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Armas para Fazer Quando For Ferreiro
Armas para Fazer Quando For Ferreiro
Art:
Art:
Art:
Art:
Art:
Art: Ivan
Ivan
IvanTroitsky
Ivan
Ivan Troitsky
Troitsky(2014)
Troitsky
Troitsky (2014)
(2014)
(2014)
(2014)
Gumtooth's Expanded
Weapons
Create
Create the
the perfect
perfect blade
blade for
for you
you with
with this
this dynamic
dynamic combat
combat toolset
toolset
Property Point Cost Notes
Creating a Custom Weapon Ammunition (range 150/600) 2
This step-by-step system is intended to complement the
existing D&D 5e weapon rules to allow for flexibility and Choose a loading speed:
variety, with several new weapon properties and options for
using alternate damage types. Property Point Cost Notes
2 Free if Thrown
1: Rarity & Weapon Points Loading
Your weapon starts with a number of Weapon Points
determined by its rarity: Melee
Rarity Points
Choose all that apply:
Common / Nonmagical 19 Property Point Cost Notes
Uncommon 28 Cleaving* 1
Rare 33 Finesse 2 Free if not Versatile
or Two-handed
Very Rare 38
Hooking* 2 Requires Tethered
Legendary 43
Major Guarding* 2 Requires Two-handed;
Cannot be Heavy
2: Proficiency or Relentless
Choose a proficiency type: Minor Guarding* 3 Requires Heavy;
Cannot be Relentless
Proficiency Point Cost
Parrying* Requires Handy
Simple 2
Reach 3
Martial
Tethered* Requires Thrown
3: Weight Thrown (range 20/60) Cannot be Heavy
Choose a weight: *See New Properties
Weight Property Point Cost
1 lb. Handy*, Light 9 5: Attack Bonus
2 lbs. Light 7 Choose an attack bonus for your weapon, in addition to your
regular to-hit bonus:
3 lbs. 5
Attack Bonus Point Cost Minimum Rarity
6 lbs. Versatile 5
-2
8 lbs. Two-handed 3
-1 2
12 lbs. Heavy, Two-handed
4
*See New Properties +1 7 Uncommon
+2 10 Rare
4: Type & Properties
+3 13 Very Rare
Choose all that apply:
Property Point Cost Notes 6: Damage Type
Crippling* 1 Choose a damage type:
Penetrating* 1 Requires Reach or Ranged Point Cost Damage Type
Relentless* 4 Requires Two-handed;
Poison
Cannot be Heavy
1 Bludgeoning*, Piercing*, Slashing*, Fire
Choose Ranged or Melee: 2 Cold
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3
Special Common Weapons Oil Flask. When you hit a creature with this weapon, it is
Weapons with the special property are detailed here. coated in oil. The first time it takes fire damage before one
Gunsword. As part of the first attack you make on a given minute has passed, it takes an additional 1d6 fire damage and
turn with this weapon, you may choose to use it as a firearm. the oil burns away.
It becomes a ranged weapon, deals piercing damage instead Smokebomb. When you attack using this weapon, instead
of slashing damage, and gains the ammunition (50/200) and of making an attack roll against the target, the target must
loading properties. This lasts until the end of that turn. make a Dexterity saving throw with a DC of 8 + your attack
bonus with this weapon. On a failed save, the target is
blinded until the end of its next turn. The target has
advantage on the save if they are beyond your normal range.
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4
damage:
1 Poison
1 Cold
2 Acid, Lightning
4 Force, Radiant
expensive type.
6: Lingering Damage
You may choose to add the lingering property to your
ammunition. It costs one point less than the usual Weapon
Point cost of the damage that you add to it, which can be no
greater than the initial bonus damage of the ammunition. For
example, if you have 11 points to spend on bonus damage,
you may choose to buy 1d6 bonus damage for the initial hit,
costing 7 points, and add the lingering (1d4) property, costing
4 points.
Art: Shutterstock