with the weapon.

On a critical hit, a weapon with this rune will cause an enemy to become poisoned until the end of its next turn.

*These runes are deemed highly illegal, and as such, are often marked up by black market dealers and smiths.


Radiant Rune

  • COST: *1000 gp | *2000 gp | *3000 gp
  • REQ: Melee Weapon, *Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] radiant damage to all successful attacks with the weapon.

*These runes created specifically for paladins and clerics of the Orders of the Gods, and can be obtained by members of the Orders for less. Contraband Radiant Runes are often marked up by black market dealers and smiths.


Stunning Rune

  • COST: 400 gp
  • REQ: Bludgeoning Melee Weapon, Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This mod, when applied properly to a weapon, will stun on a critical hit, causing the enemy to be paralyzed until the end of its next turn.

Thunder Rune

  • COST: *1000 gp | *2000 gp | *3000 gp
  • REQ: Bludgeoning Melee Weapon, *Runesmith
  • MODPOINTS: 1
  • SPECIAL: Permanent modification

This rune, when applied properly onto a weapon, will add [1d4 | 1d6 | 1d8] thunder damage to all successful attacks with the weapon.

All strikes with a thunder weapon create a loud, audible boom which can be heard [100 ft | 200 ft | 300 ft] away.

*While not illegal to own, the echoing “boom” of a Thunder Rune is often discouraged in urban settings, and because of accompanying guard hassle, Runesmiths are often less-willing to apply the rune to weapons except in special circumstances.

Melee Weapon Mods

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