Hallowed Sword
Weapon (longsword),
Finesse, Rare (requires attunement)
"A heavy sword with a hollow at its center. This cumbersome sword appears broken or perhaps unfinished. A piston-like mechanism is buried deep inside."
You gain a +1 to attack and damage rolls with this weapon. Before making a weapon attack with the hallowed sword, you can choose to make a slashing attack or a piercing attack.
Slashing attack: This weapon attack deals 1d10 slashing damage. If the attack hits, you can make an additional slashing attack this turn as a bonus action.
Piercing attack: The weapon attack deals 2d6 piercing damage. On a hit, the targets AC is reduced by 1 until the end of your next turn.
Upgrades
The Hammer and Chisel may acquire the following upgrades.
Mechanical Spike
Hallowed Sword Upgrade, Rare
"A spike that can be embedded within the Hallowed Sword.
A slender, needle-like spike that connects to an advanced mechanism. With the press of a hidden button, the spike springs forth with vicious force."
Piercing attacks reduce the targets AC by an additional 1.
Once per short rest you can expend your action to to spring forth the spike hidden within the sword. Make a piercing attack, gaining a reach of 10ft. On a hit, the target suffers 4d8 additional piercing damage, and must succeed a DC 15 Strength saving throw or become stunned until the end of your next turn.
Molten Spike
Hallowed Sword Upgrade, Rare
"This molten spike fits perfectly inside the Hallowed Sword.
In an age long past, the Servants of Vatra used these spikes in stonebirth rituals. The goddess's ill-bred offspring could not hatch without their aid."
Once per short rest you can expend your action to to spring forth the molten spike hidden within the sword. Make a piercing attack, gaining a reach of 10ft. On a hit, the target suffers 4d8 additional fire damage, and must succeed a DC 15 Constitution saving throw or become paralyzed until the end of your next turn.
Art Credits: All art from Mortal Shell
UI/Icon Artists: Yevheniia Lysa, Natalia Glushenkova, Artem Grishin
Full game credits found here: https://www.youtube.com/watch?v=_VJqI_5R_q0
Martyr's Blade
Weapon (greatsword),
Reach 10ft, Rare (requires attunement)
"A two-handed sword, achingly cold to grasp.
A remnant from a long dead empire. The First Martyr reserved this greatsword for heretics, but the blade fell upon many pious necks. In time devotion was not enough, the Enshrined whispered of new sins and new foes hidden within their ranks.."
You gain a +1 to attack and damage rolls with this weapon. Before making a weapon attack with the Martyr's Blade, you can choose to make a slashing attack or a piercing attack.
Slashing attack: This weapon attack suffers disadvantage. On a successful hit the weapon attacks deals 2d12 slashing damage to the target, and 1d6 slashing damage to all enemies within 5ft of the wielder.
Piercing attack: The weapon attack deals 2d6 piercing damage. If the attack misses, you can make an additional piercing attack as a bonus action.
Upgrades
The Hammer and Chisel may acquire the following upgrades.
Petrified Winterglass
Martyr's Blade Upgrade, Rare
"This shard of winterglass fits inside of the Martyr's Blade.
Though long petrified, this winterglass twinkles with a faint resonance. These gems are prized by the Martyrs for preserving the dead and the dying. Their frozen bodies become relics, broken apart and shared with the most pious of their order."
Once per short rest, as an action you can imbue the Martyr's Blade with chilling sharp ice. While the blade is imbued with ice, it deals an additional 4d6 cold damage. Each time it strikes a target, the targets movement speed is reduced by 10ft until the end of its next turn, and the amount of cold damage the Marty'rs Blade deals on following attacks is reduced by 1d6, as some of the ice breaks upon the target. When the cold damage reaches 0d6, the effect ends.
Radiant Winterglass
Hammer and Chisel Upgrade, Rare
"This winterglass gem could be nestled inside the Martyr's Made.
For those whose wickedness marks them unworthy of a simple execution, there is another verdict. These sinners are given poison and then bound in a prison of winterglass, so their deaths may be prolonged for centuries."
Once per short rest, as an action, you can leap into the air, striking the blade down into the earth, cascading icy spikes out from beneath you towards your surrounding enemies. All creatures within 10ft of you must succeed a DC 15 Dexterity saving throw. On a failure they suffer 4d6 cold damage, and are stunned until the end of your next turn, as they are frozen within the frigid ice. On a success they suffer half damage.
Hammer and Chisel
A pair of Weapons (one warhammer and one dagger),
Finesse, Rare (requires attunement)
"The only tool fit to write of eternity.
Though Innocuous in appearance, it is only these tools that the Twiceborn etched histories and scripture upon the sacred tablets. Beneath the hammer's blow, reality itself bends and breaks."
You gain a +1 to attack and damage rolls with these weapons. Before making a weapon attack with the Hammer and Chisel, you can choose to make a hammer attack or a chisel attack.
Hammer attack: The weapon attack suffers disadvantage, but deals 2d10 bludgeoning damage. When you strike a target with this attack, they must succeed a DC 15 Strength save or are knocked prone.
Chisel attack: The weapon attack deals 1d8 piercing damage. You can make an additional chisel attack this turn as a bonus action.
Upgrades
The Hammer and Chisel may acquire the following upgrades.
Perfumed Censer
Hammer and Chisel Upgrade, Rare
"An incense holder that connects to the Hammer and Chisel.
The sweet smell wafting from this censer hides a poisonous reaction within. The brethers use these burnt offerings to confuse and confound their senses. In a state of rapturous delirium, they behold obscene truths and righteous falsehoods."
Your chisel gains 3 charges. You regain any spent charges on the completion of a short rest.
When you hit a target with a chisel attack, you can expend a charge to force the target to make a DC 15 Constitution saving throw. On a failure they become poisoned until the end of your next turn.
Additionally, once per short rest you can expend your action to summon ephemeral clones of your chisel, and toss them at nearby enemies. All enemies within 15ft of you must succeed a DC 15 Dexterity saving throw. On a failure they suffer 4d8 piercing damage, taking half damage on a success.
Foul Censer
Hammer and Chisel Upgrade, Rare
"This foul censer may be hung from the Hammer and Chisel.
A vesper hymn is not complete without the ringing of bells and burning of incense. It is more than mere ceremony, the miasma loosens the bonds of spirit and flesh, unraveling their connection."
Hammer attacks deal an additional 2d6 poison damage against poisoned targets.
In addition, once per short rest you can strike your chisel with your hammer, shooting the chisel towards a target. Make a chisel attack, gaining a range of 30/60ft for this attack. On a hit, the attack deals an additional 5d8 piercing damage and the target is knocked back 10ft. If they cannot move 10ft due to a wall or other obstruction, the chisel pins them to the obstruction, stunning them until the end of your next turn.
Smoldering Mace
Weapon (maul),
Reach 10ft, Rare (requires attunement)
"Ashes drift from the mace's smoldering head.
This mace bears an inscription: "Righteous fire may only be wielded by a disciple consecrated by wrath and fury."
You gain a +1 to attack and damage rolls with this weapon. Before making a weapon attack with the smoldering mace, you can choose to make a bludgeoning attack or a slam attack.
Bludgeoning attack: This weapon attack deals 2d8 bludgeoning damage.
Slam attack: This weapon attack suffers disadvantage. On a successful hit the weapon attacks deals 2d10 bludgeoning damage to the target, and 1d12 bludgeoning damage to all enemies within 5ft of the target.
Upgrades
The Hammer and Chisel may acquire the following upgrades.
Foundry Stone
Smoldering Mace Upgrade, Rare
"This Foundry Stone was once meant to light the Smoldering Mace.
Before it was re purposed, the Shrine of Ash served as a foundry where great weapons were forged by the Metallurgists. They sought rare ores and precious gems, attuning them with the essence of fire."
Once per short rest, as an action you can awaken the fire within the smoldering mace. While the mace is on fire, it deals an additional 4d8 fire damage. Each time it strikes a target, the amount of fire damage the Smoldering mace deals on following attacks is reduced by 1d8, as some of the fire is quenched. When the fire damage reaches 0d8, the effect ends.
Awakened Stone
Smoldering Mace Upgrade, Rare
"Given the linework, this stone would surely fit the smoldering Mace.
The metrallurgists ambition could not be sated by forging mundane wonders. They sought to imprison the godss within their weapon. They crafted diving coals from the unfortunate souls who dared to claim they were immortal."
Once per short rest, as an action, you can make an explosive attack, slamming the smoldering mace into your enemies, releasing a bout of flames. Choose a point within 10ft of you. All creatures within 10ft of the point (excluding yourself) must succeed a DC 15 Dexterity saving throw. On a failure they suffer 5d12 fire damage and are knocked prone, taking half damage on a successful save.