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 PropertiesWeapon 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. |
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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