Weapons, Armor, and Explosives
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Weapons, Armor, and Explosives -
Find minor armor and weapon types and upgrades, explosive devices, and other combat oriented gear and upgrades.
Weapons/Armor Adventuring Gear
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B-Class Bomb Munitions are a rare bullet type used in shotguns, muskets, and single round firing firearm weaponry. These bullets are thick and made of solid iron with a large amount of concentrated blasting powder inside of them. When these bullets hit a target, the target takes double the normal damage die from the firearm and the bullet explodes upon impact, doing an additional 3d6 bludgeoning damage and 1d6 fire damage.
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Binding Bolts are made for heavy crossbows, and on a hit against a target, the target takes normal damage but must make a DC 13 STR Save to avoid being bound in a burst of sticky silk lines. On a failed save, the target is restrained and must make a DC 13 STR saving throw to break free of the binds at the start of each of their turns.
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We combine aThe Blackburn Arrow/Bolt is a lethal form of arrow that leaves a trail of burning smoke across it’s path, and deals an additional 2d4 Fire damage on a hit. The smoke from the arrow fills a 5 foot square line following the arrows path. Often used in ambushes to blind the enemy forces, these arrows are supplied very heavily to the Human armies of the Depths and the Maashuu Armies of the Core.
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Blastbolts are made for heavy crossbows and burst into a flare of whitehot flames on a hit. The target takes normal damage from the bolt plus an additional 3d4 fire damage on a hit.
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These holy oils function similarly to Holy Water, only used in a similar way to the grease spell and/or alchemist’s fire. When used as a burning amplifier, the effect is similar to Alchemist’s Fire, but deals 4d4 radiant/positive energy instead of 2d4 fire.
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Bullet Packers are meant for reloading weapons in half the time, enabling firearm users to reload their firearm as a bonus action instead of an action. This kit also comes with a device to load ammunition into clips.
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These rare kits are magical in nature, and are sold in many nations that focus more on magical enchantments. This kit, when used on a weapon that deals bludgeoning damage, enables the weapon to deal additional damage equal to the max damage the weapon can deal, triggering on a critical hit. These effects last for 8 hours, and the kit can be used up to 3 times before needing to be replaced.
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Direscopes are mechanical scopes used by firearm users in Alith and Aevorr. These scopes have a modified version of tracking software that, when attached to a rifle or sniper, enables advantage on a single shot at a time. These Direscopes have a 4x zoom and enable the user to see even greater distances, up to 500ft through a rifle or sniper firearm. Their tracking capabilities can only be used 3/Long rest and assist in only a single shot.
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Firebrand Bolts are a highly sought after crossbow bolt, and are magically enhanced. They get it. +2 bonus to attack and damage rolls. On a hit with one of these Bolts, the target takes 2d6 Fire damage in addition to its normal damage, and must make a DC 14 Constitution saving throw. On a failed save, the creature is reeling from the pain of a fiery brand being burned into their flesh. Creatures afflicted with this brand cannot hide from you, and the brand shines even when the creature turns invisible. The brand lasts for 1 hour before fading.
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Flash Arrows are made with explosive tips and burst in white, blinding light upon a successful hit. The arrows deal normal arrow damage, but the target makes a DC 13 CON save to avoid being blinded. On a failed save, the target is blinded for 1d4 rounds, and is able to make the DC 13 CON save at the end of each of its following turns until the effect ends.
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Handhooks are an item used while wielding a rapier or sword one-handedly, that is held in your off-hand and used to redirect melee weapon attacks made against you. You use your reaction to attempt to intercept a melee weapon attack, doing a contested Dex check with the attacker. If you beat their roll, you reduce their damage by 3 points. If you roll a natural 20, you completely negate the attack.
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Variable Prices
There are a number of Mod Kits, meant for upgrading or modifying firearms. They are sold in every empire except Ib’Na’Kar. The kits grant the following benefits - Firearms are more durable, shined and enhanced to shoot farther(range increment increased by 20ft & Can hold more bullets, expanding capacity by 4 shots per weapon, and your firearm is capable of handling maggi-tech bullets and heavier modified slugs, making them able to fire almost any type of bullet as long as it fits inside the weapon.
The kits are as follows;
SM Kit(Standard Modifier Kit - Borr, Thraxus’Nal, Vaarnux, Roth - Base Firearms - Flintlock, Musket)
HM Kit(Heavy Modifier Kit - Alith - Modern Firearms, Pistol, Shotgun, Revolver)
LM Kit(Laser Modifier Kit - Aevorr - Futuristic firearms - Laser Pistol, Plasma Rifle, Antimatter Rifle)
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Collaborative, hThese canisters of holy smoke are a favorite among the Borrian military, and act as normal smoke bombs, but their smoke is magically enhanced, and they create a 30ft cube radius of white and yellow smoke. This smoke will deal 1d4 radiant damage to undead stuck in their radius when they enter it for the first time or start their turn inside the radius. These smoke bombs are blessed by the Grand Disciples of the Borrian Armed Forces or Grand Priests of their holy orders, and are often made in packages of 3. Their smoke lasts for 1 minute or is dispersed by a strong wind.
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Hotshot Munitions are a fan favorite among the Borrians who use firearms, which are already a minority among their military forces. Hotshot munitions deal an additional 2d4 fire damage on a hit, and on a critical hit can sunder armor, giving the armor a -1 penalty to Armor class.
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Built for Borrian firearms like muskets and flintlock pistols, and even Borrian cannons, these scopes act similarly to thermal scopes, but highlight fiends and undead instead of simply warm targets. These scopes can be attached to firearms.
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Knuckledusters are common among the Alithean crime families and gangs, and are used to increase damage dealt by unarmed strikes with fists. The knuckledusters grant you a +1 bonus to damage rolls with unarmed strikes using your fists.
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Bolt Munitions are a firearm's lightning damage bullets, and when a target is hit with a bullet of this kind, if there is another enemy within 5ft of the hit target, that other enemy takes 1d6 Lightning damage.
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This archery modifier kit is an unusual sight, but is often used by Alithean Crossbows and Brottoan Heavy Bows. These kits, when attached to a heavy crossbow or longbow, increase the draw weight and increase the damage of your arrows and bolts. Utilizing the kit takes 8 hours of work. When completed, heavy crossbows and longbows are capable of shooting liquidmetal arrows and bolts, which deal an additional damage die and enable you to produce your own ammo with 3 hour’s work to create three arrows or bolts out of pure metal ingots of steel or iron.
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Mk-I Fireshots are exploding bullets that expand inside a target and deal an additional 4d6 Fire damage on a hit. They are used by the Aevorrian military exclusively, and are sought after by Aevorrian Rebels and people attempting to trade with the Aevorrian military. They are one of their Mk-I bullets, of which there are variations of each elemental type.
Mk-I Radshots(Radiant)
Mk-I Necroshots(Necrotic)
Mk-I Shockshots(Lightning)
Mk-I Boomshots(Thunder)
Mk-I Frostshots(Cold)
Mk-I Acidshots(Acid)
MkI Venoshots(Poison)
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Similar to Mk-I shots but 5d6 instead of 4d6 additional damage.
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Multistrike Arrows and Bolts split into two bolts or arrows, and the user makes a ranged attack against two targets. You roll two normal, separate attack rolls to hit both targets. The targets both take the full damage of the attack that hits them.
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These rare kits are magical in nature, and are sold in many nations that focus more on magical enchantments. This kit, when used on a weapon that deals slashing damage, enables the weapon to deal additional damage equal to the max damage the weapon can deal, triggering on a critical hit. These effects last for 8 hours, and the kit can be used up to three times before needing to be replaced. The kit takes 1 hour to use.
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Silencers can be placed on the ends of firearms to mute their sound by a slight amount. These attachments are highly sought after and are sold primarily by weapons shops specializing in firearms. Mechanically, these items grant your enemies a -2 debuff to any check meant to hear the discharging of a firearm.
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The Stakebows are crossbows meant to fire stakes, intended to ward off vampires that take up residence in Roth. Created to put down failed vampire spawn, these crossbows are even used in Roth by the vampiric high bloodline to put down failed spawns and false inheritors(children born out of their rightful coven). These crossbow bolts cost around 6gp for a set of 3 bolts, and these stake bolts deal an additional 1 damage die to vampires, as they are built for maximum efficiency against vampire flesh.
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Stealth Arrows are used by assassins and rangers for hunting and killing their targets, are NOT sold commercially, and can be bought from underground sellers. These arrows are made to disintigrate themselves after a hit, and leave very few traces except the wound it created. A DC 15 Investigation check can reveal the use of a Stealth Arrow. These arrows make no sound and are imbued with the silence spell, muting the target who might cry out in pain.
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These decorative swan wings are made of solid silver and act as a brooch for a cloak or a badge on a piece of armor. They are highly decorated and are quite beautiful. As a Reaction, when the wearer is attacked by a ranged or melee attack, the wearer can tap the swan wings and summon two large silver swan wings to protect against the incoming attack, granting the wearer a +4 bonus to AC. This effect only protects against one singular attack, not the full attack action(5e) or Full Attack Round(3.5e). After this effect has been used, the wings fall apart and become useless.
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This particularly elegant looking fletching material is meant for arrows and bolts, with the express purpose of making arrows that fly better through wind gusts. Made from a rare creature’s tailfeathers, these fletching feathers grant arrows the ability to pass through magical gusts of wind, ignore storm weather conditions, and grant the user a +1 to their attack rolls with arrows using this type of fletching feather.
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Whistler Arrows/Bolts are used in wartime to send signals or to distract enemies. The arrow/bolt deals normal arrow/bolt damage.
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Whitestrike bolts are magical crossbow bolts that burst with a flash of white light, like a flashbang grenade upon making contact with a target or an object. A loud bang occurrs, and the target, targets within 10ft of the bolt’s location must make a DC 13 Constitution saving throw, being stunned until the start of their next turn and blinded on a failed save. This effect fails if a creature has blindsight or is immune to the blinded or stunned conditions.
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These electrified bolts and arrows deal an additional 2d4 lightning damage on a hit, and force the creature hit to make a DC 13 Constitution saving throw. On a failed save, the creature takes an additional 3d4 lightning damage and is stunned until the start of their next turn. On a successful save, the creature takes no additional damage and is not stunned.

