The Red Forge

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The Red Forge

Post by Admin on Tue Aug 18, 2015 12:57 am

Simple melee
Club 2 gp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub  3gp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 1 gp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. —
Quarterstaff 2 gp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 2 gp 1d4 slashing 2 lb. Light
Spear 2 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 sp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 2 gp 1d4 bludgeoning — Ammunition (range 30/120)

Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. —
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. —
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. —
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp — 3 lb. Special, thrown (range 5/15)

Light Armor
Padded 5 gp 11 + Dex modifier  Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier  10 lb.
Studded leather 45 gp 12 + Dex modifier  13 lb.

Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2)  Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.

Heavy Armor
Ring mail 30 gp 14  Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 gp +2  6 lb

Quickstep 45 gp and 10 more gold per charge (As a reaction to a successful attack teleport 3 spaces)
Returning 35 gp Thrown weapons return to holster
Storm's wrath 80 gp Weapon does lightning damage in addition to whatever type of damage the weapon normally does, and does an additional 1d4 thunder damage + creators Spellcasting modifier
Acceleration 40 gp +5 to speed and you have advantage on any enemy that hasn't taken an action
Terror 160 gp Target becomes paralyzed for one turn then makes a wisdom saving throw or becomes frightened
Shadowdance 50 gp User becomes ethereal and can't touch or be touched by normal physical means (up to 10 minutes) 10 more gp per charge.
Searing 35 gp and 10 more gp per charge. Armor provides resistance to fire damage/Weapon does fire damage and can cast the spell firebolt twice per charge
Frigid 35 gp and 10 more gp per charge. Armor provides resistance to cold damage/weapon deals cold damage, and can cast the spell ray of frost 2x per charge
Lifedrinker 55 gp and 10 more gp per charge Converts half damage into hp and can be used to heal target. up to 16 hp per charge
Soulsplit 65 gp The weapon or armor gains sentience and provides the owner with a psychic barrier 10 temporary hit points that does 10 Psy damage to anyone making a melee attack against the owner. Also provides owner with advantage on wisdom saving throws
The mourner 35gp 10gp per charge. Armor provides resistance to necrotic damage/weapon does Necrotic damage and can cast Chill Touch once per charge. If hit spectral hand reach out and grab the target. You (only you) have advantage on the target until the end of your next turn.
Lightbringer  40 gold and 10 more gold per charge. Armor provides resistance to radiant damage/weapon deals radiant damage and can cast Sacred flame once per charge. Targets hit by the attack are blinded and make a saving throw at the end of their turns.

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