Kerestian Darksticks (Exotic)

by Aziz

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Kerestian Darksticks

The darkstick is a traditional weapon of the Kerestian people. Dark, lightweight, and wickedly curved, this weapon comes in many variations. The most popular version is that of a handheld size that fits well between the knuckles, allowing more than one to be wielded in the hand at once. All darksticks also have a hollow tip for storing poisons. Skilled Kerestian warriors were known to be able to throw their darksticks and make them fly back to their hands.

Name Cost Damage Weight Properties
Exotic Vibroweapons
Darkstick 1000 cr 1d4 kinetic 3 lb Hidden, Light, Thrown (20/60), Special, Vicious 2

Darkstick

If you are proficient with the darkstick, you can wield up to three of them in one hand. While you are wielding two in one hand, they both gain the Dexterity 11 property, and their damage dice raise to 1d6. While you are wielding three in one hand, these raise to 13 and 1d8, respectively, for all three. (You still can only attack with one at a time, as usual.)

The darkstick includes a specialized compartment for poison. One dose of poison, when installed in this compartment, retains its potency for 1 hour before drying.

Enhanced Darksticks

There are many further exotic twists on the darkstick's base design, from small, concealable blades to massive, two-handed scythes, built for throwing, exploding, or light-absorption. Kerestians can be quite imaginative and enthusiastic when it comes to how they craft and commission their darksticks.

Returning Darkstick

Weapon (darkstick), standard

This darkstick has the returning property.

Throwing a darkstick and having it fly back to the wielder's hand is a feat made easier by technology.

Silent Darkstick

Weapon (darkstick), standard

This darkstick has the silent property.

Darksticks that can't be heard in flight are often the deadliest.

Giant Darkstick

Weapon (vibrosword), premium

This vibrosword has the vicious 1 property.

This weapon includes a specialized compartment for poison. One dose of poison, when installed in this compartment, retains its potency for 1 hour before drying. One dose of poison is effective for the next 3 hits scored by the weapon.

A darkstick designed for chopping with two hands.

Explosive Darkstick

Weapon (darkstick), prototype

This darkstick has the returning property and can have a power cell loaded into it.

Before making an attack with the weapon, you can choose to let it explode on a hit. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 2d8 energy damage on a failed save. Once an explosion has been released by the darkstick, a character must replace the power cell using an action or bonus action (the character’s choice). You must have one free hand to replace the power cell.

This weapon is a darkstick and a grenade all in one.

Shrouding Darkstick

Weapon (darkstick), prototype

You can use a bonus action to project a field of darkness from this weapon. The darkness extends 5 feet from this weapon in every direction, but not through total cover. It lasts until you're incapacitated, you let go of the weapon, or you dismiss it as a bonus action.

Typically paired with infrared goggles, light-absorbing cells are an advantage of modern technology the Kerestians integrate into their blades.

 

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