Zweihanders Perk Table

Use this perk table for upgrading zweihanders: broadswords, claymores, greataxes, and heavy mauls. These weapons cannot use any other perk table.

Slot 1

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.

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.

Slot 2

Breakthrough

Perpetual: Creatures can’t benefit from their energy shield’s resistances against this weapon’s damage.

Energy Transfer

Situational: If you reduce a hostile creature to 0 hit points with damage dealt by this weapon, this weapon regains up to half its shot capacity.

Siege Weapon

Perpetual: This weapon deals twice as much damage to constructs, objects, structures, and vehicles. This includes Power-constructed items with hit points.

Slot 3

Frenzy

Situational: After your first turn in a combat, if you start your turn wielding this weapon, and you never stopped wielding it since the start of your previous turn, this weapon gains a stack of Frenzy (a bonus +1 to attack and damage rolls), to a maximum of 3 stacks. In addition to normal perk rules, this benefit also ends early if you become Incapacitated or complete at least a brief rest.

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.

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.