Gear & Weapons
Gear & Weapons
Name
Cost GP
Damage
Range
Properties
Text
25
1d8 (round)
20/40 ft. (5 ft. area)
thrown
DC 12 Constitution saving throw, on a failed save, a creature takes 1d8 fire damage at the start of each of its turns. On a successful save, the creature takes half as much damage and extinguish the flames.
5
1d4
30/120 ft.
ranged
grapple
DC 12 Dexterity saving throw, or a large or smaller creature hit by a bolas is restrained until it is freed.
25
2d6
20/40 ft. (5 ft. area)
thrown
DC 12 Constitution saving throw, on a failed save, a creature takes 2d6 acid damage. On a successful save, the creature takes half as much damage.
150
6d6
20/40 ft. (10ft. radius)
thrown
heavy
siege
Is considered a siege weapon, bypasses damage thresholds. Deals 6d6 fire damage to creatures within 10 feet of it . A successful DC 12 Dexterity saving throw halves the damage.
250
-
120/240 ft.
ranged
heavy
reload
two-handed
Use explosive powder to project bombs further.
25
3d6
30/60 ft. (10ft. radius)
thrown
siege
Is considered a siege weapon, bypasses damage thresholds. Deals 3d6 fire damage to creatures within 10 feet of it . A successful DC 12 Dexterity saving throw halves the damage.
10
-
20/40 ft. (20ft. radius)
thrown
You create a 20-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured. It lasts for 3 rounds or until a wind of moderate
25
1 (round)
20/40 ft. (10 ft. area)
thrown
poison
DC 12 Constitution saving throw or be poisoned
until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
25
2d6
20/40 ft. (10 ft. area)
thrown
thunder
DC 12 Constitution saving throw, on a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. The thunder can be heard from up to 300 feet away.
800
3d12
120/240 ft.
ranged
heavy
reload
two-handed
piercing
siege
Is considered a siege weapon, bypasses damage thresholds
250
1d8 (1d8)
5/15 ft.
loading
piercing
slashing
reload
ranged
Can shoot an enemy that is hit as a Bonus action
5
-
10 ft.
ranged
finesse
grapple
Can be used to grapple, and pull a grappled target up to medium size closer as a Bonus Action.
5
-
5/15 ft.
thrown
grapple
DC 12 Dexterity saving throw, or a large or smaller creature hit by a net is restrained until it is freed.
50
1d4
10 ft.
two-handed
grapple
heavy
reach
Grants extra 5 ft. to grappling reach. Varieties that deal no damage also exist.
35
3d6
thrown
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.
250
7d6
two-handed
thrown
Is considered a siege weapon, bypasses damage thresholds. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.
500
2d8
(15 ft. cone)
ranged
heavy
reload
two-handed
15 ft. cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 2d8 piercing damage on a failed save, or half as much damage on a successful one.