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Basic Melee Weapons

Basic Melee Weapons

D30 Weapon DMG Range Notes Cost
1 Battleaxe 1d10 - Two-handed weapon, use d16 on initiative checks. 7 gp
2 Bastard sword 1d8/1d10 - Can be used as a two-handed weapon, if so, use d16 for initiative checks. 15 gp
3 Blackjack 1d3/2d6 - Increased damage on backstab, always causes subdual damage. 3 gp
3 Brass knuckles 1d4 - All damage caused is subdual. 1 gp
4 Cestus 1d5 - All damage caused is subdual. 2 gp
5 Club 1d4 - 3 gp
6 Dagger 1d4/1d10 or 1d8 10/20/30 Increased damage on backstab (melee or thrown), STR mod to damage only in melee, AGI mod when thrown. 3 gp
7 Flail 1d6 - 6 gp
8 Garrote 1/3d4 - Increased damage on backstab. 2 gp
9 Handaxe 1d6 10/20/30 STR mod to damage only in melee or on close range. 4 gp
10 Heavy flail 1d12 - Two-handed weapon, use d16 on initiative checks, fumble range increased to 1-2. 12 gp
11 Hunting spear 1d8 - +2 damage against charging opponents. 5 gp
12 Katana 1d8 - Critical range increased to 19-20. 30 gp
13 Kris 1d5 - 5 gp
14 Lance 2d12 - Can only be used while mounted. 25 gp
15 Longspear 1d10 - Two-handed weapon, use d16 on initiative checks, can be used from the second rank of a formation. 12 gp
16 Longsword 1d8 - 10 gp
17 Mace 1d6 - 5 gp
18 Maul 1d10 - Two-handed weapon, use d16 on initiative checks. 7 gp
19 Net - 5/10/15 Can entangle (-1d to rolls) if Ref save is failed, DC equal to attack roll; if save successful, target is hampered (-2 to rolls) until an action is spent to clear netting. 1 gp
20 Polearm 1d10 - Two-handed weapon, use d16 on initiative checks. 7 gp
21 Rapier 1d6 - Critical range increased to 19-20. 20 gp
22 Sabre 1d8 - Critical range increased to 19-20 while mounted.
23 Scimitar 1d7 - 7 gp
24 Short sword 1d6 - 7 gp
25 Spear 1d8/2d8/ 1d6 10/20/30 Increased damage while mounted, reduced damage when throwen. 3 gp
26 Staff 1d4 - 5 sp
27 Two-handed sword 1d10 - Two-handed weapon, use d16 on initiative checks. 15 gp
28 Warhammer 1d8 - 5 gp
30 Whip 1d4 - Can hamper (-2 to rolls) if Ref save is failed and contact is maintained, DC equals attack roll result; all damage is subdual. 2 gp

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