Weapons in The Age of Swords | World Anvil

Weapons

Weapons are tools mainly used to inflict harm upon an opponent. Weapons evolved mainly from farming implements in ages past. Today, the weapons is a tool for combat, a sign of wealth and stature, and for most adventurers; a trusted companion.   Weapons generally come in 3 states of craftsmanship: Poor, Normal and Masterwork. All prices stated in the table below are for a weapon of normal craftsmanship. Adjusted prices for Poor and Masterwork weapons can be found below at their respective entry.  

Weapon Table


WeaponCostDamageBulkProperties
Simple melee weapons
Club1s1d4 bludgeoning2Light
Dagger2g1d4 piercing1Finesse, light, thrown (range 20/60)
Greatclub2s1d10 bludgeoning3Two-handed
Handaxe5g1d6 slashing2Light, thrown (range 20/60)
Javelin5s1d6 piercing2Thrown (range 30/120)
Knife2g1d4 slashing1Finesse, light
Light Hammer2s1d4 bludgeoning1Light, thrown (range 20/60)
Mace5g1d6 bludgeoning2
Quarterstaff2s1d8 bludgeoning3Two-handed
Sickle1g1d4 slashing1Light
Spear1g1d6 piercing3Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light25g1d8 piercing3Ammunition (range 80/320), loading, two-handed
Dart5c1d4 piercing0,2Finesse, thrown (range 20/60)
Shortbow25g1d6 piercing2Ammunition (range 80/320), two-handed
Sling1s1d4 bludgeoning1Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe10g1d8 slashing3Versatile (1d10)
Flail10g1d8 bludgeoning3
Glaive20g1d10 slashing4Heavy, reach, two-handed
Greataxe30g1d12 slashing4Heavy, two-handed
Greatsword10g2d6 slashing4Heavy, two-handed
Halberd50g1d10 slashing4Heavy, reach, two-handed
Lance10g1d12 piercing4Reach, special
Longsword15g1d8 slashing3Versatile (1d10)
Maul10g2d6 bludgeoning4Heavy, two-handed
Morningstar15g1d8 piercing2
Pike5g1d10 piercing4Heavy, reach, two-handed
Rapier25g1d8 piercing2Finesse
Scimitar25g1d6 slashing2Finesse, light
Shortsword10g1d6 piercing2Finesse, light
Thinblade30g1d8 slashing2Finesse
War Spear5g1d8 piercing3Thrown (range 20/60), versatile (1d8)
War Pick5g1d8 piercing2
Warhammer15g1d8 bludgeoning2Versatile (1d10)
Whip2g1d4 slashing1Finesse, reach
Martial Ranged Weapons
Blowgun10g1 piercing0,2Ammunition (range 25/100), loading
Crossbow, hand75g1d6 piercing2Ammunition (range 30/120), light, loading
Crossbow, heavy50g1d10 piercing4Ammunition (range 100/400), heavy, loading, two-handed
Longbow50g1d8 piercing3Ammunition (range 150/600), heavy, two-handed
Net1g1Special, thrown (range 5/15)
 

Weapon descriptions

  Knife
Simple melee,   While the dagger is designed to inflict piercing wounds upon an opponent, the knife is crafted with slashing or chopping motions in mind. Knife is a simple tool found in almost every hearth and carried by many as a handy tool.   Thinblade
Martial melee,   The thinblade is a crossover between a longsword, rapier and scimitar. Almost as long as a longsword, with the sleek design of a rapier and a scimitar. This blade is perfect for sweeping motions and quick cuts rather than stabs.  

Weapon Quality/Craftsmanship

Poor. Poor craftsmanship weapons are produced hastily, with subpar materials or by craftsmen with low skill. Poor weapons cost half the listed price but grant disadvantage on fumble and critical hit confirmation rolls.   Normal. Weapons of normal craftsmanship are average in every way. They perform as can be expected. Normal quality weapon cost is listed in the table and grant no additional modifiers on fumble or critical hit confirmation rolls.   Masterwork. Masterwork weapons are of exceptional quality. Their handles fit better in the hand, their materials are of higher grade and the care given to its creation is many times higher than their 'normal' counterpart. Masterwork quality weapons cost three times as much as their listed cost and grant advantage on fumble and critical hit confirmation rolls.  

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.   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 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.   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 (see “Special Weapons” later in this section).   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.   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.

Substitute weapons

Many different weapons are functionally the same as weapons from the weapons list. When using a weapon not listed in the weapons table substitute weapon statistics with those of a comparable weapon.


WeaponSubstitute
Flanged MaceMorningstar
TridentWar Spear


Cover image: by Tanner Mardis