Ranged weapons can use any ammunition types listed for their quality, as well as any ammunition types for their weapon listed under previous qualities.
Basic Weapons
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Bow, Hunter | 25 | — | By arrow type | 80/320 | 1 | ammunition (hunter arrows) |
Bow, Sharpshot | 105 | — | By arrow type | 150/600 | 1 | ammunition (precision arrows) |
Bow, War | 100 | — | By arrow type | 80/320 | 1 | ammunition (shock arrows) |
Rattler | 130 | — | By bolt type | 30/120 | 1 | ammunition (metal bolts), burst fire (5 of 25) |
Ropecaster | 75 | — | By rope weight | 40 | 1 | ammunition (light tie ropes), loading |
Sling | 70 | — | By bomb type | 30/90 | 1 | ammunition (freeze bombs), loading |
Sling, Blast | 200 | — | By bomb type | 30/90 | 1 | ammunition (blast bombs), loading |
Arrow, Hunter. Make a ranged weapon attack against a target within range. On a hit the target takes 1d6 ranged impact and 1d4 tear damage.
Arrow, Precision. Make a ranged weapon attack against a target within range. On a hit the target takes 2d8 ranged impact damage and 2d4 tear damage.
Arrow, Shock. Make a ranged weapon attack against a target within range. On a hit the target takes 1d4 ranged impact damage and 1d6 shock damage. Additionally, the target must make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or become stunned until the end of their next turn.
Bolts, Metal. A target of your choice within range must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or take 3d4 piercing damage. If the target is within the weapon's long range category, it has advantage on its saving throw.
If the weapon is fully loaded with ammunition, you can expend it all and spend your Action to pepper a 10-foot cube area within the weapon's range with shots. Each creature in the targeted area must succeed on a Finesse saving throw or take the weapon’s normal damage. A target that is within the weapon’s long range has advantage on its saving throw.
Bomb, Blast. A blast bomb is fired at a target point within range. Creatures within 10 feet of the target point must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). If you fire the bomb at a target point within the weapon's long range category, all creatures in the affected area have advantage on their saving throw. On a failed save a target take 5d6 explosive impact damage and 4d6 tear damage; on a successful save, a target takes only half as much damage of each type.
Bomb, Freeze. A freeze bomb is fired at a target point within range. Creatures within 10 feet of the target point must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). If you fire the bomb at a target point within the weapon's long range category, all creatures in the affected area have advantage on their saving throw. On a failed save a target takes 1d8 explosive impact damage and 2d8 freeze damage and suffers the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.
Tie Rope, Light. Make a ranged weapon attack against a target within range. On a hit, you may immediately spend your reaction to anchor the tie rope in the ground in your current space. The distance between you and the target dictates the length the rope spools to: the target can't move further from any tie rope anchor it’s fixed to than the length of that rope. At the end of each of its turns, the target may make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus + the largest weight bonus for any tie rope currently binding the target (if any)). The creature breaks free of 1 tie rope if it beats the ropecaster’s save DC, plus 1 additional tie rope for every increment of 2 by which its save exceeds the DC. Tie ropes are destroyed when the target breaks free of them.
Tie Rope Weight | Damage | DC Weight Bonus |
---|---|---|
Light | 1d4 ranged impact, 2d6 tear | — |
Medium | 1d6 ranged impact, 2d8 tear | +1 |
Heavy | 1d8 ranged impact, 2d10 tear | +2 |
If a target is already anchored by at least one other tie rope when you hit it with a ropecaster attack, it must immediately make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus + the largest weight bonus for any tie rope currently binding the target (if any) + 2 per additional tie rope already anchoring the target). On a failed save, the target falls prone and becomes restrained until it is anchored by fewer than 2 tie ropes.
When a creature is anchored to multiple tie ropes of different weights, beating the save DC breaks 1 tie-rope of that weight. If you beat the DC by enough to break additional ropes, lighter ropes are broken before heavier ropes.
Failing to anchor a tie rope means it is still attached to your ropecaster, though you can discard the rope as an object interaction. As an action on your turn, you can make a Might (Athletics) check opposed by the target's own Might (Athletics) check to drag the target in the direction of your own movement. On its turn as an action, the target can make a Might (Athletics) check opposed by your own Might (Athletics) check to drag you in the direction of its own movement. If you fail or choose not to roll the ability check, you can spend your reaction to drop the ropecaster, in which case only the weapon is dragged after the target.
Carja Weapons
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Bow, Hunter | 50 | 5 sparkers, 5 wires | By arrow type | 80/320 | 2 | ammunition (hunter and fire arrows) |
Bow, Sharpshot | 210 | 10 metalburn | By arrow type | 150/600 | 2 | ammunition (precision and tearblast arrows) |
Bow, War | 300 | 5 desert glass, 2 slagshine glass | By arrow type | 80/320 | 2 | ammunition (shock and freeze arrows) |
Rattler | 250 | 10 rich meat, 5 fatty meat, 5 bony meat | By bolt type | 30/120 | 2 | ammunition (metal and shock bolts) |
Ropecaster | 200 | 6 echo shells | 1d6 impact, 2d8 tear | 40 | 2 | ammunition (medium tie ropes), loading |
Sling | 150 | 15 blaze | By bomb type | 30/90 | 2 | ammunition (freeze and fire bombs), loading |
Sling, Blast | 400 | 10 metal vessel, 1 luminous braiding | By bomb type | 30/90 | 2 | ammunition (blast and sticky bombs), loading |
Arrow, Fire. Make a ranged weapon attack against a target within range. On a hit the target the target takes 1d4 impact damage and 1d6 fire damage. Additionally, the target must make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or gain the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed.
Arrow, Freeze. Make a ranged weapon attack against a target within range. On a hit the target takes 1d4 ranged impact damage and 1d6 freeze damage. Additionally, the target must make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or become frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.
Arrow, Tearblast. Make a ranged weapon attack against a target within range. On a hit the target takes 1d4 ranged impact damage, and the arrow also emits a sonic burst on impact: if the target is a machine, the arrow also deals 4d6 tear damage to a component of your choice. If you targeted a component, the tear damage applies to that component.
Bolts, Shock. A target of your choice within range must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or take 1d6 shock damage and is stunned for 1d3 turns; on a successful save, a target takes only half as much damage of each type and is not stunned. If the target is within the weapon's long range category, it has advantage on its saving throw. A creature stunned by a shock bomb may repeat their saving throw at the end of each turn to end the condition early.
If the weapon is fully loaded with ammunition, you can expend it all and spend your Action to pepper a 10-foot cube area within the weapon's range with shots. Each creature in the targeted area must succeed on a Finesse saving throw or take the weapon’s normal damage and effect. A target that is within the weapon’s long range has advantage on its saving throw.
Bomb, Fire. A fire bomb is fired at a target point within range. Creatures within 10 feet of the target point must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). If you fire the bomb at a target point within the weapon's long range category, all creatures in the affected area have advantage on their saving throw. On a failed save a target takes 1d8 explosive impact damage and 2d8 fire damage and gains the burning condition, taking 3 fire damage for 1d4 turns or until the condition is removed; on a successful save, a target takes only half as much damage of each type and is not burning.
Bomb, Sticky. A sticky bomb attaches to a creature or surface and explodes at the end of your next turn. If you fire the sticky bomb at a creature, you make a ranged attack attack roll. On a hit, the bomb sticks to the creature and the target automatically fails its saving throw against the later explosion. When the sticky bomb explodes, creatures within 10 feet of it must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). On a failed save targets take 6d6 explosive impact damage and 5d6 tear damage; on a successful save, a target takes only half as much damage of each type. A humanoid target can use their Action to make a Might (Athletics) check. If the check beats the weapon's save DC, they successfully remove the sticky bomb from their person and may throw it with a range of 20/60 as a their bonus action.
Tie Rope, Medium. Refer to the rules of the Light Tie Rope listed under Basic Weapons. Medium Tie Ropes add a +1 rope weight bonus to an anchored creature's save DC.
Shadow Weapons
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Bow, Hunter | 650 | 1 watcher heart | By arrow type | 80/320 | 3 | ammunition (hunter, fire, and hardpoint arrows) |
Bow, Sharpshot | 800 | 1 sawtooth heart | By arrow type | 150/600 | 3 | ammunition (precision, tearblast, and harvest arrows) |
Bow, War | 800 | 1 trampler heart | By arrow type | 80/320 | 3 | ammunition (shock, freeze, and corruption arrows) |
Rattler | 950 | 1 boar skin, 1 rabbit skin, 1 fox skin | By bolt type | 30/120 | 3 | ammunition (metal, shock, and freeze bolts) |
Ropecaster | 500 | 1 snapmaw heart | 1d8 impact, 2d10 tear | 40 | 3 | ammunition (heavy tie ropes), loading |
Sling | 650 | 1 crystal braiding | By bomb type | 30/90 | 3 | ammunition (freeze, fire, and shock bombs), loading |
Sling, Blast | 1,400 | 1 lancehorn heart | By bomb type | 30/90 | 3 | ammunition (blast, proximity, and sticky bombs), loading |
Tearblaster | 1,500 | 1 thunderjaw heart | 4d6 tear | 60 | 0 | ammunition (tearblaster charge), loading |
Arrow, Corruption. Make a ranged weapon attack against a target within range. On a hit, the target takes 1 ranged impact damage and must make a Spirit saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or gain the corrupted condition for a minute. A corrupted creature repeats its saving throw at the end of each of its turns.
Arrow, Hardpoint. Make a ranged weapon attack against a target within range. On a hit the target takes 3d6 ranged impact damage and 3d4 tear damage.
Arrow, Harvest. Make a ranged weapon attack against a target within range. On a hit the target takes 2d4 ranged impact damage, and the arrow also emits a sonic burst on impact: if the target is a machine, the arrow also deals 2d6 tear damage to a component of your choice. If you targeted a component, the tear damage applies to that component. Any component which reaches 0 durability due to a harvest arrow attacks produces 1 salvageable crafting material that is flung from the machine into an adjacent space. If the component can normally be salvaged for a crafting material, it produces 1 additional material of the same type. Otherwise, roll on the machine's salvage table and ignore any result that is a lens, machine core, heart, or processed metal block. If you roll any such result, you may choose any other valid item from the table.
Bolts, Freeze. A target of your choice within range must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or take 1d6 freeze damage and is restrained until the end of their next turn.** for 1d4 turns; on a successful save, a target takes only half as much damage of each type and is not restrained. If the target is within the weapon's long range category, it has advantage on its saving throw. A creature restrained by a shock bomb may repeat their saving throw at the end of each turn to end the condition early.
If the weapon is fully loaded with ammunition, you can expend it all and spend your Action to pepper a 10-foot cube area within the weapon's range with shots. Each creature in the targeted area must succeed on a Finesse saving throw or take the weapon’s normal damage and effect. A target that is within the weapon’s long range has advantage on its saving throw.
Bomb, Proximity. A proximity bomb doesn’t explode until within 5 feet of a creature after it is primed and fired from the blast sling. You may fire at a creature or a target point within 5 feet of a creature to cause it to explode immediately in the same manner as a blast bomb, causing all creatures within 10 feet to make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). If you fire the bomb in the same manner as a blast bomb and your target point within the weapon's long range category, all creatures in the affected area have advantage on their saving throw. On a failed save targets take 3d6 explosive impact damage and 2d6 tear damage; on a successful save, a target takes only half as much damage of each type.
Bomb, Shock. A shock bomb is fired at a target point within range. Creatures within 10 feet of the target point must make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). If you fire the bomb at a target point within the weapon's long range category, all creatures in the affected area have advantage on their saving throw. On a failed save a target takes 1d8 explosive impact damage and 2d8 shock damage and is stunned for 1d4 turns; on a successful save, a target takes only half as much damage of each type and is not stunned. A creature stunned by a shock bomb may repeat their saving throw at the end of each turn to end the condition early.
Charge, Tearblaster. A target of your choice within range must make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or take 4d6 tear damage.
Tie Rope, Heavy. Refer to the rules of the Light Tie Rope listed under Basic Weapons. Heavy Tie Ropes add a +2 rope weight bonus to an anchored creature's save DC.
Banuk Weapons
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Forgefire | 800 | 1 scorcher lens | By ammunition type | special | 1 | ammunition (firethrower), heavy, two-handed, loading |
Forgefire, Improved | 1,600 | 1 fireclaw heart | By ammunition type | 40/120 | 2 | ammunition (firethrower, fire burster), heavy, two-handed, loading, special |
Icerail | 750 | 1 fireclaw lens | By ammunition type | special | 1 | ammunition (icethrower), heavy, two-handed, loading |
Icerail, Improved | 1,500 | 1 frostclaw lens | By ammunition type | 40/120 | 2 | ammunition (icethrower, ice cannon), heavy, two-handed, loading, special |
Stormslinger | 825 | 1 frostclaw lens | By ammunition type | 80/320 | 1 | ammunition (storm bolt), heavy, two-handed, loading |
Stormslinger, Improved | 1,650 | 1 scorcher lens | By ammunition type | 150/600 | 2 | ammunition (storm bolt), heavy, two-handed, loading, special |
Firethrower. The forgefire expels flame in a 30-foot cone originating from you. Creatures in the area must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). On a failed save a target takes 5d6 fire damage and gains the burning condition, taking 5 fire damage for 1d4 turns or until the condition is removed; on a successful save, a target takes only half as much damage of each type and is not burning.
Fire Burster. Make a ranged weapon attack against a target within range. On a hit the target takes 2d4 ranged impact damage and 7d8 fire damage. The target must also make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). On a failed save the target gains the burning condition, taking 7 fire damage for 1d4 turns or until the condition is removed.
Icethrower. The icerail expels chillwater in a 30-foot cone originating from you. Creatures in the area must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). On a failed save a target takes 5d6 cold damage and frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.
Ice Cannon. Make a ranged weapon attack against a target within range. On a hit the target takes 2d10 ranged impact damage and 7d10 cold damage. The target must also make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus). On a failed save the target gains the frozen condition until the end of their next turn or until the condition is ended early, at which point the creature gains the chilled condition. On a successful save, a creature takes only half damage and isn't frozen. A creature chilled by this effect may repeat its saving throw at the end of its turn, ending the condition on a success.
Storm Bolt. Make a ranged weapon attack against a target within range. On a hit the target takes 2d8 ranged impact damage and 4d6 shock damage. The target must also make a Might saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or be stunned for 1d3 turns; on a successful save, a target takes only half as much damage of each type and is not stunned. A creature stunned by the storm bolt may repeat their saving throw at the end of each turn to end the condition early.
Banuk Weapon Properties
Improved Forgefire/Icerail An improved weapon is of mastercrafted make. When you wield an improved banuk weapon you have a +1 bonus to your ranged attack rolls, and the DC of any saving throws made by targets are also increased by +1.
Improved Stormslinger An improved weapon is of mastercrafted make. When you wield an improved banuk weapon you have a +1 bonus to your ranged attack rolls, and the DC of any saving throws made by targets are also increased by +1.
In addition, when you take the Attack action while wielding an improved stormslinger and you have the Extra Attack feature, you can sacrifice one or both of your extra attacks to make a special overcharge attack. On a hit, the stormslinger's normal damage is overridden based on the number of attacks you sacrificed to overcharge it as shown in the table below. An overcharged attack only uses one storm bolt ammunition.
Sacrificed Attacks | Overcharge Damage |
---|---|
1 | 4d8 ranged impact, 8d6 shock, 2d10 shock* |
2 | 6d8 ranged impact, 12d6 shock, 4d10 shock* |
* You take half this much shock damage. |
Lodge Weapons
Lodge weapons are equivalent to shadow tier weapons but are of particularly masterful quality. They are awarded only to Lodge members who complete hunting grounds trials and show their sun medals to the Lodge merchant in Meridian. As such, they are normally only available to hunters who have attained the Lodge hunter prestige.
Weapon | Cost (Shards) | Cost (Materials) | Damage | Range (Ft.) | Mod Slots | Properties |
---|---|---|---|---|---|---|
Bow, War | non-purchasable | non-purchasable | By arrow type | 80/320 | 3 | ammunition (shock, freeze, and corruption arrows), heavy, two-handed, +1 to attack rolls |
Ropecaster | non-purchasable | non-purchasable | 1d8 impact, 2d10 tear | 40 | 3 | ammunition (heavy tie ropes), heavy, two-handed, loading, +1 to attack rolls |
Sling, Blast | non-purchasable | non-purchasable | By bomb type | 30/90 | 3 | ammunition (blast, proximity, and sticky bombs), two-handed, loading, +1 to target save DCs |
Mastercraft Weapons
Skilled craftsfolk can make particularly well balanced, perfectly honed weapons: these are known as mastercraft weapons. Lodge weapons are an example of mastercraft weapons, but while Lodge weapons are reserved only for the deserving they aren't the only way to acquire mastercraft weapons. A hunter might track down the master weaponsmiths who make Lodge weapons and offer a private commission, or a hunter might find a weaponsmith not associated with the Lodge who is nevertheless capable of making weapons of equivalent quality. In fact, a personal commission is the only way a hunter might acquire a mastercraft version of a weapon type not awarded by the Lodge.
Mastercraft Quality
The weapon system already includes a quality progression from Basic to Carja to Shadow/Banuk. Therefore, a mastercraft weapon is considered a step up from a Shadow or Banuk weapon. Accordingly, only Shadow and Banuk weapons can be used as base items for the rules below.
Mastercraft Bonuses
While wielding a mastercraft weapon, a hunter's attack bonus is increased by +1. In addition, all saving throws associated with the weapon's ammunition have their DC increased by +1. Finally, a mastercraft weapon has one additional modification slot (to a maximum of 3).
Mastercraft Prices
The Guide should ensure that the merchant charges a suitable price in metal shards and rare machine materials to compensate them for their work. any such merchant will charge for the creation of such an item is high enough that salvaging the necessary materials may be almost as challenging as completing Lodge trials!
At minimum, the cost of a mastercraft weapon should be:
- 1.5 times the cost of the Shadow or Banuk weapon used as the base.
- The material cost of the Shaow or Banuk weapon used as the base.
- One additional material cost: the lens or heart of a specific machine, which must have a minimum of CR 7.
The table below shows example prices for mastercraft commissions. You can use these or set your own:
Weapon | Cost (Shards) | Cost (Materials) |
---|---|---|
Bow, War | 1,200 | 1 trampler heart, 1 stormbird lens |
Ropecaster | 750 | 1 snapmaw heart, 1 ravager lens |
Sling, Blast | 2,100 | 1 lancer heart, 1 rockbreaker heart |