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=== WEAPONS PROPERTIES === '''NEW DAMAGE TYPES''' *'''Explosive''': Deals Force, Bludgeoning and Piercing damage. *'''Flux''': includes Force and either Bludgeoning or Slashing (depending on weapon) damage types. *'''Mist''': include Fire, Force, Radiant and Slashing damage types. *'''Plasma''': includes Fire, Force and Radiant damage types. *'''Poison''': targets must make a Constitution save or gained the '''''Poisoned''''' condition. The target can make a new save at the end of each of its rounds against the same '''DC''' but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune. *'''Restrained''': a target to must make a Strength save gained the '''''Restrained''''' condition. The target can make a new save at the same '''DC''' at the end of its round. An ally can aid another as an action to grant Advantage. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune. *'''Splinter''': weapons deal Bludgening, Piercing and Slashing damage. *'''Stun''': a ‘living’ target must make a Constitution save or gain the '''''Stunned''''' condition. The target can make a new save at the end of its turn at the same '''DC''' but with a cumulative +1 to the roll for each additional turn it fails. Success ends the condition. Large creatures are +2 with this save, Huge are +5, larger are immune. '''NEW WEAPONS PROPERTIES''' *'''AP (Armor Penetrating)''': these weapons ignore all forms of Resistance, including that provided by class features, feats, cover, vehicles and starships. Corporal creatures that have immunity to the damage of a weapon with AP instead only have resistant to this damage. *'''Auto''': this weapon has the Autofire option, expending 10 rounds each time it is fired this way. See Autofire rules in Houserules. Autofire Only weapons must always fire full auto while Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the normally listed area of affect. Switching modes between single fire and autofire mod takes 15ft of move during the attackers’ round. The weapon must have 10 rounds (20 for heavy auto only) remaining and in the autofire mod to use this feature. *'''Bulky''': attack checks are at Disadvantage on the same round that the attacker moves (anything about Speed 0) and attacks with this weapon. *'''Burst Fire''': this weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 1d10 piercing damage deals 2d10 instead or 3d10 with a critical hit). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature. *'''Cold''': cold attack weapons have a chance of slowing a target down. Anytime a living creature is struck with a cold weapon, they must make a Strength save (at disadvantage if the attack roll was a critical) with the '''DC''' listed in properties. If they fail they are at ½ Speed. Target gets a new save at the end of each of its rounds. Success ends the condition. *'''Direct Fire''': These are area of affect weapons that require an attack roll to hit and deal damage in the area. Targets of a direct hit do not gain a saving throw. On a failed weapon attack roll, all targets gain Resistance to the damage (and ¼ damage with a successful Dexterity saving throw). *'''DT''': Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature. *'''Feed''': is a type of reloading ammunition for firearms. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round requires 15 feet of movement to load. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder (revolver) that between 4 and 8 rounds. *'''Flame''': these weapons can set targets on fire. This is an Area of Effect attack; these weapons fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions. Anything the area must make a '''DC8''' ('''DC12''' for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier Dexterity save. Success suffer half damage. Failure full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making Intelligence saving through at the same '''DC'''. The target has advantage on this roll if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water. *'''Laser''': weapons fire a condensed, well-defined beam of light that inflicting heat (fire) damage. All lasers can fire a special type of Pulse attacks. The first consumes two shots of ammunition and with a successful hit deals +2 damage. The second pulse attack consumes five shots of ammunition and adds +1d weapon dice damage with a successful hit (i.e. a Laser Carbine would deal 2d10 on a successful hit). Both features require that the weapon have enough ammunition. A critical hit also imposes the '''''Blind''''' condition on the target until the start of your next turn. Lasers are recoilless and do not impose any extra disadvantage when fired in zero-gravities. *'''Magnetic''': weapon accelerate metal shells using magnetic coil technology. If the weapon kills the target, the round continues in a straight light past it. The attacker can make a free attack roll on any target in a straight line behind the dead one, if such a target exists. Critical hits inflict a one additional weapon die of damage over the normal doubling (i.e. a railgun deals 2d8 normally and 5d8 on a critical hit). Magnetic weapons are recoilless and do not impose any extra disadvantage when fired in zero-gravities. *'''Mist-Blade''': these are extremely advanced force-blade weapons (think lightsabers). When powered off they are simply a handle of the weapon. These blades deal double damage to Energy Shields Hit Points. Requires a special powercell (dedicated cost x20 normal) that lasts for two hours of continues use. *'''Painful''': these violent weapons inflict massive pain onto living creatures with a successful hit. The target must make a '''DC10''' + ½ the damage inflicted Wisdom save. Failure means the target suffers Disadvantage for all attack rolls, and ability and skill checks until the end of its’ next turn. *'''Pincher''': these weapon deliver an electromagnetic pulse that can disrupt any item that requires a power cell. With a hit, choice one item on the target that is using a powercell. The target gets a '''DC8''' + your proficiency bonus (if you proficient with the weapon) + your Dexterity modifier Intelligence save. Failure means that an item turns off until the end of your next turn. A critical hit forces the target to make a '''DC8''' + ½ the damage inflicted (max '''DC20''') Constitution save or gain the '''''Stunned''''' condition until the start of your next turn. *'''Plasma''': these weapons damage affects the entire body of the target. They ignore all resistance unless the target is within a full sealed environmental (or vacuum) suit. On a critical hit the deal an extra +1d weapon dice to (i.e. a Plasma pistol deals 2d8 damage on a critical hit would deal 5d8 damage) and the next round they deal the basic, unmodified, weapon dice of damage to the target again (i.e. the plasma pistol above would deal another 2d8 damage the following round). *'''Power (Flux) Weapons''': an advanced flux-power field surround the weapon making it incredibly deadly. When not charged it acts as a normal weapon of the same type (i.e. Power Swords are just longswords when not powered). A typical powercell last for 20 minutes of continues use. *'''Primitive''': all weapons and armor from the PHB are considered primitive. Anyone wearing advanced armor of any type gains Resistance against damage (even magical) from primitive weapons. Primitive armor and shields provide no AC vs. advanced melee or ranged weapons. *'''Reload''': weapons with ammunition require time to reload the magazine or powercell. If the weapon only says reload it requires some of your Move to reload the weapon (except for bows and crossbow, then see PHB). With lower case lettering, reload stands for – ‘m’ (magazine) requires 15ft of Move to expend and reload a new clip into the weapon; ‘pc’ (powercell) requires 15ft of Move to expend and reload a weapon with one new powercell (for weapons that require multiple powercells). If you wish to also collect an empty clip or spent powercell (too reload or recharge later) it takes 30ft of Move. When its not listed how long a powercell will last assume 30 minutes of continual use. *'''Shotgun''': impact with tremendous force at close range but diminish rapidly further out. Within 10ft of the target adds one additional weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). *'''Silent''': these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a '''DC15''' Wisdom (Perception) at disadvantage if within 15ft. *'''Sonic''': these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the '''''Deafened''''' condition for one minute (10 rounds). *'''Tearing''': weapons are vicious weapons tear up the flesh of targets. When ‘powered’ these weapons improve the critical hit range to 19 and 20 (so long as the 19 would still hit) and inflict one additional weapon die of damage with a critical (i.e. a fangblade that would normally deal 2d6 damage would now deal 5d6 with a critical hit). Anyone with a talent or feat that grants a greater critical range, lowers it by an additional one (i.e. if normally get a critical on a 19 or 20, they now score one on an 18, 19 or 20, etc. so long as it still hits). The powercell lasts about 10 minutes of continues use. *'''Three(3)-Handed''': this weapon requires to be wielding with three arms (Thri-kreen or with cybernetics Extra Arms). *'''Touch''': this weapon requires a simple melee touch attack to hit and gains +2 to melee weapon attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects. *'''Toxic''': these weapons have specially treated poisonous rounds. Any target struck, after suffering the base damage, must also make a '''DC15''' Constitution save against poison. Success means they suffer 1d4 poison damage; failure results in them suffering 2d4 poison damage and gained the '''''Poisoned''''' condition. At the end of each of its rounds the target gets a new Constitution save against the same '''DC'''. Success removes the Poisoned condition. *'''Under-Mount (UM)''': These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space and count as two light weapons (see Two-Handed fighting PHB). *'''Vibro-Blades''': microscopic vibrating strands have been added along the edges of a piercing or slashing weapon, that when powered vibrate at incredibly high frequency to increase cutting powers. When powered off they deal the basic weapon damage (i.e. a virbo-dagger only deals the basic dagger damage). The powercell lasts for 10 minutes of continue use. *'''Wire-Blades''': a microscopic monofilament wire is held rigidly within an electrical-field making an extremely dangerous weapon in melee combat. Targets require a reaction to make a '''DC15''' Wisdom (Perception) check or the attacker gains advantage on its first attack roll each round (but only the first) against the target. If however the attack rolls a natural 1 on its attack roll, it instead hits itself (unless it spends a Resolve point to avoid). Powercells last about 10 minutes of continues use.
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