Weaponry Item in Alvalon | World Anvil
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Weaponry

Gunblade - A longsword that functions as a vicious weapon; the gunpowder vibrates the blade, serving as a low-tech vibroblade. Popular among dwarves. 500 gp. Elven Lesser Moonblade - Made of mithril, these longswords are half the weight, count as silver for purposes of damage reduction, and have the Finesse and Light properties. 500 gp Dwarven Estoc - Made for punching through armor, these dull longswords have double Durability and are piercing weapons instead of slashing. 100 gp Blitzball - Used by both the players of the eponymous sport as well as tlachtli players, this ball is nine pounds of rubber. It’s a simple thrown weapon that deals 1d8 bludgeoning and has a range of 20/60; they cost 3 gp. If you hit your target and are proficient in the Athletics skill, you may have the ball bounce back to you. (Underwater blitzballs are mildly enchanted to slide through water more easily, and take no penalties for being used underwater; these cost 100 gp.) Yklwa - This long bladed spear is common in Africa; the blade can be steel or stone, and is usually around 18 in. long, with a three foot shaft. It costs 1 gp and deals 1d8 piercing damage on a hit, and can be thrown; range is 10/30. Macuahuitl - Obsidian edged clubs are favored by the orcs of the Smoke Jaguar Clan and others in Mesoamerica. They have the same statistics as longswords and greatswords right down to cost, but are made of wood and obsidian, not metal. Katana - Developed at a time when the Rokugani Empire had little iron, the katana is meticulously made, turning shoddy iron into a quality weapon. Even with better steel, these are maintained out of tradition; they cost 50 gp, and are longswords with the Finesse quality. Boomerang - This thrown weapon deals 1d4 bludgeoning damage, and returns to your hand if it misses. Range 20/60.   *Pistol - Per the DMG, musket-style. Reloading. 1d10 piercing, 30/90 range, 100 gp. *Musket - As the pistol, above. 1d12 piercing, 40/120 range, 100 gp. Blunderbuss - As pistol when single shot is used; 1d10 piercing, 30/90 range, 100 gp. May be used to shoot scattershot instead; attack has twenty foot range with Advantage, but may not add Dexterity to damage or any other precision based damage (such as Sneak Attack).   Bomb - Throw up to 60 ft.; all within 5 ft. Dex save DC 12 for half, 3d6 damage. Dynamite - Same as Bomb, except bludgeoning damage.   Modern weapons are rare, and cost around 500 gp. Bullets cost 1 gp each. These jam on a Natural 1, and jamming requires an action to clear. Pistol, automatic - 2d6 piercing, 50/150, Reload (15 shots) Pistol, revolver - 2d8 piercing, 40/120, Reload (6 shots). Doesn’t jam. Rifle, hunting - 2d10 piercing, 80/240, Reload (5 shots), two-handed Rifle, automatic - 2d8 piercing, 80/240, Burst Fire, Reload (30 shots), two-handed Shotgun - 2d8 piercing, 30/90, reload (2 shots), two-handed, doesn’t jam.   Laser weaponry and anti-matter rifles are very rare and cost 5,000 gp. These require small mox gems to power them, and will have a recharge time. (Weaponry mounted on a vehicle will be significantly cheaper.)   Laser Pistol - 3d6 mox primary**, 40/120 Laser Rifle - 3d8 mox primary, 100/300 Antimatter Rifle - 6d8 mox secondary, 120/360, may only fire ONCE per round. Period.   *a variant of the Crossbow Expert feat may be taken for pistols and muskets instead. **see description in Skyships page. Also note that these weapons may be mounted on powered vessels (skyships or modified sea ships) and if so, use the vessel’s power source.   Magic Items Unlimited Ammo Pouch - Produces unlimited ammunition for the appropriate weapon. More advanced magical versions can provide superior ammo. Will work for any weapon up through modern firearms.

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