Weapons Re-Written

by TheTranMan

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--- MEDIEVAL ERA WEAPONS ---

Simple Weapons


Cost (GP) Weapon Damage Weight Properties
0.1 Club 1d4 B 2 lb. Light
2 Dagger 1d4 P 1 lb. Finesse, Light, Thrown (20/60)
0.2 Greatclub 1d8 B 10 lb. Two-Handed
5 Handaxe 1d6 S 2 lb. Light, Thrown (20/60)
0.5 Javelin 1d6 P 2 lb. Thrown (30/120)
2 Knuckles 1d4 B 2 lb. Light
2 Light Hammer 1d4 B 2 lb. Light, Thrown (20/60)
5 Mace 1d6 B 4 lb. ---
0.2 Quarterstaff 1d6 B 4 lb. Versatile (1d8)
1 Sickle 1d4 S 2 lb. Light
1 Spear 1d6 P 3 lb. Thrown (range 20/60), Versatile (1d8)
- Ranged Weapons - - ---
25 Crossbow, Light 1d8 P 5 lb. Ammunition (range 80/320), Loading, Two-Handed
0.05 Dart 1d4 P 0.25 lb. Finesse, Thrown (range 20/60)
25 Shortbow 1d6 P 2 lb. Ammunition (range 80/320), Two-Handed
0.1 Sling 1d4 B --- Ammunition (range 30/120)

Martial Weapons


Cost (GP) Weapon Damage Weight Properties
10 Battleaxe 1d8 S 4 lb. Versatile (1d10)
20 Claw Gauntlet 1d8 S 3 lb. Finesse, Strapped
10 Flail 1d8 B 2 lb. ---
20 Glaive 1d10 S 6 lb. Heavy, Reach, Two-Handed
30 Greataxe 1d12 S 7 lb. Heavy, Two-Handed
50 Greatsword 2d6 S 6 lb. Heavy, Two-Handed
20 Halberd 1d10 S 6 lb. Heavy, Reach, Two-Handed
10 Lance 1d12 P 6 lb. Reach, Special (Lance)
15 Longsword 1d10 S 3 lb. Versatile (1d10)
10 Maul 2d6 B 10 lb. Heavy, Two-Handed
15 Morningstar 1d8 P 4 lb. ---
5 Pike 1d10 P 18 lb. Heavy, Reach, Two-Handed
5 Punch Dagger 1d6 P 3 lb. Finesse, Light, Strapped
25 Rapier 1d8 P 2 lb. Finesse
25 Scimitar 1d6 S 3 lb. Finesse, Light
10 Shortsword 1d6 P 2 lb. Finesse, Light
5 Trident 1d6 P 4 lb. Thrown (20/60), Versatile (1d8)
5 War Pick 1d8 P 2 lb. ---
15 Warhammer 1d8 B 2 lb. Versatile (1d10), Alt-Side (B, P)
2 Whip 1d4 S 3 lb. Finesse, Reach
- Ranged Weapons - - ---
5 Atlatl 1d8 P 3 lbs. Ammunition (javelins, range 40/150), Loading
10 Blowgun 1 P 1 lb. Ammunition (range 25/100), Loading
75 Crossbow, Hand 1d6 P 3 lb. Ammunition (range 30/120), Light, Loading
50 Crossbow, Heavy 1d10 P 18 lb. Ammunition (range 100/400), Heavy, Loading, Two-Handed
50 Longbow 1d8 P 2 lb. Ammunition (range 150/600), Heavy, Two-Handed, Draw Weight (Str 11)
100 Oversized Longbow 2d6 P 12 lb. Ammunition (range 150/600), Heavy, Two-Handed, Draw Weight (Str 19), Special (Oversized)
1 Net --- 3 lb. Thrown (10/20), Special (Net)

Exotic Simple Weapons


Cost (GP) Weapon Damage Weight Properties
5 Cestus 1d4 B 2 lb. Light, Strapped
1 Fishing Hook 1d4 P 3 lb. Reach, Versatile (1d6)
1 Kama 1d4 S 2 lb. Finesse, Light
0.5 Pickaxe 1d8 P 10 lb. Two-Handed
2 Shovel 1d8 B 5 lb. Two-Handed
0.1 Tonfa 1d4 B 1 lb. Light
- Ranged Weapons - - ---
3 Bolas --- 2 lb. Special, Thrown (range 20/60)
0.05 Shuriken 1d4 S 0.25 lb. Finesse, Thrown (range 20/60)

Exotic Martial Weapons


Cost (GP) Weapon Damage Weight Properties
60 Bastard Sword 1d10 S 8 lb. Versatile (1d12)
50 Chain Whip 1d8 B 7 lb. Finesse, Reach
80 Zweihander 2d8 S 16 lb. Heavy, Superheavy, Two-Handed
- Ranged Weapons - - ---
75 Heavy Double Crossbow 2d10 P 20 lb. Ammunition (range 60/240), Heavy, Loading, Two-Handed
75 Elven Longbow 1d10 P 3 lb. Ammunition (range 200/800), Heavy, Two-Handed, Draw Weight (Str 13)
300 Portable Ballista 3d10 P 40 lb. Ammunition (range 120/480), Heavy, Superheavy, Loading, Two-Handed

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table:

Damage Abbreviations


  • B = Bludgeoning
  • P = Piercing
  • S = Slashing

Alt-Sided. When making an attack with an Alt-Sided weapon, typically one that has both a sharper and blunted side, you can choose to deal one of its other damage type. The type of which appears in parentheses with the property.

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 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.

Draw Weight. Draw Weight in bows is the amount of strength needed to pull a bow. You cannot attack with this weapon effectively if you do not meet the Strength requirement of the weapon, of which appears in parentheses with the property.

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.

Heavy. Creatures that are Small or Tiny have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.

Ligh⁠t. A lig⁠ht weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons. See the rules for two-weapon Fighting in " Making an Attack " section.

A light weapon is also small enough to be hidden within one's apparel or clothing, making any appropriate Stealth or Sleight of Hand checks required to do so.

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.

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 (see Making an Attack).

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

Strapped. This weapon is strapped your arm like a shield does. You can't be disarmed with this weapon, however you can't wield or hold items while it continues to be strapped. You can strap and unstrap a weapon as an bonus action. Unless it is your limb that is removed, which is a different story.

Superheavy. This weapon is unusually large and unwieldy for most medium-sized creatures. You must have a Strength score of 19 or higher to wield a superheavy weapon if you aren't large-sized or larger.

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.

Two-Handed. This weapon requires two hands when you Attack with it.

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.

Special Properties

Weapons with special rules are described here.

Bolas. A medium or smaller creature hit by a bolas falls prone until it is freed. A creature can use its action to make a DC 10 Strength (Athletics) 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 net.

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.

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 Athletics (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.

Oversized. An Oversized Weapon, specifically a Ranged Weapons requires Oversized Ammunition to fire, such as having Oversized Arrows for the Oversized Longbow. Oversized Arrows can be crafted by one who has Proficiency in Woodcarvers Tools, provided they have wood or resources to spare in its craft. Oversized Ammunition, if found sold by a merchant, typically costs double and weighs double its original amount.

See Here for Beyond-Damage-Dice

--- WEAPON UPGRADES ---

Silver Weapons

Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver weap⁠ons, so cautious Adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and Expertise needed to add silver to the weapon without making it less effective.

Adamantine Weapons

Adamantine is an ultrahard metal found in meteorites and extraordinary veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp or more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

If you recover expended Adamantine Ammunition, you can recover all of your ammunition provided they are actually recoverable (not lost to the abyss, misplaced in another dimension, etc).

Mithral Weapons

Mithral or Mythril, known as truemtal is a precious metal found in the underdark or deep within mountains. In addition to being used to craft mithral armor, the metal is uncommonly used for weapons.

Melee weapons made of mithral tend to be lightweight, effectively used by more dextrous combatants. An item made from Mithral weighs half as much as the same item made from other metals.

A heavy weapon forged from mithral no longer has the heavy property.

A weapon forged from mithral that isn't heavy, now has the finesse and light properties.

A thrown weapon effectively doubles its short and long thrown range, like a mithral dagger would have a range of 40/120.

The mithral version of a melee weapon or armor costs 300 gp or more than the normal version. Ammunition made from Mithral is too light to be effective.

Cold Iron

Cold Iron is iron that feels chilled to the touch, a magical ore mined deep underground, known for its effectiveness against fey creatures and nature spirits. Cold Iron is forged at low temperatures to preserve its delicate properties. Items made from cold iron weighs 1 and 1/2 times more than the weight of steel items.

Melee weapons made from cold iron must already be metal-manufactured weapons, such as a dagger or arrow, but not say a quarterstaff or sling.

A weapon forged from cold iron loses the light or finesse property if it had it. A cold iron weapon gains a +2 bonus to Attack and Damage Rolls when used to attack a Fey. A weapon forged from cold iron also bypasses Damage Immunity or Resistance of its damage type when attacking Fey or Fiend (Demons).

The cold iron version of a melee weapon, ten pieces of ammunition 300 gp or more than the normal version. The cold iron version of armor costs double the normal version.

Cold Iron Armor

Armor (medium or heavy, but not hide), uncommon


Cold Iron is a heavy bulky iron, that's freezing to the touch. Heavy Armor made of Cold Iron imposes +2 to the Str score requirement.

This armor is anathema to Fey creatures, and it protects you from their attacks or charms. As long as you wear the armor, you are considered to be under the effects of Protection from Evil and Good, but you are only protected from Fey.

Other Materials

  • Bone
  • Bronze
  • Copper
  • Crystal
  • Glass
  • Iron
  • Obsidian
  • Steel (the common metal type)
  • Stone
  • Rustic Wood

Other Metals TBD:

  • Celestial Steel - Used to channel or resist Radiant energy.
  • Star Metal - Asteroid metal used to craft Adamantine.
  • Darksteel - Star metal marinated in magical oils.
  • Whitesteel - Tungsten but fancy
  • Infernal Iron - Iron made and found in the Lower Planes, like Hell or the Abyss.
  • Truesilver - Transmutation and Elemental resistant/immune metal.
  • Icesteel - Cold Steel, resists fire and channels destructive cold power.
  • Ghost Metal - Metal that interacts with spirits, quintessence, and incorporeal things. Can phase through your body, or corporealize to inflict damage.
  • Deep Rock - Rocks, mineral, mud that can be forged into metal-like equipment.
  • D&D Vibranium - Arambium in Forgotten Realms, it enhances magical enchantments placed on its metals. Forged from the heart of a dead primordial.
  • Spell-Null Metal - Called Arandur in Forgotten Realms, a precious metal, of which it's ore needs to be preserved and tempered with red/blue dragon blood. Becomes powerful magical items or enchanted items. Resists all elemental and force damage. Can't even be hit by magic missiles.

Other Materials

  • Chardalyn - Demon Crystal, easily malleable and enchantable, causes madness.
  • Lilacium - Glittercystal, absorbs and refracts light at intervals, seemingly can provide a lot of light if used in tandem with magical devices or recrafted as a magical item. Example, a piece of Lilacium is used in the creation of Driftglobes.
  • Sablewood - Durable-Wood, the smaller a piece of wood, the more durable it becomes. Used in indestructable arrows or bolts.

Custom Metals

  • Orichalcum. Resists and enhances psychic effects. Forged from a combination of copper and star-metal, temperatures need to reach the sun to smelt it.

--- RENAISSANCE ERA WEAPONS ---

Renaissance Era Weapons


Cost (GP) Weapon Damage Weight Properties
- - - - ---
- Firearms (Sidearms) - - ---
125 Flintlock Pistol 1d10 BA 3 lb. Ammunition (range 30/90), Loading, Misfire
200 Palm Pistol 1d10 BA 3 lb. Ammunition (range 20/60), Loading, Light, Misfire
- Firearms (Longarms) - - ---
300 Blunderbuss 2d8 BA 10 lb. Ammunition (range 15/60), Kickback (Str 11), Loading, Two-Handed, Misfire, Scattershot
250 Musket 1d12 BA 10 lb. Ammunition (range 40/120), Loading, Two-Handed, Bayonet, Misfire
- Firearms (Heavy) - - ---
500 Handheld Cannon 3d10 B 50 lb. Cannon Ammunition (range 120/480), Kickback (Str 19), Loading, Heavy, Two-Handed, Misfire
- Ammunition - - ---
3 Pellets (10) - 3 lb. ---
35 Powder Horn - 2 lb. ---

Additional Firearm Properties

Firearms have special properties related to their use, as shown in the Weapons table:

Damage Abbrevations

BA = Ballistic

Ammunition. The ammunition of a firearm is destroyed upon use.

Cannon Ammunition. The rules of cannon ammunition (i.e. cannonballs) are explained further in Siege Equipment in a following chapter.

Bayonet. A bayonet is a sharp-ended spike that fights on the muzzle of a firearm, effectively allowing the weapon to be wielded like a spear-like weapon. A creature can treat a firearm with a bayonet as if it was a Spear without the thrown property.

Kickback. Also called recoil, when the firearm discharges, creatures that have a Strength score less than the requirement listed have disadvantage on attack rolls with kickback weapons, and also get shoved 5-feet away from the target of their shot. A recoil weapon's firing rounds might injure the wielder without proper handling or lacking the physical strength to withstand the blow.

Misfire. Whenever you make an attack roll with a firearm, and the roll is a 1, roll the weapon's damage dice. If the result equals half or more of the die's max damage roll, the weapon misfires. The attack misses, and it deals the die's result in damage to it and the weapon can't be fired again until you spend an action to try and repair it if it wasn't destroyed. To repair a firearm, you must make a successful Tinker's Tools check (DC equals 8 + the total damage it dealt to itself). If your check fails, the weapon continues to be broken and it must be mended out of combat, and at a quarter of the cost of the firearm.

Scattershot. You have advantage on attack rolls against Large or larger creatures within your normal range. This weapon also uses 5 pellets as its ammunition.

Powder Horn. Renaissance Firearms rely on a powder horn that's filled with gunpowder. The powder horn is sealed and waterproof. Renaissance firearms that become submerged in water or are underwater don't function, and must spend 1 hour to dry.

--- INDUSTRIAL ERA WEAPONS ---

Industrial Era Weapons


Cost (GP) Weapons Damage Weight Properties
75 Chainsword 1d8 S 5 lb. Versatile (1d10), Fueled, Sawblade (2d4 SR)
125 Chainaxe 1d12 S 8 lb. Heavy, Two-Handed, Fueled, Sawblade (3d4 SR)
200 Gunlance 1d12 P 12 lb. Heavy, Reach, Fueled, Special (Gunlance)
- Firearms (Sidearms) - - ---
500 Pistol, Automatic 2d6 BA 3 lb. Ammunition (range 50/150), Automatic, Burst Fire, Reload (15)
450 Revolver 2d6 BA 3 lb. Ammunition (range 40/120), Reload (6)
- Firearms (Longarms) - - ---
300 Hunting Rifle 1d10 BA 8 lb. Ammunition (range 80/240), Reload (5), Two-Handed
650 Automatic Rifle 2d8 BA 8 lb. Ammunition (range 60/180), Automatic, Burst Fire, Reload (30), Two-Handed
2000 Sniper Rifle 2d10 BA 10 lb. Ammunition (range 1,500/4,000), Accurate Shot, Recoil (Str 13), Reload (5), Two-Handed
500 Shotgun 2d12 BA 9 lb. Ammunition (range 15/45), Recoil (Str 11), Reload (10), Two-Handed, Scattershot
- Firearms (Heavy) - - ---
1500 Minigun 6d4 / 6d10 BA 25 lb. MG Ammunition (range 100/400), Burst Fire, Heavy, Recoil (Str 15), Reload (600), Two-Handed, Gun Mount, Special (Minigun), Anti-Infantry
1250 Rocket Launcher 2d8 BA 20 lb. Explosive Ammunition (range 3000/6000, 5d6), Heavy, Recoil (Str 15), Loading, Two-Handed, Gun Mount, Anti-Vehicle, Anti-Structure
500 Grenade Launcher - 10 lb. Grenades (range 120), Special (Grenade Launcher, see Grenades)
- Ammunition - - ---
10 Bullets (10) - 2 lb. ---
200 MG Ammunition (100) - 10 lb. ---
150 Rocket (1) - 20 lb. ---

Additional Weapon Properties

Industrial Era weapons come with new features, new tech, and new properties as shown in the Weapons table:

Fueled. Fueled weapons use some form of gas or oil, that you must spend 30 seconds to refuel from an appropriate fuel container.

The fuel can last for up to 1 hour, all at once or in several shorter uses, each one using a minimum of 1 minute from the duration (example being Combat). When the fuel's duration expires, you can no longer use the weapon's property that requires it.

Sawblade. This weapon uses a chained array of serrated teeth, the teeth spin at high velocities, causing an attack that connects to hurt quite painfully.

You can use a bonus action to activate the Sawblade, and you can use a bonus action to de-activate it. While the Sawblade is active, you deal additional damage (the damage die listed in its property), and add it to the weapon's total damage rolls per hit.

The Sawblade, while active, is incredibly unwieldy and you must have a Str score of 13 or else you have disadvantage on attacks with it.

Whenever you make an attack roll and the roll is a 1, roll the weapon's damage dice. If you roll a 1 on one of the dice, the weapon malfunctions and you remove that 1d4 extra damage from the rolls. The damage is removed from an active sawblade until you replace the saw teeth, which you can do during a long rest.

Firearm Properties

Firearms have special properties related to their use, deviating and following Properties from Firearm Properties back in the Renaissance Era, but different if listed here.

Ammunition

The ammunition of a firearm is destroyed upon use.

MG Ammunition. Machine-Gun Ammunition is fed to the gun in belts to maximize shots-per-second. The Minigun specifically fires 10 rounds per second, firing and using 60 rounds per attack made with it.

Explosive Ammunition. Upon a hit, everything within a 30-foot radius of the target must make a DC 15 Dexterity saving throw (adding your Proficiency bonus if you are Proficient with Explosives) or suffer fire damage listed in the explosive property on a failed save, half as much on a successful one. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Grenades. The rules of Grenades are explained further in Explosives, a following chapter. A grenade is destroyed upon use.

Reload. A limited number of shots can be made with a weapon that has the reload property (the amount listed in paranthesis). A character can then reload it, using an action or bonus action.

Accurate Shot. Whenever you critically hit against a creature, you can force them to make a DC 15 Constitution saving throw or lose a Limb from the Limb-Loss table, provided they have said limbs.

A creature is protected from Accurate Shot if it is immune to piercing damage, has legendary actions, or the GM decides that the creature is too big for its limb to be lost with the attack's ammunition (such as a Huge or Gargantuan creature). Such a creature instead takes an extra 6d8 ballistic damage from the hit .

Automatic. In addition to making ranged attacks normally, a weapon with this special property can fire in fully automatic mode. No action is required to toggle a weapon between making normal ranged attacks and using automatic mode.

When use an attack action with a weapon in automatic mode, you can attack in a cone with half of the weapon's normal range. Roll one attack against each target in the cone, starting with those closest to you. Attacks made with a weapon in automatic mode can't score critical hits. Each attack against an individual creature in the cone uses up the same amount of ammunition or charges as if taking three shots, and once you no longer have enough ammunition to attack another target, you stop making attacks.

For example, if you were using the Rifle, Automatic with 19 rounds remaining, you would target the nearest 6 creatures in the cone and use up 18 ammunition, leaving the gun with 1 round remaining.

If more than one creature is equidistant and you don't have enough ammunition remaining to shoot at all equidistant creatures, determine randomly which one you can target. You can't you shoot any creature more than once in the cone, even if you have enough ammunition to fire more shots than you have targets.

Burst Fire. A weapon that has the burst fire property can make targeted attacks, alternatively it can fire against targets within a 10-foot cube at a point within the weapon's normal range. If you're able to make multiple attacks with the Attack action, Burst Fire replaces one of them.

Each creature in the area must succeed on a Dexterity saving throw (DC equals 10 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice). On a failed save, the target takes the weapon's normal damage as if you hit with an attack. Roll damage only once, and apply it to all targets that fail. This action uses 10 ammunition (the Minigun uses 60 ammunition).

Recoil. Also called Kickback, when the firearm discharges, creatures that have a Strength score less than the requirement listed have disadvantage on attack rolls with kickback weapons. A recoil weapon's firing rounds might injure the wielder without proper handling or lacking the physical strength to withstand the blow.

Gun Mount. A weapon with the Gun Mount property comes with an add-on that allows you to mount the weapon to the floor for the purposes of stabilization and reducing Recoil.

As a bonus action, you can mount the weapon to the floor or part of cover. If the weapon is mounted to the floor, you must go prone to use it (though you do not suffer disadvantage on attack rolls made with this weapon while prone). While the weapon is mounted, you must spend another bonus action to unmount the gun or else it cannot be moved or carried, unless done by a forceful effect.

When you mount the weapon to the floor, you pick a 90° cone direction extending from the weapon. Whenever you make attacks with a mounted weapon, you no longer have disadvantage on Ranged Attacks when you fire at its long range nor do you have disadvantage if you did not meet the Str requirement if it had the Recoil property.

Scattershot. You have advantage on attack rolls against Large or larger creatures within your normal range.

Anti-

Anti- Prefixed Weapons are specifically utilized in warfare against individual foes, such as the grand warmachines of the future or legions of vile warriors.

Anti-Armor. Anti-Armor Weapons deal two different damage against certain targets. It deals its lesser damage against targets that are using Light, Medium, or Natural Armor / Unarmored Defense. It deals its higher damage against target creatures that are in Heavy Armor or are Objects or Structures that are made of inorganic material that has a Natural AC of 17 or higher.

Anti-Infantry. Anti-Infantry Weapons deal two different damage against certain targets. It deals its lesser damage against targets that are: in Heavy Armor or are Objects or Structures that are made of inorganic material that has a Natural AC of 15 or lower. It deals its higher damage against target creatures that are: using Light, Medium, or Natural Armor / Unarmored Defense.

Anti-Structure. Anti-Structure Weapons deal Double Damage to Objects and Structures. This doesn't include vehicles, that's why there's an anti-vehicle tag.

Anti-Vehicle. Anti-Vehicle Weapons deal Maximum Damage with its damage dice to Objects and Structures that are part of a Vehicle. Anti-Vehicle Weapons also automatically overcome any Damage Thresholds the Vehicle may have.

Special Properties

Weapons with special rules are described here.

Grenade Launcher. Grenades you launch, firing with the grenade launcher can be thrown 120 feet instead of 60 feet. The Grenade Launcher can used in place of an attack, for the purposes of replacing an attack if you had the Multiattack feature.

Minigun. You must spin the Minigun's barrel before making attacks with it. You must spend a bonus action to spin the barrel, of which continues to spin as long as you make attacks with it. If your turn ends and you haven't fired the weapon since your last turn, the barrel stops spinning.

Gunlance

You have disadvantage when you use a lance to Attack a target within 5 feet of you.

A fully fueled gunlance has 10 charges (1 per 10 minutes of fuel left). These charges can be used on the following:

Charge Blast. As an action, you can choose to expend up to all of your charges and charge a devastating explosive attack. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn as you take a steady stance.

If at any effect shoves you, moves you from your position, incapacitates you, or knocks you prone, you fire off a premeditative blast that deals half of the blast's damage, in a random direction. Otherwise at the start of your next turn, you fire off the blast (no action required).

An explosive burst of destruction sweeps out from the gunlance, each creature in a 15-foot cube originating from you or the gunlance must make a DC 8 + your Proficiency bonus + the amount of charges spent on this action. On a failed save, a creature takes 1d6 fire damage per charges spent on this action, or half as much damage on a successful saving throw. In the aftermath, you are pushed 5-feet away in the opposite direction of the blast, unless you have a Str score of 15 or higher, you are also knocked prone.

Explosive Jab. Whenever you hit a creature with an attack with the gunlance, you can expend 2 charges to deal fire damage to the target, in addition to the weapon's damage. The extra damage is 2d8.

--- FUTURISTIC ERA WEAPONS ---

Futuristic Era Weapons


Cost (GP) Weapons Damage Weight Properties
2000 Plasma Saber 2d8 F 5 lb. Powered, Finesse
- Futuristic Enhancements - - ---
100,000 Force Impact - +20 lb. Powered, Special
100,000 Power Blade - +10 lb. Powered, Special
- Firearms (Sidearms) - - ---
2000 Laser Pistol 3d6 F 2 lb. Ammunition (range 120/480), Reload (50), Overheat
3000 Plasma Pistol 5d6 / 5d10 F 3 lb. Ammunition (range 60/180), Reload (15), Overheat, Anti-Armor
- Firearms (Longarms) - - ---
10000 Antimatter Rifle 6d8 / 6d12 N 10 lb. Ammunition (range 400/1,200), Reload (2), Two-Handed, Anti-Infantry
2500 Laser Rifle 3d8 F 7 lb. Ammunition (300/900), Reload (30), Two-Handed, Overheat
- Firearms (Heavy) - - ---
5000 Gatling Laser 6d12 F 30 lb. Ammunition (range 200/600), Burst Fire, Heavy, Reload (600), Two-Handed, Overheat, Special (Gatling)
- Ammunition - - ---
50 Energy Cell - 1 lb. ---

Damage Type Abbreviations


  • F = Fire
  • N - Necrotic
  • PO - Poison

Additional Weapon Properties

Futuristic Era weapons come with new features, new tech, and new properties as shown in the Weapons table:

Powered. Powered weapons use Energy Cells, that must be exchanged when empty which can be done as an action.

An Energy Cell for most weapons lasts for 1 minute when activated, all at once or in several shorter uses, each one using a minimum of 6 seconds from the duration. As a bonus action, you can activate a Powered Weapon, and deactivate it as a bonus action (i.e. just turning it on and off uses 12 seconds). When the Energy Cell expires, you can no longer use the Weapon's Property that requires it.

The Plasma Saber specifically can only deal its damage while powered.

Futuristic Firearm Properties

Firearms have special properties related to their use, deviating and following Properties from Firearm Properties back in the Renaissance Era, but different if listed here.

Ammunition. Futuristic Firearms use Energy Cells as ammunition. Ammunition of a firearm is destroyed upon use. One Energy Cell counts for all of shots made with a futuristic firearm, listed with the reload property.

Reload. A limited number of shots can be made with a weapon that has the reload property (the amount listed in parenthesis). A character can then reload it, using an action or a bonus action.

Overheat. Whenever you roll high damage with all of the die for a futuristic firearm (for a d6, if you roll a 5 or 6; for a d8, if you roll a 7 or 8), the firearm overheats and immediately deals you one of its damage dice. Attacks you make with the firearm continues to immediately deal you one of its damage dice per attack you make with it. The firearm must spend 1 round, making no shots with it during that time, to cool off. When it cools off, it no longer has this property until its effects are activated again.

Special Properties

Weapons with special rules are described here.

Gatling Laser. You must spin the Gatling Laser's barrels before making attacks with it. You must spend a bonus action to spin the barrel, of which continues to spin as long as you make attacks with it. If you turn ends and you haven't fired the weapon since your last turn, the barrel stops spinning.

The Gatling Laser specifically fires 10 lasers pers second, firing and using 60 shots per attack made with it. Every 50 shots costs 1 Energy Cell.

Force Impact. Mauls, hammers, and especially battering rams are enchanted by Force Impact, an arcanically charged weapon that causes it to immediately pulse with hyperphysical energy, which allows it to easily create catastrophic damage.

Power Blade. A futuristic power blade is an arcanically charged weapon, creating a small field of disruption that destabalizes matter and allows it to easily tear through armor, creatures, or objects.

Force Impact

Rare Enchantment, any non-Light Martial Melee Weapon that deals bludgeoning damage

A Force Impact weapon is an Enchanted weapon, and can be used on any non-Light Martial Melee Weapon that deals bludgeoning damage, turning it into a Magic Weapon. A Force Impact weapon does not work in an antimagic field.

Force Impact allows you to change its damage type from Bludgeoning to Force damage (no action required). When you hit against creatures wearing Nonmagical Armor, they become sundered and if the target is wearing Nonmagical Metal Armor, its armor partly scraps and it takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

A Force Impact weapon deals double damage to Objects and Structures.

Power Blade

Rare Enchantment, any non-Light Martial Melee Weapon that deals slashing damage

A Power Blade is considered an Enchantment, and can be used on any non-Light Martial Melee Weapon that deals slashing damage, turning it into a Magic Weapon. A Power Blade does not work in an antimagic field.

A Power Blade has a +5 Magical Bonus to Attack Rolls & Damage Rolls against creatures wearing Nonmagical Metal Armor, and creatures who have Natural Armor if they do not have the Magic Resistance trait.

A Power Blade deals double damage to Objects and Structures.

--- EXPLOSIVES ---

Explosives


Cost (GP) Explosive Damage Weight Properties
- Renaissance Explosives ~ - - ---
150 Powder Bomb 3d6 F 1 lb. Thrown (60 feet), 5-foot Radius, DC 12 Dex save for none
250 Gunpowder, Small Keg 7d6 F 20 lb. Gunpowder, 10-foot Radius, DC 12 Dex save for half
35 Powder Horn 3d6 F 2 lb. Gunpowder, 5-foot Radius, DC 12 Dex save for none
- Industrial Explosives ~ - - ---
10 Dynamite (Stick) 3d6 B 1 lb. Thrown (60 feet), 5-foot Radius, DC 12 Dex save for half
80 Dynamite (8 Sticks) 10d6 B 8 lb. Timer, Thrown (20 feet), 20-foot Radius, DC 12 Dex save for half
- Grenades ~ - - ---
50 Grenade, Fragmentation 5d6 P 1 lb. Thrown (60 feet), 20-foot Radius, DC 15 Dex save for half
100 Grenade, Incendiary 3d6 F 1 lb. Special, Thrown (60 feet), 20-foot Radius, DC 15 Dex save for half + Special
100 Grenade, Poison 5d6 PO 1 lb. Special, Thrown (60 feet), 20-foot Radius
50 Grenade, Smoke - 1 lb. Special, Thrown (60 feet), 20-foot Radius
100 Grenade, Sleep - 1 lb. Special, Thrown (60 feet), 20-foot Radius
- Missiles ~ - - ---
150 Rocket-Propelled Grenade (RPG Missile) 5d6 F 20 lb. Rocket (6000FPR), Range (30000 feet) 30-foot Radius, DC 15 Dex save for half, Anti-Structure, Anti-Vehicle

Gunpowder

Gunpowder is sold in small wooden kegs and in waterproof powder horns.

Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Powder Bomb. As an action, a character can light and throw this bomb to a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Lit Powder Keg. You can roll or throw the keg up to 15 feet as part of the same action. The keg explodes at the start of your next turn, and each creature must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Every other keg of gunpowder within 20 feet of an exploding keg has a 50% chance of also exploding. Each keg only rolls the chance once per turn, no matter how many other kegs explode around it.

Lit Powder Horn. You can throw the horn up to 20 feet as part of the same action. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Dynamite

As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).

Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1-6 rounds. Roll initiative for the dynamite (with a modifier of +0). After the set number of rounds go by, the dynamite explodes on that initiative.

Grenade

As an action, a character can throw a grenade at a point up to 60 feet away. With a Grenade Launcher, a character can launch the grenade up to 120 feet away. The grenade either detonates on impact with a surface or detonates on a timer that causes them to explode at the start of your next turn.

Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Incendiary Grenade. All creatures in the within a 20 foot radius must succeed on a DC 15 Dexterity saving throw or take 5d6 fire damage, half as much on a successful save. Flammable objects in the area of effect that aren't being worn or carried catch fire. Next round, and for 1d4 rounds thereafter, each creature that failed the saving throw against the explosion suffers an additional 1d6 fire damage from residual chemicals burning. A DC 15 Constitution saving throw is allowed at the end of the affected creature's turn, ending the ongoing damage on itself on a successful one. Each half a gallon of water thrown on the target will reduce the damage by 1, and total immersion in water will negate residual burns and end the effect.

Poison Gas Grenade. All creatures within a 20 foot radius must make a DC 15 Constitution saving throw. Creatures failing their saving throw take 5d6 poison damage, or half as much damage on a successful one. All creatures taking damage from the poison gas are also poisoned until the end of their next turn. The cloud of poisonous vapors persists for 1 minute in a stagnant area, causing the area to be lightly obscured. In a ventilated area it will be gone in 5 rounds. In windy situations (such as if targeted by gust of wind), it will last only 1 round. The grenade cannot be used effectively in very windy situations. Any creature ending their turn within the gas grenade's area of effect must make a Constitution saving throw if they have not already done so, suffering the effects of the gas again.

Sleep Gas Grenade. All creatures within a 20 foot radius where the grenade lands must make a DC 15 Constitution saving throw, as light clouds of sleeping gas billow forth. A creature that breathes the gas and fails the saving throw becomes poisoned for 1 hour. If the saving throw fails by 5 or more, it is also unconscious while poisoned in this way. The creature wkaes up if it takes damage or if another creature takes an action to shake it away.

Any creature ending their turn within the gas's radius must make another saving throw against its effects, even if they have already succeeded. This reflects persistent qualities of the gas. Cloud persistency is the same as if it was a poison gas grenade.

Smoke Grenade One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Missile

Missiles must be fired from a Rocket Launcher of the varying types, to act how they are written. Otherwise a remote detonated or thrown unprimed missile can be treated as a grenade.

When a Missile is fired, it targets a point within range, which either requires sight or is electronically programmed by the missile launcher's device (a computer system or GPS system). The Missile doesn't automatically move to the designated point, rather moves up to its FPR (feet-per-round) until it reaches the point and explodes on impact with a surface. It moves immediately up to its FPR when fired, and on subsequent turns it moves at the start of the turn of the creature which fired the missile.

The current version of missile presented here is an RPG (Rocket-Propelled Grenade), which is used by infantry, or hand-held operatives for the purposes of an short-range antitank missile. Variants of missile launching systems include Cruise Missiles, Hypersonic Missiles, Missile Defense System. These missiles all ambiguously work AAM (air to air), SAM (surface to air), but unless they have the Torpedo property, will not function for AUM or SUM (air/surface to underwater) and will automatically fail to detonate underwater.

Cruise Missile. A cruise missile fires at very long distances, and has an installed tracking system which designates its movement to a set location, usually programmed and designated when launched. Such a missile has a range calculated in miles.

Hypersonic Missile. A hypersonic missile moves incredibly fast.


Missile Defense System. Missile Defense Systems use systems in place to target, track, and intercept other missiles, hopefully before it reaches any target point. A missile in motion is considered an object, with AC 25 and HP equal to 5 x the amount of damage dice it deals (ex: the RPG has HP of 25).

Missile Defense Systems activate as a reaction, when missile(s) enter into their range (and presumably will intercept them from the target following the trajectory). The Defense System either intercepts or misguides the missile.

An intercepted missile takes one dice of the Missile Defense System's damage at a time, to which the targeted missile (if it is still moving when the reaction takes place) still moves 1/10th of its movement speed after taking one damage dice at a time. Repeat the process until the missile is destroyed from the damage, or until the missile avoids the interception and reaches the target point.

A misguided missile is typically led astray by confusing the missile's systems, which either track a heat-source, magical-source, or similar system. Sending out decoys or fake-sources, roll a 1d20 for each missile that is misguided in this way. On a nat 1, the decoy fails to lead the missile astray and it continues uninterrupted to its target point. Otherwise, each misguided missile tracks a decoy and changes trajectory from its original target point, rendering it a miss.

Once used, a Missile Defense System takes 1 minute to refuel its decoys or intercepting missiles.

Torpedo. A torpedo is a propelled missile which is used to target underwater or aquatic targets. Unless a missile has the torpedo property, is unable to detonate underwater or target points underwater.

Demolitions Skill

A creature Proficient with Demolitions can add their Proficiency Bonus to the DC of any Explosives they use or set.

--- SIEGE EQUIPMENT ---

Siege Equipment


Cost (GP) Siege Weapon Damage AC HP Weight Properties
- Medieval Era ~ - - - - ---
150 Ballista 3d10 P 15 50 100 lb. Bolt Ammunition (range 120/480), Anti-Personnel
200 Mangonel 5d10 B 15 100 1000 lb. Projectile Ammunition (range 60/200/800), Anti-Personnel, Wheeled
150 Onager 5d10 B 15 100 800 lb. Projectile Ammunition (range 60/200/800), Anti-Personnel
500 Trebuchet 8d10 B 15 150 55000 lb. Projectile Ammunition (range 100/300/1200)
- Siege Equipment - - - - ---
200 Battering Ram 3d10 15 100 1000 lb. Wheeled, Cover
150 Siege Tower - 15 200 1000~ lb. Wheeled, Cover
- Renaissance Era ~ - - - - ---
- Cannons --- - - - - Cannonball Ammunition, Wheeled
500 9-lb. Cannon 4d10 BA 19 75 800 lb. (range 600/2400)
750 12-lb. Cannon 5d10 BA 19 100 900 lb. (range 600/2400)
1000 16-lb. Cannon 6d10 BA 19 125 1000 lb. (range 800/3200)
1500 18-lb. Cannon 8d10 BA 19 150 1200 lb. (range 800/3200)
2000 24-lb. Cannon 10d10 BA 19 200 1600 lb. (range 800/3200)
3000 32-lb. Cannon 12d10 BA 19 250 2000 lb. (range 1500/4500)
???? 42-lb. Cannon 15d10 BA 20 300 3000 lb. (range 2000/6000)
2000 Tri-Cannon 4d10 BA 19 150 2500 lb. (range 600/2400), Rotary Barrel
250 Swivel Gun 3d6 BA 17 50 400 lb. (range 500/1500), Anti-Personnel

Siege Weapon Properties

Siege Weapons are large objects, structures, components, or equipment that often take several creatures to operate.

Anti-Personnel. Most Siege Weapons aren't utilized against moving targets, but rather against structures or buildings. Siege Weapons that do not have the Anti-Personnel property, have disadvantage on all attack rolls against Medium or smaller creatures.

Cover. Some Siege Equipment come with cover and protection for its operators. Specifically if you are inside a Siege Tower, it grants you total cover. If you are inside of a Battering Ram, it grants you total cover against attacks from above and to your sides.

Rotary Barrel. The Tri-Cannon specifically is hinged on a rotator that can swap quickly between barrels and fire shots. It takes up to five creatures to operate a tri-cannon, three to load ammunition, one to aim it, and one to fire.

When it fires, it allows the gunner (firer) to make three attacks at the same target instead of just one.

Ammunition

Siege Weapon ammunition is specialized for its weapon type. Ammunition is commonly destroyed or intact but lost upon use. If you are able to search the battlefield at the end of a battle, you might be able to recover expended ammunition (granted it is a battlefield you can scour easily, such as an open field but not expansive ocean).

Bolt Ammunition. Ballista Bolts are javelin-sized metal-tipped poles. They are used in Ballistas, though special variants of Ballista Bolts exist. It takes an action to reload a Ballista, and another action to Aim it.

Projectile Ammunition. Heavy stones, barrels filled with terrible liquids, cows? Projectile Ammunition comes in many shapes and sizes, and can be utilized with siege weaponry that supports it. The typical damage a Siege Weapon deals with its ammunition is listed in its damage trait.

Siege Weapons have a Close Range, a Normal Range, and a Long Range, listed in three numbers. The first is the weapon's close range in feet, the second indicates the weapon's normal range, and the third indicates the weapon's long range. Siege Weapons can't attack a creature within their close range, have disadvantage on attacks against creatures beyond normal range, nor can they attack one beyond the weapon's long range.

Cannonball Ammunition. Round Shots, lead pellets, or just chiseled stone are utilized as cannonball ammunition, fired out of long guns (cannons). Typically, cannons and their equivalent ammunition are measured from the weight of the cannonball, in addition is its size and damage.

9 lb. Cannonballs cost 2 gp. They are used in Handheld Cannons, Swivel Guns, Tri-Cannons, and 9-lb. Cannons.

For every increased lb. weight of an individual Cannonball, they cost +1 incremental gp. For example, a 12-lb. cannonball costs 3 gp, and a 32-lb. cannonball costs 7 gp.

A Cannon can't fire cannonballs of a weight greater than what it could support, nor is it recommended to fire lighter cannonballs from greater cannons unless you specifically use grapeshot.

It takes an action to load a cannon and fill it with gunpowder, and it takes an action to aim it, and an action fire it.

Wheeled

This Siege Equipment has been built over a frame of four or more supporting wheels. This barely allows creatures to move the Siege Equipment. Creatures must take an action to move up to a Siege Equipment's movement (listed in the Property), though if it requires more creatures to operate such as the four pushers of a Battering Ram, the equipment only moves when the last creature takes this action.

Wheeled equipment works with some sound logics, it has more difficulty rolling up an incline, but an easier time down a decline. It also considers most terrain that isn't flat difficult terrain.

Battering Ram. A Battering Ram requires four creatures to push it. A battering ram can be moved up to 30 feet with all creatures pushing.

Cannons. Cannons can be equipped/come equipped on a wheeled mount to protect from recoil. A cannon can be moved up to 15 feet with a single creature, or up to 30 feet with two or more than one but no more.

Mangonel. A Mangonel is a maneuverable rolling catapult (at least the proper nomenclature). A mangonel can be moved up to 15 feet with a single creature, or up to 30 feet with two or more than one but no more.

Siege Tower. A common siege tower is 20-feet wide, and up to 40 or more feet tall to match the height of the walls it is trying to overcome. It is pushed by a minimum of 4, and a maximum of 16 or more. A siege tower can be moved up to 30 feet with all creatures pushing.

Siege Weapon Attacks

Siege Weapons can be better utilized in more physically capable or intelligent hands. All weapons across eras have specific +# to hit bonuses, unless the bonus comes from a more capable creature.

Medieval Era

The Ballista specifically can be better utilized by sturdy hands. Instead of the +6 bonus, you can add your Strength, Dexterity, or Intelligence Modifier to Weapon Attack Rolls made with the Ballista. If you are proficient with Crossbows (light, hand, heavy), you can add your Proficiency Bonus along with your chosen statistic. Making an attack with your statistics instead, allows you to also add your Modifier to the damage rolls of its attacks.

The Mangonel and Trebuchet specifically rely on counter-balances and weights. Instead of the +5 bonus, you can add your Intelligence modifier to Weapon Attack rolls made with them. If you are proficient with Siege Weapons, you can add your Proficiency Bonus along with your chosen statistic. Making an attack with your statistics instead, allows you to add your Modifier to the damage rolls of its attacks.

The Battering Ram specifically relies on the strength of its ramming party. Instead of the +8 bonus, you can add your Strength modifier to Weapon Attack rolls made with it. You can add your Proficiency Bonus along with your chosen statistic. Making an attack with your chosen statistic modifier instead, allows you to add your Modifier to the damage rolls of its attacks.

Renaissance Era

Cannons and Mortars are the staple of the renaissance era, with ample gunpowder to spare.

Cannons. Cannons have a base +6 to hit. It can be better utilized by a proficient gunman. Instead of the +6 bonus, you can add your Strength, Dexterity, or Intelligence Modifier to Weapon Attack Rolls made with the Cannon. If you are proficient with Firearms, you can add your Proficiency Bonus along with your chosen statistic modifier. Making an attack with your statistics instead, allows you to add your Modifier to the damage rolls of its attacks.

Grape Shot: These follow the same prices and rules as the above cannonballs (i.e 9-pound grapeshot costs 2 gp for a 9-pound cannon, and so on) and follow the cannon's damage, but instead of going out as a ranged attack, they become a damage cone, with any creature in the cone needing to make a dexterity save, taking half damage on a success. The DC is 8 plus the proficiency bonus of the cannoneer plus their dexterity modifier. The cones are as such: 15 foot cones for 9-pounders, 20 foot for 12-pounders, 30 foot for 16-pounders, and 60 foot for 18-pounders.

Harpoons: Costing 300 GP, harpoons use an attack roll to plunge into enemy ships or crew members (doing 2d6 damage upon a hit) and another action to be pulled in. It takes a creature to use its bonus action to remove a harpoon from itself or a ship. As an action, the person who is using the harpoon can either pull a vehicle 50 feet closer (or pull itself 50 feet closer, depending on which one is bigger) or pull in a harpooned creature. The range of a harpoon is 100/300.

Mortars: Mortars are long-range cannons that deal 2d10 fire damage that ignores damage thresholds. They have a range of 1000/3000 feet, and use mortar shells that cost 2 gp. Mortar shells weigh 9 pounds.

 

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