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.Remove these ads. Join the Worldbuilders Guild
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