Weapons Item in Asteria | World Anvil
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Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.   The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged.   A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.  

List of Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb Light
Dagger 2 gp 1d4 piercing 1 lb Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb Two-handed
Handaxe 5 gp 1d6 slashing 2 lb Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb
Quarterstaff 2 sp 1d6 bludgeoning 4 lb Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb Light
Spear 1 gp 1d6 piercing 3 lb Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapon
Crossbow, light 25 gp 1d8 piercing 5 lb Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb Versatile (1d10)
Double-bladed Scimitar 100 gp 2d4 slashing 6 lb Special, two-handed
Flail 10 gp 1d8 bludgeoning 2 lb
Glaive 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb Reach, special
Longsword 15 gp 1d8 slashing 3 lb Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb
Pike 5 gp 1d10 piercing 18 lb Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb Finesse
Scimitar 25 gp 1d6 slashing 3 lb Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb Finesse, light
Trident 5 gp 1d6 piercing 4 lb Thrown (range 20/60), versatile (1d8)
War Pick 5 gp 1d8 piercing 2 lb
Warhammer 15 gp 1d8 bludgeoning 2 lb Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb Special, thrown (range 5/15)
Firearms
Crank Gun 1500 gp 4d4 piercing 60 lb Ammunition (range 60/120), heavy, two-handed, finesse, special
Pistol 50 gp 1d8 piercing 2 lb Ammunition (range 30/90), loading
Rifle 100 gp 1d12 piercing 10 lb Ammunition (range 100/300), loading, two-handed
Shotgun 150 gp 2d6 piercing 7 lb Ammunition (range 30/60), loading (2 shots), two-handed, heavy
Revolver 250 gp 1d6 piercing 1.5 lb Ammunition (range 40/120), loading (6 shots), light
Bayonet 10 gp 1d4 piercing 0.25 lb Finesse, special
Grenade 50 gp 0.5 lb Thrown (range 30/60), finesse, special
 

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons.   The two categories are simple and martial.   Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners.   Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.   Firearms are martial weapons, though they are uncommon and expensive enough that proficiency in such weapons is rare. Characters do not have proficiency in firearms by default, even if they have proficiency in martial weapons. You can gain proficiency in firearms by means such as the Weapon Master feat, the Gunner feat, or enough levels in Artificer to gain proficiency in firearms.   Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever is close 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. In many cases, 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 DM'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 DM 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.  

Special Weapons

Double-Bladed Scimitar

The double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class.   When you make a two-handed attack with this weapon, you can use a bonus action to make a melee attack with the other side of the blade. This attack uses the same ability modifier as the primary. The damage die is 1d4, and it deals slashing damage. This special attack can only be done if you take the Attack action.  

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you.   Also, a lance requires two hands to wield when you aren't mounted.  

Net

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 use its 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. When making a ranged attack with a net, you don't have disadvantage on that attack as a result of hostile creatures being within 5ft of you.  

Crank Gun

This weapon can only be fired while it is spun up. If the crank gun is not spun up, you must spend an action spinning it up. It stops spinning if you stop spinning it as an action or you are incapacitated. While the crank gun is spun up, your movement speed is halved.   Whenever you attack with the crank gun, it consumes 10 pieces of ammunition.  

Bayonet

This weapon can be attached to the end of a rifle or shotgun as an action. When making a melee attack with the attached weapon, it gains the finesse property, counts as a simple melee weapon for the attack, and does 1d4 piercing damage.  

Grenade

You throw the grenade to a point or at a creature you can see within range. The grenade explodes as it impacts, spreading blue fire from the point of impact. Each creature within 10ft of the exploding grenade must make a Dexterity saving throw against your thrown save DC (8 + your proficiency bonus + your Dexterity modifier), taking 4d6 fire damage on a failed save, and half that on a success.    If the grenade is thrown at a creature and it hits the creature, that creature makes their save with disadvantage. Conversely, if the grenade is thrown with disadvantage, creatures within range make the save with advantage.

Weapon Properties

Many weapons have 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.   At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield (ammunition from firearms cannot be recovered). 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 shown 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 maximum 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.  

Reload

A limited number of shots can be made with a weapon that has the reload property. Once the weapon is used to fire that many shots, a character must then reload the weapon using an action or a bonus action (the character’s choice).  

Special

A weapon with the special property has unusual rules governing its use. See the weapon descriptions given at the bottom of the page. 

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 to use.  

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.

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