Polearm

Grim Hollow: Player's Guide p. 131 (Third Party)

Type
Melee Weapon
Rarity
uncommon
Weight
12
Cost
500
Damage
1d12
Damage Type
piercing
Properties
cuerpo a cuerpo, alcance, a dos manos

Description

Guard: Guard weapons allow you to fight defensively, using the weapon's long haft or flat surface for parrying. While you wield a guard weapon, whenever a hostile creature moves within your reach when you didn't move on your last turn, you can use your reaction to make a weapon attack with the guard weapon against that creature. If the attack hits, then it deals no damage, but the target immediately stops moving, and its speed becomes 0 until the end of its turn.

Hafted: A hafted weapon's haft can function well as an off-hand attack. When you attack with only the hafted weapon, you can use a bonus action to make a melee weapon attack with the haft. The haft deals 1d4 bludgeoning damage, and you add your ability modifier to damage as you would for other sorts of two-weapon fighting. If you have feats that mimic this ability, the damage dice becomes 1d8 instead.

Reach: Besides the normal rules for this property, if a reach weapon has the double property, you can use only one of these properties during the same turn.

Set: You can use a bonus action on your turn to prepare, or "set," a set weapon against a foe moving toward you. A weapon becomes unset if you move or take any action after setting it. If a target enters your reach while you have the weapon set, you can use your reaction to make a melee attack with the set weapon against that target. If you hit, and your target moved 20 feet or more toward you before the attack, you can roll one of the weapon's damage dice one additional time and add it to the damage total.

Two-Handed: This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Proficiency: martial, pole arm Source: Grim Hollow: Player's Guide p. 131 (Third Party)