5e Siege Weapons Dmg

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SpellJammer 5e

Dmg Guns 5e Guide. Seeing as my next campaign is going to focus more on surface world skirmishes than dungeons, I want to include things like ballistas in the tactical mix. The 5e DMG provides rules for them, but they are honestly so perfunctory they need to be expanded on for actual play. Here's my version of a D&D relevant ballista. Like in the 5E DMG, I've never needed to read things like the Sanity rules. Most of the descriptions for things like siege weapons. The tables and charts to create random dungeons, etc. And in fact, I'd say I skip over most random tables in all the various DMGs because I don't ever really pre-build random stuff. In D&D 5e Adventurers League, can the siege weapons as seen in the DMG be purchased? Stack Exchange Network Stack Exchange network consists of 178 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. Oct 17, 2012 If reskinning was the answer then how come there are six Str weapons that have 1d8 in base damage ( three if you discount versatile weapons). Even the greataxe with its unique 1d12 in damage have alternatives to it in the form of the greatsword and the maul which have a similar damage range, making the choice between the not just one of flavour.

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Siege Weaponry

Siege Weaponry

SiegeSiege weapons trebuchet
A siege weapon is a device that is designed to break or circumvent city or castle walls and other fortifications. Most groundling-based siege weapons are immobile, constructed in place to attack enemy fortifications from a distance, while others are wheeled to enable advancing up to the enemy fortification. That being said, siege weaponry have been adopted to Space Warfare with fervor. All Siege weapons mounted on Spelljamming ships are on 360° rotating turrets, and may fire in any direction regardless of the facing of a ship. Before it can be fired, all siege weapons must be loaded and aimed. A Load, Aim, and Fire action are done using one Ship Action taken by the Gunner.
Ballista- A Ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. A Load, Aim, and Fire action are done using one Ship Action taken by the Gunner.
In atmosphere near a planetoid, the Light Ballista has a 120/480 ft range, and a Heavy Ballista has a 240/960 ft range.
Gnomish Sweeper- A Gnomish Sweeper is a pair of light ballistas with a shared, common mount so that they can be fired in the same direction at the same time. The two blunt bolts from these ballistas are linked with a heavy chain (similar in image to nunchaku). The intention of the chain is to be used as an antipersonnel weapon against enemy crews.
A Gnomish Sweeper affects all targets in a 10-foot square. It will continue on into the next 10 foot square away from the ship firing it unless it meets with a large, unmovable object, which cause the Sweeper Bolts to drop to the deck. In addition, every target within the 10-foot square is forced to make a Reflex save (DC 13). On failure, the targets fall prone and gain the grappled condition. The Gnomish Sweeper does not inflict hull damage with the Sweeper Rounds, but can be used as a duel Light Ballista in a crunch, with the same requirements for crew as two Light Ballistas (the weapon does not fire unless both bolts are loaded).
In atmosphere near a planetoid, the Gnomish Sweeper has a 300/1,200 ft range.
5e siege weapons dmg chart
Trebuchet- A Trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects.
5e Siege Weapons Dmg
In atmosphere near a planetoid, the Light Trebuchet has a 300/1,200 ft range, and the Heavy Trebuchet has a 500/1,500 ft range.
Mangonel- a Mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. A mangonel typiclly hurls a heavy stone, although it can hurl other kinds of projectiles, with different effects.
In atmosphere near a planetoid, the Light Mangonel has a 300/1,200 ft range, and the Heavy Mangonel has a 500/1,500 ft range.

5e Siege Weapons Dmg Stats

Cannon- a Cannon uses gunpowder to properl heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels, but on a Spelljamming ship, it is mounted the same as every other siege weapon, on a 360° rotating turret.
In atmosphere near a planetoid, the Light Cannon has a 600/2,400 ft range, and the Heavy Cannon has a 1,200/4,800 ft range.

5e Siege Weapons Dmg Download

Alchemist's Fire Projector- This device shoots a thin stream of flaming, explosive liquid. Though it can be devastating in combat, the Alchemist's Fire Projectors are not popular with ships that cross between the spheres because of the flammability of the Flow. In fact, Alchemist's Fire projectors are recipes for disaster in the Phlogiston. They are popular, however among crews that do not leave their spheres.
In atmosphere near a planetoid, the Alchemist's Fire Projector has a 150/600 ft range.
Alchemist's Fire- While some adventuring parties know this substance as a thorw-able flask of sticky, adhesive fluid, aboard a Spelljamming ship it is generally stored in stone casks (for use as alternate ammunition in catapults). Alchemist's Fire ignites when exposed to air. When a cask is catapulted onto an enemy deck, the stone jug breaks and immediately explodes, dealing 3d10 fire damage in a 15-foot radius sphere. Any creatures in the sphere may make a DC 14 Dex saving throw. On a success, target suffers half damage. On a failure, creatures and any other objects in the sphere are now on fire. Also may ignite other jugs in burst radius.
Ram- Mounted to the front of ships, a Ram consists of nothing more than a heavy log, shod in iron. There are several different types that can be mounted to the front of Spelljamming ships. A ship can only have one type of Ram installed at a time.
  • Piercing- A piercing ram is a long, sharp prow used to break open and break apart an enemy ship.
  • Blunt- This is a flattened prow designed to inflict internal damage by shaking up the smaller ship.
  • Grappling- The grappling ram incorporates one or more movable arms which attach themselves to an opponent's ship with suction cups or hooks after ramming, locking the ships together. This type of ram is very useful during boarding situations.

Siege Weapons

NameSizeACHPAttack ModifierHex Space RangeDamageCrew SizeNotes
Gnomish SweeperL15605511 (2d10) bludgeoning to all creatures in a 10ft radius3Target(s) must make DC 13 Dex save or fall prone and gain the grappled condition
Light BallistaM15305416 (3d10) piercing2-
Heavy BallistaL16706633 (6d10) piercing3-
Light TrebuchetM15905644 (8d10) bludgeoning3Can't hit targets within one hex of it
Heavy TrebuchetL151506866 (12d10) bludgeoning4Can't hit targets within two hex spaces of it
Light MangonelM19755428 (5d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing2-
Heavy MangonelL15906655 (10d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing3-
Light CannonM19755544 (8d10) bludgeoning4On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers Hull Holed Critical Hit
Heavy CannonL201505766 (12d10) bludgeoning5On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers Hull Holed Critical Hit
Alchemist's Fire ProjectorL152006127 (5d10) fire3On a successful hit, target suffers Fire! Critical Hit
Piercing RamM1050-13d10 + 1d10 per number of hex spaces moved in a straight line this round, max of Ship Speed.-On hit, roll 1d10. On a 10, target ship suffers Hull Holed Critical hit
Blunt RamM1050-13d10 + 1d10 per number of hex spaces moved in a straight line this round, max of Ship Speed.-On hit, roll 1d10. On a 10, target ship suffers Ship Shaken Critical hit.
Grappling RamM1050-1--On hit target ship gains Grappled condition
Bore RamM1050-11d10 + 1d10 per number of hex spaces moved in a straight line this round, max of Ship Speed.-On hit target ship gains Grappled condition. If damage results in a Critical hit, target ship suffers Hull Holed.

Siege Weapon Ammunition

Item NameCostNotes
Alchemist's Fire (cask)200 gp per caskAlways flammable
Ballista Bolts5 sp per shotFits any ballista. May be used as a Spear
Cannonball5 gp per shotMay also be launched out of Trebuchet
Sweeper rounds4 sp per shotDoubles as a Nunchaku for creatures of Gargantuan size or larger
Catapult Stones3 sp per shotLarge Stones, carved into rough spheres
Stone Shot2 sp per shotA package of round rocks for a jettison. Deals Bludgeoning damage
Jettison Shot2 sp per shotA package of sharp glass for a jettison. Deals Piercing damage

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5e Siege Weapons Dmg

Siege Equipment

Siege weapons are detailed in the Dungeon Master's Guide p. 255. They are too large to be carried like normal equipment. They require creatures to move them, or are built on-site.

ItemSizeCost
Accelerator Large45,000 gp
Aloota's Man-portable Ballista medium160 gp
Ballista of Chains Huge4000 gp
Bone Ballista Medium
Bone Battering Ram Large
Bone Catapult Large
City Taker Gargantuan
Couillard Huge
Cube of Confusion GargantuanOne of each Calibri Card
Flame Cannon Large2500 gp
Glass Cannon large
Light Catapult Medium
Mantlet Large
Medium Ballista Medium1000 gp
Meteoric Soul Flail Huge
Mortar Medium1000 gp
Pudding Projectile SmallNot for sale (Legendary)
Purificationer Large
Ribaldequin Large
Scorpion Medium (250 lbs.)400gp
Siege Drill Huge
Springald Medium
Thesalian Piercing Ram Huge
Trebuchet, Variant Large8000 gp
Warwolf Gargantuan
Windcutter Ballista Huge2000 gp
Æther Bastion Gargantuan1,000,000 gp takes 3.5 years to complete

Renaissance Siege Equipment

ItemSizeCost
Pump Cart Medium1000 gp

Modern Siege Equipment

ItemSizeCost
Air Strike Small4500 gp
Autocannon, Heavy Large
Autocannon, Light Medium
Autocannon, Medium Large
Automatic Grenade Launcher Medium
Landkreuzer Ratte Titanic
Water Cannon Medium

Futuristic Siege Equipment

ItemSizeCost
All Terrain Tactical Enforcer Gargantuan10,000,000gp-1,000,000gp
Heavy Laser Cannon Huge
Laser Cannon Large
Light Laser Cannon Large
Mini-Missile Launcher Medium
Missile Launcher, Long-Range Huge
Missile Launcher, Medium-Range Large
Missile Launcher, Short-Range Medium
Staff Cannon Large
Strike Laser Medium

Incomplete Siege Equipment

ItemSizeCost
Rock Fists Medium20 gp
Siege Ladder Large25gp for each 5 ft of the ladder

See Also

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