Requisition
Exotic Armory
REG-CMN23UUZ
Primary Briefing
Exotic Proficiency
A new type of proficiency, called Exotic, categorizes weapons, armor, shields, and other items that require greater investment and training to use properly. All new items made with the Improved Armory are exotic.
A player with the relevant origin reduces the time it takes to finish an Exotic Training course for the respective item by 4 days.
Exotic Armor and Shields
The special properties of exotic armor and shields require the relevant exotic proficiency to use them properly. Any Strength requirements function the same way as Strength requirements for heavy armor in base 5e.
Exotic Light Armor
A player proficient with light armor reduces the time it takes to finish an Exotic Training course for Exotic Light Armor by 2 days.
Exotic Medium Armor
A player proficient with medium armor reduces the time it takes to finish an Exotic Training course for Exotic Medium Armor by 2 days.
Exotic Heavy Armor
A player proficient with heavy armor reduces the time it takes to finish an Exotic Training course for Exotic Heavy Armor by 2 days.
Exotic Shields
A player proficient with shields reduces the time it takes to finish an Exotic Training course for Exotic Shields by 2 days. Exotic shields can have Strength requirements that reduce your speed by 10 feet if you do not meet them.
Exotic Weapons
A player proficient with all martial weapons reduces the time it takes to finish an Exotic Training course for Exotic Weapons by 2 days. This reduction applies to rogues training for the Throwing Knife / Needle, Katar, or Karambit.
The special properties of exotic weapons, as well as the exotic weapon properties described below, require exotic weapon proficiency with that weapon. If an exotic weapon could count as a simple or weapon under certain conditions, that only applies to adding proficiency bonus to attack rolls with it or anything else specifically noted by the weapon. You still cannot use or benefit from the weapon's special or exotic properties without the relevant exotic proficiency.
Exotic Weapon Properties
Brutal
When you score a critical hit with this weapon, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Twinned
While wielded in two hands, this weapon fulfills the requirements to use Two-Weapon Fighting, as if a light weapon were held in both hands.
Cleaving
If you hit with a melee attack using this weapon, you can deal the weapon's base damage dice to a second creature within 5 feet of the initial target and also within your reach if the same attack roll would beat the second creature's AC. This does not count as making or hitting a separate attack, and it cannot be a critical hit. Only effects that explicitly trigger from the weapon dealing damage apply. If the weapon lets you choose its damage type, the second creature takes the same damage type chosen for the first.
Braced
You gain advantage on saving throws and ability checks to prevent being disarmed of the weapon, and opponents gain disadvantage on ability checks to disarm you of it.
Catching
If you take the Attack action on your turn and make an attack against a creature with a catching weapon, you can use a bonus action to attempt to grapple the creature with the weapon, making opposed checks as normal. On a success, the target is considered grappled by the hand wielding the weapon. You cannot attack with the weapon while grappling with it, and moving farther than the weapon's reach from the target or dropping the weapon ends the grapple. If you have the Grappler feat, you can only pin a creature with a catching weapon if the target is within 5 feet of you.