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SifFang of Xivu Arath
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Legendary Superior weapon (spear), requires attunement by a Risen class; 3d10 piercingLegendary Exquisite weapon (dagger), requires attunement by a Risen class; 4d6 piercing
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It's clearly one of Rasputin's Valkyries; but how this spear can function independently of his network is not clear. Perhaps whoever etched the name "Sif" into its handle would know more.As your hand hovers over this small blade, you find yourself gleefully imagining what you'll do with it.
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An angular javelin with a broad head, perfectly weighted for throwing. Faint traces of noetic and solar energy periodically flicker off of it.A razor-sharp dagger crudely carved from a single piece of bone. Merely holding it makes you feel violent and angry.
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Promethian Flames: This weapon gains the Shot Capacity (30) property, and it gains a +3 bonus to attack and damage rolls. When you make an attack with this weapon that does not invoke the Stolen Fury perk, you can spend 1 shot to deal noetic solar damage on a hit instead of piercing damage.Endless Rage: This weapon gains the Shot Capacity (10) property, and it gains a +2 bonus to attack and damage rolls. When you make an attack with this weapon, you can spend 1 shot to deal Darkness damage on a hit instead of piercing damage.
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Absalom Nothing! : Once on your turn, as long as you are capable of taking actions, and this weapon is at least 5 feet away and has not been stored in memory, you can use a bonus action to instantly summon it to your hand regardless of distance or location. When you do so, you can instantly make either a melee or shield recharge roll.Fog of Anger: This weapon cannot be reloaded. When you kill an enemy with this weapon, it is restored to full shot capacity. If you kill a creature suffering from Battle Madness, you also gain an extra damage die on your next attack. If at the start of your turn this weapon has no shots remaining, you take 5 Darkness damage and this weapon restores 5 shots.
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Stolen Fury: This weapon gains the Cumbersome property, and its weapon DC increases by 4. As an action you can spend 10 shots to hurl this javelin at an enemy. Treat this attack as if the weapon had the Thrown (60/120) property, and if the attack hits, the target takes the damage of this weapon as noetic solar damage. You cannot use this weapon again until you have retrieved it by hand or recalled it using the Absalom Nothing! perk.Battle Madness: When a living creature takes Darkness damage from this weapon, they must make a Charisma saving throw. On a failed save, that creature loses the ability to distinguish allies and enemies until the end of its next turn; simply attacking the nearest creature or making attacks at random. When this effect ends, or if the creature succeeds on its Charisma save, it becomes immune to this effect for the next 24 hours.
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Hammer of ProvingIron Battle Axe
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Common Fine weapon (heavy maul), requires attunement by a Risen class; 3d6 bludgeoningRare Exquisite weapon (greataxe), requires attunement by a Risen class; 2d12 slashing
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Pulling out this hammer immediately paints a target on you. You're not hiding, you'll challenge them all.The Iron Lords once wielded axes like this one to destroy the enemies of humanity. Though tarnished by time, it has lost none of its power.
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A massive Cabal warhammer, far too heavy for an ordinary human to wield. A squarish greataxe with the Iron Lord's tree insignia proudly emblazoned across its blades.
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Imperial Forgecraft: This weapon gains the Shot Capacity (10) property, and it gains a +1 bonus to attack and damage rolls. Once per turn, when you hit with this weapon, you can spend 1 shot to reroll a single damage die. While holding this weapon, you have disadvantage on stealth checks.Crackling Iron: This weapon gains the Shot Capacity (20) property, and it gains a +2 bonus to attack and damage rolls. When you make an attack with this weapon that does not invoke the Roaring Iron perk, you can spend 1 shot to deal solar damage on a hit instead of piercing damage.
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Duel: Once on your turn, you can mark an enemy and begin a duel. While dueling an enemy, your attacks deal +10 damage against that enemy, but the marked enemy also deals +10 damage against you. Additionally, you and the enemy resist 5 damage from all sources other than each other. Putting away this weapon or attacking another target immediately ends the duel.Whirling Iron: Once on your turn, when you hit a creature with this weapon, another adjacent enemy takes half the damage dealt to the original target.
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Rally: This weapon gains the Cumbersome property, and its weapon DC increases by 4. As an action you can spend 10 shots to immediately make a shield recharge roll. All allies within 10 feet of you regain the same amount of shield points that you did. If you kill the target of your Duel perk, you can immediately use this ability at no shot cost, and it affects all allies within 40 feet.Roaring Iron: This weapon gains the Cumbersome property, and its weapon DC increases by 4. As an action you can spend 10 shots to leap up to your speed and make a melee attack. If the attack hits, the target takes the damage of this weapon as solar damage. For this attack, Whirling Iron can target up to 2 additional enemies, instead of only 1.
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