< 5E Spelljammer (5e Campaign Setting)
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. Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight. Im looking for stats for siege weapons 5e or 3.5e. I've found the 5e stats for them in the 5e dmg but I'm looking for something that has more info on them, particularly the ballista. If anyone can give me a link to some good rules even home brew it would be much appreciated. So add Thrown Weapons into the 'Range Weapons as well DMG came out after the Players handbook so the Siege Weapons was not in the Players handbook, but has Weapon written into the Siege Weapons description We use the Weapon Master Feat to add Siege Weapons Ballista is a massive Crossbow that fires heavy bolts. I had an idea of adding piracy elements to a campaign of standard fantasy, and I came to think of the artillery pirates usually might have on their ships. Here are a few, and I could use some help with transcribing them so that they would make sense with minimal effort and be mostly in line with the rest of the language in 5th edition.
Incomplete Article |
---|
This page was tagged as incomplete and may not be useable in its current form. The article must remain under active development until it is completed. If it is left without edits for 3 days or more, it will be deleted in accordance with our policies. The following areas must be completed or removed for the article to be considered complete, at which point this template may be removed: Orphaned page, needs to be a subpage of the main page If you feel this article does not deserve the incomplete notice and that no changes need to be made, please discuss the issues further on the talk page. See our Homebrew Content Requirements and our Deletion Policies for additional information. |
Back to Main Page → 5e → 5E Spelljammer (5e Campaign Setting)
Ship Equipment[edit]
Passage Device
Created by the Arcane. The device creates a portal in a crystal shell that allows a ship to pass between Wildspace and the Phlogiston. This device does not require a spellcaster for it to function. Acts as a create portal spell.
Portal Locator
Created by the Arcane. The device locates a natural portal in a crystal shell that allows a ship to pass between Wildspace and the Phlogiston. This device does not require a spellcaster for it to function. Acts as a locate portal spell. https://fkwhclz.weebly.com/blog/mac-os-x-105-download-dmg.
Planetary Locator
Created by the Arcane. Hanzo dmg.
How to download mac os on windows. Locator Becon
Created by the Arcane.
Star chart
Star charts indicate the location and relative position of the various planets in the Crystal Sphere. They are not magical but are very useful for determining things like prominent races, environments, and spaceborne powers operating in the region.
Life Boats
Siege Monster 5e
Life boats have one purpose: to bring those inside relatively safely to the surface of a planet. The life boat falls toward thenearest gravity well (using a lifeboat close to a star can have nasty results).
Dmg 5e Pdf
Ship Weapons[edit]
Spelljammer ship-to-ship combat makes use of the siege engines in the DMG, p. 255 along with some homebrew weapons. Here is a summary, which also gives alternate names from original AD&D Spelljammer book.
size | to hit | Range ft. | Damage | HP | RoF | |
---|---|---|---|---|---|---|
Springald (light ballista) | M | +6 | 100/400 | 2d10 piercing | 30 | 3 |
Ballista (Medium ballista) | L | +6 | 120/480 | 3d10 piercing | 50 | 3 |
Ballista (Heavy ballista) | H | +6 | 150/500 | 4d10 piercing | 75 | 3 |
Gnomish Sweepers | L | +6 | 100/400 | Special | 60 | 3 |
Light Catapult (light catapult) | M | +5 | 150/600 (min 60) | 3d10 bludgeoning | 20 | 3 |
Mangonel (medium catapult) | L | +5 | 200/800 (min 60) | 5d10 bludgeoning | 100 | 2 |
Trebuchet (heavy catapult) | H | +5 | 300/1200 (min 60) | 8d10 bludgeoning | 150 | 2 |
Cannon (bombard) | L | +6 | 600/2400 | 8d10 bludgeoning | 75 | 3 |
Warwolf | G | +5 | 400/1600 (min 60) | 11d10 bludgeoning | 200 | 1 |
**Spelljammer Helm[edit]
Spelljamming helms are the central setting concept which allow interplanetary and interstellar space travel for vessels which would otherwise not be spaceworthy, in the form of a helm (as in rudder, not armored helmet). Any spellcaster may sit on a spelljammer helm to move the ship. The mysterious race known as the Arcane is the sole manufacturer and distributor of spelljamming helms. They are a method of converting magical energy into motive power.
Back to Main Page → 5e → 5E Spelljammer (5e Campaign Setting)
Chinese Siege Weapons
Retrieved from 'https://dnd-wiki.org/w/index.php?title=5E_Spelljammer_(5e_Campaign_Setting)/Equipment_(5E_Spelljammer_Setting)&oldid=296955'
I had an idea of adding piracy elements to a campaign of standard fantasy, and I came to think of the artillery pirates usually might have on their ships. Here are a few, and I could use some help with transcribing them so that they would make sense with minimal effort and be mostly in line with the rest of the language in 5th edition.
Ballista:
Size: Large
Actions: 3 actions to prepare the shot, 1 action to aim, 1 action to fire.
Area of effect: 5 ft x 200 ft. line
Damage: 8d6 (average 28) piercing damage (Dex save to avoid)
Siege Weapon Drawback: ?
Cannon:
Size: Large or Medium?
Actions: 3 actions to prepare the shot, 1 action to aim, 1 action to fire.
Area of effect: 5 ft x 200 ft. line
Damage: 14d6 (average 49) bludgeoning damage (Dex save to avoid)
Siege Weapon Drawback: A cannon has a strong recoil, and anyone directly 5 feet behind the cannon at the time of firing must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone.
Catapult:
Size: Huge
Actions: 4 actions to prepare the shot, 2 actions to aim, 1 action to fire.
Area of Effect: A point of your choice within 200 ft. range
Catapult Missile:
Single: 10d6 (average 35) bludgeoning damage in a 20 ft. radius sphere (Dex save half)
Mortar: 14d4 (average 35) bludgeoning damage in a 30 ft. radius sphere (Dex save half)
Siege Weapon Drawback: Catapult is inaccurate weapon and the chosen point of origin has a margin of error of 3d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
Trebuchet:
Size: Huge
Actions: 6 actions to prepare the shot, 2 actions to aim, 1 action to fire.
Area of Effect: A point of your choice within 300 ft. range
Trebuchet Missile:
Single: 14d6 (average 49) bludgeoning damage in a 20 ft. radius sphere (Dex save half)
Mortar: 20d4 (average 50) bludgeoning damage in a 30 ft. radius sphere (Dex save half)
Siege Weapon Drawback: A trebuchet is inaccurate weapon and the chosen point of origin has a margin of error of 2d10 feet minus your intelligence modifier (rounded down, minimum 0) in random direction.
When attacking with a Siege Weapon against a very large target, such as a ship or a creature of at least huge size, you make an attack roll against it with a bonus equal to your Proficiency Bonus + your Intelligence modifier. You make the attack roll only once, and compare the result against all valid targets within the area of one missile.
All other targets within the same area are subject to a saving throw DC equal to 8 + Proficiency Bonus + your Intelligence modifier. If the saving throw fails, the targets are affected by the missile as normal.