Barukh Catalog 08
This article is part of Runarcana + and isn’t canon to Runarcana RPG
Barukh Hassar is a former mercenary, scholar of magic items, and Shurimane adventurer; after retiring, he became a merchant of these kinds of items. Barukh is an elderly man with deeply tanned skin and long, straight white hair usually tied up in a kind of turban. He wears a very well-trimmed white mustache and beard and carries himself with great confidence.
A striking personality, Barukh holds a great deal of useful information for any adventurer, not limited to knowledge of Shurima, but of all Runeterra, including territories unknown to most people. A charismatic person, at first he’s all ears, but once his trust is earned, he treats adventurers like the children he never had.
Although Barukh holds a great deal of information, he prefers to hear tales of adventure before giving out any of it; he usually enjoys talking with travelers, adventurers, and other merchants while seated on cushions on the floor of his tent, offering the finest red mint tea in all of Runeterra.
A retired adventurer, Barukh devotes himself to running his business and is revered throughout Shurima (even beyond it, as in Noxus and Demacia), and though he has the look of a weary old man, his vigor is surprising, and no adventurer in their right mind would enter combat with someone considered a great warrior by Jax.
The Barukh Catalog is a booklet that still travels across Runeterra to this day, its many editions copied exhaustively and passed along.
Mechanics
The items in the Barukh Catalog are a collection of items that were crafted, built, or imbued with a specific synergy with each of Runarcana RPG’s classes and gathered into this catalog with information, descriptions, and even illustrations to make them easier to identify. Each of them has a trait that can work with practically any character, but only characters of the class with synergy to those items can draw out their full potential.
Each of these weapons can be found practically anywhere in Runeterra, whether in the hands of adventurers or even lost in some dungeon or forgotten tomb.
Barukh Catalog 08
The Catalog is a booklet of pamphlets describing various weapons catalogued by Barukh. These catalogs often contain notes from adventurers who were searching for specific items, which can hold useful information about their whereabouts.
Kindness
Weapon (revolver), rare (requires attunement by a gunslinger)
A revolver created and blessed by a demon. At least, that’s the story behind this weapon, which resembles a black metal revolver with a slightly longer barrel adorned with demonic runes in vivid red. This weapon is extremely uncomfortable to wield; it has the Improper property.
This light firearm resembles a revolver and is compatible with revolver or pistol ammunition. When you attune to this weapon, it loses the Improper property, begins dealing magic damage, and you gain the Goodbye, Fool ability.
Goodbye, Fool. When you activate this ability, for a number of turns equal to your proficiency bonus, your weapon loses the “capacity” property and reloads itself automatically. It gains a reddish glow that spreads to another light firearm you’re wielding, and all your attacks with these two firearms deal 2d8 additional Disruptive damage, and you can make two additional attacks as part of your Attack action. Any critical damage dealt while this ability is active has its damage maximized. If you roll a natural 1, the ability ends prematurely, consuming a use as normal, and both weapons explode in your hand, dealing 4d8 Disruptive damage to you and becoming Broken. At the end of the ability, the weapon is left with the same amount of ammunition it had before the ability, and you gain the Weakened condition until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Scorpion Vambrace
Weapon (dagger), rare (requires attunement by a mercurial)
This bronze vambrace belonged to a Baccai of Shurima who always acted as a spy for the Emperors across several regions, ultimately losing his life after the Darkin’s dominion, for refusing to join them. The vambrace has a hidden, built-in harpoon that can be shot outward or retracted with a bonus action.
This harpoon can be used as a dagger and has a spectral cord linking it to the vambrace; when used as a thrown weapon, it returns to your hand at the end of your turn. While attuned to this item, you gain the Scorpion’s Kiss ability.
Scorpion’s Kiss. While the Harpoon is retracted, you can activate this ability as part of your Attack action. When you activate it, make an attack along a 30-foot line; you must make an attack roll against the first target in that line. On a hit, this attack deals 6d6 Poison damage. As part of the attack, you can choose to perform a pull; the target must make a Strength or Dexterity saving throw (whichever is lower) with a DC of 10 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).
If the target fails the saving throw, it’s pulled to within 5 feet of you and becomes Stunned until the end of your turn, and the harpoon returns to your hand to be used normally. On a success on the saving throw or a miss on the attack roll, the harpoon returns to the vambrace as part of the same attack.
You can do this a number of times equal to your proficiency bonus per long rest. If you reduce a target to 0 hit points during the turn in which you performed the pull, the use is restored.
Cloud Sword
Weapon (greatsword), rare (requires attunement by a Ki manipulator)
An enormous sword made of metal, with overlapping metal plates that make it a truly frightening sight, which once belonged to a young man who crossed dimensions. This weapon is extremely uncomfortable to wield; it has the Improper property.
When attuned to by a Ki manipulator, this weapon locks away 2 Ki points, loses the Improper property, and reveals its true form; on landing critical hits you regain 1 Ki point, and additionally you gain the Rend Trees ability.
Rend Trees. When you activate this ability with a bonus action, for a number of turns equal to your proficiency bonus, your attacks deal 4d6 additional Vibrational damage, and you can make an additional attack as part of your Attack action. At the end of the effect, the user gains the Weakened condition until the end of their next turn. You can do this a number of times equal to your proficiency bonus per long rest.
New Properties
Edge. A weapon with this property has its critical range improved to the value that accompanies the property; if it has a second value, that’s the critical damage multiplier.
Hybrid. A hybrid weapon can deal two different damage types, specified as Damage 1 and Damage 2.
Improper. An improper weapon can be used like a normal weapon by anyone proficient with it, but all its attack and damage rolls have a penalty that accompanies the property.
| Name | Damage 1 | Damage 2 | Weight | Properties |
|---|---|---|---|---|
| Scorpion Harpoon | 3d6 lacerating | 3d6 incisive | 0,25 kg | Finesse, Hybrid, Light, Thrown (range 40/80 feet) |
| Kindness | 1d10 piercing | - | 1,5 kg | Capacity 5, Strength 11, Range 60/250 feet, Misfire 3, Improper (-2) |
| Attuned Kindness | 3d10 incisive | - | 1 kg | Capacity 5, Strength 9, Range 100/300 feet, Misfire 1 |
| Cloud Sword | 2d6 slashing | - | 5 kg | Heavy, Improper (-2) |
| Attuned Cloud Sword | 4d8 lacerating | 4d8 crushing | 1,5 kg | Finesse, Extension, Hybrid, Versatile (2d8), Edge 18, 3 |
