Brace: Bracing against the ground doubles damage against charging enemies. Brutal: If the result of the attack roll with this weapon is a natural 20, the subsequent damage dealt by the weapon is doubled. Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit. Crushing: On a critical hit vs. a humanoid creature of the attacker’s size or smaller, the attacker can choose to either a) disarm the target, or b) halve the target’s movement rate. Deadly: Roll damage dice with Advantage (roll damage dice twice, and keep the higher result). Entangle: On a successful hit, the target must save vs. paralysis or be unable to move or act. A new save is allowed each round to escape. Knock-out: On a critical hit, the target must save vs. paralysis or be knocked out for 1d6 turns. The target must be the attacker’s size or smaller, and have biological susceptibility to being rendered unconscious from blunt trauma to the head. Light: This weapon can be used in the off-hand when attacking with two weapons. Melee: Close quarters weapon (5’ or less). Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in feet. Poison: This weapon inflicts no damage, but may administer a bloodstream poison. Quick draw: This weapon can be readied as part of the same action used to attack. Shield Grappler: Attacking with this weapon negates an opponent’s shield bonus to AC. Slow: The character attacks last in each combat round. Specialized: Only classes with Strength as a prime requisite can wield this weapon efficiently. All others suffer a -4 penalty to hit. Splash: On a successful attack, the container smashes and douses the target with the liquid. Damage is inflicted over two rounds, as the liquid drips off. Stealth: May only be used to attack an unaware person (i.e. human / demi-human of any level or humanoid monster of up to 4+1 HD) from behind. Any successful attack with this weapon is considered to be a critical hit. Strangle: Following a successful hit, this weapon inflicts automatic damage each round. The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the attacker allows the victim to break free. Two-handed: Requires both hands; the character cannot use a shield. Versatile: May be used with one or two hands. When wielded two-handed, the weapon gains the Deadly trait.