Korodel Weapons

Weapon Base Types

Simple Melee Weapons

Name Implicit Damage Damage Type Properties
Dagger N/A 1d4 Piercing Finesse, Light, Thrown (Range 20/60)
Handaxe N/A 1d6 Slashing Light, Thrown (Range 20/60)
Javelin N/A 1d6 Piercing Thrown (Range 30/120)
Light Hammer N/A 1d4 Bludgeoning Light, Thrown (Range 20/60)
Mace N/A 1d6 Bludgeoning N/A
Quarterstaff N/A 1d6 Bludgeoning Versatile (1d8)
Spear N/A 1d6 Piercing Thrown (Range 20/60), Versatile (1d8)

Simple Ranged Weapons

Name Implicit Damage Damage Type Properties
Shortbow N/A 1d6 Piercing Ammunition (Range 80/320), Two-handed
Light Crossbow N/A 1d8 Piercing Ammunition (Range 80/320), Slow Shot, Two-handed

Martial Melee Weapons

Name Implicit Damage Damage Type Properties
Battleaxe N/A 1d8 Slashing Versatile (1d10)
Flail N/A 1d8 Bludgeoning N/A
Flip-blade N/A 1d8 Slashing Versatile (1d10)
Glaive N/A 1d10 Slashing Heavy, two-handed, Reach (5ft)
Greataxe N/A 1d12 Slashing Heavy, two-handed
Greatsword N/A 2d6 Slashing Heavy, two-handed
Halberd N/A 1d10 Slashing Heavy, (5ft), two-handed
Heart-bound Claw Gain no disadvantage penalty for targeting the heart. 1d6 Slashing Finesse, Light
Imperial Claw Gain +4 damage When duel wilding Imperial claws. 1d6 Slashing Finesse, Light
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)
Koro N/A 1d12 Slashing Versitile (1d14)
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.
Longsword N/A 1d8 Slashing Versatile (1d10)
Maul N/A 2d6 Bludgeoning Heavy, two-handed
Pike N/A 1d10 Piercing Heavy, (5ft), two-handed
Rapier N/A 1d8 Piercing Finesse
Regal Claw After Calculating a critical amount of damage dealt by the claw add an extra 20 damage. 1d8 Slashing Finesse, Light
Scimitar N/A 1d6 Slashing Finesse, light
Shortsword N/A 1d6 Piercing Finesse, light
Single-blade Claw N/A 1d10 Piercing Finesse, Light
Scythe Critical Strikes with this weapon are increased by an extra 150% 4D5+10 Slashing Finesse, Reach (5ft), Heavy, Two-Handed
Warhammer N/A 1d8 Bludgeoning Versatile (1d10)
Whip N/A 1d4 Slashing Finesse, Reach (5ft)
Hook Disarms creatures on critical hits. 2d6 Slashing Finesse, Versatile (2d8)

Martial Ranged Weapons

Name Implicit Damage Damage Type Properties
Bladed Yoyo N/A 2d6 Slashing Range (15ft) / (60ft strung)
Hand Crossbow N/A 1d6 Piercing Ammunition (Range 30/120), Light, Slow Shot
Heavy Crossbow N/A 1d10 Piercing Ammunition (Range 100/400), Heavy, Slow Shot, Two-handed
Longbow N/A 1d8 Piercing Ammunition (Range 150/600), Heavy, Two-handed
Net N/A N/A N/A Special, Thrown (Range 5/15)
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
3-shot Revolver N/A 3D5+10 Piercing Ammunition (Range 5/60, Capacity 18), Quick Reload, Light
Anaconda Revolver N/A 1D4+4 Piercing Ammunition (Range 5/40, Capacity 8), Quick Reload, Light
Astra Revolver N/A 2d3+4 Piercing Ammunition (Range 15/90, Capacity 6), Quick Reload, Light
BloodSeeker Rifle N/A 2D10+10 Piercing Ammunition (Range 20/150, Capacity 8), Long Reload, Heavy
Dew Rifle N/A 3D20+5 Piercing Ammunition (Range 80/330, Capacity 6), Long Reload, Heavy
Diamondback Revolver N/A 1d4+3 Piercing Ammunition (Range 15/60, Capacity 6), Quick Reload, Light
Hazekiller Revolver N/A 4D2+4 Piercing Ammunition (Range 5/110, Capacity 6), Long Reload, Light
Infiltrator Shotgun N/A 2d12+10 Piercing Ammunition (Range 5/30, Capacity 6), Long Reload, Light
Long barrel Revolver N/A 2d5+1 Piercing Ammunition (Range 15/85, Capacity 8), Long Reload, Light
Magnum Revolver N/A 1d6+2 Piercing Ammunition (Range 20/80, Capacity 6), Long Reload, Light
Python Revolver N/A 1d4+3 Piercing Ammunition (Range 10/45, Capacity 8), Long Reload, Light
Quickfire Shotgun N/A 2d20 Piercing Ammunition (Range 5/10, Capacity 2), Quick Reload, Light
Redline Rifle N/A 2D20+4 Piercing Ammunition (Range 40/260, Capacity 6), Long Reload, Heavy
Redmister Revolver N/A 1d5 Piercing Ammunition (Range 20/80, Capacity 8), Long Reload, Light
Remington Revolver N/A 1d4+2 Piercing Ammunition (Range 15/70, Capacity 2), Quick Reload, Light
Shortstock Shotgun N/A 2D12+10 Piercing Ammunition (Range 30, Capacity 6), Long Reload, Light
Silverhorn Revolver N/A 2d3+2 Piercing Ammunition (Range 5/100, Capacity 6), Quick Reload, Light
Slimhilt Revolver N/A 2d3+2 Piercing Ammunition (Range 5/80, Capacity 6), Quick Reload, Light
Splinter Rifle N/A 4D20+5 Piercing Ammunition (Range 20/400, Capacity 2), Long Reload x2, Heavy
Taurus Revolver N/A 1d5+3 Piercing Ammunition (Range 5/35, Capacity 6), Quick Reload, Light
Tornheart Revolver N/A 1d6+2 Piercing Ammunition (Range 10/100, Capacity 8), Long Reload, Light
Windshot Rifle N/A 3d20 Piercing Ammunition (Range 50/300, Capacity 6), Long Reload, Two-handed, Heavy
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
Railgun (Rifle) N/A 5d20+4+Projectile Damage Piercing Ammunition (Range N/A, Capacity 1), Long Reload
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
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
Palm Needle Gain an extra 1d4 damage when the target cannot see the attack. 1d4 Piercing Thrown (Range 45/100), Silent, Light
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
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
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
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)
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)
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)
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
Bear Weapons Reach weapons used by Kelus Bear Discipline
Bladed Weapons Any weapon with a sharp blade component
Cat Weapons Fast weapons used by Kelus Cat Discipline
Claw Weapons Weapons that are considered as claws
Firearms Any weapon that can be fired
Ox Weapons Shield and bow weapons used by Kelus Ox Discipline
Ram Weapons Large weapons used by Kelus Ram Discipline
Revolver Weapons Weapons within the Firearm Group that can use revolver ammo
Rifle Weapons Weapons within the Firearm Group that can use rifle ammo
Shotgun Weapons Weapons within the Firearm Group that can use shotgun ammo
Stag Weapons Bladed and gun weapons used by Kelus Stag Discipline
Throwable Weapons Any weapon that can be thrown
Wolf Weapons Sneaky weapons used by Kelus Wolf Discipline

Weapon Material Modifiers

NameEffect
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