Advanced Weapons
Will fill out shortly
Simple Melee
Bo Staff
5 Gold
Crafted to be thinner than a Quarterstaff but with the same length, the Bo Staff is built for more agile wielders. Comes in a variety of wood stains and painted colors.
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Versatile (1d8), Finesse, A character proficient with a Quarterstaff is also proficient with a Bo Staff
Alternative Materials: Ironwood, Tarenwood
Available Enhancements: -
Brass Knuckles
5 Silver
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
1/2 lbs
Properties and Enhancements
Properties: Hidden, Light
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Club
2 Silver
Sample Text
Damage Info
Damage Die
1d6
Damage Type
-
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Light
Alternative Materials: Ironwood, Tarenwood
Available Enhancements: -
Dagger
2 Gold
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Piercing
Mastery
Nick
Carry Weight
1 lbs
Properties and Enhancements
Properties: Finesse, Light, Thrown (20/60)
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Eku
5 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
13 lbs
Properties and Enhancements
Properties: Heavy, Two-Handed, can be used as a paddle/oar
Alternative Materials: Ironwood, Tarenwood
Available Enhancements: -
Greatclub
2 Silver
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Bludgeoning
Mastery
Push
Carry Weight
10 lbs
Properties and Enhancements
Properties: Two-Handed
Alternative Materials: Ironwood
Available Enhancements: -
Handaxe
5 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Slashing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Light, Thrown (20/60)
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Javelin
5 Silver
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Thrown (30/120)
Alternative Materials: Mithral, Obsidian, Silvered
Available Enhancements: -
Light Hammer
2 Gold
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Light, Thrown (20/60)
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Mace
5 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
Sap
Carry Weight
4 lbs
Properties and Enhancements
Properties: -
Alternative Materials: Adamantine, Celestial Bronze, Mithral, Silvered
Available Enhancements: -
Nunchaku
3 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
1 lbs
Properties and Enhancements
Properties: Light, Finesse, A character proficient with a Club is also proficient with a Nunchaku.
Alternative Materials: Ironwood, Tarenwood
Available Enhancements: -
Quarterstaff
2 Silver
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Versatile (1d8)
Alternative Materials: Ironwood, Tarenwood
Available Enhancements: -
Sickle
1 Gold
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Slashing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: -
Alternative Materials: Mithral, Obsidian, Silvered
Available Enhancements: -
Spear
1 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Versatile (1d8), Thrown (20/60)
Alternative Materials: Mithral, Obsidian, Silvered
Available Enhancements: -
Simple Ranged
Crossbow, Light
25 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Piercing
Mastery
Slow
Carry Weight
5 lbs
Properties and Enhancements
Properties: Ammunition (Bolts), Loading, Range (80/320), Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Dart
5 Copper
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Piercing
Mastery
TBD
Carry Weight
1/4 lbs
Properties and Enhancements
Properties: Finesse, Thrown (20/60)
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Shortbow
25 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Ammunition (Arrows), Loading, Range (80/320), Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Shuriken
1 Gold
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Slashing
Mastery
TBD
Carry Weight
1/4 lbs
Properties and Enhancements
Properties: Thrown (20/60), Hidden, Cannot be used as a melee weapon.
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Sling
1 Silver
Sample Text
Damage Info
Damage Die
1d4
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
1/4 lbs
Properties and Enhancements
Properties: Ammunition (Rocks), Range (30/120)
Alternative Materials: Tarenwood
Available Enhancements: -
Martial Melee
Battleaxe
10 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Slashing
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Versatile (1d10)
Alternative Materials: Avernus Forged, Mithral, Silvered
Available Enhancements: -
Cutlass
30 Gold
Sample Text
Damage Info
Damage Die
2d4
Damage Type
Slashing
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Finesse
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Falchion
75 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Slashing
Mastery
TBD
Carry Weight
8 lbs
Properties and Enhancements
Properties: Heavy, Versatile (2d4), When wielded with two hands gains Finesse
Alternative Materials: Avernus Forged, Mithral, Silvered
Available Enhancements: -
Flail
10 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: -
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Glaive
20 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Slashing
Mastery
TBD
Carry Weight
6 lbs
Properties and Enhancements
Properties: Heavy, Reach, Two-Handed
Alternative Materials: Avernus Forged, Silvered
Available Enhancements: -
Greataxe
30 Gold
Sample Text
Damage Info
Damage Die
1d12
Damage Type
Slashing
Mastery
Cleave
Carry Weight
7 lbs
Properties and Enhancements
Properties: Heavy, Two-Handed
Alternative Materials: Avernus Forged, Mithral, Silvered
Available Enhancements: -
Greatsword
50 Gold
Sample Text
Damage Info
Damage Die
2d6
Damage Type
Slashing
Mastery
Graze
Carry Weight
6 lbs
Properties and Enhancements
Properties: Heavy, Two-Handed
Alternative Materials: Avernus Forged, Mithral, Silvered
Available Enhancements: -
Halberd
0 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Slashing
Mastery
TBD
Carry Weight
6 lbs
Properties and Enhancements
Properties: Heavy, Reach, Two-Handed
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Lance
10 Gold
Sample Text
Damage Info
Damage Die
1d12
Damage Type
Piercing
Mastery
TBD
Carry Weight
6 lbs
Properties and Enhancements
Properties: Reach, Weilder has disadvantage when you use a lance to attack a target within 5 feet of you. Requires two hands to wield when you aren't mounted.
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Longsword
15 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Slashing
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Versatile (1d10)
Alternative Materials: Avernus Forged, Mithral, Obsidian, Silvered
Available Enhancements: -
Maul
10 Gold
Sample Text
Damage Info
Damage Die
2d6
Damage Type
Bludgeoning
Mastery
Topple
Carry Weight
10 lbs
Properties and Enhancements
Properties: Heavy, Two-Handed
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Morningstar
15 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: -
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Pike
5 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Piercing
Mastery
TBD
Carry Weight
18 lbs
Properties and Enhancements
Properties: Heavy, Reach, Two-Handed
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Rapier
25 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Finesse
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Scimitar
25 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Slashing
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Finesse, Light
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Shortsword
10 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
Vex
Carry Weight
2 lbs
Properties and Enhancements
Properties: Finesse, Light
Alternative Materials: Avernus Forged, Obsidian, Silvered
Available Enhancements: -
Trident
5 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Thrown (20/60), Versatile (1d10)
Alternative Materials: Avernus Forged, Silvered
Available Enhancements: -
Trident, Variant
5 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Finesse, Thrown (20/60)
Alternative Materials: Avernus Forged, Silvered
Available Enhancements: -
War Gloves
15 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Limited Manipulation
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
War Pick
5 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: -
Alternative Materials: Mithral, Obsidian, Silvered
Available Enhancements: -
Warhammer
15 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Versatile (1d10)
Alternative Materials: Adamantine, Celestial Bronze, Mithral, Silvered
Available Enhancements: -
Whip, Bull
15 Gold
More favorable to adventures and rogues, this whip is a larger, longer, leather whip with more weight and power than a standard whip.
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Finesse, Reach+, Whip Grappling [Enhanced]
Alternative Materials: -
Available Enhancements: -
Whip, Chain
25 Gold
A deceptively powerful variant of the whip. With a heavy chain and heavy blunt point, this weapon has far more bulk than its leather counterparts without sacrificing its versatility.
Damage Info
Damage Die
1d6
Damage Type
Bludgeoning
Mastery
TBD
Carry Weight
8 lbs
Properties and Enhancements
Properties: Finesse, Reach, Versatile (2d4), Whip Grappling
Alternative Materials: Adamantine, Celestial Bronze, Silvered
Available Enhancements: -
Whip, Nine-Tailed
15 Gold
The nine-tailed whip, also referred to as a Cat O’ Nine Tails, is a multi-tailed instrument that sacrifices range for brutality.
Damage Info
Damage Die
1d4, 1d4
Damage Type
Bludgeoning, Piercing
Mastery
TBD
Carry Weight
5 lbs
Properties and Enhancements
Properties: Finesse, Whip Grappling
Alternative Materials: -
Available Enhancements: -
Whip, Spike-Tipped
20 Gold
A modified version of the standard whip. Although not as hefty as the chain whip, it is still more savage than the bullwhip as well as being highly flexible.
Damage Info
Damage Die
1d4, 1d4
Damage Type
Bludgeoning, Slashing
Mastery
TBD
Carry Weight
4 lbs
Properties and Enhancements
Properties: Finesse, Reach, Replaceable Tip [see Ammunition below for additional options], Whip Grappling
Alternative Materials: -
Available Enhancements: -
Martial Ranged
Blowgun
10 Gold
Sample Text
Damage Info
Damage Die
1
Damage Type
Piercing
Mastery
TBD
Carry Weight
1 lbs
Properties and Enhancements
Properties: Ammunition (Darts), Range (25/100), Loading
Alternative Materials: Tarenwood
Available Enhancements: -
Crossbow, Hand
75 Gold
Sample Text
Damage Info
Damage Die
1d6
Damage Type
Piercing
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Ammunition (Bolts), Range (30/120), Light, Loading
Alternative Materials: Tarenwood
Available Enhancements: -
Crossbow, Heavy
50 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Piercing
Mastery
TBD
Carry Weight
18 lbs
Properties and Enhancements
Properties: Ammunition (Bolts), Range (100/400), Heavy, Loading, Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Longbow
50 Gold
Sample Text
Damage Info
Damage Die
1d8
Damage Type
Piercing
Mastery
TBD
Carry Weight
2 lbs
Properties and Enhancements
Properties: Ammunition (Arrows), Heavy, Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Net
1 Gold
Sample Text
Damage Info
Damage Die
-
Damage Type
-
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Range (5/15), A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Alternative Materials: -
Available Enhancements: -
Special Ranged
Launcher, Shell
300 Gold
Sample Text
Damage Info
Damage Die
-
Damage Type
-
Mastery
TBD
Carry Weight
7 lbs
Properties and Enhancements
Properties: Ammunition (Shells), Range (40/120), Loading, Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Launcher, Net
175 Gold
Sample Text
Damage Info
Damage Die
-
Damage Type
-
Mastery
TBD
Carry Weight
7 lbs
Properties and Enhancements
Properties: Ammunition (Net), Range (20/60), Loading
Alternative Materials: Tarenwood
Available Enhancements: -
Musket
500 Gold
Sample Text
Damage Info
Damage Die
1d12
Damage Type
Piercing
Mastery
TBD
Carry Weight
10 lbs
Properties and Enhancements
Properties: Ammunition (Bullets), range (40/120), Loading, Two-Handed
Alternative Materials: Tarenwood
Available Enhancements: -
Pistol
250 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Piercing
Mastery
TBD
Carry Weight
3 lbs
Properties and Enhancements
Properties: Ammunition (Bullets) Range (30/90)
Alternative Materials: Tarenwood
Available Enhancements: -
Wall Gun
400 Gold
Sample Text
Damage Info
Damage Die
1d10
Damage Type
Piercing
Mastery
TBD
Carry Weight
13 lbs
Properties and Enhancements
Properties: Ammunition (Bullets), Range (40/120), Heavy, Loading, Two-Handed, When mounted range becomes (60/200) and damage becomes 2d6 Piercing. Mount to a chest-high wall as a bonus action.
Alternative Materials: Tarenwood
Available Enhancements: -
Wand, Blasting
150 Gold
Sample Text
Damage Info
Damage Die
-
Damage Type
-
Mastery
TBD
Carry Weight
1 lbs
Properties and Enhancements
Properties: Sorcerers and Wizards are proficient with this weapon. If you are proficient with this weapon, when making a spell attack, add +1 to the attack roll. Arcane Focus.
Alternative Materials: -
Available Enhancements: -
Ammunition
Arcane Tip, Acid
100 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a dark green hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Acid
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Acid damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Cold
50 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a dark blue hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Cold
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Cold damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Fire
50 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a red-orange hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Fire
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Fire damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Force
400 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a dull grey hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Force
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Force damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Lightning
100 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has an electric blue hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Lightning
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Lightning damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Necrotic
200 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a almost black hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Necrotic
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Necrotic damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Piercing
10 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip is the standard metallic tip that comes attached to most spike-tipped whips.
Ammunition Info
Damage Die
1d4
Damage Type
Piercing
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Provides no additional effect, but can be made out of silver or obsidian and gains the effect of those metals. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Poison
50 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a light purple hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Poison
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Poison damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Psychic
400 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a bright pink hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Psychic
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Psychic damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Radiant
200 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a golden hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Radiant
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Radiant damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Arcane Tip, Thunder
100 Gold
One of the most common ways to modify a spike-tipped whip, arcane tips allow the wielder to apply magical damage. This particular tip has a dull yellow hue to it.
Ammunition Info
Damage Die
1d4
Damage Type
Thunder
Ammo Type
Whip Tip
Carry Weight
1/4 lbs
Ammunition Effects
Replaces the piercing damage on the Spike-Tipped Whip with 1d4 of Thunder damage. Swapping this tip with another while in combat requires an action, and swapping more than one at a time also requires your bonus action.
Shell, Blinding
75 Gold
Made of a thin ceramic casing filled with an explosive powder paired with a special tree bark that emits a bright light when burned. These shells are intended to incapacitate a target or group without causing any bodily harm.
Ammunition Info
Damage Die
None
Damage Type
None
Ammo Type
Shell
Carry Weight
2 lbs
Ammunition Effects
As an action, a character can throw a shell at a point up to 30 feet away. One round after a blinding shell lands, it emits a blinding flash. Characters within 40 feet who are looking in the direction of the blinding shell must make a Dexterity Saving Throw to avert their eyes (creatures within 20 feet must make the saving throw regardless of the direction they are facing). On a failed save, the creature is blinded for one turn.
Shell, Explosive
100 Gold
Made of a thin ceramic casing filled with an explosive powder and iron nails that tear through flesh and many armors. If aimed properly, they can also do significant damage to structures and
Ammunition Info
Damage Die
5d6
Damage Type
Piercing
Ammo Type
Shell
Carry Weight
2 lbs
Ammunition Effects
As an action, a character can throw a shell at a point up to 30 feet away. Each creature within 20 feet of the explosive shell must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
Shell, Greenfire
200 Gold
Made of a thin ceramic casing filled with green alchemist’s fire. Like all forms of the substance, alchemist’s fire ignites and burns all flammable substances when exposed to air.
Ammunition Info
Damage Die
1d6
Damage Type
Fire
Ammo Type
Shell
Carry Weight
2 lbs
Ammunition Effects
As an action, a character can throw a shell at a point up to 30 feet away. If the thrower is attempting to hit a creature, they must make a thrown weapon attack and treat the shell as an improvised weapon. On a hit, the shell shatters and spews alchemist’s fire in a 5 foot radius that burns for 1 minute, doing 1d6 fire damage for every 6 seconds an object or creature is ignited. Any flammable substance catches on fire after being exposed to the alchemist’s fire for 12 seconds or more. As an action, a creature may attempt a DC10 Dexterity Saving Throw to attempt to extinguish the alchemist’s fire.
Shell, Smoke
125 Gold
Made of a thin ceramic casing filled with an explosive powder and a charcoal-like substance that burns slowly and creates a smoke that heavily obscures the area.
Ammunition Info
Damage Die
None
Damage Type
None
Ammo Type
Shell
Carry Weight
2 lbs
Ammunition Effects
As an action, a character can throw a shell at a point up to 30 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius that lasts for 8 rounds. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.
Alternative Materials
Adamantine
Weapon material flavor text.
When you roll a natural 20 on an attack roll, you may deal a Crushing Blow instead of a standard Critical Strike. Crushing Blows deal normal damage, and any armor your opponent is wearing has its base AC reduced by 1 unless the armor is Adamantine. This reduction lasts until the armor can be repaired or becomes affected by the Mending spell.
Avernus Forged
Weapon material flavor text.
This weapon is treated as magical when determining resistances.
You may use your Charisma modifier when determining this weapon’s attack and damage modifiers.
This weapon deals an additional 1d4 fire damage or 1d4 cold damage.
Celestial Bronze
Weapon material flavor text.
This weapon is immune to non- magical corrosion.
This weapon deals additional force damage equal to your proficiency modifier.
Ironwood
Weapon material flavor text.
This weapon deals additional force damage equal to your proficiency modifier.
Mithral
Weapon material flavor text.
This weapon loses the heavy property. If this weapon did not originally have the heavy property, this weapon gains the light property.
This weapon gains the finesse property.
Obsidian
Weapon material flavor text.
This weapon is treated as magical when determining resistances.
This weapon has a reduced critical threshold of 1 (its critical range is 19-20 without other modifiers).
Silvered
Weapon material flavor text.
This weapon is treated as magical when determining resistances.
This weapon has advantage on attack rolls made against shapeshifters and undead.
Tarenwood
Weapon material flavor text.
This weapon is treated as magical when determining resistances, as are any projectiles fired from this weapon.
This weapon has advantage on attack rolls made against shapeshifters and undead.