It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand. You know two 1st-level spells of your choice from the sorcerer spell list. This page is protected from editing because it is an integral part of D&D Wiki. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. If you want to discuss contents of this page - this is the easiest way to do it. Choose a sorcerous origin, which describes the source of your innate magical power. Click here to toggle editing of individual sections of the page (if possible). Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. Damage: The damage the weapon deals on a successful hit. Spell save DC = 8 + your proficiency bonus + your Charisma modifier, Spell attack modifier = your proficiency bonus + your Charisma modifier. When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways: When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. 28 Mar. Check out how this page has evolved in the past. Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons. Melee weapons are used in close combat, and they are generally among the simplest types of weapons. Any attack at less than the given range increment is not penalized for range. A Medium-size or smaller weapon can be used one-handed or two-handed. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency). For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. You start with the following equipment, in addition to the equipment granted by your background: An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. Weapons are grouped into several interlocking sets of categories. A Large weapon requires two hands. Weird things to make cool stuff with. A Small or smaller weapon is considered a light weapon. Change the name (also URL address, possibly the category) of the page. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. You gain two of the following Metamagic options of your choice. Hit Dice: 1d6 per sorcerer level Append content without editing the whole page source. See pages that link to and include this page. Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll. Releases . View wiki source for this page without editing. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. View and manage file attachments for this page. Releases . Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. Weapons: Daggers, darts, slings, quarterstaffs, light crossbows In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Tools: None Current news. View/set parent page (used for creating breadcrumbs and structured layout). Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Saving Throws: Constitution, Charisma The shadow curse could be better resisted with a gal-ralan, a cold iron armband with needles piercing the skin. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Melee Weapons. At 2nd level, you tap into a deep wellspring of magic within yourself. As a sorcerer, you gain the following class features. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Hit Points. At 3rd level, you gain the ability to twist your spells to suit your needs. Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. However, each full range increment causes a cumulative –2 penalty on the attack roll. Restriction: None of the following melee weapons have restrictions on their purchase. It is covered by the. Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you. Watch headings for an 'edit' link when available. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times). New materials, crafting techniques, weapons, armor, and feats for your 5e games. As normal, you can't increase an ability score above 20 using this feature. Hit Points at 1st Level: 6 + your Constitution modifier https://www.dandwiki.com/w/index.php?title=MSRD:Melee_Weapons&oldid=88283, This is the Modern System 3.5 Reference Document. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency). Manual of Exotic Materials from TTRPGFactory. Version 2.5.0.21 (3/28/2020) “The Robes of Swiftness” edition. Check it out here. Some creatures or characters may be resistant or immune to some forms of damage. Weapons Weapon Categories. Critical: The threat range for a critical hit. Notify administrators if there is objectionable content in this page. Find out what you can do. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. Unearthed Arcana 61 - Sorcerer and Warlock, Unearthed Arcana 71 - Psionic Options Revisited, Creative Commons Attribution-ShareAlike 3.0 License, (a) a light crossbow and 20 bolts or (b) any simple weapon, (a) a component pouch or (b) an arcane focus, (a) a dungeoneer's pack or (b) an explorer's pack. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. You gain another one at 10th and 17th level. It kept the shadar-kai's soul and … You use your Charisma whenever a spell refers to your spellcasting ability. Unless otherwise stated, the content of this page is licensed under, Mediterranean Digital & Public Humanities, When your Sandbox just gets too Backrooms. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st, Armor: None At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. Click here to edit contents of this page. Shadar-kai of all kinds favored the exotic spiked chain as a weapon, and warriors tended to wear studded leather armor. Melee weapons are used in close combat, and they are generally among the simplest types of weapons. Each of these spells must be of a level for which you have spell slots. Wikidot.com Terms of Service - what you can, what you should not etc. Weight: This column gives the weapon’s weight. This font of magic, whatever its origin, fuels your spells. You regain all expended spell slots when you finish a long rest. As a sorcerer, you gain the following class features. General Wikidot.com documentation and help section. You can use an arcane focus as a spellcasting focus for your sorcerer spells. 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Starfinder Natural Weapons
Player > Weapon > Range > Scattergun, utility
This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary. You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Trying to find a Munchkin Starfinder 2 Far Out? Buy it now for $27.49. FREE Shipping for orders over $100. Draeliks who have proven their worth wield a shadowstaff, a weapon that channels cold, dark energy from the Negative Energy Plane.Many sages believe that sceaduinars.
Scattergun, utility
Level: 1
Price: 235
Damage: 1d4 P
Range: 15 ft.
Critical: —
Capacity: 4 shells
Usage: 1
Bulk: 1
Special: Analog, blast
A scattergun fires fragmentary shells in a spray from its barrel, dealing damage to all targets in range. The shortened barrel of the snub scattergun makes it easier to conceal. Grapeshot, impact, and vortex scatterguns are designed to deliver enhanced damage.
Two-handed Weapons | Type | Level | Price | Damage | Range | Critical | Capacity | Usage | Bulk | Special | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Scattergun, utility | Longarms | 1 | 235 | 1d4 P | 15 ft. | — | 4 shells | 1 | 1 | Analog, blast | CRB p.186 |
Scattergun, snub | Longarms | 8 | 8300 | 1d12 P | 15 ft. | — | 8 shells | 1 | 1 | Analog, blast | CRB p.186 |
Scattergun, impact | Longarms | 12 | 30400 | 2d12 P | 15 ft. | — | 12 shells | 1 | 2 | Analog, blast | CRB p.186 |
Scattergun, vortex | Longarms | 15 | 91900 | 3d12 P | 30 ft. | — | 12 shells | 1 | 2 | Analog, blast | CRB p.186 |
Scattergun, grapeshot | Longarms | 18 | 331000 | 4d12 P | 30 ft. | — | 12 shells | 1 | 2 | Analog, blast | CRB p.186 |
Analog
Starfinder Two Handed Weapon Dmg Guide
This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
Blast
Starfinder Two Handed Weapon Dmg 5e
This weapon fires in a cone that extends only to its first range increment. You can’t use it to attack creatures beyond that range.
For each attack you make with a weapon with the blast special property, roll one attack against each target in the cone, starting with those closest to you. Each attack takes a –2 penalty in addition to other penalties, such as the penalty to all attacks during a full attack. Roll damage only once for all targets. If you roll one or more critical hits, roll the extra critical damage only once (or any other special effects on a critical hit that require you to roll) and apply it to each creature against which you score a critical hit. You can’t avoid shooting at allies in the cone, nor can you shoot any creature more than once.
Attacks with blast weapons ignore concealment. A blast weapon doesn’t benefit from feats or abilities that increase the damage of a single attack (such as the operative’s trick attack). Ammunition for blast weapons is designed for blast attacks, so you spend the usage amount only once for each cone of attacks.