Advanced Weapons


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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.