# Korodel Weapons
~~NOTOC~~
## Weapon Base Types
### Simple Melee Weapons
^Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:dagger|Dagger]] | N/A | 1d4 | Piercing | Finesse, Light, Thrown (Range 20/60) |
| [[korodel:weapons:handaxe|Handaxe]] | N/A | 1d6 | Slashing | Light, Thrown (Range 20/60) |
| [[korodel:weapons:javelin|Javelin]] | N/A | 1d6 | Piercing | Thrown (Range 30/120) |
| [[korodel:weapons:light_hammer|Light Hammer]] | N/A | 1d4 | Bludgeoning | Light, Thrown (Range 20/60) |
| [[korodel:weapons:mace|Mace]] | N/A | 1d6 | Bludgeoning | N/A |
| [[korodel:weapons:quarterstaff|Quarterstaff]] | N/A | 1d6 | Bludgeoning | Versatile (1d8) |
| [[korodel:weapons:spear|Spear]] | N/A | 1d6 | Piercing | Thrown (Range 20/60), Versatile (1d8) |
### Simple Ranged Weapons
^ Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:shortbow|Shortbow]] | N/A | 1d6 | Piercing | Ammunition (Range 80/320), Two-handed |
| [[korodel:weapons:light_crossbow|Light Crossbow]] | N/A | 1d8 | Piercing | Ammunition (Range 80/320), Slow Shot, Two-handed |
### Martial Melee Weapons
^Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:battleaxe|Battleaxe]] | N/A | 1d8 | Slashing | Versatile (1d10) |
| [[korodel:weapons:flail|Flail]] | N/A | 1d8 | Bludgeoning | N/A |
| [[korodel:weapons:flip_blade|Flip-blade]] | N/A | 1d8 | Slashing | Versatile (1d10) |
| [[korodel:weapons:glaive|Glaive]] | N/A | 1d10 | Slashing | Heavy, two-handed, Reach (5ft)|
| [[korodel:weapons:greataxe|Greataxe]] | N/A | 1d12 | Slashing | Heavy, two-handed |
| [[korodel:weapons:greatsword|Greatsword]] | N/A | 2d6 | Slashing | Heavy, two-handed |
| [[korodel:weapons:halberd|Halberd]] | N/A | 1d10 | Slashing | Heavy, (5ft), two-handed |
| [[korodel:weapons:heart_bound_claw|Heart-bound Claw]] | Gain no disadvantage penalty for targeting the heart. | 1d6 | Slashing | Finesse, Light |
| [[korodel:weapons:imperial_claw|Imperial Claw]] | Gain +4 damage When duel wilding Imperial claws. | 1d6 | Slashing | Finesse, Light |
| [[korodel:weapons:jain_blade|Jian Blade]] | On crits, if targeting a body part that isnt the head, you dismember that body part. | 2d10+15 | Slashing | Finesse, Versitile (3D10+15), Reach (5ft) |
| [[korodel:weapons:koro|Koro]] | N/A | 1d12 | Slashing | Versitile (1d14) |
| [[korodel:weapons:lance|Lance]] | N/A | 1d12 | Piercing | Reach (5ft), You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. |
| [[korodel:weapons:longsword|Longsword]] | N/A | 1d8 | Slashing | Versatile (1d10) |
| [[korodel:weapons:maul|Maul]] | N/A | 2d6 | Bludgeoning | Heavy, two-handed |
| [[korodel:weapons:pike|Pike]] | N/A | 1d10 | Piercing | Heavy, (5ft), two-handed |
| [[korodel:weapons:rapier|Rapier]] | N/A | 1d8 | Piercing | Finesse |
| [[korodel:weapons:regal_claw|Regal Claw]] | After Calculating a critical amount of damage dealt by the claw add an extra 20 damage. | 1d8 | Slashing | Finesse, Light |
| [[korodel:weapons:scimitar|Scimitar]] | N/A | 1d6 | Slashing | Finesse, light |
| [[korodel:weapons:shortsword|Shortsword]] | N/A | 1d6 | Piercing | Finesse, light |
| [[korodel:weapons:single_blade_claw|Single-blade Claw]] | N/A | 1d10 | Piercing | Finesse, Light |
| [[korodel:weapons:scythe|Scythe]] | Critical Strikes with this weapon are increased by an extra 150% | 4D5+10 | Slashing | Finesse, Reach (5ft), Heavy, Two-Handed |
| [[korodel:weapons:warhammer|Warhammer]] | N/A | 1d8 | Bludgeoning | Versatile (1d10) |
| [[korodel:weapons:whip|Whip]] | N/A | 1d4 | Slashing | Finesse, Reach (5ft) |
| [[korodel:weapons:hook|Hook]] | Disarms creatures on critical hits. | 2d6 | Slashing | Finesse, Versatile (2d8) |
### Martial Ranged Weapons
^Name^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:bladed_yoyo|Bladed Yoyo]] | N/A | 2d6 | Slashing | Range (15ft) / (60ft strung) |
| [[korodel:weapons:hand_crossbow|Hand Crossbow]] | N/A | 1d6 | Piercing | Ammunition (Range 30/120), Light, Slow Shot |
| [[korodel:weapons:heavy_crossbow|Heavy Crossbow]] | N/A | 1d10 | Piercing | Ammunition (Range 100/400), Heavy, Slow Shot, Two-handed |
| [[korodel:weapons:longbow|Longbow]] | N/A | 1d8 | Piercing | Ammunition (Range 150/600), Heavy, Two-handed |
| [[korodel:weapons:net|Net]] | N/A | N/A | N/A | Special, Thrown (Range 5/15) |
| [[korodel:weapons:osari_bow|Osari Bow]] | Deals 2d4 bleed stacks to targets on hit | 4d6+8 | Piercing | Ammunition (Range 110/400), Two-handed |
### Simple Firearms
^ Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:three_shot_revolver|3-shot Revolver]] | N/A | 3D5+10 | Piercing | Ammunition (Range 5/60, Capacity 18), Quick Reload, Light|
| [[korodel:weapons:anaconda|Anaconda Revolver]] | N/A | 1D4+4 | Piercing | Ammunition (Range 5/40, Capacity 8), Quick Reload, Light |
| [[korodel:weapons:astra|Astra Revolver]] | N/A | 2d3+4 | Piercing | Ammunition (Range 15/90, Capacity 6), Quick Reload, Light |
| [[korodel:weapons:bloodseeker|BloodSeeker Rifle]] | N/A | 2D10+10 | Piercing | Ammunition (Range 20/150, Capacity 8), Long Reload, Heavy |
| [[korodel:weapons:dew|Dew Rifle]] | N/A | 3D20+5 | Piercing |Ammunition (Range 80/330, Capacity 6), Long Reload, Heavy |
| [[korodel:weapons:diamondback|Diamondback Revolver]] | N/A | 1d4+3 | Piercing | Ammunition (Range 15/60, Capacity 6), Quick Reload, Light|
| [[korodel:weapons:hazekiller|Hazekiller Revolver]] | N/A | 4D2+4 | Piercing | Ammunition (Range 5/110, Capacity 6), Long Reload, Light |
| [[korodel:weapons:infiltrator|Infiltrator Shotgun]] | N/A | 2d12+10 | Piercing | Ammunition (Range 5/30, Capacity 6), Long Reload, Light |
| [[korodel:weapons:long_barrel|Long barrel Revolver]] | N/A | 2d5+1 | Piercing | Ammunition (Range 15/85, Capacity 8), Long Reload, Light |
| [[korodel:weapons:magnum|Magnum Revolver]] | N/A | 1d6+2 | Piercing | Ammunition (Range 20/80, Capacity 6), Long Reload, Light |
| [[korodel:weapons:python|Python Revolver]] | N/A | 1d4+3 | Piercing | Ammunition (Range 10/45, Capacity 8), Long Reload, Light |
| [[korodel:weapons:quickfire|Quickfire Shotgun]] | N/A | 2d20 | Piercing | Ammunition (Range 5/10, Capacity 2), Quick Reload, Light |
| [[korodel:weapons:redline|Redline Rifle]] | N/A | 2D20+4 | Piercing | Ammunition (Range 40/260, Capacity 6), Long Reload, Heavy |
| [[korodel:weapons:redmister|Redmister Revolver]] | N/A | 1d5 | Piercing | Ammunition (Range 20/80, Capacity 8), Long Reload, Light |
| [[korodel:weapons:remington|Remington Revolver]] | N/A | 1d4+2 | Piercing | Ammunition (Range 15/70, Capacity 2), Quick Reload, Light |
| [[korodel:weapons:shortstock|Shortstock Shotgun]] | N/A | 2D12+10 | Piercing |Ammunition (Range 30, Capacity 6), Long Reload, Light |
| [[korodel:weapons:silverhorn|Silverhorn Revolver]] | N/A | 2d3+2 | Piercing | Ammunition (Range 5/100, Capacity 6), Quick Reload, Light |
| [[korodel:weapons:slimhilt|Slimhilt Revolver]] | N/A | 2d3+2 | Piercing | Ammunition (Range 5/80, Capacity 6), Quick Reload, Light |
| [[korodel:weapons:splinter|Splinter Rifle]] | N/A | 4D20+5 | Piercing | Ammunition (Range 20/400, Capacity 2), Long Reload x2, Heavy |
| [[korodel:weapons:taurus|Taurus Revolver]] | N/A | 1d5+3 | Piercing | Ammunition (Range 5/35, Capacity 6), Quick Reload, Light |
| [[korodel:weapons:tornheart|Tornheart Revolver]] | N/A | 1d6+2 | Piercing | Ammunition (Range 10/100, Capacity 8), Long Reload, Light |
| [[korodel:weapons:windshot|Windshot Rifle]] | N/A | 3d20 | Piercing | Ammunition (Range 50/300, Capacity 6), Long Reload, Two-handed, Heavy |
| [[korodel:weapons:wood_blaze|Wood Blaze Rifle]] |Can fire Incendiary Rounds, doing so adds 1d4 ignite stacks to hits (5Ck each). | 2d20 | Piercing | Ammunition (Range 40/330, Capacity 8), Long Reload, Two-handed, Heavy |
### Railguns
^ Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:railgun|Railgun (Rifle)]] | N/A | 5d20+4+Projectile Damage | Piercing | Ammunition (Range N/A, Capacity 1), Long Reload |
| [[korodel:weapons:streamline_railgun|Streamline Railgun (Rifle)]] | Gain +15 to hit rolls. | 5d20+5+Projectile Damage | Piercing | Ammunition (Range N/A, Capacity 1), Rupture (5), Long Reload|
### Hidden Weapons
^ Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:kunai|Kunai]] | When attacking from an ambush round you can throw up to three Kunai at once for 1 action. | 1d4 | Piercing | Finesse, Light, Thrown (Range 60/120), Silent |
| [[korodel:weapons:palm_needle|Palm Needle]] | Gain an extra 1d4 damage when the target cannot see the attack. | 1d4 | Piercing | Thrown (Range 45/100), Silent, Light |
| [[korodel:weapons:sailmaker|Sailmaker Needle]] | Targets hit with this needle gain 1 stack of bleed (To a cap of 5 stacks of Bleeding on a target from Sailmaker Needles) | 1d4 | Piercing | Thrown (Range 45/100), Silent, Light |
| [[korodel:weapons:hypodermic|Hypodermic Needle]] | Targets hit with this needle are injected with the contents of the needle. Can store a small amount of liquid. | 2d6 | Piercing | Thrown (Range 45/100), Silent, Light |
| [[korodel:weapons:toki_needle|Toki Needle]] | Targets hit with this needle gain confusion this turn. Roll 1d20, on a 20 they are weakened for 1d2 turns. | 1d4 | Piercing | Finesse, Light, Thrown (Range 60/120), Silent |
### Thread Weapons
^ Name ^ Implicit ^ Damage ^ Damage Type ^ Properties ^
| [[korodel:weapons:fright_hook_thread|Fright Hook Thread]] | Roll 1d8, on an 8 the target gains 1 stack of Hinder. | 1d4 | Slashing | Wisdom Based, Two-handed, Reach (15ft), Lock Limit (3) |
| [[korodel:weapons:razor_edged_thread|Razor Edged Thread]] | Roll 1d4, on a 4 the target gains 1 bleed stack. | 1d4 | Slashing | Wisdom Based, Two-handed, Reach (15ft), Lock Limit (2)|
| [[korodel:weapons:snow_lace_thread|Snow Lace Thread]] | Roll 1d20, on a 20 apply the chill condition to the target until the end of the next turn sequence. | 1d4 | Slashing | Wisdom Based, Two-handed, Reach (15ft), Lock Limit (1) |
| [[korodel:weapons:thunder_snap_thread|Thunder Snap Thread]] | As a bonus action when targeting the head of a target, roll 1d4, on a 4 the target is Deafened for 1 minute. | 1d4 | Slashing | Wisdom Based, Two-handed, Reach (15ft), Lock Limit (3) |
## Shields
Shields grant Temporary AC that can be replenished through the use of shield dice. For a Bonus Action, a shield wielder can expend any number of their shield dice to replenish their Temporary AC bonus, shield dice cannot take your Temporary AC bonus above the maximum granted by the shield. Once expended it take a short or long rest to replenish ones shield dice.
Temporary AC granted by shields can be removed by damaging them, the difference between the wielders total AC and the attackers hit roll is what's subtracted from the Temporary AC.
^ Name ^ Temp Ac Bonus ^ Shield Dice ^ Properties ^
| Training Shield | +5 | 1x d4 | Two Handed, Throwable |
| Light Shield | +6 | 1x d6 | Two Handed |
| Torso Shield | +8 | 1x d8 | Two Handed |
| Conifer Shield | +10 | 1x d10 | Two Handed |
| Buckler Shield | +12 | 1x d12 | Two Handed |
| Kite Shield | +10 | 3x d5 | Two Handed |
| Parma Shield | +10 | 2x d10 | Two Handed |
| Pavise Shield | +10 | 2x d12 | Two Handed, Counts as ½ cover whilst fully shielded |
| Tower Shield | +12 | 2x d12 | Two Handed, Counts as ½ cover whilst fully shielded |
| Diamond Shield | +13 | 2x d12 | Two Handed |
| Divited Shield | +11 | 2x d10 | Two Handed, Grants Resistance to Slashing Damage. |
| Rounded Shield | +11 | 2x d10 | Two Handed, Grants Resistance to Piercing Damage. |
| Reinforced Shield | +11 | 2x d10 | Two Handed, Grants Resistance to Bludgeoning Damage. |
| Horned Shield | +13 | 3x d6 | Two Handed, Deals an extra 1d10 piercing damage when used to attack. |
| Crested Shield | +13 | 4x d6 | Two Handed |
| Imperial Shield | +15 | 2x d5 | Two Handed |
| Gilded Shield | +15 | 3x d5 | Two Handed, Heavy |
| Mantlet Shield | +16 | 2x d10 | Two Handed, Heavy |
| Gladiator Shield | +17 | 2x d10 | Two Handed, Heavy |
| Imperial Dawn Shield | +18 | 4x d6 | Two Handed, Heavy |
| Heroes Shield | +DEX (cap 20) | 3x d6 | Two Handed, Heavy |
## Weapon Base Properties
### Ammunition
You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
### Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
### Heavy
Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
### Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
### Long Reload
Weapons with this property require an action to reload.
### Quick Reload
Weapons with this property require a bonus action to reload.
### Slow Shot
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.
### Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You cannot Attack a target beyond the weapon’s long range.
### Reach
This weapon adds the number within its parentheses in feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.
### Rupture
This weapon reduces the damage reduction of those hit by the number within its parentheses. If the target has no damage reduction, instead deal the number in parentheses as the weapons primary damage type.
### Silent
Attacks made with silent attacks cannot be heard unless nearby targets have more than or equal to double your passive perception.
### Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
### Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
### Two-Handed
This weapon requires two hands when you Attack with it.
### Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
### Wisdom Based
Hit rolls of these weapons are based on wisdom. (Wisdom mod + prof + 1d20)
### Lock Limit
This weapon uses the number within its parentheses to determine how many targets can be kept Thread Locked before the weapon is no longer usable.
## Weapon Base Groups
^ Group Name ^ Group Description ^
| [[korodel:lists:bear_weapon_group|Bear Weapons]] | Reach weapons used by [[korodel:locations:kelus|Kelus]] Bear Discipline |
| [[korodel:lists:bladed_weapon_group|Bladed Weapons]] | Any weapon with a sharp blade component |
| [[korodel:lists:cat_weapon_group|Cat Weapons]] | Fast weapons used by [[korodel:locations:kelus|Kelus]] Cat Discipline |
| [[korodel:lists:claw_weapon_group|Claw Weapons]] | Weapons that are considered as claws |
| [[korodel:lists:firearm_group|Firearms]] | Any weapon that can be fired |
| [[korodel:lists:ox_weapon_group|Ox Weapons]] | Shield and bow weapons used by [[korodel:locations:kelus|Kelus]] Ox Discipline |
| [[korodel:lists:ram_weapon_group|Ram Weapons]] | Large weapons used by [[korodel:locations:kelus|Kelus]] Ram Discipline|
| [[korodel:lists:revolver_weapon_group|Revolver Weapons]] | Weapons within the Firearm Group that can use revolver ammo |
| [[korodel:lists:rifle_weapon_group|Rifle Weapons]] | Weapons within the Firearm Group that can use rifle ammo |
| [[korodel:lists:shotgun_weapon_group|Shotgun Weapons]] | Weapons within the Firearm Group that can use shotgun ammo |
| [[korodel:lists:stag_weapon_group|Stag Weapons]] | Bladed and gun weapons used by [[korodel:locations:kelus|Kelus]] Stag Discipline|
| [[korodel:lists:throwable_weapon_group|Throwable Weapons]] | Any weapon that can be thrown |
| [[korodel:lists:wolf_weapon_group|Wolf Weapons]] | Sneaky weapons used by [[korodel:locations:kelus|Kelus]] Wolf Discipline|
## Weapon Material Modifiers
^Name^Effect^
| Aluminium | Forging hammers made properly with aluminium give forging rolls advantage |
| Abyssite | Grants a 1.5x damage modifier when in light. |
| Cobalt | Can freely move through Winder bubbles without snappping them. |
| Invar | Cannot be pushed by Movers. |
| Lead | Sharpens over time on non-sentient things. |
| Nickle | Cannot be pushed by Movers. |
| Rubidium | Explodes when wet. |
| Spelter | Treats weight interactions as if they where a weight class lighter. |
## Other