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Storied Catalysts

Each catalyst lists it’s suitable base weapons, statistics, it’s passive effect and it’s Heat Trigger. Damage from a Heat Trigger is the same as the base weapon unless it specifies otherwise. Aspect Catalysts are relisted here for convenience, though are only available through their associated subclass feature.

Catalyst Table
CatalystSuitable BasesDamagePropertiesMastery
AweGreataxe, Greatsword, Maul2d6Heavy, Two-HandedTopple
ClamourHeavy Crossbow, Musket1d10Ammunition (Range 100/400; Bolt) Heavy, Two-HandedPush, Slow
CollapseGreat club, Maul, Warhammer2d6Heavy, Thrown (20/60), Two-HandedTopple
DaringRapier, Scimitar, Shortsword1d8FinessePush, Vex
DefiancePike, Spear, Trident1d8Thrown (20/60), Versatile (1d10)Push, Sap
EmberBattleaxe, Handaxe, Light Hammer1d6Light, Thrown (80/320)Vex
FealtyLongsword, Mace, Morningstar1d8Versatile (1d10)Cleave, Vex
GuileFlail, Whip1d6Finesse, ReachGraze, Slow
HarmonyClub, Quarterstaff1d6Versatile (1d8)Slow, Topple
HruntingGlaive, Greatsword, Halberd2d6Heavy, Reach, Two-HandedGraze
ImprisonmentFlail, Mace, Morningstar1d8ReachSap, Slow
InevitabilityGreataxe, Greatsword2d6Heavy, Two-HandedCleave, Graze
MischiefClub, Light Hammer, Warhammer1d6Light, Thrown (30/90)Push, Topple
MomentumDagger, Shortsword, Sickle1d4Finesse, Light, Thrown (20/60)Vex
ProsperityLongsword, Rapier, Scimitar1d8Finesse, Versatile (1d10)Sap, Vex
ReverieDart, Sling1d4Ammunition (Range 30/120; Bullet), LightSlow, Vex
ResolveBattleaxe, Longsword, Warhammer1d8Versatile (1d10)Cleave, Sap
SolitudeLight Crossbow, Shortbow1d6Ammunition (Range 80/320), Light // Finesse, Light, Thrown (20/60)Vex
SorrowDagger, Scimitar, Sickle1d6Finesse, LightSap
StainJavelin, Spear, Trident1d6Thrown (30/120)Slow
StrayLongbow, Musket1d8Ammunition (Range 150/600; Arrow), Heavy, Two-HandedSlow
TriumphGreatsword, War Pick2d6Heavy, Two-HandedCleave, Topple
TumultGlaive, Greatsword, Halberd1d12Heavy, Reach, Two-HandedCleave, Slow
VerdictHand Crossbow, Pistol1d8Ammunition (Range 30/90; Bolt)Vex
VigilGlaive, Halberd, Pike1d10Heavy, Reach, Two-HandedPush, Graze
VoracityGreataxe, Greatclub, Maul2d6Heavy, Two-HandedSap
WhisperBlowgun1d4Ammunition (Range 25/100; Needle)Graze, Vex
YearningLance, Pike1d10Heavy, Reach, Two-HandedTopple
DreadGlaive, Halberd, Sickle1d10Reach, Two-HandedCleave
LustFlail, Whip1d6Finesse, ReachSlow
PrideLongsword, Rapier, Scimitar1d6 / 1d10Finesse, Versatile (1d8/1d12)Topple / Vex
WrathBattleaxe, Greataxe, War Pick1d12Two-HandedGraze

Awe

A towering instrument of brilliant gold.
Bases. Greataxe, Greatsword, Maul
Passive. When a creature is knocked Prone due to Awe’s Topple mastery, it takes additional weapon damage equal to your Charisma modifier.
Heat Trigger (3 Heat). When you knock a creature Prone with Awe, it must succeed a Wisdom saving throw or take Psychic damage equal to your Heat Die, and must use an Action to stand up next turn, else remain Prone.

Clamour

A booming weapon capable of thunderous shots.
Bases. Light Crossbow, Heavy Crossbow, Musket
Passive. When you manifest Clamour, you can choose for it to have the Push or Slow mastery property.
Heat Trigger (5 Heat). When you attack with Clamour, you can replace an attack with a blast in a 60-foot-long, 5-foot-wide Line. Each creature must make a Dexterity saving throw. On a failed save it takes damage equal this weapons damage plus Thunder equal to two rolls of your Heat Die. Creatures within 30 feet that take this damage are Deafened until the end of your next turn. On a successful save, a target takes half as much damage only.

Collapse

A strangely light brass hammer etched with gold that seems to hover barely above every surface.
Bases. Greatclub, Maul, Warhammer
Passive. Collapse has the Thrown property. When you throw it, it deals 2d4 damage instead of 2d6.
Heat Trigger (3 Heat). When you hit a creature with Collapse, a shock wave originating in a 15-foot-Cone directly behind the creature crashes in a forceful wave. The target and each creature in the Cone must succeed a Strength saving throw or take Force damage equal to a roll of your Heat die and fall Prone. On a successful save, a creature takes half the damage only.

Daring

An impossible slender ebony blade that seeks challenge.
Bases. Rapier, Scimitar, Shortsword
Passive. When you manifest Clamour, you can choose for it to have the Push or Vex mastery property.
Heat Trigger (5 Heat). When you make an attack with Daring, you can grant yourself Advantage with it. The attack critically strikes on a roll of a 19-20 and deals an extra two rolls of your Heat Die of damage on a hit. On a miss, you lose on additional Heat, if you have any.

Defiance

A warm to the touch bronze polearm that promises nothing gets past.
Bases. Pike, Spear, Trident
Passive. When you manifest Defiance, you can choose for it to have the Push or Sap mastery property.
Heat Trigger (4 Heat). When you manifest Defiance, you can ward the area within a 10-foot Emanation originating from you until the start of your next turn. The ground in that area becomes Difficult Terrain for creatures of your choice, and once per turn, when a creature moves into a space within reach while you hold Defiance, you can cause it to take Piercing damage equal to your Charisma modifier.

Ember

A subtle sidepiece whose edge never quite stops smouldering.
Bases. Battleaxe, Handaxe, Light Hammer
Passive. Ember’s thrown range is increased, to 80/320.
Heat Trigger (2 Heat). When you hit a creature with Ember, it takes extra Fire damage equal to a roll of your Heat Die. Until the end of your next turn, it sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and it can’t benefit from the Invisible condition.

Fealty

A loyal arm that never leaves companions behind.
Bases. Longsword, Mace, Morningstar
Passive. When you manifest Fealty, you can choose for it to have the Cleave or Vex mastery property.
Heat Trigger (3 Heat). When you hit a creature with Fealty, it takes extra Radiant damage equal to a roll of your Heat Die, and the first attack it makes before the start of your next turn has Disadvantage, unless it targets you.

Guile

A coiling lash reminiscent of a snake ready to strike.
Bases. Flail, Whip
Passive. When you manifest Guile, you can choose for it to have the Graze or Slow mastery property. Additionally, when you deal damage with Guile, you can choose for it, and it’s Trigger, to deal no damage. If you do so, it’s Trigger costs 1 less Heat to activate.
Heat Trigger (3 Heat). When you hit a creature with Ember, it takes extra Poison damage equal to a roll of your Heat Die. If the target is Large or smaller, you can swap places with it. An unwilling creature makes a Charisma saving throw to resist this effect.

Harmony

An impeccable balanced staff that is otherwise plain.
Bases. Club, Quarterstaff
Passive. When you manifest Harmony, you can choose for it to have the Slow or Topple mastery property.
Heat Trigger (4 Heat). When you hit a creature with Harmony, one ally you can see within range can take a Reaction to move up to half of it’s Speed without provoking Opportunity attacks, and make one attack against the same target.

Hrunting

A colossal slab of well balanced steel, only used by the most courageous.
Bases. Glaive, Greatsword, Halberd
Passive. Hrunting has the Reach property.
Heat Trigger (5 Heat). When you end your turn wielding Hrunting, you can adopt a defensive stance. Allies within reach and yourself gain a +2 bonus to Armour Class until the start of your next turn. Opportunity attacks made in this stance deal an additional dice of weapon damage.

Imprisonment

A cold white chain with a frost-pale sheen that seems to hiss as it moves.
Bases. Flail, Mace, Morningstar
Passive. When you manifest Imprisonment, you can choose for it to have the Sap or Slow mastery property.
Heat Trigger (5 Heat). When you hit a creature with Imprisonment, it takes extra Cold damage equal to a roll of your Heat Die. Until the end of your next turn, it’s Speed is reduced to 0 and it has Disadvantage on saving throws made to resist or escape the Grapple condition.

Inevitability

A twin bladed monstrosity with deep serrations built into it’s edges.
Bases. Greataxe, Greatsword, Halberd
Passive. When you manifest Inevitability, you can choose for it to have the Cleave or Graze mastery property.
Heat Trigger (5 Heat). When you manifest Inevitability, you can lock its blades together. Until the end of your next turn, attacks with Inevitability deal extra damage equal to two rolls of your Heat Die. This bonus damage applies to the Cleave and Graze properties of this catalyst.

Mischief

A lightweight hammer with a crooked smile carved into it’s face.
Bases. Club, Light Hammer, Warhammer
Passive. When you manifest Mischief, you can choose for it to have the Push or Topple mastery property.
Heat Trigger (1 Heat). When you hit a creature with Mischief, you can force it to succeed an Intelligence saving throw or drop one object of your choice that it’s holding. The object lands at it’s feet.

Momentum

A clean featureless knife that is never where you left it..
Bases. Dagger, Shortsword, Sickle
Passive. Attacks with momentum ignore temporary bonuses to AC such as from the Shield spell or cover.
Heat Trigger (2 Heat). When you hit a creature with Momentum, you can immediately take the Dash or Disengage action (no action required).

Prosperity

A long, simple blade with a two-toned face. It’s guard is coated in moss and flowers.
Bases. Longsword, Rapier, Scimitar
Passive. When you manifest Prosperity, you can choose for it to have the Sap or Vex mastery property.
Heat Trigger (4 Heat). When you reduce a Worthy creature to 0 Hit Points with Prosperity, each creature of your choice within 30 feet of you, including yourself, gain Temporary Hit Points equal to a roll of your Heat Die plus your Charisma modifier. Plants in the area bloom.

Resolve

A plain, well-kept arm built for fundamentals.
Bases. Battleaxe, Longsword, Warhammer
Passive. When you manifest Resolve, you can choose for it to have the Cleave or Sap mastery property.
Heat Trigger (3 Heat). When you hit a creature with Resolve, it takes extra weapon damage equal to a roll of your Heat Die. The first time the target damages you before the start of your next turn, you can reduce that damage by a roll of your Heat Die plus your Charisma modifier.

Reverie

A simple weapon that strikes like a half-remembered dream.
Bases. Dart, Sling
Passive. When you manifest Reverie, you can choose for it to have the Slow or Vex mastery property.
Heat Trigger (4 Heat). When you hit a creature with Reverie, it takes extra Psychic damage equal to a roll of your Heat Die, and it must succeed a Constitution saving throw. On a failure, the next instance of damage it takes before the end of your next turn is doubled, to an upper limit equal to twice your Fury level. Creatures that are immune to being magically put to sleep automatically succeed this saving throw.

Solitude

A glasslike bow that splits into two deadly fragments.
Bases. Longbow, Shortbow
Passive. Solitude can be manifested as a Bow or paired Daggers. Each form counts as unique catalysts for the sake of your Fury features.
Heat Trigger (2 Heat). When you hit a creature with Solitude, if it was in Bow form, you can teleport to an unoccupied space within 5 feet of the target. If it was in Dagger form, you can teleport to an unoccupied space you can see within 15 feet. Regardless of outcome, you gain Advantage on the first attack you make with the alternate form before the end of your next turn.

Sorrow

A wicked curved blade that weeps with each life it ends.
Bases. Dagger, Scimitar, Sickle
Passive. When you hit a creature with Sorrow, it has Disadvantage on the first saving throw you force it to make before the start of your next turn.
Heat Trigger (4 Heat). When you hit a creature with Sorrow, if it is Bloodied, it takes extra Necrotic damage equal to two rolls of your Heat Die. If the creature is reduced to 0 Hit Points before the end of your turn, you regain the expended Heat.

Stain

A jade javelin that seems to drip for hours after spilling blood.
Bases. Javelin, Spear, Trident
Passive. Stain deals an additional weapon dice of damage when damaging a creature with a Speed of 0.
Heat Trigger (3 Heat). When you hit a creature with Stain, it must succeed a Constitution saving throw or start bleeding. While bleeding it takes Piercing damage equal to one roll of your Heat Die at the start of each of it’s turns, and you gain 1 Heat if you are within 30 feet of it. A creature can remake this save at the end of each of it’s turns.

Stray

A marble-white sleek weapon with a sharp grip.
Bases. Heavy Crossbow, Longbow, Musket
Passive. Attacking at long range doesn’t impose Disadvantage on your attack rolls with Stray.
Heat Trigger (3 Heat). When you attack with Stray, you can replace an attack with a volley in a 10-foot-radius, 40-foot-tall Cylinder centred on a point you can see within 150 feet. Each creature must make a Dexterity saving throw, taking Piercing damage equal to one roll of your Heat Die on a failed save, or half as much on a success.

Triumph

A red tinted copper blade that rings like a struck bell on victory.
Bases. Greataxe, Greatsword, Halberd
Passive. When you manifest Triumph, you can choose for it to have the Cleave or Topple mastery property.
Heat Trigger (4 Heat). When you score a Critical Hit, or reduce a Worthy creature to 0 Hit Points, using Triumph, each ally within 30 feet of you who can hear you gains Advantage on the next attack roll it makes before the end of it’s next turn.

Tumult

A crescent moon blade that cuts a full circle when swung.
Bases. Glaive, Greatsword, Halberd
Passive. When you manifest Tumult, you can choose for it to have the Cleave or Slow mastery property.
Heat Trigger (5 Heat). When you attack with Tumult, you can replace an attack with a sweeping blow. Each creature within 10 feet, but not within 5 feet, of you must succeed a Dexterity saving throw. On a failure it takes Tumult’s weapon damage plus one roll of your Heat Die. On a success it takes half of Tumult’s weapon damage only.

Verdict

A pair of sleek onyx weapons accented with pale metal..
Bases. Hand Crossbow, Pistol
Passive. Being within 5 feet of a hostile creature doesn’t impose Disadvantage on your attack rolls with Verdict.
Heat Trigger (10 Heat). As an Action while you are holding Verdict you can attack a number of creatures of your choice within range equal to your Charisma modifier. On a hit, each target takes weapon damage equal to your Heat Die plus your Charisma modifier.

Vigil

A sharp, forked instrument shaped like a lightning bolt.
Bases. Glaive, Halberd, Pike
Passive. When you manifest Vigil, you can choose for it to have the Push or Graze mastery property.
Heat Trigger (3 Heat). When you hit a creature with Vigil, each creature within reach takes Lightning damage equal to a roll of your Heat Die.

Voracity

A smoldering haft that corrodes whatever it strikes, stealing some of it’s essence.
Bases. Battleaxe, Longsword, Warhammer
Passive. When you manifest Voracity, you can choose for it to have the Sap or Topple mastery property.
Heat Trigger (3 Heat). When you hit a creature with Resolve, it takes extra Acid damage equal to a roll of your Heat Die, and you gain Temporary Hit Points equal to the extra damage dealt.

Whisper

A slender reed that turns near invisible when exposed to moonline.
Bases. Battleaxe, Longsword, Warhammer
Passive. When you manifest Whisper, you can choose for it to have the Graze or Vex mastery property.
Heat Trigger (2 Heat). When you deal damage to a creature with Whisper, one of your spirits clings to it for 1 hour. While the creature is within 1 mile of you, you know it’s location and whether or not it is Bloodied.

Yearning

A silver lance that longs for some lost piece.
Bases. Lance, Pike
Passive. Yearning’s Reach is increased to 15 feet, but you have Disadvantage on attacks against creatures within 5 feet of you.
Heat Trigger (5 Heat). When you hit a creature with Yearning, if you have moved at least 20 feet in a straight line towards it this turn, it takes extra weapon damage equal to two rolls of your Heat Die.


Aspect Catalysts

Dread

A scythe of drifting mist with a sea-green edge.
Bases. Glaive, Halberd, Sickle
Passive. When you score a Critical Hit or reduce a Worthy creature to 0 Hit Points, using Dread, you gain 1 Heat.
Heat Trigger (6 Heat). As a Bonus action immediately after hitting a creature with Dread, a dark omen flies out from you in a 30-foot-long, 15-foot-wide Line in a direction of your choosing. Each creature of your choice in the Line must make a Strength saving throw. On a failure a creature takes Necrotic damage equal to 1d10 plus a roll of your Heat die, with a creature taking half as much on a successful save,. The first time you damage a creature with Dread before the end of your next turn, it takes an additional 1d10 Necrotic damage.

Lust

A bladed whip of black glass, it’s handle encrusted with gemstones that cause the eye to linger
Bases. Flail, Whip
Passive. Attacks made with Lust deal an additional 1d6 Psychic damage against Captivated creatures.
Heat Trigger (7 Heat). When you hit a creature with Lust, it takes no damage and must succeed a Wisdom saving throw. On a failure it is Charmed by you until the end of your next turn. While Charmed this way, it uses it’s action if it can to attack the a creature that damaged you in the last minute. When the condition ends, or if it succeeds the saving throw, the creature takes Psychic damage equal to a roll of your Heat Die. Creatures immune to the Charmed condition take no damage.

Pride

A pristine white sword that rarely leaves it’s scabbard. Those who see it’s edge rarely see much else.
Bases. Longsword, Rapier, Scimitar
Passive. When a creature you can see hits you with an attack while you hold Pride, you can take a Reaction and spend 2 Heat to make one attack using Pride against that creature.
Heat Trigger (6 Heat). At the start of your turn when you are wielding Pride, you can freely draw the blade for 1 minute, or until you have the Incapacitated condition. While drawn Pride’s damage dice increase, it’s mastery changes and the first time you hit a creature with it each turn, the target takes extra Radiant damage equal to a roll of your Heat Die. While drawn, you can manifest Pride even if you are already holding it, treating it as a unique catalyst each time.
Check catalyst table to see differences between sheathed/drawn

Wrath

A hulking axe made of old bones that grow sharper as you bleed.
Bases. Battleaxe, Greataxe, War Pick
Passive. While you are wielding Wrath and you are Bloodied, Emotional Regulation costs you no Heat
Heat Trigger (5 Heat). When you manifest Wrath while Bloodied, you can cause bones to burst outwards. Each creature of your choice within 15 feet of you makes a Dexterity saving throw, taking Piercing damage equal to two rolls of your Heat Die on a failure or half as much on a success. Until the end of your next turn, while you are Bloodied, your attacks with Wrath deal an additional 1d12 damage on a hit.

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