Weapons in The Arbour Coast | World Anvil

Weapons

Each weapon type listed represents a general category of weapons sharing some general physical properties and functions. Examples are given from different settings to give a sense of what would fit here. If there is a specific type of weapon you want your character to have, look for the closest match; the GM is the final arbiter.   A quick study of various historical arms will show that significant variations can exist between two examples of a weapon type in material, make, dimension, and mass. The statistics given represent a rough average for a weapon of that type. If more variation in statistics is desired, consider raising/lowering the listed prices and weights by 10% (with a lighter weapon being more expensive).  

Weapon Size and Creature Size

  People vary in size – in a fantasy setting, this is even more so. Man-sized races and monsters, including Humans, Elves, hobgoblins, and orcs must wield Large weapons with both hands, but may use Small or Medium weapons in one hand. Smaller creatures, including Halflings, kobolds, gnomes, and goblins may not use Large weapons at all, and must use Medium weapons with both hands. By extension, larger humanoids, such as ogres or giants, could conceivably wield some Large weapons one-handed.   Dwarves and Halflings are a special case, being roughly man-sized, albeit shorter, limiting some options. Other creature types of unusual builds may have similar limitations.   Note that some weapons must be used with both hands by design (such as bows and crossbows) but the maximum size limits still apply: Dwarves and Halflings are simply too short of stature to effectively wield a longbow, for example.  

Weapon Options

  Unusual Materials and High Quality Items   While the given stats are assumed to be the standard for the setting, adventurers may want to incorporate fantastic materials (mithril, orichalcum, dragon silk, etc.). Successful creation with the material will be assigned bonuses or penalties to equipment of unusual make. This can take the form of attack bonuses, reduced weight, vulnerability to breakage, or other circumstantial benefits. These are non-magical benefits of the make or material.   Quality weapons tend to show superior make, better quality materials, added tooling or etching, specialty materials, or decoration. Weapons of exceptional make or made of better materials may be given saving throw bonuses against damage at the GM’s discretion. Additionally, a GM may allow bonuses to High Quality weapons – in the form of balance (+1 to-hit) or keen-edged (+1 damage). These bonuses would be non-magical, and would not stack with bonuses from enchantments.   Similarly, items of exceptionally fine craftsmanship (a true masterpiece of craftwork, one might say) may impart special bonuses for related tasks or actions.   Silver and Silvering   Beyond the examples provided below, many weapons can be edged, coated, or made from silver. Unless listed, costs should be generally 10x the base cost for a given weapon, or around 3 gp to add bands, studs, or caps of silver to wooden weapons. In many cases, weapons are only edged or coated with silver, as a pure silver blade tends to bend or blunt more readily than iron. Silver sling bullets contain a lead core for weight; a bullet of pure silver would do the same damage as a sling stone. Mace and hammer heads can be made entirely of silver (at about 30x cost) with little impact on their effectiveness.   In addition to silver, other creatures in a setting may possess other unique vulnerabilities. As can be expected, if a creature is susceptible to damage from something, enterprising adventurers will want it made into weapons. Alternatively, they may want special-use weapons to take advantage of other effects or meet unusual requirements. Weapons made of unusual materials will typically have greater material costs, as well as labor, from working with unfamiliar methods and materials (a blacksmith does not often work with silver – and a silversmith is not used to making weapons).   The final product will be similar to the basic weapon, but you may want to modify the weapon stats based on the materials involved. Other effects or traits of the material may come into play as well.   Spiked pommel/basket (one-handed weapons only)   Adds 3 gp to weapon cost. The weapon has a basket guard with several large spikes set into it. This weapon can be used as a spiked gauntlet in close quarters (such as while wrestling), but cannot deliver a subdual ‘pommel strike.’  

Weapon Descriptions

  Axes are a group of tools and weapons designed to deliver heavy, chopping blows. Hand Axes are small, light axes, generally with good balance for throwing. Examples: hatchet, tomahawk, francisca. Battle Axes and Great Axes differ in scale, but share many of the same features. The style of the axe head (crescent, bearded, double-bit, etc.) will be a matter of setting and preference. Pick Axes and Military Picks are similar weapons, but trade the heavy blade for a sharpened spike. It is not unusual to find both pick and blade on the same weapon.   Daggers represent a variety of short blades (typically under 12” in length). While most daggers will have sharpened edges, these weapons are most often used as thrusting weapons. Daggers are assumed to be balanced for throwing, unless otherwise specified by the GM. Daggers include the dirk, seax, poniard, stiletto (a spike-like dagger), tanto, punch daggers, and smaller types of katar. Defending Daggers follow the same basic design, but incorporate additional features to help catch or defend against other blades – an extended or upturned crossguard, basket hilt, bell guard, or forks or tines. When used defensively (including as an off-hand weapon, see Combat Options), this weapon is treated as a Buckler against swords and daggers only. Defending daggers will rarely be balanced for throwing. The main-gauche and “bladed” sai are two examples.   Swords cover a variety of hilt blade weapons, designed for cutting or thrusting strikes. The different types of swords are based on size, shape, and use. Note that at each size, there are two versions; one straight-bladed, one curved.   Short Swords are straight thrusting weapons, much like a dagger, but with a longer blade (typically around 2 feet). Some examples may in fact be oversized daggers, including cinquedea, gladius, xiphos, and katar. The Cutlass group represents short blades – curved or straight single-edged – designed for hacking or slashing rather than thrusting. This includes the aforementioned cutlass, hangars, and machetes, as well as short reverse-curve blades such as the kukri and kopis.   Long Swords represent a wide range of straight bladed swords, primarily designed for one-handed use. These weapons will typically be between 3 and 4 feet in length and designed for both slashing and thrusting. Examples include the broadsword, pata, spatha, and jian. The Scimitar group includes single-edged, curved swords, designed primarily for slashing – though specific types may be straight or balanced enough to be an effective thrusting weapon. This group includes saber, falchion, dao, and katana.   The Two-Handed Sword is simply any sword requiring two hands to use – due to weight and balance. These will typically have an elongated handle or hilt, and blades 3½’ or longer. Most European-style fantasy two-handers tend to be large, straight double-edged blades, including claymores, zweihander, flamberge, and other “greatswords.” This also includes curve-bladed single-edged swords such as kriegsmesser, nodachi, great scimitar, and dadao.   Hammers and Maces are weapons that use weight and force to deliver damage. In game terms, the differences are primarily one of style, although hammers may be balanced for throwing, much like a hand axe. Maces may come with smooth, studded, or flanged heads. The Light Mace is a smaller, lighter mace, better suited for mounted combat (or Halflings). The Maul and Great Mace are larger, two-handed versions of the hammer and mace, respectively. A vicious variation of the mace is the Morningstar, which mounts spikes or blades on the head. Whether or not a morningstar may be used by Clerics in a setting is up to the GM.   Spears and Polearms: Covers a variety of hafted or pole-handled weapons, most based on the simple Spear. The Quarterstaff is included here as it functions as a headless spear (or if you prefer, a spear is a quarterstaff with a pointy bit on one end). Forks and Tridents use a double or triple-pronged head. This head makes it possible to catch or hold opponents at a distance. To entangle an opponent is a called attack with a -2 to attack roll and damage counted as subdual. A Boar Spear adds a crossbar partway back from the head, not unlike the crossguard of a sword or dagger. This is meant to prevent an impaled opponent (such as a boar) from running up the spear and striking the wielder. The Lance is a larger, sturdier spear, and not suited for throwing. A properly balanced lance may be used one-handed while mounted.   Pole arms place a weapon head on a longer pole, usually 6’ - 8’, sometimes combining different attack forms: blade/axe, spear, pick/spike, bludgeon, or hook. Examples & combinations: Glaive, Voulge, Bardiche, and Bisento (blade), Halberd (axe & spear), Guisarme (blade and hook), Partisan (Spear), Ranseur (Spear – akin to boar spear), Bill (Blade and Hook), Bec de Corbin (bludgeon and spike), and Fork (Spike and “hook”).   Chain Weapons incorporate a length of chain or other flexible material to allow the weapon to swing, using momentum to deliver more damage. The Chain is the simplest form – a length of chain, swung as a weapon. Flails extend this by adding a weighted striking head of some kind, from long heads mounted on a short cord or hinge, to a variety of ball and chain weapons this includes weapons like nunchaku. Most flails are usable by Clerics, though spiked flails (similar to a morningstar) may be prohibited. The Whip operates on similar principle, with an even greater emphasis on speed – to the point that it acts more as a slashing weapon. Whips do poorly against hard armors or thick hides, and will not do damage to targets with an armor or natural AC of 14 or higher.  

Other Weapons

  Clubs, Cudgels, and Walking Sticks represent a variety of simple bludgeoning weapons and objects. This includes the basic club, gentleman's cane, hiking stick, shillelagh, knobkerry, or wizard's staff. Because of their design and lesser weight, these weapons are less effective than a mace or hammer of similar proportion. A walking stick, staff, or cane may be purchased with a silver head or handle. The Greatclub is a heavy, two-handed club, possibly with reinforcing bands or wraps.   The Sap or blackjack is a leather pouch weighted with sand or lead shot. This weapon is intended to inflict subdual damage only. When used in a sneak attack (as by Thieves), the blackjack has a chance of knocking its victim unconscious with a blow to the head – save vs. Paralysis or be Stunned for 1d4 rounds. A protected head greatly reduces this outcome. If the target is wearing a helmet (as part of their armor), they receive a saving throw bonus equal to their armor’s AC bonus over no armor (11). For example, a padded cap from a suit of leather armor gives a +2 bonus, while a Fighter wearing a plate mail helmet gets a +6 bonus. Beings with particularly thick skulls may also garner a save bonus, per GM discretion.   Hooks cover a variety of hook-shaped weapons or implements, from short-handled meat hooks to gaff hooks and shepherd's crooks (the latter being Medium-sized). A hook can have a sharpened point, or simply be used as an odd-shaped bludgeon.   Sickles and Scythes cover a variety of inward-curved cutting weapons, derived from grain harvesting tools. The examples here are specifically forged & balanced for use as a weapon. The actual farm implements are treated as improvised weapons. Includes falx, kama, and kusari gama.   Improvised Weapons are simply those weapons not actually designed for fighting; a random bottle or chair grabbed in a brawl, a pair of scissors used in self-defense, a peasant's hastily grabbed farm tool, and the ever-popular frying pan. These weapons are usually not as sturdy or well-balanced as actual weapons. Improvised weapons suffer a -2 to strike in melee, and poor range and accuracy when thrown.   If the GM allows, it is possible to acquire versions of some Quality items specifically made to be used as weapons; many may fall under an existing weapon type, however.   The Spiked Gauntlets and Cestus are armored 'gloves' with added weight, ridges, studs, etc. to give a punch a little extra impact. These simply shift punches into normal (non-subdual) damage. A character cannot deliver subdual damage while wearing these. If the GM allows, a boot version of this weapon (Boot spikes) can be purchased for the same effect on kick attacks. Note that these weapons somewhat limit fine hand work (such as practicing Thief skills), and the boots are a bit noisier, making silent movement difficult.  

Missile Weapons

  Missile weapons may be used to attack foes at a distance. The distance the attacker is from his target affects the attack roll. In general, opponents within Short range are attacked at +1 on the die, those beyond Short range but within Medium range are attacked at +0, and those beyond Medium but within Long range are attacked at -2. Foes beyond Long range cannot be effectively attacked.   If a character attempts to use a missile weapon against a foe who is within 5' of him or her (i.e. who is engaged with the shooter), a penalty of -5 is applied to the attack roll. This is due to the shooter dodging around to avoid the foe's attacks. The only exception is if the attacker is behind the target creature and undetected, or that creature is distracted so as to not be able to attack the shooter; in these cases, apply the usual +1 bonus (+3 total bonus if attacking from behind).   Bows are slender lengths (staves) of wood or other materials, bent and fastened at the ends with a shorter length of animal tendon or other strong fiber. The tension of the bent staff is what provides the power to launch arrows great distances. Careful selection of materials and changing the length of the stave can increase the power and range of these weapons. Short bows have staves around 5 foot unstrung, though shorter staves of more flexible materials may be favored by smaller characters. Long bows are typically around 6 feet unstrung, though longer staves are not unheard of.   Crossbows are essentially short, heavy bows (laths) of wood or metal set across a stock or tiller. Much of the popularity of the crossbow comes from its ease in use – and much shorter training time for men-at-arms – compared to bows. The mechanical lock & pulling mechanisms means higher tensions can be drawn and held without tiring the archer. This allows for ready fire, and with greater ranges than a regular bow, at the expense of a slower rate of fire.   Light Crossbows are hand- or lever-drawn, and have a rate of fire of 1 per 2 rounds (one round to draw and set, ready to fire the next). Man-sized creatures (including Dwarves) may attempt to fire a light crossbow with one hand, but at -3 attack roll. The Bullet Crossbow is a version of the light crossbow designed to fire small pellets (sling bullets) rather than bolts.   The Heavy Crossbow is a more powerful weapon, usually requiring composite or steel laths. Because of the high draw strength, heavy crossbows can fire 1 per 3 rounds (2 rounds for drawing and setting the bolt). Heavy crossbows are often mechanically drawn, though some may use a braced draw (holding the bow with a stirrup, and using the arms and legs to draw the string back).   Hand Crossbows are something of a novelty – rare, fairly delicate, and difficult to craft. They are easy to draw and set (firing once per round), but have short range and less penetration (damage) compared to the heavier models. Their small size and ease of use makes these popular for assassination using poisoned bolts. As the name suggests, these can be wielded with one hand. The short bolts require a special-sized bolt case.   Slings represent a variety of simple tools that arc or launch a small projectile at high speed. The cup on a length of cord is most common, but also includes short levers and elastic-powered devices. Depending on the exact design, most slings can be “fired” one-handed, but take two hands to load. Sling Bullets are shaped, typically metal (lead, bronze), and roughly marble-sized. Stones are often chosen for shape and weight (and fairly easily found while traveling, particularly around rivers). A sling may be used to hurl small, roundish objects (gems, eggs, tiny jars), but with diminished range and accuracy.   Blowguns are long, hollow tubes of metal or wood, which use the wielders' own lung power to fire small darts (or potentially other projectiles). These weapons are typically around 4 feet in length, but lengths of up to 7 feet are not unheard of.   Traditionally a hunting weapon, a blowgun will occasionally find use in combat, and are particularly popular among assassins.   Hurled Weapons are weapons meant to be thrown or hurled. While several melee weapons noted above may be hurled, the following weapons are made primarily to be thrown. Some hurled weapons may be usable in melee, but with a -2 to strike.   Throwing blades are light, edged or pointed throwing weapons. This includes throwing knives, chakram, and large shuriken. Darts are short, weighted missiles, similar in size and design to a blowgun dart or hand crossbow bolt.   Javelins are lightweight cousins of the spear, with better range but inflicting less damage. Includes Roman pilum.   A Bola is made from 2-3 weights attached by lengths of cord or leather. It is a hunting weapon designed primarily to snare targets. If an entangle attack is made, the target must save vs. Paralysis to avoid being tripped, immediately losing movement and DEX AC bonus until he or she can be freed. Note that for flying creatures, a 'trip' means that one or more wings have been pinned. The flying target will start to fall until it can free itself or crashes; see Falling Damage for more details. The target can be freed (or free itself if possible) with a full round of action, or in place of moving or attacking if it can find a way to cut or break the cord. Quadrupeds receive a +2 on their save.   Nets are only used to snare opponents. A net for combat use is typically about 10' in diameter, with a series of weights around the edges to help spread the net in flight, and hold down the edges to better trap targets. On a successful hit, the target must save v. Death Ray or be caught. It will take 1d4+1 rounds to get free, or 1 round if he or she can be cut free. Strong creatures may attempt to tear the net apart. This is similar to a Strength check against a locked door to tear free. A net can normally only catch a single man-sized target when thrown. Larger nets tend to be difficult to manage in combat, but make excellent traps. Nets can be used in melee, but only to attempt to tangle a weapon. It must be thrown to capture a target.

Firearms

Pistols or rifles are a newer addition to the continent. These weapons are designed to do a large amount of damage with a shot but take some time to reload and are not the best when it comes to ranges. Note that personal firearms are only available for purchase in the capitals, and are rare import items. Firearms range penalties are –4 to hit between short and medium, and –6 penalty to hit between medium and long. However, at short-range both weapons get a +4 bonus to hit against opponents wearing any kind of armor. All firearms, pistols or rifles, take 6 rounds to load for someone who has received very basic instructions on how to do it (if they have never been so instructed it would be practically impossible to load correctly). Fighter or Thief classes that have spent some time (at least a couple of months) training and practicing with firearms can reduce loading time by half, to 3 rounds.    If a natural 1 is rolled the weapon has jammed and will take a full minute to unjam (and then the regular time necessary to reload any time a natural 1 is rolled there is additionally a 5% chance that the weapon explodes, causing standard weapon damage to the wielder (including “exploding” die results). Note that in wet weather or very damp conditions, gunpowder can quickly become useless. In these conditions, there will be a 40% chance that a shot simply will not go off, because the equipment is too damp. The check is separate for each character using firearms, but as soon as any shot fails to go off for that character it will be impossible for that character to use their gunpowder weapons again until it is completely dry.   Both pistols and rifles have the “exploding” quality, where if a maximum result (6 for pistols, 8 for rifles) is rolled on the die, an additional die of damage is rolled (and continues to be rerolled if the number is again the maximum). So for example, if a PC fires a pistol and gets an 6, he gets to roll again; if he gets another 6, he rolls yet a third time. If the third die is a 4, he does a total of 6+6+4=16 points of damage.    Powder & bullets (10 shots) would cost 48 gp while modifications such as silver bullets would cost 12g each, and would have to be specially ordered.
 
 
Using Two-Hand / Hand-and-a-half Weapons
There are some long swords that have a longer hilt to allow the user to use one or two hands. When used two-handed the wielder cannot also use a shield. A bonus of +1 is added to damage done by a successful attack, due to the greater force the character is able to put into the strike.   This technique only works when a weapon has been made to be used in this way, i.e. with the required longer hilt.
 
 
Entangling Weapons   Certain weapons have the potential to trap, bind, or otherwise hold an opponent. When using one of these weapons, the wielder may choose to strike for damage, or strike to entangle. Treat entangle attacks as a modified wrestling attempt or allow the weapons damage to be counted as subduing damage. In the case of entangle attacks, after a successful “hit,” the target makes an immediate save vs. Death Ray to avoid being caught. Specific effects or usable maneuvers will depend on the type of weapon. Note that most entangling weapons cannot be effectively used while wrestling.   Chain weapons, hooks, and certain pole-arms are well-designed for this sort of use. Exactly what can be achieved in terms of maneuvers depends on the weapon.   Whips and chains 3' or longer can be used to attempt an entangle. If the target fails their save vs. Death Ray, one of its limbs has been caught with the weapon. The target cannot move away from the attacker, and may lose use of a weapon, shield arm, or movement until it can break the grapple. Targets caught in this manner suffer a -2 to AC.   Hook weapons: Instead of doing damage, a hook can be used to try and grab or hold an opponent (treat as a standard wrestling attempt). The hook can only be used to hold or move an opponent or snag a shield or weapon arm. A related weapon, forks, can be used in a similar fashion, except that where a hook will prevent someone from getting away, a fork will prevent them from getting closer.   Other weapons: could be used in similar ways – pinning someone's cloak to a wall, using the shaft of a spear or hook of a scythe to trip someone, etc. This is an unconventional use akin to inflicting subdual damage. As such, these attacks are made at a -4 penalty. Note that a Thief attempting this as a sneak attack should still receive their attack bonus.
 
 
WEAPON PRICE SIZE WEIGHT DMG
Pistol 360 gp S 3 1d6
Rifle 240 gp M 10 1d8
WEAPON SHORT MEDIUM (-4) LONG (-6)
Pistol 30 60 90
Rifle 50 100 150