Weapons (5A)

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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, racial (elf), versatile (d10)
#Hook Martial Melee 4 gp 1d4 Slashing Melee 5 lb. Racial (ogre), special
#Throw Stick Simple Ranged 1 sp 1d6 Bludegeoning 30/120 1 lb. Special, thrown
#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
#Scorpion Martial Ranged 60 gp 1d8 Slashing 8/320 6 lb. Ammunition, loading, racial (gnome), special, two-handed
#Poi Martial Melee 5 gp 1d6 Fire Reach 2 lb. Light, racial (gnome), reach, special
#Chain Whip Martial Melee 5 gp 1d8 Bludgeoning Reach 2 lb. Light, reach, special
#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
#Mancatcher Martial Melee 15 gp 1d8 Slashing Reach 10 lb. Racial (human), reach, special
#Thrower Martial Ranged 2 gp 1d8 Bludegeoning 60/180 3 lb. Ammunition, loading, racial (halfling), special
#Rock Simple Ranged - 1d4 Bludegeoning 20/80 0.3 lb. Racial (halfling), thrown
#Crook Simple Melee 1 gp 1d4 Bludgeoning Melee 5 lb. Reach, special, versatile (d6)
#Blowpipe Simple Melee 4 sp 1 piercing 20/60 2 lb. Ammunition, racial (olman), special
#Blowgun Martial Melee 2 gp 1d4 Piercing 60/120 2 lb. Ammunition, racial (olman), special, 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, loud, loading, special, two-handed
#Musket Simple Ranged 50 gp 1d12 Piercing 40/120 10 lb. Ammunition, loud, loading, two-handed
#Rifled Musket Simple Ranged 1,000 gp 1d10 Piercing 120/360 15 lb. Ammunition, heavy, loud, loading, two-handed
#Pistol Simple Ranged 25 gp 1d10 Piercing 30/90 3 lb. Ammunition, loud, loading
#Cavalry Pistol Martial Ranged 40 gp 1d12 Piercing 20/40 5 lb. Ammunition, loud, heavy, loading
#Dueling Pistol Simple Ranged 200 gp 1d10 Piercing 50/100 1 lb. Ammunition, loud, loading
#Blunderbuss Simple Ranged 40 gp 1d10 Piercing 15/45 8 lb. Ammunition, loud, loading, special, two-handed
#Dragon Martial Ranged 30 gp 1d8 Piercing 15/45 5 lb. Ammunition, loud, loading, special
#Snuff Gun Simple Ranged 50 gp 1d8 Piercing 20/40 0.5 lb. Ammunition, loud, loading
#Pepperbox Martial Ranged 500 gp 1d8 Piercing 20/40 4 lb. Ammunition, loud, loading (8 shots)
#Grenade Martial Ranged 50 gp 1d12 Piercing 20/40 1 lb. Loud, special

Weapon Properties

Loud The weapon makes a loud sound when fired, clearly audible at a distance depending on the weapon's damage die: d6: 80 ft., d8: 120 ft., d10: 200 ft., d12: 300 ft.

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.

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.

Long Spear

A dedicated 2-handed spear, popular with militia formations.

Spetum

A blade mounted on a short pole, this is essentially a light glaive. Called naginata in Japan.

Sabre

Pioneered by elves, the sabre is a light, curved blade with a razor's edge.

Elfblade

A longer, two-handed sword of elven make, the elfblade is shaped like a wave.

Hook

Handheld or sometimes worn as a prosthetic, a sharpened hook can strike and also make a grapple that inflicts weapon damage.

Shakram

A large iron throwing weapon. Variants can be round, a circle of radiating blades, or flanged.

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.

Tiger Claws

A set of metal claws, 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.

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.

Poi

A burned attached to a wire, the poi does fire damage. Two poi can be joined together and used as two weapons, or the wire can be lengthened 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 lengthened to make a reach weapon, but not both at the same time. Variants have blades at the end, doing slashing damage.

Crook

A weaponized sheperd's crook. Can be used as a cudgel or used to initiate a grapple without requiring a free hand.

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, half-orcs also favor this brutal weapon. It can also be used with a shove that inflicts 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.

Mancatcher

A metal fork with flexible prongs on a long pole, the mancatcher can initiate a grapple with reach against a Medium target, keeping the target away from the user. Used by human city guards to capture drunks and dangerous delinquents.

Throwstick

A short staff with a cup or cloth pouch at the end, the throwstick is used to fire stones or javelins (changing the damage to piercing) with impressive range and power. It can also deliver holy water, alchemist's fire and similar missiles at longer range. It can be used as a greatclub in a pinch.

Scorpion

A small torsion crossbow, the scorpion is really understood and used only by gnomes. It can fire stones or use crossbow bolts (changing the damage to piercing). It can also deliver holy water, alchemist's fire and similar missiles at longer range.

Blowpipe

A blowpipe about as long as your underarm, firing darts, pebbles, or seeds, always with piercing damage. The blowpipe 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 30 ft.

Blowgun

A much larger blowgun, usually taller 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 30 ft.

Arqebus

This overlong smoothbore weapon is a precursor to the musket, and more common than the musket at this time. It must be fired lying down, braced, or using a fork support (included). Using a fork means you cannot move in the turn you fire the weapon. As you be stand up to load it, lying down to fire is generally impractical. If you have an assistant that coordinates their movement with you and does nothing else than support the fire, handling 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, thin-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. The trademark flared muzzle assists in loading, but is generally not very pronounced. 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. However, the craftsmanship is such that any close inspection will reveal the weapon for what it is. In addition, carrying one of these weapons around primed is quite dangerous.

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, all other targets within 10 ft. must make a Dexterity saving throw against DC 8 + your attack bonus or take 1d12 damage.

Pepperbox

Multiple pistol barrels rotated to face the hammer one after the other, the pepper-box allows multiple shots without reloading. The lack of robustness makes the mechanism unreliable, and each barrel is only as powerful as a snuff gun.

Accessories

Double Barrels

All firearms 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.