Phoenix Ash (5e Campaign Setting)/Weapon

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Phoenix Ash
Campaign Setting
5e
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Author: Rlyehable (talk)
Date Created: 2017-07-10
Status: In progress
Editing: Clarity edits only please
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This page modifies 5th edition Weapons as follows:

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.


Main Page5e HomebrewCampaign SettingsPhoenix Ash

AuthorRlyehable +
Canontrue +
RatingUndiscussed +
SettingPhoenix Ash +
TitleWeapon +