Difference between revisions of "Hellforged Weapons"
(9 intermediate revisions by the same user not shown) | |||
Line 9: | Line 9: | ||
'''Illiya''' | '''Illiya''' | ||
− | + | Light Crossbow +1, Autoloading | |
:This weapon appears to be made from laminated strips of willow with a cast iron bow and rough hemp string. The wood feels perpetually damp and slightly spongy to the touch. The string feels waterlogged and ready to break but functions normally. | :This weapon appears to be made from laminated strips of willow with a cast iron bow and rough hemp string. The wood feels perpetually damp and slightly spongy to the touch. The string feels waterlogged and ready to break but functions normally. | ||
Line 21: | Line 21: | ||
'''Witchhunter''' | '''Witchhunter''' | ||
− | + | Adamantine Rapier +3 | |
:This blade takes on the appearance of a swept rapier made of cast iron. The blade is heavy for a rapier and has no flex but the balance is accurate and the point resilient. It can only be attuned by exposing it to Hag's Blood. | :This blade takes on the appearance of a swept rapier made of cast iron. The blade is heavy for a rapier and has no flex but the balance is accurate and the point resilient. It can only be attuned by exposing it to Hag's Blood. | ||
Line 27: | Line 27: | ||
:The keeper of the blade must make a DC11 WIS save each night or be plagued by nightmares of brutal skirmishes against Orc and Goblin hordes. Three consecutive failures cost 1 level of Exhaustion. While attuned to the sword, the keeper emits a foul body odor that gives disadvantage to CHA checks. | :The keeper of the blade must make a DC11 WIS save each night or be plagued by nightmares of brutal skirmishes against Orc and Goblin hordes. Three consecutive failures cost 1 level of Exhaustion. While attuned to the sword, the keeper emits a foul body odor that gives disadvantage to CHA checks. | ||
− | :While holding the blade, the keeper can parry spells as a ''Ring of Spell Turning''. | + | :While holding the blade, the keeper can parry directed spells as a ''Ring of Spell Turning'' as a reaction. Make a DEX save vs caster's spell save DC. If the wielder saves, the spell is cast away harmlessly and any on_success effects do not take place. Resolve multiple beam/bolt attacks from a single spell individually but only one spell may be attempted in a single reaction. If the wielder succeeds by 6 or more the spell is reflected on the caster. |
+ | ---- | ||
+ | '''Avictus''' | ||
+ | : | ||
+ | Scimitar +1 | ||
+ | : | ||
+ | Avictus is a single edged blade some 30 inches long with a deep curve and ornamental shark teeth carved into the spine of the blade. The handle and crossguard are a dark bronze with no wrapping and it has a rather large disc pommel. The edge is made up of hundreds of micro-serrations that make honing impossible but the blade shows no sign of dulling even under rough use. | ||
+ | : | ||
+ | When a creature that can bleed is hit by the weapon, the wound will continue to bleed, taking 1d4 slashing damage each round until the wound is bound or magical healing is applied. | ||
+ | ---- | ||
+ | '''Dorj''' | ||
+ | : | ||
+ | Dagger +1 | ||
+ | : | ||
+ | The Dorj is a narrow bladed stiletto with a silver inlay of harsh geometric patterns common to goblincraft. Goblin runes on the crossguard read DRJ. The handle is wrapped with some kind of red reptile hide and the pommel is a thick ring of reddish iron large enough for three fingers to grasp. | ||
+ | : | ||
+ | On a critical hit, the various plates animate and rotate, creating a pine tree of barbs. The target takes an additional 2d6 piercing damage and is *Grappled* and must move with the wielder. The blade will not come free on its own, but the wielder can make a DC10 Strength(Athletics) check to tear the weapon free. On a success the target takes another 2d6 piercing damage and must make a DC15 Constitution Save or lose consciousness. | ||
+ | ---- | ||
+ | '''Othric''' | ||
+ | : | ||
+ | Longbow +3 | ||
+ | : | ||
+ | This weapon is initially difficult to identify as a bow since in its unstrung state it curves severely in the reverse, resembling a broken hoop. The material is equally confusing, being either a skeletonized metal frame inset with ironwood or a single timber of ironwood with a honeycomb lacework inlay of reddish iron. | ||
+ | : | ||
+ | Any traditional string catches fire and is destroyed if used to string Othric. By speaking the weapon's name, it comes alive with a shriek and a thin steel cable manifests to connect the arms of the bow. Drawing the bow without gloves cuts the wielder for 1d4 slashing damage. When drawn the bow creates arrows of liquid green toxin that cause 1d10 piercing damage on a hit and cause the target to make a DC 17 CON save. On a failure they take 3d8 poison damage and are *Poisoned* and their movement is reduced by half for 1 minute, on a success they take half damage and are not poisoned. | ||
+ | |||
+ | ---- | ||
+ | '''Rebothrion''' | ||
+ | : | ||
+ | Longsword +2 | ||
+ | : | ||
+ | |||
+ | : | ||
+ | |||
+ | ---- | ||
+ | '''Hathril''' | ||
+ | : | ||
+ | Full Plate +2 | ||
+ | : | ||
+ | |||
+ | : | ||
+ | |||
+ | ---- | ||
+ | [[Miniel's Gift]] | ||
[[Magic|Back to Magic]] | [[Magic|Back to Magic]] |
Latest revision as of 06:35, 27 May 2025
Hellforged weapons are created from (and some believe are used to torment) the souls of the damned in Hell. They are frequently found in the possession of Devils and their faithful servants.
Hellforged weapons cannot be damaged by normal means. Blades do not lose their edge, hafts do not splinter, and normal corrosion and decay does not occur. If a fumble results in weapon damage, the weapon appears to break normally but will "heal" by the following day.
Hellforged weapons can be cleansed by performing a specific action or ritual. Successfully purifying a Hellforged weapon is classified as an act of "Good" and any character doing so is awarded experience equal to the value of the item in question.
Illiya
Light Crossbow +1, Autoloading
- This weapon appears to be made from laminated strips of willow with a cast iron bow and rough hemp string. The wood feels perpetually damp and slightly spongy to the touch. The string feels waterlogged and ready to break but functions normally.
- In order to attune to this weapon, the user must submerge the weapon in water. The weapon will struggle and make the sound of a crying baby (DC10 WIS save) but will not be fully attuned until the crying has stopped.
- Once attuned the weapon generates its own ammunition (which appears as a bolt of solidified but not frozen water), cocks itself when the stock is squeezed, and does an additional 1d8 water damage on hit. Enemies that can breathe underwater are immune.
Witchhunter
Adamantine Rapier +3
- This blade takes on the appearance of a swept rapier made of cast iron. The blade is heavy for a rapier and has no flex but the balance is accurate and the point resilient. It can only be attuned by exposing it to Hag's Blood.
- The keeper of the blade must make a DC11 WIS save each night or be plagued by nightmares of brutal skirmishes against Orc and Goblin hordes. Three consecutive failures cost 1 level of Exhaustion. While attuned to the sword, the keeper emits a foul body odor that gives disadvantage to CHA checks.
- While holding the blade, the keeper can parry directed spells as a Ring of Spell Turning as a reaction. Make a DEX save vs caster's spell save DC. If the wielder saves, the spell is cast away harmlessly and any on_success effects do not take place. Resolve multiple beam/bolt attacks from a single spell individually but only one spell may be attempted in a single reaction. If the wielder succeeds by 6 or more the spell is reflected on the caster.
Avictus
Scimitar +1
Avictus is a single edged blade some 30 inches long with a deep curve and ornamental shark teeth carved into the spine of the blade. The handle and crossguard are a dark bronze with no wrapping and it has a rather large disc pommel. The edge is made up of hundreds of micro-serrations that make honing impossible but the blade shows no sign of dulling even under rough use.
When a creature that can bleed is hit by the weapon, the wound will continue to bleed, taking 1d4 slashing damage each round until the wound is bound or magical healing is applied.
Dorj
Dagger +1
The Dorj is a narrow bladed stiletto with a silver inlay of harsh geometric patterns common to goblincraft. Goblin runes on the crossguard read DRJ. The handle is wrapped with some kind of red reptile hide and the pommel is a thick ring of reddish iron large enough for three fingers to grasp.
On a critical hit, the various plates animate and rotate, creating a pine tree of barbs. The target takes an additional 2d6 piercing damage and is *Grappled* and must move with the wielder. The blade will not come free on its own, but the wielder can make a DC10 Strength(Athletics) check to tear the weapon free. On a success the target takes another 2d6 piercing damage and must make a DC15 Constitution Save or lose consciousness.
Othric
Longbow +3
This weapon is initially difficult to identify as a bow since in its unstrung state it curves severely in the reverse, resembling a broken hoop. The material is equally confusing, being either a skeletonized metal frame inset with ironwood or a single timber of ironwood with a honeycomb lacework inlay of reddish iron.
Any traditional string catches fire and is destroyed if used to string Othric. By speaking the weapon's name, it comes alive with a shriek and a thin steel cable manifests to connect the arms of the bow. Drawing the bow without gloves cuts the wielder for 1d4 slashing damage. When drawn the bow creates arrows of liquid green toxin that cause 1d10 piercing damage on a hit and cause the target to make a DC 17 CON save. On a failure they take 3d8 poison damage and are *Poisoned* and their movement is reduced by half for 1 minute, on a success they take half damage and are not poisoned.
Rebothrion
Longsword +2
Hathril
Full Plate +2