Weapons
The Weapons table in this section shows the game’s main weapons. The table lists the cost and weight of each weapon, as well as the following details:
- Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.
- Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.
- Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.
- Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.
- Mastery. Each weapon has a mastery property, which is defined in the “Mastery Properties” section. To use that property, you must have a feature that lets you use it.
Weapon Proficiency
Properties
Ammunition
Finesse
Heavy
Light
Loading
Range
Reach
Thrown
Two-Handed
Versatile
Mastery Properties
Cleave
Graze
Nick
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Vex
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Weapons
Name |
Damage |
Properties |
Mastery |
Weight |
Cost
|
Simple Melee Weapons
|
Club |
1d4 Bludgeoning |
Light |
Slow |
2 lb. |
1 SP
|
Dagger |
1d4 Piercing |
Finesse, Light, Thrown (Range 20/60) |
Nick |
1 lb. |
2 GP
|
Greatclub |
1d8 Bludgeoning |
Two-Handed |
Push |
10 lb. |
2 SP
|
Handaxe |
1d6 Slashing |
Light, Thrown (Range 20/60) |
Vex |
2 lb. |
5 GP
|
Javelin |
1d6 Piercing |
Thrown (Range 30/120) |
Slow |
2 lb. |
5 SP
|
Light Hammer |
1d4 Bludgeoning |
Light, Thrown (Range 20/60) |
Nick |
2 lb. |
2 GP
|
Mace |
1d6 Bludgeoning |
— |
Sap |
4 lb. |
5 GP
|
Quarterstaff |
1d6 Bludgeoning |
Versatile (1d8) |
Topple |
4 lb. |
2 SP
|
Sickle |
1d4 Slashing |
Light |
Nick |
2 lb. |
1 GP
|
Spear |
1d6 Piercing |
Thrown (Range 20/60), Versatile (1d8) |
Sap |
3 lb. |
1 GP
|
Simple Ranged Weapons
|
Dart |
1d4 Piercing |
Finesse, Thrown (Range 20/60) |
Vex |
1/4 lb. |
5 CP
|
Light Crossbow |
1d8 Piercing |
Ammunition (Range 80/320; Bolt), Loading, Two-Handed |
Slow |
5 lb. |
25 GP
|
Shortbow |
1d6 Piercing |
Ammunition (Range 80/320; Arrow), Two-Handed |
Vex |
2 lb. |
25 GP
|
Sling |
1d4 Bludgeoning |
Ammunition (Range 30/120; Bullet) |
Slow |
— 1 SP
|
Martial Melee Weapons
|
Battleaxe |
1d8 Slashing |
Versatile (1d10) |
Topple |
4 lb. |
10 GP
|
Flail |
1d8 Bludgeoning |
— |
Sap |
2 lb. |
10 GP
|
Glaive |
1d10 Slashing |
Heavy, Reach, Two-Handed |
Graze |
6 lb. |
20 GP
|
Greataxe |
1d12 Slashing |
Heavy, Two-Handed |
Cleave |
7 lb. |
30 GP
|
Greatsword |
2d6 Slashing |
Heavy, Two-Handed |
Graze |
6 lb. |
50 GP
|
Halberd |
1d10 Slashing |
Heavy, Reach, Two-Handed |
Cleave |
6 lb. |
20 GP
|
Lance |
1d10 Piercing |
Heavy, Reach, Two-Handed (unless mounted) |
Topple |
6 lb. |
10 GP
|
Longsword |
1d8 Slashing |
Versatile (1d10) |
Sap |
3 lb. |
15 GP
|
Maul |
2d6 Bludgeoning |
Heavy, Two-Handed |
Topple |
10 lb. |
10 GP
|
Morningstar |
1d8 Piercing |
— |
Sap |
4 lb. |
15 GP
|
Pike |
1d10 Piercing |
Heavy, Reach, Two-Handed |
Push |
18 lb. |
5 GP
|
Rapier |
1d8 Piercing |
Finesse |
Vex |
2 lb. |
25 GP
|
Scimitar |
1d6 Slashing |
Finesse, Light |
Nick |
3 lb. |
25 GP
|
Shortsword |
1d6 Piercing |
Finesse, Light |
Vex |
2 lb. |
10 GP
|
Trident |
1d8 Piercing |
Thrown (Range 20/60), Versatile (1d10) |
Topple |
4 lb. |
5 GP
|
Warhammer |
1d8 Bludgeoning |
Versatile (1d10) |
Push |
5 lb. |
15 GP
|
War Pick |
1d8 Piercing |
Versatile (1d10) |
Sap |
2 lb. |
5 GP
|
Whip |
1d4 Slashing |
Finesse, Reach |
Slow |
3 lb. |
2 GP
|
Martial Ranged Weapons
|
Blowgun |
1 Piercing |
Ammunition (Range 25/100; Needle), Loading |
Vex |
1 lb. |
10 GP
|
Hand Crossbow |
1d6 Piercing |
Ammunition (Range 30/120; Bolt), Light, Loading |
Vex |
3 lb. |
75 GP
|
Heavy Crossbow |
1d10 Piercing |
Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed |
Push |
18 lb. |
50 GP
|
Longbow |
1d8 Piercing |
Ammunition (Range 150/600; Arrow), Heavy, Two-Handed |
Slow |
2 lb. |
50 GP
|
Musket |
1d12 Piercing |
Ammunition (Range 40/120; Bullet), Loading, Two-Handed |
Slow |
10 lb. |
500 GP
|
Pistol |
1d10 Piercing |
Ammunition (Range 30/90; Bullet), Loading |
Vex |
3 lb. |
250 GP
|
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