Weapons
In Breach there are several additional items that have been known to be developed and utilized in military careers of different countries and soldiers. These weapons are not to be found usually in a normal market or be given to low importance people in Breach. These are weapons that are given after you have proven yourself. As well some of these weapons are from different areas of the world and so if you aren't from that area it's less likely to be in the other continents.
New properties for weapons:
- Deflect. If you are the target of a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, increasing your AC by a number equal to the deflect level. Deflect shouldn't go over 3 levels.
- Cutting. When you hit with a melee weapon attack greater than 5 over the target's AC you can reduce the target's AC equal to the Cutting level until a creature takes an action to readjust their defenses. Cutting shouldn't go over 3 levels.
- Splitting. When you roll maximum on the weapon's damage dice or you roll a critical hit, you roll an additional d8s equal to the splitting level and add it to the final damage. (this damage is not included in the critical hit damage) Splitting shouldn't go over 5 levels.
- Puncture. Once on each of your turns when you cause a creature to take additional damage on each of their turns equal to the Puncture level until they use an action to bandage their wound. Puncture shouldn't go over 5 levels
- Unblockable. Attacks made using this weapon ignores the AC increase granted by a shield.
- Weighty Swing. Once on each of your turns when attacking with this weapon when you hit a creature they must make a Strength Saving throw equal to 8 + proficiency bonus + STR or DEX (your choice) or be knocked prone.
- Hooked. Once per turn when you hit a creature with this weapon, they make a Dexterity saving throw equal to 8 + proficiency bonus + STR or DEX (your choice) or drop an object they are carrying.
- Cleave. When you reduce a creature to 0 hit points you can deal the excess damage to a creature within 5 feet of the original target.
Gaining proficiency with these weapons:
These weapon properties are put onto martial and simple weapons when that occurs you have proficiency with the weapon for purposes of attack rolls, class and lineages features. Though you cannot use the properties until you have learned them. You learn these properties for spending 8 hours of training for each property. When you gain a new weapon with the same property you must spend an hour that can be part of a rest to learn how the property is used with that weapon.
Coating/Creating Weapons with materials permanently:
Coating weapons with different materials can grant different effects or overcoming different immunities and resistances by monsters. There are a few different materials that can be coated to grant benefits and they are as follows.
- Silver. The most common material to cover a weapon with and that is to help defend against Bloodlust Lycans, fiends, and undead, causing the weapon to overcome resistance and immunity. Additionally you can reroll the damage of the weapon using which ever one you choose when attacking Lycans, fiends and undeads.
- Stygian. A fairly rare metal to find within Breach usually deep within cave systems or mines. Weapons coated or made out of this metal over come resistances and immunity for Celestials, Fae, and Aberrations. Additionally you can reroll the damage of the weapon using which ever one you choose when attacking Celestials, Fae, and Aberrations.
- Adamantine. A weapon that is covered in Adamantine overcomes resistance and immunity to non-magical weapons.
- Cortosis. This metal is very rare to find upon the material plane of Breach it is usually found in more radiative environments. When coated the weapon hits a creature that creature cannot regain hit points until the next round.
- Mithril. Weapons that are made out of mithril gain the finesse property, unless the weapon had Heavy then it just looses heavy.
- Phasesteel. A metal only found on the Ethereal plan. Weapons made or coated in this metal ignore AC bonuses from Armor.
- Celestial Gold. A metal found in the upper planes which deals an extra 1d8 damage of the weapons damage type to all evil aligned creatures.
- Abyssal Iron. A metal found in the lower planes which deals an extra 1d8 weapon damage to all good aligned creatures.
Additional Weapons and non combat properties
The following properties are part of the weapons shown no matter what else is given them these properties do not require additional training on the weapon.
- Heft. This particular weapon is too large to wield in one hand normally unless you meet a specific Strength requirement. You must have a Strength score of at least 16 or suffer disadvantage on all attacks made with this weapon when wielding it with one hand.
- Hidden. Your weapon can be hidden within a boot, gauntlet, sleeve, staff, hat, cane, or another possible location on your person. The weapon remains hidden unless a creature succeeds on an intelligence (Investigation) check to search you and the DC equals 10+ proficiency bonus + Dexterity modifier.
- Glove. A gloved weaponis worn on your hand or forearm and you cannot be disarmed of it, you can hold objects and weapons as normal with the glove on. It takes an action to don or doff a glove weapon.
- Flexible. Some weapons allow you to use the other end of the weapon or are meant to only be dual-wielded. When you take the Attack action and attack with this weapon, you can use your bonus action to make another attack dealing bludgeoning or slashing damage (depending on the weapon) equal to the value in the parentheses, on the property description.
Additional Simple Weapons |
Cost |
Damage |
Properties |
Scythe |
2 gp |
2d4 slashing |
Heavy, two-handed |
Spiked Gauntlet |
2 gp |
1d6 piercing |
Glove, Light |
Shortspear |
1 gp |
1d6 piercing |
Finesse, thrown (range 20/60), versatile (1d8) |
|
|
|
|
Additional Martial Weapons |
|
|
|
Bastard Sword |
30 gp |
1d10 slashing |
Heavy, versatile (1d12) |
Clawed Gauntlet |
5 gp |
1d8 slashing |
Finesse, glove, light |
Double-bladed Axe |
100 gp |
1d8 slashing |
Flexible (1d6), heavy, two-handed |
Greatscythe |
40 gp |
3d4 slashing |
Heavy, reach, two-handed |
Hidden Blade |
25 gp |
1d6 piercing or slashing |
Finesse, hidden, light |
Katana |
25 gp |
1d8 slashing |
Finesse, versatile (1d10) |
Falchion |
20 gp |
2d4 slashing |
Finesse |
Bearded Axe |
45 gp |
1d10 slashing |
Versatile (1d12), heavy, heft |
Greatflail |
60 gp |
2d6 bludgeoning |
Heavy, two-handed |
Sabre |
35 gp |
1d8 slashing |
Finesse, Hidden |
Firearms
Firearms have two classifications Simple and Martial Firearms. These martial weapons are not the same as standard martial weapons, not every class has proficiency in firearms. Firearms unlike other ranged weapons do not add their dexterity ability modifier to the damage rolls. Additionally firearms do not count as ranged weapons for the purposes of feats.
The following classes have simple and martial firearms proficiency: Artificer, Fighter, Ranger, Blood Hunter
The following classes have simple firearms proficiency: Rogue, Warlord, Apothecary
Firearm |
Price |
Damage |
Properties |
Simple Firearms |
|
|
|
Pocket Revolver |
75 GP |
1d8 piercing |
Light, 20/80, reload 4, misfire 1, concussive |
Pistol |
100 GP |
1d10 piercing |
40/100, reload 1 |
Pepperbox |
125 GP |
1d10 piercing |
30/90, reload 6, misfire 2, concussive |
Musket |
200 GP |
1d12 piercing |
120/480, Two-handed, reload 1, misfire 2, concussive |
Carbine |
200 GP |
1d12 piercing |
30/120, Two-handed, reload 1, misfire 1 |
Martial Firearms |
|
|
|
Revolver |
225 GP |
2d6 piercing |
Light, 80/320, reload 6, misfire 1, concussive |
Repeating Pistol |
250 GP |
2d8 piercing |
100/340, reload 4, concussive |
Blunderbuss |
300 GP |
2d10 piercing |
15/60, Two-handed, reload 1, misfire 3, special, concussive |
Rifle |
350 GP |
2d12 piercing |
300/600, Two-handed, Heavy, Reload 12, Misfire 4 |
Blunderbuss Special: When you fire within 5 ft. of your target you roll an additional 1d10 damage so the damage would be 3d8.
Firearm Properties
- Reload: The firearm can be fired a number of times equal to the reload number then must spend 1 attack to reload. You must have a free hand to reload.
- Misfire: Whenever you roll to attack with the firearm and on the attack roll if the d20 is equal to or lower than the misfire score the firearm is now jammed. A jammed firearm missed the attack roll and cannot be used until you unjam the firearm. To unjam the firearm you must take 1 action to attempt a successful Tinker's Tools check with a DC of 10 + misfire score. If you fail your Tinker's Tools check your firearm is broken and must be mended with an hours worth of work at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon's misfire score by 2.
- Concussive: Whenever this weapon attacks it's attack can be heard by everyone within a 300 foot emanation coming from where you shot the firearm.
- Fatal: When you attack with this weapon you add the reload modifier to all damage dealt with this weapon
Armor
Armor Components
Armor can have 3 different frames that offer different amount of default protection. Jack frames are usually light and flexible (light armor), Hauberk frames are heavier and less flexible than Jack but still give a decent amount of flexibility (Medium armor), and Cuirass frames are durable and heavy (heavy armor). Certain armors have strength requirements and if you don't have a strength score higher than the listed strength score or you permanently have slowed condition and have disadvantage on attack rolls made.
- Hauberk. A hauberk is a piece or pieces of armor that is flexible enough to still dodge blows, but restricts the wearer's agility more than a jack. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, add your dexterity modifier max of +2 to your Armor Class.
- Jack. This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. While a wear armor with a jack frame, you add your Dexterity modifier to your Armor Class.
- Cuirass. The most formidable armor is built around a rigid carapace protecting the wearer's vital organs. This chest plate is augmented with additional protection over the wearer's extremities. When you wear a cuirass, you do not add your Dexterity bonus to your Armor Class. Though this is the only armor frame that supports pauldrons.
Armor and Shield Properties
The following properties can be added to armor no matter what type or what frame.
- Sturdy. Sturdy armor is armor that makes you hard to push around. When an ability or effect would cause you to roll a saving throw to prevent being knocked prone, or pushed a distance back, that saving throw is made with advantage.
- Slick. Slick armor is armor that makes it hard for you to get grappled. When you are getting grappled you have advantage on the Athletics or Acrobatics checks made to avoid getting grappled or escaping a grapple.
- Durable. Durable armor causes more protection from bludgeoning damage than other types of armor by reducing the bludgeoning damage by a number equal to the durable level.
- Rough. Rough armor gives more protection from slashing damage than other types of armor by reducing the slashing damage by a number equal to the rough level.
- Curved. Curved armor gives more protection from piercing damage than other types of armor by reducing the piercing damage by a number equal to the Curved level.
- Blocking. This type of property allows the user to calculate AC with strength instead of Dexterity, though frames still limits how much can be added.
Armor |
Cost |
Base Armor Class |
Strength |
Properties |
Weight |
|
|
Shields |
|
|
|
|
|
Buckler |
8 gp |
+1 |
- |
- |
2 lb. |
Targe |
12 gp |
+1 |
- |
Special |
3 lb. |
Heater Shield |
10 gp |
+2 |
- |
- |
6 lb. |
Pavise Shield |
200 gp |
+3 |
STR 15 |
Noisy, Special |
45 lb. |
Kite Shield |
12 gp |
+2 |
DEX 15 |
Slick |
6 lb |
- Targe. When wielding a targe, you can use the hand you wield the targe in to manipulate objects, shove, grapple, perform somatic spell components, or wield a light melee weapon.
- Pavise Shield. When wielding a pavise shield, your speed is reduced by 5 feet. Additionally, you provide three-quarters cover to creatures standing directly behind you.
Shields can be given Deflect and Hooked weapon properties.
Comments