Weapon (PSR Supplement)

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

System Differences

The Basics

Time
Shifts
Phases

The d20

Ability Check

Ability Scores

Strength
Dexterity
Constitution
Knowledge
Perception
Charisma

Saving Throws
Skills
Carry Slots

Encounters

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

Hit Points & Damage

Temporary Hit Points
Massive Damage
Damage Types
Max Damage

Other Dangers

Defeat
Dramatic Death
Common Hazards
Extreme Climates
Conditions

Downtime

Downtime Trading
Downtime Enterprise

Items

Goods & Currency
Material Goods
Weapons
Improvised
Attire
Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Artillery

NPCs

Mount
Cohort
Stat Blocks
Vulnerability, Resistance, & Immunity
Special Senses

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

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.

Weapons Use Strength. When you attack with a weapon, you normally add your Strength modifier to the attack roll and to the damage roll. Sometimes a weapon has a property that replaces Strength with another ability.

Weapon Properties

Most weapons have one or more properties. Each weapon property affects how the weapon is used. Most properties 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 Perception modifier to attack and damage rolls with an aimed weapon, but you can’t add your Strength modifier. You can't use an aimed weapon 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 common ammo freely whenever you finish downtime, and need not track it.
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 with which you're proficient, you must 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.
Focus. If you are proficient with this weapon, holding it does not interfere with your ability to cast a spell with a somatic (S) component.
Heavy. One heavy item occupies 5 carry slots. Your attack rolls with a heavy weapon are hindered unless your Strength score is at least 13.
Light. Up to 5 light items only occupy 1 carry slot. If you’re Tiny, you can’t attack with a weapon unless it is light.
Range. The range column 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. Using this weapon, you can make a melee attack against a target up to 10 feet away.
Thrown. You can throw this weapon for an effective ranged attack. Throwing distance is determined by the Range property. You can still use this weapon for a melee attack, unless the weapon also has the aimed property. (Throwing a weapon without this property is treats it as an improvised weapon.)
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. You can wield this weapon in one or two hands. When you make an attack wielding it 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, Heavy, 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, Heavy, Reach, Two-Handed
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 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.

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