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alaraes:chapter_2:weapons

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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

Very rare, a castelero, sometimes called a spell-slinger, are long thick walled pistols that hold one cartridge. Each castelero has a fire ouranite embedded in the grip that creates an explosive burst down the barrel of the gun propelling the ammunition, and may not be modified to fit another. This cartridge is loaded with a into the back of the firearm, are made from redsteel, and stores one damage dealing spell. Spells cast using a castelero are always centered on the location the slug hits and are cast at their lowest level.

Castelero, Rifle

Like a Castelero, but capable of greater accuracy over a longer range.

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.

Slotted

The slotted weapon property allows ouranite to be inserted into a weapon. For each slot a weapon has, the amount of Ouranite the weapon may hold is increased by one, up to a maximum of three. Each slot that is added to the weapon increases its base gold value by 50gp. This weapon property cannot be applied to natural or magical weapons. Incorporating this property after the weapon has been crafted requires hiring a Blacksmith whom is also skilled in artificing, and costs 100gp per slot.

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). If the target does not have armor, a non-natural weapon, or a 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

Weapons on Alaraes are often made from exotic materials other than basic steel or wood. Often these materials offer mechanical benefits as well as cosmetic ones.

Bluesteel

Lighter, just as durable. Sheds a dim light out to 10 feet.

Ironwood

Typically for blunt weapons, makes them harder and more durable. Does retain an edge, but will need to periodically be maintained by whittling the wood down to refine the edge. Eventually the weapon will no longer have enough material left to be worthwhile.

Redsteel

Can store a single single-use spell within the blade. Can be reinfused with a new spell by a qualified mage.

Ammunition

alaraes/chapter_2/weapons.1590803557.txt.gz · Last modified: 2020/09/09 04:24 (external edit)