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Hydra Weapons

Hydra Weapons

Base Features

Weapons made from Hydras are sinewy writhing things, several tendrils hover around constantly in motion. Hydra weapons have the following properties

  • Lashing Heads. Whenever you make an attack with this weapon, you may target up to one additional creature within sixty feet of you as a shadowy hydra’s head lashes out from your weapon. You do not suffer disadvantage from being a ranged attack on this additional attack if the target is within five feet of you.
  • Regeneration. Whenever you regain hit points by spending hit dice, you may roll one additional hit die and regain that many hit points without spending a hit die.
  • If an ability from this weapon requires a saving throw the DC is 8 + twice your proficiency bonus.

Northern Swarm Tree

This weapon has a hoard of snapping heads reaching out from it, ready to harass your enemies.

Minor Infusion - Myriad Neck

Even More Heads. You may target one more creature with your Lashing Heads, your weapon’s die size is reduced by two (1d4 becomes 1d3, 1d3 becomes 1d2).

A Minor hydra weapon gains an additional ability based its weapon type.

Shortbow & Doru

Lurking Bite. Your additional attacks ignore cover.

Longbow & Javelin

Greater Reach. Your additional head attacks have a range of 120 feet

Major- 101 Heads

Your weapon gains a +1 to attack and damage rolls.

Probably Too many Heads. You gain an additional snapping head attack

A Major Hydra weapon improves upon its abilities based on its weapon type

Shortbow & Doru

Major Lurking Bite. Your additional attacks merely need to be able to draw a path to your target. If you do not have line of sight to the target you gain advantage on these attack rolls.

Longbow & Javelin

Major Greater Reach.  Your additional head attacks have a range of 300 feet and may grapple instead of their normal attack. They use your attack roll in place of an athletics check. A creature may also deal damage to a neck instead of escaping, the AC is equal to 10 + your proficency bonus, a neck has 5 times your proficiency bonus in hit points and vulnerability to fire and slashing damage.

Apex Infusion - The Teeth, The Teeth, The Teeth

Your bow gains +2 to attack and damage rolls.

Really Too many Heads. You gain an additional snapping head attack

Compleated Form. Your weapon attacks gain all the benefits that your snapping head attacks gain.

Unleash the Swarm. You may target one creature with all if your attacks. As an action, choose a creature and make an attack roll for each attack you can make with a single action along with each snapping head attack you may make. The attack misses only if every roll misses. Each critical hit adds an additional weapon damage die to the final damage roll. The total damage for this attack is one weapon damage die for each hit, your ability modifier once for each hit, a weapon damage die for each critical hit, bonus damage for your weapon attack for each hit and any bonus damage for a critical hit for each critical hit.

An Apex Hydra weapon improves upon its abilities based on its weapon type

Shortbow & Doru

Apex Lurking Bite. Creatures struck by your lurking bite attack must make a wisdom saving throw or be frightened of you for one minute. They gain advantage on the saving throw if they can see you. A creature frightened this way can repeat the saving throw at the end of each of its turns ending the effect on a success. While frightened this way they have disadvantage on all attack rolls and ability checks even if they cannot see you.

Longbow & Javelin

Apex Greater Reach.  Your additional head attacks have a range of 600 feet, and any grappling heads gain additional hitpoints equal to your level. Finally, when a creature grappled by one of your heads begins its turns, roll your weapon damage, that creature takes damage equal to your result.

Southern Regrowth Tree

This weapon is sturdy and well crafted. Any nick, scratch or break in this bow is repaired in seconds.

Minor Infusion - Regrowth

Life Drain. When your additional attack hits, you gain temporary hit points equal to your level

Shortbow & Doru

Vitality Drain. When your additional attack hits, you instead gain hit points equal to your level. Any hit points above your maximum that you would gain instead turn in to temporary hit points. These temporary hit points can stack up to twice your level.

Longbow & Javelin

Tether. When you hit a creature with your additional attack, you can tether to it. If you do, whenever you take damage, the tethered creature takes the same amount of damage. The tethered creature can end the effect by moving 120 feet away from you, or taking an action to make a constitution saving throw, ending the effect on a success. Once you use this ability you must complete a short rest before using it again.

Major Infusion - Regeneration

You gain a +1 to attack and damage rolls. You now gain temporary hitpoints equal to twice your level

Shorbow & Doru

Major Vitality Drain. Both the number of hit points and limit to temporary hit points are doubled.

Longbow & Javelin

Major Tether. While tethered, you gain resistance to damage and advantage on constitution and wisdom saving throws. The tethered creature takes the damage before resistance is applied.

Apex Infusion - Vigor

You gain a +2 to attack and damage rolls.

Southern Vigor. While below half your hitpoints, any hit points or temporary hitpoints gained are doubled. Additionally while below half your hitpoints you gain resistance to all damage except slashing, fire, and force damage

Shorbow & Doru

Apex Vitality Drain. Whenever you would gain temporary hitpoints, you may choose to instead gain hit dice. You may do this a number of times equal to your constitution modifier. Once you have done so you need to take a long rest before regaining more hit dice.

Longbow & Javelin

Apex Tether While tethered, you may spend an action to drain the life from the creature you are attached to. The target must make a constituion saving throw, taking 8d6 damage on a failed save, half on success. You gain temporary hitpoints equal to the damage dealt. If this kills the creture you regain one hit die and may immedeately transfer the tether to a creature within range of you that fails at a constitution saving throw.