Weapon (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Weapons are a prominent type of items. Normally you need a weapon to make an effective attack.

Proficiency. When you make an attack with a weapon, add your PB to the attack roll if you’re proficient with the weapon. Virtually all folks are proficient with all simple weapons due to their ease of use. You can gain proficiency with martial weapons and some other weapons through your class or feats.

Damage. A weapon is defined largely by how much damage it deals. For example a club’s damage is d4 bash. When you attack and hit with a club, you deal bash damage equal to d4 + your Strength modifier.

Weapon Properties

Most weapons have one or more properties. Each weapon property affects how the weapon is used; most are useful but some are restrictive. The following list is an example, and your narrator's campaign may have different properties.

Aimed. You can add either your Dexterity or Wisdom modifier to attack and damage rolls with an aimed weapon, but you can’t add your Strength modifier. You can't use it for a melee attack, only a ranged attack.
Ammo. This weapon comes with a bundle of ammunition, which counts as an extra item to be carried. You replenish the ammo freely whenever you finish downtime, and need not track it.
Aquatic. This property is represented with a wave (🌊). Attack rolls made with an aquatic weapon underwater do not suffer the normal disadvantage to attack rolls.
Brace. If you make a melee attack with a brace weapon as part of an attack you prepared with the Ready action, you have advantage on the attack roll.
Dire. When you attack with a dire weapon you're proficient with, you add your PB to the damage roll instead of the attack roll.
Finesse. You can add either your Strength or Dexterity modifier to attack and damage rolls with this weapon, unless you wield it in two hands.
Heavy. Unless you are Large, a heavy weapon can’t be carried on your body, and must be held in your hands. If you’re Small or Tiny, you can’t attack with a heavy weapon.
Light. Just like any light item, up to 10 light weapons only count as one item for your carry limit. If you’re Tiny, you can’t attack with a weapon unless it is light.
Range. This weapon has an entry in the range column. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range in feet. When attacking a target beyond normal range, your attack roll is hindered. You can’t attack beyond the weapon’s long range.
Reach. You can attack a target up to 10 feet away.
Thrown. You can effectively throw this weapon—or its ammo, if it has the ammo property—for a ranged attack. Throwing distance is determined by the Range property.
Two-Handed. This weapon requires two hands to attack with it. It can still be held in only one hand, you just can't attack with it that way.
Versatile. When this weapon is wielded in two hands, use the damage die in parenthesis.

Simple Weapons (Example)

Your narrator’s campaign likely features more or different weapons, this list is just an example.

A simple weapon is inexpensive and intuitive to wield. You can add your PB to attack rolls with this weapon without any special training. All of the simple weapons here cost 1 gold each—except for the club and shuriken, which each cost 1 silver.

Weapon Damage Properties Range
Bat d4 bash brace, versatile (d6)
Blowgun d4 pierce aimed* 30/90
Boomerang d4 bash finesse, thrown 30/90
Club d4 bash light
Dagger d4 pierce finesse, light, thrown 🌊 20/60
Handaxe d6 slash thrown 20/60
Pickaxe d6 pierce versatile (d8)
Pike d6 pierce brace, heavy, reach, two-handed 🌊
Scythe d8 pierce heavy, two-handed
Shovel d6 slash versatile (d8)
Shuriken d4 pierce aimed, light, thrown 20/60
Slingshot d4 pierce aimed, ammo, two-handed 30/90
Sledge d8 bash dire, two-handed
Staff d4 bash focus, versatile (d6)

Blowgun. You can add your Constitution modifier to the damage roll of a blowgun, instead of another ability modifier. This doesn't affect the attack roll.


Martial Weapons (Example)

Your narrator’s campaign likely features more or different weapons, this list is just an example.

A martial weapon requires training to use effectively. Your PB is added to your attack roll with a martial weapon only if you are proficient with the weapon. The martial weapons here each cost 10 gold, except for the bow which costs 50 gold, and the sling which costs 1 gold.

Weapon Damage Properties Range
Axe d8 slash dire, versatile (d10)
Ball & Chain d10 bash dire, reach, two-handed 20/60
Bolas d6 bash* thrown 20/60
Bow d8 pierce aimed, ammo, two-handed 100/300
Claw d6 slash finesse, light 🌊
Greataxe d12 slash heavy, two-handed
Hammer d12 bash dire, heavy, two-handed
Javelin d8 pierce thrown 60/180
Lance d10 pierce heavy, reach, two-handed*
Partisan d8 pierce brace, versatile (d10) 🌊
Sling d8 bash ammo, thrown 60/180
Sword d8 slash finesse, versatile (d10)
Trident d8 pierce thrown, versatile (d10) 🌊 20/60
Whip d4 slash finesse, reach

Bolas. If you use bolas to hit a Medium or smaller creature, instead of dealing damage you can choose to knock the target Prone.

Lance. If you are mounted or Large, you can attack with the lance using only one hand.


Uncommon Weapons (Example)

Uncommon weapons cannot normally be bought during downtime, but can sometimes be acquired otherwise. When they can be bought, they are more expensive. This list is just an example, and your campaign may feature different ones.

Weapon Gold Damage Properties Range Ability
Battle Anchor 100 2d6 pierce dire, heavy, two-handed 🌊 Str 13 (sledge)
Greatsword 100 2d6 slash heavy, two-handed
Crossbow 100 d10 pierce aim, ammo, trigger, two-handed 🌊 200/600
Flintlock 500 d8 pierce aim, ammo, light, trigger 200/600
Greatbow 100 d8 pierce aim, ammo, heavy, two-handed 200/600 Str 13 (bow)
Katana 100 d10 slash finesse, versatile (d12)
Musket 500 d12 pierce aim, ammo, trigger, two-handed 200/600

Ability. An annotated weapon requires you to have a specified ability score at or above the indicated level. If your ability score isn't at least that high, you treat this weapon as the one listed in parenthesis.

Trigger. While Prone, you do not suffer the usual disadvantage on attack rolls with this weapon. After you attack with this weapon, you must take a Use action to reload it before you can use it for another attack.

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