D10 |
Weapon |
DMG |
Range |
Notes |
Cost |
Ammo |
1 |
Blowgun |
1d3/1d5 |
20/40/60 |
Increased damage on backstab. |
6 gp |
20/5 gp |
2 |
Crossbow |
1d6 |
80/160/240 |
Two-handed weapon, use d16 on initiative checks. |
30 gp |
30/10 gp |
3 |
Dart |
1d4 |
20/40/60 |
|
5 sp |
- |
4 |
Hand crossbow |
1d4/2d4 |
30/60/90 |
Increased damage on backstab. |
40 gp |
30/10 gp |
5 |
Heavy crossbow |
1d10 |
90/180/270 |
Two-handed weapon, use d16 on initiative checks; takes a round to reload. |
50 gp |
30/10 gp |
6 |
Javelin |
1d6 |
30/60/90 |
Can be used as a melee weapon, STR mod to damage only in melee or on close range |
1 gp |
- |
7 |
Longbow |
1d8 |
70/140/210 |
|
40 gp |
20/5 gp |
8 |
Shortbow |
1d6 |
50/100/150 |
|
25 gp |
20/5 gp |
9 |
Shuriken |
1d5 |
20/40/60 |
Critical range increased to 19-20. |
5 gp |
- |
10 |
Sling |
1d4 |
40/80/120 |
|
2 gp |
30/1 gp |
Comments