- 5e Siege Weapons Dmg Stats
- 5e Siege Weapons Dmg Download
- 5e Siege Weapons Dmg
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.
Cosmic Space Fantasy Opera
Siege Weaponry
Siege Weaponry
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.
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.
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
Name | Size | AC | HP | Attack Modifier | Hex Space Range | Damage | Crew Size | Notes |
Gnomish Sweeper | L | 15 | 60 | 5 | 5 | 11 (2d10) bludgeoning to all creatures in a 10ft radius | 3 | Target(s) must make DC 13 Dex save or fall prone and gain the grappled condition |
Light Ballista | M | 15 | 30 | 5 | 4 | 16 (3d10) piercing | 2 | - |
Heavy Ballista | L | 16 | 70 | 6 | 6 | 33 (6d10) piercing | 3 | - |
Light Trebuchet | M | 15 | 90 | 5 | 6 | 44 (8d10) bludgeoning | 3 | Can't hit targets within one hex of it |
Heavy Trebuchet | L | 15 | 150 | 6 | 8 | 66 (12d10) bludgeoning | 4 | Can't hit targets within two hex spaces of it |
Light Mangonel | M | 19 | 75 | 5 | 4 | 28 (5d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing | 2 | - |
Heavy Mangonel | L | 15 | 90 | 6 | 6 | 55 (10d10) to all creatures in a 15 foot radius on the deck of the enemy ship. Bludgeoning or Piercing | 3 | - |
Light Cannon | M | 19 | 75 | 5 | 5 | 44 (8d10) bludgeoning | 4 | On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers Hull Holed Critical Hit |
Heavy Cannon | L | 20 | 150 | 5 | 7 | 66 (12d10) bludgeoning | 5 | On a successful Critical Hit, do not roll on the Critical Hit table. Instead target suffers Hull Holed Critical Hit |
Alchemist's Fire Projector | L | 15 | 200 | 6 | 1 | 27 (5d10) fire | 3 | On a successful hit, target suffers Fire! Critical Hit |
Piercing Ram | M | 10 | 50 | - | 1 | 3d10 + 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 Ram | M | 10 | 50 | - | 1 | 3d10 + 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 Ram | M | 10 | 50 | - | 1 | - | - | On hit target ship gains Grappled condition |
Bore Ram | M | 10 | 50 | - | 1 | 1d10 + 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 Name | Cost | Notes |
Alchemist's Fire (cask) | 200 gp per cask | Always flammable |
Ballista Bolts | 5 sp per shot | Fits any ballista. May be used as a Spear |
Cannonball | 5 gp per shot | May also be launched out of Trebuchet |
Sweeper rounds | 4 sp per shot | Doubles as a Nunchaku for creatures of Gargantuan size or larger |
Catapult Stones | 3 sp per shot | Large Stones, carved into rough spheres |
Stone Shot | 2 sp per shot | A package of round rocks for a jettison. Deals Bludgeoning damage |
Jettison Shot | 2 sp per shot | A 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.
Item | Size | Cost |
---|
Accelerator | Large | 45,000 gp |
Aloota's Man-portable Ballista | medium | 160 gp |
Ballista of Chains | Huge | 4000 gp |
Bone Ballista | Medium |
Bone Battering Ram | Large |
Bone Catapult | Large |
City Taker | Gargantuan |
Couillard | Huge |
Cube of Confusion | Gargantuan | One of each Calibri Card |
Flame Cannon | Large | 2500 gp |
Glass Cannon | large |
Light Catapult | Medium |
Mantlet | Large |
Medium Ballista | Medium | 1000 gp |
Meteoric Soul Flail | Huge |
Mortar | Medium | 1000 gp |
Pudding Projectile | Small | Not for sale (Legendary) |
Purificationer | Large | — |
Ribaldequin | Large |
Scorpion | Medium (250 lbs.) | 400gp |
Siege Drill | Huge |
Springald | Medium |
Thesalian Piercing Ram | Huge |
Trebuchet, Variant | Large | 8000 gp |
Warwolf | Gargantuan |
Windcutter Ballista | Huge | 2000 gp |
Æther Bastion | Gargantuan | 1,000,000 gp takes 3.5 years to complete |
Renaissance Siege Equipment
Item | Size | Cost |
---|
Pump Cart | Medium | 1000 gp |
Modern Siege Equipment
Item | Size | Cost |
---|
Air Strike | Small | 4500 gp |
Autocannon, Heavy | Large | — |
Autocannon, Light | Medium | — |
Autocannon, Medium | Large | — |
Automatic Grenade Launcher | Medium | — |
Landkreuzer Ratte | Titanic | — |
Water Cannon | Medium | — |
Futuristic Siege Equipment
Item | Size | Cost |
---|
All Terrain Tactical Enforcer | Gargantuan | 10,000,000gp-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
Item | Size | Cost |
---|
Rock Fists | Medium | 20 gp |
Siege Ladder | Large | 25gp for each 5 ft of the ladder |
See Also
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