Armlann Teaghlaigh Tirior

Armlann Teaghlaigh Tirior

The pride of the Tirior family's magic and a multi-generational-spanning heirloom, this deck of cards makes sure its wielder is always equipped with top-notch weaponry. It also makes for a great party trick and smuggling weapons!


Unfortunately someone has managed to lose all but one card of this prized deck- The Two of Spades- and is currently tracking all of them back down.


As an action: you can spend 1 Spell Casting to rifle through the deck for a specific card, transforming it into the weapon marked on its face.


You can instead use a bonus action to deal yourself a card at-random!




Note: Weapons from this deck will transform back into a playing card when the user drops the weapon, falls unconscious, or chooses to shuffle it back into the deck.


Weapons that turn into cards this way will not lose ammo nor will they regain their ammo (whatever amount they're stored away with is how much they'll have when you pull them back out).




 


WeaponDescriptionDamage & StatsOther Bonuses
Flintlock PistolAn ornate Flintlock Pistol. Must be reloaded between shots with a Bonus Action1d8 damage, 10 tile range, consumes 1 Simple Bullet per shotN/A
Short BowA beautifully crafted Short Bow1d6 damage, 10 tile range, consumes 1 Arrow per shot1d8 chance to deal double damage
LongbowThe perfect example of what a Longbow should be1d12 +2 damage, 10 tile range, consumes 1 Arrow per shotN/A
CrossbowThe finest of metalworking & woodworking combined into an elegant contraption. Can be reloaded with a Free Action & stays loaded until use1d10 damage, 10 tile range, consumes 1 Bolt per shot1d10 chance to hit another target for the damage rolled for initial target
Flintlock RifleSlow-firing, but incredibly accurate for what it is! Must be reloaded between shots with a Bonus Action1d20 damage, 10 tile range, consumes 1 Simple Bullet per shot-5 to To-Hit
JavelinCapable of being used in melee range or from a distance!Melee: 1d8 damage. +1 tile reach. Thrown: 1d6 damage, 8 tile rangeReturns to user when thrown
WhipReminds you of a certain 'archeologist'...1d6 damage, 5 tile range1d6 chance to disarm hit target
BoomerangOl' Reliable1d6 damage, 5 tile rangeHits all enemies up to its maximum range before dealing its damage again on its way back. Your initial To-Hit roll is counted for every enemy this will try to hit and you only need to roll it once
TomahawkNothing strikes fear into the hearts of man quite like a thrown AXE!1d6 damage, 5 tile rangeReturns to user when thrown. Attacks with this weapon count as a Bonus Action. Can't be used as a melee weapon
Flintlock ShotgunA newer device, even for the flintlocks of Idoria. Something about it just feels so right. Must be reloaded with a Bonus Action7d4 damage, 5 tile range, consumes 7 Simple Bullets per shot+5 to To-Hit rolls. Remains loaded in-between shots
ChakramsMagical throwing weapons shaped like a frisbee!1d4 True Damage, 5 tile rangeHits up to 3 targets of your choice within 5 tiles of each previous target. Returns to user when thrown
DartsA set of three darts from a barbaric tavern game turned lethal1d6 damage, 5 tile rangeThis weapon's attacks count as 3x individual attacks, meaning for each Action you decide to use as an attack with these weapons, you choose a target, roll your To-Hit, and roll damage three (3) times per attack action! Returns to user when thrown
Magetek PistolA truly unique specimen. You're not entirely sure how it works, but it works VERY well. Can be reloaded with a Bonus Action, cannot be +1 reloaded1d10 True damage, 10 tile range, consumes 1 fully charged Charge Crystal per reload, depletes a Charge Crystal by 10% with each useRemains loaded until fired or Charge Crystal is removed/depleted. Does not need to be reloaded between shots
Magetek RifleLike the Magetek Pistol, this strange contraption is a heavy-hitting beast. Can be reloaded with a Bonus Action, cannot be +1 reloaded1d20 True Damage, maximum 20 tile range but minimum 5 tiles range, consumes 1 fully charged Charge Crystal per reload, depletes a Charge Crystal by 20% with each useRemains loaded until fired or Charge Crystal is depleted. Does not need to be reloaded between shots
Magetek ShotgunYou think it may be unwise to wield this kind of power, but who are you kidding? You're you after all! Can be reloaded with a Bonus Action, cannot be +1 reloaded7d10 True Damage, 5 tile range, consumes 1 fully charged Charge Crystal per reload, depletes the ENTIRE Charge Crystal per shotRemains loaded until fired or Charge Crystal is depleted
Hand CannonOne of the more primitive firearms for a less civilized age. Consumes your entire turn to fire & another to reload2d20 damage, 10 tile range, consumes 1 Simple Bullet per shot-10 to To-Hit rolls
Handheld Harpoon GunA whale-hunting tool turned weapon. Takes an Action to cut the Rope, or a Bonus Action to reel it in. Takes a Bonus Action to reload1d10 damage, 10 tile range, if Rope is cut it consumes 1 Rope & 1 Harpoon to reload, otherwise reloading is freeFires a Harpoon instead of another projectile. The Harpoon deals an additional 1d6 Bleed Damage per turn for 5 turns, refreshing every turn that the Harpoon is in the hit target. Hit target can't run away from you and can be pulled towards you. This weapon has -2 to its To-Hit rolls.

Damage: See Table

Value: Priceless

Other effects: See Table


Rightfully belongs to: Dorean Algis Tirior


Comments

Please Login in order to comment!