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Weapons

Introduction

Normally obtainable equipment such as swords and bows have become exceedingly rare throughout the lands and equally expensive to buy. Rather than wandering around the wilderness without any equipment each player may craft their own weapons using the materials they gather. The concept of weapons has not been changed from base 5e, but there are some key changes that will need to be explained. This article will discuss all homebrew weapons added in for this setting, homebrew weapon properties, and weapon crafting rules.

Homebrew Weapons

  • Blunderbuss
  • Handgun
  • Rifle
  • Boomarang
  • Caestus
  • Dueling Cane
  • Gunlance
  • Junk Gun
  • Pitch Fork
  • Large Shield
  • Medium Shield
  • Small Shield
  • Scythe

Weapon Properties

Capacity: This property exists for weapons with the Loading property (see below). Capacity is the maximum amount of ammunition your weapon can hold at one time.

Concealable: This weapon has advantage on any skill checks against another creature finding it. Additionally, any attacks made using this weapon while hidden does not alert the target of your presence, only that they were attacked.

Loading: The loading property has had a slight rework to balance out firearms and arcsthetics thrown into the mix of possible player equipment. The loading property will now denote the action needed to perform the reload and the ammo type necessary. For example, a handgun has a loading action of Loading (action, 1 cartridge).

Move Resist: This weapon grants advantage on skill checks and saving throws against being moved by another creature.

Special Weapons

Weapons with special rules are listed here.
  • Boomerang. This weapon always returns to you when thrown at a creature. Additionally gain advantage on attack rolls when you target a different creature from your last attack.
  • Caestus. You cannot have this weapon forcibly removed from you
  • Junk Gun. This weapon uses materials for ammunition. See the Junk Gun Table to see how materials affect the weapons operation.
  • Mace. If you beat a creature's AC by [5 – Weapon Quality], that creature is knocked prone.
  • Morningstar. If you beat a creature's AC by [5 – Weapon Quality], that creature is knocked prone.
  • Net. A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature may attempt to free itself by making a DC[8+DEX+prof] Strength (athletics) check. The net can also be destroyed by dealing slashing damage. The net has [10 + proficiency] AC and [Weapon Quality (min 1)]d12 HP.
  • War Pick. If the creature is using a shield, you may ignore it when making an attack roll
  • Whip. if you beat a creature’s AC by [5 – Weapon Quality], you may either restrain that creature until the start of your next turn or move them 5ft.

Weapon Crafting

General Crafting Rule

  Weapons are create with any combination of red, blue, and green materials. Simple weapons take two materials to craft while martial weapons take three materials. You may craft weapons during short or long rests, or during any other down time. Crafting more than two weapons during a long rest will prevent you from gaining the benefits from it.

Who Can Craft

  You may craft any weapon that you are proficient with, although not being proficient with metallurgy tools or having metallurgy tool in your inventory will affect your crafting ability. A weapon smith may also craft weapons for you, at a price.

Weapon Quality

  Weapon quality can vary from -3 to +3 depending on the average material quality that makes up the weapon. Players that craft weapons without metallurgy tools can only craft -3 quality weapons. Players with metallurgy tools can craft up to +1 weapons. Players that have metallurgy tools and are proficient with them can make up to +3 weapons. See Material Gathering for more information on material quality.

Material Effects

  Weapons can have up to two material effects. These material effects cannot both come from materials of the same category if they are of the same rarity. For example, a short sword cannot benefit from the effects of both misími bronze and attilum but can benefit from the effects of Thorns (+1) and Sap (+2).

Mythic Weapons

  Mythic weapons are special weapons crafted from a specific set of materials and a memory stone. These weapons are considered +4 in quality. Only master weapon smiths are capable of crafting mythic weapons. Memory stones are consumed upon crafting.

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