Exotic Weapons
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GLAIVE

Edge of Concurrence: (Arc)

After scoring a melee final blow, the next shot that hits applies Jolt.

CATALYST: On a hit where the dice roll is 17 or higher, the target is Jolted.


Edge of Intent: (Solar)

As a bonus action, you can create a healing turret on a spot you can see within the weapon’s range. At the end of your turn, you can direct the turret to launch a healing mote at a target within 30ft. of the turret. (no action required.) This mote heals [1d6] damage. The turret lasts for 1 minute. Once you use this feature, you cannot use it again until the end of a long rest.

CATALYST: The motes heal [2d6] damage.


Winterbite: (Stasis)

This weapon has the Power Property and the Rocket Property. Creatures damaged by the ranged shots of this weapon take 1 stack of Chill.

CATALYST: This weapon gains Accurized Rounds.

Edge of Action: (Void)

As a bonus action, you can create a 10ft. bubble on a spot you can see within the weapon’s range. This bubble functions identically to Ward of Dawn, but does not apply Weapons of Light to you or allies. It does, however, benefit from the effects of certain Exotic Armor. Once you use this feature, you cannot use it again until the end of a long rest.

CATALYST: This bubble lasts an additional round.


Vexcalibur: (Void)

If you score a final blow with this weapon and Guard on the same turn, you gain 10 temporary hitpoints. Once you benefit from this feature, you cannot do so again until the end of a long rest.

CATALYST: You gain 20 temporary hitpoints instead of 10 when you benefit from this feature.