Armour
Name |
Type |
AC |
Cost |
Weight |
Buckler |
Shield |
+1 |
4gp |
3lb |
Tower Shield |
Shield |
half cover |
15gp |
36lbs |
Buckler: A small, light, round shield useful for duelling. A buckler does not need to be donned or doffed, but simply held in the hand, allowing it to be equipped with an object interaction.
Tower Shield: A large heavy shield that covers the entire body. It was used heavily in days of yore before the proliferation of gunpowder, but some cling to the old ways. Whilst using a tower shield, a creature's movement speed is reduced by 10, and they have disadvantage on stealth and acrobatics checks. A strength score of 15 is required to use one effectively. As a free action, the user of a tower shield can transfer its half cover to another creature within 5 feet until the start of their next turn. The creature loses this benefit if the move more than 5 feet away from the tower shield user.
Melee Weapons
Name |
Type |
Damage/features |
Cost |
Weight |
Brass knuckles |
Simple |
1d4 bludgeoning, light, unarmed |
2sp |
1lb |
Bayonet |
Simple |
1d4 piercing, light, finesse, special |
5gp |
2lb |
Boot Knife |
Martial |
1d4 piercing, finesse, special |
25gp |
1lb |
Cutlass |
Martial |
1d8 slashing, finesse |
15gp |
3lb |
Cavalry Sword |
Martial |
2d4 slashing, finesse |
15gp |
5lb |
Hook hand |
Simple |
1d4 piercing light, finesse |
1gp |
2lb |
Trident |
Martial |
1d8 piercing, versatile(d10), thrown(15/45) |
5gp |
4lb |
Morningstar |
Martial |
1d4 piercing + 1d4 bludgeoning |
15gp |
4lb |
Bayonet: A favourite among footsoldiers under the employ of the NWTC. A long knife designed to be fitted on the end of a gun in order to deal with targets that get too close. As an action, you can affix a bayonet onto any two-handed gun. The said gun can then also be used as a simple melee weapon with the statistics of a spear.
Brass Knuckles: The chosen weapon of drunken brawlers everywhere. Easy to conceal but not the most lethal. With its unarmed feature, you can replace an unarmed strike with an attack using brass knuckles.
Boot Knife: A dagger concealed in the boot with a spring-loaded contraption, perfect for surprise attacks. You can deploy the knife as a free action on your turn, and retract it back into your boot using an action.
Whilst the knife is deployed, you can use it to make an off-hand attack as if you were two-weapon fighting even if both of your hands are occupied or you are using a non-light weapon.
Having a dagger sticking out of your foot can be rather cumbersome, however. Whilst it is deployed, your movement speed is halved.
Cutlass: The favoured weapon of pirates and honest sailors alike due to its light weight and shorter length allowing for better battling on the cramped decks of a ship.
Cavalry Sword: Also known as a basket-hilted sword or broadsword, this double edged weapon is popular among officers who prefer to hack and slash their way through problems rather than the dainty elegance of a rapier.
Hook hand: A pirate staple. Some use it to replace missing limbs, others for intimidation. You gain a +2 to disarm checks with this weapon.
Ranged Weapons
The biggest difference between Brave New World and most dnd settings is how commonplace firearms are. Firearms of all kinds have the following extra features.
Loud
Any gun can be heard firing from up to 100 feet away
Black Powder
Guns rely on gunpowder and a spark to fire. They cease to function when wet. A wet firearm will function again in 1d6*10 minutes
Deadly
Guns are better at landing killing blows than other weapons. A critical hit with a firearm deals an additional damage die.
Recoil
Some guns have a recoil score. This represents an especially enormous kickback from the gun's blast. Attack rolls with such a gun have disadvantage unless your strength score equals or is higher than the weapons recoil score.
Name |
Type/range |
Damage/features |
Cost |
Weight |
Pistol |
Simple(30/90) |
1d10 piercing, ammunition, loading |
25gp |
3lb |
Light Pistol |
Martial(20/60) |
1d8 piercing, light, loading, ammunition |
20gp |
2lb |
Musket |
Martial(40/120) |
1d12 piercing, two handed, ammunition, loading |
50gp |
10lb |
Rifle |
Martial(80/240) |
1d10 piercing, ammunition, two handed, loading |
75gp |
10lb |
Blunderbuss |
Martial(15/45) |
2d8 bludgeoning, ammunition, two handed, loading, recoil 12 |
25gp |
12lbs |
'Portable' cannon |
Martial(15/45) |
4d10 bludgeoning, ammunition, two handed, loading, heavy, recoil 17, special |
70gp |
30lbs |
Portable Cannon. An entire ship's cannon that has had some handles haphazardly welded onto it for 'portability'. Only the strongest and most reckless would dare use such an impractical weapon. The portable cannon can use explosives as ammunition. When it does, it deals 2d10 bludgeoning damage instead of the usual 4d10, in addition to the effects of the explosive.
Explosives
Gunpowder has a number of uses. Although it is used to fuel cannons and small firearms, it can also be used in handheld explosives. As an action, a creature can throw an explosive to a point they can see within 30 feet + 5 times their strength modifier. If a creature has multiattack or extra attack, they can substitute one attack with a thrown explosive. The explosive then detonates, with a different effect depending on the type of explosive.
Name |
Effect |
Cost |
Weight |
Incendiary |
10ft. radius sphere, DC14 dex save, 2d10 fire damage or half on a successful save. |
3gp |
1lb |
Fragmentation |
10ft. radius sphere, DC14 dex save, 2d10 piercing damage or half on a successful save. |
4gp |
1lb |
Smoke |
As 1st level fog cloud, lasts 2d4 rounds. |
5gp |
1lb |
Molotov Cocktail |
A 10 ft square centred on the point where it landed is set ablaze for 2d4 rounds. A creature that moves into the fire for the first time or starts its turn there takes 2d4 fire damage. |
1gp |
1lb |
Stink Bomb |
As stinking cloud, but 10 foot radius and lightly obscures rather than heavy. Lasts 2d4 rounds. Save DC 14 |
2gp |
1lb |
Oil |
As the grease spell for 2d4 rounds, save DC 14. |
1gp |
1lb |
Exotic Weapons
The world is a big place filled with all manner of weird and wonderful weapons. You won't see these weapons often, most commonly in the hands of strange travellers, New World natives and/or mad bastards. These weapons are available to choose from, but they certainly will be turning a few heads, for good or ill.
Exotic Melee Weapons
Name |
Type |
Damage/features |
Cost |
Weight |
Urumi |
Martial |
1d6 slashing, finesse, reach, special |
75gp |
5lb |
Scythe |
Martial |
2d4 slashing, two-handed, finesse, reach |
5gp |
5lb |
Hook Sword |
Martial |
1d6 slashing, finesse, light, special |
20gp |
3lb |
Rope Dart |
Martial |
1d6 slashing, finesse, reach(15ft), two-handed, special |
20gp |
3lb |
Meteor Hammer |
Martial |
1d10 bludgeoning, heavy, reach(15ft), two-handed, special |
20gp |
10lb |
Urumi: The Urumi is a sword with a flexible whip-like blade. As with other "soft" weapons, urumi-wielders learn to follow and control the momentum of the blade with each swing, thus techniques include spins and agile maneuvres. When not in use, the urumi is worn coiled around the waist like a belt, with the handle at the wearer's side like a conventional sword. Wielding such a sword has its difficulties, however. Once per turn, if the wielder makes an attack roll and rolls a 1 on the d20, the wielder takes 1d4 slashing damage. If you have the extra attack feature, you only take damage if you make an attack roll at disadvantage and roll a 1.
Scythe: A two-handed bladed weapon originally devised as a farming tool. Many call using such a weapon impractical and a waste of time, whilst proponents argue that it is 'wicked cool'. Either way, it leaves a lasting impression to watch a master of this difficult weapon in action.
Hook sword: Designed to be used as a pair, these swords have a distinct hook at the end that can be used to trip opponents. When you make a shove attack whilst holding a hook sword in each hand, you can use acrobatics instead of athletics. It can be used as a monk weapon despite its special property.
Rope dart: The rope dart consists of a piercing blade affixed to the end of a length of rope. The rope can be swung around the body, using the arms and legs as pivot points to build momentum. As the rope unwinds, the blade can be flung at nearby foes.
You have disadvantage when you use the rope dart to attack a target within 5 feet of you. As a bonus action, you may coil the rope and use this weapon as a dagger with the two-handed property and lacking the thrown property or uncoil the rope and resume its normal use. It can be used as a monk weapon despite its special property.
Meteor Hammer: A heavy metal ball at the end of a chain that is used to crush foes. You have disadvantage to attack a target within 5 feet of you.
Proficiencies
If a class gains proficiency with martial weapons, they gain proficiency in all weapons listed here. Some classes gain some, but not all weapon proficiencies listed here.
Artificers: All firearms
Bards: light pistols, pistols, boot knife, cutlass, broadsword, buckler
Rogue: light pistols, pistols, cutlass, broadsword, bootknife, buckler
Monk: rope dart, hook swords
Sorcerer: pistols
Wizard: pistols
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