5e Equipment (Broadbarrel Supplement)
⬊ Important Information about this Broadbarrel Page Below ⬋
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Broadbarrel is a place with more equipment than most, so I’ve categorized them here.
Powdergunnes[edit]
Powdergunnes are volatile weapons that utilize explosive powder to propel bullets with unparalleled force.
Vehicles[edit]
Vehicles are used to move from one place to another without needing to walk, swim, or otherwise move vigorously.
Mundane Weapons[edit]
Weapon | Cost | Damage | Weight | Properties | |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Combat Knife | 3 gp | 1d4 Slashing | 1 lb. | Finesse, Light, Thrown (range 10/30) | |
Knuckleduster | 5 sp | 1d4 Bludgeoning | 1 lb. | Light | |
Machete | 20 gp | 2d4 Slashing | 3 lb. | — | |
Bat | 2 sp | 1d4 Bludgeoning | 2 lb. | Versatile (1d6) | |
Martial Melee Weapons | |||||
Billhook | 1 gp | 1d4 Slashing | 2 lb. | Light, Special | |
Hand Bayonet | 5 sp | varies (Piercing) | 2 lb. | Improvised, Special | |
Chain | 3 sp | 1 Bludgeoning | 2 lb. | Reach, Versatile (1d4), Thrown (range 5/15), Special | |
Razor | 1 sp | 1d2 Slashing | ⅛ lb. | Thrown (range 20/40), Finesse, Light | |
Simple Ranged Weapons | |||||
Fragmentation Grenade | 5 gp | 3d6 Piercing | 1 lb. | Thrown (range 30/90), Special | |
Dynamite | 3 gp | 2d8 Bludgeoning | 1 lb. | Thrown (range 20/60), Special | |
Molotov Cocktail | 6 gp | 4d4 Fire | 1 lb. | Thrown (range 30/90), Special | |
Steel Ball | 1 gp | 1d6 Bludgeoning | 2 lb. | Thrown (range 10/30), Finesse | |
Martial Ranged Weapons | |||||
Flashbang | 8 gp | 1 Radiant | 1 lb. | Thrown (range 30/90), Special | |
Smoke Bomb | 7 gp | — | 3 lb. | Thrown (range 10/30), Special | |
Krystaalc Implosive | 12 gp | 1d12 Cold | 1 lb. | Thrown (range 10/30), Special | |
Grenade Launcher | 120 gp | 1d12 Fire | 1 lb. | Ammunition (range 60/180), Heavy, Two-Handed, Loading | |
↓Launcher Grenade | 1 gp | — | 1 lb. | *This is a piece of ammunition, Special |
- Billhook Specialty
You gain advantage on attacks rolls made to disarm.
- Hand Bayonet Specialty
This bayonet is directly removed from a powdergunne, and the damage it deals is equal to the bayonet removed from said firearm, which is that of the mod’s. That means that if this bayonet is a gunsword, it deals 1d12 damage. Also note that even though this weapon is a martial weapon, it counts as improvised for the purposes of use.
- Chain Specialty
When wielded with two hands, this weapon loses its reach property. Additionally, a medium or smaller creature hit by a chain that is thrown is restrained until it is freed. A chain has no effect on creatures that are formless, or creatures that are large or larger. A creature can use its action to make a DC 8 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the chain (AC 12) also frees the creature without harming it, ending the effect and destroying the chain.
- Fragmentation Grenade Specialty
This deals damage to all creatures and objects within 5 feet of the target. This is destroyed when attacked with.
- Dynamite Specialty
This deals damage to all creatures and objects within 5 feet of the target. This is destroyed when attacked with.
- Molotov Cocktail Specialty
This deals damage to all creatures and objects within 5 feet of the target. This is destroyed when attacked with. The target of this attack is ablaze.
- Flashbang Specialty
This target of an attack with this weapon is blinded for 1d4 rounds. This is destroyed when attacked with. When an attack is made with this weapon, bright light is shed up to 10 feet away from the target for the rest of the round.
- Smoke Bomb Specialty
All area within 10 feet of the target is heavily obscured for 1d4 rounds. Heavy wind (20 mph) will blow the smoke out. This is destroyed when attacked with.
- Krystaalc Implosive Specialty
The target of an attack made by this weapon must make a DC 5 Constitution save or be petrified in the form of ice for the rest of the round, becoming paralyzed on a success. Succeeding this saving throw by 5 or more will result in not being paralyzed.
- Launcher Grenade Specialty
This ammunition is destroyed when used.
Mundane Armor[edit]
Armor | Cost | AC | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Bone | 20 gp | 12 + Dexterity | — | Disadvantage | 14 lb. |
Studded Padding | 35 gp | 12 + Dexterity | — | Disadvantage | 11 lb. |
Medium Armor | |||||
Scrap Link | 45 gp | 15 + Dexterity (max 2) | — | Disadvantage | 40 lb. |
Chain Link | 120 gp | 14 + Dexterity (max 2) | — | — | 30 lb. |
Heavy Armor | |||||
Ceramic Guarding | 150 gp | 15 | — | — | 50 lb. |
Combat Armor | 2,000 gp | 19 | Strength 16 | Disadvantage | 75 lb. |
Shields | |||||
Broadbarrelic Scutum | 30 gp | +3 | Strength 13 | Disadvantage | 16 lb. |
Mobile Personel Shield | 180 gp | +5 | Strength 18 | Disadvantage | 230 lb. |
Other Equipment[edit]
Gear | Cost | Weight |
---|---|---|
Flare | 5 gp | 1/2 lb. |
Grenadier’s Pack | 75 gp | 30 lb. |
Krystaalc Conditioner | 250 gp | 25 lb. |
Black Powder Bag | 10 gp | 5 lb. |
Ammo Box | 5 gp | 5 lb. |
Grenade Bandolier | 5 gp | 1 lb. |
Gunner’s Kit | 50 gp | 12 lb. |
- Flare
- Flares are candle-like tube of alchemical mixture of eruptum and other alchemical ingredients to supply color to the explosion with a wick running through the center and a metal foil casing, usually alluminum. As an action, it can be tossed up to 60 feet into the air, alerting all creatures in a 500 ft. radius.
- Grenadier’s Pack
Consists of a grenade bandolier, 3 flares, 5 bags of black powder, and an ammo box.
- Krystaalc Conditioner
A metal box with a vent, two hammers studded with Krystaalc, and a lever. Pulling the lever will slam the hammers together, cooling the air nearby as the cold air leaves through the vent. As an action, the lever can be pulled a couple of times, making a 10 ft spherical area that suffers extreme heat cooler so that creatures inside it don’t suffer the effects of said extreme heat for 5 minutes.
- Grenade Bandolier
A grenade bandolier can have up to 10 grenades strapped to it.
- Ammo Box
An ammo box can hold one half of a cubic foot or 15 pounds of gear. Items other than ammunition don’t entirely fit well, so they take up twice as much space as normal.
- Black Powder Bag
A small bag of black powder not big enough to be used offensively but useful for other cases like light and propulsion. It can be lit to emit bright light for 5 feet and dim light for another 10 feet for 6 seconds (1 round).
See page.