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Vanilla Weapon OverHaul Ver. 1.0
Weapon fix and retweak.
Item changes should be ONLY to unique items unless listed below.
If you use this with other weapon mods make it last in load order to prevent stacking changes if they use Items in the mod as a base.
Base Weapons or Passives that got changed and can affect other weapon mods.
Githyanki Base weapons now get 1d4 psychic as base so if another mod is using the gith weapons as a base they can get an extra 1d4 psychic.
---*ITEMS WITH A # REQUIRE A FRESH SAVE OR HAVE THE MOD LOADED BEFORE THE ACT IT DROPS IN IS LOADED*---
Example If an Item drops in Act 2 then the mod must be loaded before leaving Mountain Pass or Loading the Shadow-Cursed Lands.
The Root IDs will be added at the end of the Item's Decription if the user wants to Spawn them in an existing save.
----------Update 2.14 Changelog----------
Tavern Brawler Fix: This was removed to reduce the Crashing issue caused by having too many mods overwriting the same Entry. For example If you have Unofficial Bug Fixer, Druid QoL, and 3 other mods that affect Tavern Brawler it will cause the game to crash. Thus this has been removed from this mod to hopefully remove this crashing issue.
----------Update 2.13 Changelog----------
----Balance Changes----
Incandescent Staff: Now unlocks the Fireball spell for the wielder, Also grants a free fireball spell however if the user uses the free fireball they lose access to both fireball spells until the user takes a Long Rest. Now grants 2 Firebolt spells, the normal firebolt alongside a Bonus Action Firebolt. After using the Bonus Action firebolt the wielder loses access to both firebolt spells until a Short Rest.
---- Bug Fixes----
Vicious Weapons: Should now correctly deal the added damage when landing a critical hit.
Hammer imbued with Subtle Swap: Should no longer "stick" to the wielder and get removed shortly after unequipping the hammer.
SpellSparker/Sparky Points: Now boost all melee weapon attack while the user has lightning charges.
Harold: Reeling Weapon Attack should work correctly.
Pale Oak: Wildshape now scales with Druid Level like it was intended.
Lyrthindor Drops: Base character would drop his equipment but it was overwritten and I did not notice. He instead drops a treasure table. This treasure table has been adjusted to now drop the new armor pieces fixing this bug.
----Vanilla Game Bugs Fixed/Imported Fixes from Unofficial Bug Fixer----
Shield Bash Fix for older versions:
Repelling Blast Fix for older versions:
Duke Ravenguard's Longsword: Now correctly grants temp hp based on the Wielder's Charisma Modifier not the Charisma Modifier of the targets recieving the temp hp.
Dungeon Delver: Now grants perception advantage outside of combat and advantage on saving throws against traps.
Favourable Beginnings: Now works for all ability checks against a character.
Freecast: Now works as intended. No longer tied to equipment etc. Now is one time Per Long Rest ability passive.
Great Weapon Master: Now applies the +10 damage to any attack that gets -5 to its attack roll. If it gets the -5, it gets the +10 damage.
Heart of the Storm: No longer triggers on cantrips.
Polearm Master: No longer triggers an enemy polearm attack if the player moves into melee range. (It used to in effect grant enemies the polearm master feat against the user)
Fighting Style Protection: No longer requires both the fighting style user and the person getting attacked to have shields.
Barbarian Rage: Should now also increase the users thrown damage at higher barbarian levels.
Totem Heart Rages: Should now increase Strength Based weapon attacks and thrown attacks at higher barbarian levels like it should.
Reeling: Should now no longer be removed after missing a target wielding the adamantine Shield.
Storm's Fury: Now does Lightning Damage like the passive says and as it is in 5th Edition.
Tavern Brawler: Works while wildshaped and no longer reduces damage dealt if the user has less than 10 str (for example while wildshaped)
Credit: Syrchalis, they also has this in their Druid QoL Mod.
Thunderbolt Strike: For Tempest Clerics is now toggleable like the passive words it.
War Priest: Now toggleable and only lasts for 1 turn after using extra attacks from multiclassing not 10 like in the base game.
This should make the War Priest able to work with extra attacks gained from multiclassing.
Cull the Weak: Now deals 25 Psychic and 25 Bludgeoning instead of just command killing them. This should allow other passives to trigger off the killing blow from Cull the Weak.
Blade Barrier: Now uses the casters Spell DC instead of set initial DC of 15 then following DCs of 3.
Brutal Leap and other Jump Slam abilities: Now uses the users strength or dex mod instead of spellcasting modifier. Meaning gale isnt better at jump smashing than karlach cause reasons.
Aberration Hunters' Amulet: should now correctly give disadvantage on being attacked from aberrations.
Amulet of the Drunkard: Now correctly Heals 2d4 when you gain the drunk effect and at the start of your turn while drunk.
Bhaalist Armour: No longer reduces a targets resistance or immunity to piercing damage. Only effects targets that aren't resistant or immune to piercing as it is written.
Circle Of Bones: Zombie spawned is now the same as the spell so it doesn't have the Newborn Zombie condition, slowly killing it.
Cap of Wrath: Now correctly applies 2 turns of Wrath when the user is below 50% HP.
Cloak of Cunning: Now creates a fog cloud upon gaining the disengage status.
Coruscation Ring: Now works as intended requiring the user be illuminated.
Corvid Token: Also now gives FeatherFall when switching polymorph states. Like via Syrchalis Druid QoL Mod that allows wildshaping from one wildshape into another.
Craterflesh Gloves: No longer deals 2d6 on Critical. This has been reduced to 1d6 as it was intended.
Creation's Echo: Now works correctly and for more than one effect per attack
Derivation Cloak: Now limited to non-allies.
Fireheart: No longer gains stacks from heat damage. Must be an attack or spell from another creature to gain a stack.
Garb of Land and Sky: Now applies the extra damage to any direct attack not just weapon attacks. Now correctly gets removed after making the attack. If it gets advantage, it gets the damage and will remove the status.
Gloves of Baneful Striking: Bane now gets removed on being attacked by a spell. Now also should show the Charisma save to apply the bane to the target.
BattleMaster Gloves: Should now work with all weapon attacks.
Gloves of Power: Should now show the saving throw for applying Bane.
Gloves of the Growling Underdog: Now grants advantage on any melee attacks not just weapon melee attacks. Monks rejoice.
Hat of Storm Scion's Power: Tooltip fixed. Glyph of Warding does not proc attack or damage passives as it acts like a summon instead of a direct attack like fireball.
Helldusk,Illithid Carapace, and Elven Chain: Now work correctly with mage armor and defense fighting styles.
Helldusk Gloves: Now only gives bonus attack to spells.
Helldusk Gloves/Flawed Helldusk Gloves: Now shows the saving throw roll to apply the bleed.
Ichorous Gloves: Should now have a Dex Save at the bottom of the tooltip. Now can be applied multiple times per attack.
Ironvine Shield: Now only retaliates damage on getting melee attacked.
Kereska's Favour: Can now apply the status to multiple enemies per attack. Once per attack to each enemy.
Various Saving Throw Items That previously did not show the Saving throw in the Combat Log or over the character.
Risky Ring: No longer gives disadvantage on death saving throws.
Shade Slayer Cloak: Now shouldnt remove the extra crit chance until the user hits the target with the thrown attack.
Shadow Blade/ Knife of the Undermountain King/ Shadowrend Dagger: Now correctly gives advantage against targets that are lightly or heavily obscured. (This item may need to be respawned if you loaded the mod or updated mid playthrough)
Slippery Chain Shirt: Now applies disengage to the target being healed and not the one doing the healing.
Sharpened Snare Cuirass: AC Cap longer gets overwritten by users with Medium Armor Master.
Snowburst Ring: Can now create ice multiple times per attack, once per enemy hit with each attack.
Spellmight Gloves: Now anything that gets the bonus damage also suffers the -5 to attack rolls.
SpellCrux Amulet and Pearl of Power: Now give priority to Spell Slots over Warlock Spell Slots. No longer give one of each.
Swires Sledboard: Now correctly shows the 2 turns of Force Conduit gained at the start of a turn.
The Speedy Lightfeet: Once per Turn limit removed. Now should act exactly as it is written.
Wavemother Cloak: Now gives the user Vulnerability to Cold and Lightning Damage as well as immunity Wild Magic Burning like the normal wet status gives.
----Description Clarifications----
Abyss Beckoners: Now shows that summons are immune to physical but vulnerable to all other types of damage.
Shield Bash: Description changed to show the correct Saving Throw needed to not fall prone.
----------Update 2.12 Changelog----------
EmporerSword: Now applies 1d8 Slashing to all weapon attacks and actions that are made with the sword itself not any melee weapon attacks made with offhand weapons.
----------Update 2.11 Changelog----------
Orthon Heavysword: Now toggleable, Consumes 3m/10ft of movement to launch the target 6m/20ft. Now also deals an additional 1d6 Fire Damage
----------Update 2.10 Changelog----------
Emporer's Longsword: Should now show in the combat log the 1d8 Damage against non aberrations. Damage boost now applies to any melee weapon attack while wielding the Emperor Sword.
Infernal Weapons: No longer grant 6 Poison on all other attacks, now only grants 9 poison damage to the weapon attacks themselves.
Hellbeard Halberd: Now deals 12 Poison damage instead of 6.
----------Update 2.09 Changelog----------
Everburn Blade: No Longer grants Commander Zhalk the +1 to Attack Rolls so he should miss more often.
Titanstring Bow: New Passive added: Precise Aim: Reduce the Roll needed to get a Critical Hit by the wielder's Dex Modifier. (Max 2 Reduction to Crit)
Defender Greataxe: +3 Enchant getting applied twice (for a total of +6) has been fixed. Now is a proper +3 Weapon.
Watcher GreatSword: Now Drops from Black Gauntlet/Overseer Tamia Holzt in the Steel Foundry.
----------Update 2.08 Changelog----------
Fighting Style Protection: Fix so your ally no longer also needs a shield. (Base game both allies needed a shield, the person with the fighting style and the one getting attacked, in order to proc the reaction now more faithful to RAW in 5e)
Blood of Lathander: Now has 1d6 Base Physical Damage as is in base game.
Scimitar of Cinder: Should now be able to be sheathed.
----------Update 2.07 Changelog----------
Precisely Woven and Unstable Casting: Should now have Icons for the toggle Passives.
----------Update 2.06 Changelog----------
Skybreaker's: Now applies a toggleable passive and allows the user to throw the skybreaker itself to potentially swap places with the target.
----------Update 2.05 Changelog----------
Skybreaker's: Swap Passive was incorrectly being temporarily removed when throwing the Skybreaker. This has been fixed to work with all thrown attacks while wielding the skybreaker.
Markoheskkir: Precision Casting is toggleable and has a +3 to Spell Save DC while active.
Dispair of Athkatla: Unstable Casting is toggleable and has a -2 to Spell Save DC while active.
----------Update 2.04 Changelog----------
Now has a Specific Arsenal Compat File that allows you to take full advantage of both mods.
Load Order Should look like
1. Arsenal Overhaul
2. Vanilla Weapon Overhaul
3. Vanilla Overhaul Arsenal Compat
----------Update 2.03 Changelog----------
Spellsparkler: Positive Conduit should now be working as intended. Correctly this time. I missed a trigger in the previous update.
----------Update 2.02 Changelog----------
Spellsparkler: Now should correctly deal 1d6 damage that don't proc multiple instances of other damage boosting passives.
Flame Blade: Now uses a Scimitar as a base so weapon altering mods should also affect this weapon. Is no longer a Simple Weapon, Is now a martial weapon like all other scimitars. Now gains scimitar weapon actions.
----------Update 2.01 Changelog----------
# Render of Scrumptious Flesh: Weapon Action was lacking a cooldown. Is now once per turn.
----------Update 2.00 Changelog----------
Cruel Sting: No longer loses its Psychic Damage on Long Rest. Sleep all you want.
Blood of Oppressed Souls: Now deals additional 1d8 Psychic instead of 1d4+1d4 Psychic.
Sword of Chaos: Healing on hit reduced from character level to now half the characters level. Reason: with most melee classes being able to hit multiple time the healing possible was unintended.
Sword of Life Stealing: Healing and Necrotic Damage on hit reduced from half the characters level to now a third of the characters level.
Sword of the Emperor: Damage bonus is now correctly 1d8 instead of saying 1d8 but being 1d6.
Stillmaker: New passive: When hitting an enemy above 50% HP they must make a Con Saving Throw or become Paralyzed.
Myrkulite Scourge: Undead Tenacity now correctly deals double the users Strength modifier on miss.
The Sacred Star: Now has Holy Tenacity that deals double the users Strength modifier as Radiant damage on miss.
# Orthon HeavySword: Now given for making a deal with the rats. Its the sword that Yurgir uses but with the slighter stronger stats but reduces the users mobility while it is equipped. Root ID: 39171b5f-76fb-42ab-ab55-0f08fda11525
# King's Knife: New model and Icon. If wielded by a duergar that becomes enlarged they also become Frenzied for 2 turns. Root ID: 378e7760-a5d7-4f37-9344-ad8fcb2795a1
# Planeslayer Flail: Now sold by A'jak'nir Jeera at Crèche Y'llek. Root ID: 8c733d14-6cbc-4227-9d87-0e42ce0965c4
# Allandra'a Whelm: Now drops from Bulette in thhe Underdark. Root ID: 503d3d60-8798-4c65-bec1-347392733c86
# Rebound Battleaxe: Now carried by Cerys in Last Light Inn. Root ID: d2d5141a-9804-49b6-96e2-5738d85feffa
# Combination Axe: Now drops from the Shadow Cursed Shambling Mound in the Shadow Cursed Lands. Root ID: 35465a58-d21d-46b4-a429-64d187b0781f
# Arduous Flame Blade: Carried by Zevlor in the Grove. Root ID: d4cb8410-096a-480e-88fb-7224c6b654f6
# Flame Blade: Carried by Dammon in the Grove. Grants the user the Armor of Avernus Ability granting a weaker fire variant of Armor of Agathys. Root ID: 3c7ce449-40e1-4ba8-acab-bc59abe70ad7
# Sword of Cinder: Drops from the Lava Elemental in the Grymforge. +1 Scimitar that is always burning and deals an extra 1d6 Hellfire damage. Root ID: 6607d3dc-c174-4aec-898f-67e383605b79
# Githyanki Light Ballista: Used by Sa'varsh Kethk in the Crèche Y'llek. Heavy Crossbow that deals increased damage that pushes both the target and user when fired. Grants the Mental Instruction ability. Root ID: 9fcb0b03-e522-4229-8802-258c1ec30f87
# Great Morningstar: Now wielded by Rath in the Grove. Deals increased damage but is non magical. Root ID: adf0ef57-7811-40ed-9d29-05c6336f9e1f
# Oakfather's Longbow: Simple +1 Longbow with increased range. Carried by Nettie and can be pickpocketed. Root ID: f69e5b3a-8868-4485-9945-c84f51e3933c
# Tough Sunrises: Wielded by Aradin in front of the Grove. Root ID: 907df6ab-93ab-4f51-bf57-ac767d48e382
# Sanguine Blade: Now wielded by Kressa Bonedaughter. Root ID: a8dc9927-1aa3-45ee-8fea-4106e431c194
# Steelwatcher Greatsword: Now wieldable by Humanoids. Damage reduced from base game but still stronger than base Greatsword. Root ID: f39dcce5-d477-44da-bc69-ce710d4b7ef0
# Djinni Scimitar: Now can be pickpocketed off of the Circus Djinni. +2 Scimitar that deals an extra 2d10 Poison damage. Root ID: e7ed5cd0-4ae7-4fc4-aa58-7d5c7b2ad0f0
# Steel Watcher Ballista: Now a reward for Deal with the Gnomes given by the Fist at the South Span Checkpoint. Root ID: ef62c69a-29a3-4e1d-9891-2f4bb3371f2c
# Drunk-Purple Torch: Carried by Counsellor Florrick in Waukeen's Rest. 1d6 Cold Damage with 1d4 Fire Damage Clubs. Bludgeoning Damage removed. Root ID: f7c72034-b7ed-459f-9f2f-3c42144271ef
# Blood Bound Sword: Now wielded by Disciple Z'rell. Root ID: faf8d98c-103d-4524-b609-41d3f1790c5a
# The Clover: Now is rewarded for bringing Isobel to Kethric ALIVE. Now a +3 Scimitar, Piercing Vulnerabiliy changed to Slashing Vulnerability. RootID: 517231eb-e812-43ed-9ce3-482ba7ed31e6
# Enforcer Club: Used by Manip Nestor in Rivington. Root ID: d3cd1f93-64bb-4d57-bafc-19ee1cefc564
# Light Crossbow of Speed: Now Legendary, hidden behind the locked door near Balthazar in the Gauntlet. Root ID: 664ff469-770a-4597-9be2-506465e5486f
# Render of Scrumptious Flesh: Drops from the Dying Thug on Rivington's Beach. Fleshrender weapon attack no longer has a cooldown. Root ID: 5c41bb72-9a50-4d98-a12a-0de374c43f19
----------Update 1.14 Changelog----------
-Coldsnap: Now correctly has a DC13 Con Save.
-Least Expected: Weapon Action Now correctly applied.
-Drakethroat Glaive: Now grants an additional dragonborn Breath Weapon Charge. Recharges on Short Rest.
-Shadow Blade Ring: Now does 2d6 Dmg but has an increasing Weapon Enchantment that increase with the players level.
-Shattered Flail: Passive reworked. Now heals for 1d4 + your Proficiency Bonus on hitting a creature. Upon not hitting an enemy for a turn after the initial hit, the wielder gains a stack of Mental Strain.
At 3 Stacks of Mental Strain the wielder goes Mad for 5 turns. The Mental Strain stacks and Madness can be cleansed by Calm Emotions.
----------Update 1.10 Changelog----------
Balance and Item tweaks.
Harold: Grapple Shot now on Short Rest.
Whirlwind Attack Weapon Action: Now no longer gets your proficiency bonus on the attack rolls against enemies.
Jorgoral's Great Sword: Colossal Onslaught now per Combat
Hellfire Greataxe: Hellfire Cleave now per Combat
Ketheric's Warhammer: Necrotic Damage against non-undead decreased from 2d6 to 2d4 since it was slightly too strong.
Sword of The Emperor: Damage against Non Abberation increased from 1d6 to 1d8.
The Spellsparkler: Now Deals 1d6 Lightning on Weapon OR Unarmed attacks while charged.
Weapon Hunter's Mark Spell now per Combat.
Passive Description Improvements:
Spellthief has its passive worded slightly better.
Titanstring now fully describes what it does in its passive.
Updated Description on Markoheshkir, Adamantine Mace, and Whirlwind Attack.
Update 1.07 Changelog:
Blade of Oppressed Souls: Passive-Now grants the Githzerai Mind Barrier status while equipped. (Advantage on Intel Saving Throws), Allowing 2 Characters to have the Githzerai Passive at the same time.
BlightBringer: Passive- On critical hit or killing blow Slow nearby creatures.
Bow of Awareness: Passive- +1 to Initiative and can't be Surprised.
Bow of the Banshee: Passive- On critical hit or killing blow Fear nearby enemies.
Creation's Echo: IT WORKS! Passive- When dealing Acid,Fire,Lightning,Radiant, or Necrotic Damage become Immune to that damage type for 2 turns.
Sword of Clutching Umbra: Now grants the Greater Invisibility spell once per short rest.
Voss' Silver Sword: Gained Cleave Action, Per turn.
List of all Item Changes (So Far This list is as of 1.06)
Attack Rolls:Chance to hit______________Damage Rolls: Damage Dealt
Adamantine Longsword: Gets a +1 to Attack Rolls,2d6 dmg when two handed, Cleave added
Adamantine Scimitar: Gets a +1 to Attack Rolls, 2d4 to damage, SearingStrike added
Adamantine Mace: Gets a +1 to Attack Rolls, 2d4 to damage, Fiery Slam added
Ambusher: +2 Enchantment (Used to be +1)
Assassin's Shortsword: Shadow Step(Misty Step that gives advantage for a round) added.
Assassin's Touch: Extra 1d6 Necrotic damage against goblins.
Arcane Absorb Dagger:gained a +1 to enchant (2 total)
Belm: Wild Shape Bear added (Circle of Spore Druids get full advantage as well)
Bigboy's Chew Toy: Grand Slam Added per turn.
Blade of Oppressed Souls" Extra 1d4 Psychic (2d4 total), +1 Enchantment (2 Total), Custom Passive in progress(Done!).
Blooded Greataxe: 1d10 when below 50% hp (used to be 1d4)
BlightBringer: +1 Enchantment(2 total), Custom Passive in progress(Done!).
Bow of Awareness:Custom passive in progress(Done!).
Bow of the Banshee: Passive in progress(Done!).
Breaching Pikestaff: Gets new Force Slam Ability> Functions similar to Grand Slam but deals force damage.
Cacophony: Damage is now 1d10(2 Handed)/ 1d8(1 Handed).
Catiff Staff: Now Replenishes 2 Warlock Spell slots.
Charge Bound Hammer: Gets a Lvl 2 equivalent of Call Lightning called Lightning Strike. Deals 2d10 Lightning Damage in a small area, can recast it as an action for 10 turns or until you lose concentration.
ClownHammer: Now procs the laughter on every hit instead of only criticals.
Club of Hill Giant Strength: Sets Strength to 23.
Cold Snap: Now when enemies miss you they get Frozen unless they succeed a Dc 13 Con Save(Used to just be Chilled on miss)
Comeback Handaxe: Passive in Progress since this weapon has wierd animations.
Corpsegrinder: Grand Slam now Per Turn
Corrosive Flail: Corrosive Strike now Per turn.
Creation's Echo: Passive in progress since the base game passive doesn't work having to make this from scratch(Done!).
Corellon's Grace: Changed +2 Saving Throw Passive to now gain +2 AC when not wearing armor. Monks Rejoice.
Crossbow of Arcane Force: 1d4 Psychic from gith base,Can now trigger Arcane Amunition every round.
Cruel Sting: Passive in progress to keep the 1d6 gained from the drider bound addition.
Dagger of Shar: Gains advantage against obscured enemies.
Deep Delver: +1 Enchantment
Defender Greataxe: +1 Enchantment(3 Total) can now sacrifice +2 Enchant for +2 to Armor Class and Saving Throws.
Deva Mace: Gains +3 to Melee Attack Rolls (Chance to hit), Rarity increased to Very Rare.
Dispair of Athkatla: Gained Passive "Unstable Casting" Spells lose 1d4 to attack rolls but +2d4 to damage rolls.
Devotee's Mace: Healing Aura increased from 1d4 to 4d4 and the start of every round.
Dolor Amarus: Passive increased to 8 Damage (Used to be 7)
Doom Hammer: Gained Passive "Ripped and Torn" Deals an extra 2 Damage to Fiends and Undead.
Dragon's Grasp: Gained Passive "Elemental Punishment" Deals 1d4 to enemies suffering an elemental status effect.
Drakethroat Glaive: Passive planned (Gain an extra breath weapon charge) Not yet finished.
Dread Iron Dagger: Damage while hidden increased to 3d4 (used to be 1d4)
Duke Ravengard's Longsword: Gives double your Charisma Modifier as temp hp on kill (used to just be your Charisma Mod), Commander's Strike now only costs a Bonus Action.
Everburn Blade: Now has an anti cheese mechanic but gets a +1 to Attack Rolls (Chance to hit)
Exterminator's Greataxe: Deals 3d6 Fire to Plants, insects, or other small creatures. (used to be 1d6)
Fabricated Arbalest: Now give radiation orb on hit (no longer need illuminating shot)'
Faithbreaker: Gained +1 Enchant
Firestoker: +1 Enchantment, Gained Passive "Elemental Punishment" Deal 1d4 Piercing to enemies suffering from an elemental status effect.
Flail of Ages: Elemental Age now on short rest to better fit against the enemies you are fighting.
Fleshrender: Deals 1d8 Necrotic and applies Bone Chill on hit.
Foebreaker: Now also ignores Bludgening Immunity. Nothing shall stand in your way.
Gandrel's Aspiration: Gained Passive "War of the Monsters" Deal an extra 1d4 to Monstrosity type enemies.
Giantbreaker: Now has the Pushing Attack weapon action per short rest
Githyanki Weapons: now get 1d4 Psychic Damage as base.
GleamDance Dagger: Deals an extra 1d4 damage when in main hand.
Gold Wyrmling Staff: Deals 1d10(2 Handed)/1d8(1 Handed), Gained Searing Smite instead of fire bolt.
Hamarhaft: Gained Passive "Float like a Butterfly" Jump Distance increased byy 4.5m. Ain't nobody getting away.
Hammer of the Just: +1d4 Radiant Damage. Deals 2d6 Radiant Damage to Fiends and Undead.
Handmaiden's Mace: Now has base damage of 1d8 (used to be 1d6)
Harmonic Dueller: Now gives the Dueling Fighting Style Passive.
Harmonium Halberd: +3 Strength (Used to be +2)
Harold: Now gets Grapple Shot. Get Over Here!
Hellfire Engine Crossbow: Lighting Arrow Per Short Rest now,
Hellfire Greataxe: Hellfire Cleace per turn. Set the world on fire!
Hellfire Hand Crossbow: Changed to a Lvl 4 Scorching Ray Spell
Hellrider Longbow: Can now trigger Faerie Fire on each hit.
Hollow's Staff: Gained Passive:Increases Necrotic Damage by 1d4.
Hunting Shortbow: Hunter's Mark on short rest (used to be long rest)
Incandecent Staff: Increases Spell Save DC by 2 for better Fireball DC.
Infernal Weaponry: Now does +9 Poison Damage on hit and possibly poisons the target.
Infernal Rapier: Now legendary, Gained the Dueling Fighting Style Passive, Gained the Daredevil Proximity Passive(Can cast normal spells as melee when threatened)
Intransigent Warhammer: Gained Improved Critical Passive
Jagged Spear: Gives Disadvantage on Con Saves to targets hit, Only deals Non Lethal Damage.
Jorgal's Greatsword: Can now Colossal Onslaught Per turn
Justiciar's Shortsword: Gianed Shadow Step Spell once every short rest
Katana: 1d12(2 Handed)/1d8(1 Handed) Damage, Gains the Great Weapon Fighting Style Passive, +2 Enchantment (Used to be +1)
Ketheric's Warhammer: Gains Passive "Myrkul's Chosen" Deals 2d6 Necrotic Damage to Non Undead Targets.
Kurwin's Cauteriser: +2 Enchantment (Used to be +1)
Larethian's Wrath: Razor Gale's Area was increased.
Least Expected: Can now cast Blind Shot once per turn
Light of Creation: Overcharge can now shock the user if not a construct. Can be nullified by The Sparkswall ring.
Markoheshkir: Gained Passive "Precisly Woven" Grants a +2d4 to Spell Attack Rolls, but gives a -1d4 to Spell Damage Rolls.
Melf's First Staff: Gained Passive "Caustic Acid" Acid Damage increased by 1d4.
Moonlight Glaive: Moonlight Butterflies Weapon Attack now Per Short Rest.
Mourning Frost: Cold Damage increased by 1d4(Used to be flat 1 increase)
Murderous Cut: +2 Enchant(used to be +1), Deals 1d6 Poison on hit.
Myrkulite Scourge: Now Gained: Undead Tenacity which deals (2 x Strength Modifierr) on a miss.
Nature's Snare: Gained Plant Growth Spell
Orphic Hammer: 1d6 Fire on Hit, Gained the Homing Weapon Passive.
Pale Oak: Gives Wild Shape Bear as a class action, once per long rest.
Pelorsun Blade: +3 Enchant(Used to be +2), Inflicts Bone Chill on targets hit, rarity increased.
Planeslayer Flail: +2 Enchantment(Used to be +1)
Punch-Drunk Bastard: Now has base damage of 1d12(Used to be 1d8)
Rain Dancer: Can now cast Create Water Per Turn. Take a shower ya filthy animal.
Rat Bat: Gained Grand Slam Per Turn
Ravengard's Scourger: Strength +2 (Max 24), Commander's Strike now only uses a Bonus Action.
Rhapsody: +2 Enchant(Used to be +1)
Ritual Handaxe: Passive now correctly shows 50%(Used to be 25%)
Rupturing Blade: Can now use Searing Blood per turn. Stop hitting yourself, Stop hitting yourself, Stop hitti....
Selune's Spear of Night: Moonmote now per Short Rest to encourage its use.(Used to be Long rest)
Shar's Spear of Evening: Darkness spell and Darkness Weapon Attack on Short Rest. If YOU can't see you, they can't see you.
Shattered Flail: Healing is now 1d4+level, Passive Planned not yet Finished.
Shining Staver-of-Skulls: Gained Homing Weapon Passive. YEET.
Shortsword of First Blood: +1 Enchantment, Passive Planned.
Sickle of BOOOAL: Now an amazing weapon take a look. Dont Look. Is now 2d4 base damage, with +3 Enchantment.
Silver Sword of the Astral Plane: Gains 1d6 Psychic base. If a githyanki is using it they cannot be forced to drop it.
Skybreaker: Now has 1d6 base damage(used to be 1d4)
Slicing Shortsword: +2 Enchantment(Used to be +1)
Sorrow: +2 Enchantment (used to be +1), Deals 1d4 Psychic to wielder (used to be flat 1)
Spellthief: Now restores spell slot on Critical or Killing blow.
Staff of Arcane Blessing: Fixed Passive to work with all Bless levels. Must CAST bless, cannot be applied by ring.
Staff of Cherished Necromancy: Gains +1 Arcane Enchantment(+1 to Attack Rolls and Save DC)
Staff of Crones: Can now cast Ray of sickness per turn.
Staff of Interruption: Lvl 5 Counterspell can now be used every Short Rest(used to be long rest.
Staff of Spell Power: Gained +3 Arcane Enchantment (Attack Roll and Save DC)
Staff of the Ram: Gained Passive "Deal an extra 2 damage with unarmed attacks"
Susser Weapons: Gain +2 to Attack Rolls(More likely to hit and as such silence enemies)
Susser Sickle: Now 1d6 Base Dmg (Used to be 1d4)
Sword of Chaos: Health Regained scales with level.
Sword of Clutching Umbra: Passive Planned not yet working as intended.
Sword of Screams: Already solid sword, Psychic dmg increased to 1d6 (used to be 1d4)
Sword of the Emperor: Changed Passive to "Illithid Superiority" Deal an extra 1d6 Dmg to any Non Abberation enemy.
Sylvan Scimitar: Gained 1d4 Cold Damage
The Baneful: Gained Spell "Otiluke's Resilient Sphere"
Blood of Lathander: Damage was split into 1d4 Bludge and 1d4 Radiant (used to just be 1d6 bludgening), Sunbeam now on Short Rest.
Dancing Breeze: Base Dmg now 1d12 (used to be 1d10),Can now Whirlwind Attack per turn
The Dead Shot: Now 2d4 Base Damage (Used to be 1d8)
The Impaler: Temp Hp Gained on Critical or Killing blow (used to only be on kill), Temp Hp gained is now 5d4 (used to be 2d10)
The Joltshooter: Gained Passive "Deal 1d6 Lightning While having Lightning charges"
The Sparky Points: Gained Passive "Deal 1d6 Lightning While having Lightning charges"
The Spellsparkler: Gained Passive "Deal 1d6 Lightning While having Lightning charges"
The Sacred Star: Inflict 2 Turns of radiating orb on hit (used to be 1 turn)
The Skinburster: Gained "Force Absorbtion" Gain Force Conduit when taking physical damage.
The Undead Bane: Deal 2d6 to Fiends and Undead (used to be 1d6)
The Watcher's Guide: Gained Passive "When Attacking with advantage, inflict bleeding on the target)
Thermodynamo Axe: Adds 1d4 Fire dmg, Is now Light and Finesse.
Thorn Blade: Deals 1d6 Poison while concentrating (used to be 1d4)
TitanString Bow: Passive changed now "Instead of Dexterity this bow scales entirely off of Strength"
Trident of the Waves: Now deals 2d4 Cold (Used to be 1d4)
Twist of Fortune: Weapon Attack Planned Not yet Working as intended.
Very Heavy Greataxe: Can now use Gargantuan Cleave Per turn. Live by the sword, die by the ... axe?
Vicious Shortbow: Passive increased, When landing a critical hit its damage dice are rolled twice and added together.
Vicious Shortsword: Critical deal 8 extra damage(used to be 7)
Vision of the Absolute: +1 Enchantment
Voss' Silver Sword: 2d6(2 Handed)/1d8(1 Handed)
Wavemother's Sickle: Base dmg 1d6 (used to be 1d4)
Witchbreaker: 1d12(2 Handed)/1d8(1 Handed)
Woe: Blight Spell now correctly unlocks.
Goblinbane Dagger: +1 Enchant
Xyanyde: Now Casts Faerie Fire on miss, once per turn.(used to be once per short rest)