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Weapon Forms Split Moons

The document outlines various weapons and abilities, detailing their damage outputs, special effects, and active/passive skills. It includes forms like Confetti Shotgun, Eris abilities, and Ebony abilities, each with unique mechanics and costs associated with their use. Additionally, it lists titles that may relate to the lore or context of these abilities.

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ltoro
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0% found this document useful (0 votes)
22 views5 pages

Weapon Forms Split Moons

The document outlines various weapons and abilities, detailing their damage outputs, special effects, and active/passive skills. It includes forms like Confetti Shotgun, Eris abilities, and Ebony abilities, each with unique mechanics and costs associated with their use. Additionally, it lists titles that may relate to the lore or context of these abilities.

Uploaded by

ltoro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Forms

Confetti shotgun
4 d12 +15 close range 3 d10 +12 mid range 1d8 +4 far.

Shoots in a cone, can hit multiple enemies

Show Stopper:
* On a critical hit, the target must succeed on a Constitution saving throw (DC 16)
or be paralyzed for 1 round
Explosive encore:
* Burst shot but with an extra 2 d10 fire damage
Random effect:
* Roll a d20, random effect will occur.

Active
* Elemental rounds:
* Cost 30 fable, random elements (fire, ice, lightning, decay) enchant your guns
next 6 shots. 1 d10 added damage per shot.
* Overcharge:
* Welder can use a bonus action to charge fable into a shot, roll a d20 every 5
gives a bonus 1d6 damage to shots. Costs 30 fable. Once per payphone
* Burst Shot:
* place guns together and fire, hitting enemies in a 5 foot cone in front of
you. Roll your normal attack die at advantage Dex save or enemies are pushed 5 feet
back, you may choose to be pushed 5 feet. Cost 50 fables.
* Draconic hunger:
* The wielder can use a reaction to absorb elemental damage, healing for half
the absorbed damage. Once per pay phone
* Draconic batista:
* put together your guns and charge a massive blast that pierces all enemies in
a 120 foot line dealing an 6 d10 of an element of your choice. All pierced enemies
must roll a dexterity saving throw or take full damage and have the status set.
High poise damage, cost 50 fable.
Passive
* Birds eye view:
* Gain advantage on Wisdom (perception) checks when you have the high ground.
* Kobold vision:
* Gain proficiency on Wisdom (Perception) checks related to spotting hidden or
invisible creatures.
* Drake of prey:
* stealth attacks from short range deal normal damage +2 d12

Eris abilities
Forms
Lightning rod
5 d10 +6 & 2d10+4 lightning damage
Lightning rod: raise the spear into the air,
* Roll a d20 above a 10, the spear will be struck by lightning allowing you to deal
a devastating thrust on an enemy within 20 feet of you, dealing 40+ 3 d12 piercing
damage and 40+3d12 lightning damage, and very high poise damage. Once per day
Thunderclap (Recharge 5-6):
* Slam the spearbutt on the ground, creating a burst of thunderous force. All
creatures within 10 feet of you must make a Strength saving throw or be pushed 10
feet away and take 6d6 bludgeoning damage + 6d6 lightning damage. On a failed save,
a creature is also stunned until the end of your next turn.
Arclight Barrage (Recharge 5-6):
* Hurl an apparition of the spear made of lightning, unleashing a chain of
lightning that arcs between up to three enemies within 15 feet of the impact point.
The first target takes 8d8 lightning damage; each subsequent target must roll a dex
save or take half the damage of the previous target.

Plague spear
Weapon Type: Spear (melee, thrown)

Melee: 5d10 + 8 piercing damage & 3d10 + 5 decay damage


Thrown: 4d10 + 7 piercing damage (30-foot range) & 2d10 + 4 necrotic damage
Special: When thrown, the spear returns to the wielder’s hand at the start of their
next turn.

Abyssal Strike:
* Raise the spear and channel the energy of the Abyss. Roll a d20; if you roll
above a 10, the spear is infused with necrotic energy for one devastating strike.
The wielder may thrust the spear at an enemy within 30 feet, dealing 35 + 4d12
piercing damage and 35 + 4d12 necrotic damage. The target must also succeed on a DC
20 Constitution saving throw or have their hit point maximum reduced by half the
necrotic damage dealt. This ability can be used once per day.

Death Pulse (Recharge 5-6):


* Slam the spear into the ground, sending a wave of necrotic energy in a 15-foot
radius. All creatures in the area must make a DC 20 Constitution saving throw or
take 7d6 bludgeoning damage and 7d6 necrotic damage. Creatures that fail the safe
are knocked prone and suffer disadvantage on saving throws until the end of their
next turn.

Soulflay Barrage
* When killing an enemy using this weapon. The necrotic energy explodes out of the
target flying at surrounding enemies. Each deal half damage dealt to the dead
creature. DC 20 Dexterity saving throw or be afflicted with Abyssal Blight (hit
point maximum reduced by 10 for 1 minute).

Necrotic Charge (Recharge 9-10):


* When the wielder charges with the Spine of the Abyss, they can activate Necrotic
Charge. This allows the wielder to rush forward up to 30 feet, piercing through all
creatures in their path. Each creature in the path must succeed on a DC 20
Dexterity saving throw or take 6d10 decay or lightning. Creatures that fail the
saving throw are also stunned until the end of the wielder’s next turn.

Active
* Hormonal dash:
* Once per short rest Dash up to 10 feet, deal 30 damage & 30 lust damage. Mid
poise cost 20 fable.

* Lustful assault
* Once per long rest Dash up to 30 feet, deal 120 damage & 120 lust damage. Mid
poise cost 30 fable.
* Exotic dancer:
* Once per short rest, the wielder can add the succubus's Charisma modifier to
their next Dexterity-based skill check.
* Soul drain:
* use a bonus action to change the spear into a more demonic form, here it deals
half physical damage, but drains fable on hit
* Vitality drain:
* Once per short rest, the wielder can use an action to drain an enemies hit
points through a thrust attack, dealing normal damage and gaining the same amount
as health
Passive

* Hot catch:
* Gain a +2 bonus to Dexterity saving throws.
* Dirty talk:
* Gain proficiency in Charisma saving throws and checks.
* Sweet & Sour:
* Advantage on intimidation/deception checks once per short rest
Ebony abilities
Forms
Kings flame
5 d12 +12
Burning blade:
* Set the blade on fire dealing an extra 2 d10 fire damage.

Burning Cleave:
* After a successful Attack with the sword, you can choose to spend 1 out of 3
charges. you can make an additional melee weapon attack with the sword against the
same creature or a different creature that is within 5 feet of the original target.

Kings mantel: Create a whirlwind of flames around you. (1 long rest)


* Until the end of your next turn, the area within 10 feet of you is difficult
terrain for creatures other than you, and any creature that moves into or out of
the area takes 5d8 fire damage.
* When a creature within the area makes a melee weapon attack against you, you can
use your reaction to force the creature to make a Dexterity saving throw (DC 8 +
your proficiency bonus + your Strength modifier). On a failed save, the creature
takes 2d12 fire damage and the attack misses you.

Executioner's sword
5d10+12
* Divine Strike
* When you hit a creature with ebony, the target takes an extra 2d6 radiant
damage. If the target is undead or fiendish, it takes an extra 4d10 radiant damage
instead.
* Guardian's Shield
* As a reaction, when you are hit by an attack, you can summon a protective
barrier of angelic wings. This shield grants you temporary hit points equal to
twice your character level plus your Constitution modifier, lasting until the start
of your next turn. Once you use this feature, you cannot use it again until you
finish a short or long rest.
* Seraphic Judgment
* Once per rest, as an action, you can call upon the judgment of celestial
beings. All creatures of your choice within a 30-foot radius must make a Dexterity
saving throw . On a failed save, a creature takes 6d6 radiant damage and is blinded
until the end of their next turn. On a successful save, a creature takes half
damage and is not blinded. Friends take an extra 10d6
Not chosen/not yet chosen

0215

Four Pillars of the Sky B

The 27th Hour A B

Sixty-Two Days of Night T B

Eighty-Three Steps to the Summit T E

The Nine-Fold Path E

Five Shadows at Dawn T R

Nine Lives in the Fire A R

One River, Four Shores R

Three Lanterns by the Shore R

Seven Voices, One Song G History → fantasy

One Heart, One Flame E


One Step Beyond the Veil R
Six Suns on the Horizon R

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