Weapon Hit Points and Breaking
As you adventure, your weapons will wear down and gain damage. Few weapons last the full career of an adventurer, at least not without needing to be repaired or reforged.
Each time you roll a Natural 1 on an attack roll, your weapon takes 1 point of damage. After your weapon has hit its damage threshold, it is now in danger of breaking. All subsequent Natural 1's trigger a roll to see if the weapon breaks. Roll a D20, and if the roll is higher than the Break DC of the weapon, the weapon shatters and is broken beyond simple repair.
There are several things that can alter a weapons hit points and break DC.
- Adamantine: Adamantine weapons are strong and durable, though brittle. Adamantine weapons have double their standard hit points.
- Mithral: Mithral weapons are supple and absorb the shock of combat easily, they are very resistant to breaking. Mithral weapons have advantage on saves against breaking.
- Magic Weapons: For each +1 Enhancement on a weapon, it has an additional 5 hit points, and its break DC is increased by 1.
Weapon Hit Points
Weapon Type | Hit Points | Break DC |
---|---|---|
Light | 4 | 10 |
One Handed | 6 | 12 |
Versatile | 8 | 14 |
Heavy | 10 | 16 |
Crossbow | 6 | 14 |
Bow | 6 | 10 |
Musket/Pistol | 4 | 10 |
Rifle/Revolver | 8 | 14 |
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