Dark Arts Armory in Erenel | World Anvil

Dark Arts Armory

Expanding Mundane Equipment
As we further explore the many unique Erenel Kingdoms, equipment options, armor, and weapon offerings will grow! The intention is to provide a variety of new and exciting items, not overshadow equipment already in-game.   New weapon and armor properties are available with the ultimate goal of adding diversity to your table.   As a Dungeon Master, feel free to allow the provided options without unique properties if you wish. However, all item properties are designed to adhere to the design philosophy of 5E and have been playtested.
— Gamingbrew
 
Followers of the Dark Arts gravitate to weapons that intimidate and punish their enemies. Weapons that cut deep, strangulate, and prevent an easy escape often find themselves on the executioner's tool belt. The Dark Arts Armory includes Blood Potions, an addictive yet powerful alternative to standard potion crafting, available in the sidebar.
 

Bola

A throwing weapon consisting of a number of balls connected by a strong cord. A medium or smaller creature hit by a bola must make a DC 10 Dexterity saving throw or be restrained. The restrained creature or another creature within reach can use an action to remove the Bola. A Bola has 1 hp and 10 AC. Destroying the Bola also frees the restrained creature.  

Brass Knuckles

Rings of metal are attached to a handle and fit around the wielder's knuckles, adding weight to their unarmed strikes. Brass knuckles can be made magical as weapons or enhanced, such as by silvering.  

Garrote

A length of wire used as a strangulation device. You can perform a special grapple attack while wielding a garrote with two hands. When successful, at the start of the target's next turn, the target begins to suffocate. To maintain the garrote's suffocating effect, the grappler must spend their action. If the grappler fails to do so or the grapple is broken, the needed amount of consecutive rounds of suffocation resets.   A creature can survive a number of rounds equal to 1 + its Constitution modifier. While suffocating, the target can act normally while following the rules of grappling. At the start of the suffocating target’s turn following the suffocation period, the target falls unconscious. If the garrote grapple continues, the target automatically fails each of its death saves until it dies.  

Scourge

A whip made with multiple lashes used to inflict deep wounds. The scourge is a favorite when administering punishment and intimidating enemies.  

Scythe

A simple two handed weapon ending in a large sickle-like blade.  

Shepherd's Crook

A long sturdy stick with a hook at one end. The crook is a staple when herding sheep or when walking long distances.  

War Scythe

A heavier version of the standard scythe, the war scythe's curled handle and elongated blade allows for deadlier strikes when wielded by skilled hands.  

Wular Blowgun

This longer version of the typical blow gun is popular among the Wular tribes of the Q'Barran Jungles. The blowgun which shares their name allows projectives to fly farther and with more accuracy. Perfect for precision.
Hematurgy Vials
Item | Apr 25, 2022

Rules to Remember

With the introduction of new weapon properties, a friendly clarification and reminder on specific rules.
  • Bleed does not take effect if you only damage temporary hit points.
  • Shoving a creature is considered a special melee attack.

Special Properties

Bleed

After successfully dealing damage to the hit points of a creature that has blood, apply 1 stack of the bleed condition. For each stack of the bleed condition, the bleeding creature takes 1 damage at the start of their turn. The bleed condition can stack up to a total of (5) stacks.   Multiple bleed conditions cannot be placed on the same target, but stack together. All stacks are removed when the bleeding target receives any healing, or after a successful Medicine skill check.   Medicine skill check DC = 8 + total bleed stacks.  

Deadly

When you critically hit by rolling a natural 20 with this weapon, you can treat any 1 rolled on a damage die as a 2. Deadly only applies if the critical hit comes from rolling a natural 20 and does not function with class features or similar effects that broaden critical hit range.  

Trip

When wielding a weapon with the trip property, you gain a +2 bonus on Strength (Athletics) checks when using the Attack action to shove a creature.

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