Boomerang 5e Dmg

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DnD 5e Ideals 1. The ancient traditions of worship and sacrifice must be preserved and upheld. I always try to help those in need, no matter what the personal cost. If this action is not used by the end of your next turn, the boomerang will land at a random location on the battlefield, and possibly striking a random target. Variant: In addition to the above, proficiency with this weapon allows the attacker to attack everyone in a 30 foot cone, or a 60 foot cone at disadvantage. Eladrin +1 Int and a triple nope even with Misty step DMG Dark Elf (Drow) or ( If Underground ) +1 Cha The race that made rangers famous thanks to Drizzt Do’Urden. Oh 5th edition you take back what 4th had given the players which was a playable Drow. Mar 22, 2017  Blood Spear Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground.

Siege Equipment. Siege weapons are detailed in the Dungeon Master's Guide p. They are too large to be carried like normal equipment. They require creatures to move them, or are built on-site. Join our server for announcements, updates, and feature voting. Install Roll20 Enhancement Suite and Tampermonkey (Chrome/Firefox), and get the betteR20 script using this link. As a player, you can import character options, spells, and items to quickly fill out a sheet. As a GM, you can additionally import monsters, tables, and adventures. The DMG table can be used as quick stats for a monster, but it is better used as the starting point for figuring out the CR of a monster that is being made. In the end, hp is the most easily modified of the four CR stats and is therefore used to balance the monster.

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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. Design goals:
- Not meant to be super realistic
- Can be operated by one character with Martial Ranged Weapon proficiency
- Ballistas are basically intended to be used by NPC forces, but a PC can take control of one and use it against their enemies.
- Semi-portable, but really meant to be left static
- I intend to eventually write up a Siege Weapon Master feat of some sort that makes ballistas and mangonel scale up with the levels. I don't expect any players to take it, but then I can slap it onto NPCs.
Tell me what you think?
Weapon: Ballista
Martial Ranged Weapon
Cost: 200gp, damage: 3d10 piercing, weight: 300 lb., range: 120/480
Heavy, Loading, Two-Handed
A ballista is not carried like a normal weapon. Instead, it is treated as a large object on the battlefield. It comes with wheels to facilitate relocation, but it is still cumbersome. A character using a ballista can move it when they move, but their speed is halved. A ballista cannot be fired during any round it was moved.
To use an unattended ballista, a character must move into its space, which counts as difficult terrain and provides half cover. He may immediately spend an action to fire. If an enemy moves into the ballista’s space as well, attacks made with the ballista have disadvantage. An enemy can attempt to take control of the ballista by spending an action to make a contested Strength (Athletics) check against the current user’s Strength (Athletics).
Firing the ballista follows all the usual rules of a two-handed ranged weapon with the Loading property, except that enemies merely standing next to the ballista's space do not impose disadvantage on attack rolls.
A ballista bolt can hit multiple targets that are lined up in a row, like a line spell. Each target requires an individual attack roll. Such an attack will hit the shooter’s allies if they are in the line. Alternatively, the shooter can arc the bolt to hit only a single target.

Boomerang

Exotic Light Thrown Melee

Cost: 5 gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 20/x2
Range Increment: 40'
Weight2: 2 lbs
Type3: Bludgeoning
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies 'and', either type (player's choice at time of attack) if the entry specifies 'or', or each end of the double weapon is a different type if the entry specifies '/'.
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


This curved stick is a type of throwing call stereotypically known for its ability to curve back to the user. Though most don't actually do so, this particular boomerang is designed both to strike the target and return. It can be used as a simple weapon as a club, though it takes a -2 penalty to attack in melee as it is not suited for melee combat. It can also be thrown, but will not return unless you have the appropriate Exotic Weapon Proficiency.

Those with proficiency benefit from an extraordinary Returning enhancement. If it is enhanced with the actual Returning enhancement, the weapon can return instantly allowing you to full attack with the same weapon.

But that is not the issue. If I build my Fryevia to 1000 mag and 400 attack, then if physical immunity just negated the physical component and Im attacking an enemy like bloody moon (which has 999 defense and 150 spirit) with a hybrid attack, that physical immunity shouldn’t come anywhere close to cutting the expected damage in half. Nov 19, 2017  There's already a Bloody Moon megathread for JP, but, as we all know, we don't have many of the units on JP yet, and we have some GL exclusive units that might help against the dreaded moon, so I'd like to open up discussions about strategy and theory crafting here. First of all, let's talk DPS units. Bloody Moon is immune to physical damage, so we need to bring in hybrid or pure magic DPSer. While Bloody Moon is below 40% health make sure to kill new apostle spawns as soon as possible; Any apostles left alive after Bloody Moon dies will Kidnap a party member; Hybrid damage dealers will be unable to hurt Bloody Moon while Light of the Moon is active; Bloody Moon edit edit source. Bloody moon hybrid dmg. Sep 10, 2019  That’s what I understand from asking around the forum as well. I think it would only be better to build higher MAG if Bloody Moon had way more DEF than SPR, which is not the case. I’ll be building for as much ATK and killers as possible while trying to stay Tanky AF. It is actually calculating like usually ur hybrid dmg, but that damage.

Those proficient can also make up to a 90 degree turn in their projectile, allowing them to shoot around corners. They suffer from concealment as normal.


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Dnd 5e Dmg Pdf Download

AuthorEiji-kun
ClassThrown and Melee
Cost5 gp
Critical20/x2
Damage1d6
Damage TypeBludgeoning
Hardness5
Hit Points10
Identifier3.5e Equipment
ProficiencyExotic
Range40
RatingUndiscussed
SizeLight
TitleBoomerang
Weight2