Trick Weapons A selection of weapons from the the game Bloodborne, released by From Software in 2015. Trick weapons are used by the Hunters in Yharnam to great effect when combating the scourge of beasts. Transformations All of the the trick weapons in Bloodborne have two states, a normal state and a transformed state. This feature reflects that, changing the makeup of the weapon, such as turning a cane into a whip and an axe into a bigger axe. This changes the damage die as described in the transformation section of the stat block, much like the versatile feature of the spear and longsword. Transforming a weapon requires a bonus action. Additionally, if you transform a weapon directly after an attack, you can make an additional attack as part of your bonus action, using a d4 for damage instead of the usual damage die. unless otherwise described, when transformed, all attacks in an action after the first are at disadvantage Heavy Attack if you have not yet moved in your turn, you can use your action and bonus action to make a single Heavy Attack. A Heavy Attack adds a d4 of the same damage type to your damage, unless otherwise stated. once you have used a heavy attack, any rolls made towards reactions are done at disadvantage until the start of your next turn. Using a Heavy Attack halves your movement speed until the start of your next turn. Most trick weapons have some additional features of the heavy attack, described in the heavy attack section of the stat block Charged Heavy Attack if you have not yet moved in your turn, you can use your action, bonus action and reaction to make one single crushing blow. A Charged Heavy Attack adds an extra d6 on top of the d4 from a Heavy Attack of the same damage type to the damage dealt by the attack. Unless otherwise stated, using a Charged Heavy Attack reduces your movement speed to 0 until the start of your next turn. When making a Charged Heavy Attack, you gain the benefits of the additional features described in the Heavy Attack section of the weapon's stat block, with the exception that no rule can give you more than one attack. If a charged Heavy Attack is used on an enemy that is unaware of you or you are flanking it, it is considered stunned until the start of your next turn Special Melee Weapons Some Weapons such as the Amygdalan Arm and Logarius Wheel have the special weapon tag instead of a Simple or Martial Weapon tag. These weapons are truly strange things, so much so that proficiency with simple or martial weapons does not guarantee proficiency with a special weapon. Each special weapon requires you to gain proficiency with it separately. It is up to your DM to decide which Special Weapons, if any, you have proficiency in. To gain proficiency in a special weapon, Xanathar's Guide to Everything (P134) provides rules on gaining proficiency through training. Alternatively, every 1d6 days that you use this weapon as your primary sourse of damage you can roll a STR check (DC15), gaining proficiency in the weapon on a success. Serrated Damage Some Trick Weapons used in Bloodborne make use of vicious, serrated teeth. to call the damage they deal 'slashing' would be somewhat innacurate, therefore, a new type of damage is available for use, not just for Trick Weapons, but any weapon the your DM describes as having serrated teeth that rip at the enemy. Any time a damage die of the weapon rolls its maximum value, the target takes a wound. At the start of its turn, a creature takes 1d4 necrotic damage from blood loss for each open wound. A creature can take an action to bind one wound with a DC10 medicine check, taking 1d6 necrotic damage on a failure. Alternatively, any healing magic will heal one wound on top of any healing. Targets can sustain a number of wounds equal to their CON modifier before they are automatically knocked unconscious (but not reduced to 0 hit points) from blood loss. out of combat, each open wound deals 1d4 necrotic damage per hour

Starter Weapons These are the first weapons that new players will uncover in their first few hours playing Bloodborne. Starter weapons are the most versatile of all the trick weapons, and can easily show up in normal D&D worlds without breaking internal logic. Saw Cleaver Martial Melee Weapon, Uncommon Damage: 1d6 serrated

1d6 serrated Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: when transformed, the damage of this weapon increases to d8 slashing. you choose can suffer disadvantage on the roll to give the weapon the reach property for one attack each turn

when transformed, the damage of this weapon increases to d8 slashing. you choose can suffer disadvantage on the roll to give the weapon the reach property for one attack each turn Heavy Attack This single attack can hit up to 2 enemies directly in front of you. The same attack roll is used for both targets, but damage is rolled seperately. If transformed, the weapon has the reach property for the Heavy Attack. One of the trick weapons of the workshop, commonly used in the hunting business. This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force. The saw, with its set of blood-letting teeth, has become a symbol of the hunt, and only grows in effectiveness the more grotesquely transformed the beast. Threaded Cane Martial Melee Weapon, Uncommon Damage: 1d6 slashing

1d6 slashing Range: Melee

Melee Properties: Light, Finesse, Special

Light, Finesse, Special Transformation: When transformed, the damage of this weapon increases to 2d4 serrated. Instead of choosing a specific target, all creatures in the spaces directly in front, diagonally to the left and diagonally to the right are targetted automatically, you roll one attack for all targets and the same damage roll is used for all targets. While tranformed, you must use dexterity to attack.

When transformed, the damage of this weapon increases to 2d4 serrated. Instead of choosing a specific target, all creatures in the spaces directly in front, diagonally to the left and diagonally to the right are targetted automatically, you roll one attack for all targets and the same damage roll is used for all targets. While tranformed, you must use dexterity to attack. Heavy Attack: If transformed, the area of effect also extends to the spaces directly to the side of you. Additionally, the area of effect extends one square forwards on all squares except the two to the side of you. The resultant area of effect should be a 3x2 rectangle directly in front of you, and one square to either side of you. If not transformed, the heavy attack is a sharp thrust that deals piercing damage. One of the trick weapons of the workshop, commonly used by hunters on their duties. Sufficiently deadly as a rigid bladed cane, but also serves as a whip when its blade is split into many. Concealing the weapon inside the cane and flogging the beasts with the whip is partly an act of ceremony, an attempt to demonstrate to oneself that the bloodlust of the hunt will never encroach upon their soul. Hunter Axe Martial Melee Weapon, Uncommon Damage: 1d8 slashing

1d8 slashing Range: Melee

Melee Properties: Light, Special.

Light, Special. Transformation: When transformed, the damage of this weapon increases to a d10. Additionally it loses the Light property and gains the Two-Handed and Reach properties.

When transformed, the damage of this weapon increases to a d10. Additionally it loses the Light property and gains the Two-Handed and Reach properties. Heavy Attack: if transformed, instead of choosing a specific target, all creatures within 5ft of you are targetted automatically, you roll one attack for all targets. The Heavy Attack also moves you 5 feet forwards. This movement does not count against your movement, and does not provoke opportunity attacks. If not transformed, there are no additional effects One of the trick weapons of the workshop, commonly used on the hunt. Retains the qualities of an axe, but offers a wider palette of attacks by transforming. Boasts a heavy blunt attack, leading to high rally potential. No matter their pasts, beasts are no more than beasts. Some choose this axe to play the part of executioner. Kirkhammer Martial Melee Weapon, Uncommon Damage: 1d6 slashing

1d6 slashing Range: Melee

Melee Properties: Light, Finesse, Special

Light, Finesse, Special Transformation: When transformed, the damage of the weapon increases to 1d8, and it deals bludgeoning damage. it loses the light and finesse property, and gains the heavy and two handed properties. when untransformed, the sword is silvered and magical for the purposes of overcoming resistance

When transformed, the damage of the weapon increases to 1d8, and it deals bludgeoning damage. it loses the light and finesse property, and gains the heavy and two handed properties. when untransformed, the sword is silvered and magical for the purposes of overcoming resistance Heavy Attack: when transformed, on a roll of 4 on a d4 (or 5-6 on a d6) on the additional damage die, the target must make a STR save against 8+ your attack bonus or be stunned until the start of the next round A trick weapon typically used by Healing Church hunters. On the one side, an easily handled silver sword. On the other, a giant obtuse stone weapon, characterized by a blunt strike and extreme force of impact. The Church takes a heavy-handed, merciless stance toward the plague of beasts, an irony not lost upon the wielders of this most symbolic weapon.

Saw Spear Martial Melee Weapon, Uncommon Damage: 1d8 serrated

1d8 serrated Range: Melee

Melee Properties: Finesse, Light, Special

Finesse, Light, Special Transformation: when transformed, the damage of this weapon increases to a d10. It gains the heavy property

when transformed, the damage of this weapon increases to a d10. It gains the heavy property Heavy Attack: while untransformed, the extra d4 of damage dealt is bludgeoning damage. while transformed, the attack is a sharp thrust dealing piercing damage, and has the reach property. One of the trick weapons of the workshop, commonly used by those who dedicate themselves to the hunt. This saw, effective at drawing the blood of beasts, transforms into a medium-range spear. The saw, with its set of blood-letting teeth, has become a symbol of the hunt, and only grows in effectiveness the more grotesquely transformed the beast. Hunter Weapons these weapons are the weapons used to great effect by hunters on nights of the hunt. While not outright impossible, these weapons are significantly less than standard issue, making use of such strange designs and materials that are somewhat out of place in any normal D&D world. Beast Claws Damage: 1d6 slashing

1d6 slashing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: the weapon remains the same, however your unarmed strikes count as magical for the sake of overcoming resistance and immunity. you do not take additional attacks at disadvantage. if you have this weapon extended for more than 10 minutes in a day, you must make a WIS save DC of 8+ your attack bonus, losing 1 point of WIS on a failure, which can be restored by a lesser restoration spell or similar magic

the weapon remains the same, however your unarmed strikes count as magical for the sake of overcoming resistance and immunity. you do not take additional attacks at disadvantage. if you have this weapon extended for more than 10 minutes in a day, you must make a WIS save DC of 8+ your attack bonus, losing 1 point of WIS on a failure, which can be restored by a lesser restoration spell or similar magic Heavy: if untransformed, there are no additional effects. if transformed, you jump through the air and land on any square within 15 feet, forcing a DEX save equal to 10+Attack bonus on anyone in the space you land on. this movement does not count against your movement for the turn and does not trigger oppurtunity attacks, Increasing to 20 feet on a Charged Heavy Attack. Beastly weapon wielded by Irreverent Izzy. Crafted by chiseling the long bones of an undead darkbeast and fastening them to the weapon. The bones are still alive, and when unleashed, grant its wielder a spurt of beastly power. As flesh is flayed and blood is sprayed, the beast within awakens, and in time, the wielder of this weapon surges with both strength and feverish reverie. Blades of Mercy Martial Melee Weapon, Rare, Silvered Damage: 1d6 slashing,

1d6 slashing, Range: Melee

Melee Properties: Light, Finesse, Special

Light, Finesse, Special Transformation: when transformed, the blade splits into two daggerlike structures. additional attacks are not made at disadvantage. each weapon deals 1d4 damage, but when wielding them you can make 2 attacks for every 1 you would usually be able to make. you must use DEX to gain use of this feature, otherwise they act as a standard pair of daggers

when transformed, the blade splits into two daggerlike structures. additional attacks are not made at disadvantage. each weapon deals 1d4 damage, but when wielding them you can make 2 attacks for every 1 you would usually be able to make. you must use DEX to gain use of this feature, otherwise they act as a standard pair of daggers Heavy: when untransformed, the effect is a wide sweep that can target up to 2 cratures, using the same attack roll (but different damage roll) for each. When transformed, you slice diagonally in the shape of a cross. Roll each attack separately, if both attacks exceed the target's AC by 2, the hit is a critical hit. If only 1 attack lands, the additional d4 (or d6) is halved. each sword on a heavy attack deals 1d6 slashing damage. A special trick weapon passed down among hunters of hunters. One of the oldest weapons of the workshop. Splits into two when activated. The weapon's warped blades are forged with siderite, a rare mineral of the heavens. Most effective swift attacks,such as after a quick-stepping. Burial Blade Special Melee Weapon, Legendary, Silvered Damage: 1d8 slashing

1d8 slashing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the weapon takes the form of a long scythe. it loses the Light property and gains the Two-Handed and Reach properties, and its damage die increases to 1d10.

When transformed, the weapon takes the form of a long scythe. it loses the Light property and gains the Two-Handed and Reach properties, and its damage die increases to 1d10. Heavy: When untransformed, the attack is a wide sweep that can target up to 3 creature in front, and diagonally to you. When transformed, rather than choosing a specific target, all creatures within 5ft of you, except to your diagonal right behind are targetted automatically. You roll one attack for all targets, and the same damage roll is used for all targets. Trick weapon wielded by Gehrman, the first hunter." A masterpiece that defined the entire array of weapons crafted at the workshop. Its blade is forged with siderite, said to have fallen from the heavens. Gehrman surely saw the hunt as a dirge of farewell, wishing only that his prey might rest in peace, never again to awaken to another harrowing nightmare.

Chikage Martial Melee Weapon, Rare Damage: 1d8

1d8 Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: At the end of every turn in which the Chikage was transformed, the user takes necrotic damage equal to 5% of their maximum health, to a minium of 1 hit point. This damage ignores resistance and immunity. While it is transformed, the Chikage loses the Light feature and gains the Two-Handed feature. While transformed, the weapon's damage does not increase, but changes to necrotic damage, which is magical. when transformed, attack are not made at disadvantage

At the end of every turn in which the Chikage was transformed, the user takes necrotic damage equal to 5% of their maximum health, to a minium of 1 hit point. This damage ignores resistance and immunity. While it is transformed, the Chikage loses the Light feature and gains the Two-Handed feature. While transformed, the weapon's damage does not increase, but changes to necrotic damage, which is magical. when transformed, attack are not made at disadvantage Heavy: when untransformed, the attack is a sharp thrust that deals piercing damage. When transformed, the swing sprays vile blood that (in addition to standard effects) causes anyone within 5 feet of you to make a CON saveequal to 8+ attack bonus , taking 1d4 necrotic damage at the start of their next turn on a failed save. Foreign-made weapon wielded by the royal guards who protect Annalise, Queen of the Vilebloods at Cainhurst Castle. When the intricate, rippled engraving that spans the Chikage's blade is imbrued with blood, the sword sings in scarlet hues. However, the rite eats away at the wielder's very essence. Logarius' Wheel Special Melee Weapon, Rare Damage: 1d8 bludgeoning

1d8 bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: the wheel splits open to let the spirits of Vilebloods spill out. rather than changing the damage die, the weapon gains an additional d4 of damage, which is necrotic damage, magical for the sake of overcoming resistance.

the wheel splits open to let the spirits of Vilebloods spill out. rather than changing the damage die, the weapon gains an additional d4 of damage, which is necrotic damage, magical for the sake of overcoming resistance. Heavy: While untransformed, the attack is a spin that can target up to 4 creatures within 5ft of you, using the same attack and damage roll for all targets. While transformed, the wheel spins and grinds, changing the base damage of the weapon (not including heavy attack and necrotic damage) into serrated damage. Weapon wielded by martyr Logarius' band of executioners. Used to slaughter the Vilebloods in Cainhurst. Bathed in pools of their blood, and forever steeped in their ire. Transform to release the power of the wheel and manifest their lingering rage in a show of utter brilliance. Ludwig's Holy Blade Martial Melee Weapon, Very Rare, Silvered Damage: 1d8

1d8 Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the damage die increases to 2d6 slashing damage, the weapons loses the Light property and gains the Two Handed and Heavy properties.

When transformed, the damage die increases to 2d6 slashing damage, the weapons loses the Light property and gains the Two Handed and Heavy properties. Heavy: while untransformed, the attack takes the form of a thrust, which deals piercing damage. While transformed, the Heavy Attack is also a sharp thrust which has the reach property and deals piercing damage A trick weapon typically used by Healing Church hunters. It is said that the silver sword was employed by Ludwig, the first hunter of the church. When transformed, it combines with its sheath to form a greatsword. It exhibits several departures from the workshop's design, suggesting that the Church anticipated much larger inhuman beasts. Reiterpallasch Martial Melee Weapon, Rare Damage: 1d8 slashing

1d8 slashing Range: Melee

Melee Properties: Light, Finesse, Special

Light, Finesse, Special Transformation: When transformed, the weapon loses the Finesse property and gains the Range (80/120) property. when you take the attack action, you can substitute up to 2 of your attacks for shots, which use quicksilver bullets to fire and have the same samage die as melee attacks. You do not suffer disadvantage on shots when the target is within 5ft. when this weapon is transformed, you do not suffer disadvantage on additional attacks

When transformed, the weapon loses the Finesse property and gains the Range (80/120) property. when you take the attack action, you can substitute up to 2 of your attacks for shots, which use quicksilver bullets to fire and have the same samage die as melee attacks. You do not suffer disadvantage on shots when the target is within 5ft. when this weapon is transformed, you do not suffer disadvantage on additional attacks Heavy: When untransformed, the attack is a sharp thrust that deals piercing damage. When transformed, the attack is a quick combo. You make two melee attacks, and a ranged attack, adding the extra damage to one melee attack and the ranged attack. Weapon wielded by the Knights of Cainhurst. Combines an elegant knight's sword with the peculiar firearm wielded by the Cainhurst order. The old nobles, long-time imbibers of blood, are no strangers to the sanguine plague, and the disposal of beasts was a discrete task left to their servants, or knights, as they were called for the sake of appearances.

Rifle Spear Martial Melee Weapon, Rare Damage: 1d8 piercing

1d8 piercing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the melee damage changes to slashing, as the weapon takes on a halberd-like makeup. The weapon loses the Light feature and gains the Two-Handed and Range (80/320) properties. When you take the attack action, you can substitute up to 1 attack for a ranged attack, which uses quicksilver bullets and has the same damage die as a melee attack. when transformed you do not suffer disadvantage on additional attacks

When transformed, the melee damage changes to slashing, as the weapon takes on a halberd-like makeup. The weapon loses the Light feature and gains the Two-Handed and Range (80/320) properties. When you take the attack action, you can substitute up to 1 attack for a ranged attack, which uses quicksilver bullets and has the same damage die as a melee attack. when transformed you do not suffer disadvantage on additional attacks Heavy: When untransformed, the attack is a sharp thrust that has the Reach property. When transformed, the attack is a sharp thrust mixed with a shot. make one roll, adding your melee attack bonus for the thrust and ranged attack bonus for the shot. the melee attack does not have the Reach property, and the extra damage is divided evenly between the ranged and melee attack. A trick weapon crafted by the workshop heretics, the Powder Kegs. A prototype weapon serving as a simple firearm and spear, possibly created in imitation of a lost Cainhurst weapon. Lacks any notable functions, saving that it is the only trick weapon with an attached gun. Stake Driver Martial Special Weapon, Rare Damage: 1d6 slashing

1d6 slashing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: Transforming this weapon does not change its makeup, other than 'loading' the stake. you do not suffer disadvantage on the next attack, the damage type changes to piercing, and the weapon gains an additional 1d6 damage. If the weapon remains transformed for more than a full minute, it violently shifts back to its untransformed form, dealing 1d6 fire damage to the wielder

Transforming this weapon does not change its makeup, other than 'loading' the stake. you do not suffer disadvantage on the next attack, the damage type changes to piercing, and the weapon gains an additional 1d6 damage. If the weapon remains transformed for more than a full minute, it violently shifts back to its untransformed form, dealing 1d6 fire damage to the wielder Heavy: When untransformed, the attack is a sharp thrust that deals piercing damage. When transformed, any attack causes the stake to violently drive out, causing the extra damage to be piercing damage and the weapon to shift back to its utransformed state. Additionally, when making a Charged Heavy Attack, the target must make a CON save equal to the attack roll, taking a wound (as described in the Serrated Damage section) on a failure. A trick weapon fashioned by the workshop heretics, the Powder Kegs. Favored by the retired hunter Djura. The stake driver, with its queerly complex design, violently drives thick stakes into the flesh of foes. The stake driver allows for high-damage critical attacks, but is difficult to use and leaves its wielder wide open, but none of this should bother a mere Powder Keg. Tonitrus Simple Melee Weapon, Very Rare Damage: 1d6 bludgeoning

1d6 bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: Transforming this weapons does not change its makeup, instead it imbues the weapon with an electric energy. When Tranformed, rather than changing the damage die, you add an extra d4 lightning (nonmagical) damage. this effect lasts for up to a minute, or until ended by transforming the weapon again. when transformed, you do not suffer disadvantage on additional attacks. to transform this weapon costs 2 on-hand Quicksilver bullets

Transforming this weapons does not change its makeup, instead it imbues the weapon with an electric energy. When Tranformed, rather than changing the damage die, you add an extra d4 lightning (nonmagical) damage. this effect lasts for up to a minute, or until ended by transforming the weapon again. when transformed, you do not suffer disadvantage on additional attacks. to transform this weapon costs 2 on-hand Quicksilver bullets Heavy: The same Heavy Attack is used for both transformed and untransformed states of this weapon. The Heavy Attack is a sweep that can target up to 2 creatures that are within melee range and adjacent to each other A unique trick weapon contrived by Archibald, the infamous eccentric of the Healing Church workshop. Striking this peculiar iron morning star flail like a match generates the same blue sparks that blanket a darkbeast. Unfortunately, for reasons untold, the hunters of Archibald's time did not fully take to the device. Old Hunter Weapons These weapons are not found in the Base game, you must buy the Old Hunters DLC in order to use them. These are truly strange weapons, to use them in any normal D&D world would invite the curiosity of some, and the terror of others. Amygdalan Arm Special Melee Weapon, Rare Damage: 1d8 Bludgeoning

1d8 Bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the weapon deals an additional 1d4 slashing damage. Additionally, whenever you make an attack with this weapon, any other creature within 5ft of the target must make a DEX save equal to 20 minus your bonus to hit. On a failed save, they take half of the additional d4 damage.

When transformed, the weapon deals an additional 1d4 slashing damage. Additionally, whenever you make an attack with this weapon, any other creature within 5ft of the target must make a DEX save equal to 20 minus your bonus to hit. On a failed save, they take half of the additional d4 damage. Heavy: When untransformed, this weapon has a 1-in-6 chance of causing the target to be stunned until the start of its turn. while transformed, the additional d4 from the Heavy Attack is also counted as slashing damage. Additionally, while transformed, rather than choosing a specific target, all creatures in a 10ft line in one direction you choose must make a DEX save equal to 10+your attack modifer, taking full damage on a failed save, and none on a success. The arm of a small Amygdala Great One. Strictly speaking, the Amygdalan Arm is no trick weapon of any sort, but certain madmen wield them like clubs. Starts as a large, tough blunt weapon formed of bone, but when extended, the hand quivers as if it were still alive.

Beasthunter Saif Martial Melee Weapon, Rare Damage: 1d8 Slashing

1d8 Slashing Range: Melee. on the first attack you make each action, you can choose to be automatically be moved 5 feet forward, which does not provoke oppurtunity attacks.

Melee. on the first attack you make each action, you can choose to be automatically be moved 5 feet forward, which does not provoke oppurtunity attacks. Properties: Light, Special

Light, Special Transformation: When Transformed, the damage die of this weapon increases to 1d10. The weapon also gains the reach property, however due to the strange weight distribution of the weapon, proficiency with this weapon only lets you add half of your proficiency modifier to attack rolls. While transformed, you are not moved forwards on your attacks.

When Transformed, the damage die of this weapon increases to 1d10. The weapon also gains the reach property, however due to the strange weight distribution of the weapon, proficiency with this weapon only lets you add half of your proficiency modifier to attack rolls. While transformed, you are not moved forwards on your attacks. Heavy: While untransformed, the attack is a thrust that deals piercing damage. When making a Heavy Attack, you are automatically moved 10 feet forward, this movement does not provoke oppurtunity attacks and can be resisted with a STR save equal to 20 minus your attack bonus. while transformed, the attack is a sweep that can hit up to 3 enemies in a 10 foot cone in front of you, the same attack roll is used for all targets. A trick weapon used by the old hunters. A second blade is found inside the curve of the main one. In its initial form, the saif can be wielded like a long curved sword, but when transformed, its blade is contracted, allowing for quick, repeated stabs. Although this trick weapon allows for adaptive combat, it was later replaced by saws and similar weapons that were more effective at disposing of beasts. Beast Cutter Martial Melee Weapon, Rare Damage: 1d8 bludgeoning

1d8 bludgeoning Range Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the damage die of this weapon increases to 1d10 serrated. Instead of choosing a specific target, all creatures in the spaces directly in front, diagonally to the left, diagonally to the right and directly to the side of you are targetted automatically, you roll one attack for all targets and all targets take the same damage.

When transformed, the damage die of this weapon increases to 1d10 serrated. Instead of choosing a specific target, all creatures in the spaces directly in front, diagonally to the left, diagonally to the right and directly to the side of you are targetted automatically, you roll one attack for all targets and all targets take the same damage. Heavy: If transformed, the area of effect changes to be a 10ft line in front of you. When untransformed, there are no additional effects. A trick weapon used by Old Hunters. This thick iron cleaver slices through the toughest of beast hides, and when transformed the blade splits into sections, allowing one to lash it in the fashion of a heavy whip. This crude weapon relies on brute force and is regrettably inelegant, suggesting that the hunts of the earliest hunters made for horrific affairs, painted in sanguine black and reds. Bloodletter Martial Melee Weapon, Very Rare Damage: 1d8 bludgeoning

1d8 bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: Upon transformation to its extended state, the user of the weapon takes 2d6 piercing damage, as they give their blood to the weapon. When transformed, the weapon gains the heavy and two-handed properties, and the damage die increases to 1d12, which is magical for the purpose of overcoming resistance and immunity.

Upon transformation to its extended state, the user of the weapon takes 2d6 piercing damage, as they give their blood to the weapon. When transformed, the weapon gains the heavy and two-handed properties, and the damage die increases to 1d12, which is magical for the purpose of overcoming resistance and immunity. Heavy: when untransformed, instead of the extra d4, the Bloodletter deals an extra d6 (or d8 when charged) damage. When transformed, the extra damage dealt is necrotic damage, as the weapons swells with tainted blood. The demented hunter weapon brandished by Brador, the Healing Church assassin. The Bloodletter assumes its true and terrifying form after it draws upon blood from the inner reaches of one's body and soul. This is the only effective means of expelling tainted blood, or so Brador, isolated in his cell, continued to believe. Boom Hammer Martial Melee Weapon, Rare Damage: 1d8 bludgeoning

1d8 bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: Upon transformation, rather than changing the damage die, the next attack of the weapon weapon deals an additional d6 of fire damage, and it automatically reverts to its untransformed state. while transformed, you can make the full number of attacks, rather than the 1 less as standard

Upon transformation, rather than changing the damage die, the next attack of the weapon weapon deals an additional d6 of fire damage, and it automatically reverts to its untransformed state. while transformed, you can make the full number of attacks, rather than the 1 less as standard Heavy: When untransformed, roll an additional d20 whenever you roll attacks, on a roll of 20, the target is stunned until the end of its turn. when transformed, instead of the standard extra damage, the attack causes a small explosion around you. All creatures within 5 feet of the target (including the target) must make a DEX save equal to your attack roll, taking 1d6 fire damage on a failed save, or half as much on a success A trick weapon used by the old hunters, and crafted by the workshop heretics, the Powder Kegs. A giant hammer equipped with a miniature furnace. When ignited and fired, it emits a volley of flame that explodes furiously upon impact. Crush the beasts, then burn them - the brute simplicity of the Boom Hammer was favored by hunters with an acute distaste for beasts.

Church Pick Martial Melee Weapon, Rare Damage: 1d6 slashing

1d6 slashing Range: Melee

Melee Properties: Light, Special.

Light, Special. Tranformation: When transformed, the damage die of this weapon increases to 1d8. The Church Pick also gains the Reach and Two Handed properties.

When transformed, the damage die of this weapon increases to 1d8. The Church Pick also gains the Reach and Two Handed properties. Heavy: when untransformed, the scraping of the Church Pick along the ground causes the target to make a CON save equal to your attack roll, or be blinded until the start of its turn. if transformed, the Church Pick bashes into the ground, if you miss the target, the ground that you hit becomes difficult terrain until the start of your next turn. One of the old trick weapons of the Healing Church, a hunting weapon formed from one of the giant picks that appear in old beast tales. The Church Pick initially serves as a large sword, but when transformed functions as an extended war pick. In spite of its origins, it is a highly practical weapon. Holy Moonlight Sword Martial Melee Weapon, Legendary Damage: 1d8 slashing

1d8 slashing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: The damage die of the weapon increases to 2d6, and it gains the Two Handed property. All damage dealt by the transformed weapon is radiant damage.

The damage die of the weapon increases to 2d6, and it gains the Two Handed property. All damage dealt by the transformed weapon is radiant damage. Heavy: If untransformed, there are no additional effects. if transformed, a wave of radiant energy shoots out of the weapon. When you make an attack, a wave of energy travels out to a maximum distance of 20 feet, forcing a WIS save equal to the attack roll on the firat creature it hits, dealing 1d6 radiant damage on a failure, and none on a success. on a Charged Heavy Attack, the radiant damage dealt is 2d6 An arcane sword discovered long ago by Ludwig. When blue moonlight dances around the sword, and it channels the abyssal cosmos, its great blade will hurl a shadowy lightwave. The Holy Moonlight Sword is synonymous with Ludwig, the Holy Blade, but few have ever set eyes on the great blade, and whatever guidance it has to offer, it seems to be of a very private, elusive sort. Kos Parasite Martial Special Weapon, Legendary Damage: 1d6 poison

1d6 poison Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the damage die reduces to 1d4. However, rather than the standard 1 fewer attack per action, when you take the attack action you can make twice as many attacks in an action.

When transformed, the damage die reduces to 1d4. However, rather than the standard 1 fewer attack per action, when you take the attack action you can make twice as many attacks in an action. Heavy: When untransformed, the extra damage dealt is bludgeoning damage and the attack has the Reach property, as another tentacle protrudes from your face. When transformed, you belch a cloud of poison on your enemy, which forces a CON save of 12, taking 1d3 poison damage at the start of its turn for 1d6 rounds on a failure When the carcass of Kos washed up on the coast, its insides were teeming with tiny parasites, unlike any found in humans. This atypical weapon can only be clasped tight and swung, but a Kos Parasite is said to stimulate phantasms inhabiting a lumenwood Rakuyo Martial Melee Weapon, Very Rare Damage: 1d8 slashing

1d8 slashing Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: when untransformed, the Rakuyo has a short blade at the hilt. once per action, you can make an additional attack using the back of the Rakuyo, this attack does not benefit from proficiency and deals 1d4 piercing damage. When transformed, the blade splits off to become an off-hand weapon, which has a d6 damage die. when transformed, you can make the full number of attacks, rather than the 1 less described in the Heavy Attack section.

when untransformed, the Rakuyo has a short blade at the hilt. once per action, you can make an additional attack using the back of the Rakuyo, this attack does not benefit from proficiency and deals 1d4 piercing damage. When transformed, the blade splits off to become an off-hand weapon, which has a d6 damage die. when transformed, you can make the full number of attacks, rather than the 1 less described in the Heavy Attack section. Heavy: when untransformed, there are no additional effects to a Heavy Attack. when transformed, the Heavy attack is a quick flurry of swords. You make 2 attacks, each of which has the full attack bonus (STR+Prof) and damage bonus (STR). Hunter weapon wielded by Lady Maria of the Astral Clocktower. A trick sword originated in the same country as the Cainhurst Chikage, only this sword feeds not off blood, but instead demands great dexterity. Lady Maria was fond of this aspect of the Rakuyo, as she frowned upon blood blades, despite being a distant relative of the queen. One day, she abandoned her beloved Rakuyo, casting it into a dark well, when she could stomach it no longer.

Simon's Bowblade Martial Special Weapon, Legendary Damage: 1d8 slashing, magical for the sake of overcoming resistance/immunity

1d8 slashing, magical for the sake of overcoming resistance/immunity Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: when transformed, Simon's Bowblade turns into a ranged weapon. It loses the Light property and gains the Loading,Two-Handed Ammunition and Range (80/320) properties, and its damage die reduces to 1d6 piercing. It uses Quicksilver bullets to fire.

when transformed, Simon's Bowblade turns into a ranged weapon. It loses the Light property and gains the Loading,Two-Handed Ammunition and Range (80/320) properties, and its damage die reduces to 1d6 piercing. It uses Quicksilver bullets to fire. Heavy: when untransformed, rather than a specific target, all creatures within 5ft of you are targetted automatically, you roll one attack for all targets. If transformed, the attack is a heavy shot, which has a range of 150/600. Choice weapon of Simon, one of the first Healing Church hunters. Simon despised firearms, and so the Church workshop had this specially fashioned to his liking. The large curved blade serves as a bow when transformed. But aside from a few close friends, Simon was scoffed at for his choice of arms, for who would dare face the beasts with a measly bow? Whirligig Saw Martial Special Weapon, Rare Damage: 1d8 bludgeoning

1d8 bludgeoning Range: Melee

Melee Properties: Light, Special

Light, Special Transformation: When transformed, the Whirligig Saw loses the Light property and gains the Two-Handed properties. you can choose to suffer disadvantage on the attack roll to give the weapon the Reach property for any attack. The damage die changes to 2d4 serrated.

When transformed, the Whirligig Saw loses the Light property and gains the Two-Handed properties. you can choose to suffer disadvantage on the attack roll to give the weapon the Reach property for any attack. The damage die changes to 2d4 serrated. Heavy: When untransformed, the weapon has a 1-in-8 chance of stunning the target until the start of their next turn. When transformed, you hold the weapon out of front of you sawing at the enemy. Ignore the extra damage described in the Heavy Attack section, you make 1d6 attacks against one enemy, each dealing 1d4 serrated damage. While make a Charged heavy Attack you make 1d8 attacks A trick weapon crafted by the workshop heretics, the Powder Kegs, and weapon of choice of the Old Hunter Valtr, the Beast Eater. This weapon pummels beasts in its mace form, but its true strength lies in its attached mechanical saws. These discs, lined with serrated teeth, spin rapidly, thrashing the flesh of beasts into fine shreds.

Feats A collection of feats often learned by fledgling Hunters, to better prepare them for the business of hunting beasts. When you level up and can imrove your ability scores, you can instead choose to learn a feat. Feats such as these are helpful when one's prey is considerable larger than oneself. Parry Hunters take great pride in their abilities to interrupt an enemy's attack with their own when a creature you can see makes a melee attack on you, you can choose to use your reaction to attempt a parry by shooting them mid-attack

you roll a ranged attack at disadvantage, contested by their melee attack. If your roll is higher, the attack misses and they are considered stunned until the start of their next turn

if their roll is higher, they deal an additional 1d4 damage, as you have made no effort to dodge or block the attack Dodge Beasts are several time stronger than humans, so Hunters have learned to perfect the art of dodging. when a creature you can see makes an attack against you, you can use your reaction to attempt to dodge the attack. Roll a DEX check with the DC equal to the attack roll

on a success, you are moved 5ft in any direction and the attack misses. this movement does not use up movement and does not provoke oppurtunity attacks.

on a failure, the attack hits, regardless of whether or not it exceeds your armour class, and deals an additional 1d6 damage Visceral Fighting Beasts is an icky business, made even more so by this violent practice when you use the attack action on a stunned enemy, you can choose to instead choose to make one single Visceral Attack

A Visceral Attack against a stunned enemy deals 2d10+STR bludgeoning damage, and knocks them prone

an enemy that has been subject to a visceral attack loses the stunned condition. Rally Hunters do not deign to accept injuries from such base creatures as beasts When you take damage, you have until the end of your next turn to regain health

for every successful attack, you regain 1d4-1 hp, to a maximum of what was lost

you cannot gain back hit points that you lost more than 1 round ago

Items Hunters rarely fight with just their weapons. A successful Hunter will always hold some number of tricks in their various pouches and sleeves. Vials of healing blood and paper imbued with fire and lightning give Hunters a great many options in the business of hunting beasts. Blood Vial Potion, Common a vial of blood tipped with a syringe. Restores 1d6 hit points when injected. sells for 1 gold a piece. you can carry 20 on hand, and you can take a minute to replenish you on-hand supply of Blood Vials. A creature can only claim the benefits of blod vials once they have had their blood ministered. Special blood used in ministration. Restores HP. Once a patient has had their blood ministered, a unique but common treatment in Yharnam, successive infusions recall the first, and are all the more invigorating for it. No surprise that all Yharnamites are heavy users of blood. Molotov Cocktail Wondrous item, Thrown, Common A bottle filled with some flamable liquid, with a rag stuck out the end. Forces a DEX save of 15 on anyone within 5 feet of the origin, taking 2d8 fire damage on a fail and half as much on a success. if the save is failed the target takes an additional 1d6 fire damage at the start of its turn until they use an action to put out the flames can be bought for 2 gold a piece. you can carry 5 on hand, and you can take a minute to replenish you on-hand supply of Molotov Cocktails Explodes in raging flames when thrown against an object. One of the oldest hunter tools available in the workshop. Since the tragedy that struck Old Yharnam, fire has become a staple in beast hunts, and is thought to cleanse impurity. Certain types of beasts have an abnormal fear of flame. Quicksilver Bullets Magical Ammunition, Common Bullets used in almost all firearms in Bloodborned, sells in packs of 5 for 2 gold. you can carry 20 on hand, and you can take a minute to replenish you on-hand supply of Quicksilver Bullets Special bullets used with hunter firearms. Ordinary bullets have no effect on beasts, and so Quicksilver Bullets, fused with the wielder's own blood, must be employed. The strength of Quicksilver Bullets depends greatly upon the wielder's bloodtinge. Fire Paper Weapon Buff, Uncommon Can be applied to one's weapon using a bonus action, adds 1d4 fire damage to all attacks from one weapon for 1d8 rounds. Effect ands at the end of the last round. this cannot be used on the Chikage, Tonitrus, Bloodletter, Holy Moonlight Sword and Logarius' Wheel while transformed, or the Kos Parasite at all. Can be bought for 10 gold Coarse paper that applies fire to weapons when rubbed. A hunter tool found in the Healing Church workshop. Since the tragedy that struck Old Yharnam, fire has become a staple in beast hunts, and is thought to cleanse impurity. Certain types of beasts have an abnormal fear of flame. Bolt Paper Weapon Buff, Uncommon Can be applied to one's weapon using a bonus action, adds 1d4 lightning damage to all attacks from one weapon for 1d8 rounds. The effect ands at the end of the last round. This cannot be used on the Chikage, Tonitrus, Bloodletter, Holy Moonlight Sword and Logarius' Wheel while transformed, or the Kos Parasite at all. Can be bought for 10 gold Coarse paper that applies bolt to weapons when rubbed. Invented by Archibald, the infamous eccentric of the Healing Church workshop. Artificially recreates the blue sparks that are said to surround darkbeasts. Unlike the other strange weapons created by Archibald, this one was favored by many hunters, in particular those who had even once laid eyes on a darkbeast. Shining Coin Wondrous Item, Common A normal looking coin, except that it glows in the dark. Varies in value, all coins have a 1/100 chance of being shiny. Has no obvious use Various Coins that are particularly luminous. There are very few uses for spare change during the hunt, but these will serve as guides through the darkness. Or, one could save them until morning, if it ever comes.

Pouch Bag, Common a pouch in which blood vials and quicksilver bullets can be stored for easy access. the pouch can store up to 20 of each, which are then considered to be on-hand, and can be taken for healing or shooting. once one's pouch is depleted, you can take 1 minute to refill the pouch. Rumaging to find a bullet or vial that is not in your pouch costs 1 action.

Magic The Healing Church, Blood Ministration and a number of other organisations utilise strange magics, warping powers unfathomed by humans in order to perform fantastic tricks. The full extent of magic has been lost due to the scourge of beasts, but there are still some tricks that can be learned by Hunters. A Call Beyond 2nd-level Conjuration Casting Time: 1 action

1 action Range: 60ft

60ft Components: S, M (Seven on-hand Quicksilver Bullets)

S, M (Seven on-hand Quicksilver Bullets) Duration: Instantanious 10 magical projectiles appear near you, and streak out to one target. Calculate the difference between your average spell attack (10+Spellcasting modifer) and the target's AC. Add or subtract (depending on whether your attack or their AC is higher) this number from a roll of 1d10 to find out how many of the bolts hit. The maximum number of bolts that can hit is 10, and the fewest is 0. Each bolt does 1d4 radiant damage. One of the secret rites of the Choir. Long ago, the Healing Church used phantasms to reach a lofty plane of darkness, but failed to make contact with the outer reaches of the cosmos. The rite failed to achieve its intended purpose, but instead created a small exploding star, now a powerful part of the Choir's arsenal. At times, failure is the mother of invention. Blood Ministration 1st-level Transmutation, Ritual Casting Time: 4 hours

4 hours Range: Touch

Touch Components: S, M (one Blood Vial which is used up during the process)

S, M (one Blood Vial which is used up during the process) Duration: Instantanious To call the process of blood ministration a spell does not do it justice. Rather, it is a medical procedure, in which one's blood is extracted, altered and replaced with Yharnam Blood. The patient is knocked unconscious for the ministration, and awakens with the benefits of a long rest and 10 extra temporary hit points, which expire after one hour. A creature can only claim the benefits of blood vials once they have had their blood ministered. Beast Roar !st-level Evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (two on-hand Quicksilver Bullets)

V, S, M (two on-hand Quicksilver Bullets) Duration: Instantanious An ear-splitting roar causes all creatures within 5ft to make a DEX save equal to your CON score, being knocked back 5ft and prone on a fail. One of the forbidden hunter tools made by Irreverent Izzy. Borrow the strength of the terrible undead darkbeasts, if only for a moment, to blast surrounding foes back with the force of a roaring beast. The indescribable sound is broadcast with the caster's own vocal cords, which begs the question, what terrible things lurk deep within the frames of men? Executioner's Gloves 3rd-level Necromancy Casting Time: 1 action

1 action Range: 30ft

30ft Components: S, M (three on-hand Quicksilver bullets)

S, M (three on-hand Quicksilver bullets) Duration: Instantanious Three screaming wraiths hurl towards up to three different targets, a sepearate attack is rolled for all three wraiths, which deal 2d6 necrotic damage on a hit. One of the secret treasures hidden in Cainhurst. The gloves of an executioner from a faraway land. Passed from executioner father to executioner son, these gloves can be used to summon wrathful spirits of the past by smearing them with blood. It is said that the nobles found immeasurable delight in the dances of these vengeful specters.