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Tribality.com – Weapons

Note: The cost and damage of guns is lower than what is found in official sources. This adjustment was made to better fit a pirate world where flintlock guns are common, replacing crossbows of a more traditional game. To create more powerful guns simply increase Flintlock Pistols to 1d10 piercing damage and Flintlock Muskets to 1d12 piercing damage.

(Simple) Melee Weapons Cost Damage Weight Properties Source
Baton/Truncheon 5 gp 1d4 bludgeoning 1 lb. Light SAfFE
Bayonet 5 gp 1d6 piercing 1 lb. Special NCRf5e
Belaying pin 2 sp 1d4 bludgeoning 2 lb. Light NCRf5e
Boarding axe 2 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) NCRf5e
Brass Knuckles 10 gp 1 bludgeoning 1 lb. Special SAfFE
Cane 5 gp 1d4 bludgeoning 1 lb. Light SAfFE
Chainsaw 900 gp 1d10 slashing 1 lb. Heavy, two-handed, special SAfFE
Dirk 10 gp 1d4 piercing 1 lb. Finesse, light NCRf5e
Hook 5 gp 1d4 slashing 1 lb. Light, special NCRf5e
Riding Crop 5 gp 1d2 slashing 1 lb. Light SAfFE
Wood Stake 5 gp 1d4 piercing 1 lb. Light SAfFE
(Simple) Ranged Weapons Cost Damage Weight Properties Source
Cane Pistol 750 gp 1d4 piercing 5 lb. Ammunition (range 15/45), loading, special SAfFE
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed SAfFE
(Martial) Melee Weapons Cost Damage Weight Properties Source
Chain Whip 10 gp 1d6 slashing 2 lb. Finesse, reach, special SAfFE
Cane Sword 50 gp 1d4 bludgeoning 3 lb. Finesse, light, special SAfFE
Cutlass 15 gp 1d8 slashing 3 lb. Finesse NCRf5e
Dueling Cane 5 gp 1d6 bludgeoning 2 lb. Finesse, light SAfFE
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed SAfFE
Kopis 25 gp 1d6 slashing 3 lb. Light SAfFE
Rapier 25 gp 1d8 piercing 2 lb. Finesse NCRf5e
Sabre 35 gp 1d8 slashing 3 lb. Finesse SAfFE
Sawtoothed Sword 50 gp 2d4 slashing 3 lb. SAfFE
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light NCRf5e
Whip 5 gp 1d4 slashing 2 lb. Light, special SAfFE
(Martial) Ranged Weapons Cost Damage Weight Properties Source
Blunderbuss 500 gp 1d8 piercing 8 lb. Ammunition (range 20/60), loading, two-handed, special NCRf5e
Bola 1 gp 1d4 bludgeoning 2 lb. Thrown (range 10/20), special SAfFE
Boomerang 1 gp 1d4 bludgeoning 1 lb. Light, thrown (range 100/300), special SAfFE
Crossbow, Hand 75 gp 1d6 piercing 4 lb. Ammunition (30/120), light, loading SAfFE
Crossbow, Heavy 50 gp 1d10 piercing 18 lb. Ammunition (100/400), heavy, loading, two-handed SAfFE
Crossbow, Repeating 125 gp 1d6 piercing 6 lb. Ammunition (80/320), two-handed, reload (5) SAfFE
Gunaxe 750 gp 1d8 piercing 8 lb. Ammunition (range 30/70), loading, special SAfFE
Gunblade 750 gp 1d8 piercing 8 lb. Ammunition (range 30/70), loading, special SAfFE
Hand Cannon 500 gp 2d6 piercing 12 lb. Ammunition (range 40/80), loading, two-handed, special SAfFE
Musket, Flintlock 250 gp 1d10 piercing 8 lb. Ammunition (range 40/120), loading, two-handed NCRf5e
Musket, Hellfire 900 gp 1d10 piercing 16 lb. Ammunition (range 30/70), reload (8), two-handed SAfFE
Musket, Long 250 gp 1d12 piercing 9 lb. Ammunition (range 60/240), loading, two-handed SAfFE
Musket, Twin 500 gp 1d10 piercing 11 lb. Ammunition (range 40/120), reload (2), two-handed SAfFE
Pistol, Dragon 125 gp 1d6 piercing 3 lb. Ammunition (range 20/60), loading, special NCRf5e
Pistol, Flintlock 125 gp 1d8 piercing 4 lb. Ammunition (range 30/90), loading NCRf5e
Pistol, Quad 750 gp 1d8 piercing 8 lb. Ammunition (range 30/70), reload (4) SAfFE
Pistol, Twin 500 gp 1d8 piercing 5 lb. Ammunition (range 30/70), reload (2) SAfFE
Sawblade Launcher 125 gp 1d6 slashing 6 lb. Ammunition (30/90), light, reload (5) SAfFE
Explosives Cost Damage Range Weight Source
Firebarrel 35 gp   25 lb. NCRf5e
Special Cost Damage Weight Properties Source
Ammunition Pellets (40 handfuls) 40 gp 1 lb. Special NCRf5e
Lead balls (40) 5 gp 1 lb. NCRf5e
Gunpowder (40) 10 gp   2 lb. NCRf5e
Ammunition Cost Damage Weight Properties Source
Cannonball (2-pounder) 2 gp 3d6 bludgeoning 2 lb. Special NCRf5e
Cannonball (24-pounder) 20 gp 6d10 bludgeoning 24 lb. Special NCRf5e
Chain and Bar Shot 35 gp 4d8 slashing 24 lb. Special NCRf5e
Explosive Shell 50 gp 4d8 fire 24 lb. Special NCRf5e
Grapeshot and Canister Shot 25 gp 4d8 bludgeoning 24 lb. NCRf5e Special
Gunpowder Keg 25 gp 25 lb. NCRf5e
Lead Balls (40) 5 gp 1 lb. Special SAfFE
Pellets (40 handfuls) 40 gp 1 lb. Special SAfFE
Gunpowder (40)** 10 gp 2 lb. SAfFE  
Lightning Balls (5) 100 gp Special SAfFE
Silvered Balls (5) 25 gp Special SAfFE
Sawblades (5) 1 gp Special SAfFE

Note: Scale damage for different size guns, such as 5d10 bludgeoning damage for a 18-pounder cannonball or 7d10 bludgeoning damage for a 32-pounder cannonball.

Weapon Descriptions

Bayonet. To attach or remove a bayonet from a musket is a Use an Object action. A bayonet is designed for use while attached to a musket, and counts as an improvised weapon that does 1d4 piercing damage when used by itself.

Blunderbuss. This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15-foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 1d6 piercing damage. Using a scatter shot requires one handful of pellet ammunition.

Bola. This weapon allows a large or smaller target that is hit, to be knocked prone and restrained on a successful contested Dexterity check. A restrained creature can use its action to make a DC10 strength check freeing itself or another creature within its reach on a success. Dealing 5 slashing to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

Boomerang. This weapon will return to the thrower on attack rolls that are not natural 1s.

Brass Knuckles. This weapon is used in combination with an unarmed strike to provide added damage.

Chain Whip. This weapon allows a large or smaller target that is hit to be knocked prone on a successful contested Dexterity check.

Chainsaw. This weapon was designed to be a tool to cut through wood. When used as a weapon it will jam on rolls of natural 1 and score a critical hit on rolls of natural 19 and natural 20.

Fire Barrel. Used primarily against ships, this wooden barrel is full of gunpowder and will float on the water. >As an action, a creature can light a fire barrel. Each creature and object within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much on a successful one. Fire barrels are usually rigged with a longer fuse to explode after a set amount of time, usually 2 to 10 rounds. Roll initiative for the fire barrel. After the set number of rounds goes by, the fire barrel explodes on that initiative.

Gun Blade. This weapon is a pistol with a blade attached under the barrel. The blade uses the statistics for shortsword.

Gun Axe. This weapon is a pistol with an axe attached. The axe uses the statistics for handaxe.

Hand Cannon: This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15 foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 1d8 piercing damage. Using a scatter shot requires pellet ammunition.

Hook. To attach or remove a hook from the wrist is a Use an Object action.

Lead Balls. This ammunition is destroyed when used. You can’t collect half of your expended ammunition.

Lightning Shot. Each lightning shot a lead ball that has been charged with electricity, providing an additional 1d4 lightning damage.

Pellets. This ammunition is destroyed when used. You can’t collect half of your expended ammunition.

Pistol, Cane. This weapon is a pistol small enough to fit into a cane and looks like an ordinary cane when inspected. A successful Intelligence (Investigation) DC 15 check will reveal the hidden weapon. Attacking with the cane uses the statistics for cane.

Pistol, Dragon. This weapon can be fired normally or loaded to make a scattering shot, attacking all creatures within a 15-foot cone. Each creature in the cone must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage. Using a scatter shot requires one handful or pellet ammunition.

Sawblades. This ammunition is used by the sawblade launcher and half of all fired sawblades can be recovered.

Silvered Balls. This ammunition is destroyed when used and should be considered silvered.

Sword, Cane. This weapon is a cane with a sword that can be slid out and looks like an ordinary cane when inspected. A successful Intelligence (Investigation) DC 15 check will reveal the hidden weapon. The blade uses the statistics for shortsword. Those proficient with a shortsword are proficient with this weapon.

Whip. This weapon allows a large or smaller target that is hit to be knocked prone on a successful contested Dexterity check.

Cannons

The cannons on a ship are available in a variety of sizes, from the small maneuverable guns found on the top deck to the heavy guns below. Cannons are made of cast iron, and are generally described by the size of the cannon ball they fire, ranging from the small 2-pound swivel guns to the heavy 24-pounders and even larger guns. The larger the ship, the greater the quantity and size of its cannons. Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate.

If cannons are commonplace in your world, they replace the siege weapons found in a more traditional game. If cannons are wondrous, they are arcane devices created by powerful magic.

Cannonball (2 pound). Requires 1/4 lb. of gunpowder to fire.

Cannonball (24-pound). Requires 5 lb. of gunpowder to fire.

Chain and Bar Shot (24-pound). Two iron balls or two halves of a ball joined together by a chain or iron bar. Used to destroy rigging, boarding netting and sails.

Ranged Weapon Attack: +5 to hit, range 250/1000 ft., one target. Hit: 18 (4d8) slashing damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 slashing damage. If the target is an object that has a size of Large or greater, it takes an additional 2d6 slashing damage.

Explosive Shell (24-pound). A grenade like projectile that explodes and sends shrapnel everywhere. This type of shot was not used until the 19th century and is even referenced in the American national anthem (“bombs bursting in air”).

Ranged Weapon Attack: +5 to hit, range 400/1600 ft., one target. Hit: 18 (4d8) fire damage. A flammable object hit by this shell ignites if it isn’t being worn or carried. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 fire damage and 1d6 piercing damage on a failed save, or half damage on a success.

Grapeshot or Canister Shot (24-pound). Used against personnel, this is a canvas bags or cans filled with musket balls. When fired, the container breaks open, firing like a giant shotgun.

Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit: 18 (4d8) bludgeoning damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save, or half damage on a success.

Swivel Gun

Price 500 gp; Weight 100 lb.

Medium object

Armor Class 17
Hit Points 15
Damage Immunities poison, psychic.

A swivel gun (or patarero), fires 2-pound balls of cast iron and needs to be loaded and aimed before it can be fired. It takes one action to load the weapon, and another action to both aim and fire it. A swivel gun can be manned by one or two crew. It can be turned to attack nearly any target, but it is not recommended to fire across your own deck. Swivel guns are positioned on the top deck, and can be used to attack from bow and stern. These weapons can also be used to attack crew and sails.

Cannonball (2 pound). Ranged Weapon Attack: +6 to hit, range 300/1200 ft., one target. Hit: 10 (3d6) bludgeoning damage.

24-Pounder Cannon

Price 2500 gp; Weight 5500 lb.

Large object

Armor Class 19
Hit Points 55
Damage Immunities poison, psychic.

This weapon uses gunpowder to fire 24-pound balls of cast iron and needs to be loaded and aimed before it can be fired. It takes one action to load the weapon, one action to aim, and one action to fire it. This weapon should be manned by three crew.

Cannonball (24 pound). Ranged Weapon Attack: +6 to hit, range 500/2000 ft., one target. Hit: 33 (6d10) bludgeoning damage.

Gunpowder, keg: Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate. Gunpowder is stored in small wooden and copper casks to prevent sparks and limit damage from accidental explosions.

Section 15: Copyright Notice

Naval Combat Rules for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2018 Shawn Ellsworth.