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.
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