Pravian Imperium

Weapons

Regular Weapons

Regular weapons are your classic medieval weaponry – swords, spears, maces, hammers, and the like. They all follow the same generic formula – they have a set price, damage output, and some may have general properties that affect their function. Please consult the below table. They don’t have special abilities, or the like. Just good ol’ pieces of metal and wood.

NameDamageCostProperties
Rifle4d8Heavy, Magical, Only long range (600 ft.)
Pistol3d6Light, Long range (300 ft.), Magical
Holy Greatsword2d8 +1d8 holyHeavy, Magical
Pravian Torch2d4+1d6 fire/2d6 fire (range 10 ft.)120 000 §Duality, Magical
Greatsword2d6100 000 §Heavy
Greataxe1d1290 000 §Heavy
Warhammer1d1030 000 §Heavy
Glaive2d425 000 §Reach
Longsword1d8/1d1020 000 §Duality (second requires two hands)
Maul2d415 000 §Heavy, Reach
Halberd1d810 000 §Heavy, Reach
Scimitar1d85 000 §Light
Rapier1d83 000 §
Battleaxe1d6/1d82 000 §Duality (second requires two hands)
Mace2d41 500 §Heavy
Hooked Spear1d6/Special1 500 §Heavy, Duality (Special), Reach
Quarterstaff1d6/1d81 200 §Light, Duality (second requires two hands)
Spear1d61 000 §Reach
Shortsword1d6700 §Light
Club1d6500 §
Dagger1d4200 §Light
Unarmed Strike1d20 §Light, Special
Net-500 §Light, Long range (10 ft.), Special, Thrown
Hand Crossbow1d65 000 §Light, only long range (75 ft.)
Crossbow1d1020 000 §Heavy, only long range (60 ft.)
Javelin1d4300 §Thrown, only long range (60 ft.)
Harpoon1d62 500 §Long range (30 ft.), Special, Thrown
Blowgun1d4 toxic/Special500 §Duality (Special), Light, only long range (30 ft.)
Bola1d4500 §Only long range (40 ft.), Special, Thrown
Shortbow1d69 000 §Heavy, only long range (100 ft.)
Longbow1d815 000 §Heavy, only long range (200 ft.)

Properties

Duality – This weapon has two modes of attack. You must declare which mode you are using before you make the attack. The respective damage values and other properties are divided by a slash.

Heavy – This weapon requires two hands to use and attack with. The weapon may be held in one hand for short periods, but only for the purposes of carrying it around.. Some abilities also refer to this property.

Light – When attacking with this weapon, you can use your Dexterity modifier for your attack rolls instead of your Strength modifier. Some abilities also refer to this property.

Long range – This weapon can be used in a range other than Close, noted in parenthesis. Some weapons can only be used in a long range.

Magical – This weapon is treated as being inherently magical. Weapon upgrades may still be applied to them.

Reach – Your Close attack range with this weapon increases by 5 ft. 

Special – This weapon has special rules governing it (or one of it’s modes is special).
Blowgun – When used in the special mode, the weapon deals no damage, but is considered to be fired with the Injection ammunition type.
Bola – A creature no larger than 10×10 ft. hit by a bola is considered grappled until it is freed. A bola cannot grapple creatures that are formless or creatures that are larger. A creature can use its action to make a DC 10 Strength (Escape Artist) check, freeing itself or another creature within its reach on a success. Dealing 5 damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola. When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make.
Harpoon – When a harpoon hits, it remains embedded in the target and may not be used until freed from the target. The harpoon is considered to naturally have the Barbed Ammunition effect and a creature no larger than 10×10 ft. hit by a harpoon has its speed halved.
The harpoon can have a line attached to it. If such is the case, you can use an action to attempt to pull the creature toward you. Make a contested Strength check. On your success, the creature is pulled 5 feet toward you, on your failure you drop the line. Regardless of the result, the harpooned creature takes 1d4 damage. Dealing 5 damage to the line (AC 10) destroys the line without causing additional damage to the harpooned creature.
Hooked Spear – As one attack, the wielder can use this weapon to force the target to make a Saving (Dexterity) throw (DC = 10 + attacker Strength modifier), falling prone on a failure. The attack deals no damage when using this mode.
Net – A creature no larger than 10×10 ft. hit by a net is considered restrained until it is freed. A net has no effect on creatures that are formless or creatures that are larger. A creature can use its action to make a DC 13 Strength (Escape Artist) check, freeing itself or another creature within its reach on a success. Dealing 5 damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Unarmed Strike – Unarmed strikes are the basic attacks that everyone can make. They aren’t considered a traditional weapon in the sense that abilities and effects that apply to weapons cannot be applied to unarmed strikes, unless explicitly stated. You may make an unarmed strike even with both your hands full, without suffering any additional penalties.

Thrown – When attacking with this weapon, the weapon leaves your grasp and you cannot use it for further attacks until you retrieve it.

Weapon Upgrades

A weapon may be enchanted via magic to give it more power and/or unique abilities. This is done via weapon upgrades. These upgrades are applied to a weapon you already own, and cannot function alone. A weapon with a weapon upgrade is treated as a magical weapon. Only one weapon upgrade may be applied to a weapon.  Applying them to a weapon (or moving the upgrade to a different weapon) can be done over the course of a long rest. Some weapon upgrades may require the owner to be attuned to the magical weapon, which is included in the initial application of the upgrade. For further rules about attuning, see the Equipment Basics page. 

Arcane Weapon

15 000 §, attunement

The body of this weapon seemingly turns into a mysterious ancient black alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the weapon is on your person, you are immune to effects that turn heretics.
Dark Blessing – While holding the weapon, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again for the next 24 hours.
Disheartening Strike – When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next Saving (Charisma) throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition. Once you use this property, you can’t do so again for the next 24 hours.

Dancing Weapon

40 000 §, attunement

You can use a bonus action to toss this magic weapon into the air and speak the command phrase. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The weapon uses your Attack roll modifier for rolls.
While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it. After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defender Weapon

80 000 §, attunement

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.

Dragon Slayer Weapon

16 000 §, attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type.

Flame Tongue Weapon

14 000 §, attunement

You can use a bonus action to speak this magic weapons’ command phrase, causing flames to erupt from the body. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command phrase again or until you drop or sheathe the weapon.

Frost Band Weapon

26 000 §, attunement

When you hit with an attack using this magic weapon, the target takes an extra 1d6 ice damage. In addition, while you hold the weapon, you have resistance to fire damage.
In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Holy Avenger Weapon

65 000 §, attunement

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a non-pravian with it, that creature takes an extra 2d10 holy damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on Saving throws against spells and other magical effects.

Moon-touched Weapon

800 §

In darkness, the unsheathed body of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Rainbow Weapon

10 000 §

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit on an attack, you turn invisible until the start of your next turn.
Dazzle – Once every 24 hours, as an action you can swing the weapon to produce a stream of colors, casting color spray empowered to second level.
Recolor – As a bonus action, the wielder can change the color of any object or creature that they touch. The color change lasts for 12 hours, until dispelled, or until this effect is used again.

Rite Weapon

75 000 §, attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its body becomes cruelly serrated, and its hilt starts resembling a demonic head and wings. Whenever you slay a creature with an attack using the weapon, the creature’s soul is imprisoned inside the weapon, and that creature can be restored to life only by a wish spell.
The weapon can hold a maximum of five souls. For each soul imprisoned in the weapon, your attacks with it deal an extra 1d4 withering damage on a hit. While the weapon is within 5 feet of you, your dreams are haunted by whispers from the trapped souls. The weapon has the following additional properties.
Siphon Vitality – As a bonus action, you can release any number of stored souls from the weapon to regain 1d10 HP per soul released.
Annihilation – If the weapon holds five souls, you can use this property: As a reaction immediately after you hit a creature with the weapon and deal damage to that target, you can release all five souls. If the target now has fewer than 75 HP, it must succeed on a DC 15 Saving throw or die. If the target dies, you can’t use this property again until you finish a long rest.

Sharp Weapon

25 000 §, attunement

When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. This maximization does not apply to any additional dice gained by abilities, spells, or other effects applied to the weapon.
In addition, you can speak the weapon’s command to cause the weapon to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command phrase again or sheathing the weapon puts out the light.

Sunforger Weapon

19 000 §, attunement

You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Saving (Dexterity) throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a long rest. If you don’t call the weapon back to your hand, it reappears at the point where it exploded when 24 hours have passed.

Venomous Weapon

15 000 §, attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Saving throw or take 2d10 toxic damage and become poisoned for 1 minute. The weapon can’t be used this way again for the next 24 hours.

Vicious Weapon

13 000 §, attunement

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 13 damage of the weapon’s type.

Vorpal Weapon

60 000 §, attunement

You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 15 damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by a GM. If the creature has no limb to sever, you lop off a portion of its body instead.

Weapon of Certain Death

5 000 §

When you damage a creature with an attack using this magic weapon, the target can’t regain hit points until the start of your next turn.

Weapon of Terror

13 000 §, attunement

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror.
Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Saving (Charisma) throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the Saving throw, ending the effect on itself on a success. The weapon regains all expended charges daily at dawn.

Weapon of the Commander

28 000 §, attunement

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you’re holding the weapon:
Immediately after you use the Attack action to attack with the weapon, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.

Weapon of Warning

900 §

This magic weapon warns you of danger. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Weapon of Wounding

20 000 §, attunement

Hit points lost to this weapon’s damage can be regained only through a long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 withering damage for each time you’ve wounded it, and it can then make a DC 15 Saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Intelligence (Medicine) check, ending the effect of such wounds on it on a success.