Weapons v0.5.0 #


 Simple Melee Weapons
Club             | 1 sp  | 1d4 Bludgeoning  | 2 lb.   | Light 
Dagger           | 2 gp  | 1d4 Piercing     | 1 lb.   | Finesse, Light, Thrown (range 20/60) 
Greatclub        | 2 sp  | 1d8 Bludgeoning  | 10 lb.  | Heavy, Two-Handed 
Handaxe          | 5 gp  | 1d6 Slashing     | 2 lb.   | Light, Thrown (range 20/60)
Javelin          | 5 sp  | 1d6 Piercing     | 2 lb.   | Thrown (range 30/120) 
Light Hammer     | 2 gp  | 1d6 Bludgeoning  | 2 lb.   | Light, Thrown (range 20/60)
Mace             | 5 gp  | 1d6 Bludgeoning  | 4 lb.   | Scourge
Quarterstaff     | 2 sp  | 1d6 Bludgeoning  | 4 lb.   | Versatile (1d8) 
Sickle           | 1 sp  | 1d4 Slashing     | 2 lb.   | Light, Scourge
Spear            | 1 sp  | 1d6 Piercing     | 3 lb.   | Thrown (range 20/60), Versatile (1d8)

 Simple Ranged Weapons
Blowgun          | 10 gp | 1 Piercing       | 1 lb.   | Ammunition (range 25/100), Loading
Crossbow, light  | 25 gp | 1d8 Piercing     | 5 lb.   | Ammunition (range 80/320), Loading, Two-Handed
Dart             | 5 cp  | 1d4 Piercing     | 1/4 lb. | Finesse, Thrown (range 20/60)
Shortbow         | 25 gp | 1d6 Piercing     | 2 lb.   | Ammunition (range 80/320), Two-Handed
Sling            | 1 sp  | 1d4 Bludgeoning  |    —    | Ammunition (range 30/120)

 Martial Melee Weapons
3|Battleaxe        | 10 gp | 1d8 Slashing     | 4 lb.   | Versatile (1d10)
4|Flail            | 10 gp | 1d8 Bludgeoning  | 2 lb.   | Scourge
Folded Sword     | 5 gp  | 1d6 Piercing     | 2 lb.   | Finesse, Versatile (1d10 Piercing)
2|Glaive           | 20 gp | 1d10 Slashing    | 6 lb.   | Heavy, Reach (10ft), Two-Handed
Greataxe         | 30 gp | 1d12 Slashing    | 7 lb.   | Heavy, Two-Handed
Greatsword       | 50 gp | 2d6 Slashing     | 6 lb.   | Heavy, Two-Handed
2|Halberd          | 20 gp | 1d10 Slashing    | 6 lb.   | Heavy, Reach (10ft), Two-Handed
Kanabō           | 25 gp | 1d12 Bludgeoning | 15 lb.  | Heavy, Two-Handed
Katar            | 5 gp  | 1d6 Slashing     | 2 lb.   | Finesse, Light
Lance            | 10 gp | 1d10 Piercing    | 6 lb.   | Heavy, Reach (10ft), Two-Handed (unless mounted)
3|Longsword        | 15 gp | 1d8 Slashing     | 3 lb.   | Versatile (1d10)
Lucerne          | 25 gp | 1d10 Bludgeoning | 8 lb.   | Heavy, Reach (10ft), Scourge, Two-Handed
Maul             | 10 gp | 2d6 Bludgeoning  | 10 lb.  | Heavy, Two-Handed
Meteor Hammer    | 80 gp | 1d8 Bludgeoning  | 4 lb.   | Finesse, Reach (15ft), Two-Handed
Morning Star     | 15 gp | 1d8 Piercing     | 4 lb.   | Heavy, Versatile (1d12)
Pike             | 5 gp  | 1d10 Piercing    | 18 lb.  | Heavy, Reach (15ft), Two-Handed
Rapier           | 25 gp | 1d8 Piercing     | 2 lb.   | Finesse
Rope Dart        | 1 sp  | 1d8 Piercing     | 1 lb.   | Finesse, Reach (15ft), Two-Handed
1|Scimitar         | 25 gp | 1d6 Slashing     | 3 lb.   | Finesse, Light
1|Shortsword       | 10 gp | 1d6 Piercing     | 2 lb.   | Finesse, Light
Trident          | 5 gp  | 1d8 Piercing     | 4 lb.   | Thrown (range 20/60), Versatile (1d10)
Twinblade        | 55 gp | 1d10 Slashing    | 4 lb.   | Heavy, Two-Ended, Two-Handed
Twincrescent Axe | 95 gp | 2d4 Slashing     | 12 lb.  | Heavy, Two-Ended, Two-Handed
4|War Pick         | 5 gp  | 1d8 Piercing     | 4 lb.   | Scourge
War Scythe       | 35 gp | 2d4 Slashing     | 6 lb.   | Finesse, Heavy, Reach (10ft), Scourge, Two-Handed
Warhammer        | 15 gp | 1d8 Bludgeoning  | 2 lb.   | Versatile (1d10)
Whip             | 2 gp  | 1d6 Slashing     | 3 lb.   | Finesse, Light, Reach (15ft)

 Martial Ranged Weapons
Crossbow, hand   | 75 gp | 1d6 Piercing     | 3 lb.   | Ammunition (range 30/120), Light, Loading
Crossbow, heavy  | 50 gp | 1d10 Piercing    | 18 lb.  | Ammunition (range 100/400), Heavy, Loading, Two-Handed
Longbow          | 50 gp | 1d8 Piercing     | 4 lb.   | Ammunition (range 150/600), Heavy, Two-Handed



 Non-standard "Weapons"
Net              | No longer a "weapon" now just adventuring gear (eg. traps, poisons, etc).
Unarmed Strike   | Considered Natural Weapons that by default deal damage equal to 1 + your Strength Modifier (min 1).
Natural Weapons  | Considered Weapons for the purpose of "Weapon Attacks".

Switching Weapons #


Existing Weapon Properties #

Name Tag Effect
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 (you need a free hand to load a one-handed weapon). 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 (see “Improvised Weapons” late in the section). A sling must be loaded to deal any damage when used in this way.
Finesse When making an Attack with a Finesse Weapon, you use your choice of your Strength or Dexterity Modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Heavy Rework Creatures with a Strength Score below 14 have disadvantage on Attack Rolls with Heavy Weapons.
Light Buff When you take the Attack Action on your turn using a Light Weapon and while wielding another Light Weapon in your other hand, you can make an extra attack using the other weapon as part of that Action.
Loading
Reach Rework A Reach Weapon has a range shown in parentheses after the Reach Property and can make Melee Attacks against Creatures within that range. This property also determines your reach for opportunity attacks with a reach weapon.
Thrown Buff You can throw a Thrown Weapon by making a Ranged Attack using the same Ability Modifier you would use to make a Melee Attack with the weapon. Additionally you can draw another weapon as part of this Attack.
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.
Versatile Reworded This weapon can be used with one or two hands. A damage value in parentheses appears with the property and represents the damage the weapon deals when used with two hands to make a Melee Attack.

Additional Weapon Properties #

Name Effect
Scourge When making an Attack with a Scourge Weapon, you can ignore the bonus to AC that the target gains from a Shield it is wielding.
Two-Ended When wielding a Two-Ended Weapon with two hands, after taking the Attack Action you can use a Bonus Action to make a single follow up attack.

Weapon Expert Properties #

Name Requirement Effect
Cleave Martial
Slashing and Heavy (Typically Swords)
When you hit with an Attack using a Cleave Weapon, choose another target within 5 feet of the first (and within reach of the weapon), if the Attack Roll would hit the second target as well then it takes the damage of the Attack.
Fracture Martial
Bludgeoning
When you hit with an Attack using a Fracture Weapon, if the target is benefitting from Heavy or Natural Armour and your Attack Roll exceeds the target’s AC by 5 or more, you can add 1 additional Weapon Damage Die to the Attack’s Damage Roll.
Lethal Martial
Piercing
When you hit with an Attack using a Lethal Weapon, if the Attack had advantage and the lower of the two rolls would hit the target you can add 1 additional Weapon Damage Die to the Attack’s Damage Roll.
Visceral Martial
Slashing (Typically Axes)
When you hit with an Attack using a Visceral Weapon, if the target is Prone, has a Speed of 0, or is otherwise unable to move you can add 1 additional Weapon Damage Die to the Attack’s Damage Roll.
Graze Heavy If you miss a Creature with a Graze Weapon Attack, you deal damage equal to the Ability Modifier you used to make the roll.
Push Heavy, Two-Handed, or Versatile If you hit a Creature with a Push Weapon Attack, provided the Creature is no more than one size larger than you, you can push that Creature 10 feet straight away from you.
Sap If you hit a Creature with a Sap Weapon Attack, you can inflict disadvantage on the Creature’s next Attack Roll it makes before the start of your next turn.
Slow If you hit a Creature with a Slow Weapon Attack, you can reduce their speed by 10 feet. This effect does not stack.
Topple Heavy, Reach, or Versatile If you hit a Creature with a Topple Weapon Attack, provided the Creature is no more than one size larger than you, and you roll a total of 7 or higher on the Weapon’s Damage Die you knock the Creature Prone.
Vex Ammunition, Finesse, or Light If you hit a Creature with a Vex Weapon Attack, you gain advantage on your next Attack Roll you make before the end of your next turn.