Weapons, Armor, Injuries, Recovery. in Etharis | World Anvil
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Weapons, Armor, Injuries, Recovery.

Grim Hollow is a dangerous world; you best come equipped to survive it. Modifications to the weapons and armor and general combat system have been made to inject an added layer of complexity and faux realism to the world. First and foremost, the weapons and armor have had their statistics altered slightly, and features added. The Durability system has been added, and new resistances have been added to armors, and properties to weapons.

Light Armor

Type Armor Class Resistance Durability Strength Stealth Weight Cost
Padded 11 + Dex Modifier Bludgeoning 4 - - 8 lb 5 gp
Leather 11 + Dex Modifier Slashing 3 - - 10 lb 10 gp
Studded leather 12 + Dex Modifier Piercing 3 - - 13 lb 20 gp
 

Medium Armor

Type Armor Class Resistance Durability Strength Stealth Weight Cost
Hide 12 + Dex Modifier (Max 2) Slashing 2 - - 12 lbs 10 gp
Chain Shirt 13 + Dex Modifier (Max 2) Slashing, Bludgeoning 3 - -2 20 lbs 50 gp
Scale Mail 14 + Dex Modifier (Max 2) Piercing, Bludgeoning 4 - Disadvantage 45 lbs 50 gp
Breastplate 14 + Dex Modifier (Max 2) Piercing4 - - 20 lbs 400 gp

Heavy Armor

Name Armor Class Resistance Durability Strength Stealth Weight Cost
Ring Mail 14 Slashing 4 - Disadvantage 40 lbs 30 gp
Chain Mail 16 Slashing, Bludgeoning 6 13 Disadvantage 55 lbs 120 gp
Splint 17 Slashing, Piercing 7 14 Disadvantage 60 lbs 200 gp
Plate Mail 18 Bludgeoning. Slashing 8 15 Disadvantage 65 lbs 1,500 gp

Shields

Name Armor Class Proficiency Durability Strength Stealth Weight Cost
Shield 2 Shields 2 - - 5 lbs 10 gp
Buckler 1 + Prof Bonus Shields, Simple 1 - - 3 lbs 15 gp
Kite Shield 2 + Prof Bonus Shields, Martial 2 - -2 7 lbs 50 gp
Tower Shield 4 Shields, Heavy Armor, Martial 4 15 -4 10 lbs 200 gp

Headwear

Name Armor Class Proficiency Durability Strength Perception Weight Cost
Mask 1 None 1 - - 1 lbs 5 gp
Open 1 Simple 2 - -2 2 lbs 10 gp
Closed 2 Martial 2 10 -4 3 lbs 12 gp
Full 2 Martial 2 12 -4 4 lbs 120 gp

Don/Doff Time

Category Don Doff
Light 1 Minute 1 Minute
Medium 5 Minutes 1 Minute
Heavy 10 Minutes 5 Minutes
Shield 1 Action 1 Action

Proficiency

Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells. Strength Requirement: If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.   Durability: The amount of wear a piece of equipment can sustain is indicated by their Durability score. Whenever a player sustains a critical hit, their overall durability score is reduced by 1. A player’s AC is reduced for every point of difference between a character’s current durability from their maximum Durability Score. EXAMPLE; A player with full plate armor, a tower shield, and great helm would have a total AC of 24, and a Durability Maximum of 13. If their Durability score was reduced by 5, their total AC would be reduced to 19 until their armor was repaired.   Perception: A negative value in the perception column reduces your passive perception and perception skill checks by that value.

Simple Weapons

Type Damage Properties Weight Cost
Club 1d4 Bludgeoning Light 2 lbs 1 sp
Dagger 1d4 Piercing Finesse, Light, Swift, Thrown (20/60) 1 lbs 2 gp
Great Club 1d8 Bludgeoning Two Handed, Sweeping, Set 10 lbs 2 sp
Hand Axe 1d6 slashing Light, Thrown (20/60) 2 lbs 5 gp
Short Sword 1d6 Slashing/Piercing Finesse, Light 2 lbs 10 gp
Javelin 1d6 Piercing Puncturing, Thrown (30/120) 2 lbs 5 sp
Light Hammer 1d4 Bludgeoning Denting, Light, Thrown (20/60) 2 lbs 2 gp
Mace 1d6 Bludgeoning Denting 4 lbs 5 gp
Quarterstaff 1d6 Bludgeoning Defending, Hafted, Versatile (1d8), Tripping 4 lbs 2 sp
Sickle 1d4 Slashing Light, Rending, Swift 2 lbs 1 gp
Spear 1d6 Piercing Hafted, Thrown, Versatile, Puncturing (1d8), Set 3 lbs 1 gp

Martial Melee Weapons

Type Damage Properties Weight Cost
Battleaxe 1d8 Slashing Hafted, Versatile (1d10) 4 lbs 10 gp
Flail 1d8 Bludgeoning Denting 2 lbs 10 gp
Glaive 1d10 Slashing Hafted, Heavy, Reach, Rending, Two-Handed 6 lbs 20 gp
Greataxe 1d12 Slashing Cleaving, Heavy, Rending, Two-Handed 7 lbs 30 gp
Greatsword 2d6 Slashing Cleaving, Sweeping, Two-Handed 6 lbs 50 gp
Halberd 1d10 Slashing Hafted, Heavy, Reach, Rending, Two-Handed 6 lbs 20 gp
Lance 2d6 Piercing Heavy, Puncturing, Special, Reach 6 lbs 10 gp
Longsword 1d8 Slashing/Piercing Versatile(1d10) 4 lbs 15 gp
Maul 2d6 Bludgeoning Hafted, Denting, Heavy, Two-handed 10 lb 10 gp
Morning-Star 1d8 Piercing/Bludgeoning Brutal 4 lbs 15 gp
Parrying Dagger 1d4 Piercing Disarming, defending, finesse, light, thrown (range 20/60) 1 lb 20 gp
Pike 1d10 Piercing Heavy, Puncturing, Reach Two-Handed 18 lbs 5 gp
Rapier 1d8 Piercing Disarming, Finesse, Precise 3 lbs 25 gp
Scimitar 1d6 Slashing Finesse, Light, Swift 2 lbs 10 gp
Trident 1d8 Piercing Brutal, Thrown (20/60), Tripping, Versatile(1d10) 4 lbs 15 gp
War Pick 1d8 Piercing Puncturing 2 lbs 5 gp
Warhammer 1d8 Bludeoning Denting, Versatile (1d10) 2 lbs 15 gp
Whip 1d Slashing Finesse, Reach 2 lbs 2 gp

Ranged Simple Weapons

Type Damage Properties Weight Cost
Crossbow 1d8 Piercing Ammunition, Range (80/320), loading, Two-Handed 6 lbs 25 gp
Dart/Throwing Star 1d4 Piercing Finesse, thrown (20/60) 1/4 lbs 5 cp
Shortbow 1d6 Piercing Ammunition, range (80/320), Two-Handed 2 lbs 25 gp
Sling 1d4 Piercing Ammunition, range (30/120) 1/4 Lb 1 sp

Ranged Martial Weapons

Type Damage Properties Weight Cost
Blowgun 1 Piercing Ammunition, Loading, Range (25/100) 1 lbs 10 gp
Crossbow, Hand 1d6 Piercing Ammunition, Light, Loading, Range(30/120) 3 lbs 75 gp
Crossbow, Heavy 1d10 Piercing Ammunition, Heavy, Loading, Puncturing, Two-Handed 18 lbs 50 gp
Longbow 1d8 Piercing Ammunition, Heavy, Range, Two-Handed 2 lbs 50 gp
Net - Special, Thrown (10/20) 3 lbs 1 gp
Composite Longbow 1d8 Piercing Ammunition, Heavy, Strong-Draw, Two-Handed, Range (200/600) 3 lb 750 gp
Composite Shortbow 1d6 Piercing Ammunition, Strong-Draw, Two-Handed, Range (100/400) 3 lb 400 gp
Crossbow-Repeating 1d8 Piercing Ammunition (range 80/300), Magazine (6 bolts), Puncturing, Two-handed, Repeater 7 lb 750 gp
Arbalest 2d6 Piercing Ammunition (range 80/300), Heavy, Loading, Puncturing, Strong-draw, Two-Handed 20 lb 750 gp
Blackpowder Pistol 2d4 Piercing Ammunition (range 25/100), Blackpowder, Loading, Puncturing, Light 3 lb 400 gp
Blackpowder Rifle 1d8 Piercing Ammunition (range 80/300), Blackpowder, Loading, Puncturing, Two-Handed 7 lb 500 gp
Blunderbuss 2d6 Piercing Ammunition (range 20), Blackpowder, Loading, Scatter (Line 15) 5 lb 750 gp
Blunderbuss Hand 2d4 Piercing Ammunition (range 20/30), Blackpowder, Loading, Scatter (line 10) 3 lb 500 gp
Dragon Pistol 2d4 Piercing Ammunition (range 20), Blackpowder, Loading, Scatter (Cone 15) 3 lb 350 gp
Dragon Rifle 2d6 Piercing Ammunition (range 20), Blackpowder, Loading, Scatter (cone 15) 7 lb 750 gp
Flame Bellows 2d6 Fire Ammunition (range 15), Cumbersome, Loading, Magazine (20), Scatter (cone 15), Two-handed 11 lb 750 gp

Advanced Ammunition Types

Most advanced ammunition is self-explanatory. A few special types are explained here.

Damage Types

Advanced ammunition named after a damage type deals that damage type. Arrows and bolts can have wide, slashing heads or heavy, bludgeoning tips. A sling bullet can have piercing facets. All such ammo is heavier than normal, so the weapon’s maximum range using it is half normal.

Advanced ammunition

Named after a damage type deals that damage type. Arrows and bolts can have wide, slashing heads or heavy, bludgeoning tips. A sling bullet can have piercing facets. All such ammo is heavier than normal, so the weapon’s maximum range using it is half normal.

Ranging

Ammunition that has the ranging property is lighter and better made than common counterparts. When you fire ranging ammo, you can increase your weapon’s normal range by 50 percent.

Whistling

Ammunition with the whistling property creates a high-pitched sound after firing. This sound is audible for 300 feet from the ammo as it flies. Whistling ammo isn’t heavier, but it catches the air in baffles to create its sound, so its maximum range is half normal. Whistling ammo deals bludgeoning damage.

Alchemical Advanced Ammunition

Alchemical ammunition carries an alchemical payload. Rather than hurling a vial as an improvised weapon, you fire alchemical ammunition from a projectile weapon, using your normal attack bonus with that weapon. Alchemical ammunition deals the ammo’s normal damage type in addition to delivering the alchemical effect. This ammo is heavy though, so a weapon’s maximum range using alchemical ammo is half normal. The alchemical ammunition is destroyed once used, whether the attack hits or misses. Acid, Alchemist’s Fire, and Holy Water. Other than how you hit a creature using alchemical ammo, these substances have their normal effects. War Oil When you fire war-oil ammo at an area and hit AC 10, viscous oil covers the area within 5 feet of a point you target. If you target a creature, you must hit that creature’s AC to cover the creature in war oil. But if you hit the creature or AC 10, you can pick a point in or adjacent to that creature’s space to determine the war oil’s area as if you targeted a point. War oil’s area is difficult terrain. A creature standing in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed at a DC 13 Dexterity saving throw or fall prone. War oil is also flammable. If lit, such as by dealing fire damage to a creature covered in the oil, the oil burns for 2 rounds. Burning war oil deals 2d4 fire damage to any creature ignited in this way. An ignited creature can douse the flames by using its action to make a DC 10 Dexterity saving throw to extinguish the flames. If the creature ends its turn still aflame, the creature takes 2d4 fire damage. If war oil ignites in an area, a creature takes fire 1d4 damage when it enters the area for the first time on its turn or starts its turn in that area. A creature can take fire damage from war oil only once per round. War oil dries and ceases to be slippery or flammable after 1 minute.

Specialized Ammunition Properties

The following advanced ammunition properties impart more effectiveness to ammunition. Each piece of specialized ammunition can have only one of these properties. Because of the crafting skills required to make this ammunition, it is much more expensive. Armor Piercing This ammunition works like a puncturing melee weapon, but you fire the ammunition as a projectile from a ranged weapon. Blessed When you hit a fiend, fey, or undead with blessed ammunition, that creature’s speed is reduced by 10 feet until the end of its next turn. Also the creature can’t take reactions until the end of its next turn. Brutal Designed to open wide wounds, such as with a broad-bladed arrowhead, brutal ammunition works like a brutal melee weapon. Incendiary When you hit a creature with incendiary ammunition, the target takes an additional 1d4 fire damage. Silvered Treat attacks you make with silvered ammunition as magical for overcoming resistance and immunity to nonmagical attacks.

Ammunition

Arrows & Bolts

Type Weight Cost
Bludgeoning (1) 1/10 lb 1 sp
Ranging (1) 1/40 lb 1 sp
Slashing (1) 1/10 lb 1 sp
Whistling (1) 1/20 lb 1 sp
Sling Bullets
Piercing (1) 1/10 lb 1 cp
Ranging (1) 1/20 lb 5 cp
Whistling (1) 1/20 lb 5 cp
Bellows Canister (20) 4 lb 5 gp
Dragon Shot (20) 2 lb 5 gp
Magazine 1 lb 5 gp
Paper Cartridge Bullets (20) 2 lb 5 gp

Alchemical Ammunition

Type Weight Cost
Arrow (1) 1/4 lb 75 gp
Bolt (1) 1/4 lb 75 gp
Sling Bullet (1) 1/4 lb 55 gp

Specialized Ammunition

Type Weight Cost
Arrows (5) 1/4 lb 100 gp
Bolts (5) 1/2 lb 100 gp
Paper Cartidge Bullets (5) 1/2 lb 250 gp
Sling Bullets (5) 1/2 lb 100gp

Blackpowder

Blackpowder weapons fire projectiles with ear-splitting noise, shredding armor with deadly force. When fired, blackpowder weapons emit a deafening crack audible 300 feet away. A blackpowder weapon exposed to heavy rain, or submerged or similarly drenched in water, can’t fire until dried for 1 hour.

Brutal

A Brutal weapon adds one additional damage dice of the weapon's type when a critical hit is scored.

Cumbersome

Cumbersome weapons are difficult to wield but are effective ranged tools for those strong enough to wield them. When making an attack with a cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.

Denting

An attack with a weapon that has the rending feature ignores the non-magical bludgeoning damage resistance granted by armor.

Defending

A defending weapon is either made for parrying, has advanced techniques for use in parrying, or both. When you use a defending weapon, you can use your reaction to defend against a melee weapon attack that hits you. If you do, increase your AC by 1d4 against that attack.

Disarming

A disarming weapon can catch a foe’s weapon, allowing you to remove it from their grasp. When an opponent misses you with a melee weapon attack, you can use your reaction to attempt to disarm them. Both you and the attacker must make contested attack rolls. If you roll higher, and the weapon is something the target can drop, the weapon falls from the target’s grasp, landing within 5 feet of the target in a space you choose. If you score a critical hit, and the attacker did not, you can send the weapon flying up to 15 feet away from the target into a space you choose instead. If you have a free hand when you score a critical hit this way, you can disarm the target so that you end up with the dropped weapon in your hand. If the attacker tied or rolled higher, then nothing happens.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.

Hafted

A hafted weapon’s haft can function well as an off-hand attack. When you attack with only the hafted weapon, you can use a bonus action to make a melee weapon attack with the haft. The haft deals 1d4 bludgeoning damage, and you add your ability modifier to damage as you would for other sorts of two-weapon fighting. If you have feats that mimic this ability, the damage dice becomes 1d8 instead.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Magazine

A weapon with the magazine property also has a number and an ammunition type. The weapon holds that amount and type of ammo, which you can expend before needing to reload the weapon. Removing or loading a magazine counts as your interaction with an object, so doing both in one turn takes an action. A magazine weapon comes with one empty magazine included in the weapon’s cost and weight. Loading an empty magazine with ammunition takes 1 minute.

Precise.

When you attack with a precise weapon, you can score a critical hit on a roll of 19 or 20. If a feature or item you have increases the numbers you can roll for a critical hit, a precise weapon increases that range by one. A fighter with Superior Critical, for instance, scores a critical hit on a roll of 17 to 20 with a precise weapon. Any roll lower than 20 must still hit to be a critical hit—it’s not an automatic hit as if the roll was a 20.

Puncturing

An attack with a weapon that has the penetrating feature ignores the non-magical piercing damage resistance granted by armor or armor like effects.

Reach

This weapon adds 5 feet to your reach when you attack with it.

Rending

An attack with a weapon that has the rending feature ignores the non-magical slashing damage resistance granted by armor.

Repeater

Repeater weapons can fire ammo in quick succession, using multiple barrels or quick-reloading mechanisms. When you take the attack action with a repeater weapon, you can use a bonus action to attack again with the same weapon. You add your ability modifier to the damage the bonus-action shot only if that modifier is negative.

Set

You can use a bonus action on your turn to prepare, or “set,” a set weapon against a foe moving toward you. A weapon becomes unset if you move or take any action after setting it. If a target enters your reach while you have the weapon set, you can use your reaction to make a melee attack with the set weapon against that target. If you hit, and your target moved 20 feet or more toward you before the attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage total

Scatter

Scatter weapons can devastate multiple enemies at once. When you take the Attack action and hit a creature with a scatter weapon, measure the weapon’s scatter range from the square the target you hit occupies to a point farther from you. Creatures other than the original target that fall within the weapon’s scatter range must attempt a Dexterity saving throw (DC of 8 + your proficiency bonus + the ability score modifier you use to determine damage for the scatter weapon). Creatures that fail take damage equal to the ability score modifier you use to determine damage with the weapon (minimum 1). This damage is of the same type you dealt to the original target.

Silvered Weapons

Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special

A weapon with the special property has unusual rules governing its use.

Strong-Draw

An advanced ranged weapon with the strong-draw quality requires great strength to use. You must have a Strength of 13 or higher to use such a weapon, or you make attack rolls using the weapon with disadvantage. You add not only your Dexterity modifier to damage with a strong-draw weapon, but you also add 1 + half your Strength Modifier (rounded down) to the damage.

Sweeping

These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.

Swift

Swift weapons help you recover quickly from misses. When you miss with a swift weapon, you gain advantage on the first attack roll you make with the weapon against the same target before the end of your next turn.

Two-Handed

This weapon requires two hands to use.

Tripping

A tripping weapon allows users to knock targets prone. When you hit with a tripping weapon, you can use a bonus action to force your target to attempt a Strength saving throw, provided the target is no more than one size larger than you. The DC for the saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, it falls prone.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Weapons with special rules are described here. Lance You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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