5e:Phoenix Ash/Weapon

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Rules Dependency
The Phoenix Ash rules are dependant on the Dungeons & Dragons 5th edition System Reference Document (SRD-OGL v5.1), or SRD5. The following rules will parallel these rules and note differences between them.
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User Creation
Source: Rlyehable
Date Created: 2017-07-10
Status: In progress


Phoenix Ash
Campaign Setting
5e

Tech Level

  1. Stone Age
  2. Bronze Age
  3. Iron Age
  4. Renaissance
  5. Industrial Age
    1. Steam Age
    2. Internal Combustion Age
    3. Electroinic Age
    4. Infomation Age
  6. Bioengineering Age
  7. Nanite Age
  8. Beyond

Weapon Proficiency

|Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. [1]

Gaining Proficiency

When you gain a Level you can choose a weapon that you possess. When you have used this weapon an a number of encounters equal to its Tech Level x 10, you gain proficiency with that weapon.

Melee and Ranged

Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. [1]

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table. [1]

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 (you need a free hand to load a one-­handed weapon). 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 [1] and a Range to make a melee_attacks, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. [1]

Bullets and Shells

Bullets are divided into two categories:

  1. Loose. Loose bullets are just the projectile. Some means of firing the projectile must be employed in the weapon (gunpowder and wadding being the most common) as well as the bullet.
  2. Cartridge. Cartridges contain both the projectile and gunpowder in a casing. This ensures that the gunpowder remains dry and improves the loading time.

Shells are similar to cartridge bullets, but contain multiple projectiles. These projectiles often spread into a spray. See spray below.

Power Cell

Some weapons of the ancients are powered by a special type of ammunition called power cells. An power cell contains enough power for all the shots or strikes its weapon can make.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. [1]

Heavy

Small creatures have Disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a small creature to use effectively. [1]

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. [1]

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged attack has a range 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. [1]

Reach

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. [1]

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). [1]

Thrown

If a weapon has the thrown property, you can throw the weapon to make 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 dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. [1]

Two-­Handed

This weapon requires two hands when you attack with it. [1]

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack. [1]

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead{{refend|[1] enemy.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. [1]

Special Weapons

Weapons with special rules are described here. [1]

Atlatl

Device to extend the range and power of darts, javelins, and spears. See: Atlatl.

Bola

A Large or smaller creature hit by a bola, it is grappled until it is freed. A bola cannot grapple creatures that are formless. 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 bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

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.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. [1]

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge 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 net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. [1]

Weapon Tech
Level
Cost Damage Weight Properties Note

Melee Weapons
Battleaxe 2, 3 10 gp 1d8 slashing 4 lb. Versatile (1d10) [1]
Club 1 1 sp 1d4 bludgeoning 2 lb. Light [1]
Dagger 2, 3 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) [1]
Flail 1-3 10 gp 1d8 bludgeoning 2 lb. [1]
Glaive 2, 3 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed [1]
Greataxe 2, 3 30 gp 1d12 slashing 7 lb. Heavy, two-handed [1]
Greatclub 1 2 sp 1d8 bludgeoning 10 lb. Two­‐handed [1]
Greatsword 3 50 gp 2d6 slashing 6 lb. Heavy, two-handed [1]
Halberd 2, 3 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed [1]
Handaxe 1-3 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) [1]
Javelin 1 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) [1]
Lance 1 10 gp 1d12 piercing 6 lb. Reach, special [1]
Light Hammer 1-3 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) [1]
Longsword 3 15 gp 1d8 slashing 3 lb. Versatile (1d10) [1]
Mace 2, 3 5 gp 1d6 bludgeoning 4 lb. [1]
Maul 1-3 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed [1]
Morningstar 3 15 gp 1d8 piercing 4 lb. [1]
Pike 2, 3 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed [1]
Quarterstaff 1 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) [1]
Rapier 3 25 gp 1d8 piercing 2 lb. Finesse [1]
Scimitar 2, 3 25 gp 1d6 slashing 3 lb. Finesse, light [1]
Shortsword 2, 3 10 gp 1d6 piercing 2 lb. Finesse, light [1]
Sickle 2, 3 1 gp 1d4 slashing 2 lb. Light [1]
Spear 1 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) [1]
Trident 2, 3 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) [1]
War Pick 3 5 gp 1d8 piercing 2 lb. [1]
Warhammer 2, 3 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) [1]
Whip 1 2 gp 1d4 slashing 3 lb. Finesse, reach [1]

Ranged Weapons
Atlatl 1 varied Ammunition, range 2x/3x, Special [2]
Blowgun 1 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading [1]
Bola 1 5 gp 1d4 bludgeoning 3 lbs Thrown, range 2x/3x, Special [2]
Crossbow, light 2, 3 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed [1]
Dart 1 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) [1]
Crossbow, Hand 3 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading [1]
Crossbow, Heavy 3 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed [1]
Longbow 1 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed [1]
Net 1 1 gp 3 lb. Special, thrown (range 5/15) [1]
Shortbow 1 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed [1]
Sling 1 1 sp 1d4 bludgeoning Ammunition (range 30/120) [1]

Ancient Weapon Properties

Ammunition. The ammunition of a firearm is destroyed up on use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Ancient's Weapons

Weapon Tech
Level
Cost Damage Weight Properties
Ancient's Weapons
Pistol (Matchlock, Flintlock) 4 250 gp 1d10 piercing 3 lbs. Ammunition (bullet, loose), range 30/90, loading
Musket 4 500 gp 1d12 piercing 10 lbs. Ammunition (bullet, loose), range 40/120, loading, two-handed
Pistol, Automatic 5.2 2d6 piercing 3 lbs. Ammunition (bullet, cartridge), range 50/150, reload (15 shots)
Pistol, Revolver 5.1 2d8 piercing 3 lbs. Ammunition (bullet, cartridge), range 40/120, reload (6 shots)
Rifle, Semiautomatic 5.1 2d10 piercing 8 lbs. Ammunition (bullet, cartridge), range 40/240, reload (5 shots), two-handed
Rifle, Automatic 5.2 2d8 piercing 8 lbs. Ammunition (bullet, cartridge), range 40/240, burst fire, reload (30 shots), two-handed
Shotgun 5.1 2d10 piercing 7 lbs. Ammunition (shot, shell), cone 30/90, reload (2 shots), two-handed
Laser Pistol 7 3d6 radiant 2 lbs. Ammunition (power cell), range 40/120, reload (50 shots)
Antimater Rifle 8 6d8 necrotic 10 lbs. Ammunition (power cell), range 120/360, reload (2 shots), two-handed
Laser Rifle 7 3d8 radiant 7 lbs. Ammunition (power cell), range 100/300, reload (30 shots), two-handed
Ancient's Ammunition
Bullets, loose (10) 4 3 gp 2 lbs.
Bullets, Cartidge (10) 5.1 &mdsah; 1 lbs.
Shells, Shotgun (10) 5.1 &mdsah; 2 lbs.
Power Cell &mdsah; 5 oz.

Sources and Notes


Back to Main PageDnD5x5e (2014)Campaign SettingsPhoenix Ash
Rules Dependency
The Phoenix Ash rules are dependant on the Dungeons & Dragons 5th edition System Reference Document (SRD-OGL v5.1), or SRD5. The following rules will parallel these rules and note differences between them.

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