Veladrion Items

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Basic Firearms

Firearms have just been crafted and they're a long way off from perfection. All hand crafted, each weapon has it's own distinct feel and requires customized parts to repair when they're damaged. Most are fire and forget weaponry, as reloading takes a considerable amount of time.

New Weapon Qualities

CQC: Close Quarters Combat, this ranged weapon can attack targets within 5 feet without disadvantage.
Firearm: This weapon requires a full action to reload, and can not take advantage of the multi-attack class feature.

Black powder horn

A black powder horn for 10 shots. The horn keeps the powder dry as long as it's capped.
Cost: 10 gp

Lead Bullet

A single lead bullet.
Cost: 1 sp

Lead Shot

A packet of 12 small lead shot bundled together for easy loading. Used only in the Blunderbuss, turns the attack into a 15 foot cone.
Cost: 5 sp

Rock Salt

Finely packed rock salt in a packet for easy use. As close to non-lethal as firearms get, this can only be used with the Blunderbuss. Deals bludgeoning damage, the attacker can choose to make the attack non-lethal, and turns the attack into a 15 foot cone.
Cost: 1 sp

Pistol Brace

Holds up to six pistols, allows a bonus action to be used to get another item interaction that can only be used to draw pistols. Any features that let you draw two weapons on your turn also double.
Cost: 15 gp

Flintlock Pistol

A small hand cannon designed for single shot, close range defense. Favored by bandits.
Cost: 200 gp
2d8 piercing damage, Range 10/30 feet, CQC (no disadvantage for attacking in melee), Firearm,

Flintlock Rifle

A wooden stock and rifled metal barrel designed for long range engagements.
Cost: 500 gp
2d10 piercing damage, Range 80/240 feet, Firearm,

Blunderbuss

Basically a handheld cannon. The Blunderbuss allows for variation in types of ammunition, a single lead ball, a pack of smaller scatter shot, and even packed salt.
Cost: 400 gp
2d12 piercing damage, Range 20/60 feet or 15 foot cone, Firearm,

Prayer and Curse Seals

Prayer and curse seals are paper seals affixed to a location or creature with wax or resin. Once attached the divine magic keeps the seal affixed until the effects duration expires. A Remove Curse cast on the target breaks the seal early.

To place a seal you must be adjacent to the target and make a Religion check, the target counters with Athletics or Acrobatics. If the Religion check rolls equal to or higher than the targets counter roll, the seal is affixed, otherwise the seal is not used up. Affixing a seal to an ally required a Religion DC 10 check.

The effect of seals may stack, unless specifically mentioned that they do not.

Curse of Weakness

A litany of qualities of the weak
Cost: 15 gp
Weight: 1 lbs.
Duration: 5 turns.
Effect: Choose one ability, the target has disadvantage on ability checks and ability saves made with the chosen ability.

Curse of Pain

A cursed dirge of death.
Cost: 25 gp
Weight: 1 lbs.
Duration: 2 turns.
Effect: Target takes an extra 1d6 damage.

Curse of Vulnerability

A divine curse of vulnerability.
Cost: 150 gp
Weight: 1 lbs.
Duration: 2 turns.
Effect: Target gains a vulnerability of your choice, but has no effect if the target is resistant or immune to that damage type.

Purifying Litany

A divine litany of purification.
Cost: 125 gp
Weight: 1 lbs.
Duration: 3 turns.
Effect: All damage the target takes becomes radiant damage.

Prayer of Recovery

A litany of prayers, wishing swift recovery.
Cost: 5 gp
Weight: 1 lbs.
Duration: 3 turns.
Effect: When health is recovered, gain an extra point of health for each die rolled.

Prayer of Protection

A segment of a divine tale of righteousness.
Cost: 100 gp
Weight: 1 lbs.
Duration: 3 turns.
Effect: Character gains a Resistance of their choice.

Heroes Prayer

A few verses of a divine heroic epic.
Cost: 15 gp
Weight: 1 lbs.
Duration: 3 turns.
Effect: Gain advantage on saving throws against Charm and Frightened.

Warriors Prayer

The name if a warrior of legend and their deeds.
Cost: 50 gp
Weight: 1 lbs.
Duration: 3 turns.
Effect: Increase critical hit range by 1. If it was 20, it's now 19-20. If it was 19-20, it's now 18-20.

Weave Items

Weave Quartz

Description: A small piece of quartz cut and imbued with cleansed weave. As it's used, the glowing purple blue within them fades until the quartz crumbles to dust.
Cost: 10gp
Weight: 1 lbs.
Charges: 8.
1 Charge: Cast a Cantrip without any Weave Poisoning.
2 Charges: Cast a 1st level spell without any Weave Poisoning.
4 Charges: Cast a 2nd level spell without any Weave Poisoning.
8 Charges: Cast a 3rd level spell without any Weave Poisoning.

Gemstone Blight Filter

Description: This fine mesh ball of Gemstones can be used by casters to focus and strain out the blight from the weave they call upon.
Cost: Based on Type
Effect: Reduce all damage taken from Weave Poisoning by it's value, it may reduce damage taken to 0.
Sapphire: 10,000gp, value 6.
Ruby: 3,500gp, value 4.
Topaz: 1,200gp, value 2.
Emerald: 300gp, value 1.

Arcane Diamond Array 

Description: This array of four diamonds can be used by casters to hold cleansed weave for later. The array glows a soft blue purple when it's charged, and due to the hardness of the diamonds, they can be charged and reused over and over again, making them a sought after commodity.
Cost: 4,000gp
Weight: 6 lbs.
Effect: The Diamond Array can store 9 points worth of spells. When a spell level is imbued into the Diamond Array, it takes up the number of points equal to the spell level. The Array treats Cantrips as 1st level spells.

Weave Stone

Description: A stone imbued with cleansed weave. This stone crumbles to sand when it's charges are used up.
Cost: 100gp
Weight: 10 lbs.
Charges: 8.
1 Charge: Cast a Cantrip, 1st, or 2nd level spell without any Weave Poisoning.
2 Charges: Cast a 3rd level spell without any Weave Poisoning.
4 Charges: Cast a 4th level spell without any Weave Poisoning.
8 Charges: Cast a 5th level spell without any Weave Poisoning.

Veladrion Items

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