dauntless/content/Adventuring Gear/Misc Weapons.md
2026-03-08 21:51:42 -06:00

47 lines
6.6 KiB
Markdown
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

The Weapons table shows the weapons found in this chapter, including their price, weight, any damage they deal when they hit, and any special properties they possess. Some of those special properties are new and are described here.
**Weapon Properties**
The following section includes a new weapon property unique to the firearm weapons described in this book. For the full list of weapon properties and their rules, see the Players Guide. 
- **Double-Headed.** This weapon has a head on either end of it. You can use two-weapon fighting with this weapon, provided you are using only this weapon and no others for your attacks, even if this weapon doesnt have the light property. When you use two-weapon fighting with this weapon, you must use the opposite head for the bonus attack. The damage value in parenthesis is the damage for the opposite head of the weapon when used as part of two-weapon fighting. If the opposite heads damage type is different from the weapons base damage type, it is noted in the weapons description.
- **Magazine.** Weapons with this property can be loaded with multiple pieces of ammunition, allowing a character to fire the weapon without having to reload between shots—as long as at least one piece of unspent ammunition is in the magazine. Weapons with this property have a number listed next to this property specifying the maximum pieces of ammunition the magazine can hold. For example, a property listed as “Magazine (8)” indicates that weapons magazine can hold up to eight pieces of ammunition at one time.
|**Weapon**|**Cost**|**Damage**|**Weight**|**Weapon Options**|**Properties**|
|---|---|---|---|---|---|
|_Simple Melee Weapons_||||||
|Stone rake|5 gp|1d8 piercing|5 lb.|Disarm|Two-handed|
|Frying Pan|3 sp|1d6 Bludgeoning|6 lb.|Bash|Versatile (1d8), Special|
|Umbrella|5 sp|1d4 Bludgeoning|2 lb.|Trip|Finesse, Special|
|_Simple Ranged Weapons_||||||
|Clockwork crossbow|100 gp|1d8 piercing|8 lb.|—-|Ammunition (60/240), Magazine (6), Two-handed|
|_Martial Melee Weapons_||||||
|Axe-spear|25 gp|1d8 slashing|8 lb.|Disarm, Hamstring|Double-headed (1d4), Two-handed|
|Bladed Scarf|100 gp|1d4 slashing|3 lb.|Pull, Trip|Finesse, Reach, Special|
|Double Axe|50 gp|1d8 slashing|10 lb.|Disarm, Hamstring|Double-headed (1d6), Heavy, Two-handed|
|Chain Hook|15 gp|1d6 slashing|3 lb.|Pull|Reach, Special, Thrown (range 10/20)|
|Chakram|15gp|1d6 slashing|1 lb.|Hamstring|Thrown (range 20/60)|
|Dwarven Axe|15 gp|2d4 slashing|6 lb.|Disarm, Hamstring|Special, Versatile (1d10)|
|Joining Dirks|50 gp|1d6 slashing|2 lb.|Disarm|Finesse, Light, Special|
|_Martial Ranged Weapons_||||||
|Bolas|5 gp|—-|2 lb.|—-|Special, thrown (range 10/20)|
|Hand trebuchet|4 gp|—-|3 lb.|—-|Ammunition (range 60/240), special|
# Special Weapons
Various weapons with special properties are detailed here.
- **Axespear.** This weapon features an iron-banded wooden haft with an axe blade on one end and a spear point on the other. This weapon is balanced so that the axe head is the primary head. If you utilize this weapons double-headed property, the spear deals piercing damage equal to the amount indicated in parenthesis.
- **Bladed Scarf.** If you use one of your attacks to grapple a creature while wielding a bladed scarf, you can use a bonus action to make an attack against the grappled creature with the scarf.
- **Bolas.** This ranged weapon consists of two small weights tied together. A Medium or smaller creature hit by a bolas has its speed reduced to 0 until it is freed, and it must succeed on a **DC** 10 Strength saving throw or fall prone. A set of bolas has no effect on formless creatures or creatures that are Large or larger. A creature can use its action to make a **DC** 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.
- **Chain Hook.** This weapon consists of a 20-foot, hefty chain that terminates in an iron weight set with a bladed hook. After you throw the chain hook, you can use a bonus action to bring the bladed hook back to your hand. 
- **Chakram.** This metal weapon is a large ring with the interior edge dulled to rest comfortably in the hand.
- **Clockwork Crossbow.** This weapon resembles a traditional light crossbow but with a removable, wooden and clockwork magazine. Though this crossbow is lighter and less powerful than a heavy crossbow, its magazine allows for faster volleys. The attached magazine must have at least one bolt loaded into it to make a ranged attack with this weapon.
- **Double Axe.** This brutal weapon consists of a sturdy, wooden haft mounted with a double-sided axe head on each end of it.
- **Dwarven Axe.** Popularized by dwarves, this sturdy axe has a shorter haft than a standard battle axe, a reinforced spike on the head, and a heavy, counterweighted pommel. Many warriors fighting in close quarters prefer the dwarven axe, and its prominent spike occasionally serves as a makeshift guidon for units in areas with lower ceilings, like tunnels. When you use the dwarven axe to attack, you can choose to use the axe head, which deals slashing damage, or the spike, which deals piercing damage.
- **Frying Pan.** When wielding a frying pan, you can use your bonus action to add a +1 bonus to your AC until the end of your next turn. You cant gain this benefit while wielding a shield.
- **Hand Trebuchet.** The metal pocket of a hand trebuchet can be loaded with a small container of acid, alchemists fire, holy water, or other liquid. See the appropriate entry for the ammunition used to determine damage and other effects. As a melee weapon, a hand trebuchet deals damage as a club.
- **Joining Dirks.** Interlocking pommels cap this pair of blades. As a bonus action, you can interlock the pommels to create a single weapon with a blade on each end, and you can use a bonus action while holding the joined blade to separate it into the two blades again. When the blades are joined, this weapon has the double-headed (1d6) and two-handed properties, and it loses the light property. When the blades are separate, you have advantage on Dexterity (Sleight of Hand) checks to hide them on your person.
- **Stone Rake.** Settlers use stone rakes to remove rocks and other obstructions from the soil prior to planting or building structures. Though stone rakes arent built with combat in mind, more than a few settlers have fended off wild animals with them.
**Umbrella.** Whenever you take falling damage while wielding an umbrella, you can use your reaction to reduce the damage by a number equal to twice your proficiency bonus.