0% found this document useful (0 votes)
120 views1 page

DND Seafaring Weapons

This document provides a detailed listing of various weapons, armor, and accessories available for use in naval combat. It includes the item name, cost, damage details, weapon traits, and any special properties. Weapons are categorized as simple melee, simple ranged, martial melee, and martial ranged. Armor options are broken down by light, medium, and shields. Various holsters, straps, and accessories are also outlined with the number that can be equipped and their locations on the body. This document aims to be a comprehensive reference for naval combat equipment and loadouts.

Uploaded by

Andrew Cox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
120 views1 page

DND Seafaring Weapons

This document provides a detailed listing of various weapons, armor, and accessories available for use in naval combat. It includes the item name, cost, damage details, weapon traits, and any special properties. Weapons are categorized as simple melee, simple ranged, martial melee, and martial ranged. Armor options are broken down by light, medium, and shields. Various holsters, straps, and accessories are also outlined with the number that can be equipped and their locations on the body. This document aims to be a comprehensive reference for naval combat equipment and loadouts.

Uploaded by

Andrew Cox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 1

Weapon/Armor Cost damage damage type weapon traits special properties

Simple Melee
Belaying Pin 2 sp 1d4 Bludgeoning light, finesse
Improvised Club -- 1d4 Bludgeoning light
Knife 1 gp 1d4 Piercing Finesse, light, thrown (20/60)
Oar/Improvised Greatclub 4 sp 1d8 Bludgeoning two-handed
Boarding Axe, small 2 gp 1d6 Slashing light, thrown (20/60)
Harpoon, small/Javelin 5 sp 1d6 piercing thrown (30/120)
Repair Hammer 2 gp 1d4+1 bludgeoning light, thrown (20/60)
Quarterstaff 1 sp 1d6 bludgeoning versatile (1d8)
Machete 1 gp 1d4+1 Slashing light
Harpoon/Spear 1 gp 1d6 piercing thrown (20/60), versatile (1d8)
Cat-o'-nine-tails 2 gp 1d4+1 slashing finesse, light
Simple Ranged
Dart 5 cp 1d4-1 piercing finesse, thrown (20/60)
Crossbow, Light 25 gp 1d8 piercing Ammunition, range (80/320), loading, two-handed
Flintlock Pistol 30 gp 1d8 piercing Ammunition, range (60/240), loading, light, Thunderous
Sling 1 sp 1d4 bludgeoning Ammunition, range (30/120)
Grenade 4 gp 2d6 fire range (20/60), Thunderous, Special Damages any creatures in a 10 ft radius, missing the target results in a dud shot and is useless
Stink Pot 3 gp -- -- range (5*str mod + 5 ft), Special Creatures that need to breath in a 10 ft radius must make a DC 13 Con save or spend thier action retching. This radius remains for 5 rounds
Martial Melee
Boarding Axe 10 gp 1d8 slashing versatile (1d10)
Boarding Axe, Large 30 gp 1d12 slashing Heavy, two-handed
Boarding Pike 5 gp 1d10 piercing Heavy, two-handed, reach
Rapier 25 gp 1d8 piercing finesse
Cutless 10 gp 1d6 slashing finesse, light
Trident 15 gp 1d8 piercing thrown (20/60), versatile (1d10)
Boarding Pick 5 gp 1d8 piercing/bludgeoning Special Can pick the damage type to inflict, either blugeoning or piercing
Boarding Hammer 15 gp 1d8 bludgeoning versatile (1d10)
Whip 2 gp 1d4 slashing finesse, reach
Matial Ranged
Blowgun 10 gp 1 piercing ammunition, range (25/100), special the target has disadvantage on saves against poison
Blunderbuss 50 gp 2d8/2d6 piercing ammunition, range 15 ft cone, loading(2 turns), special, Thunderous, Two-handed, str 14 Can use scrap metal or glass shards as ammo
Crossbow, Hand 75 gp 1d6 piercing ammunition, range (30/120), light, loading
Crossbow, Heavy 50 gp 1d10 piercing ammunition, range (100,400), heavy, loading, two-handed
Hand Mortar 75 gp 2d8 fire ammunition, range (40/80), loading (2 turns), special, heavy, Thunderous Damages any creatures in a 10 ft radius, missing the target results in a dud shot and is useless
Flintlock Musket 75 gp 1d12 piercing ammunition, range (120/480), loading, two-handed, heavy, Thunderous
Volley Gun 150 gp 3d8 piercing ammunition, range 15 ft cone, loading (3 turns), special, Thunderous, Str 15, Two-handed, Heavy This weapon takes 3 turns/attacks to fully reload this weapon, it cannot be effected by the repeating shot artificer infusion
Flintlock Musketoon 55 gp 1d10/2d6 piercing ammunition, range (60/240)/ 15 ft cone, loading, special, Thunderous, Two-handed Can be loaded with grapeshot or normal shot with the choice of the user
Scatter Pistol 75 gp 2d6 piercing ammunition, range 15 ft cone, loading (2 turns), Thunderous, special, Str 13 This weapon takes 2 turns/attacks to fully reload this weapon, it cannot be effected by the repeating shot artificer infusion

Armor Cost AC Properties


Light armor
Leather 10 gp 11+dex
Studded Leather 45 gp 12+dex
Medium armor
Hide 10 gp 12+dex (max 2)
Half plate 200 gp 15+dex (max 2) dis. on stealth
Scale Mail 50 gp 14+dex (max 2) dis. on stealth
Chain Shirt 50 gp 13+dex (max 2)
Breastplate 100 gp 14+dex (max 2)
Shields
Round Shield 10 gp 2+ to AC
Buckler 5 gp 1+ to AC

Accessories Cost # Weapon Location Type of Weapons


scabard 1 hip (2 per person) Machete, Rapier, Cutless
holster 1 hip (2 per person) Flintlock Pistol, Knife, Belaying Pin, Improvised Club, Boarding Axe (small), Repair Hammer, Blowgun, Scatter Pistol, Blunderbuss (medium size only), Cat-o'-nine-tails, Crossbow (hand), Whip
strap 1 back (1 per person) Oar/Improvised Greatclub, Harpoon/Spear, Boarding Axe, Boarding Axe (large), Boarding Pike, Boarding Pick, Boarding Hammer, Crossbow (light), Crossbow (Heavy), Flintlock Musket, Volley Gun, Flintlock Mustketoon, Blunderbuss
bandaleer 3 Chest (1 per person) Knife, Boarding Ax (small), Repair Hammer, Dart, Flintlock Pistol, Grenade
harness 6 Chest (1 per person) Knife, Boarding Ax (small), Repair Hammer, Dart, Flintlock Pistol, Grenade, Blowgun
boot holster 1 leg (2 per person) Belaying Pin, Improvised Club, Knife, Cat o' Nine Tails, Dart, Blowgun

You might also like