Weapons

"We're gonna turn this thing into a felony in California!" - Tendie

Weapons

  Your class grants proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while Adventuring.   The Weapons table shows the most common Weapons used in Evenia and , their price and weight, the damage they deal when they hit, and any special Properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.  
Name Cost Damage Weight Properties
Simple Melee Weapons ---- ------------------- ------- ------------------------------------------------------------------------
Cestus 5 sp 1d4 bludgeoning 1/2 lb. Light, open-handed, parry
Club 5 sp 1d4 bludgeoning 2 lb. Knockout, light
Dagger 5 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60), quick
Greatclub 35 sp 1d10 bludgeoning 10 lb. Smash, two-handed, unwieldy
Handaxe 5 gp 1d4 slashing 2 lb. Ambidextrous, light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Critical (1d10), thrown (60/120)
Light hammer 5 gp 1d4 bludgeoning 2 lb. Daze, light, thrown (range 20/60)
Mace 10 gp 1d6 bludgeoning 4 lb. Bulky, daze, versatile (1d8)
Quarterstaff 5 sp 1d4 bludgeoning 4 lb. Reach, topple, two-handed
Scythe 1 gp 1d6 slashing 6 lb. Complex, finesse, lacerating, reach, two-handed
Sickle 5 sp 1d4 slashing 2 lb. Lacerating, light
Short spear 5 sp 1d6 piercing 3 lb. Brace, heavy, thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons ---- ------------------- ------- ------------------------------------------------------------------------
Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), bulky, loading, pinning, two-handed
Crossbow, repeating 35 gp 1d6 piercing 6 lb. Ammunition (range 80/320), bulky, pinning, two-handed
Dart 5 sp 1d4 piercing 1/4 lb. Finesse, paired, thrown (range 20/60)
Shortbow 10 gp 1d6 piercing 2 lb. Ammunition (range 80/320), complex, suppressing, two-handed
Sling 5 sp 1d4 bludgeoning ------- Ammunition (range 30/120), staggering
Martial Melee Weapons ---- ------------------- ------- ------------------------------------------------------------------------
Bastard sword 35 gp 1d10 slashing 5 lb. Break, heavy, smash, unwieldy, versatile (1d12)
Bayonet 10 gp 1d6 piercing 1/2 lb. Brace, special
Battleaxe 25 gp 1d8 slashing 4 lb. Break, bulky, versatile (1d10)
Dualblade 50 gp 2d6 slashing 5 lb. Bulky, cleave, finesse, intricate, lacerating, two-handed
Cat o' nine tails 10 gp 1d6 slashing 2 lb. Complex, finesse, lacerating, light
Cutlass 25 gp 1d8 slashing 4 lb. Complex, cripple, finesse, versatile (1d10)
Claws 35 gp 1d10 slashing 3 lb. Ambidextrous, bulky, complex, fastened, finesse, light
Flail 35 gp 1d10 piercing 2 lb. Complex, cripple, heavy, versatile (1d12)
Glaive 35 gp 1d10 slashing 6 lb. Cleave, complex, reach, topple, two-handed, unwieldy
Greataxe 50 gp 1d12 slashing 7 lb. Break, complex, cripple, two-handed, unwieldy
Greatsword 50 gp 2d6 slashing 6 lb. Cleave, complex, lacerating, two-handed, unwieldy
Halberd 10 gp 1d10 slashing 6 lb. Break, complex, cripple, reach, two-handed, unwieldy
Khopesh 10 gp 1d6 slashing 3 lb. Complex, disarm, finesse, versatile (1d8)
Lance 50 gp 1d12 piercing 6 lb. Reach, special
Long spear 10 gp 1d6 slashing 6 lb. Brace, heavy, reach, thrown (range 20/60), versatile (1d8)
Longsword 25 gp 1d8 slashing 3 lb. Bulky, cripple, versatile (1d10)
Macuahuitl 25 gp 2d4 slashing 4 lb. Bulky, critical (2d6), heavy, lacerating
Mual 50 gp 2d6 bludgeoning 10 lb. Complex, daze, smash, two-handed, unwieldy
Morningstar 35 gp 1d10 piercing 4 lb. Bulky, heavy, smash, versatile (1d12)
Parrying dagger 5 gp 1d4 piercing 1 lb. Finesse, light, parry
Pike 35 gp 1d10 piercing 18 lb. Bulky, two-handed, special
Rapier 35 gp 1d10 piercing 3 lb. Complex, daze, finesse, heavy, versatile (1d12)
Scimitar 10 gp 1d6 slashing 3 lb. Complex, finesse, lacerating, light
Shortsword 10 gp 1d6 slashing 2 lb. Complex, cripple, finesse, light
Throwing glaive 5 gp 1d8 piercing 2 lb. Complex, finesse, lacerating, thrown (range 30/60)
Throwing hatchet 5 gp 1d8 piercing 2 lb. Break, bulky, thrown, (range 30/60)
Trident 10 gp 1d6 piercing 4 lb. Cripple, heavy, reach, thrown (range 20/60), versatile (1d8)
Uchigatana 35 gp 1d10 slashing 3 lb. Complex, finesse, heavy, lacerating, versatile (1d12)
Ultra greatsword 100 gp 3d6 slashing 25 lb. Intricate, oversized, reach, smash, two-handed, unwieldy
War pick 10 gp 1d6 piercing 2 lb. Bulky, break, light
Warhammer 25 gp 1d8 bludgeoning 2 lb. Bulky, smash, versatile (1d10)
Washing pole 35 gp 1d10 slashing 6 lb. Bulky, cleave, finesse, intricate, lacerating, reach, two-handed
Whip 10 gp 1d6 slashing 3 lb. Disarm, finesse, intricate, light, reach
Martial Ranged Weapons ---- ------------------- ------- ------------------------------------------------------------------------
Atlatl 25 gp 1d8 piercing 2 lb. Ammunition (range 100/400), loading
Blowgun 5 gp 1 piercing 1 lb. Ammunition (range 30/80), concealing, loading
Bolas 5 gp 1 bludgeoning 1 lb. Special, thrown (range 20/60),
Crossbow, hand 10 gp 1d6 piercing 3 lb. Ammunition (range 30/120), complex, critical (1d10), light, loading
Crossbow, heavy 35 gp 1d10 piercing 18 lb. Ammunition (range 100/400), loading, pinning, two-handed, unwieldy
Crossbow, heavy repeating 45 gp 1d8 piercing 20 lb. Ammunition (range 100/400), pinning, two-handed, unwieldy
Crossbow, scorpion 50 gp 1d12 piercing 25 lb. Ammunition (range 150/600), break, complex, two-handed, unwieldy
Longbow 25 go 1d8 piercing 2 lb. Ammunition (range 150/600), intricate, suppressing, two-handed
Greatbow 35 gp 1d10 piercing 10 lb. Ammunition (range 200/800), break, bulky, intricate, two-handed
Net 5 gp ------------------- 3 lb. Special, thrown (range 10/20)
Firearms ---- ------------------- ------- ------------------------------------------------------------------------
Adamantine masher 275 gp 5d4 piercing 2 lb. Ammunition (range 20/60), long-loading, misfire, raw, shred
Adamantine pistol 250 gp 5d4 piercing 2 lb. Ammunition (range 30/60), critical (5d6), long-loading, misfire, raw
Adamantine rifle 500 gp 4d8 piercing 5 lb. Ammunition (range 250/350), critical (4d10), intricate, long-loading, misfire, raw, two-handed
Adamantine shredder 525 gp 4d8 piercing 6 lb. Ammunition (range 60/100), intricate, long-loading, misfire, raw, shred, two-handed
 

Attack DC

Some of the weapon properties listed below require your target to make a saving throw to resist the weapon's effects. The saving throw DC is calculated as follows:   Attack save DC = 8 + your Proficiency Bonus +your Strength or Dexterity modifier (the same modifier you used to make the attack)  

Weapon Properties

Ambidextrous. An ambidextrous weapon is specially designed to be used for two weapon fighting. When making an attack with an ambidextrous weapon in your off hand you can add your ability modifier to the damage roll.   Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a Quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.   If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.   Bulky. Creatures that have a Strength score of less than 12 have disadvantage on attack rolls with bulky weapons. A bulky weapon's size and shape make it too difficult for a weaker creature to use effectively   Brace. When a creature you can see moves into the reach you have with a weapon with the brace property, you can use your reaction to make one attack against the creature, using that weapon.   Break. When wielding a weapon with the break property you can use your bonus action to perform a guard break. If the target is large or smaller, it must make a Constitution saving throw. On a failed save, the next attack roll against the target has advantage if the attack is made before the start of the target's next turn.   Cleave. When you hit a creature with a weapon that has the cleave property you can use your bonus action to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to half of the original damage roll, the damage is of the same type dealt by the original attack.   Complex. Creatures that have a Dexterity score of less than 12 have disadvantage on attack rolls with complex weapons. A complex weapon's size and shape make it too difficult for a clumsier creature to use effectively.   Concealing. When you make an attack with a weapon that has the concealing property, you do not reveal your position if you are hidden from your target.   Critical. On the result of a 20 on the d20 for an attack roll, the damage die increases by two sizes (d4 to a d8) to a maximum of a d12. If a weapon has split damage dice, like a greatsword, the damage dice increases by one size (d4 to a d6).   Cripple. When wielding a weapon with the cripple property you can use your bonus action to perform a crippling strike. If the target is large or smaller, it must make a Constitution saving throw. On a failed save, the target's next attack roll is made with disadvantage, and its speed is halved until the end of its next turn.   Daze. When wielding a weapon with the daze property you can use your bonus action to perform a dazing strike. If the target is large or smaller, it must make a Constitution saving throw. On a failed save, the target's next saving throw is made with disadvantage, and its speed is halved until the end of its next turn.   Disarm. When wielding a weapon with the disarm property you can use your bonus action to perform a disarming strike. If the target is large or smaller, it must make a Strength saving throw. On a failed save, it drops one item of your choice that it’s holding. The object lands 10 feet away in a direction of your choice.   Fastened. A fastened weapon needs to be fastened to one's body in some way in order to be wielded. It takes 1 minute to don or doff a fastened weapon.   Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.   Heavy. A heavy weapon is large and difficult to handle, making it impossible to use when fighting with two Weapons.   Intricate. Creatures that have a Dexterity score of less than 16 have disadvantage on attack rolls with intricate weapons. A intricate weapon's size and shape make it too difficult for a clumsier creature to use effectively.   Knockout. When wielding a weapon with the knockout property you can use your action to perform a knockout strike. If the target is medium or smaller and is not aware of you, it must make a Constitution saving throw. On a failed save, the target is knocked unconscious for 1 minute or until another creature uses its action to wake it up.   Lacerating. When wielding a weapon with the lacerating property you can choose to attempt to lacerate your target instead of dealing direct damage. If the target is capable of bleeding, it must make a Constitution saving throw. On a failed save, the target is lacerated for 1 minute, taking 1d8 bleeding damage at the beginning of each of its turns. You can lacerate a single creature up to 3 times (3d8). The laceration can be ended early if the target or another creature spends their action to make a Wisdom (Medicine) check, with the DC being the same as your Attack DC, or if they receive magical healing of any kind.   Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.   Long-loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it per combat encounter when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.   Misfire. On the result of a 1 on the d20 for an attack roll, the weapon jams and becomes unusable until you complete a long rest.   Open-handed. You can hold an item while wielding a weapon with the open-handed property. You cannot wield a different weapon while a hand is wielding this weapon.   Oversized. Creatures that are medium or smaller have disadvantage on attack rolls with oversized weapons. An oversized weapon's size and shape make it too difficult for a smaller creature to use effectively.   Paired. Once per turn, when you make an attack with a weapon that has the paired property, you can make another attack with another of the same weapon as a part of the same attack action.   Parry. When another creature damages you with a melee attack while you are wielding a weapon with the parry property you can use your reaction to reduce the incoming damage by 1d4 + your Dexterity modifier   Pinning. When wielding a weapon with the pinning property you can choose to attempt to pin your target instead of dealing direct damage. If the target is large or smaller, it must make a Strength saving throw. On a failed save, the target is restrained. The pin remains until the target or another creature spends their action to make a Strength (Athletics) check, with the DC being the same as your Attack DC.   Quick. When wielding a weapon with the quick property you can use your reaction to make an attack with the weapon.   Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.   Raw. When making an attack with an raw weapon you do not add your ability modifier to the damage roll.   Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.   Shred. When you make an attack with a weapon with the shred propery, you ignore half cover, and treat three quarters cover as half cover.   Smash. When wielding a weapon with the smash property you can use your bonus action to double your ability modifier for the next damage roll you make with the weapon during the same turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.   Staggering. When wielding a weapon with the staggering property you can choose to reduce the target's initiative by the damage dealt instead of dealing direct damage.   Suppressing. When wielding a weapon with the suppressing property you can use your action to expend 10 pieces of ammunition to provide suppressing fire. Choose a 10 foot radius centered on a point within range of the weapon, the area becomes difficult terrain until the beginning of your next turn. When a creature moves into or within the area, it takes 2d4 damage for every 5 feet it travels. The damage is of the same type dealt by the weapon you are using to suppress.   Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.   Topple. When wielding a weapon with the topple property you can use your bonus action to perform a toppling strike. If the target is large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.   Two-handed. This weapon requires two hands when you attack with it.   Unwieldy. Creatures that have a Strength score of less than 16 have disadvantage on attack rolls with unwieldy weapons. An unwieldy weapon's size and shape make it too difficult for a weaker creature to use effectively   Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.  

Special


  Bayonet. A bayonet cannot be used to make an attack by itself. It must be attached to an Adamantine Rifle or an Adamantine Shredder in order to make an attack with it.   Bolas. A large or smaller creature hit by a bolas is prone until it is freed. A bolas has no effect on Creatures that are formless, don't have legs, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.   Lance. You have disadvantage when you use a lance to sttack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.   Net. A large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.   Pike. This weapon adds 10 feet to your reach when you attack with it. You have disadvantage when you use a pike to attack a target within 5 feet of you. Also, when a creature moves into or within reach of you, you can use your reaction to deal 1d6 piercing damage for every 5 feet it travels towards you while it remains within range.

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