Weapons
Weapons are divided into three general categories, namely simple, martial and exotic weapons.
Simple Weapons
Simple Weapons are weapons that are fairly easy to use, can be manufactured with relative ease and can be found across most cultures. They are generally not as efficient as Martial Weapons, but can be more cost-effective to use and faster to train people to use.Simple Melee Weapons
Name | Weapon Group | Damage Die | Traits | Weight | Price |
---|---|---|---|---|---|
Club | Blunt, but half-proficiency also granted from Improvised | 1d4 Blunt | Agile, Balanced, Light | 2 lbs | 0 GP |
Dagger | Bladed | 1d4 Piercing | Agile, Balanced, Finesse, Light, Thrown (range 20/60), Versatile (1d4 slashing) | 1 lbs | 2 GP |
Greatclub | Blunt, but half-proficiency also granted from Improvised | 1d8 blunt | 10 lbs | 2 SP | |
Hammer, Light | Blunt, but half-proficiency also granted from Improvised | 1d4 Blunt | Agile, Balanced, Deadly (+1d4), Light, Thrown (range 20/60) | 2 lbs | 2 GP |
Hatchet | Axes, but half-proficiency also granted from Improvised | 1d6 slashing | Agile, Balanced, Light, Thrown (range 20/60) | 2 lbs | 5 GP |
Javelin | Polarms | 1d6 piercing when thrown, 1d4 piercing in melee | Finesse, Light (only when used in melee), Step, Thrown (range: 30/120) | 2 lbs | 5 SP |
Mace, Poll | Blunt, but half-proficiency also granted from Improvised | 2d4 Blunt | Deadly (+1d6), Heavy, One-Handed (1d8 blunt, +Clumsy, -Step), Step | 4 lbs | 10 GP |
Mace, Light | Blunt, but half-proficiency also granted from Improvised | 1d6 blunt | Agile, Balanced, Light | 2 lbs | 5 GP |
Maul | Blunt, but half-proficiency also granted from Improvised | 1d12 blunt | Clumsy, Deadly (1d10), Heavy, Step | 10 lbs | 10 GP |
Morningstar, Great | Spiked, but half-proficiency also granted from Improvised | 2d6 Piercing | Clumsy, Heavy, Step | 10 lbs | 20 GP |
Morningstar, Poll | Spiked, but half-proficiency also granted from Improvised | 2d4 Piercing | One-Handed (3d2 piercing, +Clumsy, -Step), Step | 4 lbs | 15 GP |
Morningstar, Light | Spiked, but half-proficiency also granted from Improvised | 3d2 Piercing | Two-Handed (1d8 piercing) | 2 lbs | 10 GP |
Quarterstaff | Polarms, but half-proficiency also granted from Blunt and Improvised | 1d6 blunt | Two-Handed (1d8 blunt) | 4 lbs | 2 SP |
Sickle | Improvised | 1d4 Slashing | Agile, Balanced, Deadly (+1d4 Slashing) Finesse, Light, | 2 lbs | 1 GP |
Short Polearm | Polarms | 1d6 blunt, piercing and/or slashing | Step, Thrown (range 20/60), Two-Handed (1d8 Piercing) | 3 lbs | 1 GP |
Long Polearm | Polarms | 1d10 blunt, piercing and/or slashing | Clumsy, Heavy, Reach | 6 lbs | 5-20GP |
Simple Ranged Weapons
Name | Weapon Group | Damage Die | Traits | Weight | Price |
---|---|---|---|---|---|
Blow-gun | Improvised | 1d2 piercing | Ammunition (25/100), loading | 1/4 lbs | 5 CP |
Crossbow, Hand | Crossbows | 1d6 piercing | Ammunition (30/120), Light, Loading, | 3 lbs | 75 GP |
Crossbow, Heavy | Crossbows | 1d10 piercing | Ammunition (100/400), Heavy, Loading | 18 lbs | 50 GP |
Crossbow, Light | Crossbows | 1d8 Piercing | Ammunition (range 80/320), loading, One-Handed (1d8 Piercing - can only load with one-hand with special training or equipment) | 5 lbs | 25 GP |
Projectile, Thrown | Improvised | 1d2 Blunt Damage | Finesse, Thrown (40/80) | Varies | Varies |
Shortbow | Bows | 1d6 Piercing | Ammunition (range 80/320) | 2 lbs | 25 GP |
Sling | Improvised | 1d4 Blunt | Ammunition (range 30/120) | 0 lbs | 1 sp |
Martial Weapons
Martial Weapons are weapons that are traditionally considered complex military arms, used for self-defense by the upper classes, for warfare by professional soldiers and carried as a way of life by some social castes. Common for martial weapons is that they are often slightly superior to their simple weapon counterparts, but often, the user must have special training to enjoy the most significant benefits of these weapons.Martial Melee Weapons
Name | Weapon Group | Damage Die | Traits | Weight | Price |
---|---|---|---|---|---|
Axe, battle | Axes | 1d8 Slashing | Two-Handed (1d10), Versatile (1d4 blunt or piercing) | 4 lbs | 10 GP |
Axe, Poll | Axes | 1d10 Slashing | Heavy, One-Handed (2d4 +Clumsy, -Step), Step, Versatile (1d8 blunt or piercing) | 5 lbs | 20 GP |
Axe, Great | Axes | 1d12 Slashing | Clumsy, Heavy Step, Versatile (1d8 blunt or piercing) | 5 lbs | 20 GP |
Curve Blade, Short | Bladed | 1d6 Slasing | Agile, Balanced, Deadly (+1d4) Finesse, Light, Two-Handed (1d8 Slashing), Versatile (1d2 Piercing) | 3 lbs | 25 GP |
Flail | Spiked | 1d8 Blunt or Piercing | 2 lbs | 10 GP | |
Hammer, Great | Blunt | 1d12 Blunt | Clumsy, Heavy, Deadly (+1d10), Step, Versatile (1d10 piercing) | 5 lbs | 25 GP |
Hammer, Poll | Blunt | 1d10 Blunt | Deadly (+1d8), Heavy, One-Handed (2d4 Blunt), Step, Versatile (1d8 piercing) | 3 lbs | 20 GP |
Hammer, War | Blunt | 1d8 Blunt | Deadly (+1d6), Two-Handed (1d10 Blunt), Versatile (1d8 piercing) | 2 lbs | 15 GP |
Pick, Great | Spiked | 2d6 Piercing | Clumsy, Heavy, Step | 7 lbs lbs | 15 GP |
Pick, Poll | Spiked | 1d10 Piercing | Heavy, One-Handed (2d4 Piercing), Step | 6 lbs | 10 GP |
Pick, War | Spiked | 2d4 Piercing | Two-Handed (1d10 Piercing) | 2 lbs | 5 GP |
Sword, Bastard | Bladed | 1d10 Slasing | Heavy, One-Handed (2d4 Slashing, +Clumsy, -Step), Step, Versatile (1d10 Piercing) | 4 lbs | 35 GP |
Sword, Broad | Bladed | 1d8 Slasing | Agile, Balanced, Two-Handed (2d4 Slashing), Versatile (1d8 Piercing) | 3 lbs | 15 GP |
Sword, Great | Bladed | 2d6 Slasing | Clumsy, Heavy, Step, Versatile (2d6 Piercing) | 6 lbs | 50 GP |
Sword, Short | Bladed | 1d6 Piercing | Agile, Balanced, Finesse, Light, Versatile (1d6 Slashing) | 2 lbs | 10 GP |
Thinblade, Broad | Bladed | 1d8 Piercing | Agile, Balanced, Finesse, Light, Step, Versatile (1d6 Slashing) | 2 lbs | 25 GP |
Whip | Linked | 1d4 Dignity | Agile, Balanced, Finesse, Light, Reach | 3 lbs | 2 GP |
Martial Ranged Weapons
Name | Weapon Group | Damage Die | Traits | Weight | Price |
---|---|---|---|---|---|
Arbalest | Crossbows | 1d12 Piercing | Ammunition (150/600), Heavy, Loading | 25 lbs | 75 GP |
Longbow | Bows | 1d8 Piercing | Ammunition (range 150/600), Heavy | 2 lbs | 50 GP |
Advanced Weapons
Advanced Weapons are typically weapons that require the user to be of a specific Ancestry to reap the full benefits of the weapon. As a rule of thumb, if half-proficiency applies to an advanced weapon, you can use it with half-proficiency, but you cannot specialize in an advanced weapon unless you are of the appropriate ancestry.Advanced Melee Weapons
Name | Required Ancestry | Weapon Group | Damage Die | Traits | Weight | Price |
---|---|---|---|---|---|---|
Court Blade, Elven | Elven | Bladed | 2d4 Slashing | Agile, Finesse, Light, One-Handed (1d6 Slashing, +Clumsy 2, -Step), Step | 7 lbs | 70 GP |
Curve Blade, Elven | Elven | Bladed | 1d8 Slashing | Agile, Balanced, Deadly (1d4), Finesse, Light | 2 lbs | 50 GP |
Thin Blade, Elven | Elven | Bladed | 2d4 Slashing | Agile, Balanced, Finesse, Light, Step | 2 lbs | 50 GP |
Double Spear, Elven | Elven | Polearm | 1d4 Slashing | Agile (when used for dual-wielding with Polearm Master), Balanced (when used for dual-wielding with Polearm Master), Finesse, Light, Step, Thrown (range 20/60), Two-Handed (1d6) | 2 lbs | 50 GP |
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