TEXT: The Bloodborne Armory
  For the Yarnham Hunter your DM won't let you be.
  
  Table Of Contents
  1 New Weapons
  1.1.1 Weapon Properties
  1.1 Quicksilver Bullets
  1.2 Legendary Weapons
  2 Shields
  3 Consumables
  4 Hunter Tools
  4.1 Addendums
  5 Caryll Runes
  5.1 Oath Runes
  5.2 Standard Runes
  6 The Fan-Made Armory
  6.1.1 Weapon Properties
  6.2 Legendary Item
  7 Feats
  8 New Conditions
  9 Credits
  10 Legal Junk
  
  New Weapons
  Name
  Cost Damage
  Weight Properties
  Trick Weapons
       Beast Claw
  20 gp 1d4 slasing
  2 lbs.
  Finesse, light, special, trick
       Beast Hunter Saif
  20 gp 1d6 slashing
  5 lbs.
  Finesse, trick
       Beast Cutter
  25 gp 1d8 bludgeoning
  8 lbs.
  Heavy, serrated, trick
       Blade of Mercy
  33 gp 1d8 slashing
  3 lbs.
  Finesse, trick
       Bloodletter
  30 gp 1d6 bludgeoning
  9 lbs.
  Special, trick
       Boom Hammer
  50 gp 1d8 bludgeoning
  10 lbs. Trick, versatile (1d10)
       Burial Blade
  90 gp 1d8 slashing
  4 lbs.
  Finesse, trick, versatile (1d10)
       Chikage
  80 gp 1d8 slashing
  6 lbs.
  Finesse, special, trick, versatile (1d10)
       Church Pick
  25 gp 1d6 piercing
  10 lbs. Heavy, trick
       Hunter Axe
  30 gp 1d8 slashing
  6 lbs.
  Trick, versatile (1d10)
       Kirkhammer
  30 gp 1d8 slashing
  7 lbs.
  Special, trick, versatile (2d6)
       Logarius' Wheel
  60 gp 1d8 bludgeoning
  8 lbs.
  Heavy, special, trick
       Ludwig's Holy Blade
  45 gp 1d8 slashing
  8 lbs.
  Special, trick, versatile (1d10)
       Rakuyo
  80 gp 1d8 slashing
  4 lbs.
  Finesse, trick, versatile (1d10)
       Sawcleaver
  30 gp 1d6 slashing
  4 lbs.
  Serrated, trick
       Sawspear
  30 gp 1d6 slashing
  4 lbs.
  Serrated, trick
       Stake Driver
  50 gp 1d6 piercing
  5 lbs.
  Trick
       Threaded Cane
  15 gp 1d6 bludgeoning
  4 lbs.
  Finesse, trick
       Tonitrus
  55 gp 1d6 bludgeoning
  5 lbs.
  Trick
       Whirligig Saw
  65 gp 1d6 bludgeoning
  8 lbs.
  Heavy, trick, versatile (1d8)
  Trick Firearm Weapons
       Reiterpallasch
  400 gp 1d8 piercing
  4 lbs.
  Finesse, trick
       Riflespear
  430 gp 1d6 piercing
  7 lbs.
  Finesse, reach, trick, versatile (1d8)
       Simon's Bow Blade
  420 gp 1d8 slashing
  5 lbs.
  Finesse, trick, versatile (1d10)
  Choir Weapons
       Amygdalan Arm
  -
  1d10 bludgeoning 2 lbs.
  Light, trick
       Kos Parasite
  -
  1d6 slashing
  1/2 lb. Finesse, light, long-reach, trick
  Firearms
       Cannon
  500 gp 2d12 piercing
  25 lbs. Ammunition (range 50/100), heavy, loading
       Church Cannon
  500 gp 2d10 piercing
  25 lbs. Ammunition (range 30/80), heavy, loading
       Evelynn
  550 gp 1d12 piercing
  3 lbs.
  Ammunition (range 200/600), light, reload (4 shots)
       Flamesprayer
  350 gp 1d8 fire
  10 lbs. Ammunition (range 15/30), arcane, reload (10 shots), scatter
       Gatling Gun
  600 gp 4d4 piercing
  20 lbs. Ammunition (range 40/100), heavy, reload (4 shots)
       Hunter's Blunderbuss 200 gp 1d8 piercing
  9 lbs.
  Ammunition (range 15/30), reload (2 shots), scatter
       Hunter's Pistol
  150 gp 1d10 piercing
  3 lbs.
  Ammunition (range 100/400), light, reload (4 shots)
       Ludwig's Rifle
  500 gp 1d8 piercing
  10 lbs. Ammunition (range 30/60), reload (3 shots), scatter
       Piercing Rifle
  400 gp 1d12 piercing
  8 lbs.
  Ammunition (range 300/900), piercing, reload (6 shots)
       Repeating Pistol
  450 gp 2d10 piercing
  3 lbs.
  Ammunition (range 100/400), reload (2 shots)
       Rosmarinus
  350 gp 1d8 force
  10 lbs. Ammunition (range 15/30), arcne, reload (10 shots), scatter
  1
  PART 1 | Weapon List
  
  New Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Projectiles
       Molotov Cocktail
  2 gp
  2d6 fire
  1 lb.
  Special, thrown (range 5/60)
       Numbing Mist
  4 gp
  -
  1 lb.
  Special, thrown (range 5/60)
       Oil Urn
  3 sp
  -
  1 lb.
  Special, thrown (range 5/60)
       Pebble (10)
  -
  1 bludgeoning
  1/2 lb.
  Special, thrown (range 5/60)
       Pungent Blood Cocktail
  10 sp -
  1 lb.
  Special, thrown (range 5/60)
       Throwing Knife
  1 gp
  1d4 piercing
  1/2 lb.
  Thrown (range 40/100)
  Miscellaneous Weapons
       Claymore
  50 gp 1d10 slashing
  9 lbs.
  Heavy, versatile (2d6), unwieldy
       Fist of Gratia
  40 sp 2d4 bludgeoning
  6 lbs.
  Silvered, special
  2
  PART 1 | Weapon List
  
  Weapon Properties
  Many weapons have special properties related to their use, as
  shown in the weapons table.
  Arcane. Weapons with this property use your spellcasting
  modifier for attack and damage. Or Intelligence if you don't
  have a spellcasting stat.
  Piercing. Attacks with this weapon penetrate through
  targets in a straight line. You must make an attack roll against
  every creature in the line and the damage die decreases by
  one for every target hit.
  Reload. A limited number of shots can be made with a
  weapon that has the reload property. If you are not proficient
  with the firearm, you must then use your action to reload it. If
  you are proficient, you can choose to use your bonus action to
  reload instead.
  Scatter. When this weapon fires, it attacks every creature
  in a cone to its long range. The attacks are simultaneous. A
  creature adjacent to you takes an extra damage die on a hit.
  Serrated. Whenever this weapon scores a critical hit with
  slashing damage, the opponent is Bleeding.
  Trick. This weapon can be transformed as an action. A
  weapon with the Trick property has unusual rules governing
  its transformation, explained in the weapon's description (see
  "Trick Weapons" later in this section).
  Long-Reach. This weapon adds 10 feet to your reach when
  you attack with it.
  Unwieldy. You do not have proficiency with this weapon
  until you spend 7 days of moderate use learning to wield such
  a weapon.
  Trick Weapons
  Weapons with special rules are described here.
  Amygdalan Arm. The arm of a baby Amygdala transforms
  from a large club to a scythe-like sinewy weapon with
  deceptively long reach. It gains the Reach property and deals
  slashing damage.
  Beast Claw. This weapon, in its transformed state, turns
  your other arm into a wolfish claw, rendering it unusable
  except to attack. This claw also deals 1d4 slashing damage.
  Beast Hunter Saif. The scythe-like blade extends outward,
  adding the Reach property to the weapon.
  Beast Cutter. This stone club segments and becomes an
  extraordinarily long whip. It loses the Heavy property and
  gains the Finesse and Long-Reach properties and only deals
  slashing damage. You have Disadvantage when attacking
  anything closer than 15 feet away.
  Blade of Mercy. This sword splits into two smaller swords.
  They each have the Light property and deal 1d4 damage
  each.
  Bloodletter. This mace gains the Two-Handed property
  and deals 1d12 piercing and 1d6 necrotic damage.
  Boom Hammer. This hammer is equipped with a
  miniature furnace. Taking a bonus action before your attack
  to "light" it, your next attack deals an additional 1d6 fire
  damage before resetting to the normal state.
  Burial Blade. This curved sword is attached to a folded
  haft to create a scythe. It gains the Reach and Two-Handed
  properties and deals 1d12 slashing damage.
  Chikage. This katana becomes covered by blood and
  becomes more sabre-like. It loses the Finesse and Versatile
  properties and gains the Two-Handed property, dealing an
  additional 1d8 necrotic damage.
  Church Pick. This miniature-lance weapon extends to a
  full-sized War Pick. It gains the Two-Handed property and
  deals 1d10 piercing.
  Hunter Axe. This axe's haft extends. It deals 1d10 slashing
  damage and gains the Reach and Two-Handed properties.
  Kirkhammer. This longsword is sheathed into the handle
  of an enormous warhammer head. It loses the Versatile
  property and gains the Heavy and Two-Handed properties,
  dealing 1d10 bludgeoning damage.
  Kos Parasite. This weapon transforms your opposite hand
  into a similar white tentacle, rendering it unusable except to
  attack. The second tentacle also deals 1d6 slashing damage.
  Logarius' Wheel. This weapon is literally a wagon wheel.
  Transforming this weapon splits the wheel into two
  connected wheels, that you can "rev" up to 4 times to
  increase the power. For every rev, 1d4 force damage will be
  added to your next attack before the rev count resets.
  Ludwig's Holy Blade. This longsword is sheathed into the
  handle of a greatsword blade. It loses the Versatile property
  and gains the Heavy and Two-Handed properties. Dealing
  2d6 slashing damage.
  Rakuyo. This sword splits into two smaller swords. They
  each have the Light property and deal 1d6 damage each.
  Reiterpallasch. This rapier-like weapon transforms into a
  gun with the rapier blade as a bayonet. It has the Ammunition
  (range 50/110), reload (6 shots), and deals 1d10 piercing
  damage.
  Riflespear. This spear transforms into a rifle with the
  folded spear-tip as a bayonet like a modified halberd. It gains
  the Ammunition (range 50/75), reload (5 shots), and scatter.
  It deals 1d8 piercing damage.
  Sawcleaver. This weapon has a serrated saw-blade on one
  side and a cleaving blade on the other. The blade extends and
  the weapon gains the Reach property.
  Sawspear. This has a jagged edge on one side and a
  cleaving blade on the other. The blade extends and the
  weapon gains the Reach property and deals piercing damage.
  Simon's Bow Blade. This flamberge-like sword transforms
  into a bow, gaining the Ammunition (200/800) and two-
  handed) properties. It deals 1d8 piercing.
  Stake Driver. This weapon is a gauntlet with a piston
  connected to a spearhead and doesn't transform. You can
  prime the stake and your next attack will deal an additional
  damage die (2d6) before resetting to normal.
  Threaded Cane. This cane transforms into a segmented,
  bladed whip. It gains the Reach property and deals 1d4
  slashing damage.
  Tonitrus. This mace does not have a transformed state.
  You may activate the 'charged' state, giving the weapon an
  additional 1d6 lightning damage for 1 minute.
  Whirligig Saw. This staff-like mace can be locked into a
  set of serrated saw blades. It loses the Versatile property and
  gains the Two-Handed and Serrated properties, dealing 1d10
  slashing damage.
  3
  PART 1.1.1 | Weapon Properties
  
  Special Weapons
  Weapons with special rules are described here.
  Beast Claw. This weapon forces lycanthropic traits onto
  the wielder. In its transformed state, they gain 5 feet of
  movement speed and the Pounce monstrous trait.They are
  also under the effect of the Beasthood condition.
  Bloodletter. To transform this weapon, you must sacrifice
  20% of your maximum hit points in Necrotic damage that
  cannot be reduced in any way. This reduced maximum hit
  points until your next long rest.
  Chikage. Chikage siphones your health in its transformed
  state. At the end of each of your turns, you take 1d8 necrotic
  damage.
  Fist of Gratia. This weapon is a heavy hunk of metal with
  finger holes. Critical hits with this weapon automatically stun
  targets until the end of their next turn.
  Kirkhammer. The large hammerhead of this weapon is the
  sheathe. The longsword component is unique to the
  Kirkhammer and losing either renders it effectively useless
  as a Trick Weapon.
  Kos Parasite. This weapon is completely invisible and
  unusable to anyone without the Milkweed rune equipped.
  Logarius' Wheel. Every 'Rev' you give the Wheel while in
  its transformed state increases the draw of life force it takes
  at the end of each of your turns.
  Revs
  Life Drain
  1
  6 Hit Points
  2
  12 Hit points
  3
  18 Hit Points
  4
  24 Hit Points
  Ludwig's Holy Blade. The greatsword blade of this
  weapon is the sheathe. The longsword component is unique
  to the Holy Blade and losing either renders it effectively
  useless as a Trick Weapon.
  Molotov Cocktail. Everything 5 feet from the target must
  make a DC 12 Dexterity Save. On a failed save they take 1d6
  fire damage and are ignited, taking 1d4 fire damage each
  round until extinguished. On a successful save, they take half
  damage and are not ignited.
  Numbing Mist. Every creature within 10 feet of the target
  is unable to restore hit points for 1 minute.
  Oil Urn. Targets hit by an Oil Urn are now ignitable by any
  fire damage they take for the next hour.
  Pebble. This gains the target's attention, giving them
  disadvantage to any rolls that don't pertain to the thrower.
  Pungent Blood Cocktail. This attracts all nearby
  carnivorous Monsters and Beasts to the target.
  Quicksilver Bullets
  Also called QS bullets, these are special ammunition made
  specifically for hunting beasts. Silver merged with blood and
  held inside the Hunter's bloodstream allows for
  instantaneous reloading. Due to their rarity and creation,
  Quicksilver bullets can only be carried 20 at a time, and the
  cost varies depending on the buyer's strength.
  Quicksilver bullets count as Silvered for purposes of
  Resistance and Immunity.
  Level
  Cost
  1-5
  1 gp each
  6-10
  2 gp each
  11-15
  3 gp each
  16-20
  4 gp each
  Some enemies might be carrying Quicksilver Bullets on
  their person. Usually riflemen or persons who carry firearms,
  so it's possible to loot Quicksilver Bullets from corpses.
  4
  PART 1.1 | Weapon Properties
  
  Holy Moonlight Sword
  Trick Weapon (claymore), legendary (requires attunement)
  An arcane sword discovered long ago by Ludwig before his
  downfall into Beasthood.
  When blue moonlight dances around the sword, and it
  channels the abyssal cosmos, its great blade will hurl a
  shadowy lightwave. The Holy Moonlight Sword is
  synonymous with Ludwig, the Holy Blade, but few have ever
  set eyes on the great blade, and whatever guidance it has to
  offer, it seems to be of a very private, elusive sort.
  This weapon takes the form of a one-handed claymore. In
  its untransformed state, it deals 1d10 slashing damage and
  has the Heavy, Trick, and Versatile (2d6) properties. You gain
  a +3 bonus to attack and damage rolls made with this magic
  weapon. It has the following additional properties.
  Trick. This ancient claymore becomes wreathed in
  moonlit, pale arcane energy. It gains the Two-Handed
  property, dealing 2d6 slashing and an additional 2d12 radiant
  damage.
  The True Mentor. While you are attuned to the Holy
  Moonlight Sword, you gain the flaw: I hear the sword
  whispering its secrets to me, and I must know them. You have
  disadvantage attacking with any other weapon. You even
  occasionally hear the Holy Moonlight Sword whispering to
  you forbidden knowledge not meant for mortals, slowly
  driving you mad.
  Moonlight Slash. When you attack with the Holy
  Moonlight Sword in its transformed state, you can choose to
  send out a wave of Moonlight energy with the slash. A
  crescent of arcane energy flies from the blade in a 30 ft long,
  5 ft wide line in the direction you attacked. Any creature in
  the line must succeed a Dexterity Save equal to 8 + your
  Intelligence modifier + your Proficiency modifier, taking 4d12
  radiant damage on failure and half as much on a success.
  The creature hit by the initial attack automatically fails its
  saving throw. You can perform this action a number of times
  equal to your Intelligence modifier + 2. Using this action
  automatically consumes one Quicksilver Bullet.
  Moonlight Burst. As an action, you can drive the Holy
  Moonlight Sword into the ground, causing a burst of arcane
  energy to shockwave upwards. Any creature in a 10 ft radius
  and 20 ft cylinder centered on you must succeed a Dexterity
  Saving throw equal to your Intelligence DC or take 1d12
  radiant and 1d12 force damage on a failure and half as much
  on a success. You can perform this action a number of times
  equal to half your Intelligence modifier, rounded down.
  Moonlight Combo. As an action, you can raise the sword
  upward and release a burst of moonlight energy. Any creature
  within 10 feet of you must succeed a Dexterity saving throw
  and an Athletics (Strength) or Acrobatics (Dexterity) check.
  Failing the Dexterity save, they take 1d12 radiant damage,
  half as much on a success. Failing the AAthletics or
  Acrobatics check, the creature is knocked prone. If a creature
  adjacent to you is knocked prone, you can spend your
  Reaction to make an attack against them, dealing an extra
  1d12 damage on hit. You can perform this ability twice per
  long rest.
  The Accursed Rakuyo
  Trick Weapon (Rakuyo), legendary (requires attunement)
  Hunter weapon wielded by Lady Maria of the Astral
  Clocktower.
  A trick sword originated in the same country as the
  Cainhurst Chikage, only this sword feeds not off blood, but
  instead demands great dexterity. Lady Maria was fond of this
  aspect of the Rakuyo, as she frowned upon blood blades,
  despite being a distant relative of the queen. One day, she
  abandoned her beloved Rakuyo, casting it into a dark well,
  when she could stomach it no longer.
  You gain a +3 bonus to attack and damage rolls made with
  this magic weapon. It has the following additional properties.
  Trick. This double-ended sword splits into two smaller
  swords. They each have the Light property and deal 1d6
  slashing damage each.
  First Blood. Once you lose 40% of your total Hit Points, as
  an action, you can expend two hit die and impale yourself
  upon the two blades of Rakuyo in an explosion of blood,
  coating the blades in tainted blood. Your attacks gain the
  Reach property and you deal 1d10 slashing and an additional
  1d10 necrotic damage.
  Bloody Comet. Pick one square within 60 feet of your
  position. You may rise straight into the air and crash-land
  there with an explosion of blood. Every creature within 10
  feet of your landing space takes 2d10 necrotic damage. This
  consumes your movement action and can only be done a
  number equal to your Proficiency modifier while First Blood
  is active.
  Expunge the Blood. As an Action, you may expunge the
  corrupted blood in a visceral explosion. Every creature within
  a 20 foot sphere centered on yourself must make a Dexterity
  saving throw wit ha DC equal to 8 + your Proficiency modifier
  + your Charisma modifier, taking 2d10 necrotic damage on a
  failed save and half as much on a success.
  Burning Blood. Once you lose 75% of your total Hit
  Points, as an action you can give more to the accursed blades,
  levitating above the ground momentarily as Rakuyo siphons
  blood from the surrounding area. The blades of Rakuyo are
  coated in boiling blood and radiating heat. Your attacks gain
  the Long-Reach property and deal an additional 1d10 fire
  damage. All abilities usable in First Blood are available in this
  mode, with 5 feet longer reach and additional fire damage.
  5
  PART 1.2 | Legendary Weapons
  
  Shields
  I
  n Bloodborne, Shields hold a special place in every
  player's heart, as either the most useful or useless
  thing to ever happen n the game. This section
  catalogs the two shields of the game, both special in
  their own ways.
  Loch Shield
  Shield, Very rare
  This shield is made from artisan glass and enchanted,
  granting little to physical defense however it is unparalleled
  when it comes to magic defense. This shield grants a -2
  bonus to AC and has the following properties.
  Total Magic Defense. You count as having 3/4ths cover
  against magical effects, and can spend an action to grant
  yourself total cover against any magical effects.
  Antimagic Shield. When you are forced to make saving
  throws against magical effects, upon success you take no
  damage and upon failure, you take only half.
  Wooden Shield
  Shield, common
  This shield is made of wood, created by commonfolk of
  Yharnam. Despite granting sub-par defense against beasts,
  they continued to use it for the effects if seemed to grant,
  despite its seemingly-worthless effects/ This shield grants a
  -1 bonus to AC and has the following properties.
  Immovable Object. While equipped with this shield, you
  can spend a reaction to a creature's attack and grant yourself
  Advantage against any forced movement effect.
  Infallible. While equipped with this shield, you are immune
  to the Prone condition.
  6
  PART 2 | Shields
  
  Consumables
  H
  unters in Yharnam are little to nothing
  without consumables. Items that are crucial
  to the nightly hunting of beasts and their
  pestilence.
  Antidote
  Cost: 3 gp each
  These were once used as a short-term relief to the Ashen
  Blood sickness that eventually helped spread the beastly
  plague.
  These white tablets, when consumed, remove the Poisoned
  condition.
  Beast Blood Pellet
  Cost: 5 gp each
  These small, solidified droplets of blood are contaminated
  by the beastly plague. Consuming them brings one closer to
  the beast within.
  Consuming a pellet inflicts you with the Beasthood
  condition for the next 10 minutes.
  Blood Dreg
  Cost: N/A
  Often found in the blood of others by specially equipped
  Hunters, the Dregs can be consumed to gain a sight into
  other realms, if only for a moment.
  Once consumed, grants Truesight up to 15 feet and
  proficiency in Insight for 1 minute.
  Blood of Adella
  Cost: 60 gp each
  The blood of a blessed clergywoman, it's a sign of the
  power of the Healing Church and its practitioners.
  Consuming the vial acts as a compound health and
  regeneration potion. Granting 3d8 Hit Points and 1d8 more
  every round for the next 30 seconds.
  Blood of Arianna
  Cost: 30 gp each
  The blood of a certain woman of the night, she often offers
  it to her rescuers. Its effects are a testament to her
  profession.
  Drinking the blood grants 2d8 Hit Points and immunity to
  Exhaustion for 24 hours.
  Blue Elixir
  Cost: 30 gp each
  A dubious elixir made by the Healing Church, dulling the
  mind momentarily. Only those with sufficient mental fortitude
  can truely utilize this medicine.
  Drinking the elixer grants the user invisibility for 30
  seconds.
  Bolt Paper
  Cost: 21 gp each
  A fantastical alchemical creation that wreathes weapons in
  Lightning when rubbed along their surface.
  Rubbing this coarse paper along your weapon requires a
  bonus action, adding 1d8 Lightning damage to your attacks
  with that weapon for one minute.
  This item can't be used with weapons with pre-existing
  elemental effects.
  Bone Marrow Ash
  Cost: 36 gp each
  An invaluable creation for Hunters with feeble blood. A
  special ash collected by a special sect located beyond the
  planes.
  Loading a firearm with Ash increases the damage die of
  the next shot fired by one step.
  This enhancement wears off if the shot isn't fired within
  one minute of loading. It also becomes ineffective if the
  firearm leaves your hand.
  Fire Paper
  Cost: 30 gp each
  Another fantastical creation that is also applied to
  weapons, sparking flames to their surface upon usage.
  Rubbing this coarse paper along your weapon requires a
  bonus action, adding 1d8 Fire damage to your attacks with
  that weapon for one minute.
  This item can't be used on weapons with pre-existing
  elemental properties.
  Great One's Wisdom
  Cost: N/A
  The forbidden knowledge of creatures that walk beyond
  the material plane. While knowledge is power, it can also
  become a curse.
  Consuming this grants Truesight up to 30 feet and
  proficiency in insight for one minute. If you are already
  proficient in Insight, you may double it.
  Consuming this also subjects your mind to the influence of
  the Great Ones. You must roll on the Short Term Madness
  table (pg. DMG 259)
  Hand Lantern
  Cost: 1 gp each
  A simple creation. A spherical lantern with a hook allowing
  it to be hung on one's person with ease, though it doesn't
  provide much light.
  The lantern lasts for an hour, casting 15 feet of bright light
  and 15 feet of dim light centered on the user.
  7
  PART 3 | Consumables
  
  Lead Elixer
  Cost: 10 gp each
  A fairly disgusting, syrupy mixture that combines alchemy
  and medicine. Granting users a greater fortitude against
  attacks at the cost of speed.
  Consuming the elixir grants resistance to melee attacks for
  5 rounds of combat and halves your speed for the duration.
  Madman's Knowledge
  Cost: N/A
  The skull of a madman touched by the knowledge of the
  Great Ones.
  Crushing the skull to consume the knowledge grants
  Truesight for 30 feet for 1 minute.
  Sedative
  Cost: 56 gp each
  A drug made to counter the effects of madness and calm
  the shattered nerves of the too-inquisitive scholars that dare
  touch forbidden knowledge.
  Consuming this concoction requires a bonus action,
  removing the Frenzy and Beasthood conditions.
  Shaman Bone Blade
  Cost: 300 gp each
  A hooked blade coated in a disgusting fluid, biting deep into
  its victims with pain so excruciating and an unknown toxin, it
  blurs the lines of ally and enemy.
  Attacking a creature with this blade costs an Attack action.
  On a hit, the blade is consumed as it burrows deep into the
  creature and breaks.
  They must succeed a DC 12 Wisdom Saving throw. Upon
  failure, the creature allies itself with the attacker temporarily.
  This partnership lasting for 3 rounds until it returns to its
  senses.
  Shining Coins
  Cost: 2 gp each
  Polished, shining coins that reflect light with such beauty,
  they appear aglow with radiant energies to serve as guides 
  in the abysmal darkness.
  Placing a coin on the ground allows it to catch the light,
  glowing with 10 feet dim light.
  Vermin
  Cost: N/A
  Miniscule writing creatures resembling centipedes. Often
  found hiding in filth, these disgusting creatures can only be
  found by those of The League. Crushing them grants a rank
  up in The League.
  8
  PART 3 | Consumables
  
  Hunter Tools
  W
  hile Hunters of Yharnam are no spellcasters in
  any way, shape, or form. Not by a long-shot.
  There are certain tools, however, often crafted
  by the Healing Church or from the very beasts
  Hunters slay. With a staggering range of
  effects, these tools can be the lifeblood of
  Hunters or the bane of them.
  All Hunter Tools require the use of Quicksilver Bullets to
  activate. If a Tool is used without the Quicksilver Bullet
  requirement, it won't work and the item is wasted.
  A Call Beyond
  Quicksilver Cost: 7
  Casting Time: 1 action
  Range: Self
  Requirement: 20 Int, Wis, or Cha
  Duration: Instantaneous
  This is the secret technique from the Choir sect of the
  Healing Church. Summoning a small nova of eldritch power
  to slaughter your enemies.
  Every creature in a 30 ft sphere centered on you must
  make a Dexterity Saving throw against the Save DC, taking
  3d8 Force damage and 3d8 Psychic damage on a failure and
  half as much on a success.
  Accursed Brew
  Quicksilver Cost: 2
  Casting Time: 1 action
  Range: 40
  Requirement: 15 Intelligence
  Duration: Instantaneous
  A deformed skull covered in scratches, holes, and strewn in
  curses.
  Hurling this at a target makes it explode with violent
  hatred, dealing 2d10 Psychic damage and they must make a
  Wisdom Save against the Save DC, becoming frightened of
  you for a minute on a failure and immune to this effect for 24
  hours. They can repeat this saving throw on their turn each
  round.
  At the beginning of your next turn, if the target is in the
  space where they were initially hit with this attack, the
  lingering curses deal an additional 1d10 Psychic damage.
  Augur of Ebrietas
  Quicksilver Cost: 1
  Casting Time: 1 action
  Range: 40 feet
  Requirement: 12 Wisdom
  Duration: Instantaneous
  Summons a large number of tentacles and slugs from your
  palm to attack one creature, dealing 1d4 force damage to the
  target.
  For every two points above 12 when you use this tool,
  increase the damage die by one step. 14 (1d6), 16 (1d8), 18
  (1d10), 20 (1d12)
  This Hunter's Tool can be used as a firearm for purposes of
  the Gun-Parry feat.
  Beast Roar
  Quicksilver Cost: 2
  Casting Time: 1 action or 1 reaction to being targetted by a
  projectile.
  Range: Self
  Requirement: 10 Charisma
  Duration: Instantaneous
  A loud, monstrous roar mimicking those of undead beasts
  causes a shockwave around the caster.
  Every creature within a 10 foot circle of the caster must
  succeed a Constitution saving throw or be pushed 10 feet
  from the caster and knocked prone. Succeeding the saving
  throw pushed half the distance and not knocked prone.
  This shockwave also deflects incoming missiles, causing
  them to miss.
  Blacksky Eye
  Quicksilver Cost: 1
  Casting Time: 1 acton
  Range: 30 feet
  Requirement: 14 Intelligence
  Duration: Instintaneous
  An eye that has been touched by the eldritch madness,
  crawling with parasites. The center left with nothing but an
  endless sky to look into.
  This eye fires a projectile of eldritch energy that deals 1d8
  Necrotic or Psychic damage, your choice.
  For every 2 points above 14, you can increase the damage
  die by 1. 16 (2d8), 18 (3d8), 20 (4d8)
  Choir Bell
  Quicksilver Cost: 7
  Casting Time: 1 action
  Range: Self
  Requirement: 16 Wisdom
  Duration: Instantaneous
  An arcane, silver bell that can be rung. Imbued with
  healing magics, it is rumored that the soft ringing carries its
  energies across planes.
  Ringing this bell causes every nonhostile creature in a 20
  foot radius circle of to heal 1d10 Hit Points and be cured of
  the Charmed, Frightened, Poisoned, Petrified, and Stunned
  conditions. This healing does not work if the recipients are
  Deafened.
  For every point above 16, increase the healing die by one.
  17 (2d10), 18 (3d10), 19 (4d10), 20 (5d10).
  9
  PART 4 | Hunter Tools
  
  Empty Phantasm Shell
  Quicksilver Cost: 3
  Casting Time: 1 action
  Range: Self
  Requirement: 10 Intelligence
  Duration: 1 minute
  The hollow corpse of a Great One, or the failed experiment
  of the Healing Church, these shells imbue a weapon with 1d8
  Force damage with every strike.
  This enhancement doesn't work on weapons with pre-
  existing elemental properties.
  Executioner's Gloves
  Quicksilver Cost: 3
  Casting Time: 1 action
  Range: 30 feet
  Requirement: 16 Intelligence
  Duration: Instantaneous
  These gloves are inhabited by the wrathful spirits slain by
  the Executioners, passed between father and son for
  decades.
  Upon use, three wrathful skulls shoot out and home in on
  the target. The target must make a Dexterity saving throw. On
  a failure, they take 3d4 Force damage and half as much on a
  success.
  For every 2 points above 16, increase the damage dice by
  one step. 18 (3d6), 20 (3d8)
  Madara's Whistle
  Quicksilver Cost: 4
  Casting Time: 1 action
  Range: Self (10-foot square)
  Requirement: 18 Charisma
  Duration: Special
  A whistle of the long-dead twins that grew up in the
  Forbidden Woods that summons their companion, a hungry,
  uncontrollable snake.
  Once blown, at the beginning of your turn on the next
  round, a large snake's head appears from beneath the ground
  and snaps it's jaws, dealing 2d10 Piercing damage to every
  creature within the square, including yourself if you're inside
  the square.
  Messenger's Gift
  Quicksilver Cost: 1
  Casting Time: 1 action
  Range: Self
  Requirement: 8 Int, Wis, or Cha
  Duration: Indefinite
  A gift from the Messengers, this tool allows transformation
  into the small creatures.
  While disguised, you appear no different than any other
  Messenger and will be treated as such.
  The transformation ends if you use any action, take
  damage, or use a bonus action to dispel the transformation.
  Old Hunter Bone
  Quicksilver Cost: 4
  Casting Time: 1 Bonus Action
  Range: Self
  Requirement: 10 Int, Wis, or Cha
  Duration: 18 Seconds
  An old bone taken from Hunters who've mastered the art of
  Quickening,
  Once activated, it allows the user to use Quickening,
  teleporting 10 feet as a free action as long as the effect lasts.
  You can teleport through objects and creatures as though
  they didn't exist.
  If you are caught in an area of effect, you can use your
  reaction to teleport out of it, if possible.
  Tiny Tonitrus
  Quicksilver Cost: 6
  Casting Time: 1 action
  Range: Self (40-foot line)
  Requirement: 17 Intelligence
  Duration: Instantaneous
  This is a replica of the Tonitrus created by an eccentric
  inventor of the Healing Church.
  Slamming it into the ground creates a 40 foot long line of
  lightning to burst from the sky. Every creature in the line
  must succeed a Dexterity Saving Throw against the Save DC,
  taking 4d6 Lightning damage and falling prone on a failure,
  and half as much and don't fall prone on a success.
  10
  PART 4 | Hunter Tools
  
  Save DC
  The Save DC for the Hunter's Tools depends on the person
  using them. It equals 8+Proficiency+Required Ability Score
  Modifier.
  So, for instance, using Tiny Tonitrus with an Int score of 16
  at level 11, the DC would equal 8+4+3= DC 15.
  No QS Bullets? No problem!
  Seeing as this is a highly experimental system, the Hunters
  Tools can simply be reallocated as Spells with Spell Slots.
  Spell
  Level
  School
  Class
  A Call Beyond
  6th
  Level
  Evocation
  Sorcerer, Warlock,
  Wizard
  Accursed Brew
  2nd
  Level
  Evocation
  Bard, Sorcerer,
  Warlock, Wizard
  Augur of
  Ebrietas
  Cantrip
  Evocation
  Sorcerer, Warlock
  Beast Roar
  1st
  Level
  Abjuration
  Bard, Wizard
  Blacksky Eye
  Cantrip
  Evocation
  Warlock, Wizard
  Choir Bell
  6th
  Level
  Evocation
  Cleric, Paladin
  Empty
  Phantasm Shell
  1st
  Level
  Enchantment
  Ranger, Warlock,
  Wizard
  Executioner's
  Gloves
  1st
  Level
  Evocation
  Warlock, Wizard
  Madara's
  Whistle
  3rd
  Level
  Conjuration
  Bard, Warlock,
  Wizard
  Messenger's
  Gift
  1st
  Level
  Illusion
  Warlock, Wizard
  Old Hunter
  Bone
  3rd
  Level
  Conjuration
  Sorcerer, Warlock,
  Wizard
  Tiny Tonitrus
  4th
  Level
  Evocation
  Sorcerer, Warlock,
  Wizard
  11
  PART 4.1 | Addendums
  
  Caryll Runes
  R
  unes scribed by Caryll, hence the name. They
  are written in the language of the Great Ones,
  and memorizing them can grant wondrous
  abilities. Memorizing a Caryll Rune takes time
  and study, which can be done during a Long
  Rest or Downtime. Up to 4 Caryll Runes can
  be equipped at any time, however, only 1 of
  them can be an Oath Rune.
  Oath Runes
  These runes have become the representation of different
  groups of Hunters, or some are unaffiliated with one another,
  simply a disjointed number of users.
  Beast's Embrace
  A Caryll Rune forbidden by the Healing Curch after
  numerous failures attempting to control Beasts and the
  beastly nature of its users. It grants the following effects.
  You gain a beastly appearance (wolfish in nature; excess
  hair, glowing eyes, elongated canines, etc) which grants
  you Advantage on all Intimidation (Charisma) checks and
  Disadvantage on all Persuasion (Charisma) checks.
  While wielding a Beastly Weapon (like the Beast Claw),
  you gain additional properties.
  You gain the ability to roar as an action. It deals
  damage equal to 1d4 + your Charisma Modifier in
  Thunder Damage.
  You gain 5 additional feet in Movement Speed.
  You are constantly under the effects of Beasthood,
  even in the weapon's untransformed state.
  Corruption
  A heretical Caryll Rune used by those who've joined the
  Cainhurst Vilebloods, a group of hunters and knights who
  search for Blood Dregs for their queen. This Rune grants the
  following properties.
  While you are at or below 12 percent of your maximum hit
  points, you will gain 1d6 Hit Points each round until you
  reach or surpass this threshold.
  Whenever you kill a hostile. sentient humanoid creature,
  you can use your reaction to immediately collect 1 Blood
  Dreg.
  Those equipped with this rune can automatically sense any
  creature with the Radiance rune equipped.
  Hunter
  This rune was adopted as the symbol for the Crows, the
  unique sect of the Healing Church that was naught but
  rumors. They hunted blood-addled Hunters who slipped too
  far into their Beastly urges and abandoned humanity. Feared
  by other Hunters, it grants the following properties.
  You have advantage to Constitution saving throws to avoid
  the effects of Exhaustion.
  You can automatically sense any blood-addled Hunters
  nearby.
  Impurity
  This rune, scribed from the belly of a Great One, represents
  impurity and thusly, The League. Those of The League are
  obsessed with the slaughter of all Vermin and cooperation
  with others. This rune grants the following effects.
  While in the company of others, your Hit Point Maximum
  increases equal to your level.
  Successful acts of cooperation reveal a Vermin. Only
  those equipped with an Impurity Rune will receive a
  Vermin.
  Milkweed
  A Rune scribed by Saint Adeline; one of the few, if not the
  last, relatively sane survivor of the Healing Church's
  experiments, in the midst of her revelation followed by her
  demise. It transforms those equipped with the traits of the
  celestial Lumenwood. It grants the following properties.
  You are transformed into a Lumenwood Kin, gaining
  Truesight up to 30 feet.
  You gain the ability to use the Kos Parasite as a weapon.
  You can add half your proficiency bonus to Investigation
  (Intelligence) and Perception (Wisdom) checks.
  Radiance
  A rune representing the Executioners; a sect of the Healing
  Church that slaughter heretics, especially the Vilebloods who
  wear the Corruption rune. Equipping this rune grants the
  following effects.
  All healing done to you gains an extra die, including Class
  Features, spells, and potions.
  You can automatically sense any creature equipped with
  the Corruption rune.
  12
  PART 5.1 | Oath Runes
  
  Standard Runes
  Runes that are much more common than Oath Runes, and
  much more numerous as well. A various multitude of effects
  that stack with memorization.
  Anti-Clockwise Metamorphosis
  A twisted cross-shaped rotated counter-clockwise. This rune
  grants the following effect.
  When you use an ability, spell, or effect that causes you to
  gain a point of exhaustion, you instead do not gain
  exhaustion until you use it a second time.
  Arcane Lake
  A strange rune that mimics the Great One's strange language
  like ripples across a grand lake. Serving as a bulwark
  towards power and insanity. This rune grants the following
  effect.
  You are now considered resistant to Force damage. If you
  already are resistant, this has no effect.
  Beast
  Accentuating the transformation toward Beasts, this rune
  was the earliest Runes and the first to be forbidden by the
  Healing Church. This rune grants the following effect.
  Whenever you are affected by Beasthood, the effect lasts
  for an additional minute before wearing off.
  Blood Rapture
  This rune represents the euphoria and cruel nature of beasts
  as they bask in blood and brutality. This rune grants the
  following effect.
  Visceral attacks restore Hit Points equal to half the
  damage dealt by the attack.
  Clawmark
  Showing the raw impulse to search and bathe in blood, it
  strengthens the techniques of a darker Hunter. Although the
  difference is subtle, Runesmith Caryll describes the "Beast"
  as a horrific and unwelcome instinct deep within the hearts of
  men, while 'Clawmark' is an alluring invitation to accept this
  very nature. This rune grants the following effect.
  Whenever you use a Visceral Attack against a creature,
  you can add an extra damage die to the attack.
  Clear Deep Sea
  Representing the Great One's inhuman voices as
  downreaching currents. This rune grants the following effect.
  You are considered resistant to Poison damage. If you are
  already resistant, this has no effect.
  Clockwise Metamorphosis
  The second and last of the Metamorphosis runes, they made
  the dream of evolution a reality. Or close to one. This rune
  grants the following effect.
  Your Maximum Hit Points increases by the amount of
  your hit die.
  Communion
  One of the many runes relating to blood, this rune
  strengthens one's body in an unusual manner. This rune
  grants the following effect.
  Whenever you consume a healing potion or an item
  restores Hit Points you can add one extra die to the hit
  points regained.
  Deep Sea
  This rune bolsters the mind, granting understanding, albeit
  limited, toward the madness that is the Great Ones. This rune
  grants the following effect.
  You are considered immune to the Frenzy condition.
  Dissipating Lake
  This rune grants additional defense towards specified
  damage. This rune grants the following effect.
  You are now considered resistant to Lightning damage. If
  you are already resistant, this has no effect.
  Eye
  Inscribing one's mind with Eyes heightens their mind and
  elevates the thoughts. This rune grants the following effect.
  You gain proficiency in Perception and Investigation. IF
  you already have proficiency in those skills, you can
  instead double it.
  Fading Lake
  Like a lake, this rune bolsters one's defenses against flame.
  This rune grants the following effect.
  You are considered resistant to Fire damage and can't be
  ignited by magical effects. If you are already resistant, this
  has no effect.
  Formless Oedon
  The Great One with only voice and no form is represented in
  this Rune. This rune grants the following effect.
  Your ability to hold Quicksilver Bullets increases by 5
  extra.
  13
  PART 5.2 | Standard Runes
  
  Great Deep Sea
  A rune that represents a bastion toward mental and some
  physical strain. This rune grants the following effect.
  You gain advantage on Saving Throws toward effects that
  Charm, Frighten, Frenzy, and Stun.
  Great Lake
  This rune is strange to say the least, of all the Lake runes.
  This rune grants the following effect.
  You are considered half-resistant to all damage types. This
  rune overrides any resistances and immunities you
  previously had, if any.
  (As in you take one-quarter less damage than normal)
  Guidance
  Seeing small, glowing sprites in the midst of darkness, this
  Rune helps ease fears in the midst of the Hunt. This rune
  grants the following effect.
  Whenever you Rally, you gain the full amount of hit points
  equal to the damage dealt instead of half.
  Heir
  Those who bear the rune see sentiment in the blood they
  spill, acknowledging this rune as one of a darker Hunter.
  Whenever you perform a Visceral Attack on a creature,
  you can use your reaction to swiftly pocket one small
  valuable worth 5 gp from their person.
  Lake
  This rune represents a physical bastion. This rune grants the
  following effect.
  You are considered resistant to all nonmagical physical
  damage.
  Moon
  A transcription of the word 'Moon' spoken by the Great Ones.
  They sometimes answer when called upon. This rune grants
  the following effect.
  You find 3 gp on the body of any creature you slay.
  Oedon Writhe
  Oedon, the formless Great One granting his knowledge in the
  form of runes. Showing Blood as a medium of the highest
  grade and promoting Visceral attacks as part of the bloody
  art. This rune grants the following effect.
  Whenever you use a Visceral Attack, you gain one QS
  Bullet for every 10 points of damage the creature takes.
  Stunning Deep Sea
  This rune is the counterpoint to the Clear Deep Sea rune, as
  noted by the Healing Church. This rune grants the following
  effect.
  You gain Advantage on Constitution Checks to resist being
  poisoned.
  14
  PART 5.2 | Standard Runes
  
  The Fan-Made Armory
  New Weapons
  Name
  Cost Damage
  Weight Properties
  Trick Weapons
       Beast Blade
  25 gp 1d6 slashing
  3 lbs.
  Finesse, light, special, trick
       Belfry Club
  80 gp 1d6 bludgeoning 4 lbs.
  Trick
       Bone of Morius
  30 gp 5 bludgeoning
  5 lbs.
  Light, trick
       Bone-Shield Blade
  35 gp 1d8 slashing
  6 lbs.
  Serrated, special, trick
       Cavalier Sword
  35 gp 1d6 bludgeoning 7 lbs.
  Finesse, trick
       Chaplet Saber
  30 gp 1d8 slashing
  5 lbs.
  Finesse, trick
       Deathmarch
  60 gp 1d8 blugeoning 7 lbs.
  Heavy, special, trick
       Fleshreaver
  50 gp 1d10 slashing
  6 lbs.
  Light, serrated, trick
       Flintigo
  30 gp 1d4 bludgeoning 4 lbs.
  Light, trick,
       Fulgur
  60 gp 2d4 piercing
  5 lbs.
  Finesse, special, trick
       Gillian's Fists
  50 gp 1d6 bludgeoning 8 lbs.
  Special, trick, two-handed
       Ignis
  60 gp 1d6 bludgeoning 5 lbs.
  Trick
       Ravenclaw
  40 gp 1d8 slashing
  8 lbs.
  Serrated, trick, two-handed
       Reverence
  25 gp 2d6 slashing
  8 lbs.
  Special, trick, two-handed, unwieldy
       Silverlight
  85 gp 1d10 slashing
  6 lbs.
  Finesse, special, trick, two-handed
       Surgeon's Drill
  35 gp 1d8 slashing
  3 lbs.
  Serrated, special, trick
       Syringe Estoc
  30 gp 1d10 slashing
  8 lbs.
  Special, trick, two-handed
       Triggercutter
  20 gp 1d4 slashing
  3 lbs.
  Finesse, serrated, trick
       Triumvirat
  50 gp 1d8 piercing
  4 lbs.
  Finesse, trick
       Vetekrovi
  35 gp 1d6 slashing
  3 lbs.
  Finesse, light, trick
       Windmill Shears
  40 gp 1d6 slashing
  4 lbs.
  Finesse, light, serrated, special, trick
  Trick Firearm Weapons
       Deadeye Bastard Rifle
  400 gp 1d8 slashing
  9 lbs.
  Trick, versatile (1d10)
       Chester's Claymore Rifle 500 gp 1d10 slashing
  14 lbs. Heavy, special, trick, versatile (2d6), unwieldy
       Chester's Crossbow
  350 gp 1d6 piercing
  8 lbs.
  Serrated, thrown (20/60), trick, versatile (1d8)
       Cresent Rose
  550 gp 1d12 piercing
  8 lbs.
  Heavy, reach, special, trick, two-handed
       Prongpiercer
  400 gp 1d8 piercing
  6 lbs.
  Finesse, trick
       Salamander
  500 gp 1d8 slashing
  13 lbs. Heavy, trick, versatile (1d10)
       Starslayer
  400 gp 1d10 piercing
  5 lbs.
  Ammunition (range 150/600) arcane, reload (4 shots) special
  Choir Weapons
       Nurse's Blade
  -
  1d8 slashing
  4 lbs
  Finesse, serrated, special, trick
  A
  game is no more than its fanbase. And
  Bloodborne fans are by far one of my favorites
  to be a part of. Because of that, this section is
  dedicated to the Fans' suggestions and ideas for
  weaponry and firearms.
  15
  PART 6 | The Fan-MAde Armory
  
  New Weapons
  Name
  Cost
  Damage
  Weight Properties
  Firearms
       Altruist
  200 gp Varies
  12 lbs. Ammunition (range 10/50), reload (150 shots), special
       Brigade Pistol
  200 gp 1d8 piercing
  3 lbs.
  Ammunition (range 120/350), light, reload (6 shots)
       Crossbow Repeater 300 gp 1d6 piercing
  4 lbs.
  Ammunition (range 30/120) light, reload (6 shots)
       Dial Gun
  600 gp 3d6 piercing
  16 lbs. Ammunition (range 50/150), heavy, reload (3 shots), two-handed
       Orsted's Cannon
  650 gp 3d12 piercing
  10 lbs. Ammunition (range 300/900) heavy, loading, two-handed
       Starlighter
  200 gp 1d6 piercing
  4 lbs.
  Ammunition (range 150/600) arcane, light, reload (4 shots),
  special
  Miscellaneous
  Weapons
       Lantern Flail.
  100
  gp.
  1d6
  bludgeoning
  5 lbs.
  Special
  16
  PART 6 | The Fan-MAde Armory
  
  Trick Weapons
  Weapons with special rules are described here.
  Beast Blade. This elbow blade, in its transformed state,
  turns your other arm into a wolfish claw, rendering it
  unusable except to attack. This claw also deals 1d6 slashing
  damage.
  Belfry Club. This mace's head is a tarnished, bronze cup.
  You can transform this weapon to reveal the cupped head to
  be a large bell. The weapon gains the Long Reach property,
  dealing its damage as psychic.
  Bone of Morius. This acts as a gauntlet of sorts, able to
  bash enemies. It transforms into a full shield, granting +2 to
  AC.
  Bone-Shield Blade. This sword breaker made of jagged
  bones transforms easily into a shield.
  Chaplet Saber. The blade of this saber can be segmented
  by chains, turning it into a bladed whip. It gains the Finesse
  and Reach property.
  Cavalier Sword. This steel cane's shaft retract, revealing a
  notched longsword. It loses the Finesse property and gains
  the Versatile 1d10 property. It deals 1d8 slashing damage.
  Chester's Claymore Rifle. The claymore is sheathed into
  the stock of a scoped rifle. It loses the Versatile property and
  gains the Ammunition (range 300/800), two-handed, and
  loading properties. It deals 2d6 piercing damage.
  Chester's Crossbow. This barbed spear is inserted
  through a crossbow handle. It loses the Serrated and
  Versatile property and gains the Ammunition (range
  200/500), Heavy, Loading, and Two-Handed properties. In
  this form, it deals 1d12 piercing damage.
  Cresent Rose. This war-scythe transforms into a high-
  powered scoped rifle. It gains the Ammunition (400/1200)
  and reload (6 shots) properties. It deals 2d6 piercing damage.
  Deadeye Bastard Rifle. This longsword has a telescopic
  blade that shrinks before being hidden by the handguard,
  which is a folded rifle. It looses the Versatile property and
  gains the Ammunition (150/400), loading and deals 1d12
  piercing damage.
  Deathmarch. This mace opens, revealing a lute. It gains
  the Arcane property, and the Long-Range property, dealing
  1d10 Thunder damage.
  Fleshreaver. This scissor-sword transforms into a twin
  scythe, losing the Light property and gaining the Two-handed
  property, dealing 1d12 slashing damage.
  Flintigo. This weapon a pair of metal cestus with a fuel cell
  on the back of the hand and a fuse net lacing the fingers with
  the knuckles made of interchanging flint and steel. When the
  knuckles are struck together these cestus light aflame,
  granting an additional 1d4 fire damage.
  Fulgur. This short-hafted trishula lengthens and
  transforms into a bident. It loses the Finesse property and
  gains the Thrown (range 20/60) and Versatile (1d12)
  properties.
  Gillian's Fists. This weapon is actually a pair of heavy
  gauntlets that prevents the use of a weapon in either hand.
  You can use an action to perform a rocket-powered punch,
  dealing an extra damage die, and knocking an enemy prone
  on a critical if it hits, for the cost of one Quicksilver Bullet.
  Ignis. This mace does not have a transformed state. You
  may activate the 'charged' state, giving the weapon an
  additional 1d6 fire damage for every charge. Ignis can handle
  up to 3 charges without overheating the metal. The weapon
  loses one charge with each successful attack.
  Nurse's Blade. This curved, uneven scythe head-like blade
  doesn't have a transformation. You cast Darkness in the form
  of a shadowy mist centered on yourself.
  Prongpiercer. This rapier-like weapon has a double-barrel
  shotgun hidden between a forked blade. It has the
  Ammunition (range 5/40), reload (2 shots) and scatter
  properties. It deals 1d10 piercing damage.
  Ravenclaw. This rake's teeth loosen by a lever on the haft,
  revealing lengths of chain connecting them to the rake,
  transforming the weapon into a heavy flail. It gains the Reach
  property and deals 1d6 slashing damage.
  Reverence. This odachi is sheathed into the handle of a
  knightly lance. It gains the Reach property and deals 1d12
  piercing damage.
  Salamander. This longsword has a telescopic blade,
  shrinking it inward while the flamethrower mounted to the
  hilt lights, spewing fire. It loses the Versatile property and
  gains the Ammunition (range 15/30), arcane, reload (6 shots),
  and scatter properties. The flamethrower deals 1d8 fire
  damage.
  Silverlight. This twinblade disconnects, transitioning into
  a pair of dual swords, losing the Finesse property. They have
  the light property and deal 1d8 damage each.
  Surgeon's Drill. This odd weapon looks like an
  extraordinarily long drill with a rapier in the center. It
  attaches to a rotary where it acts as a drill, dealing 1d10
  piercing damage.
  Syringe Estoc. This is a specialized longsword requiring
  two hands. The hilt can be opened and the pommel extended.
  The blade is hollow, revealing this weapon to be transformed
  into a syringe. It deals 1d6 piercing damage.
  Triggercutter. This odd, serrated dagger has a telescoping
  blade, transforming it into a longsword. It loses the Finesse
  property gains the Versatile (1d10) property. It deals 1d8
  slashing damage.
  Triumvirat. The Church's amalgam between
  Reiterpallasch and Rakuyo, this rapier has a dagger attached
  to the pommel. They can be separated, granting an additional
  dagger. The rapier and dagger gain the Light property and the
  dagger deals 1d4 slashing damage.
  Vetekrovi. This machete-like weapon unfolds to reveal a
  bladed fan. It gains the Thrown (20/60) property and deals
  3d4 slashing damage.
  Windmill Shears. A serrated shark-fin shaped blade with
  a large ring for the handle. The ring rotates, revealing a
  second blade mimicking the first on the opposite end. It gains
  the Thrown (30/120) property.
  17
  PART 6.1.1 | Weapon Properties
  
  Special Weapons
  Weapons with special rules are described here.
  Altruist. This weapon is an extremely strange high rpm
  firearm. Rather than regular ammunition, it fires coins. You
  can fire up to 20 times per round and the ammunition
  determines the damage.
  Ammunitions
  Coin
  Damage
  Copper
  1 bludgeoning
  Silver
  2 bludgeoning
  Electrum
  3 bludgeoning
  Gold
  4 bludgeoning
  Platinum
  5 bludgeoning
  Belfry Club. In its transformed state, on a critical it, this
  weapon casts Hex on the target, lasting for 1 minute.
  Bone-Shield Blade. The shield form of this weapon can be
  used to deal 1d4 bludgeoning damage with a shield bash, the
  critical range becomes 19-20.
  Chester's Claymore Rifle. The rifle of this weapon is the
  sheathe. The claymore component is unique to Chester's
  Claymore Rifle and losing either renders it effectively useless
  as a Trick Weapon.
  Cresent Rose. The firearm transformation can only fire
  normally if the target is at least 400 feet away from the user,
  otherwise, the attack has disadvantage.
  Crossbow Repeater. This is a Hand-Crossbow with an
  automatic reloader. It can fire two rounds simultaneously,
  requiring a second attack roll.
  Deathmarch. On a critical hit, attacks with the lute
  component renders creatures deafened for 1 minute.
  Fulgur. Whenever Fulgur transforms, it is charged with an
  electrical burst for 1 minute after its transformation, dealing
  an additional 1d6 lightning damage during that time.
  Lantern Flail. This weapon is also a lantern, shedding 30
  feet bright and 30 feet dim light.
  Nurse's Blade. While this weapon is in your hand, you can
  see in magical darkness.
  Prongpiercer. If you make a critical hit with this weapon,
  you can use a bonus action to transform the weapon and fire
  the shotgun point-blank. This attack does not have the scatter
  effect, but deals 2d10 damage and expends two shots.
  Reverence.The lancing tip of this weapon is the sheathe.
  The odachi component is unique to Reverence and losing
  either renders it effectively useless as a Trick Weapon. You
  suffer Disadvantage when using the lance form to attack a
  target within 5 feet of you. It also requires two hands when
  you aren't mounted.
  Silverlight. This weapon is made of a special alloy that
  reacts when exposed to the Beastly scourge. Whenever it
  enters within 50 feet of a Beast, it glows dim light up to 15
  feet.
  Starlighter. This firearm is the sister-weapon to Starslayer.
  When you use this firearm simultaneously with Starslayer,
  you only expend one Quicksilver Bullet between the two
  firearms.
  Starslayer. This firearm is the sister-weapon to Starlighter.
  When you use this firearm simultaneously with Starlighter,
  you only expend one Quicksilver Bullet between the two
  firearms. It also has an under-barrel blade that deals 1d4
  slashing damage as a melee attack wit ha reach of 5 feet.
  Surgeon's Drill. The critical range for this weapon is 19-
  20.
  Syringe Estoc. The syringe component can be used to
  inject tainted blood or poison into the target. Any liquid used
  with this weapon lasts 3 attacks before needing to be
  reloaded.
  Windmill Shears. This weapon, when thrown, ricochets
  off walls and objects, returning to the wielder's hand at the
  end of their turn on a miss, or immediately after a hit to be
  thrown again.
  18
  Part 6.1.1 | Weapon Properties Picture Translation: We are born of the blood. Made men by the blood. Undone by the blood.
  
  Head of the Moon
  Wonderous Item (gauntlet), legendary (requires attunement)
  The decapitated head of the infamous Great One, the
  Moon Presence that still retains the Great One's absurd
  powers, though greatly diminished.
  Rumors and theories crafted suggest that it was the
  proprietor of the Hunt, while others say the Hunt was a
  conspiratory plot to slay it by the other Great Ones. While
  wearing the Head of the Moon,
  You gain a +2 bonus to attack and damage rolls made with
  this magic item and it deals an additional 1d6 Psychic
  damage on a hit. It has the following properties.
  Blood Moon Orb. The 'mouth' of the Moon Presence
  howls, spitting out a pale white orb that floats above your
  head that rains tainted blood at your command as a bonus
  action. All creatures adjacent to you must succeed a DC 15
  Dexterity Save or become covered. Once covered, all magical
  effects are dispelled for 1 minute and are unable to be 
  healed by magical effects.
  Blood Clouds. As an action, you can exploit the 
  Moon Presence's power to cause pale clouds to 
  form in any spot you can see within 50 feet. 
  These clouds span 20 feet in all directions. 
  Using a bonus action, you can cause the 
  clouds to burst and rain blood upon 
  those within the area. Everyone in the 
  area must succeed a DC 17 Dexterity 
  Saving throw or lose the ability to 
  heal by any means for an hour.
  Gaze Of The Moon. As an action, 
  you can hold the head forth and 
  release a burst of light. All creatures 
  within a 30 feet cone must make a 
  DC 12 Wisdom Save or take 55 
  (10d10) Psychic damage. On a 
  successful save, the creature takes 
  no damage.
  This damage is nonlethal and does 
  not render the target unconscious. 
  Creatures who are Blinded 
  automatically succeed this 
  save.
  This attack is very stressful 
  to the user, granting you one 
  point of exhaustion upon usage.
  19
  PART 6.2 | Legendary Item
  
  Feats
  S
  eeing as Trick Weapons or any of the sort are a
  far cry from D&D, let alone D&D 5th Edition, I
  took it upon myself to make some. Granted, you
  could always just take the Weapon Master feat
  available in the PBH, but I plan to put special
  twists on these. Or, try anyway.
  Blood Bullet Technique
  A Hunter's alchemic knowledge to transmute Blood into
  Quicksilver Bullets. By spending an action, you can exchange
  30% of your health for 5 Quicksilver Bullets. The number of
  Blood Bullets you can carry can never go above 5.
  Gun-Parry
  Prerequisite: Proficiency in Firearms
  A trick of the Hunters of old, you stumbled across this old
  technique. If a creature's attack misses you while you have a
  one-handed firearm in your hand, you can expend a piece of
  ammunition to fire point-blank. Make the attack with
  Disadvantage. If the attack hits, it counts as a critical from
  the firearm and is Stunned until the end of your next turn.
  Rally
  You shiver with excitement at the thought of bathing in your
  enemies' blood.
  Whenever you take damage or lose health in any way and
  are still conscious, you can attack a creature and gain half of
  the damage dealt in Temporary Hit Points.
  Trick Weapon Knowledge
  Prerequisite: Proficiency in Martial and Simple Weapons
  You have started on the long road toward becoming a
  Hunter, gaining the following benefit. You gain proficiency
  with Trick Weapons.
  Trick Weapon Mastery
  Prerequisite: Proficiency in Trick Weaponry
  Your travels along the oft-untouched road of the Hunter
  grant you further mastery over its arms. You gain the
  following benefits:
  Increase your Strength of Dexterity score by 1, to a
  maximum of 20.
  When you attack with a Trick Weapon, you can choose to
  transform the weapon during the attack if it has a
  transformation.
  Visceral Attack
  Prerequisite: Gun-Parry
  Your path leads you to bloodier depths of Hunting. If you
  successfully Gun-Parry a creature, you can use an action on
  your turn to perform a Visceral attack. Your next melee attack
  counts as a critical and the target is no longer stunned.
  20
  PART 7 | Feats
  
  New Conditions
  Beasthood
  When a creature temporarily submits to their inner beast and
  abandons their humanity momentarily in the midst of
  slaughter, they take on the appearance and mannerisms of a
  wild beast. The creature affected by Beasthood gains the
  partial physical appearance of beasts, usually wolfish in
  nature; excess hair, glowing eyes, elongated canines, etc. The
  effects are as follows.
  Advantage on all Intimidation (Charisma) checks.
  Disadvantage on all Intelligence, Wisdom, and Charisma
  checks and saving throws.
  All attacks made by the creature have one extra damage
  die.
  The creature is considered vulnerable to all sources of
  incoming damage.
  The creature counts as one size larger as if effected by the
  Enlarge effect of the Enlarge/Reduce spell.
  Note
  Damage resistance granted by racial features
  (like Tiefling's Hellish Resistance, Dragonborn's
  Draconic Resistance, and Dwarven Resilience
  traits) are still in effect, making the damage as
  normal, neither vulnerable or resistant.
  Do not include the extra 1d4 damage gained by
  Enlarge if the extra damage die is being added
  to the attack.
  Frenzy
  When a creature's brain is unable, and yet forced, to process
  information pertaining to the Eldritch Truth or the Great
  Ones, resulting in brief insanity and variably short 
  circuiting the brain or possibly experiencing sheer agony. 
  The effects of this are as follows.
  A Frenzied creature's damage output is halved for the
  duration of the effect.
  The creature becomes resistant to all types of damage and
  immunity to Psychic damage for the duration.
  The creature has Disadvantage on all ability checks and
  saving throws.
  21
  PART 8 | New Conditions
  
  Credits
  Thanks goes to...
  Art & Artists In Order:
  Bloodborne - Cleric Beast by Artsed on
  DeviantArt
  Bloodborne Hunter by ArtAnthonyZero on
  DeviantArt
  Hunter (Bloodborne) by Ruukii Drift on Pixiv
  The Hunter by Mochachino on Tumblr
  Bold Hunter's Mark by FromSoftware
  Lady Maria by Koyorin on DeviantArt
  Loch Shield by FromSoftware
  Wooden Shield by FromSoftware
  Cropped Blood Splatter by Unknown
  Coffee stain on white parchment by Unknown
  Bloodborne: Laurence the First Vicar by
  Nefixion on DeviantArt
  Messengers Concept Art by FromSoftwear
  Hunter by Unknown
  Untitled by Ryan @rbfrosty on Twitter
  Old Hunter concept by FromSoftware
  Holy Moonlight Sword by From Software
  Bloodborne - The Hunt by EllipticLeaf on
  DeviantArt
  Executioner Alfred by Ruukii Drift on Pixiv
  Bloodborne the quickstep game by Grimzzi-
  Valjda on Tumblr
  Cainhurst Royal Guard by Kisbe on Tumblr
  Moon Presence by Unknown
  Blood Moon by Unknown
  Bloodborne Poster by Jeff Langevin
  Blood splatter by Unknown
  Cleric Beast concept art by FromSoftware
  Commission of Hunter Djura with the gatling
  gun by John Devlin Illustration on Tumblr
  Bloodborne Trick Weapon Ideas by:
  CalSantiago on DeviantArt ,
  Daemonstar on DeviantArt
  CheetArts on DeviantArt
  Lucky-Trident on DeviantArt
  Rice Pirate from Twitter
  u/Lugdog on Reddit
  u/Lv99Pangolin on Reddit
  Brew by u/Lv99Pangolin
  Legal Junk
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  Adventurers League, all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards
  of the Coast in the USA and other countries. All characters
  and their distinctive likenesses are the property of Wizards of
  the Coast. This material is protected under the copyright
  laws of the United States of America. Any reproduction or
  unauthorized use of the material or artwork contained herein
  is prohibited without the express written permission of
  Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO
  Box 707, Renton, WA 98057-0707, USA. Manufactured by
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  Represented by Hasbro Europe, 4 The Square, Stockley
  Park, Uxbridge, Middlesex, UB11 1ET, UK.
  More Legal Junk
  Bloodborne © FromSoftware, SCE Japan Studio
  ALL ART IS OWNED BY THEIR RESPECTIVE
  ARTISTS
  22
  PART 9 | Credits & Legal
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lv99 Pangolin/The Bloodborne Armory.pdf