Difference between revisions of "Weapons (5A)"
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'''Firebrand | '''Firebrand | ||
One of the early firearms. | One of the early firearms. | ||
− | The weapon makes a loud sound when fired, clearly audible at a distance of 300 ft. | + | The weapon makes a loud sound when fired, clearly audible at a distance of 300 ft. and potentially much further downwind or on a still day. |
− | A firebrand takes an action to reload. Certain weapons have multiple barrels; each barrel must be reloaded separately. | + | A firebrand takes an action to reload. Certain weapons have multiple barrels; each barrel must be reloaded separately. |
+ | If you have some effect that reduces loading time, this turns into the normal loading property. | ||
'''Racial | '''Racial | ||
A racial weapon is mainly used by the indicated race and must be bought and serviced by them. | A racial weapon is mainly used by the indicated race and must be bought and serviced by them. | ||
− | Other races can use it, but friendly relations are needed to buy one and other races may doubt your sanity. | + | Other races can use it, but friendly relations are needed to buy one and other races may doubt your sanity. Simple racial weapons are considered martial weapons for outsiders. |
'''Revised | '''Revised |
Revision as of 23:00, 26 June 2021
Starfox's 5th Edition Fan Page |
Weapons
Weapons | Type | Use | Cost | Damage | Damage Type | Range | Weight | Properties |
---|---|---|---|---|---|---|---|---|
#Quarterstaff | Simple | Melee | 2 sp | 1d6 | Bludgeoning | Melee | 4 lb. | Revised, versatile (1d8), special (finesse) |
#Trident | Martial | Melee | 5 gp | 1d8 | Piercing | 20/60 | 4 lb. | Revised, thrown, versatile (1d10) |
#Spetum | Martial | Melee | 12 gp | 1d10 | Slashing | Melee | 4 lb. | Two-handed |
#Long Spear | Simple | Melee | 2 gp | 1d8 | Piercing | Reach | 6 lb. | Reach, two-handed |
#Sabre | Martial | Melee | 25 gp | 1d8 | Slashing | Melee | 2 lb. | Finesse |
#Elfblade | Martial | Melee | 80 gp | 1d8 | Slashing | Melee | 7 lb. | Finesse, heavy, racial (elf), versatile (d10) |
#Flower Spear | Martial | Melee | 10 gp | 1d8 | Piercing | Reach | 4 lb. | Finesse, racial (elf), reach, two-handed |
#Hook | Martial | Melee | 4 gp | 1d4 | Slashing | Melee | 5 lb. | Racial (ogre), special (grapple) |
#Throw Stick | Simple | Ranged | 1 gp | 1d6 | Bludegeoning | 30/120 | 1 lb. | Special, thrown (returns) |
#Shakram | Martial | Ranged | 4 gp | 1d8 | Slashing | 30/80 | 3 lb. | Thrown |
#Cestus | Martial | Melee | 4 gp | 1d8 | Bludgeoning | Melee | 2 lb. | Light, racial (orc), special |
#Katar | Martial | Melee | 12 gp | 1d8 | Piercing | Melee | 2 lb. | Light, racial (orc), special |
#Brass Knuckles | Simple | Melee | 1 gp | 1d4 | Bludgeoning | Melee | 1 lb. | Light |
#Tiger Claws | Simple | Melee | 3 gp | 1d4 | Slashing | Melee | 1 lb. | Light, special (climb) |
#Scorpion | Martial | Ranged | 60 gp | 1d8 | Bludgeoning | 80/160 | 6 lb. | Ammunition, loading, racial (gnome), special (ammunition), two-handed |
#Poi | Martial | Melee | 5 gp | 1d6 | Fire | Reach | 2 lb. | Light, racial (gnome), reach, special (light or reach) |
#Chain Whip | Martial | Melee | 5 gp | 1d8 | Bludgeoning | Reach | 2 lb. | Light, reach, special (light or reach) |
#Chain Flail | Martial | Melee | 25 gp | 1d8 | bludgeoning | Reach | 2 lb. | Racial (dwarf), reach, two-handed |
#Ram Helm | Martial | Melee | 30 gp | 1d6 | Bludgeoning | Melee | 12 lb. | Racial (dwarf), special (shove) |
#Crook | Simple | Melee | 1 gp | 1d4 | Bludgeoning | Melee | 5 lb. | Reach, special (grapple), versatile (d6) |
#Pike | Martial | Melee | 6 gp | 1d8 | Slashing | Reach | 10 lb. | Racial (human), reach, special (extended reach) |
#Mancatcher | Martial | Melee | 15 gp | 1d8 | Slashing | Reach | 10 lb. | Racial (human), reach, special (grapple) |
#Thrower | Martial | Melee | 2 gp | 1d8 | Bludegeoning | 60/180 | 3 lb. | Ammunition, finesse, loading, racial (halfling), special (ammunition) |
#Rock | Simple | Melee | - | 1d4 | Bludegeoning | 20/80 | 0.3 lb. | Racial (halfling), thrown |
#Long Blowgun | Martial | Ranged | 25 gp | 1d4 | Piercing | 70/140 | 5 lb. | Ammunition, loading, special (stealth), two-handed |
#Composite Bow | Martial | Ranged | 125 gp | 1d8 | Piercing | 150/300 | 3 lb. | Ammunition, two-handed |
#Repeating Crossbow | Martial | Ranged | 250 gp | 1d8 | Piercing | 80/160 | 6 lb. | Ammunition (5), loading, racial (gnome), two-handed |
Firebrands
Weapons | Type | Use | Cost | Damage | Damage Type | Range | Weight | Properties |
---|---|---|---|---|---|---|---|---|
#Arquebus | Simple | Ranged | 30 gp | 1d12 | Piercing | 60/180 | 25 lb. | Ammunition, firebrand, special (static), two-handed |
#Musket | Simple | Ranged | 50 gp | 1d12 | Piercing | 40/120 | 10 lb. | Ammunition, firebrand, two-handed |
#Rifled Musket | Simple | Ranged | 1,000 gp | 1d10 | Piercing | 120/360 | 15 lb. | Ammunition, firebrand, heavy, two-handed |
#Pistol | Simple | Ranged | 25 gp | 1d10 | Piercing | 30/90 | 3 lb. | Ammunition, firebrand, light |
#Cavalry Pistol | Martial | Ranged | 40 gp | 1d12 | Piercing | 20/40 | 5 lb. | Ammunition, firebrand, heavy |
#Dueling Pistol | Simple | Ranged | 200 gp | 1d10 | Piercing | 50/100 | 1 lb. | Ammunition, firebrand |
#Blunderbuss | Simple | Ranged | 40 gp | 1d10 | Piercing | 20/40 | 8 lb. | Ammunition, firebrand, special (cone), two-handed |
#Dragon | Martial | Ranged | 30 gp | 1d8 | Piercing | 15/30 | 5 lb. | Ammunition, firebrand, special (cone) |
#Snuff Gun | Simple | Ranged | 50 gp | 1d8 | Piercing | 20/40 | 0.5 lb. | Ammunition, firebrand, light |
#Pepperbox | Martial | Ranged | 500 gp | 1d8 | Piercing | 20/40 | 4 lb. | Ammunition, firebrand (8 barrels) |
#Grenade | Martial | Ranged | 100 gp | 1d10 | Piercing | 20/40 | 1 lb. | Firebrand, special (sphere) |
Weapon Properties
Firebrand One of the early firearms. The weapon makes a loud sound when fired, clearly audible at a distance of 300 ft. and potentially much further downwind or on a still day. A firebrand takes an action to reload. Certain weapons have multiple barrels; each barrel must be reloaded separately. If you have some effect that reduces loading time, this turns into the normal loading property.
Racial A racial weapon is mainly used by the indicated race and must be bought and serviced by them. Other races can use it, but friendly relations are needed to buy one and other races may doubt your sanity. Simple racial weapons are considered martial weapons for outsiders.
Revised An existing weapon that has been modified.
Weapon Descriptions
Quarterstaff
The wizard's staff can be an effective weapon in deft hands. The finesse ability is only usable when the quarterstaff is used in two hands. It is possible to let go of the weapon to cast a spell, and then return to a two-handed grip.
Spetum
A blade mounted on a short pole, this is essentially a short glaive. Called nagamaki in Japan and considered a woman's weapon of home defense.
Long Spear
A dedicated 2-handed spear, popular with militia formations.
Sabre
Pioneered by elves, the sabre is a light, curved blade with a razor's edge.
Elfblade
A long curved sword of elven make, the elfblade is shaped like a wave.
Flower Spear
A spear with a flexible shaft and often a tassel or plume near the blade, the flower spear can strike in unexpected ways. Used by elves, and in certain martial arts styles.
Hook
Handheld or sometimes worn as a prosthetic, a sharpened hook can strike and also make a grapple that inflicts weapon damage.
Throw Stick
A wood or bone stick or stone disc carved to be perfect to throw. Unless it scores a critical hit or you roll a 1 on the attack roll, a throw stick returns to you at the end of your turn.
Shakram
A large metal throwing weapon. Variants can be round, a circle of radiating blades, or flanged. Popular among the Tuov.
Cestus
A weighted glove with a metal striking surface, the cestus is a horrifying weapon properly employed. A cestus cannot be disarmed and the hand cannot be used for anything else; attaching or removing a cestus takes a minute.
Katar
A metal glove with a foot of pointed blade at the end, the katar can punch straight through a man. A katar cannot be disarmed and the hand cannot be used for anything else; attaching or removing a katar takes a minute.
Brass Knuckles
A metal plate with holes for the fingers, an attack with brass knuckles superficially looks like an unarmed strike but is much more dangerous. You can't use the hand with brass knuckles for anything else.
Tiger Claws
A metal claw, tiger claws leave cutting wounds reminiscent of a wildcat's claws. A pair of tiger claws help climbing, giving advantage when climbing on wood and similar surfaces where the claws can catch and won't tear. You can only use a hand with tiger claws to attack or climb.
Poi
A burner attached to a fine chain, the poi does fire damage. Two poi can be joined together and used as two weapons, or the chain can be extended to make a reach weapon, but not both at the same time. A poi needs a flask of oil to burn for 10 minutes. Refueling a poi is an action.
Chain Whip
A length of chain with a weight at the end. Known as the manrikigusari in Japan. Two chain whips can be joined together and used as two weapons, or the chain can be extended to make a reach weapon, but not both at the same time. Variants have blades at the end, doing slashing damage.
Ram Helm
A robust helm of very heavy construction, often decorated with ram's horns, the ram helm is used to make headbutt attacks. Invented and used by dwarves. If you make a shove wearing this, you inflict weapon damage. The ram helm does not require a free hand to wield, but it is not a light weapon and a ram helm attack cannot be combined with other weapons.
Chain Flail
Invented and favored by dwarves, a chain flail is a heavy iron ball on a chain, swung in wide circles in front of or around the wielder.
Crook
A weaponized shepherd's crook. Can be used as a cudgel or to a initiate a grapple with reach and without requiring a free hand. You can also use it to attack a grappled target.
Pike
An very long spear suitable for large formations, such as only human can normally field. The pike increases your reach by 10 ft instead of 5 ft.
Mancatcher
A metal fork with flexible prongs on a long pole. Used by human city guards to capture drunks and dangerous delinquents. Can be used to a initiate a grapple with reach and without requiring a free hand. You can use it to attack a grappled target.
Thrower
Halflings don't give their weapons fancy names. A thrower is a staff with a cup or pouch at the end, used to throw stones or darts (changing the damage to piercing) with impressive range and power. It can also deliver holy water, alchemist's fire and similar missiles at it's full range and with proficiency bonus. It can be used as an agile bludgeon in melee, without ammunition.
Rock
A smooth rock can be an impressive throwing weapon. Only halflings and giants favor this weapon.
Scorpion
A small torsion crossbow, the scorpion is really understood and used only by gnomes. It looks like a small crossbow with a complex metal box in the center. It can fire stones or crossbow bolts (changing the damage to piercing). It can also deliver holy water, alchemist's fire and similar missiles at half it's normal range and with proficiency bonus.
Blowgun
A blowgun about as long as your underarm, firing darts, pebbles, or seeds, always with piercing damage. The blowgun is used to hunt small game like fowl. It is silent and does not give away your position if used from stealth as long as no observer is within 60 ft. (30 ft. if there are lots of distractions, like a melee). 'The blowgun is listed in the normal 5E weapon table, this adds the stealth feature.
Long Blowgun
A blowpipe longer than you, that fires dedicated darts to great effect. It is silent and does not give away your position if used from stealth as long as no observer is within 60 ft. (30 ft. if there are lots of distractions, like a melee).
Composite Bow
A small bow that packs as much punch as a longbow. Favored by mounted archers.
Repeating Crossbow
A gnomic light crossbow with a 5-bolt magazine on top, the repeating crossbow can fire rapidly.
Firearms Descriptions
Arqebus
This overlong smoothbore weapon is a precursor to the musket, and more common than the musket at this time. It must be fired braced on a fork support (included). Using a fork means you cannot move in a turn you fire. If you have an assistant that coordinates their movement with you and does nothing except handle the fork, you can move and fire.
Musket
A musket is a high caliber smooth bore weapon made to produce a high volume of fire against big targets, such as massed infantry.
Rifled Musket
An expensive hunting weapon of comparatively fine caliber. The barrel is rifled, which stabilizes the bullet through rotation.
Pistol
A scaled-down musket, the pistol is still a large weapon. It will become common in civilian use.
Cavalry Pistol
Really a short carbine, the cavalry pistol is made to be as dangerous as a single-hand firearm can be.
Dueling Pistol
A high-quality, fine-calibre wheelock pistol made for precision. Slow to reload and fragile, they seldom saw use on the battlefield, but these weapons were quite popular in duels.
Blunderbuss
A primitive precursor of the shotgun, a blunderbuss is a short, high-caliber musket firing shot; in an emergency it can be loaded with gravel, or whatever junk is available when loading it. The trademark flared muzzle assists in loading, but was not generally very pronounced. It is mainly a weapon for city fighting and shipboard defense. The blunderbuss attacks all targets in a cone out to its range.
Dragon
The pistol version of the blunderbuss, itself a primitive precursor of the shotgun, this is is a high-caliber pistol firing shot. It is a cavalry or ship boarding weapon. The dragon attacks all targets in a cone out to its range.
Snuff Gun
The snuff gun is a small caliber, short barrel weapon concealed in some everyday item - a snuff box is the most popular, but everything from cutlery to holy symbols can have guns fitted in them. Any close inspection will reveal the weapon for what it is.
Grenade
A grenade is an iron casing containing a powder charge. Each grenade is a one-use item. You prime the alchemical fuse and throw the grenade at a target in range. If it hits, it causes damage to the target. Hit or miss, the original target and all other targets within 10 ft. must make a Dexterity saving throw against DC 8 + your attack bonus or take 1d10 damage.
Pepperbox
Multiple snuff gun barrels rotated to face the hammer one after the other, the pepper-box allows multiple shots without reloading.
Accessories
Double Barrels
All firebrands except the blunderbus, dragon, and pepperbox can be made in double-barreled versions at five times the cost. This allows 2 shots before reloading.
Shot and Powder
All firearms use powder and shot that are similar enough not to make any difference, and cannot be recovered after use. Powder is very expensive, costing 5 sp per shot. Powder is carried separately until loaded in the rifle, usually in a water-tight powder horn. Shot is cheap, at 1 gp per 100 shots and lead can often be looted from pipes and roofs. The powder is the same for all firearms, while shot is made for a specific type of firearm but easily molded at any campfire. Weight is 1 lb. for 20 shots.