Weapons

Simple Weapons

Weapon Name Cost Crit Damage Weight Space Properties
Caestus 2 sp 20 1d4 crushing 1 lb. 1 Light
Club 1 sp 20 1d4 crushing 2 lb. 1×2 Light
Dagger 2 gp 19-20 1d4 piercing/slashing 1 lb. 1 Finesse, Light, Thrown (20/40/60)
Dagger, push 2 gp 18-20 1d4 piercing 1 lb. 1 Finesse, Light
Hatchet 5 gp 20 1d6 slashing 3 lb. 1×2 Thrown (20/40/60)
Hammer 4 gp 20 1d6 crushing 3 lb. 1
Kunai 4 gp 19-20 1d4 piercing/slashing 2 lb. 1 Finesse, Special
Mace 5 gp 20 1d6 crushing 4 lb. 1×2 Versatile (1d8)
Pickaxe 3 gp 20 1d6 piercing 3 lb. 1×2 Versatile (1d8)
Quarterstaff 5 sp 20 1d8 crushing 2 lb. 1×6 Two-handed
Sickle 1 gp 20 1d4 slashing 2 lb. 1 Light, Shieldbreaker
Spear 5 gp 20 1d6 piercing 3 lb. 1×6 Reach, Thrown (20/40/60), Versatile (1d8)
Weapon Name Cost Crit Damage Weight Space Properties
Crossbow, light 25 gp 20 1d8 piercing 5 lb. 2×2 Ammunition (80/200/320), Loading, Two-handed
Dart 5 cp 19-20 1d4 piercing ¼ lb. 5 per 1 Finesse, Thrown (30/75/120)
Shortbow 25 gp 20 1d6 piercing 2 lb. 2×3 Ammunition (80/200/320), Two-handed
Sling 1 sp 20 1d3 crushing 0 lb. 1 Ammunition (30/75/120)

Martial Weapons

Weapon Name Cost Crit Damage Weight Space Properties
Arming Sword 10 gp 20 1d6 piercing/slashing 2 lb. 1×2 Finesse, Light
Battleaxe 10 gp 19-20 1d8 slashing 4 lb. 1×3 Versatile (1d10)
Backsword 12 gp 19-20 1d8 piercing/slashing 3 lb. 1×2
Estoc 15 gp 19-20 1d8 piercing 3 lb. 1×3 Finesse, Versatile (1d10)
Falchion 3 gp 19-20 1d8 slashing 2 lb. 1×2
Glaive 20 gp 20 2d6 slashing 6 lb. 1×7 Heavy, Reach, Two-handed
Halberd 20 gp 20 1d10 piercing/slashing 6 lb. 1×7 Heavy, Reach, Two-handed
Kukri 8 gp 18-20 1d4 slashing 2 lb. 1 Finesse, Light, Shieldbreaker
Lance 10 gp 20 1d12 piercing 6 lb. 1×7 Reach, Special
Longsword 15 gp 20 1d8 piercing/slashing 3 lb. 1×3 Versatile (1d10)
Lucerne 20 gp 20 1d10 crushing/piercing 6 lb. 1×7 Heavy, Reach, Two-handed
Maul 10 gp 20 2d6 crushing 16 lb. 1×5 Heavy, Two-handed
Morningstar 15 gp 19-20 1d8 piercing 4 lb. 1×2
Pike 10 gp 20 2d6 piercing 10 lb. 1×8 Heavy, Reach, Two-handed
Rapier 25 gp 19-20 1d8 piercing 2 lb. 1×3 Finesse
Scimitar 25 gp 20 1d6 slashing 2 lb. 1×2 Finesse, Light
Warhammer 15 gp 20 1d8 crushing/piercing 3 lb. 1×3 Versatile (1d10)
Whip 2 gp 20 1d4 slashing 1 lb. 1 Finesse, Reach
Zweihänder 50 gp 20 2d6 piercing/slashing 6 lb. 1×6 Heavy, Two-handed
Weapon Name Cost Crit Damage Weight Space Properties
Blowgun 10 gp 18-20 1 piercing ¼ lb. 1 Ammunition (25/63/100)
Crossbow, hand 50 gp 19-20 1d6 piercing 3 lb. 1 Ammunition (30/75/120), Light, Loading
Crossbow, heavy 75 gp 20 1d10 piercing 18 lb. 3×3 Ammunition (100/250/400), Heavy, Loading, Two-handed
Javelin 8 gp 20 1d8 piercing 2 lb. 1×4 Thrown (40/60/80)
Longbow 50 gp 20 1d8 piercing 2 lb. 2×4 Ammunition (150/375/600), Heavy, Two-handed
Net 1 gp 3 lb. 1 Special, Thrown (5/10/15), Two-handed

Exotic Weapons

Weapon Name Cost Crit Damage Weight Space Properties
Bladed gauntlet 12 gp 19-20 1d6 piercing/slashing 1 lb. 1 Finesse, Light
Catch pole 15 gp 20 1d2 crushing 6 lb. 1×7 Finesse, Reach, Special, Two-handed
Chakram 3 gp 20 1d8 slashing 1 lb. 1 Finesse, Light Thrown (30/60/90)
Falx 18 gp 20 1d8 slashing 3 lb. 1×3 Shieldbreaker, Versatile (1d10)
Fencing dagger 2 gp 19-20 1d4 piercing 1 lb. 1 Finesse, Light, Special
Flail 8 gp 20 1d8 crushing 2 lb. 1×2 Shieldbreaker
Flamberge 20 gp 20 1d10 slashing 3 lb. 1×3 Versatile (1d12)
Ram-dao 25 gp 20 2d6 slashing 6 lb. 1×3 Heavy, Shieldbreaker, Two-handed
Shotel 5 gp 20 1d6 piercing 2 lb. 1×2 Finesse, Light, Shieldbreaker
Trident 5 gp 20 1d6 piercing 4 lb. 1×3 Thrown (20/40/60), Versatile (1d8)
Urumi 12 gp 19-20 1d6 slashing 2 lb. 1×5 Finesse, Reach

Shields

Weapon Name Cost Crit Damage Weight Space Properties
Greatshield 50 gp 20 1d3 crushing 20 lb. 3×3 +2 AC, Heavy, Unbreakable
Shield, heavy 7 gp (wood)/20 gp (steel) 20 1d3 crushing 10 lb. (wood)/15 lb. (steel) 2×3 +2 AC, Heavy
Shield, light 3 gp (wood)/9 gp (steel) 20 1d2 crushing 3 lb. (wood)/4 lb. (steel) 2×2 +1 AC

Firearms

Weapon Name Cost Crit Damage Weight Space Properties
Arquebus 70 gp 20 2d6 piercing 14 lb. 1×6 Ammunition (range 100/350/400), Double-proficiency, Heavy, Long-loading, Two-handed
Blunderbuss 65 gp 19-20 2d8 piercing 8 lb. 1×3 Ammunition (range 30/75/120), Double-proficiency, Heavy, Long-loading, Two-handed
Pistol rapier 275 gp 20/19-20 3d4 piercing/1d8 piercing 3 lb. 1×3 Ammunition (range 45/113/180), Double-proficiency, Long-loading/Finesse
Pistol shortsword 250 gp 20/20 3d4 piercing/1d6 piercing/slashing 3 lb. 1×2 Ammunition (range 45/113/180), Double-proficiency, Long-loading/Finesse, Light
Wheellock musket 220 gp 20 3d6 piercing 10 lb. 1×5 Ammunition (range 100/350/400), Double-proficiency, Heavy, Long-loading, Two-handed
Wheellock pistol 150 gp 20 3d4 piercing 1 lb. 1 Ammunition (range 50/125/200), Double-proficiency, Light, Long-loading
  Catch pole: You suffer −5 to hit when you use a catch pole to attack a target within 5 feet of you. When you make an attack with the catch pole, you can try to grapple a target instead of dealing damage. The target must make an Agility contest against your attack roll or be Grappled. A creature grappled by the catch pole may use an action to attempt to free itself with an Agility contest against your attack roll.   Fencing dagger: When wielded in your off hand, you gain +1 to normal and touch armour class against melee attacks from weapons without the Heavy property or non-weapon melee attacks from Medium or smaller creatures.   Kunai: Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.   Lance: You suffer −5 to hit when you use a lance to attack 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.   When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.