Description: A polished, dark grey or black onyx staff, roughly human height, topped with a multifaceted crystalline cluster that subtly gathers ambient energy. Its surface is cool to the touch, and faint, static charges can sometimes be felt around the crystal.
Function: In melee, it functions as a normal staff. As a ranged attack (30ft range), the crystal can project a focused arc of lightning, dealing 1d6 electrical damage to a single target, or 1d4 electrical damage to two adjacent targets. This costs one charge per attack, and the staff has 3 charges per day, recharging at dawn.
Description: A robust spear with a shaft of dense, unpolished black onyx, culminating in a wickedly sharp, crystalline tip. When activated, the tip glows with an intense, silent red heat, causing the air around it to shimmer distortingly.
Function: Functions as a normal spear, but when activated (as a bonus action, lasting for 1 round), the tip becomes superheated. On a successful hit, it deals its normal damage plus 1d6 extra fire/heat damage, searing flesh and melting softer materials. It can be activated 3 times per day.
Description: A wrist-mounted device or small, handheld pistol-grip unit made of layered onyx and smooth, dark metal. A small aperture at the front hums faintly, and a contained, obsidian sphere subtly rotates within.
Function: Fires dense, rapidly accelerated kinetic orbs (small, compressed energy spheres that manifest as solid, black projectiles), dealing 1d8 blunt force damage. These projectiles hit with surprising impact, often causing minor knockback (GM‘s discretion for smaller targets). It carries 6 charges and recharges 1d4 charges daily.
Description: A slender, elegant handheld device of sculpted onyx, resembling a stylized, elongated claw or tuning fork. It emits no visible beam, but a faint, high-pitched whine is audible only to the wielder when activated.
Function: This is a non-lethal, tactical weapon. It targets a single creature within 60 feet. The target must make a Wisdom saving throw (DC 14). If failed, they become disoriented for 1d4 rounds, suffering disadvantage on all attack rolls and skill checks. No damage is dealt. It can be used 3 times per day.
Description: A compact, almost elegant device resembling a short, thick pistol, carved from light-grey onyx with a slender, needle-like crystalline barrel. It emits a barely audible, icy hiss when prepared.
Function: Fires a concentrated burst of super-cooled particles. Targets hit take 1d6 cold damage. Additionally, on a successful hit, the target’s movement speed is halved for 1 round. It has 4 charges and recharges 1d3 charges daily.
Description: A sleek, wrist-mounted or palm-sized device of seamless black onyx, featuring a dark, polished lens that seems to absorb light. When activated, it emits no sound or visible beam, but the air around the lens shimmers subtly.
Function: Fires a focused wave of psionic energy at a single target within 60 feet. The target must make a Wisdom saving throw (DC 14). If failed, they take 1d6 psychic damage and are disoriented (suffering -1 to attack rolls and saving throws) for 1 round. If successful, they take no damage but are still slightly disoriented (suffering -1 to their next attack roll or saving throw) for 1 round. This damage directly affects the mind and bypasses physical armor. It can be used 3 times per day, recharging at dawn.
Description: A long, elegant polearm with a shaft of polished black onyx, culminating in a wickedly curved, razor-sharp blade that shimmers with faint, almost imperceptible distortions, as if constantly interacting with a slightly different moment in time.
Function: Functions as a glaive (1d8 slashing/piercing). Once per day, as an action, the wielder can “prime” the blade for 1 round. On a successful hit during this primed round, the target takes normal damage, and their speed is halved for 1d4 rounds as they perceive themselves moving sluggishly through time. A successful Dexterity saving throw (DC 13) negates the speed reduction. This is a subtle temporal effect, not a physical one.
Description: A vicious, claw-like weapon crafted from jagged, multi-faceted onyx, designed to fit over a Grey’s hand or limb. Its points shimmer with faint, almost unnoticeable energetic distortions.
Function: Functions as a claw/short sword (1d6 slashing damage). Once per day, when this weapon successfully hits a target that possesses spell slots or psychic abilities, the wielder can choose to siphon a minute amount of their energy. The target must make a Wisdom saving throw (DC 13). If failed, they lose the ability to cast one 1st-level spell or use one minor psychic ability (GM‘s discretion) on their next turn, as their connection to their power is briefly disrupted. This does not consume a Grey’s action.
Description: A straight, double-edged sword crafted from highly polished, obsidian-black onyx. Its surface is perfectly smooth and seems to absorb all light. There are no visible runes or enchantments, but the blade feels subtly heavy with a non-physical weight, almost a mental pressure, when wielded.
Functionality: Functions as a medium sword (1d8 slashing damage). Its true power lies in direct mental assault. On a successful hit, the blade delivers its normal damage. Additionally, once per day, the wielder can choose to send a psychic spike into the target’s mind. The target must make a Wisdom saving throw (DC 13). If failed, they take an additional 1d4 psychic damage and are stunned for 1 round (cannot take actions), as their mind is overwhelmed by alien thought-patterns. If successful, they take no psychic damage but are disoriented, suffering disadvantage on their next attack roll.