The Azure Triskele
|1d20||Random Weapon Type|
|1-5||Simple Melee Weapon|
|6-10||Simple Ranged Weapon|
|11-14||Martial Melee Weapon|
|15-18||Martial Ranged Weapon|
|19||Exotic Melee Weapon|
|20||Exotic Ranged Weapon|
|1d10||Simple Melee Weapons||Cost||Dmg (Type)||Range1||Properties|
|1||Baton||5gp||1d4 (B)||Melee||Finesse, Light|
|2-3||Dagger||5gp||1d4 (P)||Melee||Aquatic, Finesse, Light|
|4||Dart||5gp||1d4 (P)||Melee/Thrown (Close/Dash)||Aquatic, Finesse|
|5||Mace||5gp||1d6 (B)||Melee/Thrown (Close/Dash)||Versatile (d8)|
|6||Quarterstaff||5gp||1d6 (B)||Melee||Finesse, Polearm, Trick, Two-Handed|
|7||Sickle||5gp||1d4 (S)||Melee||Finesse, Versatile (d6), Trick|
|8||Spear||5gp||1d6 (P)||Melee/Thrown (Close/Dash)||Aquatic, Polearm, Versatile (1d8)|
|9||Throwing Axe||5gp||1d4 (S)||Melee/Thrown (Close/Dash)||Light|
|10||Unarmed Strike2||-||1d4 (B)||Melee||Natural Weapon, Trick|
|1d6||Simple Range Weapons||Cost||Dmg (Type)||Range||Properties|
|1-2||Crossbow||25gp||1d6 (P)||Projectile (Dash/Medium)||Critical, Firearm, Loading, Two-Handed|
|-||Grenade Weapon||Varies||Special||Thrown (Close/Dash)||Grenade|
|3-4||Hand Crossbow||25gp||1d4 (P)||Projectile (Dash/Medium)||Firearm, Light, Loading|
|5-6||Sling||5gp||1d4 (B)||Projectile (Medium/Long)||-|
|1d20||Martial Melee Weapons||Cost||Dmg (Type)||Range||Properties|
|1||Battleaxe||30gp||1d8 (S)||Melee||Versatile (1d12)|
|2||Flail||30gp||1d6 (B)||Melee||Finesse, Trick, Versatile (1d8)|
|3-4||Glaive||30gp||1d8 (S)||Melee/Reach||Polearm, Two-Handed, Trick|
|6-7||Longsword||30gp||2d4 (S)||Melee||Critical, Versatile (1d10)|
|9||Naginata||30gp||1d8 (S)||Melee||Finesse, Polearm, Two-Handed, Trick|
|10||Net||30gp||1d4 (B)||Melee/Thrown (Close/Dash)||Aquatic, Entangle, Trip|
|11||Pike||30gp||1d10 (P)||Melee/Reach||Aquatic, Polearm, Two-Handed|
|12||Rapier||30gp||1d6 (P)||Melee||Critical, Finesse, Versatile (1d8)|
|13||Scimitar||30gp||1d8 (S)||Melee||Light, Versatile (1d10)|
|14-15||Shortsword||30gp||1d6 (P)||Melee||Aquatic, Finesse, Light|
|16||Short Staff||30gp||1d6 (B)||Melee||Finesse, Polearm, Versatile (d8), Trick|
|17||Spiked Chain||60gp||1d6 (P)||Melee/Close||Finesse, Whipping, Trick, Two-Handed|
|18||War Pick||30gp||1d8 (P)||Melee||Aquatic, Critical, Versatile (1d10)|
|19||Warhammer||30gp||1d8 (B)||Melee/Thrown (Close/Dash)||Critical, Versatile (1d10)|
|20||Whip||30gp||1d4 (S)||Melee/Close||Finesse, Trick, Whipping|
|1d6||Martial Ranged Weapons||Cost||Dmg (Type)||Range||Properties|
|1||Long Bow||50gp||1d8 (P)||Projectile (Medium/Long)||Heavy Pull, Two-Handed|
|2||Musket||50gp||1d10 (P)||Projectile (Dash/Medium)||Firearm, Loading, Two Handed|
|3||Pistol||50gp||1d6 (P)||Projectile (Dash/Medium)||Firearm, Light, Loading|
|4||Hand Crossbow||25gp||1d4 (P)||Projectile (Dash/Medium)||Firearm, Light, Loading|
|5||Short Bow||50gp||2d4 (P)||Projectile (Medium/Long)||Two-Handed|
|6||Scatter-gonne||50gp||3d4 (P)||Projectile (Close/Dash/Medium)||Firearm, Loading, Scatter, Two-Handed|
Aquatic: Aquatic weapons can be used to make melee attacks underwater without the normal penalty for making melee attacks in water.
Critical: A weapon with the Critical property increases the threat range of the weapon by +1. Further, this weapon rolls three times (3x) its weapon dice when rolling damage on a critical hit, instead of just twice (2x).
Grenade: A grenade weapon is a special thrown weapon that doesn’t inherently do any damage, but often has a special effect. Many consumables are grenade weapons.
Heavy Pull: Heavy pull ranged weapons allow a character to use their choice of your Strength or Dexterity modifier for the damage roll, but not the attack roll.
Finesse: When making an attack with a finesse weapon, a character can use their choice of your Strength or Dexterity modifier for the attack and damage rolls. They use the same modifier for both rolls.
Firearm: Firearms incur no penalties to attacks made while prone, and are effected by the Firearm Expert Feat.
Entangle: When hit with this weapon a creature is [Restrained] until freed. This weapon has no effect on creatures that are formless, or creatures that are two or more size categories larger than the wielder. A creature can use its action to make a DC 10 Strength save, freeing itself or another creature within its reach on a success. Dealing 5 points of slashing damage to the weapon (AC 10) also frees the creature without harming it, ending the Restrained effect and destroying the weapon.
When a character uses an action, bonus action, or reaction to attack with an entangling weapon they can make only one attack regardless o f the number of attacks they can normally make.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading: Because of the time required to load this weapon, it can fire only be used to make a single attack when it is fired as an action, bonus action, or reaction, regardless of the number of attacks a character can normally make.
Natural Weapon: This weapon is inherently part of the character’s body, it cannot be disarmed or removed, except in remarkable circumstances.
Polearm: Polearms are effected by the Polearm Mastery Feat.
Projectile: A projectile weapon can only make a ranged attack if the character has ammunition3 to fire from the weapon. Drawing the ammunition from a quiver, case, or other container is part of the attack. If a projectile weapon is used to make a melee attack, it is treated as an improvised weapon.
Projectile weapons have their range shown in parentheses. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, a character has disadvantage on the attack roll. One cannot attack a target beyond the weapon’s long range.
Reach: A reach weapon may be used to attack creatures within melee or reach range without penalty.
Scatter: A scattering weapon deals full damage in it’s first range increment, one die less damage in it’s second range increment, and two dice less damage in its third range increment. Unlike other ranged weapons, scatter weapons do not infer Disadvantage on the attack when targeting creatures beyond the first range increment.
Thrown: If a weapon has the thrown property, it can be thrown to make a ranged attack. If the weapon is a melee weapon, the attacker uses the same ability modifier for that attack roll and damage roll that they would use for a melee attack with the weapon. For example, if Emory the Warrior threw a handaxe, they would use their Strength, but if they threw a dagger, they could use either their Strength or your Dexterity, since the dagger has the finesse property.
Thrown weapons have their range shown in parentheses. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, a character has disadvantage on the attack roll. One cannot attack a target beyond the weapon’s long range.
Two-Handed: Two-handed weapons requires two hands to use.
Versatile: Versatile weapons can be used with one or two hands. A damage value in parentheses appears with the property; this is the damage when the weapon is used with two hands to make a melee attack.
Whipping: A whipping weapon it can be snapped to make a melee attack out to Close range.
Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object a character can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use their proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range o f 20 feet and a long range of 60 feet.
For purposes of “Theatre of the Mind,” ranges can be broken down into seven or so areas of distance, as follows; Melee, Reach, Close, Dash, Medium, Long, and Extreme.
|Range||Distance from Character||Move actions to travel|
|Engaged||1 Pace||No Move action|
|Warded||1-3 Paces||Half Move Action|
|Close||1-6 Paces||Move Action|
|Dash||1-12 Paces||Double Move Action|
|Medium||1-36 Paces||Five to Six Move Actions|
|Long||1-120 Paces||Fifteen to Twenty Move Actions|
|Extreme||1-240 Paces||Thirty to Forty Move Actions|
2 Unarmed Strike
When rolled as a random item, and Unarmed Strike is a special Dirt Cheap weapon called a cestus, that deals damage as the character’s Unarmed Strike, and for all intents and purposes is an Unarmed Strike.
3 Tracking Ammunition
Ammunition can be abstracted easily, generally speaking whenever a play buys a weapon, or ammunition, it comes with the stocked amount. Another purchase of ammunition, places a character at the full amount. After combat where a ranged weapon is used, the character rolls a d20, if the result is 10 or lower, they drop a category. If the result is 11 or higher, they remain in their same category but suffer a cumulative -1 penalty to their next ammunition check. A long tedious fight can incur penalties to a character’s ammunition check, where as a simple short use of the weapon, say 1-2 attacks, may not merrit an ammunition check what so ever.
On a natural 1 made with a projectile weapon, a character must make an ammunition check immediately.
Roll 1d4 to randomly determine how much ammunition any given enemy has on them for their weapons at the start of combat.