User Tools

Site Tools


rpg:sargossa:weapons_and_armor

Weapons and Armor

Weapons

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Accuracy. Weapons default to Accuracy 0; weapons with Accuracy of 1 or greater give an Accuracy bonus to all attacks made with the weapon if one takes the time to aim a single shot. This is in addition to any bonuses for Quality.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, a case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Armor-Piercing. Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas.

  • Armor Piercing (-1). Targets with natural armor or worn armor and an AC of 14 or better take a -1 penalty to AC.
  • Armor Piercing (-2). Targets with natural armor or worn armor and an AC of 16 or better take a -2 penalty to AC, in addition to the benefits of armor piercing (-1).
  • Armor Piercing (-3). Targets with natural armor or worn armor and an AC of 18 or better take a -3 penalty to AC, in addition to the benefits of armor piercing (-1) and (-2).
  • Armor Piercing (-4). Targets with natural armor or worn armor and an AC of 20 or better take a -4 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), and (-3).
  • Armor Piercing (-5). Targets with natural armor or worn armor and an AC of 22 or better take a -5 penalty to AC, in addition to the benefits of armor piercing (-1), (-2), (-3), and (-4).

The AC penalties do not stack together.

Burst Fire. The DC of Dexterity saving throws made against firearms using burst fire is 13 + the attacker's proficiency bonus (not 15) if the attacker has proficiency with the weapon.

Carrier. Carrier effects may be noted for some firearm ammunition or beam weapons; this is a secondary effect that occurs if the initial attack is successful.

Cone. Weapons with “Cone X”, where X is a number, fire a spread of pellets or bullets that are a danger to everyone within X feet of the firer; use the same attack and damage roll against everyone within this area, allowing bonuses for cover to apply for those standing behind other people as well as behind other obstructions. This is most commonly used for shotguns (which fire a spread of pellets) and automatic weapons used to spray an area (using fifteen pieces of ammunition to do so).

Covert. Covert weapons are easily concealed upon the person. You have Advantage on any roll to hide this weapon from a casual observer.

Dire. If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.

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.

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it without the removal of the hand. You can hold or wield objects in a hand fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied.

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 or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.

Loud. Firearms are very noisy! The following table gauges how difficult it is to hear a gunshot or explosion, by the size of a weapon. There are four brackets, each of which determine the DC of a hearing-based Perception check to hear a gun being fired. The first bracket (“Automatic”) is the maximum distance within which a weapon is so loud, it's impossible not to hear it unless you are deafened. Within that radius, you do not have to make a Perception check to hear it; it is automatically audible. Further away, it is increasingly less certain; the next three columns give a DC which must be passed to hear the sound of a firearm.

Weapon Type Automatic DC 10 DC 15 DC 20
Suppressed or “Silent” Firearm 60 feet 120 feet 240 feet 480 feet
Light Pistol, Musket 200 feet 400 feet 800 feet 1,600 feet
Grenade Launcher*, Heavy Pistol 400 feet 800 feet 1,600 feet 3,200 feet
Rifle, Shotgun, Submachine Gun 800 feet 1,600 feet 3,200 feet 1 ¼ miles
Machine Gun, Stun (Nonlethal) Grenade 1,600 feet 3,200 feet 1 ¼ miles 2 ½ miles
Anti-Personnel Explosion, Grenade 3,200 feet 1 ¼ miles 2 ½ miles 5 miles
Anti-Vehicle Explosion, Tank Cannon 1 ¼ miles 2 ½ miles 5 miles 10 miles

*: This is the sound of a grenade launcher firing, not the sound of an exploding grenade, which is much louder (see further below on the table).

The DC of the Perception check assumes that the firearm is being used in a typical, relatively clear outdoors environment; the DC may be slightly lower when you are surrounded by stone or concrete (since those materials reflect sound, making it louder), or even lower in an enclosed space such as inside a building. On the other hand, the DC may be slightly higher in an environment such as a dense forest where there are many obstacles to diffuse the noise. Use common sense; it may be difficult to hear the sound of a pistol going off, even within the normally “automatic” distance (necessitating a Perception check), if there is a very loud background noise, such as heavy machinery or fireworks.

Misalignment. Barrel chain rifles and harmonica guns suffer a special kind of misfire. When the bullet is not properly aligned, whether due to forgetting to lock in a barrel or misaligning the slide, then the creature risks damaging the gun and itself. When it rolls a 1 on its attack roll, the barrel is considered cracked (as per the disadvantaged misfire rule) and the creature takes 1d4 damage from powder and shrapnel released by the explosion.

Misfire. Whenever you roll an attack roll with a firearm and the result on the die is equal to or lower than a firearm’s Misfire score, the weapon misfires. The attack misses, and the firearm is in danger of breaking completely. You may spend an action to clear the misfire (no check required), but if you do not, a second misfire will cause an explosion and break the weapon. This explosion deals the weapon’s listed damage to you and any creatures or objects within five feet. If the roll you made a misfire on was at disadvantage, the weapon automatically breaks.

Clearing a misfire out of combat similarly requires no check. Repairing a broken firearm, however, requires one hour and an Intelligence-based check with Tinker’s Tools (DC 10 + the firearm’s misfire score). On a success, the weapon is repaired and functional again; failure simply means you must spend another hour to attempt the repairs again. Items with two numbers separated by a slash are particularly reliable; they only suffer a misfire 1/X of the time (1/2 means that on a roll of 1, there is a 50% chance they malfunction, 1/3 means that on a roll of 1, there is a 33% chance, etc.)

Quality. Weapons of low quality have a -1; this manifests as a -1 to all attacks with the weapon. Weapons of exceptionally high quality have a +1 to +3, which adds a Quality bonus to all attacks made with the weapon.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If the range lists two numbers, the first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range.

Reach. This weapon adds to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Most weapons have a Reach of 5 feet and are unremarkable; weapons with Reach noted usually have a Reach of 10 feet.

Reload: A firearm may be shot a number of times equal to its Reload score before it must be reloaded by using either an action or a bonus action (Standard firearms require a standard action). You must have one free hand to reload a firearm - although you could use your free action to stow a weapon in your other hand before reloading. A reload action loads a single round into the weapon, or a speedloader, magazine or cell for weapons that are loaded with them, if available.

Returning. If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.

Scatter. When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first. Use the same attack and damage rolls for both targets.

Scope. Firearms with the scope trait have a scope which facilitates extreme long-range engagements. If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn is made as if the firearm has a different range value (listed in parentheses), with no long range at which attacking imposes disadvantage on your attack roll.

Short Burst. Firearms with the short burst trait can, fire a number of rounds of ammunition with a single pull of the trigger. This is typically a three-round burst but could be anywhere between two and five.

When you make an attack with a firearm with this trait, you can choose to expend a single round of ammunition as normal, or fire a short burst and expend additional rounds of ammunition as indicated in the parenthesis. If you fire a short burst and successfully hit, you can re-roll a number of the damage dice, as indicated in the parenthesis, accepting the new results.

For example, a bolter has short burst (2), so when you attack you expend three rounds of ammunition and re-roll two of the damage dice if you successfully hit.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, 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. Attempting to attack with only one hand imposes disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.)

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

Weapons of Unusual Size

The weapons presented are made to be wielded by Small or Medium humanoids. These are considered “standard” weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might come across such a weapon if you loot the corpse of a Large warrior, or you could have them specifically crafted by a trained artisan. Either way, they are typically not found in common markets.

If a weapon does not have the “special” property, it can exist in one of these unusual sizes. Its cost, weight, and damage depends on its size:

Size Cost Damage Weight Other effects
Tiny × ½ Special* × ⅛ A Medium wielder has disadvantage on attack rolls. A Large or larger character cannot wield a weapon of this size.
Standard × 1 × 1 A Tiny wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Huge or larger character cannot wield a weapon of this size.
Large × 2 + 1d4 × 8 A Medium wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Small or smaller character cannot wield a weapon of this size.
Huge × 4 + 3d4 × 64 A Large wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties. A Medium or smaller character cannot wield a weapon of this size.

* A Tiny weapon has damage dice two steps down from normal: 2d6 or 1d12 becomes 1d8, 1d10 becomes 1d6, 1d8 becomes 1d4, and anything 1d6 or lower becomes 1.

For example, a Medium creature could wield a Large rapier. Wielding this rapier the creature would deal 1d8 + 1d4 damage on a hit, but the creature would have disadvantage on the attack roll, and could not benefit from the rapier's finesse property.

If however the Medium creature was magically enlarged to be of Large size and then took hold of the Large rapier, things would be different. Wielding this rapier the Large creature would still deal 1d8 + 1d4 damage on a hit, but wouldn't suffer disadvantage on the attack roll, and could use the rapier's finesse property.

New Weapons

Name Cost Damage Weight Properties
Simple Melee Weapons
Bayonet 1 gp d4 as dagger 1 lb. Versatile (d6/d8)
Bayonet, Triangular 5 gp d6 as dagger 1 lb. Versatile (d8/d10)
Clawed Glove 3 gp 1 slashing 1 lb. Finesse, glove, light
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb Finesse, light, thrown (20/60)
Gauntlet 1 gp 1d4 bludgeoning 1 lb. Glove
Gauntlet, Locking 8 gp 1d4 bludgeoning 1 lb. Glove
Gun Butt 1d4 bludgeoning Light
Greatclub 2 sp 1d8 bludgeoning 10 lb Two-handed
Handaxe 5 gp 1d6 slashing 2 lb Light, thrown (20/60)
Javelin 5 sp 1d6 piercing 2 lb Thrown (30/120)
Light Hammer 2 sp 1d4 bludgeoning 2 lb Light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb -
Quarterstaff 2 sp 1d6 bludgeoning 4 lb Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Scythe 2 gp 2d4 slashing 4 lb. Heavy, two-handed
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
Simple Ranged Weapons
Blowgun 1 gp 1 piercing 1 lb Ammunition (25/100), special
Crossbow, Light 25 gp 1d8 piercing 5 lb Ammunition (80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb Finesse, thrown (20/60)
Shortbow 25 gp 1d6 piercing 2 lb Ammunition (80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (30/120)
Slingshot 5 sp 1d4 bludgeoning 1 lb Ammunition (30/90), two-handed
Martial Melee Weapons
Ball and Chain 15 gp 1d8 bludgeoning 12 lb. Dire, heavy, versatile (1d10), thrown (range 20/60)
Battleaxe 10 gp 1d8 slashing 4 lb Versatile (d10)
Flail 10 gp 1d8 bludgeoning 2 lb
Glaive 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Tail Attachment 15 gp 1d8 bludgeoning, slashing, or piercing as type 2 lb. Special (requires a tail)
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, Hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, Heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Duplex Bow 90 gp 1d4 or 2d4 piercing 2 lb. Ammunition (range 20/60), two-handed, special
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
Exotic Melee Weapons
Exotic Ranged Weapons
Martial Firearms
Barrel Chain Rifle 800 gp 2d8 piercing 10 lbs. Ammunition (range 200/800), capacity (14), loading, loud, misalignment, two-handed
Blunderbuss 250 gp special 8 lbs. Ammunition (range 20/60), loading, loud, misfire, shot (2d6 piercing), two-handed
Carbine 400 gp 1d12 ballistic 7 lbs. Ammunition (range 50/150), loading, loud, misfire, two-handed
Flintlock Pistol 150 gp 1d8 ballistic 2 lb Range (15/60/180), Pierce 1, Reload 1, Misfire 2, light, loading
Gun Cane 300 gp 1d10 ballistic 2 lbs. Ammunition (range 30/90), loading, loud, misfire, two-handed
Hand Cannon 80 gp 1d8 ballistic 12 lbs. Ammunition (range 20/60), match loading, heavy, loud, misfire, rest, shot (1d6 piercing), two-handed
Musket 750 gp 1d12 ballistic 10 lb Range (40/120/360), Pierce 1, Reload 1, Misfire 2, two-handed, loading
Pocket Pistol 125 gp 1d8 ballistic 1 lb Range (10/40/120), Pierce 1, Reload 1, Misfire 3, light, covert, loading
Wheellock Pistol 600 gp 1d10 ballistic 3 lb. Range (30/90/270), Pierce 1, Reload 2, Misfire 1, light, loading
Ammunition
Arrows (20) 1 gp 1 lb. duplex bow, longbow, shortbow
Blowgun Needles (50) 1 gp 1 lb - blowguns
Bullet (Musketball) 1 sp 0.1 lb firearms
Crossbow Bolts (20) 1 gp 1 ½ lb. hand crossbow, heavy crossbow, light crossbow
Sling Bullet, Lead (20) 4 cp 1 ½ lb. blowgun, sling, slingshot

Simple Melee Weapons

Bayonet. A bayonet is a knife, spike, or similar piece of metal designed to fit on the muzzle of a firearm. Its purpose is to serve as a last resort melee weapon in instances where taking the time to switch weapons is impractical or impossible. Usage of a bayonet is important in determining its damage - if attached to a one-handed weapon, it may only use the listed one-handed damage. If attached to a two-handed firearm, it can be used as a versatile weapon. If used on its own, unattached to a firearm, a bayonet uses the statistics of a dagger.

Bayonet, Triangular: With the ubiquity of socket bayonets, it wasn’t long before someone developed a more effective blade that leaves nastier wounds. The triangular bayonet’s shape leaves irregular punctures that are difficult to heal. A creature using a musket or rifle affixed with a triangular bayonet does 1d8 damage, or 1d10 when wielded with two hands. A creature may also use an un-affixed triangular bayonet on its own, doing 1d6 damage.

Clawed Glove: One of these weapons is usually a simple cloth glove with metallic spikes fitted over the fingers. It may be paired with armor, or come in the form of individual finger claws. Its primary value lies in keeping the wielder's hand free.

Gauntlet: Rather than used solely for protection, a weaponized gauntlet is reinforced for punching attacks, and may feature small barbs or spikes on the knuckles. Suits of armor often incorporate one or two gauntlets like these.

Gauntlet, Locking: A locking gauntlet includes a ratcheting mechanism that can be set or unset with an action. Once set, the user will not drop whatever is held in their locking gauntlet hand regardless of disarm attempts or other circumstances up to and including removal of the limb. You cannot cast spells with a locked gauntlet.

Gun Butt: This is damage inflicted using the butt or stock of a weapon to strike at a melee combatant. Some weapons are designed specifically to inflict more damage when used in such a manner; increase damage to 1d6 for such weapons.

Scythe: This weapon is inspired by the common farming implement used to cut swaths of grown hay, but it has a straight handle and a heavier blade. Despite its humble origins, the scythe is recognized as a symbol of death in many cultures because of its use in reaping. Rather than being too heavy for most smaller creatures, the scythe is too long for Small sized creatures to wield effectively.

Simple Ranged Weapons

Blowgun: A blowgun is a simple ranged weapon consisting of a narrow, long tube designed for firing light projectiles or darts. You attack with the by inserting a needle inside the pipe, then blowing sharply into one end to shoot the projectile out the opposite side. Unlike most ammunition weapons, a blowgun can be both loaded and fired using only one hand instead of two. The force with which you shoot a blowgun needle depends on your exhalation power and lung capacity. When you use ammunition to make a ranged weapon attack with this blowgun, you can add your Constitution modifier to the damage roll instead of your Dexterity modifier.

Martial Melee Weapons

Ball and Chain: This gigantic metal sphere is lined with sparse spikes, and attached to a metal chain. It is designed to be swung from the chain itself like a heavy flail, or thrown like a gigantic sling bullet.

Tail Attachment: A weapon without a handle that has been hollowed out for use on the end of a tail, otften used by dragonborn, kobolds and the like. This can be any weapon type, but it deals 1d8 slashing, piercing or bludgeoning as appropriate regardless of its type. When being flanked by an enemy, if an enemy moves or ends its turn behind you, you may use a free action (or reaction if it is not your turn) to make one attack against the target. The target is surprised if hit on the first turn of combat. Note: with Weapons of Unusual Size, this can simulate tail attachments for larger creatures. Creatures with tail attacks add this damage (plus any increase for size).

Martial Ranged Weapons

Duplex Bow: This unusually designed recurved shortbow is specialized for use in close range, and is a common demihuman weapon. When you make an attack with this weapon, you can choose to use one or two pieces of ammunition. If the attack hits, it respectively deals 1d4 or 2d4 piercing damage.

Exotic Melee Weapons

Exotic Ranged Weapons

Martial Firearms

Flintlock Pistol. The first kind of pistol that didn’t require using an actual match, these are muzzle-loading, singleshot pistols. They are simple to build and perhaps the most common firearm around.

Musket. A step up from an arquebus, a musket is a flintlock weapon that uses steel on flint to set off the powder. It is still slow to load, but has slightly better range, packs more of a punch, and weighs less.

Pocket Pistol. A gentleman’s weapon generally used for self-defense, pocket pistols are basic flintlock weapons designed to be easily hidden. They are, however, notably unreliable and short range.

Wheellock Pistol. A slight upgrade from the flintlock, the wheellock pistol is more reliable. Seafarers often wear a brace of pistols to enable multiple shots. They are a common sight with guards and soldiers in some places, as well.

Ammunition

Arrows: This is the cost for standard arrows that inflict the damage listed for the bow in question. For enchanted or enhanced arrows, see below. 1 lb and 2 gp per 20.

Arrows, Barbed Barbed arrows have curved spikes on their heads, making them more difficult to remove (inflicting 1d8 extra damage if forcibly removed, or 1d10 minus a Medicine check if surgically removed over the course of ten minutes. If attached to a rope, range increment is reduced to 30 feet, but if embedded into a target the shooter can drag the target, who is considered grappled (d4 damage and can be dragged as the shooter likes). 3 lb per 20, 20 gp per 20.

Arrows, Bodkin: These arrows have a hardened spike as a head, and are designed for punching through heavy armor. Bodkin arrows have the armor piercing (-1) ability. 1 lb and 4 gp per 20.

Arrows, Detonation: Detonation arrows are connected to a detonator set to a specific frequency. A creature with an arrow detonator may use their bonus action to detonate up to 10 Detonating arrows within 200 feet. Creatures within 5 feet of this arrow must make a DC 10 Dexterity save or take 1d6 fire damage on a failed save or half as much on a successful one. Creatures impaled on a detonation arrow automatically fail their save. 1 lb per 10, 100 gp per 10.

Arrows, Ensnarement: A creature hit with this arrow must succeed a DC 10 Dexterity save or become restrained. A creature restrained this way may use their action to attempt a DC 10 Strength save in order to break free. 10 lb per 20, 20 gp per 20.

Arrow, Explosive: Creatures within 5 feet of this arrow must make a DC 10 Dexterity save or take fire 1d6 damage on a failed save or half as much on a successful one. The target, if struck, automatically fails their save. 10 lb per 20, 100 gp per 20.

Arrows, Fire Rune: This magic arrow is distinguished by having an orange-red crystal tip which resembles a swirling flame. Once this arrow is drawn, you can use your bonus action to focus on the arrow, causing it to glow with fiery evocation magic until the start of your next turn. When you use this glowing arrow as part of a ranged attack, the attack deals magical fire damage instead of its normal damage type. If the target is flammable, it is also ignited, and will take 1d6 fire damage at the end of each its turns unless an action is used to put out the flames. Once it hits a target, this arrow is no longer magical. 10 lb per 20, 100 gp per 10.

Arrows, Flight: Flight arrows have thin shafts and light fletching. When fired from a bow, the normal and long range is increased by 30 feet. You cannot recover expended flight arrows at the end of a battle. 1/2 lb per 20, 10 gp per 20.

Arrow, Grappling Hook: This arrow's head is replaced with a grappling hook and has 50 feet of rope trailing behind it. The hook will pierce through nonmagical, non-adamantine materials in order to stay hooked. The end of the rope is connected to your bow and may be undone as a bonus action. If another grappling hook arrow is fired, and lands within 100 feet of another grappling arrow that is attached to your bow, you may have them be connected. The hooks may be taken out with a successful DC 10 Strength check, and may be traversed with a DC 15 Acrobatics check at normal speed; once made the check does not need to be made for another minute. For each time this modification is taken another rope is attached to your bow. If this hits a creature, it connects to the square on the other side of the creature. 10 lb per 20, 20 gp per 20.

Arrows, Love Tap: If an attack with this arrow reduces a creature to 0 hit points, the creature is knocked out rather than killed. 10 lb per 20, 20 gp per 20.

Arrows, Magnet: These magical arrows create a momentary attractive field at the point the arrow hits. Every person within ten feet of the target with held items must make a DC 10 Str save or drop these items, which are pulled to the target; likewise, anyone with medium or heavy armor must make a DC 10 Str save or be pulled toward the target and grappled. The attractive effect wears off in one minute. If the target is a creature who has been hit by the arrow, they take d4 damage per item or creature drawn to them and are restrained if creatures are drawn to them. 10 lb per 20, 1000 gp per 20.

Arrows, Recording: This arrow does not break. Whenever this arrow lands, it records 10 minutes of any audio that occurs within 50 feet of it. It can be played at any part by someone who knows how to work the circuitry as a bonus action. 1 lb per 20, 10 gp per arrow.

Arrows, Shield: The arrowhead on this arrow is made of clear crystal and has the symbol of a shield etched on it. This arrow can be fired at location within range. At the spot that the arrow lands, a shimmering blue wall is created. The creature who fired this arrow decides how the wall faces and also if the wall is 10 x 10 with 75 hit points, 15 x 15 with 50 hit points or 20 x 20 with 25 hit points. This wall cannot cut through occupied areas. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). 1 lb per 20, 20 gp per arrow.

Arrows, Speaker: When this arrow lands, a magic mouth appears on the area that it lands on. This magic mouth may have it's words set as a bonus action before firing. 1 lb per 20, 10 gp per arrow.

Arrows, Tranquilizer Target struck with this arrow takes half the normal damage, if the target has HP equal to or less than twice the amount of damage that would be taken, they fall asleep as per the sleep spell. 1 lb per 20, 100 gp.

Bullets: For simplicity's sakes, firearm bullets are a single generic category rather than tracked by caliber. Special bullet types are listed below.

Bullets, Alchemical: With access to magical and alchemic components, bullets were invented by gnomes at a relatively earlier level of technology compared to the real world. These rudimentary bullets are made from a dollop of lead and a soft, explosive putty. They tend not to fire as straight or as hard as modern day bullets, but still have somewhat more penetrating power than a crossbow, while only being a bit more expensive. Misfire +1, 1 gp per 10.

Bullets, Adamantine: Bullets with an adamantine core designed to punch straight through all but the strongest armor. These inflict critical hits on rolls of 19 or 20 (or expand the critical range by 1), and have armor piercing (-5), unless the target is wearing adamantine armor (in which case the bullets are handled as normal, but armor effects do not apply either.) However, Misfire is doubled, or increased to 1 for weapons that do not have a Misfire rating, unless the gun is made of adamantine components. Adamantine bullets are typically cast in groups of 20, and cost 500 gold per 20.

Bullets, Silver: Silver bullets are considered impractical for regular use in firearms (they suffer a -2 to hit in rifled weapons), but are very popular nonetheless. They bypass DR against lycanthropes and some other creatures, and cost 40 gp per group of 20.

Crossbow Bolts: Any crossbow bolt can be purchased or found in the same array of configurations as arrows; hand crossbow bolts are the same weight and cost but purchased separately due to different design. Some rare items are only available as bolts.

Crossbow Bolts, Assassin's: The tip of this piece of ammunition is hollow, with storage equal to that of a vial, and contains a tiny mechanism similar to a syringe. Poison held within here never dries out and is injected directly into a creature struck by this. 1/2 lb per 20, 15 gp apiece.

Shotgun Shells: Shotgun shells are loaded into shotguns (and a few rare other weapons of note). There are many shell types, due to the ease of configuring the much larger shells compared to individual bullets.

Sling Bullets: Sling bullets are fired from slings, slingshots, blowguns and other contraptions, and inflict the damage listed for the weapon. Typically, a small rock will substitute for a sling bullet at -1 to damage. There are many alternative sling bullets, described below.

Sling Bullet, Steel: These sling bullets are heavier and hit harder than traditional sling bullets, inflicting +1 bonus to the damage roll. Per 20: 2 lb, 4 sp.

Armor

Armor Qualities

Ablative: Ablative armor degrades as it takes damage for the wearer. A weapon attack roll that equals the target's AC exactly also reduces the target's AC by 1 if it is wearing armor. The effect is cumulative to a maximum of the armor's AC bonus, at which point the armor is destroyed. Partially damaged armor can be repaired with appropriate materials.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.

Strength Requirements. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, the wearer is restricted as if they were not proficient with the armor. Armor Enhancements may increase an armor's Strength requirement further.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly. If it shows “Advantage”, the wearer has advantage on Dexterity (Stealth) checks.

New Armor Types

Name Cost AC Str Stealth Weight Notes
Light Armor
Leather Armor 10 gp 11 + Dex - - 10 lb
Padded Armor 5 gp 11 + Dex - Disadvantage 8 lb
Studded Leather Armor 45 gp 12 + Dex - - 13 lb
Gambeson 100 gp 13 + Dex - - 10 lb
Medium Armor
Breastplate 400 gp 14 + Dex (max 2) - - 20 lb
Chain Shirt 50 gp 13 + Dex (max 2) - - 20 lb
Half Plate 750 gp 15 + Dex (max 2) - Disadvantage 40 lb
Hide Armor 10 gp 12 + Dex (max 2) - - 12 lb
Scale Mail 50 gp 14 + Dex (max 2) - Disadvantage 45 lb
Heavy Armor
Chain Mail 75 gp 16 Str 13 Disadvantage 55 lb
Plate Armor 1,500 gp 18 Str 15 Disadvantage 65 lb
Ring Mail 30 gp 14 - Disadvantage 40 lb
Splint Mail 200 gp 17 Str 15 Disadvantage 60 lb
Shields
Shield 10 gp +2 - - 6 lb
Fencing Cloak +1 - -

Gambeson: The armor is made out of thick, heavy clothing, often with a quilt-like pattern, and is a common defense amongst those who risk being struck by firearms.

Fencing Cloak: A cloak suitable as a fencing shield is long and flexible. If you are wearing a set of fine clothing, you are considered to be wearing a fencing cloak. To be proficient with the cloak as a shield, you must have undergone fencing instruction.

To use the cloak as a shield, it is wrapped twice around your arm, which must be empty-handed. It can then be used to ward blows by deflecting them, or by parrying them with a downward beat. It only applies its AC bonus against melee weapon attacks.

Materials

Medieval weaponry and armor often benefits from mystical materials, and many magical items are made from more than common steel. Even tech items can be infused with such materials to give them a bit of extra kick. Costs of these improvements are based on the cost of the amount of material actually used in the craft.

Material Effects Synopsis Craft cost Material cost Hardness HP per inch
Adamantine Extremely strong, weapons increase critical, armor reduces critical x20
Alchemical silver Affects shapechangers, channels magic x2
Carbonized Steel Tougher steel x2
Cold Iron Affects fey creatures x2
Steel Standard metal x1 3 sp/lb 10 30
Tainted Leather Extremely tough, evil leather x20

Adamantine. Weapons made of adamantine increase the critical hit range of the weapon by 1 (from 20 to 19 or 20, from 19 or 20 to 18 through 20, etc), and provides armor piercing (-5) against any armor except adamantine. Shields and armor made of adamantine negates critical hits from any weapon except adamantine, and provide DR 5 against physical damage (bludgeoning, slashing, piercing, ballistic).

Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Armor treated with alchemical silver provides an effective +1 modifier to spellcasting DCs, as the silver conducts the magic more readily. Some other items can be silvered for other benefits.

Carbonized Steel. This form of hardened steel has high amounts of carbon in it to provide additional strength. Items made of carbonized steel weigh 1.25x as much and cost 2x as much, but armor made of carbonized steel has a DR 2 vs physical and does not have disadvantage to Stealth for purposes of visibility in low-light conditions; weapons inflict +1 damage and are at +2 to rolls to break things.

Cold Iron. This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Cold iron bypasses fey defenses and some magical protections, and is more difficult to enchant than normal items. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp. Items without metal parts cannot be made from cold iron.

Steel. Steel is the default metal used for weapons and armor. Ammunition, such as arrows and crossbows, may use cheaper iron. Steel is iron ore with unwanted impurities removed and other impurities introduced. These impurities strengthen iron, making it far more resilient. Steel comes in many types. The steel for each weapon is assumed to be an appropriate type for that weapon. Steel items have a relative hardness of 10 and 30 HP/inch thick. Iron from a wall of iron is not steel.

Silverwood. These trees have a natural resistance to undeath and blight, and are as sturdy as normal wood, but has a natural sheen when planed and worked. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from silverwood increases the cost by ten, as the material is somewhat rare. Weapons made of silverwood bypass the damage reduction of creatures like lycanthropes who are vulnerable to silver; weapons whose significant parts are made of metal such as arrows and axes gain no benefit from having their wooden parts crafted from silverwood. Shields and armor made of silverwood gain +2 AC against creatures with damage reduction bypassed by silver, such as lycanthropes. Silverwood has 10 hit points per inch of thickness and hardness 6.

Tainted Leather. This awful leather is nearly black, and is manufactured in the seediest and most unpleasant places due to the requirements needed for premium tainted leather (repeated treatments in fresh blood from the same living person, commonly extracted under torture.) One should beware those who sell such items, for they might be of a cursed nature.

Whilst this material is mundane for all intents and purposes before enhancement bonuses are applied, it nonetheless emits a weak supernatural evil aura from the near-black surface. This will cause the character's perceived karma to appear as evil, even if their normal karma is highly good. Spells that detect evil or have interactions based upon the level of evil bear this into consideration; however, the effects are not so extreme as to affect the wearer's attacks or defenses.

Because the leather is much tougher due to its special treatment, much less thickness is required to achieve the same results; armor weighs half as much and adds +1 to AC. The armor itself has DR 20 vs fire, and provides the wearer with DR 2 vs fire.

Tainted leather has 10 hit points per inch of thickness and hardness 6.

Although tainted leather can be used for decorative functions on weapons, scabbards, etc, it provides no significant benefit when so used. Tainted leather can only be applied to the following armor types and may include further varieties at the DMs discretion: padded armor, leather armor, studded leather armor and hide armor.

rpg/sargossa/weapons_and_armor.txt · Last modified: 2021/01/13 17:19 by 136.32.86.154

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki