Specialised Weapons
Specialised Weapons
Specialised Weapons are advanced tools of warfare, designed with unique properties that make them difficult to wield but devastating in the right hands. Mastering these weapons requires extensive training, as they go beyond the complexity of even martial weapons. They bring a distinct tactical flavour to combat, rewarding skill and creativity while introducing new possibilities on the battlefield.Specialised Weapon Training
When a character reaches 4th level in any class that grants proficiency with all martial weapons, they may choose one type of Specialised Weapon to gain proficiency with. A character only gains access to the weapon’s special properties if they are proficient with the weapon. Creatures that are not proficient in a Specialised Weapon cannot effectively wield it and gain no benefit from its special properties. If a Specialised Weapon requires specialised ammunition, characters proficient with the weapon also gain proficiency in handling and using its ammunition effectively.Specialised Weapon Properties
BlackpowderBlackpowder weapons fire projectiles with thunderous force, capable of piercing armour and devastating foes. When fired, they emit a deafening crack audible up to 300 feet away. However, blackpowder weapons are highly vulnerable to moisture. If exposed to heavy rain, submerged, or drenched in water, the weapon becomes unusable until dried. Brutal
Brutal weapons are designed to inflict maximum harm. When you hit a creature with a Brutal weapon, you deal additional damage equal to half your proficiency bonus (rounded down). Additionally, when you score a critical hit with a Brutal weapon, you can roll one additional damage die for the damage dealt. Cumbersome
Cumbersome weapons are unwieldy but deliver powerful blows for those with the strength to use them. When making an attack with a Cumbersome weapon, you must use your Strength modifier for both attack and damage rolls, regardless of any feature or ability that would allow the use of a different ability score. Momentum
Momentum weapons are designed to maximise the impact of a charge. If you hit a creature with a Momentum weapon after moving 20 feet or more in a straight line this turn, the weapon’s damage dice increase to its Momentum damage dice value. Repeater
Repeater weapons are engineered for rapid fire, whether through multiple barrels or quick reloading mechanisms. When you take the Attack action with a Repeater weapon, you can use a bonus action to make one additional attack with the same weapon. You don’t add your ability modifier to the damage of this additional attack unless the modifier is negative. This bonus action can be made even if the weapon has the Loading property. Swift
Swift weapons excel at quick, reactive combat. When you miss an attack with a Swift weapon, you gain advantage on the next attack roll you make with that weapon against the same target. Scatter
Scatter weapons are designed to damage multiple enemies in a single attack. When you hit a creature with a Scatter weapon, measure the weapon’s scatter range from the point of impact (the square the target occupies). All other creatures within the scatter range must make a Dexterity saving throw against your Scatter DC (8 + your proficiency bonus + the ability modifier used for the attack). On a failed save, they take damage equal to the ability modifier used for the attack. This damage is the same type as the weapon’s base damage. Vaulting
Vaulting weapons allow for dynamic movement on the battlefield. Once per round, when a hostile creature moves into your reach while you are wielding a Vaulting weapon and not wearing heavy armour, you can move up to 15 feet in any direction, ignoring difficult terrain and opportunity attacks. To use this property, you must have a speed of at least 15 feet and not be incapacitated. When you use this property, your speed is reduced by 15 feet until the end of your next turn. Additionally, while wielding this weapon, your jump distance becomes 15 feet if it isn’t already greater. Armour Piercing
Armour Piercing weapons are designed to penetrate heavy protection. When you make an attack roll against a creature wearing heavy armour or with natural armour that provides AC 17 or higher, you gain a +2 bonus to the attack roll. Cleave
Cleave weapons are designed for sweeping strikes. When you hit a creature with an attack using a Cleave weapon, you can make a second attack against a different creature within your reach. If the second attack hits, you do not roll for damage; instead, the target takes damage equal to the ability modifier used for the attack. Cripple
Cripple weapons hinder enemy movement. When you hit a creature with a Cripple weapon and deal damage to it, its speed is reduced by 10 feet until the end of its next turn. Fast
Fast weapons allow for quick reactions and exploitation of openings. Once per round, when a hostile creature moves into your reach or makes an attack against you while within your reach, you can make one attack against the creature with your Fast weapon.
Specialised Melee Weapons
| Specialised Weapon | Damage | Properties |
|---|---|---|
| Battleaxe | 1d12 Slashing | Heavy, Two Handed, Cleave, Cumbersome |
| Broadsword | 1d8 Slashing | Versatile (1d10), Cripple |
| Cavalry Hammer | 1d8 Bludgeoning | Versatile (1d10), Momentum (1d12), Armour Piercing |
| Claymore | 2d6 Slashing | Heavy, Two Handed, Brutal, Cumbersome |
| Dragon Dagger | 1d6 Piercing | Light, Finesse, Thrown (Range 20/60), Fast |
| Polearm | 1d10 Slashing | Heavy, Two Handed, Reach, Vaulting |
| Sabre | 1d8 Slashing | Finesse, Swift |
Specialised Ranged Weapons
| Specialised Weapon | Damage | Properties |
|---|---|---|
| Blackpowder Pistol | 2d4 Piercing | Ammunition (range 25/100), Loading, Light, Repeater, Swift |
| Blunderbuss | 1d10 Piercing | Ammunition (range 20/30), Loading, Two Handed, Blackpowder, Cumbersome, Scatter (15-foot cone). |
| Recurve Bow | 1d8 Piercing | Ammuntion (range 100/400), Two Handed, Heavy, Brutal |

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