Advanced Weapons
Advanced Weapon Training
Advanced Weapons are difficult to master, and as a result require more specialised training than even martial weapons. Characters gain proficiency in Advanced Weapons when they reach 3rd level and have proficiency in all Martial Weapons. If a character gains proficiency in Martial Weapons at a later level, they also gain proficiency in Advanced Weapons.Advanced Ammunition
Just as Advanced Weapons are favoured by expert warriors, so are specialised forms of ammunition. Characters with proficiency in Advanced Weapons can use Advanced Ammunition in its respective weapon. In addition, any character can use Advanced Ammunition in simple and marital ranged weapons of their respective type as well.Advanced Weapon Properties
Blackpowder
Brutal
Cumbersome
Damage
Defending
Disarming
Double
Entangling
Guard
Hafted
Magazine
Monk
Precise
Reach
Repeater
Restraining
Returning
Scatter
Set
Strong-Draw
Swift
Tripping
Advanced Ammunition
Damage Types
Advanced ammunition named after a damage type, deals that damage type. Arrows and bolts can have wide, slashing heads, or heavy, bludgeoning tips. A sling bullet can have piercing facets. All such ammo is heavier than normal, so the weapon’s maximum range using it is half normal.
Ranging
Ammunition that has the ranging property is lighter and better made than common counterparts. When you fire ranging ammo, you can increase your weapon’s normal range by 50 percent.
Whistling
Ammunition with the whistling property creates a high-pitched sound after firing. This sound is audible for 300 feet from the ammo as it flies. Whistling ammo isn’t heavier, but it catches the air in baffles to create its sound, so its maximum range is half normal. Whistling ammo deals bludgeoning damage.
Alchemical Advanced Ammunition
Alchemical ammunition carries an alchemical payload. Rather than hurling a vial as an improvised weapon, you fire alchemical ammunition from a projectile weapon, using your normal attack bonus with that weapon. Alchemical ammunition deals the ammo’s normal damage type in addition to delivering the alchemical effect. This ammo is heavy though, so a weapon’s maximum range using alchemical ammo is half normal. The alchemical ammunition is destroyed once used, whether the attack misses or hits.
Acid, Alchemist's Fire, and Holy Water.Other than how you hit a creature using alchemical ammo, these substances have their normal effects.
War Oil.When you fire war-oil ammo at an area and hit AC 10, viscous oil covers the area within 5 feet of a point you target. If you target a creature, you must hit that creature’s AC to cover the creature in war oil. But if you hit the creature or AC10, you can pick a point in or adjacent to that creature’s space to determine the war oil’s area as if you targeted a point. War oil’s area is difficult terrain. A creature standing in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed at a DC13 Dexterity saving throw or fall prone. War oil is also flammable. If lit, such as by dealing fire damage to a creature covered in the oil, the oil burns for 2 rounds. Burning war oil deals 2d4 fire damage to any creature ignited in this way. An ignited creature can douse the flames by using its action to make a DC10 Dexterity saving throw to extinguish the flames. If the creature ends its turn still aflame, the creature takes 2d4 fire damage. If war oil ignites in an area, a creature takes 1d4 fire damage when it enters the area for the first time on its turn or starts its turn in that area. A creature can take fire damage from the war oil only once per round. War oil dries and ceases to be slippery or flammable after 1 minute.
Specialised Ammunition Properties
The following advanced ammunition properties impart more effectiveness to ammunition. Each piece of specialised ammunition can have only one of these properties. Because of the crafting skills required to make this ammunition, it is much more expensive.Armour Piercing
Blessed
Brutal
Incendiary
Silvered
Ammunition
Arrows and Bolts
Name | Cost | Weight |
---|---|---|
Bludgeoning (1) | 5cp | 1/10lb. |
Ranging (1) | 1sp | 1/40lb. |
Slashing (1) | 1sp | 1/10lb. |
Whistling (1) | 1sp | 1/20lb. |
Sling Bullets | ||
Piercing (1) | 1cp | 1/10lb. |
Ranging (1) | 5cp | 1/20lb. |
Whistling (1) | 5cp | 1/20lb. |
Bellows Canister (20 shots) | 5gp | 4lb. |
Dragon shot (20) | 5gp | 2lb. |
Magazine | 5gp | lb. |
Paper Cartridge Bullets (20) | 3gp | 2lb. |
Alchemical Ammunition
Name | Cost | Weight |
---|---|---|
Arrow (1) | 75gp | 1/5lb. |
Bolt (1) | 75gp | 1/5lb. |
Sling Bullet (1) | 55gp | 1/5lb. |
Specialised Ammunition
Name | Cost | Weight |
---|---|---|
Arrows (5) | 100gp | 1/4lb. |
Bolts (5) | 100gp | 1/2lb. |
Paper Cartridge Bullets (5) | 250gp | 1/2lb. |
Sling Bullets (5) | 100gp | 1/2lb. |
Advanced Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Catchpole | 500gp | 1d6 Piercing | 5lb. | Entangling, Hafted, Reach, Tripping, Two-Handed |
Cavalry Flail | 500gp | 1d8 Bludgeoning | 3lb. | Momentum (1d10), Swift, Versatile (1d10) |
Cavalry Hammer | 500gp | 1d8 Bludgeoning | 3lb. | Armour Piercing, Momentum (1d12), Versatile (1d10) |
Cavalry Pick | 500gp | 1d8 Piercing | 3lb. | Armour Piercing, Momentum (1d12), Versatile (1d10) |
Chakram | 500gp | 1d4 Slashing | 1lb. | Finesse, Light, Swift, Returning, Thrown (range 20/60) |
Claymore | 500gp | 2d6 Slashing | 7lb. | Brutal, Heavy, Two-Handed |
Double Blade | 500gp | 1d6 Slashing | 5lb. | Double, Momentum (1d10), Monk, Set, Two-Handed |
Double Spear | 500gp | 1d6 Piercing | 4lb. | Double, Momentum (1d10), Monk, Set, Two-Handed |
Elite Rapier | 500gp | 1d8 Piercing | 2lb. | Finesse, Swift |
Fighting Chain | 500gp | 1d4 Bludgeoning | 3lb. | Disarming, Double, Entangling, Finesse, Monk, Reach, Tripping, Bladed |
Fighting Chain, two-handed | 750gp | 1d6 Bludgeoning | 6lb. | Brutal ,Disarming, Double, Entangling, Finesse, Monk, Reach, Tripping, Bladed |
Fighting Chain, hook | 500gp | 1d4 Bludgeoning | 3lb. | Damage (Piercing), Disarming, Double, Entangling, Finesse, Monk, Reach, Tripping, Two-Handed. |
Fighting Chain, sickle | 500gp | 1d4 Bludgeoning | 3lb. | Damage (Slashing), Disarming, Double, Entangling, Finesse, Monk, Reach, Tripping, Two-Handed |
Gladiator Net | 350gp | 1d6 Bludgeoning | 5lb. | Entangling, Restraining, Thrown (range 5/15) |
Guardian Poleaxe | 750gp | 1d10 Slashing | 9lb. | Damage (Piercing), Guard, Hafted, Heavy, Reach, Set, Tripping, Two-Handed |
Knightly Lance | 500gp | 2d6 Piercing | 6lb. | Momentum (2d10), Reach, Two-Handed (unless mounted) |
Knightly Sword | 750gp | 1d8 Slashing | 3lb. | Guard, Defending, Precise, Versatile (1d10) |
Military Fork | 500gp | 2d6 Piercing | 8lb. | Hafted, Heavy, Reach, Set, Tripping, Two-Handed |
Parrying Dagger | 350gp | 1d4 Piercing | 1lb. | Disarming, Defending, Finesse, Light, Thrown (range 20/60) |
Polearm | 500gp | 1d12 Piercing | 12lb. | Guard, Hafted, Heavy, Reach, Set, Two-Handed |
Punching Dagger | 300gp | 1d4 Piercing | 1lb. | Armour Piercing, Defending, Finesse, Light |
Returning Club | 300gp | 1d4 Bludgeoning | 2lb. | Light, Returning, Thrown (range 20/60) |
Sabre | 500gp | 1d8 Slashing | 2lb. | Finesse, Swift |
Sheathed Staff | 500gp | 1d6 Bludgeoning | 6lb. | Double, Monk, Versatile (1d8) |
Side-handle Baton | 500gp | 1d4 Bludgeoning | 2lb. | Defending, Finesse, Light, Monk, Swift |
Wrath Axe | 500gp | 2d6 Slashing | 12lb. | Brutal, Hafted, Heavy, Momentum (2d8), Two-Handed |
Wrath Maul | 500gp | 2d6Bludgeoning | 15lb. | Brutal, Hafted, Heavy, Momentum (2d8), Two-Handed |
Advanced Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Arbalest | 750gp | 2d6 Piercing | 20lb. | Ammunition (range 80/300), Heavy, Loading, Strong-Draw, Two-Handed |
Blackpowder Pistol | 200gp | 2d4 Piercing | 4lb. | Ammunition (range 25/100), Blackpowder, Loading, Light |
Blackpowder Rifle | 500gp | 2d6 Piercing | 10lb. | Ammunition (range 80/300), Blackpowder, Loading, Two-Handed |
Blunderbuss | 750gp | 2d6 Piercing | 10lb. | Ammunition (range 20/30), Blackpowder, Cumbersome, Loading, Scatter (line 10), Two-Handed |
Blunderbuss, hand | 500gp | 2d4 Piercing | 4lb. | Ammunition (range 20/30), Blackpowder, Loading, Scatter (line 10) |
Composite Longbow | 750gp | 1d8 Piercing | 2lb. | Ammunition (range 200/600), Heavy, Strong-Draw, Two-Handed |
Composite Shortbow | 400gp | 1d6 Piercing | 2lb. | Ammunition (range 100/400), Strong-Draw, Two-Handed |
Dragon Pistol | 350gp | 2d4 Piercing | 4lb. | Ammunition (range 20), Blackpowder, Loading, Scatter (cone 15) |
Dragon Rifle | 750gp | 2d6 Piercing | 4lb. | Ammunition (range 20), Blackpowder, Loading, Scatter (cone 15) |
Flame Bellows | 750gp | 2d6 Fire | 11lb. | Ammunition (range 15), Cumbersome, Loading, Magazine (20), Scatter (cone 15), Two-Handed |
Repeater Crossbow | 750gp | 1d8 Piercing | 7lb. | Ammunition (range 80/300), Magazine (6 bolts), Repeater, Two-Handed |
Repeater Crossbow, hand | 500gp | 1d6 Piercing | 3lb. | Ammunition (range 30/120), Light, Magazine (3 bolts), Repeater |
Repeater Crossbow, heavy | 1,000gp | 1d10 Piercing | 20lb. | Ammunition (range 100/400), Heavy, Magazine (9 bolts), Repeater, Two-Handed |
Repeater Needle | 500gp | 1 Piercing | 3lb. | Ammunition (range 30/120), Light, Magazine (6 blowgun needles), Repeater |
Repeater Slinger | 750gp | 1d8 Bludgeoning | 9lb. | Ammunition (range 80/300), Magazine (9 sling bullets), Repeater, Two-Handed |
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