Martial weapons in Londolon | World Anvil

Martial weapons

The weapons tables below shows the most common weapons used, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged.   A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.   Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.  

Martial Melee Weapons


Martial Melee WeaponsCostDamageWeightProperties
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.-
Glaive12 gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
Halberd20 gp1d10 slashing/piercing6 lb.Heavy, reach, two-handed, special
Lance10 gp1d12 piercing6 lb.Reach, special, water-native
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15 gp1d8 piercing/bludgeoning4 lb.-
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed, special
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, light
Shortsword10 gp1d6 piercing2 lb.Finesse, light, water-native
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8), water-native
War Pick5 gp1d8 piercing4 lb.Special
Warhammer15 gp1d8 bludgeoning4 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, reach
 

Martial Ranged Weapons


Martial Ranged WeaponsCostDamageWeightProperties
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75 gp 1d6 piercing3 lb.Ammunition (range 30/120), light, loading, water-native
Crossbow, heavy50 gp 1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed, water-native
Longbow50 gp 1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1 gp-3 lb.Special, thrown (range 5/15), water-native
 

Weapon Properties:

  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, Bolt 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. A Sling must be loaded to deal any damage when used in this way.   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. Small creatures, and those with low Strength have Disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature or any creature with Strength 12 or less to use effectively.   Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons and for rogue sneak attacks. (see Cunning Combatant)   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.   Range. A weapon that can be used to make a ranged attack has a range 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.   Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.   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 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.   Two-Handed. This weapon requires two hands when you attack with 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. You must decide if you are holding the weapon one-handed or two-handed at the beginning of your turn. If you do not declare that your are holding it two-handed at the beginning of your turn, it is assumed you are holding it one-handed.   Water-native. This weapon can be used without penalty while fighting underwater.

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