Weapon Properties
TechLevel Features
Várias armas possuem propriedades adicionais que são desbloqueadas quando a personagem que utiliza a arma atinge um determinado nível. O nível está indicado na feature.
NATURAL 20 EFFECT
Expandir Natural 20Muitas propriedades de armas impõem um efeito adicional se o atacante lançar um Natural 20. Isto refere-se especificamente a um Natural 20, que conta como um Critical Hit, embora um Critical Hit que não resulte de um Natural 20 não ative este efeito (isto inclui habilidades de classe que transformam Hits em Critical Hits). Apenas ao tirar um Natural 20 será ativado o efeito de Natural 20.
(AP)ARMOR PiERCING
Expandir APEsta arma ignora a resistência de um alvo ao tipo de dano da arma (por exemplo, uma arma com Piercing sobrepõe-se a Piercing Damage Resistance). Se um oponente tiver imunidade ao tipo de dano da arma e esta possuir a propriedade AP, o oponente terá apenas resistência à arma, em vez de imunidade. Certas armas desbloqueiam a propriedade AP em níveis de personagem indicados, enquanto outras a ganham imediatamente.
AUGMENT
Um augment weapon utiliza os dados de dano do teu Unarmed Strike. Um Unarmed Strike só pode beneficiar de uma Augment Weapon por Hit. Ao utilizares uma Augment Weapon, ainda és considerado como estando desarmado.
AUTO/AUTO-HEAVY
Expandir Auto-HeavyAuto weapons can fire several rounds with each attack. This is used with area effects and when increasing damage against specific targets. A weapon with an auto property need not employ that property, though some abilities require it. Auto weapons are broken up into two subcategories: auto and auto-heavy. Auto weapons can fire in single-shot mode or in 5-round bursts (called an autofire attack). Auto-Heavy can fire in single-shot mode or in aggressive 10-round bursts (also called an autofire attack). In single-shot mode, the weapon uses its normal damage die. In autofire mode, use the alternate damage value listed on the table. All auto or auto-heavy weapons also have the burst fire property (thus, it is not listed on the table). When making a burst fire attack with a weapon with the auto property, you use ten rounds of ammunition, but do not use the improved damage die. With the heavy-auto property, you use ten rounds of ammunition, and the improved damage die. Burst-Fire: Burst-fire allows the use of a burst fire attack. A burst-fire weapon will always have either the auto or auto-heavy property (and as such, the burst fire property is not listed on the table). A burst-fire attack sprays a 10-foot-cube area within normal range with ten rounds of ammunition. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage. The DC of burst fire attacks is either 15 or is equal to 8 + your Dexterity modifier + your proficiency bonus if proficient (whichever is higher). Note: Remember the new critical rules where if an opponent rolls a natural 1 against a character-imposed area effect involving explosives or firearms, the target suffers additional damage equal to the weapon’s damage dice (the same as rolling a critical hit.
BREECH
Expandir BreechThis property pertains to a weapon with neither a clip nor a magazine. It is either a weapon with a single-shot charge, or it is a firearm that can only be loaded one round at a time. With an action and/or a bonus action (the character’s choice), one shot is reloaded in the weapon. Like magazine/ clip-based weapons, there is a maximum number of shots you can load. If a character has additional actions in a turn, these can be used to load as well.
DIRECT
Expandir DirectOnly certain weapons with the explosive (exp) property possess this property. Instead of targeting an area, this weapon can make a direct attack on a creature. Make a ranged attack; if successful, the target is automatically ground zero of the explosive attack and does not make a saving throw. It also has the potential to suffer a critical hit. Otherwise, proceed with the explosive attack as usual, with the target’s position as the intended point. Additionally, if you hit the intended target with an explosive attack, roll all damage dice twice and take the higher values. Creatures in the area of effect still make a Dexterity saving throw. If you miss the intended target by 3 or less on the attack roll, the impact point is within 5 feet of the target (an adjacent square). If more than 3 on the attack roll, the impact point falls 10 feet away (or 2 squares away). If you roll a natural 1, the impact point is 20 feet away (or 4 squares away).
ELECTRONIC STACKED PROJECTILES (ESP)
Expandir ESPNo longer are bullets loaded from an external magazine and launched via a firing pin. Now they are loaded directly into the barrel, separated only by a propellant. The concept dates back to traditional fireworks, except the stacked projectile weapon does not need to fire its entire payload when ignited. Electrical pulses launch the bullets in the proper order. Misfires are pushed out by the next round, preventing backfire. This removes the need for a magazine, a firing pin, or for that matter, any moving parts at all. The greatest advantage of this technology is a phenomenal firing rate, capable of discharging rounds literally as a stream of bullets. ESP weapons have both the auto and auto-heavy property. You can only have one in effect at a time and can switch between them as a free action.
EXPLOSIVE (EXP)
Expandir EXPExplosives have an area of effect at the point of impact of 5 feet or more. Additionally, if an explosive's area of effect is impeded by indestructible terrain (like in a dungeon corridor), the explosion carries over to unaffected areas. For every 5 feet impeded by indestructible terrain, the area of effect shifts over to occupy the same area. If both sides of an explosion are occupied by indestructible terrain (like a narrow corridor), the blast carries up and down the corridor. This rule doesn't go into effect if the explosion can damage the obstructing terrain. The number listed next to the "Exp" entry indicates the size of the radius in feet. Unless otherwise stated, explosive attacks inflict bludgeoning damage. Attacking with Explosives: When using any weapon with an area of effect (but lacking the “direct” property), you don't make a ranged attack but rather establish a Dexterity saving throw DC that affected creatures must beat. The DC for the Dexterity saving throw equals 8 + your Dexterity modifier + your proficiency bonus (if proficient in the weapon you are using).
FEED
Expandir FeedAlso called a belt-driven weapon, this involves ammunition being fed into a firearm externally from an external supply. Older variations involved feed strips or disintegrating belts, while later models employ a hybrid mechanism to load bullets without the belt being fed through a machine. An energy weapon with the feed property involves a complicated connection/disconnection procedure to power up, including the time it takes for the energy cell to recharge a capacitor. Feed weapons often possess massive round capacities but suffer from a prolonged reloading time. Reloading a feed weapon takes one minute unless stated otherwise in the weapon description.
GRENADE
Grenades use their own form of attack depending on the specific grenade.
GUIDED
Expandir GuidedThese weapons assist in aiming after being fired and can even make a secondary attack if the first one misses. As many times a day as your attack attribute bonus, you can either have advantage on the attack roll or miss the initial attack and make a second attack as a free action at the beginning of your next turn using that same round of ammunition (or rocket).
LASER
Expandir LaserAny condensed, well-defined beam of light or heat can be considered a laser. In history, the initial weapons concentrated radiation to a focal point, burning the target with intense heat; such beams were usually invisible, which is useful for stealth but less so for accuracy. Later developments increased the size, damage potential, and visibility of these beams. Often, lasers are confused with pulse plasma weapons. The largest difference is that lasers cut while plasma splashes. Laser weapons give away their firer’s position but deliver devastating damage few can resist. They can also track targets easier with subsequent damage. There are laser pistols, rifles, and thumper cannons. Laser weapons inflict force damage. If you hit with a laser, you gain a +1 bonus to your next attack roll against the same target. This is lost if you don’t fire at the same target or if you miss. If you attack an obstruction or inanimate object, you inflict additional damage equal to half the initial damage inflicted. Focused Beam (6th level): This weapon gains the Armor Piercing property. Goggles Do Nothing (8th level): If you roll a natural 20, the target is blinded until the beginning of your next turn.
MAGNETIC
Expandir MagneticThe specific process of accelerating metal shells using magnetism is complicated, with coil-based and rail-based technology launching shells using different means. If you kill a creature, the shell continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range. Gauss (6th level): This weapon gains the Armor Piercing property. Vector Force (6th level): If you roll a Natural 20 with a magnetic weapon, add one additional damage die (after doubling the basic dice). Power: Magnetic weapons have a magazine but require power from a power cell to operate the magnetic acceleration (H for heavy and super-heavy weapons, M for all others). One is included with the weapon.
NUCLEAR
Expandir NuclearThese are directed energy weapons similar to plasma and laser guns. Where a laser inflicts condensed radiation and plasma inflicts severe heat, weapons with the nuclear property inflict damage via a high-energy beam of atoms. Upon impact, they disrupt the molecular structure of the target. Tissue damage from radiation is a common side effect. This technology has been dubbed a "dirty solution," as it frequently emerges before the advancement of high-powered lasers and plasma weapons. In other circles, these devices have been called particle accelerators. Nuclear weapons inflict radiant damage and also deal additional damage to creatures vulnerable to necrotic as if they dealt that damage type. Fission (6th level): This weapon gains the Armor Piercing property. Accelerator (8th level): If you hit with a nuclear weapon, every subsequent hit on the same target gains a +1 bonus to damage. This is cumulative up to half the character’s level and is lost if you don’t hit that same target before the end of your next turn. Radiation (8th level): If you roll a natural 20, the target is poisoned until the beginning of your next turn.
ORGANIC
Expandir OrganicOne feature of all bioweapons is their regenerative ammo. Incapable of being reloaded, ammo is regenerated during combat or a short or long rest (the weapons either siphon energy from its user or ingest surrounding resources). If you run out of ammunition during combat, you must finish a short or long rest before being able to use the weapon again.
PINCHER
Expandir PincherThese weapons deliver an electromagnetic pulse that disrupts any item that requires a battery or an electric current to operate. Pincher weapons inflict lightning damage. Disruption (6th level): Once you hit a target, all functions of battery-powered technology on the target stop working until the end of your next turn. High Voltage (6th level): This weapon gains the Armor Piercing property. Jolt to the System (8th level): If you roll a natural 20 on the attack roll and the target is not immune or resistant to lightning damage, the target has disadvantage on ability checks and attack rolls until the beginning of your next turn.
PLASMA
Expandir PlasmaAny weapon employing ionized gas is considered a plasma weapon. A plasma weapon fires a toroid of superheated gas inside a magneto-hydrodynamic bubble that is then accelerated from the barrel in the same way a railgun fires its iron-core shell. The bubble remains stable for a significant time, or until it strikes its target, at which point the bubble is dispersed and delivers its energetic payload as a cloud of intense heat. There are plasma pistols, rifles, and cannons. Plasma weapons inflict fire damage. Bottle Cohesion (6th level): This weapon gains the Armor Piercing property. Directed Energy (8th level): On a non-critical hit, roll one damage dice twice and take the higher result. On a natural 20, roll all damage dice twice and take the higher result.
RELOAD
Expandir ReloadThis property pertains to a magazine- or clip-fed weapon. A magazine or clip carries a certain number of shots before requiring a reload. A magazine may also be a battery with a set number of charges. Note that several melee weapons may also require an energy cell—these same rules apply. Refer to official licensed material for the rules on reload (D&D Rules).
SHOTGUN
Expandir ShotgunShotguns impact with tremendous force at close range, butthis stopping power diminishes rapidly further out. Shotguns do +3 damage if fired at targets within 10 feet. Beyond normal range, they inflict half damage. Point-Blank (5th level:. If you roll a natural 20, the target is knocked prone.
SNIPER
Expandir SniperThese weapons contain advanced targeting systems for long-range fire. These include tracking systems and scopes. Sniper weapons list a bonus. If you are proficient with the weapon, you can use an action or bonus action to aim, gaining the bonus on your following ranged attack with the weapon against a creature 25 feet away or further. The bonus is lost if you move or are moved. You also lose the bonus after making a ranged attack with the weapon (whether you hit or not). This bonus is cumulative for up to two actions.
SONIC
Expandir SonicThe first sonic weapon was no more than a simple high-powered oscillating pain siren generating 175-decibel (dB) acoustic waves in all directions. Newer sonic weapons utilize high-frequency ultrasound to carry the painful audio waves in a straight, focused path. This technology offers increased range with no adverse side effects for the firer. In practical uses, the sonic weapon may be downgraded to transmit a normal voice across 10x its range increment to any other target without fear of anyone else overhearing unless they are inline. Sonic weapons inflict thunder and bludgeoning damage. Thunder (6th level): This weapon gains the Armor Piercing property. Rumble (8th level): If you roll a natural 20, the target is deafened for one minute.
SPP
Expandir SPPThese are small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive than traditional firearms, SPPs proved useful for engagements when range mattered. The ammunition for SPP weapons are sabot rounds, as the shell ejected breaks apart, and the contained self-propelled projectile ignites, breaking from its seal. All SPP weapons can fire underwater, though their range is halved. They are not common but have definitive advantages, such as explosive warheads and guidance systems. Seeking (6th Level) Your SPP weapon gains the guided property.
UNDERMOUNT
Expandir UndermountThis property is a modification where a smaller weapon is attached under the barrel of an existing weapon. You can switch to an undermounted weapon instantly, and it occupies the same space as the weapon it is attached to. When you purchase a weapon with the undermount property, establish if it is being purchased as a standard weapon or an undermount, and if the latter, which weapon it is being mounted to. You can only attach an undermount to a weapon one size larger (one-handed small arm > two-handed small arm > heavy weapon > super heavy weapon). A one-handed or two-handed melee weapon counts as a one-handed small arm and a two-handed small arm respectfully.
Children Technologies
Comments