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Weapon One Stop Shop

Weapons Article

  To coincide with the armour changes in Armor One Stop Shop we've adjusted some of the weapons in the game and expanded the arsenal to increase usable weapons. This includes effects built into base weapons that weren't already in the 5e DnD default descriptions of weapons, including armour penetration to bypass some of the damage reduction enemies have.  

Simple Weapons


 
Category Weapon Type Damage Dice Weapon Property Cost
AXE Sickle 1d4 Slashing Light, concealable, thrown (20/40) and ensnaring. 1 gp
AXE Hand Ax 1d6 Slashing Light, thrown (20/40) and concealable 5 gp
HAMMER Club 1d4 Bludgeoning Light, concealable 1 silver
HAMMER Light hammer 1d4 Quaking Light, quaking, concealable and thrown (20/40) 2 gp
HAMMER Mace 1d6 (1d8) Quaking Light, versatile and quaking 5 gp
HAMMER Climbing Pick 1d4 Piercing light, thrown (20/60), special 10 gp
HAMMER Spiked Hammer 1d6 Puncturing light, puncturing, thrown (20/40) 10 gp
PUNCTURE Pickaxe 1d6 (1d8) Puncturing Light, puncturing and versatile 5 gp
STAFF Walking stick 1d4 (1d6) Puncturing light, versatile, concealable 5 silver
STAFF Baton 1d6 Bludgeoning light, thrown (20/40), concealable 1 gp
STAFF Quarterstaff 1d6 (1d8) Bludgeoning Light, versatile and reach 2 silver
BLADED Dagger 1d4 Slashing Light, thrown (20/60) and concealable 2 gp
BLADED Machette 1d6 Rending Light, thrown (20/60) and rending 5 gp
BLADED Shortsword 1d6 (1d8) Rending Light, versatile 10 gp
BLADED Scimitar 1d6 (1d8) Rending Light, thrown (20/60), versatile and rending 25 gp
THRUST Stake 1d4 Piercing Light, thrown (20/60) and concealable 1 silver
THRUST Javelin 1d6 Piercing Light, thrown (30/120) 5 silver
THRUST Spear 1d6 (1d8) Piercing Light, thrown (30/120), versatile and reach 1 gp
HAND Knuckle 1d4 Bludgeoning Light, concealable and ensnaring. 1 gp
HAND Scourge Whip 1d4 Slashing Light, Reach, Concealable 2 gp
HAND Snake Whip 1d6 Slashing Light, Reach 5 gp
HAND Sling 1d4 Puncturing Concealable, ammo (30/120) 1 silver
HAND Shortbow 1d6 Peircing ammo (80/300) and two-handed 25 gp
HAND Hand crossbow 2d4 Peircing Ammo (60/150), reload and light 75gp
HAND Light crossbow 2d6 Peircing Ammo (80/300), Two handed and Reload 25gp
FLINT Black-Powder Pistol 2d4 Puncturing Ammo (150/500), reload, critical range, light, loud and puncturing 110 gp

 

Martial Weapons


Category Weapon Type Damage Dice Weapon Property Cost
AXE Scythe 1d8 (1d10) Slashing Versatile, reach 1 gp
AXE Battleaxe 1d8 (1d10) Rending Versatile, rending 10 gp
AXE Greataxe 1d12 Rending Two-Handed, heavy 30 gp
HAMMER Flail 1d8 (1d10) Quaking Quaking, versatile 10 gp
HAMMER Morning star 1d8 (1d10) Puncturing puncturing, versatile 15 gp
HAMMER Greatstar/Meteor Hammer 2d6 Puncturing Two-Handed, puncturing and heavy 20 gp
PUNCTURE Greatpick/Warpick 1d10 (1d12) Puncturing Versatile, puncturing and heavy 12 gp
STAFF Battlestaff 1d8 (1d10) Bludgeoning Versatile, reach 5 gp
STAFF Pole Flail 1d12 Piercing Two-Handed, heavy and reach 35 gp
STAFF Polearm 1d12 Slashing Two-Handed, heavy and reach 12 gp
STAFF Pike 1d10 Puncturing Two-Handed, reach 5 gp
STAFF Lance 1d12 Piercing Two-Handed, heavy and reach 10 gp
STAFF Trident 1d8 (1d10) Puncturing Versatile, puncturing and ensaring 5 gp
BLADED Longsword 1d8 (1d10) Slashing Versatile 15 gp
BLADED Greatsword 1d12 Rending Two Handed, rending and heavy 50 gp
THRUST Rapier 1d8 Piercing Light 25 gp
HAND Chain Whip 1d8 (1d10) Bludgeoning Versatile 20 gp
HAND Great Whip 1d12 Slashing Reach, Heavy, Unwieldy 50 gp
HAND Longbow 1d8 Piercing Ammo (150/600), Two-handed 50 gp
HAND Greatbow 1d10 Piercing Ammo (150/600), Two-Handed, heavy and special 75 gp
HAND Heavy crossbow 2d8 Peircing Ammo (150/600), Two-Handed, heavy, special and reload 50 gp
SIEGE Light Balista 2d10 Puncturing ammo (120/480) Two-handed, unwieldy, reload (1), puncturing and special property 450 gp
FLINT Black-Powder Rifle 2d6 Peircing Ammo (300/600), reload, critical range, two-handed, loud and puncturing 355 gp
FLINT Black-Powder Shotgun 3d4 Peircing Ammo (15/60), reload (2 shots), critical range, two-handed, loud, special and puncturing 355 gp


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.
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
FLINT Six-shooter Pistol/ Big Iron 1d8 Puncturing Ammo (60/500), kick(12), reload (6 shots), critical range, light, loud and puncturing 750gp
FLINT Repeating Rifle 1d10 Puncturing Ammo (300/600), reload (6 shots), critical range, two-handed, loud and puncturing 1190gp
FLINT Sawn-off Black-Powder Shotgun 3d4 Puncturing Ammo (15/30), Kick(14) reload (2 shots), critical range, two-handed, light, loud, special and puncturing 350 gp
SIEGE Black-Powder Boltor 2d10 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

Advanced weapons & Advanced weapons proficiency

Skill Slot Homebrew Newly added tier of profiencency 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.   The first and easiest way to gain the proficiency is the talent for weapon training as a martial class.    

The Addition of Damage types from weapon Quaking, Puncturing and Rendering

These 3 properties are in most Advanced weapons and some martial and simple weapons. When attacking with one of these weapons the damage type is changed from Bludgeoning --> Quaking Piercing --> Puncturing Slicing --> Rendering (This is for the DM to implement the change)   All of these properties will reduce the Armour Reduction (AR) of an enemy by 1. [See armour changes thread for more information on AR] EG: a creature with an AR of 6 will have a damage reduction of 5 if it's hit between EV and AC, when it's attacked with a weapon that has any of these 3 properties.   For +1, +2 and +3 weapons the reduction to AR increases by the number shown. EG: A +2 weapon will reduce the AR by 3   This is continued to be explained in the article below: Weapon Changes - Quality Properties    

Weapon Changes - Quality

Weapons are now able to be purchased, found or given away at different states of repair.

  In the changes outlined, you can have properties on any weapon type from the tier list below.  

The differences

You can now as the tier states, use your weapon to sacrifice its durability to make critical hits against you a non-critical damage roll.  
Tier Name Description Cost
4 Pristine This weapon can be used to reduce the effects of three critical hits to normal hits before downgrading its quality to reliable. Damage rolls with this weapon are made with Advantage. Roll an additional die, and take the highest one rolled. x4 the cost of the original weapon
3 Worn This weapon can be used to reduce the effects of two critical hits to normal hits before downgrading its quality to faulty. x2 the cost of the original weapon
2 Well Worn The weapons you might already have. The weapon you have can be sacrificed to block a Critical Hit (You cannot block a bullet's Critical Range property's effect critical hits over 20 combined dice and bonus). The block of a critical is a reaction that does not cost your reaction. the cost of the original weapon
1 Scarred When you make an attack with this weapon and roll a 1 on the d20, you take damage equal to the Ability Score modifier used for this weapon. Damage rolls with this weapon are made with an additional die, and you take the lowest rolled. 1/4 the cost of the original weapon
0 Broken Attack rolls with this weapon are made with disadvantage. These weapons are usually given away for free.
 

Properties Explained

Properties for the following for Simple, Martial and Advanced + Armour busting increases bonus when using a +1, +2 or +3 weapons. To 2, 3 and 4 respectively.
Property Original Description
Rending
Slashing AB = Armour Busting, reduce the effect of enemies Armour Rating by 1 when hitting with this weapon type.
Puncturing
Peircing
AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type.
Quaking
Bludgeoning AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type.
Concealable
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
Light
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.
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 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 weapon attacks with 17-18 on the natural dice (not including 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.
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.
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.
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.
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.
    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 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 weapon attacks with 17-18 on the natural dice (not including 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.     Reinforced Weapons that are built to take a hit also are very finely crafted. Roll additional ADV for the dice of damage on hit, take the highest score. I.E 2d4 = 2,3 & 3,4. You then take the 3,4 rolls with Reinforced weapons.     Faulty Weapons that are dinged, chipped or otherwise not intending to be blunt, but not sharpened. Roll additional disADV for the dice of damage on hit, take the lower score. I.E 2d4 = 2,3 & 3,4. You then take the 2,3 rolls with Faulty weapons.     Ruined Weapons that are Ruined, although can be saved are barely useable. Weapons that are Ruined have disADV to Attack rolls with this weapon. Additionally all the effects of Faulty (Roll additional disADV for the dice of damage on hit, take the lower score. I.E 2d4 = 2,3 & 3,4. You then take the 2,3 rolls with Faulty weapons.)      

Any additional weapon properties you should check the side bar on the following articles. This information is outlined in

  Simple Weapons & Martial Weapons &  

Special descriptions:

Climbing Pick- Advantage on climbing check using Strength (Athletics) when attempting to scale a vertical wall.   Greatbow - Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Heavy Crossbow- Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Light Balista - Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Cavalry Hammer/Horseman's Pick - Meant to be attacking as part of a charge. When you hit a creature with this weapon, and you have moved 20 feet or more in a straight line this turn you gain +5 to each successful hits damage and the damage type becomes Quaking.   Billhook - Has a Ensnaring property meant for tripping or grappling. As part of an attack action you can use the weapon to do a trip attack, if successful the target has to do a DC12 Athletics or Acrobatics to not fall prone.   Executioner - Has a Ensnaring property meant for tripping or grappling. As part of an attack action you can use the weapon to do a trip attack, if successful the target has to do a DC12 Athletics or Acrobatics to not fall prone.   Chakram - The Chakram will return to the person throwing it on a missed attack roll.  

Unarmed Strikes

The scaling for AR when unarmed strikes is slightly out of whack. So as with the announcement in the changes to westmarch.   Unarmed strikes or Natural Weapons that are Magical attacks automatically penetrates AR up to your Prof. Modifier. (considered magical for bypassing resistance) Example: (Monk's Unarmed strikes, Minotaur's 'Unarmed' Horns, Druid's Wild Shape attacks, etc)   Examples: *If you are unarmed or natural fighting a +1 leather armour enemy you can now bypass their armour rating not just reduce it. The same goes for a level 9 druid in wildshape, they can bypass a user in Scalemail armours 4AR.*    

FAQ:
Q: "I have a magic weapon or an unbreakable weapon, what happens if I take reactions to reduce the critical damage to normal? Does it degrade still?" A: *Magic equipment can still become faulty (tier 3) but it will not reach Ruined (tier 4) without a DM saying an effect or something similar (acid or dipped in lava) damages it enough*

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