Blunderbuss
A flared short barrel muzzle allows the Blunderbuss to fire a shrapnel spray at short range.
Carbine
A lighter version of the musket with a shorter barrel, the carbine allows for more unrestricted movement making it a popular choice for cavalry and mobile infantry.
Flintlock Pistol
A one-handed firearm, this loud yet reliable weapon is the most popular firearm in Erenel due to its size and ability to use with another weapon at the ready.
Musket
A long-barreled firearm capable of firing at targets from great range with precision.
Pepperbox Revolver
A multiple-barrel repeating firearm, the pepperbox revolver can hold 6 bullets but must have the barrel rotated by hand before firing.
Pulse Blaster
The pulse blaster is an advanced weapon that fires a cohesive burst of energy known as a particle beam. The pulse blaster is powered by a power cell which fits similar to a small battery in the grip. If the pulse blaster is fired in quick succession it will overheat, causing the power cell to flare, burning the hand through the firearms grip, and rendering the weapon useless until it cools.
Pulse Cannon
The pulse cannon is an advanced weapon that fires a cohesive burst of energy known as a particle beam. Pulse cannons are larger in size and require two hands to wield properly.
Like the pulse blaster, the pulse cannon is powered by a power cell which fits in the grip. If the pulse cannon is fired in quick succession it will overheat, causing the power cell to flare, burning the hand through the firearms grip, and rendering the weapon useless until it cools.
Speargun
Favored by whalers and underwater hunters, this unique firearm is fashioned to launch a spear instead of standard ammunition. Typically, a rope is attached to the spear to reel in the target. The speargun uses a spear as ammunition. If a speargun hits a target, the spear sticks into the creature while the rope remains attached to the speargun. As an action, make an opposed Strength (Athletics) check against the target to pull the target 10 feet closer to you on a success. If the target attempts to move, you can use your reaction to make an opposed Strength (Athletics) check to prevent their movement on a success. You must continue to use two hands to maintain your grip. If the target can grip the spear, it can remove the spear as an action.
Firearms Special Properties
Many Erenel weapons use the following properties below which are designed to work alongside official 5E weapons.
Laser
As an action, you can fire a continuous laser beam, filling a 50-foot long, 5-foot wide line in a direction you choose. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or take 2d12 force damage.
At the beginning of each of your subsequent turns, roll a d20. On a 5 or lower, the weapon overheats and can’t be fired until the end of your next turn. If you roll higher than 5, you can use your action to continue firing the beam and can choose to change the direction the line faces from you. Each subsequent turn after the first, the DC increases by 5. The DC resets back down to 5 after you spend an action to cool the weapon.
Overheat
After making an attack this weapon can't be used again until the beginning of your next turn.
Reload
Firearms do not have the Loading property, which is replaced by the Reload property. The firearms reload value shows how many shots can be fired before the firearm needs to be reloaded. To reload, you can use your Attack Action to make a special attack, reloading all rounds up to your firearms maximum. If you're able to make multiple attacks with the Attack action, reloading in this way replaces one of them.
Scattershot
Ranged weapons with this property only have a normal range. When you successfully hit a target with this weapon each creature within 5 feet of it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your dexterity modifier) or take 1d4 piercing damage.
Set to Stun
When you reduce a creature to 0 hit points with this weapon, you can choose to make the damage nonlethal, causing the creature to fall unconscious and become stable.
Simple Melee Weapons
Bayonet
A blade that can attach to the barrel of a musket or two-handed firearm. The Bayonet can be attached or removed as an action. While attached, the wielder can make an improvised weapon attack with the Bayonet's damage.
Brass Knuckles
Rings of metal are attached to a handle and fit around the wielder's knuckles, adding weight to their unarmed strikes. Brass knuckles can be made magical as weapons or enhanced, such as by silvering.
Fingerblade
A 6 inch bladed extension that wraps tightly around your forefinger. A small switch can be squeezed in the palm as a bonus action, applying a stored poison onto the blade. The Finger Blade can hold enough poison for one application.
Fishhook
This oversized fishhook can be attached to the arm with leather straps and allows sailors with missing hands to lift or carry objects. For those who still have both hands, a handle under the hook can be held.
Garrote
A length of wire used as a strangulation device. You can perform a special grapple attack while wielding a garrote with two hands. When successful, at the start of the target's next turn, the target begins to suffocate. To maintain the garrote's suffocating effect, the grappler must spend their action. If the grappler fails to do so or the grapple is broken, the needed amount of consecutive rounds of suffocation resets.
A creature can survive a number of rounds equal to 1 + its Constitution modifier. While suffocating, the target can act normally while following the rules of grappling. At the start of the suffocating target’s turn following the suffocation period, the target falls unconscious. If the garrote grapple continues, the target automatically fails each of its death saves until it dies.
Reservoir Dagger
A dagger crafted with a unique handle that can be filled with liquid poison. A small switch can be squeezed on the handle as a bonus action, applying the stored poison onto the blade. The reservoir dagger can hold enough poison for one application.
Scythe
A simple two handed weapon ending in a large sickle-like blade.
Seax
Crafted from Black Ice, the Seax is a light single edged blade able to either pierce or slash an enemy. Typically worn horizontally in a scabbard on the belt, the Seax is a favored second weapon or most Northlanders.
Shepherd's Crook
A long sturdy stick with a hook at one end. The crook is a staple when herding sheep or when walking long distances.
Wooden Stake
A short and sturdy wooden stake sharpened to a point on one end. The other end is flat to allow for hammering into a vampire’s heart. While using a Wooden Stake, if you roll a natural 1, the wooden stake breaks and becomes unusable.
by Dean Spencer
Martial Melee Weapons
Aklys
A unique club with a leather strap that can be attached to the forearm. In between the club and forearm strap is a 20 foot cord. If thrown while equipped, the wielder can reel in the weapon as a bonus action pulling the Aklys back into their hand.
Boarding Axe
Heavier than a handaxe with a significant spike opposite the blade, the boarding axe helps sailors and pirates climb up masts or into ships. When making a Strength (Athletics) check to climb, add double your proficiency bonus to the check.
Butcher Cleaver
The blade is closer in appearance to a slab of iron fused to the handle of an ordinary hilt for heavy, crude strikes.
Caelian Waraxe
Favored weapon of the Caelian, this waraxe is much heavier than a greataxe, allowing the wielder to swing recklessly for maximum impact. When wielding this weapon, you may attack recklessly, decreasing your attack roll by 1d4 and adding 1d4 to the damage dealt.
Chained Anchor Flail
A heavy flail made from a small anchor fashioned to the end of a chain. The chained anchor flail's chain is considerably longer than that of a typical flail.
Chakram
A bladed disc which also serves as a unique throwing weapon. The Chakram can be thrown in such a way that it returns to the wielder if the attack misses.
Clawed Gauntlet
A metal gauntlet formed with long serrated spikes for clawing enemies while leaving the hand available to grasp objects. You can wear a clawed gauntlet and hold other weapons or items. While holding an object, you are unable to attack with the clawed gauntlet.
Claymore
A more defensive weapon thanks to the basket hilt, the Claymore is favored among defensive two-handed specialists. While wielding the Claymore with two hands and no shield, gain a +1 bonus to your armor class.
Crescent Glaive
A curved slashing blade extending between handgrips, the Crescent Glaive provides a strong defense in combat thanks to its lightweight but large size. While wielding the Crescent Glaive with two hands and no shield, gain a +1 bonus to your armor class.
Cutlass
A favorite among pirates, the short yet broad curved blade is robust enough to hack through heavy ropes and enemies while short enough to maneuver with in close quarters.
Dory Spear
Wooden spears carved to be much longer than a normal spear, the Dory typically end in a sharp Ulkadian Bronze tip. When wielding with two hands, the dory spear gains the reach weapon property, adding 5 feet to your reach when you attack with it.
Double-Bladed Sword
Knights of Iswa favor this unique sword with a two-handed hilt in the center of two extended blades. While wielding the double-bladed sword with two hands, the wielder can attack with the other end as a bonus action if they took the attack action. You are considered dual wielding when attacking in this way.
Epsilon Axe
A type of battle axe made from Ulkadian bronze with its blade attached at three different points on the haft. The Epsilon is best used with powerful swings.
Falchion
A heavier sword with a shorter handle and a slightly curved blade, the Falchion is known in the Scabbard Wastes as an executioner's weapon.
Francisca Axe
A throwing axe with a distinct arch shaped head, widening toward the edge, allows for deep gashes on impact.
Full Blade
An enormous broadsword with a six-foot-long single-edged blade and handguard bolted onto the blade's edge. Most handles are wrapped in brown leather to help with grip while wielding the weapon.
Gladius
This two edged blade with a tapered point is supported by a fitted hilt. When wielding with two hands, the gladius gains the parry property.
Khopesh
A unique sword with a blade that curves into a backward sickle. Khopesh wielders often use the hooked blade to perform trip attacks in combat.
Kopis
This Ulkadian Bronze short sword is forged with a curved blade causing successful strikes to deeply serrate those unlucky enough to be struck.
Quontrel
Similar in size to a longsword but much lighter with a thin blade, the Quontrel is favored by nimble martial attackers. The length of the hilt allows for more precise strikes while using two hands.
Scorpion Tail Whip
A whip made from the dried tail of a large scorpion that ends in an intact stinger.
Scourge
A whip made with multiple lashes used to inflict deep wounds. The scourge is a favorite when administering punishment and intimidating enemies.
Sword Cane
A covert weapon resembling a stylish or straightforward cane until a blade is withdrawn from inside.
Titan Maul
A long handled hammer with an oversized heavy iron head, the Titan Maul's size allows for heavy two handed swings.
Umbra Glaive
The Midnight Eyrie's weapon of choice, Umbra Glaives circular design allows for skilled warriors to wield it with one or two hands in combat.
War Fan
Commonly used by the Ahn'Kalin, the War Fan can fold into a compact shape, yet with the flick of the wrist, the fan opens, and the thin, razor-sharp sheets slide into place.
War Scythe
A heavier version of the standard scythe, the war scythe's curled handle and elongated blade allows for deadlier strikes when wielded by skilled hands.
War Trident
The War Trident is forged entirely from Ulkadian Bronze resulting in a much heavier version, requiring two hands to properly wield.
Martial Ranged Weapons
Bola
A throwing weapon consisting of a number of balls connected by a strong cord. A medium or smaller creature hit by a bola must make a DC 10 Dexterity saving throw or be restrained.
The restrained creature or another creature within reach can use an action to remove the Bola. A Bola has 1 hp and 10 AC. Destroying the Bola also frees the restrained creature.
Double Bolt Crossbow
A double bolt crossbow has two separate bows, one positioned above the other, each with its own trigger. The Double Bolt Crossbow can fire up to two pieces of ammunition per round before needing to reload and can hold different types of bolts at one time.
Mini Ballista
A modified heavy longbow which fires standard arrows at high velocity thanks to its pull weight. Archers able to comfortably draw with the weapon can take advantage of their strength with each shot.
Oaken Bow
Thicker and heavier than a normal longbow, an Elvencraft bow can be used as both a bow and a quarterstaff if an enemy is too close for comfort. While wielding an Elvencraft bow, the wielder can quickly interchange between ranged and melee attacks with the same weapon. When making a melee attack, treat the weapon as wielding a quarterstaff with two hands.
Whistling Sling
The Whistling Sling earned its name by the sound projectiles make upon release. This modified leather sling can launch projectiles at an increased speed but takes longer to seat ammunition properly.
Wular Blowgun
This longer version of the typical blow gun is popular among the Wular tribes of the Oyudanyi Jungles. The blowgun which shares their name allows projectives to fly farther and with more accuracy. Perfect for precision.
Yew Longbow
A larger and more durable longbow made from Yew, the Yew Longbow allows the wielder more tension during draw.
Special Properties
Many Erenel weapons use the following properties below which are designed to work alongside official 5E weapons.
Bleed
After successfully dealing damage to the hit points of a creature that has blood, apply 1 stack of the bleed condition. For each stack of the bleed condition, the bleeding creature takes 1 damage at the start of their turn. The bleed condition can stack up to a total of (5) stacks.
Multiple bleed conditions cannot be placed on the same target, but stack together. All stacks are removed when the bleeding target receives any healing, or after a successful Medicine skill check.
Medicine skill check DC = 8 + total bleed stacks.
Boomerang
When you make a ranged attack with this weapon and miss, the weapon returns to your hand.
Colossal
A colossal weapon incurs the same penalties as Oversized weapons. In addition, you can only make one attack when using an action to attack with the weapon, regardless of the number of attacks you can normally make.
Deadly
When you critically hit by rolling a natural 20 with this weapon, you can treat any 1 rolled on a damage die as a 2. Deadly only applies if the critical hit comes from rolling a natural 20 and does not function with class features or similar effects that broaden critical hit range.
Heavy Pull
You can add your Strength modifier to your damage roll when attacking with this weapon.
Momentum
When you miss a melee attack with this weapon, you can choose to attack recklessly with your next attack roll if you target the same creature. Doing so gives you advantage on the melee weapon attack roll, but attack rolls against you have advantage until your next turn.
Oversized
This weapon can only be used by a Medium sized or larger creature with a Strength score of 17 or higher. While attacking with the weapon, subtract 5 from the attack roll after including to hit bonuses. This weapon requires two hands to use and two hands to simply wield it when it is not stowed. An Oversized weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Trip
When wielding a weapon with the trip property, you gain a +2 bonus on Strength (Athletics) checks when using the Attack action to shove a creature.
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