Weapons & Armour
Your class grants proficiency in certain weapons and armour, reflecting both the class's focus and the tools you are most likely to use. The Weapon and Armour tables below show the most common equipment used in the world of Heimaalin, their price and weight, and any special properties they possess.
Weapon Proficiency
Your class and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are Simple and Martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively.Weapons
Simple Weapons: Melee
Damage | Cost | Weight | Properties |
---|---|---|---|
1d4 Bludgeoning | 1 gp | 2 lb. | Brutal, Light, & Thrown (range 20/60) |
1d4 Piercing | 1 gp | 2 lb. | Finesse, Light, & Thrown (range 20/60) |
1d4 Slashing | 1 gp | 2 lb. | Light & Reach |
1d6 Bludgeoning | 3 gp | 4 lb. | Siege or Versatile (1d8) |
1d6 Piercing | 3 gp | 4 lb. | Thrown (range 30/120) & Versatile (1d8) |
1d6 Slashing | 3 gp | 4 lb. | Light & Thrown (range 20/60) |
1d8 Bludgeoning | 5 gp | 8 lb. | Brutal & Two-handed |
1d8 Piercing | 5 gp | 8 lb. | Reach & Two-handed |
Simple Weapons: Ranged
Damage | Cost | Weight | Properties |
---|---|---|---|
1d4 Bludgeoning | 1 gp | 2 lb. | Ammunition (range 30/120) |
1d4 Piercing | 1 gp | 2 lb. | Finesse & Thrown (range 20/60) |
1d6 Piercing | 15 gp | 3 lb. | Ammunition (range 80/320) & Two-handed |
1d8 Piercing | 15 gp | 5 lb. | Ammunition (range 80/320), Loading, & Two-handed |
Martial Weapons: Melee
Damage | Cost | Weight | Properties |
---|---|---|---|
1d6 Piercing or Slashing | 5 gp | 4 lb. | Finesse & Light |
1d8 Bludgeoning | 15 gp | 6 lb. | None or Versatile (1d10) |
1d8 Piercing | 15 gp | 6 lb. | None or Finesse or Thrown (Range 20/60) & Versatile (1d10) |
1d8 Slashing | 15 gp | 6 lb. | Finesse or Versatile (1d10) |
1d10 Piercing or Slashing | 25 gp | 10 lb. | Heavy, Two-handed, & Reach |
1d12 or 2d6 Bludgeoning | 35 gp | 12 lb. | Heavy, Two-handed, & Siege |
1d12 or 2d6 Piercing | 35 gp | 12 lb. | Heavy, Reach, & Mounted |
1d12 or 2d6 Slashing | 35 gp | 12 lb. | Brutal, Heavy, & Two-handed |
Martial Weapons: Ranged
Damage | Cost | Weight | Properties |
---|---|---|---|
1d6 Piercing | 50 gp | 3 lb. | Ammunition (range 30/120), Light, & Loading |
1d8 Piercing | 50 gp | 5 lb. | Ammunition (range 150/600), Heavy, & Two-handed |
1d10 Piercing | 50 gp | 10 lb. | Ammunition (range 100/400), Heavy, Loading, & Two-handed |
Armour
Light Armour
Armour Class (AC) | Cost | Weight | Strength |
---|---|---|---|
11 + Dex modifier | 5 gp | 5 lb. | - |
12 + Dex modifier | 25 gp | 10 lb. | - |
Medium Armour
Armour Class (AC) | Cost | Weight | Strength |
---|---|---|---|
12 + Dex modifier (max 2) | 10 gp | 10 lb. | - |
13 + Dex modifier (max 2) | 25 gp | 20 lb. | Strength 11 |
14 + Dex modifier (max 2) | 50 gp | 25 lb. | Strength 13 |
15 + Dex modifier (max 2) | 100 gp | 30 lb. | Strength 15 |
Heavy Armour
Armour Class (AC) | Cost | Weight | Strength |
---|---|---|---|
15 | 25 gp | 40 lb. | Strength 13 |
16 | 50 gp | 45 lb. | Strength 15 |
17 | 100 gp | 50 lb. | Strength 17 |
18 | 250 gp | 60 lb. | Strength 19 |
Light Shields
Armour Class (AC) | Cost | Weight | Strength |
---|---|---|---|
+1 | 5 gp | 4 lb. | - |
Shields
Armour Class (AC) | Cost | Weight | Strength |
---|---|---|---|
+2 | 10 gp | 6 lb. | Strength 13 |
+2, Grants Half Cover against ranged attacks, -5 speed | 15 gp | 10 lb. | Strength 15 |
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons tables above.
Property | Description |
---|---|
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. Loading a one-handed weapon requires a free hand. 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. |
Brutal | On a critical hit, this weapon adds 1d4 to the damage roll in addition to doubling the damage dice. |
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 unwieldy compared to other weapons. You have Disadvantage on your attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13, and if it’s a Ranged weapon and your Dexterity score isn’t at least 13. |
Light | When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage, unless that modifier is negative. |
Loading | Because of the time required to load this weapon, you can loose 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. |
Mounted | You have Disadvantage when you use this weapon to attack a target within 5 feet of you. Additionally, this weapon requires two hands to wield when you aren't mounted. |
Range | A weapon that can be used to make a ranged attack has a range shown 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 maximum 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. |
Reach | This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. |
Siege | This weapon deals double damage to structures and objects. |
Thrown | If a weapon has the thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the 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. If your Strength score is 15 or higher, the weapon's range when making a ranged attack increases by 15 feet. |
Two-handed | This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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. |