Federation Exotic Weapon Rules in Eberron (Federation of Adventurers) | World Anvil
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Federation Exotic Weapon Rules

There are some unique/exotic weapons in Eberron that can be exposed to Characters, and this article seeks to explore our rules around them.  

Why Exotic Weapons?

In 5th Edition Dungeons and Dragons, weapons only come in basically 2 flavors: simple and Martial. Thus, one a fighter who spends their entire life fighting with axes, can suddenly wield a sword with the same efficiency. From a book keeping perspective, this keeps the game streamlined. From a flavor perspective, it's a bit lacking. With these "exotic" weapons, this gives a chance for there to be a bit of a difference with your martial character from another. Your blade is more than just a stat stick, its a representation of your culture personified into your fighting style. This should help give a bit of character flavor and identity, should you choose to build your character around these options.

Firearms:

Traditionally, Firearms do not exist in Eberron, as they are considered primitive compared to magic. There is a good article by Keith Baker exploring how firearms dont fit into eberron here. However, that doesnt mean firearms don't exist. Therefore, Firearms are an option that you may decide to use, knowing these two important things. Firstly, you are an oddity; your weapons fit outside of cultural norms, they are likely considered primitive, and finding other gun users in the world is rare. Secondly, there are no gun shops in Eberron in general, so there is no walking into a store and buying one.   With that out of the Way, here are the rules for Firearms:  
  1. In order to start with a firearm, you must start with at least 1 level in Artificer. You may replace one simple weapon with one of the firearms in the list.
  2. Firearms cannot be sold or bought at shops.
  3. Artificers do have the proficiency in Firearms as mentioned in their optional rules. Other classes who use a firearm, do so without proficiency (unless you use your downtime to train in a specific weapon proficiency)
Eberron Firearms Type Cost Damage Weight Properties
Ranged Weapons
Pistol Martial 250 GP 1d10 Piercing 3 lb. Ammunition (range 30/90), loading
Musket Martial 500 GP 1d12 Piercing 10 Lb. Ammunition (range 40/120), loading, two-handed
Ammunition
Bullets (10) - 3 gp - 2 lb. -
 

Double Bladed Scimitar:

Signature Weapon of the Valenar Elves, each one crafted is considered a masterpiece and a rite of passage for the Valenar elves. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they're worthy to wield it.   Here are the rules for Double Bladed Scimitar:
  1. In order to start with a Double Bladed Scimitar, you must be a Tairnadal/Valenar Wood Elf. It can be chosen as a martial weapon option in your starting equipment.
  2. Double Bladed Scimitar cannot be sold or bought at shops, it is considered a cultural item and would be restricted at DMs discretion.
  3. It is a Martial Weapon, so all character with Martial Proficiency can use them if they acquire one
Name Type Cost Damage Weight Properties
Double-Bladed Scimitar Martial 100 gp 2d4 Slashing 6 lbs Two-Handed, Special (see below)
Double-Bladed Scimitar. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing on a hit, instead of 2d4.  

Talenta Plains Weapons:

  The Talenta Plains are home to nomadic, warlike Halflings typically fighting from raptorback. Morgrave's Miscellany contains details for some cultural weapons that we want to bring into the game. These weapons are designed and balanced perfectly for the halfling build, allowing the smaller characters to match foes armed with lances and greatswords. The Sharrash is a scythe-like weapon on the end of a long pole. The Tangat is a long, curved blade mounted on a short haft. Here are the rules for Talenta Weapons:
  1. In order to start with one of these weapons, you must be a Talenta Halfling with the Talenta Weapons Training trait as described in the book and they replace a martial weapon you can start with.
  2. Talenta Weapons cannot be sold or bought at shops, it is considered a cultural items and would be restricted at the DMs discrection.
  3. They are martial weapons, so anybody with martial training can use them if they acquire one.
Name Type Cost Damage Weight Properties
Sharrash Martial 40 gp 2d4 Slashing 10 lb. Heavy, Reach, Two-Handed, Special (see below)
Tangat Martial 30 gp 1d4 slashing 8 lb. Heavy, Two-Handed, Special (See below)
Sharrash. Using the Attack action, you can make a special melee attack with your sharrash to knock a creature prone. If you’re able to make multiple attacks with the Attack action, this replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you knock the target prone. This special attack has no effect on creatures that are Huge or Larger. As a halfling, you have disadvantage on all attack rolls and contested checks made with a sharrash if you are within 5 feet of a hostile creature and, while mounted, you ignore the heavy property and its damage is 4d4.
Tangat. As a halfling, you ignore the heavy property and its damage is increased to 3d4.

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