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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 Tiers

Related articles - Equipment - Weapons

Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced Weapons

Advanced 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 Advanced  
Concealable: 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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