Exotic Weapons

WeaponCostDamageWeightProperties
Shock Gloves

1d4 lightning
3 lbs.One shot, special
Fire Blaster
2d6 fire10 lbs.One shot, special
Smoke Bomb
None1 lbs.Mishap (1), one shot, special





Descriptions

  • Shock Gloves. This is a special device that ends in gloves. The rest of the device is wore on the body. It builds up static electricity as the user walks. It takes several hours to build up a charge to shock someone. In combat it is a one shot weapon. As a bonus action the user can make an attack with advantage, if they hit the target takes 1d4 lightning damage and can stun the target. The target makes a DC: 14 Constitution check, on a failed save the person is stunned until the end of their next turn.
  • Fire Blaster. The fire blaster has a bladder of compressed fuel stashed on the body. A tube runs out to one hand. As an action the user can blast out fire for a 15 ft. cone. Everyone in the blast zone makes a DC: 14 Dexterity save, on a failed save the take 3d6 fire damage, on success they take half damage.
  • Smoke Bomb. It is a small metal ball with a trigger on one end. They can be thrown to any location within 20 feet of the user. Make a ranged attack roll with an AC or 8. If the user rolls a 1 the bomb has a mishap and does not produce smoke. It sends out a flame on one side more like a flame. The bomb fills a space in a 20-foot radius with smoke. It obscures anything within it.