Phoenix Ash (5e Campaign Setting)/Weapon
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Phoenix Ash Campaign Setting |
5e |
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This page modifies 5th edition Weapons as follows:
Contents
Tech I[edit]
Weapons Name | Cost | Damage | Weight | Melee/ Ranged |
Properties |
---|---|---|---|---|---|
Blowgun | 10 gp | 1 piercing | 1 lb. | Ranged | Ammunition (range 25/120), loading |
Club | 1 sp | 1d4 Bludgeoning | 2 lb. | Melee | Light |
Dagger, Bronze | 1 gp | 1d4 piercing | 1 lb. | Melee | Finesse, light, thrown (range 20/60) |
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Ranged | Finesse, thrown (range 20/60) |
Flail, Wood | 7 gp | 1d8 bludgeoning | 2 lb. | Melee | — |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Melee | Two-handed |
Handaxe, Bronze | 5 gp | 1d6 slashing | 2 lb. | Melee | Light, thrown (range 20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Melee | Thrown (range 30/120) |
Lance | 10 gp | 1d12 piercing | 6 lb. | Melee | Reach, special |
Light hammer, Bronze | 2 gp | 1d4 bludgeoning | 2 lb. | Melee | Light, thrown (range 20/60) |
Mace, Bronze | 4 gp | 1d6 bludgeoning | 4 lb. | Melee | — |
Maul, Stone/Bronze | 7/8 gp | 2d6 bludgeoning | 10 lb. | Melee | Heavy, two-handed |
Net | 1 gp | — | 3 lb. | Melee | Special, thrown (range 5/15) |
Pike | 5 gp | 1d10 piercing | 18 lb. | Melee | Heavy, reach, two-handed |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Melee | Versatile (1d8) |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ranged | Ammunition (range 80/320), two-handed |
Shortsword, Bronze | 8 gp | 1d6 piercing | 2 lb. | Melee | Finesse, light |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Melee | Light |
Sling | 1 sp | 1d4 bludgeoning | — | Melee | Ammunition (range 30/120) |
Spear | 1 gp | 1d6 piercing | 3 lb. | Melee | Thrown (range 20/60), versatile (1d8) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Melee | Finesse, reach |
Tech II[edit]
Weapons Name | Cost | Damage | Weight | Melee/ Ranged |
Properties |
---|---|---|---|---|---|
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Melee | Versatile (1d10) |
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ranged | Ammunition (range 80/320), loading, two-handed |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ranged | Ammunition (range 100/400), heavy, loading, two-handed |
Dagger, Iron/Steel | 2/3 gp | 1d4 piercing | 1 lb. | Melee | Finesse, light, thrown (range 7/20) |
Flail, Iron/Steel | 10/12 gp | 1d8 bludgeoning | 2 lb. | Melee | — |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Melee | Heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Melee | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Melee | Heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Melee | Heavy, reach, two-handed |
Handaxe, Iron/Steel | 5/7 gp | 1d6 slashing | 2 lb. | Melee | Light, thrown (range 7/20) |
Light hammer, Iron/Steel | 2/3 gp | 1d4 bludgeoning | 2 lb. | Melee | Light, thrown (range 20/60) |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ranged | Ammunition (range 150/600), heavy, two-handed |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Melee | Versatile (1d10) |
Mace, Iron/Steel | 5/6 gp | 1d6 bludgeoning | 4 lb. | Melee | — |
Maul, Iron/Steel | 10/12 gp | 2d6 bludgeoning | 10 lb. | Melee | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | Melee | — |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Melee | Finesse |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Melee | Finesse, light |
Shortsword, Iron/Steel | 10/12 gp | 1d6 piercing | 2 lb. | Melee | Finesse, light |
Trident | 5 gp | 1d6 piercing | 4 lb. | Melee | Thrown (range 7/20), versatile (1d8) |
War pick | 5 gp | 1d8 piercing | 2 lb. | Melee | — |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Melee | Versatile (1d10) |
Tech III[edit]
Weapons Name | Cost | Damage | Weight | Melee/ Ranged |
Properties |
---|---|---|---|---|---|
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ranged | Ammunition (range 30/120), light, loading |
Needler Pistol | 150 gp | 1d4 piercing | 2 lb. | Ranged | Ammunition (10/clip, range 40/160, light, pistol, poison/paralysis Con save DC 15, chemical cell |
Shotgun (slug) | 150 gp | 2d10 bludgeoning | 3 lb. | Ranged | Ammunition (5, range 60/240), two-handed, slow loading, optional nonnlethal ammo. Dex save DC 12 for half damage. |
Shotgun (scatter) | 150 gp | 2d10 piercing | 3 lb. | Ranged | Ammunition (5, range 30/120 cone), two-handed, slow loading, optional nonnlethal ammo. 1d10 damage beyond short range. Dex save DC 12 for half damage. |
Slug Pistol | 150 gp | 2d8 piercing | 3 lb. | Ranged | Ammunition (15/mag, range 80/320), light, pistol, optional nonnlethal ammo |
Slug Pistol, Revolver | 150 gp | 1d12 piercing | 3 lb. | Ranged | Ammunition (6, range 80/320), light, pistol, slow loading |
Slug Rifle | 200 gp | 1d10 piercing | 3 lb. | Ranged | Ammunition (20/mag, range 200/800), two-handed |
Stun Baton | 150 gp | 1d4 lightning | 1 lb. | Melee | Light, finesse, touch, chemical cell (1 hour). Con save DC 12 or be stunned for 1 minute. |
Taser | 150 gp | 1d8 lightning | 2 lb. | Ranged | Ammunition (5/clip, range 15/60), light, pistol, nonlethal, chemical cell |
Tech IV[edit]
Weapons Name | Cost | Damage | Weight | Melee/ Ranged |
Properties |
---|---|---|---|---|---|
Death Ray Pistol | 500 gp* | 7d10 necrotic | 4 lb. | Ranged | Ammunition (1, range 30/120), pistol, Con save DC 20 or die unless protected by a force field. No damage to non-living objects. |
Force Dagger | 75 gp | 1d6 slashing, force | 3 lb. | Melee | Light, touch, hydrogen cell (30 minutes). Force fields negate damage. |
Force Blade | 150 gp | 1d8 slashing, force | 3 lb. | Melee | Light, touch, versatile (d10), hydrogen cell (20 minutes). Force fields negate damage. |
Fusion Rifle | 750 gp | 4d8 radiant, 4d8 fire | 12 lb. | Ranged | Range 350/700, heavy, crew served, tripod, atomic cell (10). Con save DC 20. |
Laser Pistol | 200 gp | 2d6 radiant | 3 lb. | Ranged | Range 100/400, light, pistol, hydrogen cell (10) |
Laser Rifle | 250 gp | 5d6 radiant | 3 lb. | Ranged | Range 300/1200, two-handed, hydrogen cell (5) |
Blaster Pistol | 300 gp* | 2d8 force | 4 lb. | Ranged | Range 80/320, pistol, hydrogen cell (8), objects save DC 18 or 4d8 damage unless protected by force field |
Blaster Rifle | 750 gp* | 5d8 force | 4 lb. | Ranged | Range 200/600, heavy, two-handed, hydrogen cells (4), objects save DC 18 or 10d8 unless protected by force field |
Shock Mace | 150 gp | 1d6 bludgeoning and 1d6 lightning | 5 lb. | Melee | chemical cell (15 minutes) |
Stun Baton | 150 gp | 1 lightning | 1 lb. | Melee | chemical cell (20 minutes), nonlethal, touch, Con save DC 16 or be stunned for 1 minute |
Stun Pistol | 200 gp | 1 lightning or radiant | 3 lb. | Ranged | Range 20/80, light, pistol, nonlethal, Con save DC 15 or be stunned for 1 minute, solar cell (10) |
Stun Rifle | 250 gp | 1 lightning or radiant | 5 lb. | Ranged | Range 40/160, two-handed, nonlethal, Con save DC 15 or be stunned for 10 minutes, solar cell (5) |
Stun Whip | 150 gp | 1d4 slashing | 3 lb. | Melee | Finesse, reach, touch, chemical cell (30 minutes), Con save DC 12 or be stunned for 1 minute. |
Tech V[edit]
These weapons' tech is so high that their function would appear to be magic.