Ranged Weapons

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)
Sling 70 By bomb type 30/90 1 ammunition (freeze bombs)
Sling, Blast 200 By bomb type 30/90 1 ammunition (blast bombs)

Arrow, Hunter. Hunter arrows deal 1d6 ranged impact and 1d4 tear damage.

Arrow, Precision. Precision arrows deal 2d8 ranged impact damage and 2d4 tear damage.

Arrow, Shock. Shock arrows deal 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. The target 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 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 freeze damage and is restrained for 1d4 turns; on a successful save, a target takes only half as much damage of each type and is not restrained. A creature restrained by a freeze bomb may repeat their saving throw at the end of each turn to end the condition early.

Tie Rope, Light. When you hit a creature with this weapon, 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 Strength 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 Strength 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 Strength (Athletics) check opposed by the target's own Strength (Athletics) check to drag the target in the direction of your own movement. On its turn as an action, the target can make a Strength (Athletics) check opposed by your own Strength (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)
Sling 150 15 blaze By bomb type 30/90 2 ammunition (freeze and fire bombs)
Sling, Blast 400 10 metal vessel, 1 luminous braiding By bomb type 30/90 2 ammunition (blast and sticky bombs)

Arrow, Fire. Fire arrows deal 1d4 impact damage and 1d6 fire damage. Additionally, the target must make a Finesse 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. Freeze arrows deal 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 restrained until the end of their next turn.

Arrow, Tearblast. Tearblast arrows deal 1d4 ranged impact damage, and on impact emit a sonic burst that deals 4d6 tear damage.

Bolts, Shock. The target must make a Finesse saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or take 1d6 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. 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 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 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 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)
Sling 650 1 crystal braiding By bomb type 30/90 3 ammunition (freeze, fire, and shock bombs)
Sling, Blast 1,400 1 lancehorn heart By bomb type 30/90 3 ammunition (blast, proximity, and sticky bombs)
Tearblaster 1,500 1 thunderjaw heart 4d6 tear 60 0 ammunition (tearblaster charge)

Arrow, Corruption. Corruption arrows deal no damage. The target must make a Spirit saving throw (save DC = 8 + your Finesse mod + your proficiency bonus) or suffer the effects of corruption confusion.

Arrow, Hardpoint. Hardpoint arrows deal 3d6 ranged impact damage and 3d4 tear damage.

Arrow, Harvest. Harvest arrows deal 2d4 ranged impact damage, and on impact emit a sonic burst that deals 2d6 tear damage. Any component torn from a machine contains 1 salvageable crafting material. 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 modification. If you roll any such result, you may choose any other valid item from the table.

Bolts, Freeze. The target 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. 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 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 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. The target 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.

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), +1 to attack rolls
Ropecaster non-purchasable non-purchasable 1d8 impact, 2d10 tear 40 3 ammunition (heavy tie ropes), +1 to attack rolls
Sling, Blast non-purchasable non-purchasable By bomb type 30/90 3 ammunition (blast, proximity, and sticky bombs), +1 to target save DCs

Other Mastercraft Shadow Weapons

Although Lodge weapons are special examples of their type, the same craftsfolk who made them are able to make more of equivalent quality. Hunters can therefore track such smiths down and commission mastercrafted weapons of equivalent quality to Lodge weapons. Furthermore, some weaponsmiths may be capable of making equally masterful examples of other weapon types than those awarded by the Lodge.

Mastercraft weapons have either a +1 bonus to attack rolls or increase save DCs versus their effects by +1, whichever is most appropriate for the weapon in question. The GM 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 simply completing the hunting trials! The table below shows suggested prices for mastercraft commissions of Lodge-equivalent weapons. The guidelines used in each case are:

  • 1.5 times the cost of the shadow weapon
  • The material cost of the shadow weapon
  • 1 additional lens or heart salvaged from a machine of CR 7 or higher.

You can use the prices suggested below, 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

Banuk Weapons

Weapon Cost (Shards) Cost (Materials)
Forgefire
Icerail
Stormslinger
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