sandmote
2019-02-14, 12:29 AM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/r1ZQmtDGSV)
You know; exotic weapons. A slight bonus to fighters.
Although I do have a feat at the end useful for some mounted combatants and classes that don't get additional extra attacks. Proficiency is meant t be obtainable with training or the Weapon Master feat.
Added and rewritten martial weapons:
Name
Cost
Damage
Weight
Properties
Goedendag
15 gp
1d10 Bludgeoning
9 lb
Heavy, Reach Two-handed
Lance
12 gp
1d12 Piercing
6 lb
Awkward, Reach, Rider
Melee Exotic Weapons
[tr]
Name
Cost
Damage
Weight
Properties
Bastard Sword
25 gp
1d10 Slashing
5 lb
Unelaborate(Greatsword)
Chakram
40 gp
1d8 Slashing
4 lb
Thrown (20/60)
Horseman's Pick
35 gp
1d12 Bludgeoning
10 lb
Heavy, Rider, Unelaborate(Maul)
Kanobo
30 gp
2d6 Piercing
12 lb
Heavy, Two-Handed
Partisan
25 gp
2d6 Piercing
14 lb
Heavy, Reach, Two-Handed
Spiked Chain
15 gp
1d6 Piercing
5 lb
Finesse, Reach
Trident
10 gp
2d4 Piercing
4 lb
Versatile(2d6)
Exotic Ranged Weapons
Name
Cost
Damage
Weight
Properties
Arquebus
250 gp
2d6 Piercing
16 lb
Ammunition, Range (20/60), Long-Loading(2), Two-Handed
Blunderbus
150 gp
2d8 Piercing
12 lb
Ammunition, Range (20/60), Long-Loading(1), Two-Handed
Carbine
350 gp
2d6 Piercing
8 lb
Ammunition, Range (15/45), Long-Loading(1), Rider
Fire Lance
80 gp
1d10 Fire
8 lb
Ammunition, Range (15/45), Long-Loading(2), Two-Handed
Hand Cannon
75 gp
2d4 Piercing
10 lb
Ammunition, Range (15/45), Long-Loading(1), Two-Handed
Thunderstone
30 gp
1d4 Thunder
4 lb
Thrown (Range 15/45)
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition (Flaming): This weapon uses a flame charge as ammunition, unleashing a line of fire against a target. As a result, there is no ammunition left over to use again.
Awkward: This reach weapon inflicts disadvantage when you use it to attack a target within 5 feet of you.
Long-Loading: This weapon takes two ahnds and a full minute to load a single piece of ammunition. However, some some such weapons can hold multiple peices of ammunion at once.
Additionally, when you make an attack with such a weapon, you must also roll a d6 to determine the true target. On a 1, the attack simply misses, using up the ammunition. On a 2, the attack is made against a random creature other than yourself within 5 feet of the target instead. If the character does not wish to hit the true target, they can forgo the attack roll, but still use up the ammunition.
Rider: Some weapons are designed for use on mounts, and are harder to wield without one. Such a weapon requires two hands to wield when you aren't mounted.
Unelaborate: The weapon is easier to use when held in both hands. If a character is proficient with the listed weapon, they count as proficient when using this weapon in both hands.
Name
Cost
Weight
Bullets (20)
5 gp
5 lb
Flame Charge(5)
10 gp
10 lb
Feats:
Trained Arquebusier
You have trained with a firearm, gaining the following benefits.
You gain proficiency with the Arquebus, Blunderbus, Carbine, Fire Lance, or Hand Cannon (your choice).
When you roll the miss chance for a weapon with the Long-Loading property, you may roll a d12 instead of a d6.
You can draw and stow one Loading or Long-Loading weapon as an interaction when you would normally only be able to draw or stow the weapon during a single turn.
__________________
I think most of this is fairly self-explanatory?
I'm hoping that the Long-Loading property keeps firearms weak enough not to completely overtake bows and crossbows, while their damage keeps them strong enough to bother with.
My main concern is the misfire chance. It's intended to make the players reconsider starting every fight by shooting a firearm, but I'm not sure it works for that? Nor do I have a good idea of an alternative.
You know; exotic weapons. A slight bonus to fighters.
Although I do have a feat at the end useful for some mounted combatants and classes that don't get additional extra attacks. Proficiency is meant t be obtainable with training or the Weapon Master feat.
Added and rewritten martial weapons:
Name
Cost
Damage
Weight
Properties
Goedendag
15 gp
1d10 Bludgeoning
9 lb
Heavy, Reach Two-handed
Lance
12 gp
1d12 Piercing
6 lb
Awkward, Reach, Rider
Melee Exotic Weapons
[tr]
Name
Cost
Damage
Weight
Properties
Bastard Sword
25 gp
1d10 Slashing
5 lb
Unelaborate(Greatsword)
Chakram
40 gp
1d8 Slashing
4 lb
Thrown (20/60)
Horseman's Pick
35 gp
1d12 Bludgeoning
10 lb
Heavy, Rider, Unelaborate(Maul)
Kanobo
30 gp
2d6 Piercing
12 lb
Heavy, Two-Handed
Partisan
25 gp
2d6 Piercing
14 lb
Heavy, Reach, Two-Handed
Spiked Chain
15 gp
1d6 Piercing
5 lb
Finesse, Reach
Trident
10 gp
2d4 Piercing
4 lb
Versatile(2d6)
Exotic Ranged Weapons
Name
Cost
Damage
Weight
Properties
Arquebus
250 gp
2d6 Piercing
16 lb
Ammunition, Range (20/60), Long-Loading(2), Two-Handed
Blunderbus
150 gp
2d8 Piercing
12 lb
Ammunition, Range (20/60), Long-Loading(1), Two-Handed
Carbine
350 gp
2d6 Piercing
8 lb
Ammunition, Range (15/45), Long-Loading(1), Rider
Fire Lance
80 gp
1d10 Fire
8 lb
Ammunition, Range (15/45), Long-Loading(2), Two-Handed
Hand Cannon
75 gp
2d4 Piercing
10 lb
Ammunition, Range (15/45), Long-Loading(1), Two-Handed
Thunderstone
30 gp
1d4 Thunder
4 lb
Thrown (Range 15/45)
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition (Flaming): This weapon uses a flame charge as ammunition, unleashing a line of fire against a target. As a result, there is no ammunition left over to use again.
Awkward: This reach weapon inflicts disadvantage when you use it to attack a target within 5 feet of you.
Long-Loading: This weapon takes two ahnds and a full minute to load a single piece of ammunition. However, some some such weapons can hold multiple peices of ammunion at once.
Additionally, when you make an attack with such a weapon, you must also roll a d6 to determine the true target. On a 1, the attack simply misses, using up the ammunition. On a 2, the attack is made against a random creature other than yourself within 5 feet of the target instead. If the character does not wish to hit the true target, they can forgo the attack roll, but still use up the ammunition.
Rider: Some weapons are designed for use on mounts, and are harder to wield without one. Such a weapon requires two hands to wield when you aren't mounted.
Unelaborate: The weapon is easier to use when held in both hands. If a character is proficient with the listed weapon, they count as proficient when using this weapon in both hands.
Name
Cost
Weight
Bullets (20)
5 gp
5 lb
Flame Charge(5)
10 gp
10 lb
Feats:
Trained Arquebusier
You have trained with a firearm, gaining the following benefits.
You gain proficiency with the Arquebus, Blunderbus, Carbine, Fire Lance, or Hand Cannon (your choice).
When you roll the miss chance for a weapon with the Long-Loading property, you may roll a d12 instead of a d6.
You can draw and stow one Loading or Long-Loading weapon as an interaction when you would normally only be able to draw or stow the weapon during a single turn.
__________________
I think most of this is fairly self-explanatory?
I'm hoping that the Long-Loading property keeps firearms weak enough not to completely overtake bows and crossbows, while their damage keeps them strong enough to bother with.
My main concern is the misfire chance. It's intended to make the players reconsider starting every fight by shooting a firearm, but I'm not sure it works for that? Nor do I have a good idea of an alternative.