Skip to content

Leucrotta Weapons

Leucrotta Weapons

The Leucrotta is the bogeyman of legends, luring travelers off their path using all forms of mimicry to trick them in to dangerous situations. Many a caravan has been lost, only to be found weeks later, everyone dead as a plague ran through them.

Disease Tree

Whenever you hit a creature with this weapon it gains a disease die. A disease die is a d6, a creature can have any number of disease dice. When a creature with your disease dice ends its turn, it must succeed on a constitution saving throw or the disease worsten ones step. Creatures with any of your disease dice are considered to be at step 0 on the Disease track.

If a creature succeeds on this saving throw, they move one step down towards 0. If a creature on step 0 succeeds on two saving throws in a row, all disease dice are removed from that creature. If a creature is on the disease track, but does not have any disease dice it still makes saving throws as normal.

When a creature succeeds on this saivng throw, as a reaction, you can spend a disease die, roll it, and subtract that number from the saving throw, potentially causing the creature to fail.

Leucrotta Disease Track

  1. No effect
  2. Poisioned
  3. Poisioned and Slowed
  4. Poisioned and Slowed. Vulnerable to all damage.

Minor Infusion - Infection

Doru & Warhammer

Virulence. Your disease die increases to 1d8. Additionally, whenever you hit a creature with one or more of your disease dice you may spend a number of them up to your proficiency bonus. Roll those dice, the creature takes necrotic damage equal to the result.

Javelin & Thrown Hammer

Contagion. When a creature with your disease dice dies, roll them. For each die that rolls a 5 or 6 you may move that die to another creature within 30 feet of the corpse.

Maul

Severity. When you hit a creature with this weapon, it gains two disease dice. Additionally, whenever you hit a creature with one or more of your disease dice you may spend a number of them up to your proficiency bonus. Roll those dice, the creature takes necrotic damage equal to the result.

Major Infusion - Plague

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

Warhammer, Maul

Major Virulence. Your disease dice are now 1d10.

Javelin & Thrown Hammer

Major Contagion. Dice spread on a 4, 5, or 6 and a creature can be within within 60 feet.

Maul

Major Severity. When you hit a creature with this weapon, you add three disease dice, additionally when reducing the result of a saving throw you can spend two dice instead of one, and when you spend dice to deal addtional damage, your limit is twice your proficiency bonus.

Apex Infusion - Wither, Blister, Burn and Peel

Your weapon gains a +2 to attack and damage rolls.

Wither, Blister, Burn, and Peel. As an action you cause your disease to mutate, running through its course in a few short moments. Each creature with your disease dice must make a constitution saving throw, you may spend dice as normal to reduce this save. For each creature that fails, roll all its remaning disease dice and consult the table below. All effects are cumulative. Once you use this ability, you must take an extended rest after adventuring before you can use it again.

EffectNumberResult
Blister1+The Creature takes 1d8 necrotic damage has disadvantage on attack rolls for the next minute
Peel6+The Creature takes 2d8 necrotic damage and has disadvantage on Strength, Constitution, and Dexterity Saving throws for the next minute
Burn11+The Creature takes 4d8 necrotic damage and must make a wisdom saving throw or be stunned until the end of your next turn
Wither16+The Creature takes 8d8 necrotic damage

Warhammer, Maul

Apex Virulence. Your disease dice are now 1d12

Javelin & Thrown Hammer

Apex Contagion. Dice spread on a 3, 4, 5 or 6, and a creature can be within 120 feet.

Maul

Apex Severity. When you hit a creature, you add four disease dice.

Mimicry Tree

You gain a number of mimicry dice equal to your proficiency bonus. Mimicry dice are d8’s. Any spent mimicry dice are recovered after a long rest. Whenever you make a charisma check you may spend a mimicry die after you roll the d20, but before you know the result and add the number to the roll.

Minor Infusion - Fascimillie

Doru & Warhammer

Mirroring. You gain proficency in persuasion and deception. If you were already proficient in those skills, you may gain a new proficency instead. Additionally, after you have spoken to a creature for a minute or longer, you gain advantage on any charisma checks you make.

Javelin & Throwing Hammer

Ventrilloquism. With your weapon, you are able to make sounds seem as if they are coming from location, even ones that do not exist. Once per turn, without spending an action you can spend a mimicry die to create a distraction. Choose one of the following:

  • Look over there! The next attack made against the creature of your choice gains advantage as the creature becomes confused and distracted.
  • I Think I Heard Something. Choose a number of creatures up to your proficiency bonus, those creatures have disadvantage on the next perception check they make as they are seeking the source of some unknown nose.

Maul

Double Vision. You learn the Mirror Image Spell if you do not already know it and may cast it as a bonus action without using a spell slot a number of times per day equal to your proficiency bonus.

Major Infusion - Uncanny Valley

Doru & Warhammer

Major Mirroring. On your turn you may use a bonus action to fent a creature. Choose a creature who can see you. Make a deception check opposed by the creature’s perception. If you succeed you gain advantage on all attacks against them this round.

Javelin & Throwing Hammer

Major Ventrilloquism. Add the following options:

  • What did you say to me? Choose two creatures, each must make a wisdom saving throw. If the creature fails it must spend its next turn moving to and attacking the other creature, provoking attacks of opportunity.
  • What he said. You may re-roll a failed persuasion check, adding your mimicry die to the new result.

Maul

Major Double Vision. When you cast mirror image you gain an additional image. While you are under the effects of mirror image you have advantage on attack rolls.

Apex Infusion - Cruel Mimicry

Your weapon gains a +2 to attack and damage rolls.

Cruel Mimicry. - When you slay a creature, you may spend your reaction to capture is essence. Once you have captured an essence you cannot capture another one until you have completed a long rest. As an action, you can take on the form of one of the creatures you have slain. Your form shifts and warps to become identical to the creature you killed. If there are any markings you may copy them, or make new similar markings. You gain all the memories that the creature had. If the creature wore clothinging or had other mundane equiment, your form has that type of equipment and clothing formed on to it. All such modifications are organic parts of your new form. In this way, a sword in a sheath on a belt is made of natural materials and part of your body, it would be unabled to be unsheathed, and were a creature to rip it off you would suffer injury as a part of your body was removed. You may remain in this form for a number of days up to your proficiency bonus. When the time is up, or you choose to end this early, your skin sloughs off as your original form, equipment and all emerges from the rapidly decaying organic matter. Once you have used an essence, you may not use it again, and once you have used this ability you must complete a long rest before you can use it again.

Doru & Warhammer

Apex Mirroring. You gain expertise in Persuasion and Deception, if you already had expertise in those skills, you may gain expertise in a different skill. Whenever you fent a creature it must make a wisdom saving throw. If it fails, it is unable to determine friend from foe and spends its action attacking the closest creature to it, choosing randomly if there is a tie. Once you use this ability you cannot use it again until you complete a short rest.

Javelin & Throwing Hammer

Apex Ventrilloquism. Add the following options:

  • Whispers of Madness. A creature of your choice must make an intelligence saving throw. A creature who failstakes 6d6 psychic damage and becomes frightened for one minute. At the end of the creature’s turns, it takes 2d6 psychic damage, and may repeat the saving throw, ending the effect on a success. If the creature never succeeds it is driven insane. Once you use this option, you must complete a long rest before choosing it again.
  • I know what you did last summer. You gain advantage on the next intimidation check against the creature of your choice that can unerstand at least one language. Additionally you add the result of one roll of your mimicry die to the check. If you succeed the creature breaks down and will give you any information you ask for along with any information that could be used to blackmail it or close associates. If the creature is unable to give you any of that information it does eveyrything it can to help. One you choose this option, you must complete a long rest before choosing it again.

Maul

Apex Double Vision. When you cast mirror image you gain an addtional image. Additionaly you gain the ability to temporarily make your images feel real. As an action make a weapon attack for each of your images and yourself. Your mirror images’ attacks gain any bonuses your weapon attacks gain, except they do psychic damage instead of their normal type. Once you have used this ability, you may not do so again until you have completed a short rest.