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Ackerman's Beveled Edge

This weaponsmith creates unique and rare tools of war, fashioned from specialty ores. Many of these items can only be purchased from this shop in Trade City, found no where else in the Mainland.

Melee Weapons

  • Tempered Glass Weapons (4,000 GP) - the weapons provide the same level of damage but are considered light weapons. They additionally provide +1 to attack and damage. If the user rolls two nat 1's in a row the user must roll a raw D20, if a 10 or below is rolled the weapon shatters and is destroyed. This property applies even with the lucky feat and inspiration.
  • Tungsten Longsword (6,000 GP) - This weapon is provided the "Cleave" feature listed in the reference section. The weapon must be wielded with two hands but provides a +2 to attack.
  • Tyrian Maul (7,500 GP) - This hefty weapon crushes magic casters by dampening their casting ability. If the wielder of this weapon strikes a magic user, their spell save DC and spell attack modifier are lowered by 1 for thirty seconds. This effect can stack up to three times. These effects can be removed by a dispel magic spell.
  • Iridian Halberd (7,000 GP) - This weapon appears to glow slightly yellow or green as it waves through the air. The wielder of this weapon can use their attack action to strike a 10 ft line in the soil causing the earth to split open and release toxic fumes for 30 seconds. If a creature touches the fumes they must make a DC 15 Con save or suffer the "sickened" condition. This is a +1 weapon.
  • Luminite Scimitar (6,000 GP) - This irridescent weapon provides the wielder a +1 to attack and damage while also providing +10 ft of vision in darkness, even magical darkness. The weapon also offers an additional 1D6 cold damage. This weapon operates as a +1 Scimitar.

Ranged Weapons

  • Sylvan Wardplate Longbow (3,500 GP) - Carved from the remains of Dryads, the user can chose to shoot an arrow into living flora and bring them to life. The user must make a spell attack (DC 18) with their spell attack modifier to transform the plantlife. If successful the chosen plant becomes sentient with an intelligence of 10, obeys they commands of the bow wielder, and remains active for 1D8 turns. This effect may be used once per day. This weapon functions as a +1 longbow.
  • Woven Glass Sling (4,000 GP) - If struck by this weapon, the target's AC is lowered by 1 for 1D4 turns. This effect can stack up to 2 times. This weapon acts as a +1 sling otherwise.
  • Tyrian Steel Net (8,000 GP) - If effected, the target is restrained. The target also has any magical effects on them temporarily halted, and any spells cast while inside the net are made at disadvantage. A DC 16 Strength check is necessary to lift it off. If the net takes 15 slashing damage in one attack it is destroyed.
  • Luminite Heavy Crossbow (4,000 GP) - The bolts ejected from the weapon glow blue as they stream through the air. Any creature stuck by this weapon cannot turn invisible and suffer disadvantage on stealth and slight of hand checks. Additionally, the user may elect to infuse a bolt prior to attacking and cause the effects of the "fairy fire" spell on the target if it is struck. The weapon's three charges return after a long rest. This weapon operates as a +1 crossbow.


Reference Section:

"Armor Piercing"- The projectile continues through the target to any other subsequent targets in a straight line.
"Cleave" - If the target is killed the user may continue their momentum to the next target within striking distance. A new attack roll must be made against the new target.
"Sickened" - This effect imposes the poisoned condition and a level of exhaustion.

Ammunition

  • Glass Arrows - These arrows explode on impact. On a successful hit, the intended target suffers the weapon's damage plus 1D6 piercing damage. This ammunition causes 1D6 piercing damage in a 5ft radius, regardless if the hit is successful or not. all creatures in the 5ft radius must make a DC 15 Dex save or suffer the full damage, or half damage on a success. (600 GP for a bundle of 5)
  • Tungsten Bolts - This ammo can pierce through multiple targets with the "Armor Piercing" feature listed above. After a successful hit the arrow continues in a straight line towards any target directly behind your initial target. For each consecutive target add an additional 3 points to their AC, as the arrow reduces in speed. The arrow stops traveling once it no longers meets a targets AC. (750 GP for a bundle of 5)
  • Iridium Arrows - Infused with sickening radioactive materials, these arrows force the target to make a DC 15 Con save or suffer the Poisoned condition for 1 minute and 1 level of exhaustion. The target may reroll the save for the poison at the end of their subsequent turns, but the exhaustion remains. (1,000 GP for a bundle of 5)

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