Typical Undersea Weapons Item in Ut'wan Olo'khu | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Typical Undersea Weapons

Name Cost Damage Weight Properties
Simple Weapons, Melee Weapons
Dagger 2gp 1d4 piercing 1lb finesse, light, thrown (range 20/60)
Javelin 5yp 1d6 piercing 2lb thrown (range 30/120)
Spear 1gp 1d6 piercing 3lb thrown (range 20/60), versatile (1d8)
Simple Weapons, Ranged Weapons
Dart 5wp 1d4 piercing 0.25lb finesse, thrown (range 20/60)
Shalarin light crossbow 25gp 1d6 piercing 2lb ammunition (range 80/160), special, two-handed
Martial Weapons, Melee Weapons
Gaff/Hook 2gp 1d4 piercing 2lb special
Greatspear 2gp 2d6 piercing 5lb heavy, two-handed
Lance 10gp 1d12 piercing 6lb reach, special
Longspike 15gp 1d8 piercing 3lb versatile (1d10)
Urchinstar 15gp 1d8 piercing 4lb -
Pike 5gp 1d10 piercing 18lb heavy, reach, two-handed
Sharktooth Blade 35gp 1d8 slashing 3lb finesse, special
Tarpal 30gp 2d4 slashing 4lb finesse
Trident 5gp 1d6 piercing 4lb thrown (range 20/60), versatile (1d8)
Shalarin Trident 5gp 1d6 piercing 2lb finesse, light
Martial Weapons, Ranged Weapons
Harpoon 3gp 1d6 piercing 6lb special, thrown (range 20/60)
Net 1gp - 3lb special, thrown (range 5/15)
Shalarin heavy crossbow 50gp 1d8 piercing 2b Ammunition (range 150/300), heavy, special, two-handed
In addition to these weapons, surface weapons may be purchased or scavenged.   Special Weapons Rules
Gaff/Hook. A large or smaller creature hit by a gaff is kept in the same position and cannot use their Move action unless they inflict 1d4 damage on themselves. The wielder of the gaff must pass a DC10 strength check to remove the gaff once it is embedded in its target. Removing the gaff like this inflicts 1d4 damage and utilizes either an action or bonus action.
Harpoon. While underwater and making a ranged attack with a harpoon against a target within normal range, the attack role does not have disadvantage.
When you use an action to make a ranged attack with a harpoon, if you hit a creature that is up to one size larger than you, you can use a bonus action to attempt to pull the creature towards you. The creature must succeed a contested Strength check against you or be pulled up to 20ft towards you.
Lance. You have disadvantage when you use a lance to attack a target within 5ft of you. Also, a lance requires 2 hands to wield when you are not 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 formless, 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.
Shalarin Crossbows. While underwater and making a ranged attack with a shalarin crossbow against a target within normal range, the attack roll does not have disadvantage. If taken out of the water for more than 1 turn, a shalarin crossbow will be able to fire 1 shot and will then disintegrate.
Sharktooth Blade. While underwater and making a melee attack with a sharktooth blade, the attack roll does not have disadvantage, even if you don’t have a swimming speed.
    Weapons are from or modified from Under The Seas of Voldari and The Sea of Fallen Stars

Comments

Please Login in order to comment!