Weapons

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, 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” later in the section). 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 have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light

You can attack with this weapon in bonus action without adding your on hit bonuses.

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. 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.

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.  

Improvised Weapons

Sometimes Characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.
Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.
  An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons

Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious Adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and Expertise needed to add silver to the weapon without making it less effective.    

Weapon Quality

Weapons made or found in the world are made in certain quality.
This quality affects only weapons bellow Legendary tier.
Quality Effect
Poor You roll damage dies twice, taking the lowest.
Average As normal.
Well-made You roll damage dies twice, taking the highest.
 

Simple Melee Weapon

Club

Weapon

Common

Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.
Heavy attack: If you have at least 15 Strength, you can take disadvantage on your next attack. If you hit your target, the target will be Crippled until the end of their next turn.
Properties: Light

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 5 ft

Cost: 1 sp
Weight: 2 lb

Dagger

Weapon

Common

Properties: Finesse, Light, Thrown ( range 20/60 )
Concealed weapon: When you hit a melee attack with this weapon and target is not expecting it, you automaticaly hit critical with additional dice (total 4d4).

Type Damage Damage Range
Simple Melee 1d4 Piercing 5 ft

Cost: 1 gp
Weight: 1 lb

Greatclub

Weapon

Common

Properties: Two-handed, Heavy
Heavy Strike: When you critically hit with greatclub, you stun your opponent for 1d3 rounds. You must have the ability to hit target's head.

Type Damage Damage Range
Simple Melee 1d8 Bludgeoning 5ft

Cost: 2 sp
Weight: 10 lb

Handaxe

Weapon

Common

Properties: Light, Thrown ( range 20/60 ).
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using handaxe.
Fast Toss: You can hurl one handaxe as bonus action, if you have used your action to melee attack or to dash.

Type Damage Damage Range
Simple Melee 1d4 Slashing 5 ft

Cost: 5 sp
Weight: 2 lb

Javelin

Weapon

Common

Properties: Thrown ( range 30/120 )
Fast Toss: You can hurl one javelin as bonus action, if you have used your action to melee attack or to dash.

Type Damage Damage Range
Simple Melee 1d6 Piercing 30/120

Cost: 5 sp
Weight: 2 lb

Light Hammer

Weapon

Common

Properties: Light, Thrown ( range 20/60 )
Crushing attack: When you critically hit with this weapon, target must succeed DC 15 Constitution saving throw or be stunned until the end of their next turn.

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 20/60

Cost: 5 sp
Weight: 2 lb

Mace

Weapon

Common

Crushing attack: When you critically hit with this weapon, target must succeed DC 15 Constitution saving throw or be stunned until the end of their next turn.

Type Damage Damage Range
None 1d6 Bludgeoning 5 ft

Cost: 5 gp
Weight: 4 lb

Quarterstaff

Weapon

Common

Properties: Versatile
Non-lethal. This weapon always knocks unconscious, can be used as lethal weapon once the target is unconscious.
Trip: When you critically hit with quarterstaff, you knock your opponent prone.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2 sp
Weight: 2 lb

Sickle

Weapon

Common

Properties: Light

Type Damage Damage Range
Simple Melee 1d4 Slashing 5 ft

Cost: 1 sp
Weight: 2 lb

Spear

Weapon

Common

Properties: Thrown, Versatile, Finesse
Anti-large: When you attack a creature that is larger than you, you deal additional damage die.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Piercing 20/60

Cost: 1 gp
Weight: 3 lb

Cutlass

Weapon

Common

Properties: Finesse, light
Pirate-favourites: If you have any of Kaed's backgrounds, you gain +1 on hit and +1 on damage while using cutlass.
Meat-cutter: Cutlass has great effectivness against not-armored enemies, giving wielder +1 on hit and +1 on damage against non-armored enemies.

Type Damage Damage Range
Simple Melee 1d6 Slashing 5 ft

Cost: 15 gp
Weight: 2 lb

 

Simple Ranged Weapon

Crossbow, light

Weapon

Common

Properties: Ammunition, Loading, Two-handed
Piercing bolts: Against light and medium armor, you ignore the additional AC provided by armor.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320

Cost: 25 gp
Weight: 5 lb

Dart

Weapon

Common

Properity: Finesse, thrown ( 20/60 )
Easy to poison: Applying poison to dart takes only 1/4 of dose.
Built for poison: When you critically hit a creature with applied poison to the dart, the target has disadvantage against the poison.

Type Damage Damage Range
None 1d4 Piercing 20/60

Cost: 5 cp
Weight: 1/4 lb

Shortbow

Weapon

Common

Properties: Ammunition, Two-handed
Fast hand: When you critically hit a creature, you can attack again in bonus action.

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320

Cost: 5 gp
Weight: 2 lb

Sling

Weapon

Common

Properties: Ammunition
Fast reloading: You can use your bonus action to attack the same target again.

Type Damage Damage Range
Simple Ranged 1d4 Bludgeoning 30/120

Cost: 1 sp

Bola

Weapon

Common

Properties: Thrown, Range
When you hit creature with bola that is Large or smaller, it is grappled until it is freed. A bola cannot grapple creature that doesn't have legs. Creature can use its action to make a DC 10 Strength check, freeing ithself or another creature within 5 ft.
Bola has 5 hit points and 10 AC, when destroyed the creature grappled by bola it is freed.

Type Damage Damage Range
Simple Ranged 1d4 Bludgeoning 20/40

Cost: 5gp
Weight: 3 lbs

 

Martial Melee Weapon

Battleaxe

Weapon

Common

Properties: Versatile
Large swing: When you overkill a creature, you can attempt to attack additional creature next to it in 5ft range, dealing the damage that was left.
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using battleaxe.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing 5 ft

Cost: 10 gp
Weight: 4 lb

Flail

Weapon

Common

Crippling attack: When you hit a creature and overpass it's AC by 5 or more, you inflict Crippled condition.
Confusing range: It is hard to expect how large is your range. While attacking from 10ft range, you gain advantage on the first attack against a creature.

Type Damage Damage Range
Martial Melee 1d8 Bludgeoning 10 ft

Cost: 10 gp
Weight: 2 lb

Glaive

Weapon

Common

Properties: Heavy, Two-handed, Finesse ( req. 16 dex )
Two-sided blade: When you hit your opponent, you can in your bonus action to swap the ends, confusing your opponent. This will provide you advantage on your next attack.

Type Damage Damage Range
Martial Melee 1d10 Slashing 10 ft

Cost: 30 gp
Weight: 6 lb

Glaive, Light

Weapon

Common

Properties: Light, Finesse
Anti-ranged: You gain +1 additional AC against ranged attack while wielding this weapon.

Type Damage Damage Range
Martial Melee 1d6 Slashing

Cost: 15 gp
Weight: 2 lb

Greataxe

Weapon

Common

Properties: Heavy, Two-handed
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using greataxe.
Anti-small: When you attack creature smaller than you, you gain addition damage die.

Type Damage Damage Range
Martial Melee 1d12 Slashing 5 ft

Cost: 30 gp
Weight: 7 lb

Greatsword

Weapon

Common

Properties: Heavy, Two-handed
Orcish Legacy: If you are orc, you gain +1 on hit and +1 on damage while using greatsword.
Anti-small: When you attack creature smaller than you, you gain addition damage die.

Type Damage Damage Range
Martial Melee 2d6 Slashing 5 ft

Cost: 50 gp
Weight: 6 lb

Halberd

Weapon

Common

Properties: Heavy, Two-handed
Anti-large: When you attack a creature that is larger than you, you deal additional damage die.
Guard stance: When you use your ready action to attack a creature that comes into your range, you gain advantage on the attack.

Type Damage Damage Range
Martial Melee 1d10 Slashing 10 ft

Cost: 20 gp
Weight: 6 lb

Lance

Weapon

Common

Properties: Reach
Mounted Weapon:
  • When you are mounted, you gain 1 damage for each 5 feet per second you travel ( max. 20 additional damage ).
  • When you are not mounted, you have disadvantage on attack rolls and must wield this weapon in both hands.

Type Damage Damage Range
Martial Melee 1d12 None 10 ft

Cost: 40 gp
Weight: 6 lb

Longsword

Weapon

Common

Properties: Finesse ( at least 14 Strength and 14 Dexterity if used as Dexterity weapon )
Half-swording: You can attack your opponent wielding longsword by its edge, dealing the same damage but in bludgeoning.
Parry: When you are attacked by any sword, you can use your reaction to increase your AC by 2 against this attack.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Slashing 5 ft

Cost: 15 gp
Weight: 3 lb

Maul

Weapon

Common

Properties: Heavy, Two-handed
Anti-plate: When you attack a creature wearing heavy armor, you deal additional one damage die.

Type Damage Damage Range
Martial Melee 2d6 Bludgeoning 5 ft

Cost: 10 gp
Weight: 10 lb

Morningstar

Weapon

Common

Bone-breaking: When you attack a creature that is not wearing armor, you deal additional damage die.

Type Damage Damage Range
Martial Melee 1d8 Bludgeoning 5 ft

Cost: 15 gp
Weight: 4 lb

Pike

Weapon

Common

Properties: Heavy, Two-handed
Anti-cavalry: When mounted enemy enters your attack range, you can attack their mount. If your attack hits the creature it is a critical hit.

Type Damage Damage Range
Martial Melee 1d10 Piercing 10 - 20 ft

Cost: 5 gp
Weight: 18 lb

Rapier

Weapon

Common

Properties: Finesse
Duelist: If you are attacking other creature wielding melee weapon, you gain +2 on attack roll.

Type Damage Damage Range
Martial Melee 1d10 Piercing 5 ft

Cost: 25 gp
Weight: 2 lb

Scimitar

Weapon

Common

Properties: Finesse, light
Meat-cutter: Scimitar has great effectivness against not-armored enemies, giving wielder +1 on hit and +1 on damage against non-armored enemies.

Type Damage Damage Range
Martial Melee 1d6 Slashing 5 ft

Cost: 25 gp
Weight: 3 lb

Shortsword

Weapon

Common

Properties: Finesse, Light
Utility sword: While wielding shortsword, you gain following bonuses based on what you wield in the other hand.
other hand bonus
Free You can spend your bonus action to attack the creature, dealing 1d4 bludgeoning damage
Shield You gain +1 AC
Other weapon +1 on hit with the secondary weapon
 

Type Damage Damage Range
Martial Melee 1d6 Slashing 5 ft

Cost: 10 gp
Weight: 2 lb

Trident

Weapon

Common

Properties: Thrown, Versatile
Aquatic-combat weapon: You don't have disadvantage on underwater combat.
Net-combination: You can use Net as your bonus action.

Type Damage Damage Range
Martial Melee 1d6 / 1d8 Piercing 5 ft

Cost: 5 gp
Weight: 4 lb

Warhammer

Weapon

Common

Properties: Versatile
Dwarven Legacy: If you are dwarf, you gain +1 on hit and +1 on damage while using handaxe.
Armor destruction: When you attack creature wearing medium armor or heavy armor, you ignore its armor. And you also roll additional damage die.

Type Damage Damage Range
Martial Melee 1d8 / 1d10 Bludgeoning 5 ft

Cost: 15 gp
Weight: 2 lb

Whip

Weapon

Common

Properties: Light, Finesse
Pull: After you hit a creature with attack roll, you can instead of dealing damage, pull the target 5 ft towards you, the target must win Strength contest to resist the pull.
Knock: After you hit a creature with attack roll, you can instead of dealing damage, knock it prone, the target must win Strength contest to resist the knock.

Type Damage Damage Range
Martial Melee 1d6 Slashing 5 ft - 10 ft

Cost: 2 gp
Weight: 3 lb

Executioner Sword

Weapon

Common

Properties: Heavy, Two-handed
Anti-small: When you attack creature smaller than you, you gain addition damage die.
Goblinoid-legacy: If you are goblinoid, you gain +1 on hit and +1 on damage while using this weapon. 

Type Damage Damage Range
Martial Melee 1d10 Slashing 5 ft

Cost: 10 gp
Weight: 6 lb

Swordbreaker

Weapon

Common

Properties: Light
Sword-catching: When a creature attacks you with a bladed weapon, you can use your reaction to attempt to catch that weapon in your sword breaker. Make a Dexterity (Sleight of Hand) check against the targets attack roll. If the result is greater than the attack roll, you grapple the attacker by catching its weapon.   The attacker may escape the grapple in the normal way, or by dropping the caught weapon. Similarly, the grapple ends if you drop the sword breaker. You can not attack with the sword breaker when you have grappled a creature this way.

Type Damage Damage Range
Martial Melee 1d4 Piercing 5 ft

Cost: 150 gp
Weight: 3 lb

Martial Ranged Weapon

Blowgun

Weapon

Common

Properties: Ammunition, loading
Stealth: When attacking from stealth, you can remain hidden.

Type Damage Damage Range
Martial Ranged 1 Piercing 25 / 100

Cost: 5 sp
Weight: 1 lb

Crossbow, hand

Weapon

Common

Properties: Ammunition, light, loading
Ranged Concealed Weapon: When you hit a ranged attack with this weapon and target is not expecting it, that hit is critical.

Type Damage Damage Range
Martial Ranged 1d6 Piercing 30/120

Cost: 75 gp
Weight: 3 lb

Crossbow, heavy

Weapon

Common

Properties: Ammunition, Loading, Two-handed, Heavy
Heavy Piercing bolts: You ignore the additional AC provided by the armor. This feature works against natural armor, however the penetration is halved.

Type Damage Damage Range
Martial Ranged 1d10 Piercing 100/400

Cost: 50 gp
Weight: 18 lb

Longbow

Weapon

Common

Properties: Ammunition, heavy, two-handed

Type Damage Damage Range
Martial Ranged 1d8 Piercing 150/600

Cost: 50 gp
Weight: 2 lb

Net

Weapon

Common

Properties: Thrown
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 useits 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.

Cost: 1 gp
Weight: 3 lb

   

Exotic Melee Weapon

Katana

Weapon

Uncommon

Properties: Finesse, Versatile
Quick-draw: When your weapon is still in sheath, you can use your bonus action to draw and attack once with it.
Weapon of honor: While carrying a katana, you gain +1 on Persuation.

Type Damage Damage Range
None 1d8 / 1d10 Slashing 5 ft

Cost: 200 gp
Weight: 6 lb

Naginata

Weapon

Uncommon

Properties: Two-handed, Heavy, Reach
Guard stance: When you use your ready action to attack a creature that comes into your range, you gain advantage on the attack.
Anti-large: When you attack a creature that is larger than you, you deal additional damage die.
Meat-cutter: Naginata has great effectivness against not-armored enemies, giving wielder +1 on hit and +1 on damage against non-armored enemies.

Type Damage Damage Range
None 1d10 Slashing 5 - 10 ft

Cost: 50 gp
Weight: 6 lb

Nunchaku

Weapon

Uncommon

Properties: Two-handed, Light
Complex weapon. Complexity of this weapon provides it with following traits:
  • You need at least 16 Dexterity to be able to use this weapon.
  • You have advantage on any melee weapon user.
  • You can instead of dealing damage attempt to disarm your opponent. Opponent must win Strength contest to resist.
    Watch before using this weapon

Type Damage Damage Range
None 1d4 Bludgeoning 5 ft

Cost: 10 gp
Weight: 4 lb

Katar

Weapon

Uncommon

Properties: Light
Concealed weapon: When you hit a melee attack with this weapon and target is not expecting it, you automaticaly hit critical with additional dice (total 4d4).
Fixed: This weapon automatically succeeds against disarming attacks.

Type Damage Damage Range
None 1d4 Piercing 5 ft

Cost: 40 gp
Weight: 4 lb

Tanto

Weapon

Common

Properties: Finnesse Self-defense: When attacked while wielding Tanto, you can use your reaction to gain +2 AC.

Type Damage Damage Range
None 1d6 Slashing

Cost: 50 gp
Weight: 5 lb

Exotic Ranged Weapon

Yumi

Weapon

Uncommon

Properties: Ammunition, two-handed
Horse-back weapon: When used while not mounted, you gain disadvantage on attack rolls due to extreme length of this bow.

Type Damage Damage Range
None 1d8 Piercing 100/300 ft

Cost: 30 gp
Weight: 3 lb

Fire Arms

Flintlock Pistol

Weapon

Common

Properties: Ammunition, loading
Armor-penetrating: Against light and medium armor, you ignore the additional AC provided by armor.
Pirate-favourites: If you have any of Kaed's backgrounds, you gain +1 on hit and +1 on damage while using flintlock pistol.

Type Damage Damage Range
None 1d10 Piercing 30/90

Cost: 150 gp
Weight: 4 lb

Blunderbuss

Weapon

Common

Properties: Ammunition, Two-handed
Shrapnel-shot: Instead of rolling on hit, targets in 20ft cone must succeed DC 12 Dexterity savingt throw, or take weapon's damage.
Pirate-favourites: If you have any of Kaed's backgrounds, DC increases by 3.

Type Damage Damage Range
None 1d12 Piercing 20 ft cone

Cost: 250 gp
Weight: 10 lb

Musket

Weapon

Common

Properties: Ammunition, loading, two-handed
Embernam's weapon: If you have any of Embernam's backgrounds, you gain +1 on hit and +1 on damage while using musket.
Fast piercing bullets: You ignore the additional AC provided by the armor. This feature works against natural armor, however the penetration is halved.
Bayonet: You can also equip bayonet onto musket, providing you with 1d6 melee damage option.

Type Damage Damage Range
None 1d12 Piercing 80/240

Cost: 300 gp
Weight: 10 lb

Bomb

Weapon

Common

As an action, a character can light this bomb and throw it at a point up to 30 feet away. Each creature within a 10 foot square takes 4d6 fire damage or half on succesful DC 12 Dexterity Saving throw.

Type Damage Damage Range
None 4d6 Fire 30 ft

Cost: 50 gp
Weight: 1 lb