Difference between revisions of "Weapons"

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(Torch Staff)
(Atlatl)
 
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{| class="wikitable"
 
{| class="wikitable"
|+ style="caption-side:top;"|''Note: items with green background are homebrew''
+
|+ style="caption-side:top; background-color:#E0E4C0;"|''Note: items with green background are homebrew''
 
|-
 
|-
 
! Simple Melee Weapons !! Cost !! Damage !! Weight !! Properties
 
! Simple Melee Weapons !! Cost !! Damage !! Weight !! Properties
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|-  
 
|-  
 
| Quarterstaff || 2sp || 1d6 bludgeoning || 4 lb. || Versatile (1d8)
 
| Quarterstaff || 2sp || 1d6 bludgeoning || 4 lb. || Versatile (1d8)
|- style="background-color:#E0E4C0;"
 
| [[#Torch Staff|Torch Staff]] || 12gp || 1d6 bludgeoning || 7 lb. || Heavy, special, two-handed, versatile (1d10)
 
 
|- style="background-color:#FFFFFF;"
 
|- style="background-color:#FFFFFF;"
 
| Sickle || 1gp || 1d4 slashing || 2 lb. || Light
 
| Sickle || 1gp || 1d4 slashing || 2 lb. || Light
 
|-  
 
|-  
 
| Spear || 1gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8)
 
| Spear || 1gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8)
 +
|- style="background-color:#E0E4C0;"
 +
| [[#Torch Mace|Torch Mace]] || 6gp || 1d4 bludgeoning (+1 fire if lit) || 2 lb. || Special
 +
|- style="background-color:#E0E4C0;"
 +
| [[#Torch Staff|Torch Staff]] || 12gp || 1d6 bludgeoning (+1 fire if lit) || 7 lb. || Heavy, special, two-handed, versatile (1d10)
 
|- style="background-color:#FFFFFF;"
 
|- style="background-color:#FFFFFF;"
 
| Unarmed Strike || - || 1 bludgeoning || - || -
 
| Unarmed Strike || - || 1 bludgeoning || - || -
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|-
 
|-
 
! Martial Ranged Weapons !! Cost !! Damage !! Weight !! Properties
 
! Martial Ranged Weapons !! Cost !! Damage !! Weight !! Properties
 +
|- style="background-color:#E0E4C0;"
 +
| [[#Atlatl|Atlatl]] (for Javelins only) || 5sp || makes javelin 1d8 piercing || 2 lb. || makes javelin range (60/120)
 
|- style="background-color:#FFFFFF;"
 
|- style="background-color:#FFFFFF;"
 
| Blowgun || 10gp || 1 piercing || 1 lb. || Ammunition (range 25/100), loading
 
| Blowgun || 10gp || 1 piercing || 1 lb. || Ammunition (range 25/100), loading
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| Net || 1gp || - || 3 lb. || Special, thrown (range 5/15)
 
| Net || 1gp || - || 3 lb. || Special, thrown (range 5/15)
 
|}
 
|}
 +
 +
 +
===Atlatl===
 +
An atlatl is essentially a stick with a handle on one end and a hook or socket that engages a light spear or “dart” on the other. The flipping motion of the atlatl propels a light spear much faster and farther than it could be thrown by hand alone.
 +
 +
See [[https://en.wikipedia.org/wiki/Spear-thrower https://en.wikipedia.org/wiki/Spear-thrower]] for more info.
 +
 +
===Torch Mace===
 +
A torch mace has a short wooden haft with a weighted head, often flanged. The head is hollow, with gaps for air flow, so has less impact than a regular mace. However, it is designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).
 +
 +
A creature hit with a burning torch mace takes an additional 1 fire damage.
  
  
 
===Torch Staff===
 
===Torch Staff===
A torch staff is a polearm with a heavy weighted head, often flanged. The head contains a hollow designed to hold a bundle of hessian coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).
+
A torch staff is a polearm with a heavy weighted head, often flanged. The head contains a hollow designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).
  
 
A creature hit with a burning torch staff takes an additional 1 fire damage.
 
A creature hit with a burning torch staff takes an additional 1 fire damage.

Latest revision as of 10:12, 25 April 2019

Note: items with green background are homebrew
Simple Melee Weapons Cost Damage Weight Properties
Club 1sp 1d4 bludgeoning 2 lb. Light
Dagger 2gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5sp 1d6 piercing 2 lb. Thrown (range 20/60)
Light Hammer 2gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5gp 1d6 bludgeoning 4 lb. -
Quarterstaff 2sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1gp 1d4 slashing 2 lb. Light
Spear 1gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Torch Mace 6gp 1d4 bludgeoning (+1 fire if lit) 2 lb. Special
Torch Staff 12gp 1d6 bludgeoning (+1 fire if lit) 7 lb. Heavy, special, two-handed, versatile (1d10)
Unarmed Strike - 1 bludgeoning - -
Simple Ranged Weapons Cost Damage Weight Properties
Crossbow, Light 25gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1sp 1d4 bludgeoning 1/4 lb. Ammunition (range 30/120)
Martial Melee Weapons Cost Damage Weight Properties
Battleaxe 10gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10gp 1d8 bludgeoning 2 lb. -
Glaive 20gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10gp 1d12 piercing 6 lb. Reach, special
Longsword 15gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15gp 1d8 piercing 4 lb. -
Pike 5gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25gp 1d8 piercing 2 lb. Finesse
Scimitar 25gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10gp 1d6 piercing 2 lb. Finesse, light
Trident 5gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5gp 1d8 piercing 2 lb. -
Warhammer 15gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons Cost Damage Weight Properties
Atlatl (for Javelins only) 5sp makes javelin 1d8 piercing 2 lb. makes javelin range (60/120)
Blowgun 10gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1gp - 3 lb. Special, thrown (range 5/15)


Atlatl

An atlatl is essentially a stick with a handle on one end and a hook or socket that engages a light spear or “dart” on the other. The flipping motion of the atlatl propels a light spear much faster and farther than it could be thrown by hand alone.

See [https://en.wikipedia.org/wiki/Spear-thrower] for more info.

Torch Mace

A torch mace has a short wooden haft with a weighted head, often flanged. The head is hollow, with gaps for air flow, so has less impact than a regular mace. However, it is designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).

A creature hit with a burning torch mace takes an additional 1 fire damage.


Torch Staff

A torch staff is a polearm with a heavy weighted head, often flanged. The head contains a hollow designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).

A creature hit with a burning torch staff takes an additional 1 fire damage.