| Weapon |
Cost |
Damage |
Weight |
Properties |
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| Simple Melee Weapons |
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| Club |
1 sp |
1d4 bludgeoning |
2 lb. |
Light, Stun |
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| Dagger |
2 gp |
1d4 piercing |
1 lb. |
Finesse, Handy, Light, Sneaky, Thrown (range 20/60) |
|
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| Greatclub |
2 sp |
1d8 bludgeoning |
10 lb. |
Hurling, Two-handed |
|
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| Handaxe |
5 gp |
1d6 slashing |
2 lb. |
Light, Thrown (range 20/60), Savage (5) |
|
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| Javelin |
5 sp |
1d6 piercing |
2 lb. |
Charge, Thrown (range 30/120) |
|
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| Light hammer |
2 gp |
1d4 bludgeoning |
2 lb. |
Light, Thrown (range 20/60), Stun |
|
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| Mace |
5 gp |
1d6 bludgeoning |
4 lb. |
Daunting Hit, Savage (5), Stun |
|
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| Quarterstaff |
2 sp |
1d6 bludgeoning |
4 lb. |
Parry (versatile), Reposte, Versatile (1d8) |
|
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| Sickle |
1 gp |
1d4 slashing |
2 lb. |
Light, Parry, Reposte |
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| Spear |
1 gp |
1d6 piercing |
3 lb. |
Charge, Long, Parry (two handed), Thrown (range 20/60), Versatile (1d8) |
|
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| Simple Ranged Weapons |
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| Crossbow, light |
25 gp |
1d8 piercing |
5 lb. |
Ammunition (range 80/320), Focus, Loading, Two-handed |
|
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| Dart |
5 cp |
1d4 piercing |
1/4 lb. |
Finesse, thrown (range 20/60) |
|
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| Shortbow |
25 gp |
1d6 piercing |
2 lb. |
Ammunition (range 80/320), Risky Shot, Two-handed |
|
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| Sling |
1 sp |
1d4 bludgeoning |
— |
Ammunition (range 30/120) |
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| Martial Melee Weapons |
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| Battleaxe |
10 gp |
1d8 slashing |
4 lb. |
Savage (5), Smash, Versatile (1d10) |
|
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| Flail |
10 gp |
1d8 bludgeoning |
2 lb. |
Savage (6), Shield-Wrap |
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| Glaive |
20 gp |
1d10 slashing |
6 lb. |
Heavy, Reach, Trip, Two-handed |
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| Greataxe |
30 gp |
1d12 slashing |
7 lb. |
Heavy, Momentum, Savage (5), Smash, Two-handed |
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| Greatsword |
50 gp |
2d6 slashing |
6 lb. |
Heavy, Momentum, Savage (4), Two-handed |
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| Halberd |
20 gp |
1d10 slashing |
6 lb. |
Heavy, Long, Reach, Two-handed |
|
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| Lance |
10 gp |
1d12 piercing |
6 lb. |
Charge, Long, Reach, Special |
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| Longsword |
15 gp |
1d8 slashing |
3 lb. |
Parry, Savage (4), Versatile (1d10) |
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| Maul |
10 gp |
2d6 bludgeoning |
10 lb. |
Heavy, Hurling, Smash, Stun, Two-handed |
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| Morningstar |
15 gp |
1d8 piercing |
4 lb. |
Anti-Armor,Savage (3), Violent |
|
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| Pike |
5 gp |
1d10 piercing |
18 lb. |
Charge,Heavy, Long (defensive), Reach 15ft), Two-handed, Unyeildy |
|
|
| Rapier |
25 gp |
1d8 piercing |
2 lb. |
Finesse, Parry, Reposte |
|
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| Scimitar |
25 gp |
1d6 slashing |
3 lb. |
Finesse, Light, Parry, Reposte, Savage (5) |
|
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| Shortsword |
10 gp |
1d6 piercing |
2 lb. |
Finesse, Handy, Light, Sneaky |
|
|
| Trident |
5 gp |
1d6 piercing |
4 lb. |
Charge, Long, Parry (two-handed), Thrown (range 20/60), versatile (1d8) |
|
|
| War pick |
5 gp |
1d8 piercing |
2 lb. |
Anti Armor, Savage (4), Smash |
|
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| Warhammer |
15 gp |
1d8 bludgeoning |
2 lb. |
Savage (5), Smash, Stun, Versatile (1d10) |
|
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| Whip |
2 gp |
1d4 slashing |
3 lb. |
Finesse, reach |
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| Martial Ranged Weapons |
|
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| Blowgun |
10 gp |
1 piercing |
1 lb. |
Ammunition (range 25/100), loading |
|
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| Crossbow, hand |
75 gp |
1d6 piercing |
3 lb. |
Ammunition (range 30/120), Focus,Light, Loading |
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| Crossbow, heavy |
50 gp |
1d10 piercing |
18 lb. |
Ammunition (range 100/400), Anti-Armor, Focus, Heavy, Loading, Two-handed |
|
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| Longbow |
50 gp |
1d8 piercing |
2 lb. |
Ammunition (range 150/600), Heavy, Risky Shot, Two-handed |
|
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| Net |
1 gp |
— |
3 lb. |
Special, Thrown (range 5/15) |
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Charge. This weapon can be used to deal lethal damage on
a charge. If you move at least 20 feet in a straight line before
engaging an opponent, you may choose to take a -4 modifier
on your first attack roll against that creature. If you hit with
that attack, you roll an additional damage die, equal to that of
the weapon’s usual damage die. |
Handy. You have advantage on attack rolls against a
creature you are grappling, as well as against creatures that
are grappling you. |
Long. While you are wielding a long weapon, any creature
that is not wielding a long weapon (or natural weapon of 10
feet reach) provokes an opportunity attack from you when
they enter your reach. If you have the Polearm Master feat,
you gain advantage on this roll. You have disadvantage to hit
an opponent that is grappling you, or grappled by you, when
you attack with a long weapon. |
Long (defence). Weapons with the long (defence) property
have the same benefits and disadvantages of those with the
long property, but with one additional benefit. If you hit a
creature with an opportunity attack as they enter your reach,
you reduce their speed to zero. |
Parry. When you are wielding a weapon with the parry
property and a creature you can see hits you with a melee
attack, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You must have a Dexterity score of 13 or higher to take advantage of
this feature, which can be used in conjunction with the
Defensive Duelist feat. |
Parry (versatile). A weapon with the parry (versatile)
property may be used to parry normally with one hand (see
above), or using two hands, in which case the wielder may
add their full Prof. Bonus to their AC. |
Riposte. The speed of this weapon allows you to turn
defence into attack. Whenever using the parry property of
your weapon causes an attack to miss you, as part of the
same reaction you make make a retaliatory melee attack,
using your Dexterity modifier for the attack and damage rolls. |
Savage. Savage weapons combine speed, weight and
penetration, enabling them to deal decisive blows in combat.
When you roll a 19 on an attack roll, roll an additional d6. If
you roll the number given in parentheses next to the weapon,
or higher, you score a critical hit. If the weapon has the
versatile property reduce the number in the parentheses by 1,
when it is wielded in two hands. If there is no number in
parentheses, no need to roll a d6, a 19 is an automatic critical
hit. |
| Shield-wrap. You ignore AC bonus from shields when you attack against |
| opponents wielding a shield. |
| Short. See special (dagger dual wield), below. |
Smash. Weapons with the smash property offer their
wielders a bonus to Strength (Athletics) checks to knock
down wooden doors. The bonus is +2 for one-handed
weapons, and +5 for both two-handed weapons and versatile
weapons used with two hands. |
Sneaky. This weapon is deadly against a distracted foe.
When you deal sneak attack damage you may reroll any 1s on
the damage dice, taking the new roll instead. |
Two-handed (revised). When you score a critical hit with a
two-handed weapon (or versatile weapon used with two
hands) you may double your Strength damage modifier, as
well as the damage dice. |
Unwieldy. This weapon is impractical to use in a skirmish.
You have disadvantage to hit creatures at close range, and
your speed is halved. If mounted, your mount’s speed is not
affected. Any one-handed weapon with the unwieldy quality
needs to be used two-handed when not mounted. |
Momentum. You are able to make use of the weapon balance to carry your attack through your opponent, you can choose to try and attack two targets with each attack of the weapon. The first target suffer no
penalties, but on the second target, the |
Risky Shot If specialized in a weapon with this property, you are able to make a single attack roll with disadvantadge, if both rolls
would hit the target, you automatically land a critical hit. |
Stun If specialized in a weapon with this property, you are able to,
once per turn, as an action, make a single attack roll with
your weapon against a humanoid target. If the attack hits, it
does no damage, but the target must make a Constitution
saving throw or be stunned until the end of your next
turn. |
Violent If specialized in a weapon with this property, you are able to
use the weapon’s characteristics to full effect, when wielding
the weapon in two hands, you can add another 1d4 piercing
damage to the damage rolls. |
Trip If specialized in a weapon with this property, you are able to
try and sweep your opponent’s bellow their center of gravity
in an attempt to trip them. As an action, make an attack roll
against a creature up to one size category larger than you. If
the attack hits, it does 1d4 bludgeoning damage, and the
target must succeed on a Strength saving throw or fall prone. |
Focus If specialized in a weapon with this property, you are able to
make a single attack with advantadge on a turn that you have
not moved. |
Daunting Hit If specialized in a weapon with this property, you are able to,
as an action, make a single attack roll with your weapon
against a creature. If the attack hits, it deals normal weapon
damage and the target must make a Constitution saving
throw. On a failure, the target does not add its Dexterity
modifier to its AC until the beginning of your next turn. |
Anti-Armor. weapons crush, break, or penetrate armor. When
you attack an object or a target wearing armor you can ignore half (rounded down) damage reduction provided by certain kinds of armor. |
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