Weapons (5A)

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Weapons

Weapons Type Use Cost Damage Damage Type Range Weight Souce Properties
#Aspergillum Simple Melee 25 gp 1d4 Special Melee 1 lb. 5A Ammunition (5), special (ammunition)
#Axe, hand Simple Melee 5 gp 1d6 slashing 20/60 2 lb. PH light, thrown
#Brass Knuckles Simple Melee 1 gp 1d4 bludgeoning Melee 0.2 lb. PH light
#Club Simple Melee 1 sp 1d4 bludgeoning Melee 2 lb. PH light
#Club, great Simple Melee 2 sp 1d8 bludgeoning Melee 10 lb. PH two-handed
#Cudgel Simple Melee 3sp 1d4 bludgeoning Melee 2 lb. 5A Versatile (d8)
#Dagger Simple Melee 2 gp 1d4 piercing 20/60 1 lb. PH finesse, light, thrown
#Javelin Simple Melee 5 sp 1d6 piercing 30/120 2 lb. PH thrown
#Light hammer Simple Melee 2 gp 1d4 bludgeoning 20/60 2 lb. PH light, thrown
#Mace Simple Melee 5 gp 1d6 bludgeoning Melee 4 lb. PH
#Morningstar Simple Melee 5 gp 1d6 piercing Melee 4 lb. Revised
#Quarterstaff Simple Melee 2 sp 1d8 bludgeoning Melee 4 lb. Revised finesse, two-handed
#Sickle Simple Melee 1 gp 1d4 slashing Melee 2 lb. PH light
#Spear Simple Melee 1 gp 1d6 piercing 20/60 3 lb. PH thrown, versatile (1d8)
#Tiger Claws Simple Melee 3 gp 1d4 slashing Melee 1 lb. PH light, special (climb)
#Bow, short Simple Ranged 25 gp 1d6 piercing 80/320 2 lb. PH ammunition, two-handed
#Crossbow, light Simple Ranged 25 gp 1d8 piercing 80/320 5 lb. PH ammunition, loading, two-handed
#Dart Simple Ranged 5 cp 1d4 piercing 20/60 0.2 lb. PH finesse, thrown
#Rock Simple Ranged - 1d4 bludgeoning 20/60 0.3 lb. 5A finesse, racial (halfling), thrown
#Sling Simple Ranged 1 sp 1d4 bludgeoning 30/120 PH ammunition
#Throw Stick Simple Ranged 1 gp 1d4 bludgeoning 30/90 1 lb. 5A special, thrown (returns)
#Axe, battle Martial Melee 10 gp 1d8 slashing Melee 4 lb. PH versatile (1d10)
#Axe, great Martial Melee 30 gp 1d12 slashing Melee 7 lb. PH heavy, two-handed
#Bardishe Martial Melee 12 gp 1d10 slashing Melee 4 lb. 5A Heavy, reach, two-handed, special (reach)
#Cestus Martial Melee 4 gp 1d6 bludgeoning Melee 3 lb. 5A light, racial (orc), special
#Chain Ball Martial Melee 25 gp 1d8 bludgeoning Reach 12 lb. PH heavy, racial (dwarf), reach, special (opportunity), two-handed
#Chain Whip Martial Melee 5 gp 1d6 bludgeoning Reach 5 lb. 5A light, reach, special (light or reach)
#Elfblade Martial Melee 80 gp 1d8 slashing Melee 7 lb. 5A finesse, heavy, racial (elf), versatile (d10)
#Flail Martial Melee 10 gp 1d8 bludgeoning Melee 2 lb. PH
#Halberd Martial Melee 20 gp 1d10 slashing Reach 6 lb. PH heavy, reach, two-handed
#Hook Martial Melee 4 gp 1d4 slashing Melee 5 lb. 5A light, racial (ogre), special (grapple)
#Katar Martial Melee 12 gp 1d6 piercing Melee 2 lb. 5A light, racial (orc), special
#Lance Martial Melee 10 gp 1d12 piercing Reach 6 lb. PH reach, special
#Mancatcher Martial Melee 15 gp 1d4 slashing Reach 10 lb. 5A racial (human), reach, special (grapple)
#Maul Martial Melee 10 gp 2d6 bludgeoning Melee 10 lb. PH heavy, two-handed
#Pike Martial Melee 2 gp 1d10 piercing Reach 6 lb. 5A Heavy, reach, two-handed
#Pike, long Martial Melee 5 gp 1d10 piercing Reach 18 lb. Revised heavy, reach, special (reach), two-handed
#Poi Martial Melee 5 gp 1d4 fire Melee 1 lb. 5A finesse, light, racial (gnome), reach, special (light or reach)
#Ram Helm Martial Melee 30 gp 1d6 bludgeoning Melee 12 lb. 5A heavy, racial (dwarf), special (shove)
#Rapier Martial Melee 25 gp 1d8 piercing Melee 2 lb. PH finesse
#Sabre Martial Melee 25 gp 1d8 slashing Melee 3 lb. 5A finesse
#Scimitar Martial Melee 25 gp 1d6 slashing Melee 3 lb. PH finesse, light
#Spear, flower Martial Melee 10 gp 1d8 piercing Reach 4 lb. 5A finesse, racial (elf), reach, two-handed
#Sword, great Martial Melee 50 gp 2d6 slashing Melee 6 lb. PH heavy, two-handed
#Sword, long Martial Melee 15 gp 1d8 slashing Melee 3 lb. PH versatile (1d10)
#Sword, short Martial Melee 10 gp 1d6 piercing Melee 2 lb. PH finesse, light
#Thrower Martial Melee 2 gp 1d6 bludgeoning 60/180 3 lb. 5A ammunition, finesse, loading, racial (halfling), special (ammunition)
#Trident Martial Melee 5 gp 1d8 piercing 20/60 4 lb. Revised thrown, versatile (1d10)
#War pick Martial Melee 5 gp 1d8 piercing Melee 2 lb. PH
#Warhammer Martial Melee 15 gp 1d8 bludgeoning Melee 2 lb. PH versatile (1d10)
#Blowgun Martial Ranged 10 gp 1 piercing 25/100 1 lb. PH ammunition, loading
#Blowgun, long Martial Ranged 25 gp 1d4 piercing 50/200 5 lb. 5A ammunition, loading, special (stealth), two-handed
#Bow, composite Martial Ranged 125 gp 1d8 piercing 150/300 3 lb. PH ammunition, two-handed
#Bow, long Martial Ranged 50 gp 1d8 piercing 150/600 2 lb. PH ammunition, heavy, two-handed
#Crossbow, hand Martial Ranged 75 gp 1d6 piercing 30/120 3 lb. PH ammunition, light, loading
#Crossbow, heavy Martial Ranged 50 gp 1d10 piercing 100/400 18 lb. PH ammunition, heavy, loading, two-handed
#Crossbow, repeating Martial Ranged 120 gp 1d6 piercing 40/80 10 lb. PH ammunition (5), loading, racial (gnome), two-handed
#Net Martial Ranged 1 gp 5/15 3 lb. PH thrown, special
#Scorpion Martial Ranged 60 gp 1d8 bludgeoning 80/160 4 lb. 5A ammunition, loading, racial (gnome), special (ammunition), two-handed
#Shakram Martial Ranged 4 gp 1d8 slashing 30/90 3 lb. 5A thrown
#Whip Martial Melee 2 gp 1d4 slashing Reach 3 lb. PH finesse, reach

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

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Firebrand An early firearm. 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.

Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

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.

Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Revised An existing weapon that has been modified.

Special: A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands when you attack with it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Weapon Descriptions

Aspergillum

Axe, battle

Axe, great

Axe, hand

Bardishe

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.

Blowgun, long

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).

Bow, composite

A small bow that packs as much punch as a longbow. Favored by mounted archers.

Bow, long

Bow, short

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.

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.

Chain Ball

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.

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.

Club

Club, great

Crossbow, hand

Crossbow, heavy

Crossbow, light

Crossbow, repeating

A gnomic light crossbow with a 5-bolt magazine on top, the repeating crossbow can fire rapidly.

Cudgel

Dagger

Dart

Elfblade

A long curved sword of elven make, the elfblade is shaped like a wave.

Flail

Halberd

Hook

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

Javelin

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.

Lance

Light hammer

Mace

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.

Maul

Morningstar

Net

Pike

Pike, long

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.

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.

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.

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.

Rapier

Rock

A smooth rock can be an impressive throwing weapon. Only halflings and giants favor this weapon.

Sabre

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

Scimitar

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.

Shakram

A large metal throwing weapon. Variants can be round, a circle of radiating blades, or flanged. Popular among the Tuov.

Sickle

Sling

Spear

Spear, flower

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.

Sword, great

Sword, long

Sword, short

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.

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.

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.

Trident

War pick

Warhammer

Whip

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.