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Ranged weapon (simple, club)
Category: Items
Properties: Range, Thrown
Range: 20/60 ft.
Weight: 1 lbs
Category: Items
Properties: Range, Thrown
Range: 20/60 ft.
Weight: 1 lbs
Cost: 2 sp
A curved weapon that return to you one round after throwing if it doesn’t strike an enemy. Deals 1d4 slashing damage. Massive Cannon
Ranged weapon (martial, siege)
Category: Items
Properties: Range
Range: .5 miles/1 mile
Weight: 37,000 lbs
Cost: 10,000,000 gp
A huge sized bombard that uses large metal shots as ammo. It takes several strong oxen to move. Takes a round to load, a round to aim, and a round to fire. Deals 1d100 bludgeoning damage to a creature or construct in a 5 ft radius. Shots weigh 1,200 pounds and cost 500 gp each.
• Solid Shot: +5 to hit.
• Canister Shot: increases projectile hit radius from 5 feet to 10 feet.
• Shell: Deals additional 1d20 bludgeoning damage to constructs.
• Hot Shot: Deals fire damage instead of bludgeoning damage.
• Carcass: Deals poison damage instead of bludgeoning damage.
Ranged weapon (martial, siege)
Category: Items
Properties: Range
Range: .5 miles/1 mile
Weight: 37,000 lbs
Cost: 10,000,000 gp
A huge sized bombard that uses large metal shots as ammo. It takes several strong oxen to move. Takes a round to load, a round to aim, and a round to fire. Deals 1d100 bludgeoning damage to a creature or construct in a 5 ft radius. Shots weigh 1,200 pounds and cost 500 gp each.
• Solid Shot: +5 to hit.
• Canister Shot: increases projectile hit radius from 5 feet to 10 feet.
• Shell: Deals additional 1d20 bludgeoning damage to constructs.
• Hot Shot: Deals fire damage instead of bludgeoning damage.
• Carcass: Deals poison damage instead of bludgeoning damage.
Harpoon
Ranged weapon (martial, spear)
Category: Items
Properties: Range, Thrown
Range: 20/60 ft.
Weight: 7 lbs
Cost: 20 gp
A hand-thrown spear-like implement connected to a rope or small chain. Deals 1d6 piercing damage to a single target within its range, and if the creature is corporeal and is not an ooze then the harpoon is lodged into it. While the harpoon is lodged into the creature you can pull it as a bonus action, prompting that creature to make a Strength save (DC equal to 8 + your Strength modifier + your Proficiency Bonus) or be pulled 5 ft. closer to you. A creature with hands may pull out the harpoon as a bonus action by making a DC 15 Strength save taking 1d4 piercing damage on a success.
Ranged weapon (martial, spear)
Category: Items
Properties: Range, Thrown
Range: 20/60 ft.
Weight: 7 lbs
Cost: 20 gp
A hand-thrown spear-like implement connected to a rope or small chain. Deals 1d6 piercing damage to a single target within its range, and if the creature is corporeal and is not an ooze then the harpoon is lodged into it. While the harpoon is lodged into the creature you can pull it as a bonus action, prompting that creature to make a Strength save (DC equal to 8 + your Strength modifier + your Proficiency Bonus) or be pulled 5 ft. closer to you. A creature with hands may pull out the harpoon as a bonus action by making a DC 15 Strength save taking 1d4 piercing damage on a success.
Lantern Shield
shield (shield)
AC: 2
Category: Items
Item Rarity: Common
Weight: 6 lbs
Cost: 10 gp
A non-magical metal shield that provides +2 to AC and can be worn as a buckler. While in pitch darkness, you can light the shield as a bonus action to blind creatures for 1 round in a 30 ft cone if they fail a DC 13 Dexterity save (those creatures become immune to this effect for 24 hours whether they make the save or not). While lit the shield emits bright light in a 30 ft cone and an additional 30 ft of dim light. The pint of oil (one flask) in the shield lasts for 6 hours. You can snuff the shield as an action.
Iron Claw
Ranged weapon (simple, knuckle)
Category: Items
Properties: Finesse, light
Weight: 1 lbs
Cost: 10 gp
Spiked claws that fit between your knuckles. Deals 1d4 piercing damage.
Lasso
Ranged weapon (martial, lasso)
Category: Items
Properties: Range, Thrown
Range: 20/45 ft.
Weight: 10 lbs
Cost: 1 gp
Category: Items
Properties: Range, Thrown
Range: 20/45 ft.
Weight: 10 lbs
Cost: 1 gp
A Large or smaller creature hit by a lasso is unable to walk away from your rope length (but can still walk towards you or around in a radius determined by the length of the rope used) until it is freed. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect and destroying the lasso. When you use an action, bonus action, or reaction to attack with a lasso, you can make only one attack regardless of the number of attacks you can normally make. You must use a minimum of one hand to maintain your grip on the lasso. A lasso can be pulled taught with a contested Strength (Athletics) check, doing so you can pull a caught creature up to 10 ft. closer. A lasso can also be laxed up to the length of the rope minus 5 ft.
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