Elvish Armory and Poisons in Erenel | World Anvil

Elvish Armory and Poisons

As deadly as they are elegant, wielding a masterfully crafted Elvish weapon correctly is akin to a dance. These lightweight, curved and slender blades quickly dispatch enemies of Cendelius, one of the few remaining great Elvish civilizations in Erenel.   The Cendelius are known to apply doses of poison to their weaponry and arrows, striking quickly from a distance before closing the gap as the poison spreads. Many Cendelius take pride not only in using the toxins found from dangerous herbs or poisonous beasts but in the delicate collection process.   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.
 

Elvish Weapons

Crescent Glaive

A curved slashing blade extending between handgrips, the Crescent Glaive provides a strong defense in combat thanks to its lightweight but large size. While wielding the Crescent Glaive with two hands and no shield, gain a +1 bonus to your armor class.  

Double-Bladed Sword

Knights of Iswa favor this unique sword with a two-handed hilt in the center of two extended blades. While wielding the double-bladed sword with two hands, the wielder can attack with the other end as a bonus action if they took the attack action. You are considered dual wielding when attacking in this way.  

Elven Arrow

A masterfully crafted arrow with a serrated edge tip tears into flesh, causing heavy bleeding. Unfortunately, the tip often breaks after being fired, making scavenging for missed arrows impossible.  

Oaken Bow

Thicker and heavier than a normal longbow, an Elvencraft bow can be used as both a bow and a quarterstaff if an enemy is too close for comfort. While wielding an Elvencraft bow, the wielder can quickly interchange between ranged and melee attacks with the same weapon. When making a melee attack, treat the weapon as wielding a quarterstaff with two hands.  

Quontrel

Similar in size to a longsword but much lighter with a thin blade, the Quontrel is favored by nimble martial attackers. The length of the hilt allows for more precise strikes while using two hands.  

Swiftwind Arrow

A masterfully aerodynamic crafted arrow with enlarged fletching allows the Swiftwind Arrow improved stability for longer ranged shots. Add +30/60 to your ranged weapon range increment when using this arrow. Unfortunately, the fletching breaks after being fired, making scavenging for missed arrows impossible.  

Umbra Glaive

The Midnight Eyrie's weapon of choice, Umbra Glaives circular design allows for skilled warriors to wield it with one or two hands in combat.

Elvish Armor

Leafweave

As the name implies, leafweave is made from tree leaves woven together and coated in an alchemical sap. When the liquid hardens, the armor becomes tough, yet flexible providing ample protection. The lack of metal makes this a suitable choice for Druids.  

Ironwood

Almost as strong as steel, Ironroot is an extraordinary flexible root, dug up from the Elumian forest floor. After harvesting, skilled Elvish crafters meticulously shape and mold the root into easily attachable armor pieces, mimicking chain mail. The lack of metal makes this a suitable choice for Druids who can wear heavy armor.

Rules to Remember

With the introduction of new weapon and armor properties, a friendly clarification and reminder on specific rules.  
  • Bleed does not take effect if you only damage temporary hit points.
  • Applying poison to a slashing or piercing weapon or up to three pieces of ammunition is an action.

Special Property

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.

Weapons and Armor Table

Poisons

Hive Queen Secretion

As the Golganthi hive grew within the Elumian Forest, protected by the great Hive Queen, Drik’ik’chai, they learned to survive the deadly assaults of Cendelius. Blessed by Drik’ik’chai’s potent secretion, they crafted venom to paralyze the Elves, eventually leading to an uneasy peace.   A creature subjected to Hive Queen Secretion must make a DC 11 Constitution saving throw or be poisoned for 1-minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the poison on a success. After succeeding on a saving throw, the creature cannot be subjected to Hive Queen Secretion for 24 hours. Once applied to a weapon, the poison begins to lose potency, drying out after 30-seconds.  

Kyoro Weed

Chewed by the Cendelius as a means to prolong their Trance past the typical 4-hour semiconscious state. The Kyoro Weed is a scarce plant found only in the deepest parts of the Elumian forest growing around the base of ancient trees. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1-minute. While poisoned in this way, the typical poison condition is changed to the following. The creature's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions.   A creature can repeat the saving throw at the end of each of its turns, ending the poison on a success. After succeeding on a saving throw, the creature cannot be subjected to the Kyoro Weed for 24 hours. Once applied to a weapon, the poison begins to lose potency, drying out after 30-seconds.  

Sakharo Sting

Carefully removed from the poisonous glad of the Sakharo. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1-minute.   While poisoned in this way, the typical poison condition is changed to the following. The creature has disadvantage on Strength saving throws and applies 1 stack of poison damage. For each stack of poison damage, the creature takes 1 damage at the start of their turn. Additional applications of Sakharo Sting causes the poison damage to stack up to a total of (5) stacks. A creature can repeat the saving throw at the end of each of its turns, ending the poison on a success. Once applied to a weapon, the poison begins to lose potency, drying out after 1-minute.  

Unicorn's Horn

When a unicorn fades from the world, it leaves behind a magical horn as the body decomposes. The Cendelius have learned to grind the horn in a symbolic offering of hope, creating a magical substance. A creature subjected to this poison heals for 2d6+4 hit points, and all poison and disease affecting the creature end. Once applied, the poison retains its potency for two uses or dries within 1-minute of non use.  

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