Equipment - Weapons

## Prepare for Combat

Weapons are essential tools used by Characters within armed conflicts.

Below we present a number of Weapons available in a range of settings. The Weapons are listed in order of the training required for their use, and whether they are melee or ranged weapons.

Listed alongside each Weapon is their Weapon Properties, which are discussed in further detail within the Weapon Properties section.

The Bulk of a Weapon represents how heavy the Weapon is.

The typical Cost within the setting is also given, although this may vary greatly with availability and technology level available.

## Weapons for Fantasy Settings

### Special Properties

#### Bagh Nakh/Nekote

* A Bagh Nakh is a small clawed bar which is worn on the palm of the hand. A Nekote meanwhile is a set of claws held on the fingertips or as part of a gauntlet.
* When a Character is wearing either of these Weapons, they may deal Slashing Damage instead of Bludgeoning Damage when they Hit a Target with an Unarmed Strike.
* Additionally a Hand wearing this Weapon may still be used as though it were empty.

#### Boomerang

* A Boomerang travels along a circular path between the Attacker and a Target within it's Range. The Attacker chooses the spaces it travels through, however it may not travel beyond the Weapon's Long Range.
* If the Boomerang Hits a Target or misses a Target as a result of a Shield or Cover, the Boomerang travels no further.

#### Firearms

* Firearms present many advantages due to the force with which gunpowder can fire a projectile, however there are also disadvantages to their usage.
* Firearm Ammunition is in many Settings limited and expensive to to manufacture.
* All Firearms require the correct Caliber ammunition be used with them. A Light Caliber Bullet cannot be fired from a Rifle, nor can a Medium Caliber Bullet be fired from a Pistol.
* Firearms produce a loud, unmistakable sound when fired, alerting Characters to their use. The distance over which a Firearm may be heard depends upon the Caliber of Bullet used.
	+ Light Caliber Bullets may be clearly heard up to 120ft away, and the sound does not travel well between rooms.
	+ Medium Caliber Bullets may be clearly heard up to 300ft away, and the sound may travel between adjoining rooms.
	+ Heavy Caliber Bullets may be clearly heard up to 1000ft away, and the sound may travel as far as a mile in open terrain.

#### Lance

* Lances are Weapons designed to make the most of a Mounted Combatant's maneuverability and their ability to brace it's weight.
* While a Character is Mounted, they may wield a Lance in one hand.
* Whether Mounted or not, a Character has Disadvantage to use a Lance while they are Threatened

#### Nets

* Nets may be used to restrain Characters while posing little physical harm to them.
* In place of an Attack with a Net, the Target of the Net must make a Strength or Dexterity Saving Throw (their choice) against a DC set by the Attacker's Strength or Dexterity:
	+ Net Save DC = 8 + Proficiency Bonus (if Proficient) + Strength or Dexterity Modifier (Attacker's choice)
* A Character has Advantage on their Saving Throw if the Attacker would have had Disadvantage to Hit them with the Net (e.g. the Attacker was Threatened or beyond their Short Range). Conversely a Character has Disadvantage on their Saving Throw if the Attack would have had Advantage.
* If the Character Succeeds on their Saving Throw, the Net falls harmlessly at the Target's feet. The Attacker may expend movement equal to the Distance the Net was Thrown to pull the Net back to themselves.
* If the Character Fails this Saving Throw, they are Grappled and Restrained by the Net. The Net moves with the Character if they are moved.
* A Character remains Restrained by the Net until they or another Character help them escape the Net. They may do this by either Attacking the Net, or they may in place of an Attack make a Strength against the Net's Break DC. Succeeding on the Break DC destroys the Net, rendering it useless.
* Different Nets have different Armor Classes, Hit Points, Break DCs and Resistances and Immunities. Unless otherwise stated assume the Net is made of Common Rope, granting it an AC 10, 5 Hit Points and a Break DC of 15, are Immune to Psychic, Poison and Bludgeoning Damage, Resistant to Piercing Damage, and Vulnerable to Slashing and Fire Damage.
* Nets are assumed to be of a Size that the Character using it may easily wield it. Consequently Character's which are more than one size category larger than the Attacker automatically succeed on their Saving Throws against a Net.
* Net's typically include a long tether which the Attacker holds onto after throwing. They may expend their movement to pull the Character towards themselves a Distance equal to that expended.

#### Rope

* Rope is incredibly versatile and so may be used in a variety of ways as a Weapon.
* Depending on how it is used, it's properties differ. Below we present the options.

##### Rope

* A 10ft length of Rope may be used to attempt to Restrain a Grappled Character.
* In place of an Attack, the Target of this attempt at restraining them must make a Strength or Dexterity Saving Throw (their choice) against a DC determined by the Attacker's Strength or Dexterity Saving Throw.
	+ Rope Save DC = 8 + Proficiency Bonus (if Proficient) + Strength or Dexterity Modifier (Attacker's choice)
* A Character has Advantage on their Saving Throw if the Attacker would have had Disadvantage to Hit them with the Rope (e.g. the Attacker was Blinded). Conversely a Character has Disadvantage on their Saving Throw if the Attack would have had Advantage.
* If the Character Succeeds on their Saving Throw, they are not Restrained by the Rope and the Attack is expended.
* If the Character Fails their Saving Throw, they are Grappled and Restrained by the Rope. The Rope moves with the Character if they are moved.
* A Character remains Restrained by the Net until they or another Character help them escape the Net. They may do this by either Attacking the Net, or they may in place of an Attack make a Strength or Dexterity Saving Throw against the Attacker's Rope Save DC.
* Unless otherwise stated assume the Rope is made of Common Rope, granting it an AC 10, 5 Hit Points and a Break DC of 15, are Immune to Psychic, Poison and Bludgeoning Damage, Resistant to Piercing Damage, and Vulnerable to Slashing and Fire Damage.
* Rope is assumed to be of a Size that the Character using it may easily wield it. Consequently Character's which are more than one size category larger than the Attacker automatically succeed on their Saving Throws against being Restrained by Rope.

##### Rope (Bladed, Weighted, Heavy Weighted)

* A Bladed Rope consists of a 10ft length of rope with a Bladed Weapon securely attached to one end.
* A Weighted or Heavy Weighted Rope consists of a 10ft length of rope with either a light or heavy weight attached to one end.
* A Character has Disadvantage to use a Bladed, Weighted or Heavy Weighted Rope while they are Threatened.

##### Rope (Bolas)

* Bolas consist of a 5ft length of rope with a weight secured to each end.
* It may be wielded as a Melee Weapon, dealing 1d6 Damage on a Successful Hit.
* In place of an Attack, the Bolas may also be Thrown at a Character.
* The Target must make a Strength or Dexterity Saving Throw (their choice) against a DC determined by your Strength or Dexterity Modifier (your Choice):
	+ Bolas Save DC = 8 + Proficiency Bonus (if Proficient) + Strength or Dexterity Modifier (Attacker's choice)
* A Character has Advantage on their Saving Throw if the Attacker would have had Disadvantage to Hit them with the Bolas (e.g. the Attacker was Threatened). Conversely a Character has Disadvantage on their Saving Throw if the Attack would have had Advantage.
* If the Target Succeeds their Saving Throw, the Bolas fall to the ground.
* If the Target fails their Saving Throw, they take no Damage and are knocked Prone.

##### Rope (Lasso)

* A Lasso consists of a 20ft length of rope tied to include a loop and a trailing end.
* It's properties are identical to that of a Net.

#### Trident

* A Character may initiate and maintain a Grapple using a Trident instead of a free hand.

#### Wrist Knife

* A wrist knife is a retractable blade often stored in a sleeve or armguard.
* A Character wearing a Wrist Knife may use it as a Weapon without the need to hold it in their hand.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode