## Weapon Special Traits
### Block
When you are targeted by a melee weapon attack, you can use your reaction to gain a bonus to AC equal to your proficiency modifier against the attack. Block can be added to any weapon that does not already have the quality by doubling its cost.
### Brutal
When you roll damage with this weapon, reroll 1's and 2's. You can add the brutal quality to any slashing martial weapon that does not already have the quality by doubling its cost.
### Deadly
You increase the critical damage caused by the weapon by one extra die. For example, a scimitar would normally cause 2d6 damage on a critical hit. With the Deadly trait, it increases this to 3d6 damage on a critical hit.
### Entangle
When a target is hit by this weapon, it must make a Dexterity saving throw. The DC of the saving throw is 8 + attacker's Dexterity modifier + attacker's proficiency bonus. On a failure, the target is restrained. On subsequent rounds, as an action, the target can attempt an Athletics (Strength) or Acrobatics (Dexterity) skill check against the DC to escape.
### Grapple
If you score a hit on the target, you may choose to grapple the target as a free action. As an action, the target can use its action to make an opposed Athletics (Strength) check against you. On a success, the grapple ends. You can choose to end the grapple as a free action. You may end the grapple as a free action at any time.
### Guard
An opponent suffers disadvantage when attempting to disarm you. The guard ability can be added to any non-thrown weapon that does not already have the quality by doubling its cost.
### Poison
The weapon is normally treated with a poison substance. Typical poisons are noted below; stronger poisons are available at the DM's discresion.
Note: characters with proficiency in poisoner's tools can purchase poisons for other weapons.
Poison can be purchased by the vial. Each vial has 10 uses. The cost is given below, by poison strength and type.
- Lethal. The target takes poison damage as indicated on the poison table below
- Sleep. The target must make a Constitution save, based on the Poison's DC. On a failure, the target gains one level of Exhaustion and must save again on its next turn. If the target fails an additional two saving throws, it is rendered unconsious for 10 minutes. After unconsiousness or a successful save, the level of exhaustion fades away after the target's next turn.
- Sickness. The target must make a Constitution save, based on the Poison's DC. On a failure, the target gains the Poisoned condition for 1 minute.
##### Advanced Poisons (Lethal)
|Damage |DC |Lethal Cost|Sleep Cost|Sickness Cost|
|:---:|:---|:---|:---|:---|
|1d4 |11 | 10 gp|30 gp|5 gp|
|1d8 |12 | 25 gp|75 gp|15 gp|
|2d8 |13 | 50 gp|150 gp|25 gp|
|3d8 |14 | 150 gp|450 gp| 75 gp|
|4d8 |15 | 350 gp|1,050 gp| 175 gp|
### Strangle
If the attacker scores a critical hit on a target that is the same size or smaller and that is unaware of the attacker's presence, it is grappled and cannot breath. At the start of each of the attacker's following turns, they may deal automatic critical damage if they are still grappling the opponent with the weapon. Each round, as an action, the target can make an Athletics (Strength) or Acrobatics (Dexterity) skill check to end both conditions. The DC of the saving throw is 8 + attacker's Strength modifier + attacker's proficiency bonus.
### Strength
This ranged weapon can use your Strength to-hit and damage instead of your Dexterity.
### Stun
If the attacker scores a critical hit on a target that is the same size or smaller, the target must make a Constitution saving throw or be incapacitated for a round. The DC of the saving throw is 8 + attacker's Strength modifier + attacker's proficiency bonus. If the target is also unaware of the attack, on a failed saving throw it is knocked unconsious if its hit point total is 5x the attacker's level or less.
### Wraparound
You ignore an opponent's shield when making a to-hit roll.