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alaraes:chapter_2:weapons [2021/02/16 04:31] – [Weapon Slots] forgemasteralaraes:chapter_2:weapons [2021/02/16 05:15] (current) forgemaster
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 === Spiked Knuckles === === 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. 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 ====
 Simple ranged weapons require no or little training to operate effectively.  Simple ranged weapons require no or little training to operate effectively. 
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 ===== Weapon Properties ===== ===== Weapon Properties =====
  
-==== Keen ====+=== 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. 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 ====+=== 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. 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.
  
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 {{ :alaraes:chapter_2:weaponsmaterialstable.png |}} {{ :alaraes:chapter_2:weaponsmaterialstable.png |}}
  
-==== Bluesteel ====+=== Bluesteel ===
 Refined from iron ore found within the [[alaraes:chapter_4:kaldar|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 [[alaraes:chapter_4:kaldar#bordan | 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. Refined from iron ore found within the [[alaraes:chapter_4:kaldar|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 [[alaraes:chapter_4:kaldar#bordan | 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 ===
 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. 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 ====+=== Redsteel ===
 Refined from a highly magically active ore only found in [[alaraes:chapter_4:farneas|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. Refined from a highly magically active ore only found in [[alaraes:chapter_4:farneas|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.1613449891.txt.gz · Last modified: 2021/02/16 04:31 by forgemaster