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).
Weapon | Description | Damage & Stats | Other Bonuses |
---|---|---|---|
Flintlock Pistol | An ornate Flintlock Pistol. Must be reloaded between shots with a Bonus Action | 1d8 damage, 10 tile range, consumes 1 Simple Bullet per shot | N/A |
Short Bow | A beautifully crafted Short Bow | 1d6 damage, 10 tile range, consumes 1 Arrow per shot | 1d8 chance to deal double damage |
Longbow | The perfect example of what a Longbow should be | 1d12 +2 damage, 10 tile range, consumes 1 Arrow per shot | N/A |
Crossbow | The finest of metalworking & woodworking combined into an elegant contraption. Can be reloaded with a Free Action & stays loaded until use | 1d10 damage, 10 tile range, consumes 1 Bolt per shot | 1d10 chance to hit another target for the damage rolled for initial target |
Flintlock Rifle | Slow-firing, but incredibly accurate for what it is! Must be reloaded between shots with a Bonus Action | 1d20 damage, 10 tile range, consumes 1 Simple Bullet per shot | -5 to To-Hit |
Javelin | Capable of being used in melee range or from a distance! | Melee: 1d8 damage. +1 tile reach. Thrown: 1d6 damage, 8 tile range | Returns to user when thrown |
Whip | Reminds you of a certain 'archeologist'... | 1d6 damage, 5 tile range | 1d6 chance to disarm hit target |
Boomerang | Ol' Reliable | 1d6 damage, 5 tile range | Hits 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 |
Tomahawk | Nothing strikes fear into the hearts of man quite like a thrown AXE! | 1d6 damage, 5 tile range | Returns to user when thrown. Attacks with this weapon count as a Bonus Action. Can't be used as a melee weapon |
Flintlock Shotgun | A newer device, even for the flintlocks of Idoria. Something about it just feels so right. Must be reloaded with a Bonus Action | 7d4 damage, 5 tile range, consumes 7 Simple Bullets per shot | +5 to To-Hit rolls. Remains loaded in-between shots |
Chakrams | Magical throwing weapons shaped like a frisbee! | 1d4 True Damage, 5 tile range | Hits up to 3 targets of your choice within 5 tiles of each previous target. Returns to user when thrown |
Darts | A set of three darts from a barbaric tavern game turned lethal | 1d6 damage, 5 tile range | This 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 Pistol | A 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 reloaded | 1d10 True damage, 10 tile range, consumes 1 fully charged Charge Crystal per reload, depletes a Charge Crystal by 10% with each use | Remains loaded until fired or Charge Crystal is removed/depleted. Does not need to be reloaded between shots |
Magetek Rifle | Like the Magetek Pistol, this strange contraption is a heavy-hitting beast. Can be reloaded with a Bonus Action, cannot be +1 reloaded | 1d20 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 use | Remains loaded until fired or Charge Crystal is depleted. Does not need to be reloaded between shots |
Magetek Shotgun | You 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 reloaded | 7d10 True Damage, 5 tile range, consumes 1 fully charged Charge Crystal per reload, depletes the ENTIRE Charge Crystal per shot | Remains loaded until fired or Charge Crystal is depleted |
Hand Cannon | One of the more primitive firearms for a less civilized age. Consumes your entire turn to fire & another to reload | 2d20 damage, 10 tile range, consumes 1 Simple Bullet per shot | -10 to To-Hit rolls |
Handheld Harpoon Gun | A 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 reload | 1d10 damage, 10 tile range, if Rope is cut it consumes 1 Rope & 1 Harpoon to reload, otherwise reloading is free | Fires 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
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