Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Unarmed Strike |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
Unarmed |
— |
Natural Weapon |
0 gp |
1dx (damage type varies) + Half-Proficiency |
varies |
0 bulk |
Unarmed |
Varies |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Base Sword |
3 sp |
1d6 Slashing |
+10 or nat20 / x2 |
0.5 Bulk |
Sword |
— |
Club |
1 sp |
1d6 Bludgeoning |
+10 or nat20 / x3 |
0.5 bulk |
Mace |
Agile ⚙️, Extra⚙️(The larger the weapon or it's user becomes, the more damage it deals compared to other weapons) |
Greatclub |
1 sp |
1d8 Bludgeoning |
+10 or nat20 / x3 |
1 bulk |
Mace |
Two-Hand⚙️ ( 2d4+1 ), Ramming⚙️, Extra⚙️(The larger the weapon or it's user becomes, the more damage it deals compared to other weapons) |
Knife |
2 sp |
1d6 Slashing, Piercing |
+9 or nat19-20 / x2 |
0.1 Bulk |
Stabbing, Sword |
— |
Mace |
5 sp |
1d6 Bludgeoning |
+10 or nat20 / x2 |
(base 0.5) 1 bulk |
Mace |
Agile ⚙️, Heavy⚙️, Ramming⚙️ |
Quarterstaff |
1 sp |
1d6 Bludgeoning |
+10 or nat20 / x2 |
0.5 bulk |
Polearm |
Tripping⚙️, Two-Hand⚙️ ( 1d8 ) |
Sickle |
5 sp |
1d4 Piercing or Slashing |
+10 or nat20 / x4 |
0.5 bulk |
Stabbing |
Agile ⚙️, Finesse ⚙️, Rending⚙️, Tripping⚙️ |
Simple Weapons, Throwable |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Chained Ball |
1 gp |
1d4 Bludgeoning |
+10 or nat20 / x2 |
(1 base) 1 bulk |
Flail, Mace, Thrown⚙️ |
Heavy⚙️, Ensnaring, Reach⚙️ (10 ft), Returning⚙️, Thrown⚙️, (range: 15/30), Tripping⚙️ |
Chained Blade |
1 gp |
1d4 Slashing |
+10 or nat20 / x2 |
1 bulk |
Flail, Stabbing, Thrown⚙️ |
Finesse ⚙️, Reach⚙️ (10 ft), Returning⚙️, Thrown⚙️, (range: 15/30), Tripping⚙️ |
Handaxe |
1 gp |
1d6 Slashing |
+10 or nat20 / x3 |
0.2 bulk |
Axe, Thrown |
Agile ⚙️, Dispatching⚙️, Rending⚙️, Thrown⚙️ (range: 20/60) |
Javelin |
1 sp |
1d6 Piercing |
+10 or nat20 / x2 |
0.1 bulk |
Polearm, Thrown |
Rending⚙️, Thrown⚙️ (range: 60/240) |
Light Hammer |
5 sp |
1d4 Bludgeoning |
+10 or nat20 / x3 |
0.2 bulk |
Mace, Thrown |
Agile ⚙️, Ramming⚙️, Thrown⚙️ (range: 20/60), Extra⚙️ (Can be used as a tool for certain professions) |
Spear |
1 gp |
1d6 Piercing or Slashing |
+10 or nat20 / x2 |
0.5 bulk |
Polearm, Thrown |
Thrown⚙️ (range: 40/160), Two-Hand⚙️ ( 1d8 ) |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Crossbow, Light |
2 gp, 5 sp |
1d8 Piercing |
+10 or nat20 / x2 |
0.5 bulk |
Crossbow |
Ammo⚙️, Capacity ⚙️ (2), Range ⚙️ (range: 60/240), Two-Hand⚙️ (only) |
Shortbow |
2 gp, 5 sp |
1d6 Piercing |
+10 or nat20 / x3 |
0.2 bulk |
Bow |
Ammo⚙️ , Range ⚙️ (range: 80/320), Two-Hand⚙️ (only) |
Sling |
1 sp |
1d4 Bludgeoning |
+10 or nat20 / x2 |
— |
Thrown |
Ammo⚙️, Capacity ⚙️ (1), Range ⚙️ (range: 40/160) |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Bastard Sword |
5 gp |
2d4 Slashing |
+9 or nat19-20 / x2 |
(1 base) 2 Bulk |
Sword |
Dispatching⚙️, Heavy⚙️, Two-Hand⚙️( 1d12 ) |
Battle Axe |
2 gp |
1d8 Slashing |
+10 or nat20 / x3 |
0.5 Bulk |
Axe |
Dispatching⚙️, Rending⚙️, Two-Hand⚙️ ( 1d10 ) |
Cestus |
2 gp |
1d6 Bludgeoning or Piercing |
+10 or nat 20 / x2 |
0.2 bulk |
Unarmed, Stabbing |
Dispatching⚙️ |
Double Blade, Double hilt |
10 gp |
1d8 Piercing or Slashing |
+10 or nat 20 / x3 |
1 bulk |
Stabbing, Sword |
Agile ⚙️, Exploiting⚙️, Two-Hand⚙️( 2d6 ) |
Double Blade, Single Hilt |
7 gp |
1d6 Piercing or Slashing |
+10 or nat 20 / x3 |
1 bulk |
Stabbing, Sword |
Agile ⚙️, Exploiting⚙️, Finesse ⚙️, Zen⚙️ |
Falchion |
15 gp |
2d4 Slashing |
+8 or nat18-20 / x2 |
(1 base) 2 Bulk |
Stabbing, Sword |
Exploiting⚙️ , Heavy⚙️, Tripping⚙️, Two-Hand⚙️ (only) |
Flail |
4 gp |
1d8 Bludgeoning |
+9 or nat19-20 / x2 |
1 Bulk |
Flail, Mace |
Ensnaring, Heavy⚙️, Reach⚙️ (5 ft) |
|
Flail, Heavy |
8 gp |
1d12 Bludgeoning |
+9 or nat19-20 / x2 |
(1 base) 2 Bulk |
Flail,Mace, Polearm |
Ensnaring, Heavy⚙️, Two-Hand⚙️(only), Reach⚙️ (5 ft) |
Glaive |
8 gp |
1d10 Slashing |
+9 or nat19-20 / x2 |
(1 base) 2 Bulk |
Polearm, Sword
|
Dispatching⚙️, Heavy⚙️, Reach⚙️ (5 ft), Rending⚙️, Tripping⚙️, Two-Hand⚙️(only) |
Goliath Blade |
89 gp |
4d4 Bludgeoning or Slashing |
+9 or nat19-20 / x3 |
(3 base) 6 Bulk |
Mace, Sword |
Dispatching⚙️, Heavy⚙️, Two-Hand⚙️ (only), Extra⚙️ |
Greataxe |
8 gp |
1d12 Slashing |
+10 or nat20 / x3 |
(1 base) 2 Bulk |
Axe |
Dispatching⚙️, Heavy⚙️, Rending⚙️, Two-Hand⚙️(only) |
Greatsword |
20 gp |
2d6 Slashing |
+9 or nat19-20 / x2 |
(1.5 base) 3 Bulk |
Sword |
Heavy⚙️, Rending⚙️, Two-Hand⚙️(only) |
Halberd |
12 gp |
1d10 Slashing |
+10 or nat20 / x3 |
(1 base) 2 Bulk |
Axe, Polearm |
Heavy⚙️, Reach⚙️ (5 ft), Rending⚙️, Tripping⚙️,Two-Hand⚙️(only) |
Katar |
40 gp |
1d4 Piercing or Slashing
|
+9 or nat19-20 / x4 |
0.2 bulk |
Stabbing, Unarmed |
Agile ⚙️, Dispatching⚙️, Exploiting⚙️, Finesse⚙️ |
Longsword |
3 gp |
1d8 Piercing or Slashing |
+9 or nat19-20 / x2 |
0.5 Bulk |
Sword |
Rending⚙️, Two-Hand⚙️ ( 1d10 ) |
Lucerne Hammerr |
3 gp |
1d10 Bludgeoning or Piercing |
+9 or nat19-20 / x2 |
(1 base) 2 Bulk |
Mace, Polearm, Stabbing |
Heavy⚙️, Ramming⚙️, Reach⚙️ (5 ft),Two-Hand⚙️(only) |
Maul |
10 gp |
2d6 Bludgeoning |
+9 or nat19-20 / x2 |
(1.5 base) 3 Bulk |
Mace |
Heavy⚙️, Ramming⚙️, Two-Hand⚙️(only) |
Morningstar |
8 gp |
1d8 Piercing or Slashing |
+10 or nat20 / x3 |
0.5 bulk |
Mace, Stabbing ) |
Ramming⚙️ |
Pick, Heavy |
10 gp |
2d6 Slashing |
+10 or nat20 / x3 |
(1 base) 2 Bulk |
Stabbing |
Heavy⚙️, Ramming⚙️, Rending⚙️, Tripping⚙️, Two-Hand⚙️(only) |
Pike |
35 gp |
1d10 Piercing |
+10 or nat20 / x3 |
(1.5 base) 3 Bulk |
Mace Polearm |
Heavy⚙️, Ramming⚙️, Reach⚙️ (10 ft), Rending⚙️, Two-Hand⚙️(only), Extra⚙️ (Can be a 1 handed weapon in exchange for 1 step of damage and 5ft) |
Ranseur |
10 gp |
1d8+1d4 Piercing |
+9 or nat19-20 / x3 |
(1 base) 2 Bulk |
Polearm, Stabbing |
Heavy⚙️, Reach⚙️ (5 ft), Rending⚙️, Two-Hand⚙️(only) |
Rapier |
25 gp |
1d6 Slashing or Piercing |
+8 or nat18-20 / x2 |
1 bulk |
Stabbing, Sword |
Exploiting⚙️ , Finesse⚙️, Rending⚙️ |
Scimitar |
30 gp |
1d6 Slashing |
+8 or nat18-20 / x2 |
0.5 bulk |
Stabbing, Sword |
Agile⚙️, Exploiting⚙️ , Finesse⚙️, Rending⚙️ |
Scythe |
44 gp |
2d4 Piercing or Slashing |
+10 or nat20 / x4 |
(1.5 base) 3 Bulk |
Polearm, Stabbing, Sword |
Dispatching⚙️, Exploiting⚙️, Heavy⚙️, Tripping⚙️, Two-Hand⚙️ (only) |
Shortsword |
3 gp |
1d6 Piercing or Slashing |
+9 or nat19-20 / x2 |
0.2 Bulk |
Sword |
Agile ⚙️, Finesse ⚙️, Rending⚙️ |
Warhammer |
5 gp |
1d8 Bludgeoning |
+10 or nat20 / x3 |
0.5 Bulk |
Mace |
Ramming⚙️, Two-Hand⚙️ ( 1d10 ) |
War Pick |
5 gp |
1d8 Piercing |
+10 or nat20 / x3 |
(base 0.5) 1 Bulk |
Mace, Stabbing |
Exploiting⚙️, Rending⚙️, Tripping⚙️ |
Whip |
5 gp |
1d6 Slashing |
+8 or nat18-20 / x2 |
0.2 Bulk |
Flail |
Ensnaring, Finesse ⚙️, Reach⚙️ (5 ft), Tripping⚙️ |
Martial Weapons, Throwable |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Bola |
1 gp |
— |
— |
0.2 bulk |
Thrown |
Ensnaring, Thrown⚙️ (range: 10/30), Tripping⚙️, Extra⚙️ (Large or smaller creature saves vs Reflex (dc 10 + Item and Magic Power Levels) or is Restrained until they are freed. Freeing them requires an Athletics check vs dc, or dealing damage to the Bola (10 + Item and Magic Power Levels, ac 10, automatically fails saves) |
Dagger |
10 gp |
1d4 Slashing |
+9 or nat19-20 / x3 |
0.2 bulk |
Stabbing, Thrown⚙️ |
Agile ⚙️, Dispatching⚙️, Exploiting⚙️, Finesse ⚙️, Rending⚙️, Thrown⚙️ (range: 20/60) |
Chakram |
3 gp |
1d6 Slashing |
+10 or nat20 / x3 |
0.1 bulk |
Thrown⚙️, Unarmed Weapon Group |
Finesse ⚙️, Thrown⚙️, (range: 20/60) |
Chained Sickle |
20 gp |
1d6 Slashing or Piercing |
+10 or nat20 / x4 |
1 bulk |
Flail, Stabbing, Thrown⚙️ |
Dispatching⚙️, Ensnaring, Exploiting⚙️, Finesse ⚙️, Reach⚙️ (10 ft), Rending⚙️, Thrown⚙️, (range: 20/40), Tripping⚙️ |
Krullblade |
83 gp |
1d6 Slashing |
+19 or nat20 / x2 |
1 bulk |
Stabbing, Sword , Thrown |
Dispatching⚙️, Finesse ⚙️, Returning⚙️, Thrown⚙️, (range: 20/60) |
Trident |
5 gp |
1d8 Piercing or Slashing |
+10 or nat20 / x2 |
1 bulk |
Polearm, Stabbing, Thrown |
Ensnaring, Rending⚙️, Thrown⚙️ (range: 20/80), Two-Hand⚙️ ( 1d10 ) |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Blowgun |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
Unarmed |
— |
Composite Bow |
75 gp |
1d12 Piercing |
+10 or nat20 / x3 |
(2.5 base) 5 bulk |
Bow |
Ammo⚙️, Dispatching⚙️, Heavy⚙️, Range ⚙️ (range: 180/720), Two-Hand⚙️ (only), Extra⚙️ (Requires +3 STR to weild) |
Crossbow, Hand |
75 gp |
1d6 Piercing |
+9 or nat19-20 / x2 |
0.5 bulk |
Crossbow |
Agile ⚙️, Ammo⚙️ (1), Exploiting⚙️ , Rending⚙️, Range ⚙️ (range: 30/120) |
Crossbow, Heavy |
75 gp |
1d10 Piercing |
+9 or nat19-20 / x2[/td
| (2 base) 4 bulk |
Crossbow |
Ammo⚙️ (2), Heavy⚙️, Rending⚙️,Range ⚙️ (range: 100/400), Two-Hand⚙️ (only) |
Longbow |
50 gp |
1d8 Piercing |
+10 or nat20 / x3 |
(0.5 base) 1 bulk |
Longbow |
Ammo⚙️ , Dispatching⚙️, Heavy⚙️, Range ⚙️ (range: 150/600), Two-Hand⚙️ (only) |
Name |
Cost |
Damage Dice |
Base Crit Stats (Threshold + Multi.) |
Weight |
Weapon Group(s) |
Properties |
Cannons |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
varies, Firearm |
— |
Engineering Kits |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
varies, Firearm |
— |
Guns |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
varies, Firearm |
— |
Lance |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
Polearm |
— |
Rays |
0 gp |
varies on spell |
varies |
0 bulk |
Thrown⚙️ |
varies |
Shieldstrike |
see shields |
1d4-1d10 |
varies |
Varies |
Agile ⚙️, varies |
varies |
Wands |
0 gp |
1 bludgeoning |
+10 or nat 20 / x2 |
0 bulk |
None |
— |
Weapons are a primary mode of making and using attacks in this game, and are required for the use of abilities like
Maneuvers and some melee oriented spells. Many martial classes (such as those from the
Warrior and
Initiator).
In the most basic terms, Weapons use the
Attack Action | ◈-◈◈◈, using a
1d20 and adding the attack's Attribute Modifier (usually
STR / Strength, sometimes
DEX / Dexterity or something else). If you are 'proficient' in the weapon, you also add your
Proficiency Bonuses.
All Weapons have similar properties, and gain from different types or from weapon keywords.
Basic Weapon Properties
Name
The name of the weapon, which varies depending on naming conventions and language.
Cost
The cost of the weapon. Includes the basic cost of making it and/or other fees or time it's original crafter spent making it. Players who
Craft or can spend half or the full gold cost to decrease the crafting time.
Damage Dice
The damage the weapon does, and the type or types it does.
Base Crit Stats
A weapon's base critical strike statistics. The first number (+10 or +9) is how much an attack roll needs to be above a target's AC to critically strike. The second number (nat20 or nat19-20) is also a critical strike chance, rolling said number on naturally on a dice. It also carries the extra caveat of turning a miss, even with a higher AC, into a basic hit.
The last number (x2 or x3) is a damage multiplier for when a weapon critically strikes.
2d6 would become
4d6 or
2d6*2 , depending on the rule you are going with. If the naturally rolled crit is over the +#'d crit (or there are multiple degrees of critical striking, such as being +20 over the AC, plus a natural crit), the critical multi scales multiplicatively (e.g,
8d6 or
2d6*4 )
Weight
An item's base (and modified) weight, for the sake of
Carrying Capacity and
Bulk.
Weapon Group(s)
Any
All Weapon Groups the weapon would be a part of. Many features, talents, and effects use this to give proficiency or special effects to those who wield said group of weapons.
Properties
Keywords (and paranthesies for specific effects or numerical values associated with them).
Specific Properties
Things that are listed on specific weapon pages, and aren't listed here.
Weapon Type
Also on this page, though it is how weapons are sorted. Weapon types indicate how a weapon functions and what it's primary attribute of use is.
Melee weapons can only be used on targets within 5 ft (+ Reach's values, if any) and use Strength.
Ranged weapons can be used at a distance, equal to a number of eat in the Range paratheses (if any). Attacks made in melee with a ranged weapons, or attacks made in the second numerical bracket with weapons, imposes Disadvantage on attacks. Additionally, Ranged weapons primarily scale of Dexterity.
Thrown weapons count as both ranged and melee weapons, scaling off either Strength or Dexterity (player's choice, but both attack damage must use the same stat). They often have less range than pure ranged weapons, but do not impose disadantage when using them in melee.
Item Power Level / Magic Power Level
The power level, following the same general rules from the
corresponding Rule. Helps give an idea of how powerful, or what level/tier of play the item is expected to be obtained at within reason.
Composition
What the item is made of or can be made of. Primarily for crafting, but can be used other things purposes.
Rarity
The frequency of finding the weapon at any given juncture. Most weapons are basic, but some, such as Nets, are a little rarer.
Additional Effects
Certain effects, granted by the Weapon itself or via Keywords.
Weapon Keywords (and Enchants)
Weapon keywords are traits that multiple weapons have innately or are given via ability, crafting, enchants, or special effect. Weapon Enchants work the same way, though they are more specific and a result of crafting and rarity. For weapons, keywords are a baseline component whereas enchants come after the fact, and help weapons scale in magical power to Abilities, like spells.
Defer to each Keyword/Trait or Enchant for specifics.
Not every weapon needs an exact statblock to be used in CHASE. Some weapons from specific regions or that have specific origins can be replaced or used with the basic, universal version found on the table above. Likewise, some weapons with popular variants will be named on the pages