Weapons

> *"Fan the flames, mold the metal! We are raising an army!"*
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Cast iron weights, wooden handles, spring steel blades and leather wrapped grips, tools for warfare and hunts are abundant in the lands of fargraves, and regrettably necessary. Warriors, whether in armies, bands of adventurers or even roving bandits, form an essential barrier, protecting the borders of civilization from the claws of roaming abominations or the rotting haunt of necromantic undeath, willingly or not. In the end, someone will have to pick up the blade.

Weapons are divided into 6 categories. They are divided into melee and ranged weapons, with melee weapons being handheld tools of warfare, some of which may be thrown, while ranged weapons, with the exception of the net, fire some sort of projectile as ammunition to strike down foes. Beyond this, they are divided by ease of use, into the categories simple, martial and advanced weapons, representing the weapons complexity and the amount of training necessary to wield the weapon.

## Fighting with Weapons

What use is a delicate blade, wielded by a uncivilized savage? Warfare goes so much further than merely preparing the necessary equipment, and even the unarmed fighter may surpass the armored buffoon by lengths.

### Drawing weapons

The first step to starting an assault, or counter an enemy advance, is to arm oneself. When initiative is rolled, anyone who isn't surprised can draw or pick up and equip one weapon or shield within 5 feet of them or within a container within 5 feet that is accessible with each hand, or with both hands in the case of two handed weapons. Any other object can also be picked up instead, such as a lantern, potion or wand, as long as the object doesn't weigh more in lb than the strength score of the person trying to pick up the object and can be reasonably held in one or two hands.

Afterwards, during combat, a creature can choose to drop held objects as a free action during its turn. Objects can be picked up as a bonus action. Alternatively objects such as wands and potions and even weapons can be retrieved from worn containers as a bonus action. Some belts and garments may offer holsters and pouches to ready weapons and objects. A specific amount of weapons or objects can be put into empty holsters which fit the size and retrieved from such equipment as a free action. Ammunition can be drawn from a quiver or case as part of the same attack that uses it.

### Attacking

Attacks with weapons are usually made with one of two abilities, Strength or Dexterity. Attacks with ranged weapons are made with Dexterity, attacks with melee weapons are made with Strength, with the exception of weapons with the finesse property, which can be made with either entirely with Strength or or entirely with Dexterity. To make an attack,a creature needs to be within range, 5 feet for typical melee weapons, while varying greatly between ranged weapons. Note that ranged attacks typically have disadvantage on attack rolls if the target is within 5 feet of the attacker. When making attacks, it is at first determined if the attack is a hit or a miss. To do this, a D20 is rolled, and added to that result is the ability score modifier of the abilty used for the attack, and if the user of the weapon is proficient with it, the attacker's proficiency modifier. If the rolled number before adding modifiers is a 20 or if the final result is equal or higher than the Armor Class of the target of the attack, the attack hits. If the number rolled is a 1 or the result is lower than the target's AC, the attack misses Once the attack hits, damage dealt is calculated, by rolling the weapon's damage die appropriate for the attack, and adding the ability score modifier of the attacks ability to the result of the roll. The total has a minimum of one. This damage is then dealt to the target, in the type of damage appropriate for the attack, determined by the weapon.

### Taking damage

Once the damage dealt has been calculated, certain calculations may effect the damage the target of the attack takes, in the form of damage immunities, reductions and resistances. A creature immune to the type of damage it is dealt takes no damage from that damage type. If an attack deals multiple damage types, a creature immune to only one type takes only the damage dealt in the type it isn't immune to. A target with damage reduction has the damage dealt to it reduced by a specific amount, which is subtracted to damage it is dealt from that type before it takes that damage. A creature resistant do a damage type takes half the damage it is dealt. Resistance is calculated after reduction.

### Critical hits

An attack that hits may crit, depending on the result of the roll of the D20 used to determine if the attack hit. Critical hit rate is counted in 5% intervals, with each interval representing a number on the D20, and cannot exceed 25%. Changes in critical hit rate are addative. The critical hit rate affects the highest numbers on the D20, as such a 10% critical hit rate equals a critical hit on rolling a 19 or 20. Attacks have a base critical hit chance of 5%. If a critical hit is scored, any dice used to calculate damage dealt by the weapon or spell used to attack, and any enhancements except poison affecting those attacks, is doubled. An exception to this is the Paladin's Divine Smite feature, which despite being an outside effect, also has it's effect doubled. Generally, effects that enhance the hit itself, and would in theory also incresase the damage in the case of a miss are doubled, while effects that trigger only on hit, such as Searing Smite arent doubled, and debuffs increasing the damage the target takes also aren't doubled, such as the hex spell.

### Killing

When an attack reduced a creature to 0 hit points, one of three things can happen:

1. The creature falls unconscious and may bleed out. Typically the case for humanoid opponents.
2. The creature is killed, leaving its corpse in it's space. Typically the case for monsters and beasts, or humanoids if the damage dealt beyond 0 is higher than the creature's maximum hit points.
3. The creature is destroyed, causing it to either vanish or explode. It may reform in it's place of origin after some time. Typically the case for elementals or fiends.

The first two outcomes can be prevented with nonlethal attacks. Such attacks can be performed with any melee or unarmed weapon. The damage dealt by the attack is halved, it's type is changed to bludgeoning, any damage of types other than bludgeoning, piercing and slashing falls away completely instead of being halved, and the target falls unconscious, but is stable enough to not bleed out. Creatures that would be destroyed still are destroyed.

### Weapon Quality

Sometimes weapon may be found or purchased which are lacking in quality, being either deteriorated, damaged, or built according to outdated designs. Such weapons may have one of several types of detriments. Damaged and deteriorated weapons may have a penalty on their damage dice, exchanging them for a smaller die, whilst outdated weapons may be missing certain beneficial properties and may instead gain detrimental properties. Damaged weapons may be repaired, if their condition is salvagable, and outdated weapons may be modified, both costly procedures. Some magical weapons may be immune to damage caused by wear, but if this is the case, the weapon can also not be modified.

The list of weapon depicts weapons in an undamaged condition. A weapon can be coated with silver, which causes the weapon to be immune to rust effects, and potentially ignore innate resistances of certain creatures, such as vampires or werewolves. This procedure costs a number of gold pieces equal to 20 plus twice the weapon's base price. If silver with a weight of 1 lb is provided, the cost equals only the weapon's base price. It may take an especially talented smith to effectively add silver to a weapon.

## Major Properties

Lances and flails, bows and maces, their differences is what gives these weapons their distinct purpose, and nothing effects a weapon's purpose more than its major properties. Such properties define the possibilities and limits of the weapon, and have a major effect on its utility and purpose.

### Bloodletting

Cruel and serrated, these weapons rend flesh and draw blood, and sacrifice striking power for a more cruel, yet equally effective way to kill. A sucessful attack with a weapon attack has the bloodletting property causes one stack of the bleeding condition, only if the attack caused the target to take damage.

### Cavalry

Found exclusively on lances, such weapons are excellent for use while mounted. While mounted, weapons with the cavalry property always deal the damage they deal when used at reach even when the target is closer, and can be wielded in only one hand, ignoring the two handed property

### Finesse

These melee weapons provide an unusual nimbleness and can be used in ways more focussed on agility than strength. Weapon attacks with weapons with the finesse property can be made with either dexterity or strength.

### Gunpowder

Explosive death hailing from the abyss, these weapons are fueled by unholy concoctions of sulfur and thermalite. The Damage dealt and range by this weapon is dependent on the ammunition loaded. It takes an action to load a Shot and Powder, and a bonus action to load a Bullet. These weapons cannot be used underwater.

### Heavy

Large, bulky and demolishing, these weapons provide excellent destructive capabilites, at the cost of being rather unwieldy. A small creature has disadvantage on all weapon attacks made with weapons with the heavy property.

### Light

Fast and easy to handle, perfect for unleashing a flurry of strikes upon foes, these weapons are optimally suited for dual wielding. When a creature has a light weapon in both hands and uses the attack action, striking or fencing with one hand, it can use it's bonus action to make a single attack with its second light weapon. When calculating damage for attacks made as a bonus action this way, the ability score modifier isn't added to the total damage dealt.

### Loading

Devastating shots, each loaded consecutively and aimed carefully. Loading weapons cannot be used together with the multittack or extra attack features, as they are limited to one attack per action.

### Pinning

Only found on the mancatcher, a defensive weapon used for capture and detainment, weapons of this kind use simple mechanics to grab onto limbs. On a hit a large, medium or small target is grappled, which occupies both of the wielder's hands, allowing them to only attack the grappled creature. Escape attempts are conducted as usual, but are made at disadvantage if the creature making them was hit by the weapon this turn. If the weapon is adorned with spiked, failed escape attempts deal 1d4 piercing damage to the grappled creature.

### Reach

A wall of steel spines, powerful enough to stop the charging beast in its rampage, such polearms are a weapon most useful in military formations. Weapons with the reach property can make melee attacks against creatures within 10 feet instead of only within 5 feet, effectively increasing their melee reach and thus their opportunity attack distance. Such weapons might deal different amounts of damage if the target isn't within 5 feet of them, and sometimes even deal damage of a different type at reach.

### Repeater

A flurry of needles, low in power but high in firing rate, such weapons provide a unique alternative to other ranged weapons. When making an attack with a weapon of the repeater property as an action, two more attacks with it can be made as a bonus action. The damage of attacks made as a bonus action this way doesn't include the ability score modifier. A total of 5 attacks can be made before new ammunition must be loaded as a bonus action.

### Restraining

Woven threads are entagled with limbs, egress brought to ruin. This property is exclusive to the net. This ranged weapon is its own ammunition, not unlike a thrown weapon, and can be used within 5 feet of the target without being imposed disadvantage. On a hit, the target of this attack is restrained if it is large or smaller and isn't formless. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

### Thrown

A precise launch may sometimes equal a fallen foe who certainly won't call for reinforcements. Thrown weapons are melee weapons which can be used to make ranged attacks, still using the same ability score as when making melee attack with the weapon to calculate accuracy and damage. Such weapons can be thrown only a certain distance before losing accuracy and ultimately falling to the ground. Some weapons may be more efficient when thrown or when held, using different damage dice. The damage type dealt is always the same as in melee attacks made with that weapon at normal range. A versatile weapon thrown in only one hand uses it's versatile damage dice instead of it's thrown damage dice for the attack.

### Two Handed

Destructive and powerful weapons, not meek enough to wield with just one hand. Weapons with the two handed property are more powerful than other weapons, but must be held with two hands when attacking, and cannot be held while properly wielding a shield.

### Versatile

Powerful, but not beyond one handed use, some two handed weapons are surprisingly light. Onyl two handed weapons can have the versatile property, and it describes weapons which can be wielded in one hand instead of two if the user is strong enough. Such weapons deal less damage when used in one hand, performing comparable to one handed weapons. When thrown using only one hand, these weapons are also subjected to the decrease in damage.

## Minor Properties

Sometimes the finer details of a weapon can make it excell, surpassign its competition. These properties define a weapons specialisation, and seperate them from weapons of similar form. While these advantages are minor, they are to be taken into consideration.

### Assault

Weapons made to breach enemy rows, they excell at surprise attack or at breaking enemy lines from unexpected angles. Attacks with these weapons have advantage if the target is surprised or has an action readied.

### Brace

Made to hold positions and force foes back, these weapons are especially effective against rampaging beasts, charging soldiers and cavalry. Prepared attacks are made at advantage if the target has moved more than their base movement speed during their current or last turn, or if the target is being mounted by another creature.

### Destructive

Solid, reliable and sturdy, sometimes a weapon is needed as a tool. Weapons with this property are treated as magical for the purpose of overcoming resistances and damage reductions of objects, plants and constructs.

### Disarming

A misplaces strike against the wrong opponent can seal the attacker's fate before they can even realize. When the wielder of the weapon with the disarming property is missed by an attack using a melee weapon, a disarm can be attempted as a reaction, forcing a contest between an atatck roll of the disarming weapon and the opponents athletic score. If the opponent loses the contest or the contest is even, the opponent can choose to either be grappled and no longer be able to attack with that weapon for the duration of the grapple or to drop the weapon altogether, preventing any conditions.

### Fencing

A quick parry, a turned strike, a quick step, a difference between life and death, such weapons are made to defend against humanoid opponents. When the wielder of a weapon with the fencing property is attacked with a melee weapon, they can use their reaction to attempt to parry the strike, adding half their proficiency modifier to their AC against that attack, potentially causing it to miss. If two fencing weapons with the light property are wielded, the user can add their full proficiency modifier to the their AC instead. This property cannot be used while wielding a shield.

### Gentle

Uncontrolled violence isn't the best way of action, occasionally. Attacks with this weapon are regarded as nonlethal strike when reducing a creature to 0 hit points, without reducing damage or limiting damage type.

### Hail

Arrows blacken the sky, spelling doom to the unfortunate souls caught in the storm of steel. Attacks with these weapons automatically hit if the target is a swarm, except if at least half of the creatures in the swarm wield shields.

### Hybrid Shield

Whether startegy or gimmick, uses will be found, no doubt. At the end of the wielder's turn, these weapons grant the user half cover if they have not attacked during that turn and don't wield a shield. This benefit lasts until the start of the user's next turn.

### Lurking

Hours of wait, cumulating into a single, well aimed strike. Weapons with this type don't suffer disadvantage on attacks if the wielder is prone, and actions can be readied and stay readied for a maximum of 1 hour, or until the wielder takes an action other than the disengage or hide actions.

### Massive

A towering weapon, a thorn of death forced into the side of the war machine, massive weapons reach where no other weapon reaches. Attacks with this weapon that are made as an action can have their reach increased by 5 feet, if the wielder chooses so.

### Opportune

Crashing might, focussed to a needle point, these weapon's shattering strikes can prove magnificent against unconventional defenses. Attacks with these weapons ignore resistance to piercing damage if the target isn't resistant to bludgeoning damage.

### Quick

A quick strike to carve up a fleeing foes, these weapons are perfect to punish retreats. When an opportunity attack is made with a weapon with the quick property, two attacks can be made with the weapon instead of one. If both hit, the ability score modifier is added to the damage of only one attack.

### Subtle

Blades flash, striking the unexpected, the true splendor of a subtle weapon. These easily concealed weapons grant advantage on sleight of hand checks made to hide their presence, and drawing such a weapon can be done stealthily with a sleight of hand check against the opponents passive perception, potentially delaying the start of an encounter.

### Unpredictable

A feint with every strike, an fluid weapon provides unconventional maneuvers. Attacks with weapons with the unpredictable property gain a +2 to hit if the target of the attack has a shield or has an intelligence of 3 or lower, and the target has a dexterity modifyer of 2 or higher.