Colossus Gods - Weapon Stats

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WEAPON

STATS
Credits About this content
Written by: Richard T. Carroll This booklet contains the statistics and images
Edited by: John G. Carroll of all the weapons found in Tomb of the Colos-
Artists: Samuele Zardinoni, Andrew Maleski, sus Gods.
Augustinas Raginskis, Rihards Kurts
Additional Art: Dima Shredder, Dominique The players will have the chance to acquire
Van Velsen many of these items during their quest.
World Maps: Augustinas Raginskis
Layout Graphics: Pixartsnet
Game Balancing & Optimization: Bruno de
Oliveira Pinheiro Júnior
Dragasi Language: Frederico Schroeder
Trailer Voice Actor: Chris Lines
Shard Module: Shard Tabletop
Foundry Module: Sylvain Fabre
Battlemaps: Richard T. Carroll
Proofreading: Hank Metzger, Connell Halli-
gan, Saxon Wyman-Feravich, Ian Porter, Dun-
can Moffat

Copyright © 2022 Lion Banner Games.

All rights reserved. This book or any portion


thereof may not be reproduced or used in any
manner whatsoever without the express written
permission of the publisher except for the use
of brief quotations in a book review.
CITY OF DEEPWELL
City guard crossbow
Weapon (heavy crossbow), rare (requires attunement)

This precise crossbow was created to suit the


needs of the city guard of an underground city.
You have a +1 bonus to attack and damage rolls
made with this magic weapon. This crossbow
was designed with a heavy body. If you take the
attack action on your turn, as a bonus action
you can make a melee weapon attack against a
target within 5 feet of you. On a hit, it deals 1d4
bludgeoning damage.
While attuned to this magic weapon, if
you drop prone e choose to spend at least 20
feet of movement before you take an attack
action with this crossbow, you can choose to
make it a precise shot. When you do this, roll
1d4 and increase the magic bonus provided by
this weapon until the start of your next turn. If
you stand up, you lose this bonus.

City guard shield


Armor (shield), rare (requires attunement)

While holding this shield, you have a +2 bonus


to AC in addition to the shield’s normal bonus
to AC. Additionally, it provides an additional +2
bonus to AC against ranged attacks. While the
shield is in your person, you have advantage on
Charisma (Intimidation) checks.

3 Weapon statistics
Warhammer of agathur
Weapon (warhammer), rare (requires attunement by
a creature with at least 18 Strength)

This immense warhammer can only be wield-


ed by those of extraordinary strength. This spe-
cial type of warhammer has the heavy proper-
ty, and it deals 2d6 bludgeoning damage when
wielded with both hands. Your attacks made
with this magic weapon deals an extra 1d6
bludgeoning damage.
Steel Calling. When you roll a 20 on an
attack roll made with this weapon, if the target
is a creature, it must succeed on a DC 15 Con-
stitution saving throw or become stunned until
the start of your next turn. A small or smaller
creature has disadvantage on the saving throw
against this effect.
This weapon has 8 charges. You can ex-
pend a number of charges to cause the follow-
ing effects:
Thunder Roll (3 charges). While attuned
with this weapon you can, as an action, smite
the ground beneath you. Any creature within 10
of you must succeed on a DC 15 Dexterity sav-
ing throw. On a failed save, a creature takes 2d6
bludgeoning damage and is knocked prone.
Blood Lure (1 charge). Once per turn,
when you hit a creature with an attack using
this magic weapon, you can drop the creature’s
AC by 1 for each time you’ve used this feature.
At the start of each of the creature’s turns, it can
make a DC 15 Constitution saving throw, end-
ing the effect of all such reductions on itself on
a success.
The warhammer regains 1d6+2 expend-
ed charges daily at dawn.

Serrated short sword


The serrated short sword count as a simple
weapon, weighting 2 pounds and dealing 1d6
slashing damage on a hit. It has the light prop-
erty and the following special property:
This weapon deals an extra 1d4 slashing
damage on a critical hit.

Weapon statistics 4
Harkhan’s Shield
Armor (shield), uncommon (requires attunement)

While holding this shield, you have resistance


to damage from ranged weapon attacks.
Additionally, while attuned to this shield,
you can use a bonus action to make a melee
weapon attack using this shield. You have profi-
ciency with this weapon and use your Strength
ability modifier for the attack and damage rolls.
On a hit, it deals 1d4 + your Strength ability
modifier bludgeoning damage.

Twin Axes
The twin axes count as a simple weapon,
weighting 5 pounds and dealing 2d6 damage
on a hit. It has the two-handed property, and
the following special property:
If you attack with a twin-axe as part of
the Attack action on your turn, you can use a
bonus action immediately after to make a me-
lee attack with it. This attack deals 1d6 slashing
damage on a hit, instead of 2d6.

Twin daggers
The twin daggers count as a simple weapon,
weighting 3 pounds and dealing 2d4 damage on
a hit. It has the two-handed and finesse proper-
ties and the following special property:
If you attack with a twin-dagger as part
of the Attack action on your turn, you can use a
bonus action immediately after to make a me-
lee attack with it. This attack deals 1d4 slashing
damage on a hit, instead of 2d4.

5 weapon statistics
LAND OF DECAY
Exiled Mace
Weapon (mace), rare

This deadly mace is wielded by the bands of


exiled fighters wandering the decayed desert.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
When you score a critical hit with this
weapon, you can cause the targeted creature to
make a DC 15 Constitution saving throw. On a
failed save, the creature becomes poisoned for
1 minute. While poisoned this way, a creature
takes 1d10 poison damage at the start of each
of its turns. The creature can repeat this saving
throw at the end of each of its turns.

Exile chain sickle


Weapon (chain and sickle), uncommon (requires at-
tunement)

You gain a +1 bonus to attack and damage rolls


made with this magic weapon. When you hit
a creature with a reach attack made with the
chain, you can force the creature to make a DC
12 Strength saving throw. On a failed save, you
push the creature 5 feet towards you.
While attuned to this magic weapon,
you can use a bonus action to magically extend
its chain. For 1 minute, the reach of this weapon
becomes 25 feet, allowing you to attack a crea-
ture within 30 feet of you.
Chain and Sickle. This weapon weighs 5 lb. and
has the finesse, two-handed, reach and special
properties.
Special. When you attack a creature
within 5 feet of you, using the sickle of this
weapon, it deals 1d8 slashing damage on a hit.
When you attack a creature within 10 feet of
you, using the chain of this weapon, it deals 1d6
bludgeoning damage on a hit.

Weapon Statistics 6
Exiled scimitar
Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. This weapon
deals an additional 2d4 damage of the weapon’s
type on hit. Once per turn, when you hit a crea-
ture with this magic weapon, and the target is
wearing a nonmagical piece or armor or wield-
ing a shield, you can reduce the protection this
gear provides. Choose either the armor or the
shield, it takes a permanent and cumulative -1
penalty to the AC it offers. Armor reduced to an
AC of 10 or a shield that drops to a +0 bonus is
destroyed.
When you successfully hit a creature us-
ing this magic weapon and the damage caused
by you reduces the creature below half its maxi-
mum hit points, the creature must succeed on a
DC 15 Wisdom saving throw or become fright-
ened of you for 1 minute. A creature frightened
this way can repeat its saving at the end of each
of its turns, ending the effect on itself on a suc-
cess. A creature that successfully saves is im-
mune to this effect for 24 hours.

Khopesh
Weapon (khopesh), uncommon

This special type of martial weapon has the fi-


nesse and light properties, and deals 1d6 slash-
ing damage. When you use a single khopesh to
attack a creature, the creature receives no bene-
fits of wearing a shield, it its wearing any, as the
curved formed of the blade can be easily used
to penetrate its defenses.
Shear. If you wield two khopesh, when-
ever you take the attack action you can declare
it to be a shear attack and strike with both weap-
ons at the same time, dealing and extra 1d6
slashing damage on a hit. You can still use your
bonus action to attack with a kopesh in your off
hand, but it cannot be a shear attack.

7 Weapon Satistics
Dragasi sword
Weapon (longsword), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls


made with this magic weapon. Your weapon at-
tacks made with this magic weapon score a crit-
ical hit on a roll of 19 or 20. Additionally, when
you score a critical hit with this magic weapon,
it deals an additional 3d6 damage of the weap-
on’s type.
This weapon has 3 charges and re-
gain 1d3 charges daily at dawn. When you hit
a creature with an attack using this weapon,
you expend 1 charge to force it to make a DC
15 Wisdom saving throw. On a failed save, the
creature becomes frightened of you for 1 min-
ute. A creature can repeat this save at the end of
each of its turns.

Dragasi bow
Weapon (longbow), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. While attuned to
this weapon, you deal an additional 1d6 poison
damage on a hit. Additionally, you gain immu-
nity to poison and the poisoned condition.
Hunter. Any attack rolls made against a
creature Huge or larger are made with advan-
tage.
Poison Tip. This weapon has 4 charges
and regain 1d4 charges daily at dawn. When
you hit a creature with an attack made with this
weapon, you can expend one charge to force
the creature to make a DC 15 Constitution sav-
ing throw. On a failed save, the creature is poi-
soned and paralyzed until the start of your next
turn. A creature immune to the poisoned con-
dition automatically succeeds on this save.

Weapon Satistics 8
Dragasi Spear
Weapon (spear), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. While wielded
with two-hands, this special spear gains the
reach (5 ft.) property.
This weapon has 3 charges and regain
1d3 charges daily at dawn. As one of the attacks
of your attack action, you can hurl this weapon
and expend one of its charges, targeting a crea-
ture within 150 feet of you. Make an attack roll
with advantage against that target. On a suc-
cessful hit, you deal an additional 4d6 damage
of the weapon’s type.

Trident of Lightning
Weapon (trident), legendary (requires attunement)

You have a +3 bonus to attack and damage rolls


made with this magic weapon. This trident was
made with barbs at the end of its prongs that
can catch and lock a target. When you success-
fully hit a creature with this trident, you can
try to restrain your target. The creature must
succeed on a DC 17 Dexterity saving throw or
become impaled by the trident. A creature im-
paled this way is considered grappled by you
and can repeat this saving throw at the end of
each of its turns, ending the effect on itself on
a success. You can also choose to end this ef-
fect during your turn (no action required). You
can’t attack with this weapon while a creature is
grappled this way.
This magic weapon has 6 charges. While
you are attuned with this weapon, you can use
an action to expend a number of charges to
make a release a wave of lightning against a
target impaled by this trident. The target must
succeed on a DC 17 Constitution saving throw.
On a failed save, it takes 3d6 lightning damage
per charge you expend, and if it is a creature,
but not an undead or a construct, it becomes
stunned until the start of your next turn. This
weapon regains 1d6 charges daily at dawn.

9 Weapon Statistics
chakram
Weapon (spear), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. While wielded
with two-hands, this special spear gains the
reach (5 ft.) property.
This weapon has 3 charges and regain
1d3 charges daily at dawn. As one of the attacks
of your attack action, you can hurl this weapon
and expend one of its charges, targeting a crea-
ture within 150 feet of you. Make an attack roll
with advantage against that target. On a suc-
cessful hit, you deal an additional 4d6 damage
of the weapon’s type.

Crusader flail
Weapon (flail), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. Once per turn,
when you hit a creature with this magic weapon,
and the target is wearing a nonmagical piece or
armor or wielding a shield, you can reduce the
protection this gear provides. Choose either the
armor or the shield, it takes a permanent and
cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to
a +0 bonus is destroyed.
Your weapon attacks made with this
magic weapon score a critical hit on a roll of
19 or 20. Additionally, when you score a critical
hit with this magic weapon against a Large or
smaller creature, the creature must succeed on
a DC 15 Strength saving throw or fall prone.
This weapon has 3 charges and regain
1d3 charges daily at dawn. While attuned to this
magic weapon, you can use a bonus action to
expend one charge and go into a frenzy. For the
next 1 minute, whenever you take the attack ac-
tion, you can make one additional weapon at-
tack. When the frenzy ends, you gain one level
of exhaustion.

Weapon Statistics 10
Star shield
Armor (shield), legendary (requires attunement)

While holding this shield, you have a +3 bonus


to your AC against melee and ranged spell at-
tacks in additional to the shield’s normal bonus
to AC. Additionally, you receive a +2 bonus to
Intelligence (Arcana) checks made while the
shield is in your possession.
Protection of the Night Sky. At night you
have resistance to poison and necrotic damage.
Blood Bond. As a bonus action, you can
reduce your maximum and current hit points
by 5 and increase this shield’s magical bonus to
AC by 1. This bonus is in addition to the shield’s
normal bonus to AC. Each time you use this
feature, the bonus increases, to a maximum
of +4 bonus to AC. The reduction to your hit
points maximum and the bonus to AC reverts
to zero daily at dawn.

aegis of the deep


Armor (shield), very rare (requires attunement by a
non-good creature)

While holding this shield, you have a +2 bonus


to AC, in addition to the shield’s normal bonus
to AC. While the shield is in your possession,
you gain a +2 bonus to Charisma (Intimidation)
checks, resistance to necrotic damage and vul-
nerability to radiant damage.
Necrotic Charge. This feature has 5
charges and regain 1d4 + 1 expended charges
daily at midnight. When a creature within 5 feet
of you attacks you with a melee weapon or spell
attack, you can use your reaction to expend one
charge and rebuke the attack. The target must
make a DC 15 Constitution saving throw. On a
failed save, it takes 2d10 necrotic damage, or
half as much on a successful one.
Tower Defense. This feature has 2
charges and regain all expended charges daily
at midnight. As a bonus action, you can plant
the shield on the ground, reducing your speed
to zero until the start of your next turn. While
this reduction lasts, you have a +4 bonus to AC
in addition to the bonus already provided by
the shield.

11 Weapon Statistics
club of reckoning
Weapon (greatclub), very rare (requires attunement)

You gain a +3 bonus to attack and damage rolls


made with this magic weapon. Once per turn,
when you hit a creature with this magic weapon,
and the target is wearing a nonmagical piece or
armor or wielding a shield, you can reduce the
protection this gear provides. Choose either the
armor or the shield, it takes a permanent and
cumulative -1 penalty to the AC it offers. Armor
reduced to an AC of 10 or a shield that drops to
a +0 bonus is destroyed.
Your weapon attacks made with this
magic weapon score a critical hit on a roll of
18 or higher. Additionally, when you score a
critical hit with this magic weapon against a
creature, the creature must succeed on a DC 15
Constitution saving throw or becomes stunned
until the start of your next turn.

crusader halberd
Weapon (halberd), rare (requires attunement)

You gain a +2 bonus to attack and damage rolls


made with this magic weapon. Once per turn,
when you hit a creature with this weapon, you
can force the creature to make a DC 15 Consti-
tution saving throw. On a failed save, the crea-
ture is poisoned for 1 minute.
When you use you attack action to attack
with this magic weapon, you can use a bonus
action to make an additional attack with the tip
of the weapon. This attack uses the same ability
modifier as the primary attack. The weapon’s
damage die for this attack is a d4, and it deals
piercing damage.

Weapon Statistics 12
AGELESS CITY
ageless sword
Weapon (greatsword), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls


made with this magic weapon. Your weapon at-
tacks made with this magic weapon score a crit-
ical hit on a roll of 19 or higher. When you hit
an undead with this weapon, the undead takes
an extra 2d6 damage of the weapon’s type.
Once per turn when you hit a creature
with an attack using this magic weapon, you
can force the creature to make a DC 15 Dexter-
ity saving throw. On a failed save, the creature
speed is halved until the start of your next turn.
Ageless Kill. When you hit a creature
with an attack using this sword, you can speak
its command word to bolster your attack, deal-
ing an additional 4d12 damage to the target.
The sword is then destroyed, shattering into a
fine powder beyond repair.

akakri´s Spear
Weapon (spear), very rare (requires attunement)

This special spear was made with an elongated


body and a special metal alloy. It has the throw
(60/120), versatile, reach and finesse properties.
When using this magic weapon with one hand,
it deals 1d8 piercing damage. When using it
with two hands, it deals 1d10 piercing damage
and adds +1 to your AC, as you can quickly use
it to defend against attacks. You have a +2 bo-
nus to attack and damage rolls made with this
magic weapon.
When you roll a 19 or 20 on an attack
roll made with this weapon, if the target is a
creature, it must succeed on a DC 15 Constitu-
tion saving throw or become stunned until the
start of your next turn. Additionally, your attack
deals an extra 1d8 damage to the target.

13 Weapon Statistics
Axe of the protectors
Weapon (battleaxe), rare (requires attunement)

This finely made battleaxe was made to protect


the faith and the temples. You gain a +2 bonus
to attack and damage rolls made with this magic
weapon. When used as a one-handed weapon,
this magic battleaxe has the throw (range 20/60)
property. When used as a two-handed weapon,
this weapon has the reach property. You can
choose to swap between these one-handed and
two-handed at the start of your turn (no action
required).
Additionally, as an action, you can cast the
Shield of Faith spell from this weapon. Once
you use this feature, you can’t use it again until
the next dawn.

Weapon Statistics 14
COLOSSUS GODS
The azurite sword
Weapon (greatsword), very rare (requires attune-
ment)

You gain a +2 bonus to attack and damage


rolls made with this magic weapon. This mag-
ic greatsword is made with a light alloy and
has the finesse property. Your weapon attacks
made with this magic weapon score a critical
hit on a roll of 18 or higher. Additionally, when
you score a critical hit with this magic weapon
against a creature, you deal an additional 1d12
necrotic damage to the target and regain the
same amount of necrotic damage dealt as hit
points.
This magic weapon has 3 charges and
regain 1d3 expended charges daily at dawn.
When you hit a creature with this magic weap-
on, you can expend one of its charges to deal
an additional 2d6 radiant damage to the target.
Each creature on a 15 feet cone behind the tar-
get must make a DC 15 Dexterity saving throw,
taking the same amount of radiant damage on
a failed save, or half as much on a successful
one.

15 Weapon Statistics

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