Table of Contents Credits Art: Contacts
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Table Of Contents Credits Inspired by: Moongerim Sultanova, Jeffrey Siege archer Yang Siege weapon Tested, edited, written by: Elmar Sultanov, Igor Kiria, Feral Guy, Ruslan Kim, Sardar Extra ammunition Sadykov, Egor Latyshev FAQ Art: Arbalest, Kkhan Wars - xs-software, source: http://static.xs- software.com/help/khanwars/Crossbow_archer.png Knight, Castle Siege, - https://www.artstation.com/maxprodanov , source: https://www.artstation.com/artwork/JGAkn Arbalest, Dragon Slayer - https://chainsawart.blogspot.com/ (deleted), source: https://3.bp.blogspot.com/_3p_Az9Y1-dY/RjkZj7- IFNI/AAAAAAAAAEQ/RLPkpBcnQPs/s400/dragonslayer_3.jp Siege, Teso: Siege weapons concept - https://www.mediavida.com/foro/juegos/mmo-elders-scrolls- confirmado-443632/15, source: https://imgur.com/Vl783ga Commander, Siege-gang Commander - https://aaronbmiller.artstation.com/, source: https://aaronbmiller.artstation.com/projects/AmOyV Contacts Email: [email protected] DMsGuild profile: Elmar S Sample file 1 Fighter archetype - Siege archer xceptional masters of shooting with assault weapons, siege archers are significant threat not only for army that dares to stand on their way, but even impregnable fortresses. Infantry likes to say: “Bravery conquers cities”, Ewhile siege masters humbly add “...while our weapons raining hell.”. X LEVEL III LEVEL Ballistics Siege weapon Normal and maximum range for your ranged attacks is If you are in a range of 5 ft. from ballista, mangonel, trebuchet increased by 10 feet per proficiency and Intelligence bonus are treated as range weapons in a purpose of gaining point. For example: if you have proficiency bonus +3 and bonuses. You gain proficiency and ability to craft composite intelligence +1, you gain +40 feet to normal and maximum longbow, siege crossbow, ballista, mangonel, trebuchet. range. Crafting composite longbow and siege crossbow takes twice as much money and time in compared with it equivalents. Siege master - upgrade You can load and aim ballista, mangonel, trebuchet as bonus Siege mode action. As action, you can activate special stance for ranged attacks. Siege mode gives bonuses: Siege team - upgrade ● You may reinforce your position by planting shield in The first ballista shot each round does not require loading front of you. While protected this way you gain half cover. and aiming while you have a teammate. Although you can ● You add your Intelligence modifier to your attack rolls make additional range attack using bonus action ballista or with ranged weapons if your target is within normal range for siege weapon. the weapon, and does not have any cover. ● Your speed becomes 0 and can't benefit from any bonuses. XIV LEVEL ● You ignore Heavy and Set Up property from any ranged Mighty shot weapons. Your range attack with siege weapons deals critical damage Siege mode is cancelled if you were moved, paralysed, to objects. stunned, knocked prone, frightened or fall unconscious. In If you are making ranged attack with siege weapon against addition, you can cancel the mode by using action or enemy spell caster and your attack roll misses target's AC by dropping your weapon. 2 or less, the target must make concentration check as if you hit it. Siege master If you hit a target you may force it to make a Strength You may load or aim ballista, mangonel, trebuchet as bonus saving throw (DC 8 + your proficiency bonus + Intelligence action. modifier) or will be pushed up to 10 feet away from you in a straight line. VII LEVEL XVIII LEVEL Siege team You can hire a team member (Commoner, MM p345) and Point blank train them to assist you. Training takes two weeks and You gain advantage on the first range attack every round if provides the following bonuses: your target is in the normal range. They take their turn on your initiative. While your teammate is conscious and capable of receiving orders from you, you may ignore the Loading property in siege mode. They can't attack, but they can take other actions as normal. Your teammate adds your proficiency bonus to their AC and Dexterity saving throws. Their hit points maximum equals four times your fighter level. When the teammate drops Sampleto 0 hit points, they fall unconscious. file 2 Siege weapon Composite Longbow Martial Weapon, Ranged Weapon 100 gp, 2 lbs. 1d8 piercing - ammunition (150/600 ft.), heavy, two-handed Only a creature that has a Strength of 12 or higher can use this unique weapon. You may use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cannot attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Siege Crossbow Martial Weapon, Ranged Weapon 100 gp, 25 lbs. 1d12 piercing - ammunition (50/200 ft.), heavy, loading, two-handed Only a creature that has a Strength of 14 or higher can use this weapon. You may use your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Set Up. This weapon is required setup on special stand preventing the shooter from moving. Without setting up this weapon requires 18 strength and above to shoot. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You cannot attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it Sample file 3 Extra ammunition This section is untested and might be imbalanced. If you are playing low fantasy or very strict about game balance feel free to skip this page or change properties of items below with your DM. Crossbow & Bow ammunition Sometimes it's necessary to have a little advantage before battle and prepare a few nasty tricks for your enemies. Experience gained by generations of assault archers is not to be fooled around and could sway advantage to your side, if utilized properly. ● Acid - a tiny glass vial is loaded in the iron head of a missile. Upon impact the vial breaks, splashing liquid on target dealing acid damage. Can not be used from shortbow and hand crossbow, penalty for piercing damage and your range attack is halved. ● Net - falls short from Ranger's trap, although provides an effective enchantment for a regular missle. A Large or smaller creature hit by a new missale is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Reduces range to 20\60. ● Silvered - werewolf hunter's favorite. Ignores immunity to non-silvered weaponry.