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Manticore Weapons

Manticore Weapons

Base Features

Weapons made from the spines or teeth of a manticore are particularly vicious, allowing the wielder to maintain a constant barrage of deadly attacks. You gain the following abilities

  • Your critical hit range is increased by 1 (If you score a critical hit on a 20, you now score a critical hit on a 19 or 20)
  • Choose two modifications that can be placed on melee weapons, this weapon now has them. You may change one or both modifications after spending a day of rest in a settlement. This is addition to the normal modifiction that a weapon can have.
  • If an ability from this weapon requires a saving throw the DC is 8 + twice your proficiency bonus.

Manticore weapons can be made from any Shortsword or Longsword type weapon.

Spike Tree

The deadly tail spikes of the manticore manifest in your weapon. Your weapon has 24 tail spikes, spent tail spikes regenerate after a short rest. You may spend a tail spike to make the following attack


Tail Spike. Ranged Attack: Proficiency Bonus + Dexterity Modifier to hit. 100/200 ft., one target. Hit: 1d8 + Dexterity Modifier piercing damage

In addition, you may now choose modifications for ranged weapons.

Minor Infusion - Shooting Spikes

A Minor manticore weapon gains an additional ability based it’s weapon type.

Shotel & Gladus

One-Two Punch. You may make one Tail Spike attack as a bonus action on your turn. If you hit a creature with this weapon, you do not have disadvantage on the attack roll against that creature if they are within five feet of you.

Spatha & Kopesh

Swift Spines. On the first round of combat, when you take the attack action, you may make an additional attack with the Tail Spike.

Major Infusion - Peircing Spikes

You gain a +1 to attack and damage rolls with this weapon.

Tail Spikes now regrow after a short rest.

Your spine attack also gains one of the following properties based on your weapon type.

Shotel & Gladus

Major One-Two Punch. If you have hit a creature with both a melee weapon attack and a tail spine attack in the same turn, the next attack made against that creature has advantage and the creature is vulnerable to damage from that attack. This effect applies every time a creature is hit with both attacks in the same turn.

Spatha & Kopesh

Major Swift Spines. You additionally have advantage on each attack you make on the first round of combat

Apex Infusion - Pinning Spikes

You gain a +2 to attack and damge rolls with this weapon.

Tail Spikes now regrow immedeately.

Pinning Spikes. As an action, you make a tail spike attack against up to 24 creatures you can see. A creature struck by the attack is restrained. A creature can use their action to make an athletics or acrobatics check to attempt to free themself, or another creature within its reach. Once a creature has been freed, it is slowed until the start of it’s next turn. Once you use this ability, you must complete a short rest before using it again.

Apex One-Two Punch. Each time you hit a creature with a melee weapon attack using this weapon, you may make a spine attack against that creature without suffering disadvantage for that creature being within 5 feet of you.

Apex Swift Spines. On the first turn of combat, you gain an additional action, bonus action, and movement equal to your movement speed.

Teeth Tree

The manticore has three rows of sharp teeth, your blade is similarly serrated. Hit points lost to this weapon’s damage can be regained only through a Short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Minor Infusion - Gnashing Teeth

A Minor manticore weapon gains an additional ability based it’s weapon type.

Shotel & Gladus

Deep Wounds. The damage die per wound increases to 1d6.

Spatha & Kopesh

Debilitating Injury. Creatures with your wounds have their speed reduced by 10 feet for each wound they have.

Major Infusion - Rending Teeth

You gain a +1 bonus to attack and damage rolls

Shotel & Gladus

Major Deep Wounds. When a creature succeeds on a saving throw or medicine check only one wound is healed rather than all wounds.

Sapatha & Kopesh

Major Debilitating Injury. A creature with any of your injuries has disadvantage on ability checks and saving throws.

Apex Infusion - Almuftaras’ Devouring Maw

You gain a +2 bonus to attack and damage rolls. The save DC of this weapon increases by 1

Devouring Maw. As an action, you can attempt to have your sword consume a creature. Make an attack roll against a creature within reach, on a success, rather than dealing damage, your sword begins to consume the creature. The creature suffers an injury and becomes restrained by your sword. On subsequent turns the only action you can take is to continue to attempt to devour the creature. Repeat this action, on a success a restrained creature becomes engulfed, an enguled creature swallowed, and a swallowed creature becomes devoured. While being devoured a creature may attempt to escape by making an acrobatics or athletics check against your sword’s Save DC. Each time it attempts a this check roll 1d4 for each wound it is suffering it, it suffers damage equal to the result and takes a penalty to their roll equal to the number of dice you rolled. If the creature succeeds it moves back one step away from being devoured, and a restrained creature escapes. Each time you successfully devour a creature Almuftaras finds worthy (Read: No Bag of Rats abuse) you increase your hit point maximum by your Constituion bonus, Minimum 1. Once you use this ability, if it did not initially miss, you must complete an extended rest after questing to use it again as your sword is at least partially saited.

Shotel & Gladus

Apex Deep Wounds. When you apply wounds to a creature with no wounds, you apply two wounds.

Apex Debilitaing Injury. A creature with any injuries has disadvantage on attack rolls. Additionally The speed reduction and disadvantage linger until the end of the next round after all wounds have been removed.