Special Weapons (5e Halo Setting)
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Uninstaller 01[edit]
M6 Magnum Sidearm, Special Weapon
The weapon that single-handedly destroyed a Halo ring. During the discovery of the first Halo, Spartan John-117 was instrumental in ensuring that neither the Covenant nor the Flood would get their hands on the super-weapon. On his journey, he held a single weapon, a side-arm given to him by Captain Keyes. It has been upgraded numerous times, allowing the user to sprint at top speeds without sacrificing accuracy. After the end of the Human-Covenant War, Thel Vadum handed this weapon over to the UNSC, where is sat as the centerpiece of the memorial alongside the cryptic inscription “117.”
While wielding this weapon, you are always under the effect of the Dash action.
Memorial[edit]
AIE-486H HMG, Special Weapon
On the 10th anniversary of the destruction of Reach, 6 heavy machine guns were made in memoriam of the 6 members of Noble Team who were instrumental in ensuring the fall of the planet would not be futile. They were then distributed to various exemplary Spartan teams. They incorporate state of the art SWAT style ammunition containment belts and Hannibal prototype shielding systems. After the Human-Covenant War, each were secretly relocated to ONI Blacksites in case of possible intruders.
This weapon has twice the ammunition capacity of a normal variant and grants an additional 30 temporary hit points in the same manor as Mjolnir armor.
Nornfang[edit]
Sniper Rifle System 99C-Series 2 Anti-Matériel, Special Weapon
Nornfang was a sniper rifle given numerous modifications by Spartan Linda-058. These include advanced smart-link functions to increase motion stability and a built in motion tracker. It also includes an extendable blade in the stock, making combat possible at close range. Linda-058 has always wielded this weapon, though her actions with the rogue Spartan team Blue Team has jeopardized her inclusion in the UNSC military, marking her as a potential head-hunter target.
While wielding this weapon, your effective range extends to 10ft less than your maximum range (i.e. the weapons range is now counted as 290/300). In addition, creatures who are within your movement speed have disadvantage on Stealth checks. Finally, you may make a melee attack with this weapon dealing 1d8 slashing damage using your Dexterity modifier.
Prophet’s Bane[edit]
Type-1 Energy Sword, Special Weapon
The Prophets' Bane is an ancient sword of the House of Vadam dating back before the ratification of the Writ of Union and the establishment of the Covenant. Formerly known as the "End of Night", the sword came to be recognized by its original user as more than a warrior's tool, but a weapon that possessed the warrior's heart. The blade was highly treasured and stored away to serve as a reservoir of glory and honor that can be redeemed in times of great need.
Following the aftermath of the Human-Covenant War, Arbiter Thel 'Vadam recovered the sword from the House of Vadam's vaults. Unusual among Sangheili, the Arbiter reforged and upgraded the blade in a way that apparently preserved its honor and history, but changed its destiny. Upgraded in the traditional Sangheili manner in his clan's own forge, 'Vadam insisted for the blade to incorporate components of the Type-1 energy sword that he used to assassinate the High Prophet of Truth during the Battle of Installation 00 in 2552. He currently resides in the sangheili Capital with the weapon.
While wielding this weapon, you are under the effects of Active Camo, as outlined in the Spartan, Halo Variant class, and you do not have the penalty against Stealth rolls.
Tartarus’s Gavel[edit]
Gravity Hammer, Special Weapon
Upon his coronation as chieftain, the forges of High Charity created a special Type-2 gravity hammer for Tartarus. Inside its core are Subanese crystals that enhance its gravitational effect. After his death at the hand of the Arbiter, this hammer was left within High Charity.
While wielding this weapon, you have a 15ft reach. Any creature who failed the Dexterity throw is pushed to the edge of your reach.
Blood of Suban[edit]
Type-51 Carbine, Special Weapon
Long ago, a single kig-yar rebelled against the Covenant within High Charity. For 3 weeks, armed with nothing but a modified carbine, he held his own against waves of brutes, wraiths, and even a squad of elite honor guards led by a councilor. He was finally slain when an Arbiter was named, using Active Camo to assassinate the rebel. Since then, the rifle has been a point of contention among jackal pirates. It is often used as a badge of honor to signify the strongest among them.
This weapon deals 1 damage and fires subanese crystals (reload 25). If 3 consecutive attacks hit, the target must succeed a DC 20 Dexterity or Strength saving throw. On a failure, they take 4d10 fire damage as the needles detonate.
Gravemind’s Whip[edit]
Artifact
10 ft range, 50 ft launch range, 4d12 piercing damage
A whip dropped after you defeated Gravemind in battle. It’s a tentacle of his. It writhes around in your hand and makes you feel uneasy.
Infect- A target hit by this attack must make a DC 13 Constitution saving throws, one at the start of each of the Infection Form's turns. On the first failure, the target becomes poisoned, on the second failure, the target becomes unconscious, and on the third failure, the target dies and rises as a flood combat form. The creature no longer needs to make saves if it fails or succeeds three times, or if the infection form dies. The whip must remain firmly attached to the target for the duration of the infection process.
Spawn of the Devil - Instead of attacking, the wielder may choose to spawn 3 flood infection forms from the tip of the whip. The infection forms are hostile to all non-flood creatures. The spawned infection forms can be launched up to 50 ft in any direction using this action.
Every day, during your weakest moment (mentally or physically, as decided by the DM), the Gravemind’s spirit will attempt to speak with you. Whilst it is speaking, your movement speed is reduced to 5ft and any damage taken during this time automatically crits. The character must make a DC 15 Constitution saving throw or have their next decision influenced by the Gravemind. In this situation, during their next decision the player must roll a d20. On a 10 or below, their decision will be made by the Gravemind.
The hand/appendage that wields the weapon rots on contact and the rot extends up to the elbow. If the whip is to leave the wielder for longer than one day, the rot will begin to spread up the body. It fully encompasses the first limb by the end of the day. The rest of the limbs between days 3-4, and kills the character after 5 days without contact. Before day 5, any rotten limb that takes slashing or fire damage is instantly disintegrated. The rot disappears instantly on contact with the whip.
Every round, the whip uses rot to repair wounds. It heals 3d10 health per round. However, if the healing is activated for more than 10 rounds in a row, the rot will begin to take over the character at which point the player must make a DC 13 Constitution saving throws, one at the start of each of the player’s turns. On the first failure, the target becomes poisoned, on the second failure, the target becomes unconscious, and on the third failure, the target dies and rises as a flood combat form. The creature no longer needs to make saves if it succeeds once, or if the whip is destroyed. The whip must remain firmly attached to the target for the duration of the infection process.
While using the whip, the user cannot be blinded, petrified, stunned, or deafened. The user can only be afflicted by these effects if the whip itself causes the effect.
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