Mamekan Blades, Alchemical Weapons and Martial Arts

Much of the inspiration and details were developed from Colombia Games information.

The Order of the Warriors of Mameka is a much-feared fighting force sponsored by the Priest-artificers of the Order of Mamaka, Master of Steel. They are renowned for their spiritual toughness and discipline, wielding magnificent holy greatswords and a wide array of terrifying alchemical weaponry.

The Sykaif - Mamekan Blades

The legendary Sykaif or Mamekan Blades are crafted at Castle of Benedes by the Mamekan. A mysterious man said to be a direct descendant of the Agrik's Personal Weapon-smith.

These powerful, uniquely patterned blue steel have a piece of flawless cherry amber embedded in their pommel. After a painful blood ritual performed by the Priests of the Order of Mamaka, the Knight's soul is bonded with this weapon. After his death, his soul is stored in the amber gemstone until released to the afterlife in a solemn ritual. The Order of Mameka will go to any lengths to recover lost blades.

The Sykaif are either of Masterwork (+2) or Legendary (+3) Quality; however, after bonding with a warrior, they become +2 or +3 Magical Greatswords, and the wilder can use the Searing Smite Spell at least once per day. Some particularly devout Knights may have access to other Smites as well.

In the hands of anyone else, these weapons will be cursed, and any attacks made with it will be at Disadvantage.

Martial Art - Strength of Brothers

Strength of Brothers a complex martial art that stresses mutual defense without compromising offense. Order of the Warriors of Mameka. This grants knights a +1 AC bonus for every adjacent Knight trained in this fighting style to a maximum of +4.

Alchemical Weapons

The Common Mameka Warriors use Alchemical Bombs made for them by the Priest-artificers of the Order of Mamaka, Master of Steel. These are ceramic grenades shatter upon impact, releasing their alchemical contents. They can be thrown with a range of 20/60ft; however, the Order has trained its members in using the Mamekan Heavy Sling, an exotic weapon designed to launch these bombs to a range of 40/100 ft. Mamekan warriors and knights are routinely exposed to these bombs during training and have advantage on any saving throws of accidentally caught in their area of effect.

Example Bombs

Mamakan Alchemy Bomb - Ahnu’s Breath

Explosive

Legendary

The bomb explodes into a cloud of dense fumes that irritate the lungs and eyes.

Type Damage Damage Range
Simple Ranged

All within a 5ft burst take 1d6 Poison Damage and must make a DC13 Constitution Saving Throw or be Blinded and have 2 temporary levels of exhaustion for 1d4+1 rounds.

The target repeats the saving throw at the end of each of its turns, ending the effects on itself on a success.

Poison 20/60ft

Cost: Not available for sale
Weight: 2 lbs

Mamakan Alchemy Bomb - Mamaka’s Revenge

Explosive

Legendary

The bomb explodes in a burst of a heated glass-like substance that burns exposed skin.

Type Damage Damage Range
Simple Ranged

All within a 5ft burst take 1d6 Fire damage and must make a DC13 Dexterity Saving Throw or be incapacitated for 1d6 rounds.

The target repeats the saving throw at the end of each of its turns, ending the effects on itself on a success.

Fire 20/60 ft

Cost: Not available for sale
Weight: 3 lbs

Mamakan Alchemy Bomb - Thunderclap

Explosive

Legendary

The bomb explodes with a thunderous bang, which deafens and possibly stuns opponents.

Type Damage Damage Range
Simple Ranged

All within a 10ft burst are deafened for 1d4 rounds and must make a DC13 Constitution Saving Throw or take 1d4 Thunder damage and be stunned for 1 round.

Thunder 20/60ft

Cost: Not available for sale
Weight: 3lbs

Mamakan Alchemy Bomb - Mamakan Fire

Explosive

Legendary

The bomb is an extremely potent version of Alchemist fire. This sticky, adhesive fluid ignites when exposed to air.

Type Damage Damage Range
Simple Ranged

This sticky, adhesive fluid ignites when exposed to air.

On a hit and at the start of each of its turns, the target takes 1d8 Fire damage. A creature can end this damage by using its action to make a DC 13 Dexterity check to extinguish the flame.

Water cannot be used to douse the flames; it instead spreads it. If the target is wet the Dexterity check to extinguish the flames is made disadvantage.

Fire 20/60ft

Cost: Not available for sale
Weight: 3lbs

Mamakan Alchemy Bomb - Smoke

Explosive

Legendary

The bomb contains a greasy liquid that quickly produces thick black smoke on contact with air.

Type Damage Damage Range
Simple Ranged

On impact, you create a 20-foot-radius sphere of smoke, and anything in its area is heavily obscured.

It lasts for at least 5 minutes or until a wind of moderate or greater speed disperses it.

None 20/60ft

Cost: Not available for sale
Weight: 2lbs

Mamakan Blade and Bombs artwork by Attacus. 



Cover image: by Attacus

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