Weapons in Toril | World Anvil
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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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