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.

PropertyDescription
AmmunitionYou 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.
BrutalOn a critical hit, this weapon adds 1d4 to the damage roll in addition to doubling the damage dice.
FinesseWhen 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.
HeavyA 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.
LightWhen 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.
LoadingBecause 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.
MountedYou 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.
RangeA 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.
ReachThis 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.
SiegeThis weapon deals double damage to structures and objects.
ThrownIf 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-handedThis weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
VersatileThis 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.

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