B1 06 - Equipment: Weapons

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Updated Weapons

Weapons

Outside of fisticuffs, weapons are the most common way to inflict damage to an enemy. The Weapons tables show the most common weapons available, their price and weight, the damage they deal, and any properties they possess. Every weapon is classified as simple or martial, as well as melee or ranged. Unless otherwise specified, all weapons are one-handed.

Weapon Proficiency

Your class, background, and feats can grant you proficiency with certain weapons or categories of weapons, which allows you to add your proficiency bonus to attack rolls you make with them. 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. In addition to melee or ranged, weapons are classified as simple or martial.

Simple Weapons

Simple weapons are, as the name suggests, the simplest and most common weapons, often seen in the hands of the unspecialized.

Partial Weapons

Certain class proficiencies and traits reference partial weapons. These are martial weapons that lack the dexterity, strength, and special properties.

Martial Weapons

Martial weapons are typically more powerful than simple, with more dynamic properties, and require more specialized training.

Variant: Weapon Quality

While weapons run the gamut from bows to guns, they are assumed to have a similar technological level and consequently damage levels. If your realm allows for more crude—or advanced—cultures, and their weapons would be more or less powerful, consider using this variant rule, found in Appendix B, to help quickly represent those differences at your table.

Melee Weapons

Melee weapons are used to attack a target within 5 feet of you and are generally covered by Strength.

Ranged Weapons

Ranged weapons are used to attack a target greater than 5 feet away from you and are generally governed by Dexterity. While some ranged weapons are thrown, most ranged weapons require some sort of ammunition.

Variant: Tracking Ammunition

Simple ammunition can be tedious to track. This variant rule, found in Appendix B, offers a way to overlook this monotonous bookkeeping.

Weapon Damage

Each weapon deals damage using a specific die size, quantity, and type, as illustrated in the weapons table. The damage comes in one of four types—Bludgeoning, Piercing, Slashing, or Energy—denoted by its first letter. Some weapons may not deal damage at all; they might cause a different effect on a hit, or the damage they deal might instead be determined by their ammunition.

Improvised Weapons

When a character lacks a weapon, they might try to attack with whatever is close at hand. These improvised weapons cover any object you could reasonably wield in one or two hands, such as a broken bottle or a chair leg. If an improvised weapon is similar enough to an actual weapon, a GM can treat it such, using that weapon's weight, damage, and properties. An object that bears no resemblance to a weapon, however, deals 1d4 bludgeoning, piercing or slashing damage (determined by the GM based on the item's appearance) on a hit. 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 is also treated as an improvised weapon. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. Improvised weapons do not allow you to add your proficiency bonus to attack rolls made with them, unless a feature explicitly says otherwise.

Weapon Appearance

While each weapon has a name, it doesn't carry with it a description. You can choose how your weapon looks, though unless otherwise specified, it is immediately recognizable as a weapon to anyone viewing your character.

Weapon Properties

Many weapons in the Weapons tables have properties related to their use. These properties are defined below. Sometimes, weapons might be referred to by their unifying properties. For instance, two-handed weapons is used to reference all weapons with the two-handed property.

Arrow

A weapon with this property uses arrows as ammunition to make ranged weapon attacks.

Auto

Weapons with this property can only fire in burst, pierce, or rapid modes. If the weapon has more than one of these modes, you choose which mode to use. You can only use one mode at a time.

Bolt

A weapon with this property uses bolts as ammunition to make ranged weapon attacks.

Bullet

A weapon with this property uses bullets as ammunition to make ranged weapon attacks.

UNBOUND REALMS | WEAPONS

Burst

When you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to half the weapon's reload number (minimum of 2). Each creature in the area must succeed on a Reflex saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage. Before you use this property, you can declare one creature that would be affected by it. If the creature fails its save, in addition to the weapon's normal damage, it is subjected to any additional effects that would occur on a hit.

If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and vice versa.

Cartridge

A weapon with this property uses cartridges as ammunition to make ranged weapon attacks.

Cell

A weapon with this property uses cells as ammunition to make ranged weapon attacks.

Close-Quarters

Weapon damage rolls made with weapons with this property have advantage against creatures who are Grappled or Restrained. If you would already have advantage, you instead take the maximum.

Dexterity

A weapon with this property requires more skill to control. While wielding it, you have disadvantage on attack rolls unless you meet the Dexterity requirement. If the weapon lacks the double, two-handed, and versatile properties, you can wield the weapon in two hands to temporarily reduce the dexterity number by one step (from 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).

Disguised

You have advantage on Charisma (Deception) checks made to hide the nature of a weapon with this property. If you would already have advantage, you can instead reroll one of the dice once.

Double

A weapon with this property 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 Double-Weapon Fighting. See the rules for Double-Weapon Fighting in chapter 9.

Fixed

A weapon with this property does not fill the hand, but you can't use the weapon while the hand is full. Additionally, you have advantage on ability checks and saving throws to avoid being disarmed of this weapon. If you would already have advantage, you can instead reroll one of the dice once.

Hidden

You have advantage on Dexterity (Deftness) checks made to conceal a weapon with this property. If you would already have advantage, you can instead reroll one of the dice once.

Loading

Due to the time required to load a weapon with this property, 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. For each attack you forgo in this way, you instead deal additional damage with the weapon equal to the weapon's normal damage.

Luminous

A weapon with this property sheds bright light in a 5-foot radius and dim light for an additional 5 feet while activated. Additionally, Dexterity (Stealth) checks made while the weapon is activated have disadvantage.

Mental

When making an attack with a weapon with this property, you use your choice of your Intelligence, Wisdom, or Charisma modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Overwhelm

When you would make a melee weapon attack with this property, you can instead force the target to succeed on a Reflex saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon's normal damage as well as any other effects that would occur on a hit. Damage dealt in this way ignores damage reduction provided by armor.

If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and vice versa.

Physical

When making an attack with a weapon with this property, you use your choice of your Strength, Dexterity, or Constitution modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Pierce

When you would make a ranged weapon attack with a weapon with this property, you can also attempt to penetrate and hit a creature behind the target, consuming ammunition equal to half the weapon's reload number (minimum of 2). Make an attack roll against the initial target. If the attack hits, there is a creature within 15 feet of that creature and directly behind it, and the original attack roll would hit the second creature, it also takes normal weapon damage. Alternatively, you can use this property to fire at a creature through partial cover. When you do so, you reduce the target's partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none), rather than targeting a second creature.

Point-Blank

Ranged weapon attacks made by weapons with this property do not suffer disadvantage due to close quarters.

Poisonous

When a poison is applied to a weapon with the poisonous property, that poison can affect an additional hit, and retains its potency for 1 hour before drying.

UNBOUND REALMS | WEAPONS

Powerful

Due to the size and bulk of a weapon with this property, you can only make one attack with it when you use an action, bonus action, or reaction to attack with it, regardless of the number of attacks you can normally make. For each attack you forgo in this way, you instead deal additional damage with the weapon equal to the weapon's normal damage on a hit.

Quick

A weapon with this property is ideal for use when engaging in Double- or Two-Weapon Fighting, discussed in chapter 9.

Range

This property is typically included in parentheses with another property, such as arrow or thrown, which determines from how far you can make a ranged attack with it. Ranges are discussed in chapter 9.

Rapid

When you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to half the weapon's reload number (minimum of 2). The target must make a Reflex saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon's damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit.

If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and vice versa.

Reach

A weapon with this property adds 5 feet to your reach with it.

Reload

A number of shots equal to the reload number can be made with a weapon with this property before it needs to be reloaded. When you reload the weapon, you can load any amount of ammunition up to the weapon's reload number at one time. You can use your action or bonus action to reload. You must have one free hand to reload.

Returning

When you throw a weapon with this property, it automatically returns to your hand after the attack is complete, whether you hit or miss.

Scoped

The normal and long range of a weapon with this property is increased by half (included in its range entry) gains a close range depending on its damage die: 10 feet for d4 or d6; 20 feet for d8, 2d4, or d10; and 30 feet of d12, 2d6, or 3d4.

Silent

When you make a ranged weapon attack with a weapon with this property while hidden, it does not automatically reveal your presence. Make a Dexterity (Stealth) check contested by your targets' Wisdom (Perception) check. On a success, you remain hidden.

Special

A weapon with this property has unique rules related to its use, explained later in this section.

Strength

While wielding a weapon with this property, you have disadvantage on attack rolls unless you meet the Strength requirement. If the weapon lacks the two-handed property, you can wield the weapon in two hands to temporarily reduce the strength number by one step (from 19 to 17, 17 to 15, 15 to 13, 13 to 11, or 11 to none).

Thrown

Weapons with this property can be thrown to make a ranged weapon attack, using the same ability modifier for the attack and damage rolls that you would use for a melee weapon attack with the weapon.

Two-Handed

A weapon with this property can be held in one hand, but requires two hands to attack.

Versatile

A weapon with this property can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used to make a melee weapon attack while wielding it in two hands.

Special Weapons

Weapons with special rules are described below.

Bolas

A Large or smaller creature hit by a bolas is restrained by it. A bolas has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Dexterity check, freeing itself or another creature within its reach on a success. The bolas has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas's effects. While a creature is restrained by a bolas, you can make no further attacks with it.

Net

A Large or smaller creature hit by a net is restrained by it. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net's effects. While a creature is restrained by a net, you can make no further attacks with it.

Projector Cannon

Rather than traditional ammunition, the projector cannon fires tanks.

Rocket Launcher

Rather than traditional ammunition, the rocket launcher fires rockets.

Wrist Launcher

Rather than traditional ammunition, the wrist launcher fires darts, missiles, cannisters, and more.

UNBOUND REALMS | WEAPONS
Weapons
Name        Cost   Damage  Weight  Properties
Simple Melee
 Club 50 cr   1d6 B 1.00 lb  Quick
 Dagger 50 cr   1d4 P .50 lb  Physical, quick, thrown (range 20/60)
 Great club 600 cr   1d10 B 7.00 lb  Two-handed
 Hand axe 75 cr   1d6 S 1.00 lb  Quick, thrown (range 30/90)
 Quarterstaff 200 cr   1d6 B 2.50 lb  Versatile (2d4 bludgeoning)
Simple Ranged
 Bow, short 375 cr   1d8 P 4.5 lb  Arrow (range 90/360), two-handed
 Crossbow, light 425 cr   1d8 P 5.50 lb  Bolt (range 90/360), loading, two-handed
 Dart 25 cr   1d4 P .25 lb  Physical, silent, thrown (range 20/60)
 Firearm, quick 325 cr   1d6 P 1.00 lb  Cartridge (range 60/240), point-blank, quick, reload 10
 Sling 200 cr   1d6 B 1.25 lb  Bullet (range 60/240), hidden, silent
Martial Melee
 Cestus 100 cr   1d6 S 2.50 lb  Close-quarters, fixed, physical
 Chakram 175 cr   1d6 S 3.00 lb  Physical, returning, thrown (range 30/90)
 Great maul 1,900 cr   3d4 B 12.25 lb  Dexterity 15, overwhelm, powerful, two-handed
 Hidden blade 200 cr   1d4 P 2.75 lb  Disguised, fixed, hidden, physical, poisonous
 Lance 550 cr   2d4 P 6.25 lb  Dexterity 13, reach, special
 Long sword 300 cr   1d8 S 3.50 lb  Versatile (1d10 slashing)
 Morningstar 250 cr   2d4 P 4.00 lb 
 Net 200 cr   4.00 lb  Thrown (10/30), special
 Partisan 550 cr   2d4 S 6.00 lb  Double (2d4 slashing)
 Phaseblade 250 cr   1d8 E 2.00 lb  Luminous, mental
 Pike 950 cr   1d10 P 10.25 lb  Dexterity 11, powerful, reach, two-handed
 Rapier 150 cr   1d8 P 3.50 lb  Physical
 Scimitar 100 cr   1d6 S 1.50 lb  Physical, quick
 Spear 325 cr   1d8 P 3.50 lb  Thrown (range 40/120), versatile (1d10 piercing)
 Whip 225 cr   1d4 S 3.50 lb  Physical, reach
Martial Ranged
 Blaster, sniper 2,675 cr   2d6 E 14.00 lb  Cell (range 30/270/1,080), pierce, reload 2, scoped, strength 17, two-handed
 Blowgun 425 cr   1d6 P 1.00 lb  Dart (range 60/240), loading, poisonous
 Bolas 225 cr   3.00 lb  Special, thrown (range 30/90)
 Bow, long 575 cr   2d4 P 5.50 lb  Arrow (range 120/480), two-handed
 Bow, phase 500 cr   1d8 P 5.50 lb  Arrow (range 90/360), disguised, mental, silent, two-handed
 Bow, wrist 250 cr   1d8 P 3.25 lb  Arrow (range 90/360), fixed
 Crossbow, hand 275 cr   1d8 P 4.00 lb  Bolt (range 90/360), loading
 Crossbow, heavy 625 cr   2d4 P 6.50 lb  Bolt (range 120/480), loading, two-handed
 Crossbow, mighty 475 cr   1d8 P 6.00 lb  Bolt (range 90/360), loading, physical, two-handed
 Firearm, assault 2,850 cr   3d4 P 18.00 lb  Auto, burst, cartridge (range 180/720), rapid, strength 19, two-handed
 Firearm, revolver 575 cr   1d8 P 4.50 lb  Cartridge (range 90/360), rapid, reload 8
 Firearm, rifle 1,000 cr   1d10 P 7.50 lb  Cartridge (range 150/600), reload 4, two-handed
 Projector cannon 1,550 cr   11.50 lb  Reload 1, strength 15, special, two-handed
 Rocket launcher 1,600 cr   11.50 lb  Reload 1, strength 13, special (range 180/720), two-handed
 Wrist launcher 250 cr   3.25 lb  Fixed, special
CHAPTER 5 | EQUIPMENT
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