Use this perk table for upgrading melee weapons with the Main-Handed property, such as smallswords, longswords, and quarterstaffs. If a Main-Handed melee weapon qualifies for multiple perk tables, you may use perks from either table.
Slot 1
Caster Frame
Perpetual: This weapon gains the Finesse and Shot Capacity (10) properties. 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. Finally, you can now take shots with this weapon (range 20/60, costs 2 shots from the shot capacity), firing a blast of energy at the target when you do. Taking a shot always deals this weapon’s special damage type on a hit.
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.
Heavy Frame
Perpetual: This weapon gains the Shot Capacity (20) and Cumbersome properties. 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: While wielding this weapon, your speeds are reduced by 5 feet. Also, 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. Finally, as an action, you can spend 10 shots to make a two-handed attack. On a hit, this weapon gains two additional damage dice for its damage roll, deals its special damage type, and the target must succeed on a Strength saving throw or be knocked Prone.
Vortex Frame
Perpetual: This weapon gains the Shot Capacity (20) and Cumbersome properties. 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. Furthermore, as an action, you may spend 10 shots to attack multiple targets around you. Make individual weapon attack rolls against a number of targets within reach, the maximum being your proficiency bonus, and resolve each one separately. These attacks always deal the special damage type of this weapon on a hit.
Slot 2
Breakthrough
Perpetual: Creatures can’t benefit from their energy shield’s resistances against this weapon’s damage.
Duelist’s Trance
Situational: When you hit a hostile creature with this weapon, you gain advantage on concentration checks you make until the start of your next turn.
Eager Edge
Situational: The first time you make an attack with this weapon on a turn, you may move up to 10 feet toward the target of your attack before making your attack roll, but only if you can clearly see the target, your speed isn’t 0, and you end this movement within reach of the target.
Slot 3
En Guard
Perpetual: This weapon has a bonus +1 to its attack rolls.
Situational: When you make an attack with this weapon as a reaction, your critical hit range with that attack increases by two.
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.
Whirlwind
Situational: If you hit a hostile creature with this weapon, you gain a stage of Whirlwind, to a maximum of 5 stages. Each stage grants you a bonus +1 to damage rolls with this weapon. In addition to normal perk rules, you also lose all stages of Whirlwind early if you end your turn without hitting a hostile creature with this weapon.
Perk Tables
Melee Weapons
Martial Ranged Weapons
Simple Firearms
