Expanded Weapons
A variety of unique weapons exist in Avalor outside of those mentioned in the
Player's Handbook. Many of these weapons can be setting-specific, or come in limited availability in some nations. If you plan to start with one of these weapons, consult your DM first.
The kusarigama and kusari-fundo can be utilized to their full potential using a feat. See the
Feats page for details.
Weapons
Name |
Cost |
Damage |
Weight |
Properties |
Simple Melee Weapons |
|
|
|
|
Brass Knuckles |
1 gp |
1d4 bludgeoning |
0 lb. |
Light |
Jitte |
1 gp |
1d4 bludgeoning |
1 lb. |
Finesse, light |
Parrying Dagger |
5 gp |
1d4 piercing |
1 lb. |
Finesse, light, special |
Simple Ranged Weapons |
|
|
|
|
Shuriken |
5 sp |
1d4 slashing |
1/4 lb. |
Finesse, thrown (range 20/60) |
Martial Melee Weapons |
|
|
|
|
Bayonet |
2 gp |
1d4 piercing |
1 lb. |
Special |
Cutlass |
25 gp |
1d6 slashing |
3 lb. |
Finesse, light |
Kusarigama |
10 gp |
1d4 slashing/bludgeoning |
4 lb. |
Finesse, special, two-handed |
Kusari-fundo |
5 gp |
1d4 bludgeoning |
2 lb |
Finesse, reach |
Saber |
25 gp |
1d8 slashing |
2 lb. |
Finesse |
War Scythe |
20 gp |
1d10 slashing |
6 lb. |
Heavy, reach, two-handed |
Martial Ranged Weapons |
|
|
|
|
Blunderbuss |
350 gp |
1d12 piercing |
11 lb. |
Ammunition (20/60), loading, misfire (2), special, two-handed |
Dragon |
300 gp |
1d10 piercing |
4 lb. |
Ammunition (range 20/60), loading, misfire (2), special |
Hand Mortar |
600 gp |
2d8 fire |
6 lb. |
Ammunition (range 30/60), explosive, reload (1 shot), misfire (3) |
Musket |
250 gp |
1d12 piercing |
10 lb. |
Ammunition (range 40/120), loading, two-handed, misfire (1) |
Pepperbox |
— |
1d10 piercing |
5 lb. |
Ammunition (range 30/90), misfire (2), reload (6 shots) |
Pistol |
200 gp |
1d10 piercing |
3 lb. |
Ammunition (range 30/90), loading, misfire (1) |
Ammunition |
|
|
|
|
Bullets (10) |
3 gp |
— |
2 lb. |
— |
Pellets (10 handfuls) |
4 gp |
— |
2 lb. |
— |
Fuse (1) |
10 gp |
— |
2 lb. |
— |
Gunpowder, powder horn |
35 gp |
— |
2 lb. |
— |
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition. The ammunition of a flintlock firearm is destroyed upon use.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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.
Misfire. When you make an attack roll with a firearm with the loading property, and the dice roll is equal to or lower than the weapon’s Misfire score, it becomes fouled. A fouled firearm can’t be used to attack again until you use your action to clean the weapon. If the weapon has the reload property, the mechanism breaks, and you must use an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Two-Handed. This weapon requires two hands when you attack with it.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Special Weapons
Weapons with special rules are described here.
Bayonet. Attaching or removing a bayonet from a musket takes an action. A bayonet is designed for use while attached to a musket, and counts as an improvised weapon that does 1d4 piercing damage when used by itself.
Blunderbuss & Dragon Pistol. This firearm flares at the muzzle. It can be fired normally using bullets, or loaded with pellets to make a scattering shot, attacking all creatures within a 15-foot cone from its barrel. Each creature in the cone must succeed on a Dexterity saving throw equal to 8 + your proficiency + your Dexterity modifier or take 1d4 piercing damage. Using a scatter shot requires one handful of pellet ammunition.
Kusarigama. The kusarigama is a sickle attached to a heavy iron weight by a length of chain.
You can choose between either end when you attack, dealing either slashing or bludgeoning damage. When you use the attack action with this weapon, you can use a bonus action to strike with the opposite end as if you were two-weapon fighting (see page 195 of the
Player's Handbook). Alternatively, you may instead use a bonus action to grant the weapon reach until the end of your turn.
Parrying Dagger. When holding a parrying dagger in your off-hand, you can two-weapon fight with a rapier.
Firearms
While flintlock firearms cause more damage than crossbows, they have some potential drawbacks. Here are four optional rules for all firearms.
Loud. Firearms are loud. An attack with a flintlock firearm produces a loud boom that travels out from your position. If a creature is within 300 feet of you when you make the attack, that creature has advantage on Wisdom (Perception) checks against you, and you have disadvantage on Dexterity (Stealth) checks, until the start of your next turn.
Misfire. When you make an attack roll with a flintlock firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, it becomes fouled. A fouled firearm can’t be used to attack again until you use your action to clean the weapon.
Perishable Ammunition. When using flintlock firearms, ammunition is destroyed when fired.
Porous. When a firearm is submerged in water or soaked by a significant quantity of water (such as by a control water spell), it becomes waterlogged. A waterlogged firearm can’t be used to make an attack until it is dried during a short or long rest.
Expanded Armor
In addition to the unique weapons mentioned above, unique armor and shields exist in some pockets of Avalor as well. As per usual, consult your DM about their availability.
Armor
Name |
Cost |
Armor Class (AC) |
Strength |
Stealth |
Weight |
Shield |
|
|
|
|
|
Buckler |
5 gp |
+1 |
— |
— |
— |
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