Advanced Weapons
Category | Weapon Type | Damage Dice | Weapon Property | Cost |
---|---|---|---|---|
AXE | Kama | 1d6 Rending | Light, thrown (20/40), rending, chained, elegant and ensnaring. | 1 gp |
AXE | Broadaxe | 1d4 (1d6) Slashing | Light, versatile | 2 gp |
HAMMER | Cavalry Hammer/Horseman's Pick | 1d6 (1d8) Bludgeoning | Light, mighty, versatile and special. | 5 gp |
HAMMER | Dwarven Waraxe | 2d8 Quaking | Mighty, heavy and quaking | 75 gp |
HAMMER | Mountain Clearer | 2d12 Bludgeoning | Heavy, unwieldy | 120 gp |
HAMMER | Scepter | 1d8 Bludgeoning | Elegant, light | 40 gp |
PUNCTURE | Kris | 1d6 Piercing | Light, thrown (20/40), ensnaring and elegant | 35 gp |
PUNCTURE | Billhook | 1d8 Puncturing | Light, puncturing, special and elegant | 75 gp |
PUNCTURE | Atlatl | 1d6 (1d8) Puncturing | Light, puncturing, thrown (40/80), elegant and ammo | 10 gp |
STAFF | Zephyrus Spear | 2d8 Piercing | Two-handed, heavy and reach | 105 gp |
STAFF | Warstaff | 2d8 Bludgeoning | Two-handed, heavy and reach | 50 gp |
BLADED | Executioner | 1d6 Rending | Light, elegant, rending, special and concealable | 125 gp |
BLADED | Edged Card | 1d4 Rending | Light, consealable, elegant, Thrown (20/40) and Rending | 8 silver |
BLADED | Chakram | 1d6 (1d8) Rending | Light, elegant, Thrown (20/60), special, Versatile and Rending | 9 silver |
BLADED | Claymore | 2d8 Slashing | Two-handed, heavy and mighty | 125 gp |
THRUST | Elven Foil | 1d8 (1d10) Piercing | Light, elegant and versatile | 150 gp |
THRUST | Zweihander | 1d10 (1d12) Piercing | Light, versatile and elegant | 100 gp |
HAND | Boulder Gauntlets | 2d6 Bludgeoning | Light, mighty and ensnaring. | 20 gp |
HAND | Katar | 2d4 Puncturing | Light, elegant and puncturing. | 25gp |
HAND | Claws | 2d4 Rending | Light, elegant, consealable and rending. | 5gp |
HAND | Composite Bow | 2d8 Piercing | Ammo (120/600), mighty, puncturing, and two-handed | 120 gp |
SIEGE | Black-Powder Boltor | 1d10 Puncturing | Ammo (120/480), Two handed, Unwieldy, Reload (1), critical range, Puncturing and Special | 3000 gp |
FLINT | Hand Cannon | 2d12 Quaking | Ammo (120/480), Reload (1), Heavy, Unwieldy and Quaking | 2500 gp |
Related articles - Equipment - Armour
Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour TiersRelated articles - Equipment - Weapons
Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced WeaponsAdvanced Weapons
Newly added tier of proficiency above martial weapons. These weapons have a requirement to use it to its full potential beyond the proficiency. Because fighters are weapons masters they now start with the proficiency for advanced weapons.Weapon Changes
Properties for the following for Simple, Martial and AdvancedConcealable: Small and easily hidden, you have ADV on checks made to hide a concealable weapon on your person. When you make an attack against a creature using a hidden weapon that has the Concealable property, you have ADV on the attack against that creature. Light: A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls. The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property Ensnaring: When you want to catch and restrain a weapon in combat, you can use the attack action to make a special melee attack, an entrapment attempt with this weapon. If you have multiple attacks as part of the Attack action, this replaces one of them. The target of your entrapment must be within reach of your weapon and wielding a melee or ranged weapon. Make a Dex (Sleight of hand) check contested by the Strength (athletics) or Dexterity (Acrobatics) (it's choice). A creature wielding a weapon in two hands has advantage on this check, and creature two sizes larger than you automatically wins. If you win, the target can't make attacks with the entrapped weapon until the entrapment ends. They can't move out of your weapon's range, make an attack with the entrapping weapon, or the drop their own weapon without releasing the entrapped weapon, you can do it at any time. If any time the target is no longer within your weapon's reach, the entrapment ends. Critical Range: The critical range of Black-Powder weapons is 20 or higher on the roll and modifiers are a critical attack. Downside is that your critical fail on a one (1) or a two (2) on the dice and your additional damage dice isn't doubled with the critical damage. Rend (AB Slashing): AB = Armour Busting, reduce the effect of enemies Armour Rating by 1 when hitting with this weapon type. Puncturing (AB Peircing): AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type. Quaking (AB Bludgeoning): AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type. + Armour busting increases bonus when using a +1, +2 or +3 weapons. To 2, 3 and 4 respectively. Chained: When you attack with this weapon as a thrown ranged weapon, if you miss the weapon is returned to your hand as part of your attack action. Mighty: Weapons with the mighty category require 15 Strength to wield effectively. You can wield it without that requirement but cannot add your proficiency modifier. Elegant: Weapons with the Elegant category require 15 Dexterity to wield effectively. You can wield it without that requirement but cannot add your proficiency modifier. Unwieldy: Weapons with the Unwieldy category requires 20 Strength to wield effectively. You cannot wield it properly without the strength requirement, it has to be dragged across the ground, reducing your movement speed to half and requires a DC20 Strength Athletics check each turn if you want to attack with it. Rules for the Properties Quality Tiers is listed in article here Weapon Changes - Quality Properties
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