Weapons (Sylfaen Supplement)

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Weapons[edit]

New Properties[edit]

Prototype. A prototype is unstable, and break in certain circumstances. When you roll the number indicated in parentheses (the prototype score) on the d20 on an attack roll with it, the gun no longer works. This prototype can be repaired after three successful checks with the smith's or tinker's tools (DC 8 + the prototype score). Each test is made after a period of 1 hour. A critical failure destroy the prototype.

Recoil. After each attack, make a Strength check (DC = the result of the attack). On a failure, you are pushed 5 feet back and is knocked prone. A critical failure causes 1d6 bludgeoning damage due to the fall. Using this weapon with two hands cause you to ignore the recoil.

Brutal. A critical hit with this weapon adds two damage dice, rather than 1, to the damage of the attack.

Piercer (2). The weapon ignores the AC granted by armors and shields, depending on its piercing level: light armor (1), medium armor (2), heavy armor (3). Natural armor is considered light armor if it is 12 or lower, medium armor if it is 15 or lower, and heavy armor if it is 16 or higher.

Exotic Weapons[edit]

Dragon (Prototype)[edit]

This short version of a musket is made to fire projectiles of metal through the combustion of blackpowder.

Damage. 1d12 piercing

Properties. Heavy, Reload, Ammunition (12/36), Gunpowder, Prototype (3), Brutal, Recoil, Piercer (2), Special.

Special. The dragon can fire rocks, tiny pieces of metal and anything that can fit inside its barrel. Firing these objects adds 3 to the Prototype number (to a total of 6), and to the repair DC (that becomes 14), and reduce the damage to 1d10.

Main Gauche[edit]

The main gauche is a dagger used to deflect attacks. It is normally wielded on a duelist offhand, and have the role of helping its user to avoid sword strikes.

Damage. 1d4 piercing

Properties. light, finesse, special

Special. While wielding the main gauche, you can assume a defensive guard as a Bonus Action, that last until the start of your next turn. While n this guard, you have a +1 to your AC (not cumulative to the bonus granted by shields). If during this guard you take damage from an attack with a weapon that causes slashing, piercing or bludgeoning damage, you can reduce the damage taken by 1d4 as a reaction.

While wielding the main gauche in one hand and no other weapon, you can add your Dexterity modifier to the damage reduced. You can't use the main gauche to deflect attacks made by weapons from Large creatures or higher.

'Obs. A character with the fighting style Two-Weapon Fighting add its Dexterity modifier to the total damage reduction while fighting with two weapons.



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