Rule: Weapons and Weapon Keywords in CHASE SRD | World Anvil

Rule: Weapons and Weapon Keywords

Unarmed/Natural

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
 

Simple Weapons, Melee

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 ), Extra⚙️(The larger the weapon or it's user becomes, the more damage it deals compared to other weapons)
Mace 5 sp 1d6 Bludgeoning +10 or nat20 / x2 (base 0.5) 1 bulk Mace Agile ⚙️, Heavy⚙️
Quarterstaff 1 sp 1d6 Bludgeoning +10 or nat20 / x2 0.5 bulk Polearm Two-Hand⚙️ ( 1d8 )
Sickle 5 sp 1d4 Piercing or Slashing +10 or nat20 / x4 0.5 bulk Stabbing Agile ⚙️, Finesse ⚙️
 

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⚙️, Reach⚙️ (10 ft), Returning⚙️, Thrown⚙️, (range: 15/30)
Chained Blade 1 gp 1d4 Slashing +10 or nat20 / x2 1 bulk Flail, Stabbing, Thrown⚙️ Finesse ⚙️, Reach⚙️ (10 ft), Returning⚙️, Thrown⚙️, (range: 15/30)
Dagger 2 sp 1d4 Slashing +9 or nat19-20 / x2 0.2 bulk Stabbing, Thrown⚙️ Agile ⚙️, Finesse ⚙️, Thrown⚙️ (range: 20/60)
Handaxe 1 gp 1d6 Slashing +10 or nat20 / x3 0.2 bulk Axe, Thrown Agile ⚙️, Thrown⚙️ (range: 20/60)
Javelin 1 sp 1d6 Piercing +10 or nat20 / x2 0.1 bulk Polearm, Thrown Thrown⚙️ (range: 60/240)
Light Hammer 5 sp 1d4 Bludgeoning +10 or nat20 / x3 0.2 bulk Mace, Thrown Agile ⚙️, 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 )
 

Simple Weapons, Ranged

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)
 

Martial Weapons, Melee

[td—td]
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 Heavy⚙️, Two-Hand⚙️( 1d12 )
Battle Axe 2 gp 1d8 Slashing +10 or nat20 / x3 0.5 Bulk Ax Two-Hand⚙️ ( 1d10 )
Cestus 2 gp 1d6 Bludgeoning or Piercing +10 or nat 20 / x2 0.2 bulk Unarmed, Stabbing
Double Blade, Double hilt 10 gp 1d8 Piercing or Slashing +10 or nat 20 / x3 1 bulk Stabbing, Sword Agile ⚙️, Two-Hand⚙️( 2d6 )
Double Blade, Single Hilt 7 gp 1d6 Piercing or Slashing +10 or nat 20 / x3 1 bulk Stabbing, Sword Agile ⚙️, Finesse ⚙️, Zen⚙️
Falchion 10 gp 2d4 Slashing +8 or nat18-20 / x2 (1 base) 2 Bulk Sword Two-Hand⚙️ ( 1d10 )
Flail 4 gp 1d8 Bludgeoning +9 or nat19-20 / x2 1 Bulk Mace, Flail
Flail, Heavy 8 gp 1d12 Bludgeoning +9 or nat19-20 / x2 (1 base) 2 Bulk Mace, Polearm Heavy⚙️, Two-Hand⚙️(only)
Flail, Light 0 gp half proficiency + 1dx (damage type varies) varies 0 bulk Unarmed Finesse
Glaive 8 gp 1d10 Slashing +9 or nat19-20 / x2 (1 base) 2 Bulk Polearm Heavy⚙️, Reach⚙️ (5 ft), Two-Hand⚙️(only)
Goliath Blade 89 gp 3d4 Bludgeoning or Slashing +9 or nat19-20 / x3 (3 base) 6 Bulk Mace, Sword Heavy⚙️, Two-Hand⚙️ (only)
Greataxe 8 gp 1d12 Slashing +10 or nat20 / x3 (1 base) 2 Bulk Axe Heavy⚙️, Two-Hand⚙️(only)
Greatsword 20 gp 2d6 Slashing +9 or nat19-20 / x2 (1.5 base) 3 Bulk Sword Heavy⚙️, Two-Hand⚙️(only)
Halberd 12 gp 1d10 Slashing +10 or nat20 / x3 (1 base) 2 Bulk Axe, Polearm Heavy⚙️, Reach⚙️ (5 ft), Two-Hand⚙️(only)
Katar 0 gp half proficiency + 1dx (damage type varies) varies 0 bulk Unarmed Finesse
Longsword 3 gp 1d8 Piercing or Slashing +9 or nat19-20 / x2 0.5 Bulk Sword Two-Hand⚙️ ( 1d10 )
Lucerne Hammer 3 gp 1d10 Bludgeoning or Piercing +9 or nat19-20 / x2 (1 base) 2 Bulk Mace Weapon Group, Polearm Heavy⚙️, Reach⚙️ (5 ft),Two-Hand⚙️(only)
Maul 3 gp 2d6 Bludgeoning +9 or nat19-20 / x2 (1 base) 2 Bulk Sword Heavy⚙️, Two-Hand⚙️(only)
Morningstar gp 1d8 Piercing or Slashing +10 or nat20 / x3 0.5 bulk Mace, Stabbing ) -
Pick, Heavy 10 gp 2d6 Slashing +10 or nat20 / x3 (1 base) 2 Bulk Stabbing Heavy⚙️, Two-Hand⚙️(only)
Pike 2 gp 1d10 Piercing +10 or nat20 / x3 (1 base) 2 Bulk Mace Polearm Heavy⚙️, Reach⚙️ (5 ft), Two-Hand⚙️(only)
Ranseur 10 gp 2d6 Piercing +9 or nat19-20 / x3 (1 base) 2 Bulk Polearm, Stabbing Heavy⚙️, Reach⚙️ (5 ft), Two-Hand⚙️(only)
Rapier 0 gp half proficiency + 1dx (damage type varies) varies 0 bulk Unarmed Finesse
Scimitar 0 gp half proficiency + 1dx (damage type varies) varies 0 bulk Unarmed Finesse
Scythe 5 gp 2d4 Piercing or Slashing +10 or nat20 / x4 (1 base) 2 Bulk Stabbing, Sword Heavy⚙️, Two-Hand⚙️ (only)
Shortsword 3 gp 1d6 Piercing or Slashing +9 or nat19-20 / x2 0.2 Bulk Sword Agile ⚙️, Finesse ⚙️
Warhammer 5 gp 1d8 Bludgeoning +10 or nat20 / x3 0.5 Bulk Mace Two-Hand⚙️ ( 1d10 )
Warpick 5 gp 1d8 Piercing +10 or nat20 / x3 0.5 Bulk Mace, Stabbing
Whip 5 gp 1d6 Slashing +8 or nat18-20 / x2 0.2 Bulk Flail Finesse ⚙️, Reach⚙️ (5 ft)
 

Martial Weapons, Throwable

Name Cost Damage Dice Base Crit Stats (Threshold + Multi.) Weight Weapon Group(s) Properties
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⚙️ Finesse ⚙️, Reach⚙️ (10 ft), Thrown⚙️, (range: 20/30)
Net 1 gp 0.2 bulk Thrown Thrown⚙️ (range: 10/30), 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 net (10 + Item and Magic Power Levels, ac 10, automatically fails saves)
Trident 5 gp 1d8 Piercing or Slashing +10 or nat20 / x2 1 bulk Polearm, Stabbing, Thrown Thrown⚙️ (range: 20/80), Two-Hand⚙️ ( 1d10 )
 

Martial Weapons, Ranged

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⚙️, 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⚙️, Capacity ⚙️ (1), Range ⚙️ (range: 30/120)
Crossbow, Heavy 75 gp 1d10 Piercing +9 or nat19-20 / x2 (2 base) 4 bulk Crossbow Ammo⚙️, Capacity ⚙️ (2), Heavy⚙️, Range ⚙️ (range: 100/400), Two-Hand⚙️ (only)
Longbow 50 gp 1d8 Piercing +10 or nat20 / x3 (0.5 base) 1 bulk Longbow Ammo⚙️, Heavy⚙️, Range ⚙️ (range: 150/600), Two-Hand⚙️ (only)
 

Advanced Weapons, All

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
Wands 0 gp 1 bludgeoning +10 or nat 20 / x2 0 bulk None
 

How Weapons Work

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.  

Weapon Properties

  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.  

Reflavored Weapons

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

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