Polearms Perk Table

Use this perk table for upgrading polearms: glaives, lances, quarterstaves, and tridents. If a polearm 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.

Shielding 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. You may spend 5 shots and your item interaction to project a shield from this weapon, which lasts until the start of your next turn, until you stop wielding this weapon, or until you make an attack with this weapon, whichever happens first. While this shield lasts, you gain a +2 bonus to your AC and your Dexterity saving throws, but only against sources you can see.

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.

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.

Piercing Burst

Situational: As an action, you can spend 5 shots to make a Payload attack (10-foot line) that’s considered to have the Energy Weapon property for this attack.

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.

Infinity Guard

Situational: As an action, you can hold this weapon in all hands and spend 10 shots to engage an infinity guard until the start of your next turn. While ongoing, your speed is halved, you can’t take reactions, and whenever you take any type of damage except psychic, make a concentration check with a DC equal to 10 or half the damage you would take, whichever is higher. If you succeed you don’t take the damage, but if you fail, you take the damage and the effect of this perk ends.

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.