Customization Options
RuleWretched Hives
At a glance
- Book
- Wretched Hives
- Kind
- Chapter
The combination of ability scores, species, class, and background defines your character's capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and species, you have options to fine-tune what your character can do. But this chapter is for players who—with the GM's permission—want to go a step further.
This chapter expands on feats, which are special options you can choose instead of increasing your ability scores as you gain levels. Your GM decides whether these options are available in a campaign.
Fighting Styles and Masteries
Wretched Hives introduces new ammunition types, such as the specialized power cells, or rockets. You'll want to extend the benefits of certain Fighting Styles and Fighting Masteries to these new munitions, as explained below.
Explosives Style and Mastery
You will want to extend the benefits of this pair to include rockets.
Area Style and Mastery
You will want to extend the benefits of this pair to include flechette clips, flechette mags, and projector tanks.
Gunning Style and Mastery
You'll want to extend the benefits of this pair to include specialized power cells and slug cartridges.
Class Proficiencies
Certain classes, such as fighters or guardians, gain proficiency in all weapons within a specific category. For instance, fighters gain proficiency in all blasters and vibroweapons, and guardians gain proficiency in all lightweapons and vibroweapons. Monk, operative, scholar, and sentinel, on the other hand, only gain proficiency in martial weapons that meet certain criteria. If that criteria is met due to the use of an item or feature that add—or remove—a referenced property, this does not grant that class proficiency in the weapon. For instance, operatives gain proficiency in simple blasters, simple vibroweapons, martial blasters that lack the auto, special, strength, and two-handed properties, martial vibroweapons with the finesse property. If they add the finesse property to a vibroweapon, or remove the strength property from a blaster weapon, this would not grant the operative proficiency in that weapon.
Feats
A feat represents a talent or an area of expertise that gives character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Inspiring Leader feat requires you to have a Charisma of 13 or higher. If your Charisma is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Inspiring Leader feat until your Charisma is restored.
Augmented Cyborg
Prerequisite: Type beast or humanoid You've experimented with cybernetic augmentations, granting the following benefits:
- Increase an ability score of your choice by 1, to a maximum of 20.
- Choose one cybernetic augmentation of standard rarity from Appendix A. That augmentation is installed and doesn't count against the maximum cybernetic augmentations you can support, but it does count towards your total cybernetics augmentations as shown in the Cybernetic Augmentations Side Effects table in Chapter 7.
Customized Droid
Prerequisite: Type droid You've been customized beyond other droids of the same model, granting the following benefits:
- Increase an ability score of your choice by 1, to a maximum of 20.
- Choose one droid customization of standard rarity from Appendix A. That customization is installed and doesn't count against the maximum droid customizations you can support, but it does count towards your maximum parts or protocols, as appropriate.
Investigative Attunement
Prerequisite: 4th level You've spent a significant amount of time appraising and testing enhanced items. You gain the following benefits:
- Increase an ability score of your choice by 1, to a maximum of 20.
- Your maximum attunement increases by 1.
- You have advantage on ability checks made to identify items.
- Once per long rest, you can choose one object that you must touch for 10 minutes. If it is an enhanced or modified item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any powers are affecting the item and what they are. If the item was created by a power, you learn which power created it.
Muscled Menace
Prerequisite: Strength 13, size Medium Despite being of otherwise average size, your might extends beyond that of your peers. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Your speed increases by 5 feet.
- You can't add more than +3 when determining your bonus to AC from your Dexterity.
- You can't add more than +3 when determing your bonus to Dexterity saving throws from Dexterity.
- You gain the Oversized special trait: Oversized. Light- and vibro-weapons that lack the dexterity or light property are considered to have the heavy property for you. The strength number for blasters is reduced by one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the strength number is 11, you ignore it entirely.
Savage Shorty
Prerequisite: Strength 13, size Small Despite being short of stature, your size has no impact on your strength and virility. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Your speed increases by 5 feet.
- You lose the Undersized special trait.
Tiny Terror
Prerequisite: Strength 13, size Tiny Despite falling below knee height of other species, your size has less impact on your strength and virility. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Your speed increases by 5 feet.
- You lose the Pintsized special trait, and you are no longer limited to +3 when determining your bonus to attack and damage rolls for weapon attacks using Strength due to the Puny special trait.
- You gain the Undersized special trait: Undersized. Your small stature makes it hard for you to wield bigger weapons. You can't use heavy shields or martial weapons with the two-handed property unless it has the light property, and if a martial weapon has the versatile property, you can only wield it in two-hands.
Weapon Focused
Prerequisite: 4th level You adopt a particular type of weapon as your focus. Choose one of the weapon focus options, detailed later in this chapter. You can take this feat multiple times.
Weapon Supremacist
Prerequisite: 4th level You've mastered a particular type of weapon. Choose one of the weapon supremacist options, detailed later in this chapter. You can take this feat multiple times.
Weapon Focus
The Weapon Focused feat offers your choice of weapon focus. You can't take a weapon focus option more than once, even if you later get to choose again.
Alternative Weapon Focus
Your weapon of choice may be governed by one weapon focus, whereas your character can be better realized utilizing a different focus. For instance, your blaster rifle might work better for you with Carbine Focus rather than Rifle Focus. Work with your GM to determine if a different focus is better suited, and mechanically appropriate, to your character's identity. A weapon's focus and supremacy must match.
You may choose your weapon focus from the following options or roll on the table below to determine it randomly.
| d8 | Weapon Focus |
|---|---|
| 1 | Blade Weapon |
| 2 | Carbine Weapon |
| 3 | Crushing Weapon |
| 4 | Heavy Weapon |
| 5 | Polearm Weapon |
| 6 | Rifle Weapon |
| 7 | Sidearm Weapon |
| 8 | Trip Weapon |
Weapon Classifications
Each weapon has a classification, as shown in Weapons by Class table later in this chapter, that determines which weapon focus it is governed by.
Blade Focus
You've focused your combat training on blade weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, the next attack roll the target makes before the start of your next turn has disadvantage.
- When you take the Attack action, you can choose to forgo one or more attacks to parry. For each attack you forgo, you gain a +1 bonus to AC until the start of your next turn.
Carbine Focus
You've focused your combat training on carbine weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, the next attack roll the target makes before the start of your next turn has disadvantage.
- When you take the Attack action, you can choose to forgo one or more attacks to startle. For each attack you forgo, you expend 1 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property) and is within your weapon's normal range. The creature must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or become shocked until the start of your next turn.
Crushing Weapon Focus
You've focused your combat training on crushing weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, you add the attack's governing ability modifier twice, instead of once, to the attack's damage.
- When you take the Attack action, you can choose to forgo one or more attacks to shatter the ground. For each attack you forgo, choose a separate 5-foot square within your weapon's reach to shatter. That square becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Additionally, each creature other than you in an affected square must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, a creature takes damage equal to the attack's governing ability modifier.
Heavy Weapon Focus
You've focused your combat training on heavy weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, you add the attack's governing ability modifier twice, instead of once, to the attack's damage.
- When you take the Attack action, you can choose to forgo one or more attacks to suppress. For each attack you forgo, you expend ammunition equal to half your weapon's reload number (minimum of 2) and choose a 10-foot-cube area within your weapon's normal range. Each creature in the area that is no more than one size larger than you (your size or smaller if your weapon has the light property) must make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon) or become frightened of you until the end of their next turn.
Polearm Focus
You've focused your combat training on polearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, you can roll one additional weapon damage die.
- When you take the Attack action, you can choose to forgo one of your attacks to choke up. If you do so, your reach increases by 5 feet until the start of your next turn.
Rifle Focus
You've focused your combat training on rifle weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, you can roll one additional weapon damage die.
- When you take the Attack action, you can choose to forgo one or more attacks to scramble. For each attack you forgo, you can move up to 10 feet without provoking opportunity attacks.
Sidearm Focus
You've focused your combat training on sidearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, the next attack roll made against the target before the start of your next turn has advantage.
- When you take the Attack action, you can choose to forgo one or more attacks to daze a creature. For each attack you forgo, you expend 2 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property), has a head, and is within your weapon's normal range. The creature must succeed on a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon) or become incapacitated until the end of its next turn or until it takes damage, whichever happens first.
Trip Weapon Focus
You've focused your combat training on trip weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's damage rolls.
- When you score a critical hit with the weapon, the next attack roll made against the target before the start of your next turn has advantage.
- When you take the Attack action, you can choose to forgo one or more attacks to interrupt. For each attack you forgo, one creature within your reach gains no benefit to armor class from its shield until the end of its next turn.
Weapon Supremacy
The Weapon Supremacist feat offers your choice of weapon supremacy. You can't take a weapon supremacy option more than once, even if you later get to choose again.
Alternative Weapon Supremacy
Your weapon of choice may be governed by one weapon supremacy, whereas your character can be better realized utilizing a different supremacy. For instance, your blaster rifle might work better for you with Carbine Supremacy rather than Rifle Supremacy. Work with your GM to determine if a different supremacy is better suited, and mechanically appropriate, to your character's identity. A weapon's focus and supremacy must match.
You may choose your weapon supremacy from the following options or roll on the table below to determine it randomly.
| d8 | Weapon Supremacy |
|---|---|
| 1 | Blade |
| 2 | Carbine |
| 3 | Crushing Weapon |
| 4 | Heavy Weapon |
| d8 | Weapon Supremacy |
|---|---|
| 1 | Polearm |
| 2 | Rifle |
| 3 | Sidearm |
| 4 | Trip Weapon |
Weapon Classifications
Each weapon has a classification, as shown in the table on page \\\_, that determines which Weapon Supremacy it is governed by.
Blade Supremacy
You've specialized your combat training with blade weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or gain 1 slowed level until the start of your next turn.
- Your critical hit range increases by 1.
- When you take the Attack action, you can choose to forgo one or more attacks to parry. For each attack you forgo, you gain a +1 bonus to AC until the start of your next turn. If you could already parry, instead you can do so as your bonus action.
Carbine Supremacy
You've specialized your combat training with carbine weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or gain 1 slowed level until the start of your next turn.
- You can wield this weapon in one hand. When you do so, you treat the weapon as if it would have the strength 11 property. If the weapon already has the strength property, its strength number increases by one step (from 11 to 13, 13 to 15, 15 to 17, 17 to 19, or 19 to 21). While wielding the weapon in one hand, you can't attack a target beyond the weapon's normal range.
- When you take the Attack action, you can choose to forgo one or more attacks to startle. For each attack you forgo, you expend 1 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property) and is within your weapon's normal range. The creature must succeed on a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or become shocked until the start of your next turn. If you could already startle, instead you can do so as your bonus action.
Crushing Weapon Supremacy
You've specialized your combat training with crushing weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it is pushed 5 feet in a direction of your choice.
- Once per round, when you use your reaction to make a melee weapon attack, you have advantage on the attack roll.
- When you take the Attack action, you can choose to forgo one or more attacks to shatter the ground. For each attack you forgo, choose a separate 5-foot square within your weapon's reach to shatter. That square becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Additionally, each creature other than you in an affected square must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, a creature takes damage equal to the attack's governing ability modifier. If you could already shatter, instead you can do so as your bonus action.
Heavy Weapon Supremacy
You've specialized your combat training with heavy weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it is pushed 5 feet in a direction of your choice.
- When a creature rolls a 1 on the saving throw against one of these weapons, they treat the effect's damage as if it had rolled the maximum. If a creature would already treat the effect's damage as if it had rolled the maximum when it rolls a 1 on this weapon's saving throw, it instead does so on a roll of 1 or 2.
- When you take the Attack action, you can choose to forgo one or more attacks to suppress. For each attack you forgo, you expend ammunition equal to half your weapon's reload number (minimum of 2) and choose a 10-foot-cube area within your weapon's normal range. Each creature in the area that is no more than one size larger than you (your size or smaller if your weapon has the light property) must make a Wisdom saving throw (DC = 8 + your bonus to attacks with the weapon) or become frightened of you until the end of their next turn. If you could already suppress, instead you can do so as your bonus action.
Polearm Supremacy
You've specialized your combat training with polearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you have advantage on the weapon's damage roll.
- When you make an ability check or saving throw against an effect that would shove or trip you, you can treat a d20 roll of below half your level (rounded up) as half your level.
- When you take the Attack action, you can choose to forgo one of your attacks to choke up. If you do so, your reach increases by 5 feet until the start of your next turn. If you could already choke up, instead you can do so as your bonus action.
Rifle Supremacy
You've specialized your combat training with rifle weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you have advantage on the weapon's damage roll.
- Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets within 30 feet of you. If the target has one-quarter cover, you ignore it entirely.
- When you take the Attack action, you can choose to forgo one or more attacks to scramble. For each attack you forgo, you can move up to 10 feet without provoking opportunity attacks. If you could already scramble, instead you can do so as your bonus action.
Sidearm Supremacy
You've specialized your combat training with sidearm weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice. If you have a free hand and the object is within your reach, you catch the object. Otherwise, it lands at your feet.
- You can now reload these weapons using your reaction or object interaction, instead of just your action or bonus action. You must have one free hand to reload.
- When you take the Attack action, you can choose to forgo one or more attacks to daze a creature. For each attack you forgo, you expend 2 ammunition and choose a creature that is no more than one size larger than you (your size or smaller if your weapon has the light property), has a head, and is within your weapon's normal range. The creature must succeed on a Constitution saving throw (DC = 8 + your bonus to attacks with the weapon) or become incapacitated until the end of its next turn or until it takes damage, whichever happens first. If you could already daze, instead you can do so as your bonus action.
Trip Weapon Supremacy
You've specialized your combat training with trip weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
- You gain a +1 bonus to the weapon's attack rolls.
- Whenever you have advantage on an attack roll and hit and the lower of the two d20 rolls would also hit (or a creature has disadvantage on a saving throw and the higher of the two d20s would also fail), and the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your bonus to attacks with the weapon) or it drops an object of your choice. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
- You have advantage on Strength (Athletics) checks and attack rolls made to trip a creature.
- When you take the Attack action, you can choose to forgo one or more attacks to interrupt. For each attack you forgo, one creature within your reach gains no benefit to armor class from its shield until the end of its next turn. If you could already interrupt, instead you can do so as your bonus action.
Weapons by Class
| Weapon | Class |
|---|---|
| Assault cannon | Heavy |
| Beam rifle | Rifle |
| Bitesaber | Blade |
| BKG | Heavy |
| Blaster carbine | Carbine |
| Blaster pistol | Sidearm |
| Blaster rifle | Rifle |
| Blightsaber | Blade |
| Bowcaster | Heavy |
| Brightsaber | Blade |
| Broadsaber | Blade |
| Buster saber | Crushing |
| Carbine rifle | Carbine |
| Chaingun | Heavy |
| Chakram | Trip |
| Crossguard saber | Blade |
| Cryo cannon | Heavy |
| Cryo carbine | Carbine |
| Cryo pistol | Sidearm |
| Cryo rifle | Rifle |
| Cycler rifle | Rifle |
| Dire vibroblade | Blade |
| Diresword | Blade |
| Disruptor carbine | Carbine |
| Disruptor pistol | Sidearm |
| Disruptor rifle | Rifle |
| Disruptor sniper | Rifle |
| Doubleblade | Blade |
| Doublesaber | Blade |
| Doubleshoto | Blade |
| Doublesword | Blade |
| Dual-phase saber | Blade |
| Echostaff | Polearm |
| Electrobaton | Trip |
| Weapon | Class |
|---|---|
| Electrohammer | Crushing |
| Electrostaff | Polearm |
| Flechette cannon | Heavy |
| Great-saber | Crushing |
| Grenade launcher | Heavy |
| Guard shoto | Trip |
| Hand BKG | Heavy |
| Hand blaster | Sidearm |
| Hand cannon | Carbine |
| Heavy blaster rifle | Heavy |
| Heavy bowcaster | Heavy |
| Heavy carbine | Carbine |
| Heavy pistol | Sidearm |
| Heavy repeater | Heavy |
| Heavy shotgun | Heavy |
| Heavy slugpistol | Sidearm |
| Hidden blade | Trip |
| Hold-out | Sidearm |
| Hunting rifle | Rifle |
| Incinerator carbine | Carbine |
| Incinerator pistol | Sidearm |
| Incinerator rifle | Rifle |
| Incinerator sniper | Rifle |
| Ion cannon | Heavy |
| Ion carbine | Carbine |
| Ion pistol | Sidearm |
| Ion rifle | Rifle |
| Light pistol | Sidearm |
| Light Repeater | Carbine |
| Light slugpistol | Sidearm |
| Lightaxe | Crushing |
| Lightblade | Blade |
| Lightbow | Rifle |
| Weapon | Class |
|---|---|
| Lightclub | Crushing |
| Lightdagger | Trip |
| Lightfoil | Blade |
| Lightglaive | Polearm |
| Lightkatana | Blade |
| Lightlance | Polearm |
| Lightnodachi | Polearm |
| Lightsaber | Blade |
| Martial lightsaber | Blade |
| Nervebaton | Trip |
| Net | Trip |
| Pikesaber | Polearm |
| Railgun | Rifle |
| Repeating blaster | Heavy |
| Rocket launcher | Heavy |
| Rotary cannon | Heavy |
| Sabermace | Crushing |
| Saberspear | Polearm |
| Saberwhip | Trip |
| Scattergun | Sidearm |
| Shotgun | Carbine |
| Shotosaber | Blade |
| Shoulder blaster | Sidearm |
| Shoulder cannon | Heavy |
| Sicklesaber | Blade |
| Sith saber | Blade |
| Slugpistol | Sidearm |
| Slugthrower | Rifle |
| Smart cannon | Heavy |
| Smart pistol | Sidearm |
| Sniper rifle | Rifle |
| Splitsaber | Blade |
| Subrepeater | Sidearm |
| Weapon | Class |
|---|---|
| Techaxe | Crushing |
| Techblade | Blade |
| Techstaff | Polearm |
| Vapor Projector | Heavy |
| Vightaxe | Crushing |
| Vightbattleaxe | Crushing |
| Vightblade | Blade |
| Vightbuster | Crushing |
| Vightdagger | Trip |
| Vightdart | Trip |
| Vightflail | Crushing |
| Vightglaive | Polearm |
| Vighthammer | Crushing |
| Vightkatana | Blade |
| Vightknife | Blade |
| Vightknuckler | Trip |
| Vightmace | Crushing |
| Vightnodachi | Polearm |
| Vightpike | Polearm |
| Vightrapier | Blade |
| Vightsabre | Blade |
| Vightshield | Crushing |
| Vightspear | Polearm |
| Vightstaff | Polearm |
| Vightstiletto | Trip |
| Vightsword | Blade |
| Vighttonfa | Trip |
| Vightwhip | Trip |
| War hat | Trip |
| Warsaber | Crushing |
| Warsword | Crushing |
| Wristblaster | Sidearm |
| Wrist launcher | Sidearm |
