Weapons
Your class grants proficiency in certain weapons, reflecting
both its focus and the tools you are most likely to use.
Whether you favor a longsword or a repeating pistol, your
weapon and your ability to wield it effectively can mean the
difference between life and death.
The Weapons table shows the most common weapons used in the Iron Kingdoms, their price and weight, the damage they deal when they hit, and any special properties they possess. Each weapon is classified as melee, ranged, Firearms, or grenade. A melee weapon is used to attack a target within 5 feet of you, whereas ranged weapons, firearms, and grenades are used to attack a target at a distance.
Some weapons in the Iron Kingdoms have new special properties related to their use, as shown in the Weapons table.
Area of Effect (AOE). This weapon’s ammunition explodes when it hits a target and may hit nearby creatures standing as well. Each other creature within a number of feet equal to the AOE range (noted in parentheses) must make a Dexterity saving throw with a DC of 13 or 10 + the attacker’s proficiency bonus, whichever is higher. On a failed save, the creature takes half of the damage taken by the target.
Hidden. The true nature of this weapon is concealed until the wielder reveals it or a creature discovers it. A creature within 10 feet of the weapon can discern its true nature if the creature has a passive Wisdom (Perception) score of at least 20 or if the creature is actively looking for concealed weapons and succeeds on a DC 15 Wisdom (Perception) check. A creature that handles a weapon disguised to look like something else discovers the weapon’s true nature if the creature has a passive Wisdom (Perception) score of at least 10 or automatically if the creature is actively looking for concealed weapons.
Firearm. You can use a weapon that has the Firearms property to make a ranged attack, but only if ammunition is loaded into the weapon’s magazine. Each time you attack with a firearm, you expend 1 round from the magazine. Rounds fired from a firearm are destroyed.
A firearm produces a loud report when fired. Unless affected by Mechankia or magical silence, creatures with the ability to hear can hear the sound of a firearm discharging from a great distance, sometimes up to a mile or more in open conditions. Pistols use light round. Rifles use heavy rounds. Some firearms have unique ammunition types.
Grenade. You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll, but do not add it to the damage roll.
Magazine. A weapon with the magazine property has an amount of ammunition stored inside it (noted in parentheses). Once you use the weapon to make a number of attacks equal to its magazine rating, you must use an action or a bonus action (your choice) in order to reload it.
Magelock. A magelock weapon is specially hardened against the effects of a Gun Mage's rune shots (Runes and Formulae). While in the hands of a gun mage, a magelock weapon is a magic weapon.
Misfire. If you roll equal to or lower than a weapon’s misfire rating (noted in parentheses), the weapon jams as its ammunition fails. The attack automatically misses, and the weapon cannot be used again unless you use an action or a bonus action to clear the chamber and fix whatever caused the weapon to misfire.
Rearm. You can use a weapon that has the rearm property to make a melee attack, but only if you have the expendable component the weapon uses. Each time you attack with the weapon, you expend this component. You must take a bonus action to draw the component from a bandolier or another container and attach it to the weapon.
If you use a weapon that has the rearm property to make a melee attack without replacing the expendable component, you treat the weapon as an improvised weapon.
Storm. As a bonus action, you can activate or deactivate this weapon. While activated, this weapon deals 1d4 lightning damage in addition to its normal damage. Each time you make an attack with this weapon while it is activated, you suffer 1d4 lightning damage after resolving the attack. For more on this weapon, see Mechankia.
Storm Generator. You can use this weapon to discharge lightning as a ranged attack rather than use it as a melee weapon, but only if the weapon is activated. If you do so, this weapon’s damage changes to 1d8 lightning damage.
Volley. You can use a weapon with the volley property to make an attack against a single target, or you can fire multiple shots into a 10-foot cube within the weapon’s normal range, in which case each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your attack modifier. On a failed save, the creature takes normal damage from the weapon. A volley cannot hit more targets than the number of pieces of ammunition in the weapon’s magazine when it is fired.SPECIAL WEAPONS
Weapons with special rules are described here.
Bayonet. Bayonets are small, dagger-like blades that can be affixed to the barrel of a firearm. They are most often affixed to military rifles used by soldiers in close-quarter trench warfare. Some specialized bayonets have been crafted for use with both multibarreled firearms and crossbows. A bayonet attached to a ranged weapon allows you to make melee attacks without relinquishing your weapon. When not attached to a pistol or rifle, a bayonet is considered an improvised weapon. When mounted on the end of a rifle, a bayonet gains versatile (1d8).
Blasting Pike. The Iron Fang blasting pike is among the most devastating polearms ever developed in western Immoren. It is tipped with a powerful explosive charge that delivers a directional blast capable of obliterating common foes and ripping gaping holes in warjacks (Steamjacks). The explosion can also knock any surviving foes to the ground. If you hit a target with a blasting pike, you can choose to detonate the pike’s explosive head before you roll for damage. If you do, the target takes an additional 1d10 bludgeoning damage and must make a Strength saving throw with a DC of 10 or half the total damage dealt, whichever is higher. On a failed save, the target is knocked prone. You cannot use this feature again until you rearm the blasting pike with a new explosive head and cannot use the blasting pike as a normal weapon again until you rearm it with either a new explosive head or a standard spearhead. A blasting pike armed with a standard spearhead cannot be detonated in this manner but does not need to be rearmed between attacks. Replacement blasting pike heads cost 5 gc.
Bola. A bola is a simple throwing weapon made of lengths of rope and chain affixed together and ending in heavy weights. The weapon causes little damage, as its true purpose is to entangle and trip its target. A Large or smaller creature hit by a bola must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone. Cannon-Shield. This device consists of a heavy, short-range rifle mounted in the center of a shield. It can be used as both a shield and a ranged weapon. A cannon-shield grants +2 AC while it is equipped.
Coal Shovel. When another creature targets you with a melee attack, you can use your reaction to try and parry the attack with the head of this weapon. If you do, you gain +1 AC against that attack. You cannot use this reaction while also wielding a shield.
Dual Hand Cannon. Extremely heavy and well-made pistols, hand cannons are expensive firearms most commonly found in the possession of ranking military officers. These enormous handguns pack a significant punch and are accurate to a range far beyond that of most other pistols. A dual hand cannon has two barrels. Each can be fired independently, or both can be discharged together to produce a massive single blast. When you make an attack with a dual hand cannon, you can choose to fire one or both barrels. If you fire both barrels, you make the attack with disadvantage, but if the attack hits, you score a critical hit.
Dual Magelock Pistol. A dual magelock pistol has two barrels. Each can be fired independently, or both can be discharged together in a single attack. When you make an attack with a dual magelock pistol, you can choose to fire one or both barrels. If you fire both barrels, you make the attack with disadvantage, but you can apply two of your Rune Shot options to that attack.
Flame Spear. This spear has a reservoir of Menoth’s Fury that ignites when the weapon strikes a target. A flame spear does an additional 1d6 fire damage, and its reservoir holds enough fuel for 12 attacks before it needs to be refueled. If you have 5 gp worth of Menoth’s Fury, you can use an action or a bonus action to refuel this weapon.
Gaff Spear. A large hook is mounted at the base of the spearhead of this sturdy weapon, which can be used as a spear but also allows you to make a special trip attack with the hook. If you use a gaff spear to shove a creature, you have advantage on the Strength (Athletics) check.
Harpoon Gun. This specially designed firearm is designed to propel a harpoon over long distances. It typically has short, stout barrels and is fitted with iron rings that can be used both to tie off the harpoon line and to anchor the harpoon gun into secured mounting, such as that found on a ship. The true range of a harpoon gun is limited by the rope or cable attached to it. If a harpoon fired from a harpoon gun damages a creature, the harpoon embeds in it. As an action, you can attempt to pull a Large or smaller creature with an embedded harpoon closer by making a contested Strength (Athletics) check against the creature’s Strength (Athletics) check. If you succeed, you pull the creature 5 feet closer. Dealing 5 slashing damage to the line (AC 7) destroys it without causing additional damage to the harpooned creature.
Knuckledusters. Knuckledusters are metal braces made to fit over the hand in order to increase the damage of punches and strikes with the hand. You can use this weapon to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Nyss Claymore. These weapons have become very rare since the disaster that befell the Nyss in 606 AR. Most such blades found outside of northern Khador are either family heirlooms fiercely guarded by the refugees who wield them or the prized possessions of wealthy collectors. If a player wants to purchase a Nyss claymore, the GM should first determine whether such a weapon is available and then, if so, determine an appropriate price.
Springblade. A favorite of assassins and street fighters alike, this weapon is a dagger with a retractable blade in its hilt. When a wielder touches a button on the weapon’s handle, a powerful internal spring forces the blade outward, at which point the blade is locked in place and ready to be used in combat. You can draw or sheathe a springblade for free, even if you’ve already drawn or sheathed a weapon during your turn.
Stave of Authority. A stave of authority is a weapon of steel or banded hardwood set with a heavy head and a tip capable of delivering crushing blows. The clergy of Menoth favor these battle staves as their primary armaments and symbols of office. Being granted to priests to denote their station with the clergy, these items are not normally available for purchase. If a player wants to purchase a stave of authority, the GM should first determine whether such a weapon is available and then, if so, determine an appropriate price. A stave of authority can be used as a holy symbol.
Storm Thrower. The storm thrower is a complex weapon designed to interact with and complement the standard equipment of Stormblade knights. It shoots bolts of mechanikally generated electricity that act as channels for the rest of the unit’s storm glaive attacks, drawing their blasts unerringly toward the target. A foe who survives an initial storm thrower bolt will find no reprieve from the rapid onslaught of white lightning discharged by nearby Stormblade weapons. When you hit a target with this weapon as part of a storm generator attack, the next attack roll made against the target with a weapon, spell, or effect that deals lightning damage has advantage. This effect lasts until the end of your next turn.
Sword-Cannon. This weapon integrates a heavy single-shot rifle with the blade of a sword. A sword-cannon can be used as a melee weapon; when used as a melee weapon, it is treated as a greatsword.
Trench Knife. In addition to using this weapon to make a melee attack, you can use it to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Trench Sword. In addition to using this weapon to make a melee attack, you can use it to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Voltaic Halberd. The hallmark of the Cygnaran Stormguard, this electrically charged mechanikal halberd is powered by a storm chamber. If you are a Storm Knight, you have advantage on attack rolls made with this weapon when you use the Arc Lightning class feature. (See Added Subclass Options)
The Weapons table shows the most common weapons used in the Iron Kingdoms, their price and weight, the damage they deal when they hit, and any special properties they possess. Each weapon is classified as melee, ranged, Firearms, or grenade. A melee weapon is used to attack a target within 5 feet of you, whereas ranged weapons, firearms, and grenades are used to attack a target at a distance.
NEW WEAPON PROPERTIES
Some weapons in the Iron Kingdoms have new special properties related to their use, as shown in the Weapons table.
Area of Effect (AOE). This weapon’s ammunition explodes when it hits a target and may hit nearby creatures standing as well. Each other creature within a number of feet equal to the AOE range (noted in parentheses) must make a Dexterity saving throw with a DC of 13 or 10 + the attacker’s proficiency bonus, whichever is higher. On a failed save, the creature takes half of the damage taken by the target.
Hidden. The true nature of this weapon is concealed until the wielder reveals it or a creature discovers it. A creature within 10 feet of the weapon can discern its true nature if the creature has a passive Wisdom (Perception) score of at least 20 or if the creature is actively looking for concealed weapons and succeeds on a DC 15 Wisdom (Perception) check. A creature that handles a weapon disguised to look like something else discovers the weapon’s true nature if the creature has a passive Wisdom (Perception) score of at least 10 or automatically if the creature is actively looking for concealed weapons.
Firearm. You can use a weapon that has the Firearms property to make a ranged attack, but only if ammunition is loaded into the weapon’s magazine. Each time you attack with a firearm, you expend 1 round from the magazine. Rounds fired from a firearm are destroyed.
A firearm produces a loud report when fired. Unless affected by Mechankia or magical silence, creatures with the ability to hear can hear the sound of a firearm discharging from a great distance, sometimes up to a mile or more in open conditions. Pistols use light round. Rifles use heavy rounds. Some firearms have unique ammunition types.
Grenade. You must throw this weapon to make a ranged attack with it. Add your Dexterity modifier to the attack roll, but do not add it to the damage roll.
Magazine. A weapon with the magazine property has an amount of ammunition stored inside it (noted in parentheses). Once you use the weapon to make a number of attacks equal to its magazine rating, you must use an action or a bonus action (your choice) in order to reload it.
Magelock. A magelock weapon is specially hardened against the effects of a Gun Mage's rune shots (Runes and Formulae). While in the hands of a gun mage, a magelock weapon is a magic weapon.
Misfire. If you roll equal to or lower than a weapon’s misfire rating (noted in parentheses), the weapon jams as its ammunition fails. The attack automatically misses, and the weapon cannot be used again unless you use an action or a bonus action to clear the chamber and fix whatever caused the weapon to misfire.
Rearm. You can use a weapon that has the rearm property to make a melee attack, but only if you have the expendable component the weapon uses. Each time you attack with the weapon, you expend this component. You must take a bonus action to draw the component from a bandolier or another container and attach it to the weapon.
If you use a weapon that has the rearm property to make a melee attack without replacing the expendable component, you treat the weapon as an improvised weapon.
Storm. As a bonus action, you can activate or deactivate this weapon. While activated, this weapon deals 1d4 lightning damage in addition to its normal damage. Each time you make an attack with this weapon while it is activated, you suffer 1d4 lightning damage after resolving the attack. For more on this weapon, see Mechankia.
Storm Generator. You can use this weapon to discharge lightning as a ranged attack rather than use it as a melee weapon, but only if the weapon is activated. If you do so, this weapon’s damage changes to 1d8 lightning damage.
Volley. You can use a weapon with the volley property to make an attack against a single target, or you can fire multiple shots into a 10-foot cube within the weapon’s normal range, in which case each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your attack modifier. On a failed save, the creature takes normal damage from the weapon. A volley cannot hit more targets than the number of pieces of ammunition in the weapon’s magazine when it is fired.
SPECIAL WEAPONS
Weapons with special rules are described here.
Bayonet. Bayonets are small, dagger-like blades that can be affixed to the barrel of a firearm. They are most often affixed to military rifles used by soldiers in close-quarter trench warfare. Some specialized bayonets have been crafted for use with both multibarreled firearms and crossbows. A bayonet attached to a ranged weapon allows you to make melee attacks without relinquishing your weapon. When not attached to a pistol or rifle, a bayonet is considered an improvised weapon. When mounted on the end of a rifle, a bayonet gains versatile (1d8).
Blasting Pike. The Iron Fang blasting pike is among the most devastating polearms ever developed in western Immoren. It is tipped with a powerful explosive charge that delivers a directional blast capable of obliterating common foes and ripping gaping holes in warjacks (Steamjacks). The explosion can also knock any surviving foes to the ground. If you hit a target with a blasting pike, you can choose to detonate the pike’s explosive head before you roll for damage. If you do, the target takes an additional 1d10 bludgeoning damage and must make a Strength saving throw with a DC of 10 or half the total damage dealt, whichever is higher. On a failed save, the target is knocked prone. You cannot use this feature again until you rearm the blasting pike with a new explosive head and cannot use the blasting pike as a normal weapon again until you rearm it with either a new explosive head or a standard spearhead. A blasting pike armed with a standard spearhead cannot be detonated in this manner but does not need to be rearmed between attacks. Replacement blasting pike heads cost 5 gc.
Bola. A bola is a simple throwing weapon made of lengths of rope and chain affixed together and ending in heavy weights. The weapon causes little damage, as its true purpose is to entangle and trip its target. A Large or smaller creature hit by a bola must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked prone. Cannon-Shield. This device consists of a heavy, short-range rifle mounted in the center of a shield. It can be used as both a shield and a ranged weapon. A cannon-shield grants +2 AC while it is equipped.
Coal Shovel. When another creature targets you with a melee attack, you can use your reaction to try and parry the attack with the head of this weapon. If you do, you gain +1 AC against that attack. You cannot use this reaction while also wielding a shield.
Dual Hand Cannon. Extremely heavy and well-made pistols, hand cannons are expensive firearms most commonly found in the possession of ranking military officers. These enormous handguns pack a significant punch and are accurate to a range far beyond that of most other pistols. A dual hand cannon has two barrels. Each can be fired independently, or both can be discharged together to produce a massive single blast. When you make an attack with a dual hand cannon, you can choose to fire one or both barrels. If you fire both barrels, you make the attack with disadvantage, but if the attack hits, you score a critical hit.
Dual Magelock Pistol. A dual magelock pistol has two barrels. Each can be fired independently, or both can be discharged together in a single attack. When you make an attack with a dual magelock pistol, you can choose to fire one or both barrels. If you fire both barrels, you make the attack with disadvantage, but you can apply two of your Rune Shot options to that attack.
Flame Spear. This spear has a reservoir of Menoth’s Fury that ignites when the weapon strikes a target. A flame spear does an additional 1d6 fire damage, and its reservoir holds enough fuel for 12 attacks before it needs to be refueled. If you have 5 gp worth of Menoth’s Fury, you can use an action or a bonus action to refuel this weapon.
Gaff Spear. A large hook is mounted at the base of the spearhead of this sturdy weapon, which can be used as a spear but also allows you to make a special trip attack with the hook. If you use a gaff spear to shove a creature, you have advantage on the Strength (Athletics) check.
Harpoon Gun. This specially designed firearm is designed to propel a harpoon over long distances. It typically has short, stout barrels and is fitted with iron rings that can be used both to tie off the harpoon line and to anchor the harpoon gun into secured mounting, such as that found on a ship. The true range of a harpoon gun is limited by the rope or cable attached to it. If a harpoon fired from a harpoon gun damages a creature, the harpoon embeds in it. As an action, you can attempt to pull a Large or smaller creature with an embedded harpoon closer by making a contested Strength (Athletics) check against the creature’s Strength (Athletics) check. If you succeed, you pull the creature 5 feet closer. Dealing 5 slashing damage to the line (AC 7) destroys it without causing additional damage to the harpooned creature.
Knuckledusters. Knuckledusters are metal braces made to fit over the hand in order to increase the damage of punches and strikes with the hand. You can use this weapon to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Nyss Claymore. These weapons have become very rare since the disaster that befell the Nyss in 606 AR. Most such blades found outside of northern Khador are either family heirlooms fiercely guarded by the refugees who wield them or the prized possessions of wealthy collectors. If a player wants to purchase a Nyss claymore, the GM should first determine whether such a weapon is available and then, if so, determine an appropriate price.
Springblade. A favorite of assassins and street fighters alike, this weapon is a dagger with a retractable blade in its hilt. When a wielder touches a button on the weapon’s handle, a powerful internal spring forces the blade outward, at which point the blade is locked in place and ready to be used in combat. You can draw or sheathe a springblade for free, even if you’ve already drawn or sheathed a weapon during your turn.
Stave of Authority. A stave of authority is a weapon of steel or banded hardwood set with a heavy head and a tip capable of delivering crushing blows. The clergy of Menoth favor these battle staves as their primary armaments and symbols of office. Being granted to priests to denote their station with the clergy, these items are not normally available for purchase. If a player wants to purchase a stave of authority, the GM should first determine whether such a weapon is available and then, if so, determine an appropriate price. A stave of authority can be used as a holy symbol.
Storm Thrower. The storm thrower is a complex weapon designed to interact with and complement the standard equipment of Stormblade knights. It shoots bolts of mechanikally generated electricity that act as channels for the rest of the unit’s storm glaive attacks, drawing their blasts unerringly toward the target. A foe who survives an initial storm thrower bolt will find no reprieve from the rapid onslaught of white lightning discharged by nearby Stormblade weapons. When you hit a target with this weapon as part of a storm generator attack, the next attack roll made against the target with a weapon, spell, or effect that deals lightning damage has advantage. This effect lasts until the end of your next turn.
Sword-Cannon. This weapon integrates a heavy single-shot rifle with the blade of a sword. A sword-cannon can be used as a melee weapon; when used as a melee weapon, it is treated as a greatsword.
Trench Knife. In addition to using this weapon to make a melee attack, you can use it to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Trench Sword. In addition to using this weapon to make a melee attack, you can use it to make an unarmed strike. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier. (If your unarmed strikes already roll a damage die, you can reroll the damage die when you roll a 1 but must use the new roll.)
Voltaic Halberd. The hallmark of the Cygnaran Stormguard, this electrically charged mechanikal halberd is powered by a storm chamber. If you are a Storm Knight, you have advantage on attack rolls made with this weapon when you use the Arc Lightning class feature. (See Added Subclass Options)
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