An ultra-hard jet-black metal with a multicolored sheen, weapons made from this meteoric iron devastate other objects. Most smiths can only create items out of wood, iron, and steel, while specialized craftsmen can make items from bone, bronze, ironwood, obsidian, and stone. Cannon. Firecage Arrow. Wood. [Rough Draft] (xpost /r/unearthedarcana) If you follow any of the above links, please respect the rules of reddit and don't vote in the other threads. The keyword, then, is style. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold. When you come within 5 feet of a prone creature on your turn, you can use your bonus action to make a melee weapon attack against that creature. Plating a weapon or ten pieces of ammo costs 100 GP. Class proficiencies and stealth rules remain unchanged, as do donning and doffing rules. Weapons are a staple of martial classes and half-casters. A weapon can have more than one modification, and modifications are permanent. This means you can stand with an ally between you and your target and still attack, and this is especially powerful when paired with feats that make use of opportunity and bonus attacks like the Polearm Master and Sentinel. Greatbow. A magical shield with a bonus to AC only increases the Armor Class of the user and does not grant a bonus to attack and damage rolls with the shield. See the rules for two-weapon fighting part IV. These precise weapons lend themselves to dextrous combat. When you apply an injury poison to an adamantite weapon or piece of ammunition, the poison isn't removed after the first injury, but is instead applied every time you deal piercing or slashing damage to a creature until the poison dries naturally. Objects, Constructs, and Elementals and other creatures that do not bleed may be immune to this damage, at the discretion of your DM. Weapons with the thrown property can be used both in melee and at range (although they cant compete with ranged weapons in terms of their effective distance) and use the attackers Strength modifier instead of Dexterity although a weapon with the Finesse and Thrown properties (see below) can be used to make a ranged attack with either Dexterity or Strength. The "v.3.5 revised edition" of the game has both spiked gauntlets and punch daggers as core weaponsand they are both simple. Iron weapons ignore fey creatures' resistances and immunities to nonmagical weapons and damage, and when a fey creature starts its turn in contact with an item made of iron, it takes 1 fire damage. The DM is within their rights to disallow any alternative on this list. You cannot make ranged attack rolls with that ranged weapon if your Strength is lower than that value. Optional Rules: Weapons in D&D are typically made of iron, and occassionally steel. Net. While not the numerical bonuses from masterwork items of older editions, these alterations allow you to customize your weapons further, and provide additional benefits. Organ Gun. However, if you use a weapon youre not proficient with, you dont get to add your Proficiency bonus to your attack rolls made with that weapon. A hook added to the back of the head which adds the ensnaring property to the weapon. The weapon is large or cumbersome, and must be wielded in two hands to attack with it. If you would like to support the GM Binder developers, consider joining our Patreon community. Ultimately, feats provide much larger bonuses, and those with properties encroaching on their niche remain the superior option. All creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw or takes 8d10 bludgeoning damage. Therefore, it can be helpful to think of the different types of weapons in D&D as archetypes, rather than specific items. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. Grapeshot. Every creature within 30 feet of the point where the barrel landed must succeed on a DC 16 Constitution saving throw against disease or take 2d10 poison damage and contract sewer plague (DMG page 256). Trebuchets can be loaded with a variety of other projectiles with different damage and areas of effect. All the materials listed here can be used to make melee weapons, ranged weapons, armor, ammunition, and foci, though not all have an effect in each form. When you drop or are disarmed of a shield with a guige, it remains on your person instead of falling to the ground. This reduction applies before you apply resistances or vulnerabilities. Some monsters with immunity or resistance to nonmagical weapons are susceptible to silver, so cautious adventurers invest extra coin to plate their weapons with silver. Bone. Its relative resistance to wear and ease of maintenance has made it a material of choice across the world. 2) 1d8 on a light weapon - regardless of damage type - makes this the new dual wielding sword and makes dual wielder feat essentially just a feat for +1 to AC - goes from a situational feat to a feat where there is always a better option - to make this at all balanced this needs to be an option only for +0/1 uncommon/rare magical swords/items The weapons with the larger damage dice tend to have the Heavy property. The atlatl benefits from skill with both ranged and thrown weapons. Ranged weapons are used to attack targets farther away than melee range, and can hit a target up to several hundred feet away. Light weapons, like daggers, are usually smaller and easier to handle, making them ideal for two-weapon fighting, which requires you to use light weapons. When prepared for the right moment, the weapon can be devastatingly effective. It confers no benefits on the battlefield, but may grant advantage on Persuasion checks while you wear it by creating an aura of wealth and prestige. The Proficiency column is used for new or renamed weapons to indicate which weapon proficiency they fall under according to the standard 5e rules. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Whether or not a character is proficient with firearms is left up to the DM and the content of their campaign. Handles are a wood or metal handlebar on the inside of a shield. Melee might not be for you. Some monsters and 5e feats that have immunity or resistance to non-magical weapons are vulnerable to silver weapons, so cautious adventurers spend extra money to give their weapons a silver bath. You have disadvantage when you use a lance to attack a target within 5 feet of you. Reason: Added proper credits. None of the weapon's properties apply to that attack. If the attack hits, you add that proficiency bonus to the damage roll. Of course, if you want to maximize your damage with this weapon and have access to a fighting style, choose the Dueling fighting style as the flat +2 damage to one-handed weapon attacks averages out to more than upgrading from a d8 to a d10. Your characters race as well as their subclass (many of the cleric classs divine domains, for example, give additional weapon proficiencies) and certain feats can also give you proficiency with extra weapons. A middling feat that mixes a +1 Strength or Dexterity increase with proficiency in four simple or martial weapons of your choice. Bronze weapons cost 50% more than their iron counterparts, but are produced and sold by few smiths. Other times, hunters carefully skin and preserve the hide of a dead dragon. Adamantine. These minute needles are small enough that when you apply a poison to them, a dose covers 10 pieces of ammunition instead of the usual 3. Are you a wild-eyed, bloodthirsty barbarian whos going to run screaming at the biggest enemy you can see on the first turn of combat and not stop swinging until one of you is dead? In addition, this weapon can be used to throw bombs to any point within its long range. Originally Posted by Sindeloke. A siege tower is a mobile wooden structure with a beam frame and slats in its walls. Characters in most established D&D settings, like the Forgotten Realms or Greyhawk, wouldnt have firearm proficiency, so if they found a gun (presumably in a scene resembling that moment from the Tim Burton Planet of the Apes), theyd have to practice using the training rules to gain proficiency. To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. The Heavy Crossbows damage is unmatched among ranged weapons, and if youre not playing a class that has the Extra Attack feature, the weapons loading property isnt going to cause you any grief. If a creature attempts to parry an attack you made with an adamantine melee weapon and your attack hits in spite of the attempt, both the target and the parrying weapon or shield take damage from the attack. These shields can be doffed or donned with the item interaction you receive as part of your turn and can be dropped freely, but enemies have advantage on checks made to disarm you of them. Native to the material planes of Eberron, this dark gray metal takes on a reddish sheen when refined. A melee weapon is used to attack enemies within 5 feet of you (or 10 feet if the weapon has the Reach property) and doesnt require ammunition. Staff Sling. Save my name, email, and website in this browser for the next time I comment. This attack deals 1d6 piercing damage. These large shields have a large triangular boss and hooks and blades built into the rim. This mechanical and stylistic diversity is the ultimate benefit of tabletop roleplay over other games, and this remaster helps that aspect shine. November 25th, 2016, 10:49 #7. Inflicting this status prevents the targeted creature from taking reactions and reduces its passive Perception by 5 until the start of its next turn. When wielded in both hands, a boar spear gains the reach and wind-up properties in addition to the increased damage it gains from the versatile property. That change is listed in parentheses: (b) for bludgeoning, (p) for piercing, and (s) for slashing. The standard and maximum ranges of a weapon with the thrown property increases by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative. Steel weapons cannot be damaged by monster features that corrode, damage, or dissolve metal, such as black puddings' corrosive form, and cost 50% more than their iron counterparts. A set of fanned barrels used as an anti-personnel weapon during the Hundred Years' War. This weapon can make be wielded in melee combat as a quarterstaff. Modifies: armor The corpse of a Small creature deals 1d10 bludgeoning damage and 1d10 poison damage. A siege engine's damage changes based on the ammunition loaded into it. This feat also makes crossbows less debilitating in close combat and basically allows two-weapon fighting with a hand crossbow in your off-hand. Mithral. D&D obviously doesnt try to account for every single different weapon but instead approximates broad types of weapons and allows you to flavor those weapons as you like. An apparatus combining a small shield, a lantern, a gauntlet, and several blades. Magma. Simple Melee Weapons Simple Ranged Weapons Martial Melee Weapons Martial Ranged Weapons Weapon Proficiency Larger, weightier, and more difficult to use, Heavy Weapons are too large for a Small or Tiny creature to use effectively, imposing disadvantage on their attack rolls made with these weapons. A pavise is a tall, oblong shield used to provide portable cover. Simple Weapons A weapon with this modification stores up to 5 doses of one type of injury poison at one time. Full plate reduces the damage by an amount equal to your proficiency bonus instead. Ammunition. Join Date Dec 2014. (Couldn't resist.) When wielded one-handed (allowing you to use your other hand for a torch, a shield, or an arcane focus), the weapon deals 1d8 + STR slashing damage; when wielded two-handed, the weapon deals 1d10 + STR slashing damage. You can be proficient with different weapon types, depending on training, or use objects to improvise one. You choose the type of grip it has when it is created or purchased. If you do so while wielding two parrying weapons, you add your entire proficiency bonus instead. The range lists two numbers. Strength-based unarmed builds, for one, as well as single-wielding one-handed weapons without a corresponding shield. It takes an action to don or doff a gauntlet sword. Each time you attack with the weapon, you expend one piece of ammunition. This consumes the holy water. Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Boomerang. Elementals aligned with fire or water are vulnerable to damage from true ice weapons. All in all, there are 37 different weapons in the D&D 5e equipment list. While every weapon has a default material, different substances provide circumstantial benefits. Many weapons can be represented by the same mechanics. Additionally, I have included 4 new equipment packs. No longer is a longsword interchangeable with a battleaxe, or a spear with a javelin. A trebuchet can fire up to 10 bombs of any type at once, which explode on impact. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. This bonus cannot exceed 1, even if you have a parrying dagger in each hand. Modifies: buckler, shield, tower shield, dueling shield A dueling shield adds a +2 bonus to AC when wielded in one hand, as normal. 8. This thick, heavy spear is better wielded in two hands than one. There are also some weapons that are outclassed by others. In some cases, these properties conflict or overlap with feats, a difficult problem. This chapter adds no new actions and works to adhere to the already-extant combat system without additional redundancies, extras, or rules bloat, though it does tweak much. Modifies: light crossbow, heavy crossbow, arquebus Beyond a weapons short range, attacks up to the weapons long range are still possible, but they are made with disadvantage. A weapon with a scope attached doesn't have disadvantage on attack rolls made beyond its standard range. A +1 weapon is uncommon, a +2 weapon is rare, and a +3 weapon is very rare. Not only do you get to use a bonus action to make a melee attack with the opposite end of your polearm (for a d4 of bludgeoning damage), but while you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach. All weapons made from stone deal bludgeoning damage, even if it would normally deal another type. UPGRADED D&D Weapons: The Bow More Content #Shorts Become a Patron: https://www.patreon.com/thedungeoncoach Alkander's Almanac D&D 5e Expansion: http. All weapons and armor made with stone have the heavy property, lose finesse and light properties if they have them, weigh 4 times as much as usual, and cost twice as much. Exotic weapons are unwieldy, niche, or novel. A character must then reload it using an action or a bonus action (the characters choice). When youre wielding a finesse weapon like a rapier and an enemy hits you with a melee attack, Defensive Duelist lets you use your reaction to momentarily add your proficiency bonus to your AC, potentially making the attack miss. A creature can take this damage only once per turn. 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