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Equipment |
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Equipment: Ranged Weapons |
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The table below
contains a list of ranged weapons. Ranged weapons come in different
categories: •
Ranged simple weapons.
If you have proficiency with simple weapons, you are proficient with these
ranged weapons. Simple ranged weapons represent ranged weapons that are easy
to make or weapons that the regular people could own for hunting or
self-defence. •
Ranged martial weapons.
If you have proficiency with martial weapons, you are proficient with these
ranged weapons. Martial ranged weapons represent ranged weapons that are made
primarily for war. These weapons are usually slightly more complicated to
use. •
Ranged firearm weapons.
If you have proficiency with firearm weapons, you are proficient with these
ranged weapons. Firearm ranged weapons are weapons that propel ammunition
with explosive powder. These weapons are complicated to use and maintain. •
Ranged alchemical weapons.
If you have proficiency with alchemical weapons, you are proficient with
these ranged weapons. Alchemical ranged weapons are made by mixing reagents.
These weapons are consumed when they are used. |
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Ranged Weapons |
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Special Ranged Weapons |
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Acid Vial A creature hit by the acid vial takes 2d4 acid damage automatically at
the beginning of your next turn. Alchemist’s Fire A creature hit by the alchemist’s fire also starts burning. |
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Blowgun When
you are hidden from a creature and miss it with a ranged attack using the
blowgun, making the attack doesn't reveal your position. Bola A
medium or smaller creature hit by a bola is knocked prone and grappled until
it is freed. A bola has no effect on creatures that are formless or have no
legs, or creatures that are large or larger. A creature can use its action to
make a DC 10 Dexterity check, freeing itself or another creature within its
reach on a success. Dealing 5 damage to the Bola (AC 10) also frees the
creature without harming it, ending the effect and destroying the Bola. The
bola is immune to bludgeoning, poison, and psychic damage. When
you use an action, bonus action, or reaction to attack with a Bola, you can
make only one attack regardless of the number of attacks you can normally
make. Flash Powder When you make an attack with this weapon, you can throw it at a point
within range instead. Each creature within 5 feet of that point must make a DC
10 Dexterity saving throw or become blinded until the end of its next
turn. Powder Grenade When you make an attack with this weapon, you can throw it at a point
within range instead. Each creature within 5 feet of that point takes 1d6
thunder damage and must make a DC 10 Dexterity saving throw or take an
additional 2d6 piercing damage. Simple Poison A vial of simple poison has several uses: •
When you hit a creature with a simple
poison, it also becomes poisoned until the end of its next turn. •
You can use the poison in this vial to
coat one slashing or piercing weapon or up to three pieces of ammunition.
Applying the poison takes an action. Once applied, the poison retains potency
for 1 minute before drying. A creature hit by the poisoned weapon or
ammunition must succeed on a DC 10 Constitution saving throw or take an
additional 1d8 poison damage and that target is poisoned until the end
of its next turn. Once you hit a creature with the poisoned weapon or
ammunition, the poison is gone from that weapon or ammunition. •
You can distribute this simple poison
in up to 10 specially prepared darts or blowgun darts. When you do so, that
weapon deals 1d4 poison damage on a hit instead of its normal damage and that
target is poisoned until the end of its next turn. Once you attack a
creature with the poisoned dart or blowgun dart, the poison is gone from that
weapon or ammunition. Special Arrows Weapons that use arrows as ammunition can replace them with special
arrows. Special arrows halve the range of the ranged weapon but modifies the
weapon when fired.
Sticky Bomb On a hit, the sticky bomb attaches to the target. If the sticky bomb
is still attached to the target at the beginning of your next turn, it
detonates and deals 3d10 thunder damage to the target. Constructs and objects
take double damage from this detonation. The target, or a creature that can
reach the target, can use an action to try and remove the sticky bomb. To
remove the sticky bomb, a creature must succeed on a DC 10 Strength saving
throw. If removed, the sticky bomb is destroyed. |
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Weapon Properties |
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Size Properties Different
weapons have different size that dictates how they are used - some weapons
are large and bulky and require two hands to use, while other weapons are
small and easy to conceal: •
Light. A
light weapon is easy to handle, making it ideal for use when fighting with
two weapons. You can attack with two weapons (see the two-fighting rules
above) if at least one of the weapons have this feature. •
Heavy. You
must have at least 13 strength to use a heavy weapon
effectively. A character with a strength score lower
than 13 have disadvantage on attack rolls using heavy weapons. You can ignore
the heavy property of ranged weapons with the trigger property if the weapon
is mounted or resting on something (like a wall or if the character is lying
prone on the ground). •
Small. This
weapon is particularly small, making it easier to conceal. You roll with
advantage when trying to hide or conceal this weapon. You can draw a small
weapon you are carrying at any time during your turn or another creature’s
turn (see normal rules for changing weapons above). •
Two-handed. You
must use two hands to wield this weapon. Small and smaller characters cannot
use two-handed melee weapons. Special Weapon Properties Many
weapons have special properties related to their use, as shown in the Weapons
table. These properties represent the different designs awards different
weapons different use in combat. A creature only benefits from a weapon’s
property if they are attacking with it, even if they are wielding another
weapon (e.g. you do not gain the brutal weapon property when attacking
with a dagger even if you have a sickle in your other hand; you must attack
with the sickle to get this benefit): •
Ammunition. You
can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon. Each time you attack
with the weapon, you expend one piece of ammunition. Drawing the ammunition
from a quiver, case, or other container is part of the attack (loading a
weapon requires two hands, one to handle the weapon and one to manipulate the
ammunition). At the end of the battle, you can recover half your expended
ammunition by taking a minute to search the battlefield. If you use a weapon
that has the ammunition property to make a melee attack, you treat the weapon
as an improvised weapon. A sling must be loaded to deal any damage when used
in this way. •
Brutal. You
deal an additional 1d4 damage if the attack is made with advantage. This
damage is not multiplied on a critical hit. •
Crushing. When
you score a critical with this weapon, the target is stunned until
the beginning of its next turn or until it takes damage, is hit by an attack
or fails a saving throw. •
Finesse. When
making an attack with a finesse weapon, you can use your choice of your
Strength or Dexterity modifier for the attack and damage rolls. You must use
the same modifier for both rolls. •
Loading. Because
of the time required to load this weapon, you can fire the weapon only once
per turn, regardless of the number of attacks you can normally make. •
Mass. You
deal +2 damage on melee attacks made with this weapon. •
Overdraw. When
you make ranged attacks with this weapon, you can use Strength modifier
instead of Dexterity, for the damage rolls. •
Powder.
This weapon is packed with a powerful and unstable powder. You have advantage
on the first ranged attack you make with a powder weapon on a turn if
the attack is made within the weapon’s normal range. In addition, when you
roll a 1 on any of the weapons damage dice (even if that damage die is
subsequently re-rolled), it malfunctions and cannot be used to make ranged
attacks again before it has been fixed. To attempt to fix a powder
weapon, you use an action and roll 1d6. On a 6, the weapon is fixed and usable
again. •
Piercing. You
can re-roll one d20 whenever you make an attack with advantage. •
Range. A
weapon that can be used to make a ranged attack has a range shown in
parentheses after the ammunition or thrown property. The range lists two
numbers. The first is the weapon’s normal range in feet, and the second
indicates the weapon’s long range. When attacking a target beyond normal
range, you have disadvantage on the attack roll. You can’t attack a target
beyond the weapon’s long range. •
Reload. You
can make a number of attacks with this weapon equal to the number in the
parenthesis before it needs reloading. reloading this weapon requires an
action. •
Special. A
weapon with the special property has unusual rules governing its use,
explained in the weapon’s description (see "Special Weapons"
section below the weapon tables). •
Tearing. If
you score a critical hit with this weapon, you can roll one of the weapon’s
damage dice one additional time and add it to the extra damage of the
critical hit. •
Thrown. If
a weapon has this property, you can throw the weapon making a ranged attack.
If the weapon is a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee attack with the
weapon. For example, if you throw a handaxe, you use your Strength, but if
you throw a knife, you can use either your Strength or your Dexterity, since
the knife has the finesse property. •
Thundering. Attacking
with this weapon produce a loud noise that is audible from at least 300 feet
away. •
Trigger. The prone condition
does not impose disadvantage on attack rolls with this weapon. |
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