Use this perk table for upgrading melee weapons with the Agile property, such as daggers, handaxes, and shortswords. If an Agile melee weapon qualifies for multiple perk tables, you may use perks from either table.
Slot 1
Adaptive Frame
Perpetual: This weapon gains the Shot Capacity (10) property. Also, choose one of the following damage types to be this weapon’s special damage type: arc, solar, void, stasis or strand. You cannot alter this choice once made.
Situational: When you deal damage with this weapon, you can spend 1 shot to deal the special damage type of this weapon, instead of its normal damage type. Once per turn, if you’re wielding this weapon when you miss with a weapon attack roll, you may spend 5 shots to make an additional attack with this weapon.
Counter Frame
Perpetual: This weapon gains the Shot Capacity (10) property. Also, choose one of the following damage types to be this weapon’s special damage type: arc, solar, void, stasis or strand. You cannot alter this choice once made.
Situational: When you deal damage with this weapon, you may spend 1 shot to deal the special damage type of this weapon, instead of its normal damage type. Also, after being hit by an attack whose source you can see, you may spend 5 shots and your reaction to roll this weapon’s damage and subtract it from the damage you would have taken.
Ricochet Frame
Perpetual: This weapon gains the Shot Capacity (10) property. Also, choose one of the following damage types to be this weapon’s special damage type: arc, solar, void, stasis or strand. You cannot alter this choice once made.
Situational: When you deal damage with this weapon, you may spend 1 shot to deal the special damage type of this weapon, instead of its normal damage type. Also, when you make a Thrown attack with this weapon, it can deflect off of a stone or metal surface, allowing the line of attack to alter direction once along its length. Before making your attack roll, draw your line of attack. Your attack only affects the last target in the line.
Slot 2
Go the Distance
Situational: When you make a ranged attack with this weapon, treat its ranges as 10 feet greater. Directly after making a thrown attack with this weapon, you may spend 1 shot to recall the weapon back to your open hand. This functionality is lost if transmat is blocked.
Lightweight
Situational: If you start your turn wielding this weapon, your base walking speed increases by 5 feet (to a maximum total of 45 feet) until the end of your turn.
Shift System
Perpetual: Choose a secondary special damage type for this weapon from arc, solar, void, stasis or strand. You cannot alter this choice once made. Whenever this weapon deals its special damage type, you choose whether to deal its regular or secondary special damage type.
Slot 3
Flash Counter
Situational: When a creature you can see makes a weapon attack roll against you, you may spend your reaction and 5 shots to add half your proficiency bonus to your AC for that attack. If the attack misses, you may make an attack with this weapon against the creature. This attack always uses this weapon’s special damage type.
Jagged Edge
Perpetual: This weapon’s damage die size increases by one.
Situational: When you hit a target with this weapon, any concentration checks the target must make due to the damage dealt have their DC increased by 5.
Strikes Twice
Situational: Once on a turn, when you make a ranged attack with this weapon, you may spend 3 shots to energize the attack. On a hit, you deal damage and the target must succeed on a Constitution saving throw or take half the hit’s damage again. If you throw the weapon for this ranged attack, you can choose to energize the attack after making your attack roll.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
