alaraes:chapter_2:weapons [Homebrew Wiki]

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alaraes:chapter_2:weapons

Weapons

Alaraes is a large, sprawling continent, and as such it has a wide variety of weapons found in it, from simple brass knuckles to extraordinarily rare handguns. Weapons in Alaraes can have additional Properties to those found the Players Hand Book, as well as exotic materials.

Simple Melee Weapons

Simple melee weapons are those used by the common fold. Often they do not require training to be used proficiently, but an experienced user can use them as effectively as any weapon master.

Bayonet

A sharp spike or knife affixed to the barrel of a gun or rifle. When hit, the target must succeed on a DC 11 constitution saving throw or gain the bleeding condition for a number of rounds equal to your strength modifier (minimum 1). Any creature that succeeds on this saving throw does not need to make it again until after it has taken a long rest.

Bo Staff

A heavy staff, usually made from ironwood when used for combat, that can act as a walking staff.

Kopis

A single edged cutting or “cut and thrust” sword with a forward-curving blade.

Stunstick

An long metal rod with an electrified end. Often used by guards in larger cities for non-lethally disabling law-breakers. When hit, the target must succeed on a DC 11 constitution saving throw or become paralyzed for 1 minute. Any creature that succeeds on this saving throw does not need to make it again until after it has taken a long rest. Undead are immune to this effect.

Spiked Knuckles

Spiked knuckles, or knuckledusters, are “fist-load weapons” used in hand-to-hand combat. Any creature struck with these must succeed on a DC 13 constitution saving throw or gain the bleeding condition for a number of rounds equal to twice your strength modifier (minimum 1). Any creature that succeeds on this saving throw does not need to make it again until after it has taken a long rest.

Simple Ranged Weapons

Simple ranged weapons require no or little training to operate effectively.

Bola

A string with a large weight at each end, Bola are used to trip up and tangle a target. When making a ranged attack with a Bola, on a successful hit the target must make a DC 12 Dexterity saving throw or have their legs tangled. A tangled target becomes prone if they were moving, and their walking speed drops to 0 feet until they are untangled. A creature trying to untangle itself must use an action to remove the Bola.

Boomerang

A thrown stick that comes back to you. Requires a special glove.

Revolver

A sleek pistol with a cylinder that holds six rounds of ammunition. After all rounds have been spent, the user must use an action or a bonus action to reload the revolver. In addition, the user may burst fire a revolver. As an action, they may spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses six pieces of ammunition.

Slingshot

A slingshot fires single projectiles. Anything may be used as ammunition for a slingshot, so long as it weighs at least as much as a silver coin and can fit in the palm of a medium sized creatures hand.

Martial Melee Weapons

Khopesh

A long curved blade favored by the people of Kaldar, these swords often have a hook on the end for grabbing riders off horses.

Katana

A long single sided blade, primarily designed for slashing but with piercing variants available. Favored by the peoples of Qokon and Drakken Tor.

Chain Sword

Chain swords appear to be normal longswords, until their whip function is activated. Once activated, the blade segments into a whip with a steel cable core.

Sword Breaker

More of a large steel plate with notches along the edge. When attacking a target wielding a non-natural weapon, you make make an opposed strength check to attempt to destroy their weapon. If a target succeeds on this save, it does not need to make it again until after you have finished a short rest.

Martial Ranged Weapons

Castelero

Casteleros, sometimes called a spell-slinger, are long thick walled pistols that hold one specialized magic-infused shell. Each castelero starts life as a unique hand crafted commission piece that was built by an artisan. While they come in a variety of shapes and materials, they do share some common traits. Every castelero has a fire ouranite embedded in the grip to create an explosive burst down the barrel, which is covered in fine intricate runes that both contain and channel the magics stored in the shell. This cartridge is almost always loaded with a into the back of the firearm. They are usually about 14 inches long but that is not a hard nor fast rule. Spells cast using a castelero are always centered on the location the slug hits and are cast at their lowest level.

Castelero, Rifle

Some people prefer to fire from range instead of up close. Rifle Casteleros fulfill this need. Built through the same process as a standard Castelero, they function identically but are capable of greater accuracy over a longer range.

Rifle, Pulse

An energy based rifle that is unavailable for purchase as there are no surviving foundries that produce them. They few that are left are highly tresured artifacts and their owners would be hard pressed to part with them willingly.

Weapon Properties

Keen

This weapon has a knack for seeking out the chinks in armor, and the soft spot in hides. When you roll a natural 19-20 on a melee or ranged attack with a keen weapon, the creature gains the Bleeding condition for a number of rounds equal to the Ability Modifier you used to make the attack.

Sundering

Weapons with the sundering property are specifically designed to destroy an opponent's equipment. When you roll a natural 20 with an attack roll on a d20 roll, in addition to your normal critical hit damage, the target's weapon, armor, or shield is destroyed (GM's choice) as long as it is not magical. If the target does not have non-magical armor, a non-natural or non-magical weapon, or a non-magical shield, the creature gains the Stunned condition for a number of rounds equal to the Ability Modifier you used to make the attack.

Exotic Weapon Materials

While there are several exotic materials suitable for armor, the simple fact is few of them are any good at all for weaponsmithing. Weapons made from exotic materials are seen as a sign of wealth and prestige among nobles and aristocrats, and as a simple good investment by soldiers and adventurers. Whichever you are it is usually a good investment and a worthy acquisition. Use the table below to determine the cost of a weapon made from exotic materials.

Bluesteel

Refined from iron ore found within the Kaldarian Sha’ak Sha Mountains, weapons made from bluesteel are lighter and more durable than their more common counterparts. Export of bluesteel weapons is tightly controlled by Bordan which adds to its rarity, and this its mystique and prestige amongst adventurers. Bluesteel weapons are instantly recognizable by their natural blue-gray tint, and the natural dim blue light they shed out to 10 feet. Despite this strange property, they are not considered magical in nature.

Ironwood

Ironwood is a dense and strong black tree that can be found growing out of particularly thick mana veins throughout all of Alaraes. The mana they live off of gives the wood fibers a strength similar to steel that makes well suited to be an alternative material used in weapon crafting. Ironwood clubs and staffs are more durable than their standard counterparts and are more effective at blocking bladed attacks. While ironwood does retain an edge, it will require more routine maintenance from its user. Unfortunately, ironwood weapons are not discernably lighter than their metal counterparts. It is easily identifiable by its natural dark black grain.

Redsteel

Refined from a highly magically active ore only found in Farneas, redsteel is not suitable for weapons, not due to a lack of usability but due to a lack of utility. The amount of redsteel in an average weapon is simply not enough to generate the magical dampening effect many hope to achieve with the material. However, this has not stopped the wealthy elite from commissioning redsteel weapons as a highly visible and effective sign status. Redsteel weapons are easily identified by the natural dark crimson hue. Weapons made from redsteel are non-magical and can not be enchanted.

alaraes/chapter_2/weapons.txt · Last modified: 2021/02/16 05:15 by forgemaster