The weapons in this list include both weapons found in the Player's Handbook, but also a few homebrew weapons dedicated to this setting. This list aims to add more application for weapons in-game to give each more utility in combat. It also gives more reason to choose one weapon over another. New Weapon properties will have an Asterisks next to it.
Simple Melee Weapons
Weapon |
Common Cost |
Damage |
Weight |
Property |
Club |
1sp |
1d4 bludgeoning |
2lbs |
Light |
Dagger |
2gp |
1d4 piercing |
1lb |
Finesse, Light, Thrown (20/60) |
Greatclub |
2sp |
1d8 bludgeoning |
10lbs |
Two-Handed |
Handaxe |
5gp |
1d6 slashing |
2lbs |
Light, Thrown (20/60) |
Javelin |
5sp |
1d6 piercing |
2lbs |
Thrown (range 30/120) |
Light Hammer |
2gp |
1d4 bludgeoning |
2lbs |
Light, Thrown (20/60) |
Mace |
5gp |
1d6 bludgeoning |
4lbs |
|
Quarterstaff |
2sp |
1d6 bludgeoning |
4lbs |
Versatile (1d8) |
Sickle |
1gp |
1d4 slashing |
4lbs |
Light, Trip* |
Spear |
1gp |
1d6 piercing |
3lbs |
Thrown (range 20/60), Versatile (1d8), *Jab |
Punch Dagger |
2gp |
1d4 piercing |
1lb |
Finesse, Light, *Conceal |
Simple Ranged Weapons
Weapon |
Common Cost |
Damage |
Weight |
Property |
Light Crossbow |
25gp |
1d8 piercing |
5lbs |
Ammunition (range 80/320) |
Dart |
5cp |
1d4 piercing |
1/4lb |
Finesse, Thrown (range 20/60) |
Shortbow |
25gp |
1d6 piercing |
2lbs |
Ammunition (range 80/320), Two-Handed, Finesse |
Sling |
1sp |
1d4 bludgeoning |
- |
Ammunition (30/120) |
Martial Melee Weapons
Weapon |
Common Cost |
Damage |
Weight |
Property |
Battleaxe |
10gp |
1d8 slashing |
4lbs |
Versatile (1d10), *Armor Breach |
Broadsword |
65gp |
1d10 slashing |
6lbs |
Heavy, Special, Versitile (1d12) |
Claw Bracers |
30gp |
1d6 slashing |
2lbs |
Finesse, Light, *Hand |
Wrist Dagger |
6gp |
1d4 piercing |
1lb |
Finesse, Light, *Hand, *Execute |
Flail |
10gp |
1d8 bludgeoning |
2lbs |
- |
Glaive |
20gp |
1d10 slashing |
6lbs |
Heavy, Reach, Two-Handed |
Greataxe |
30gp |
1d12 slashing |
7lbs |
Heavy, Two-Handed |
Greatsword |
50gp |
2d6 slashing |
6lbs |
Heavy, Two-Handed |
Halberd |
20gp |
1d10 slashing |
6lbs |
Heavy, reach, Two-Handed |
Katana |
40gp |
1d6 slashing |
3lbs |
Finesse, Versatile (2d4) |
Lance |
10gp |
1d12 piercing |
6lbs |
Reach, **Special |
Longsword |
15gp |
1d8 slashing |
3lbs |
Versatile (1d10) |
Maul |
10gp |
2d6 bludgeoning |
10lbs |
Heavy, Two-Handed |
Morningstar |
15gp |
1d8 bludgeoning |
4lbs |
- |
Num-chuk |
4gp |
1d4 bludgeoning |
2lbs |
Finesse, *Disarming |
Pike |
5gp |
1d10 piercing |
18lbs |
Heavy, Reach, Two-Handed |
Rapier |
25gp |
1d8 piercing |
2lbs |
Finesse |
Scimitar |
25gp |
1d6 slashing |
2lbs |
Finesse, Light, *Armor Breach |
Shortsword |
10gp |
1d6 piercing |
3lbs |
Finesse, Light |
Trident |
5gp |
1d6 piercing |
4lbs |
Thrown (range 20/60) |
War Pick |
5gp |
1d6 piercing |
2lbs |
*Impale |
Warhammer |
15gp |
1d8 bludgeoning |
2lbs |
Versatile, *Kick |
Whip |
2gp |
1d4 slashing |
3lbs |
Finesse, Reach, *Wrap |
Martial Ranged Weapons
Weapon |
Common Cost |
Damage |
Weight |
Property |
Blowgun |
10gp |
1 piercing |
1lb |
Ammunition (range 25/100), loading |
Boomerang |
10gp |
1d4 bludgeoning |
2lbs |
Finesse, Light, *Returning, Thrown (range 20/60) |
Hand Crossbow |
75gp |
1d6 piercing |
3lbs |
Ammunition (range 30/120), light, loading |
Heavy Crossbow |
50gp |
1d10 piercing |
18lbs |
Ammunition (range 150/400), heavy, loading, Two-Handed |
Longbow |
50gp |
1d8 piercing |
2lbs |
Ammunition (range 150/600), heavy, Two-Handed |
Net |
1gp |
- |
3lbs |
Special, Thrown (range 5/15) |
Not all weapons can be found at every shop in Humblewood. Most villages and small town blacksmiths (if any) would sell weapons found in the players handbook which don't include nunchuks and other culture different weapons. Hidden locations or locations with wildly different cultures may hold exotic weapons for players to purchase, though you may not be proficient in these weapons.
Unlike martial weapons, if you are not proficient with an exotic weapon, you will have to deal with the following issues:
Your critical fail chance increases (1-3)
It is considered a -1 weapon for you.
You do not add your proficiency bonus to attack rolls
You cannot attack more than once per turn, even if you have an ability that allows you to do so.
Exotic weapons require training for 35 days - 5x your intelligence modifier from a creature who has proficiency in the weapon you want to train with for each weapon you chose to learn about. It takes twice as much time if you and your teach do not share a language or cannot properly communicate with one another. Once you complete your training, you gain proficiency in the weapon you trained with.
Weapon Property Descriptions
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 (you need a free hand to load a one-handed weapon). 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 (see "Improvised Weapons" late in the section). A sling must be loaded to deal any damage when used in this way.
*Armor Breach. The critical hit chance of this weapon is increased by 1 (19-20).
*Disarming. You have advantage on Disarming a target
*Execute. Advantage on attack rolls against a creature you are grappling
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.
*Impale. You deal an extra 1d6 damage on critical hits. This damage is calculated after max critical damage.
*Kick. Advantage on checks to shove a creature 5ft.
*Hand. You cannot be disarmed of this weapon
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire 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.
*Jab. A single melee attack can be made with reach.
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 long 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.
*Ranged Blade. You have disadvantage on attacks against enemies within 5ft of you.
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.
*Returning. This weapon returns if you miss your target. Using your reaction, you can catch it with a successful DC 10 Dex check.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged 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. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
*Trip. Advantage on checks to shove a creature prone.
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.
*Wrap. Instead of dealing damage on hit, you can choose to grapple the target.
Special Weapon Properties
*Broadsword. This weapon is too large to wield in one hand normally unless you have a Strength of 16 or higher, otherwise you suffer disadvantage on attack rolls using this weapon.
*Punch Dagger. You have advantage on Sleight of hand checks made while wielding this weapon.
Lance. You have disadvantage 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.. This weapon is too large to wield in one hand normally unless you have a Strength of 16 or higher, otherwise you suffer disadvantage on attack rolls using this weapon.
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