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 #
- You can draw, stow, or sheath a weapon as part of an Attack you make with that weapon.
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. |