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Simple Weapons & Martial Weapons

Simple Weapons


 
Category Weapon Type Damage Dice Weapon Property Cost
AXE Sickle 1d4 Slashing Light, concealable, thrown (20/40) and ensnaring. 1 gp
AXE Hand Ax 1d6 Slashing Light, thrown (20/40) and concealable 5 gp
HAMMER Club 1d4 Bludgeoning Light, concealable 1 silver
HAMMER Light hammer 1d4 Quaking Light, quaking, concealable and thrown (20/40) 2 gp
HAMMER Mace 1d6 (1d8) Quaking Light, versatile and quaking 5 gp
HAMMER Climbing Pick 1d4 Piercing light, thrown (20/60), special 10 gp
HAMMER Spiked Hammer 1d6 Puncturing light, puncturing, thrown (20/40) 10 gp
PUNCTURE Pickaxe 1d6 (1d8) Puncturing Light, puncturing and versatile 5 gp
STAFF Walking stick 1d4 (1d6) Puncturing light, versatile, concealable 5 silver
STAFF Baton 1d6 Bludgeoning light, thrown (20/40), concealable 1 gp
STAFF Quarterstaff 1d6 (1d8) Bludgeoning Light, versatile and reach 2 silver
BLADED Dagger 1d4 Slashing Light, thrown (20/60) and concealable 2 gp
BLADED Machette 1d6 Rending Light, thrown (20/60) and rending 5 gp
BLADED Shortsword 1d6 (1d8) Rending Light, versatile 10 gp
BLADED Scimitar 1d6 (1d8) Rending Light, thrown (20/60), versatile and rending 25 gp
THRUST Stake 1d4 Piercing Light, thrown (20/60) and concealable 1 silver
THRUST Javelin 1d6 Piercing Light, thrown (30/120) 5 silver
THRUST Spear 1d6 (1d8) Piercing Light, thrown (30/120), versatile and reach 1 gp
HAND Knuckle 1d4 Bludgeoning Light, concealable and ensnaring. 1 gp
HAND Scourge Whip 1d4 Slashing Light, Reach, Concealable 2 gp
HAND Snake Whip 1d6 Slashing Light, Reach 5 gp
HAND Sling 1d4 Puncturing Concealable, ammo (30/120) 1 silver
HAND Shortbow 1d6 Peircing ammo (80/300) and two-handed 25 gp
HAND Hand crossbow 2d4 Peircing Ammo (60/150), reload and light 75gp
HAND Light crossbow 2d6 Peircing Ammo (80/300), Two handed and Reload 25gp
FLINT Black-Powder Pistol 1d4 Puncturing Ammo (150/500), reload, critical range, light, loud and puncturing 110 gp

 

Martial Weapons

Category Weapon Type Damage Dice Weapon Property Cost
AXE Scythe 1d8 (1d10) Slashing Versatile, reach 1 gp
AXE Battleaxe 1d8 (1d10) Rending Versatile, rending 10 gp
AXE Greataxe 1d12 Rending Two-Handed, heavy 30 gp
HAMMER Flail 1d8 (1d10) Quaking Quaking, versatile 10 gp
HAMMER Morning star 1d8 (1d10) Puncturing puncturing, versatile 15 gp
HAMMER Greatstar/Meteor Hammer 2d6 Puncturing Two-Handed, puncturing and heavy 20 gp
PUNCTURE Greatpick/Warpick 1d10 (1d12) Puncturing Versatile, puncturing and heavy 12 gp
STAFF Battlestaff 1d8 (1d10) Bludgeoning Versatile, reach 5 gp
STAFF Pole Flail 1d12 Piercing Two-Handed, heavy and reach 35 gp
STAFF Polearm 1d12 Slashing Two-Handed, heavy and reach 12 gp
STAFF Pike 1d10 Puncturing Two-Handed, reach 5 gp
STAFF Lance 1d12 Piercing Two-Handed, heavy and reach 10 gp
STAFF Trident 1d8 (1d10) Puncturing Versatile, puncturing and ensaring 5 gp
BLADED Longsword 1d8 (1d10) Slashing Versatile 15 gp
BLADED Greatsword 1d12 Rending Two Handed, rending and heavy 50 gp
THRUST Rapier 1d8 Piercing Light 25 gp
HAND Chain Whip 1d8 (1d10) Bludgeoning Versatile 20 gp
HAND Great Whip 1d12 Slashing Reach, Heavy, Unwieldy 50 gp
HAND Longbow 1d8 Piercing Ammo (150/600), Two-handed 50 gp
HAND Greatbow 1d10 Piercing Ammo (150/600), Two-Handed, heavy and special 75 gp
HAND Heavy crossbow 2d8 Peircing Ammo (150/600), Two-Handed, heavy, special and reload 50 gp
SIEGE Light Balista 2d10 Puncturing ammo (120/480) Two-handed, unwieldy, reload (1), puncturing and special property 450 gp
FLINT Black-Powder Rifle 1d6 Peircing Ammo (300/600), reload, critical range, two-handed, loud and puncturing 355 gp




      Related articles - Equipment - Armour Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour Tiers
Related articles - Equipment - Weapons Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced Weapons

Weapon Changes

Properties for the following for Simple, Martial and Advanced
Concealable: Small and easily hidden, you have ADV on checks made to hide a concealable weapon on your person. When you make an attack against a creature using a hidden weapon that has the Concealable property, you have ADV on the attack against that creature.   Light: A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls. The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property   Ensnaring: When you want to catch and restrain a weapon in combat, you can use the attack action to make a special melee attack, an entrapment attempt with this weapon. If you have multiple attacks as part of the Attack action, this replaces one of them. The target of your entrapment must be within reach of your weapon and wielding a melee or ranged weapon. Make a Dex (Sleight of hand) check contested by the Strength (athletics) or Dexterity (Acrobatics) (it's choice). A creature wielding a weapon in two hands has advantage on this check, and creature larger than you automatically wins. If you win, the target can't make attacks with the entrapped weapon until the entrapment ends. They can't move out of your weapon's range, make an attack with the entrapping weapon, or the drop their own weapon without releasing the entrapped weapon, you can do it at any time. If any time the target is no longer within your weapon's reach, the entrapment ends.   Critical Range: The critical range of Black-Powder weapon attacks with 17-18 on the natural dice (not including modifiers) are a critical attack. Downside is that your critical fail on a one (1) or a two (2) on the dice and your additional damage dice isn't doubled with the critical damage.   Rend (AB Slashing): AB = Armour Busting, reduce the effect of enemies Armour Rating by 1 when hitting with this weapon type.   Puncturing (AB Peircing): AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type.   Quaking (AB Bludgeoning): AB = Armour Busting, bypass enemies Armour Rating by 1 when hitting with this weapon type.   + Armour busting increases bonus when using a +1, +2 or +3 weapons. To 2, 3 and 4 respectively.   Chained: When you attack with this weapon as a thrown ranged weapon, if you miss the weapon is returned to your hand as part of your attack action.   Mighty: Weapons with the mighty category require 15 Strength to wield effectively. You can wield it without that requirement but cannot add your proficiency modifier.   Elegant: Weapons with the Elegant category require 15 Dexterity to wield effectively. You can wield it without that requirement but cannot add your proficiency modifier.   Unwieldy: Weapons with the Unwieldy category requires 20 Strength to wield effectively. You cannot wield it properly without the strength requirement, it has to be dragged across the ground, reducing your movement speed to half and requires a DC20 Strength Athletics check each turn if you want to attack with it.   Rules for the Properties Quality Tiers is listed in article here Weapon Changes - Quality Properties

Special descriptions:

Climbing Pick- Advantage on climbing check using Strength (Athletics) when attempting to scale a vertical wall.   Greatbow - Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Heavy Crossbow- Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Light Balista - Has a SEIGE property which can be set up with a stand if you spend a turn to set it up and another turn to aim and shoot. When set up it doubles your proficency modifier to hit.   Cavalry Hammer/Horseman's Pick - Meant to be attacking as part of a charge. When you hit a creature with this weapon, and you have moved 20 feet or more in a straight line this turn you gain +5 to each successful hits damage and the damage type becomes Quaking.   Billhook - Has a Ensnaring property meant for tripping or grappling. As part of an attack action you can use the weapon to do a trip attack, if successful the target has to do a DC12 Athletics or Acrobatics to not fall prone.   Executioner - Has a Ensnaring property meant for tripping or grappling. As part of an attack action you can use the weapon to do a trip attack, if successful the target has to do a DC12 Athletics or Acrobatics to not fall prone.   Chakram - The Chakram will return to the person throwing it on a missed attack roll.

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