Weapons

Your class grants capability in certain weapon skills, 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 fantasy worlds, 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 1 meter of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon groups

Each weapon is grouped with similar weapons such as axes, clubs, or swords. A character’s capability with weapons in a group is based on their capability with the Weapons skill associated with that group. Your species, class, and feats may grant you aptitude with certain weapons or groups of weapons.

Weapon categories

There are two categories: simple and martial.

Simple

Everyone can use simple weapons. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Some characters cannot become proficient with any weapon.

Martial

Martial weapons, including swords, warhammers, longspears, various polearms, and other weapons, require more specialized training to use effectively. Some characters cannot apply their Aptitude Bonus to a martial weapon, even if they are capable or proficient with weapons from that group.

A character might be self-taught or they might have had a commander, elder, or master teach them how to effectively wield martial weapons.

Weapons

Axes

NameCategoryCostDamageWeightProperties
Hatchetsimple5 sp1d6 slashing1 kgLight, thrown (range 3/10 m.)
Battleaxemartial10 sp1d8 slashing1 kgVersatile (1d10)
Halberdmartial20 sp1d10 slashing3 kgHeavy, reach, two-handed
Greataxemartial30 sp1d12 slashing3 kgHeavy, two-handed

Bows

NameCategoryCostDamageWeightProperties
Shortbowmartial25 sp1d6 piercing1 kgAmmunition (range 10/100 m.), two-handed
Longbowmartial50 sp1d8 piercing1 kgAmmunition (range 20/200 m.), heavy, special, two-handed

Brawling

NameCategoryCostDamageWeightProperties
Unarmed strikesimple1 bludgeoningFinesse
Gauntletsimple2 sp1d4 bludgeoning½ kgFinesse, light
Knucklessimple½ sp1d4 bludgeoning½ kgFinesse, light

Clubs

NameCategoryCostDamageWeightProperties
Clubsimple⅒ sp1d4 bludgeoning1 kgLight
Macesimple5 sp1d6 bludgeoning1 kgVersatile (1d8)
Greatclubsimple⅕ sp1d8 bludgeoning5 kgHeavy, two-handed
Quarterstaffsimple⅕ sp1d8 bludgeoning1 kgTwo-handed
Morningstarmartial15 sp1d8 piercing1 kgVersatile (1d10)

Crossbows

NameCategoryCostDamageWeightProperties
Crossbowsimple25 sp1d8 piercing2 kgAmmunition (range 10/100 m.), loading, two-handed
Hand Crossbowmartial75 sp1d6 piercing1.5 kgAmmunition (range 5/20 m.), light, loading
Repeating Hand Crossbowmartial175 sp1d6 piercing3 kgAmmunition (range 5/20 m.), light, loading, special
Repeating Crossbowmartial125 sp1d8 piercing4 kgAmmunition (range 10/100 m.), loading, special, two-handed
Heavy Crossbowmartial50 sp1d10 piercing7 kgAmmunition (range 20/200 m.), heavy, loading, two-handed
Repeating Heavy Crossbowmartial150 sp1d10 piercing9 kgAmmunition (range 20/200 m.), heavy, loading, special, two-handed

Darts

NameCategoryCostDamageWeightProperties
Blowgunsimple10 sp1 piercing½ kgAmmunition (range 5/20 m.), loading
Dartsimple0.05 sp1d4 piercing kgFinesse, light, thrown (range 3/10 m.)
Shurikensimple0.05 sp1d4 piercing kgFinesse, light, thrown (range 3/10 m.)

Flails

NameCategoryCostDamageWeightProperties
Whipmartial2 sp1d4 slashing1.5 kgFinesse, reach
Flailmartial5 sp1d6 bludgeoning1 kg
Spiked Chainmartial5 sp1d6 piercing2 kgFinesse, reach, two-handed
Meteor Hammermartial3 sp1d8 bludgeoning2 kgReach, two-handed
War Flailmartial10 sp1d8 bludgeoning1 kgVersatile (1d10)

Hammers

NameCategoryCostDamageWeightProperties
Hammersimple2 sp1d6 bludgeoning1 kgLight, thrown (range 3/10 m.)
Warhammermartial15 sp1d8 bludgeoning1 kgVersatile (1d10)
Maulmartial10 sp1d12 bludgeoning5 kgHeavy, two-handed

Knives

NameCategoryCostDamageWeightProperties
Daggersimple2 sp1d4 piercing½ kgFinesse, light, thrown (range 3/10 m.)
Katarsimple3 sp1d4 piercing½ kgFinesse, light
Saisimple2 sp1d4 piercing½ kgFinesse, light, thrown (range 3/10 m.)
Sicklesimple1 sp1d4 slashing1 kgFinesse, light
Kamamartial5 sp1d6 slashing1 kgFinesse, light
Kukrimartial7 sp1d6 slashing1 kgFinesse, light

Picks

NameCategoryCostDamageWeightProperties
Picksimple2 sp1d6 piercing½ kgVersatile (1d8)
Warpickmartial5 sp1d8 piercing1 kgVersatile (1d10)
Greatpickmartial20 sp1d12 piercing4 kgHeavy, two-handed

Slings

NameCategoryCostDamageWeightProperties
Slingsimple⅒ sp1d4 bludgeoningAmmunition (range 5/20 m.)
Bolamartial5 sp1 bludgeoning1 kgSpecial, thrown (range 10/20 m.)
Netmartial1 sp1.5 kgSpecial, thrown (range 1/3 m.)
Sling Staffmartial5 sp1d8 bludgeoning2 kgAmmunition (range 5/20 m.), two-handed

Spears

NameCategoryCostDamageWeightProperties
Spearsimple1 sp1d6 piercing1.5 kgVersatile (1d8), thrown (range 3/10 m.)
Lancemartial10 sp1d8 piercing6 kgReach, special, two-handed
Longspearmartial5 sp1d8 piercing1 kgVersatile (1d10), thrown (range 5/20 m.)
Tridentmartial5 sp1d8 piercing1.5 kgVersatile (1d10), thrown (range 5/20 m.)
Pikemartial5 sp1d10 piercing5 kgHeavy, reach, two-handed

Swords

NameCategoryCostDamageWeightProperties
Scimitarmartial25 sp1d6 slashing1 kgFinesse, light
Shortswordmartial10 sp1d6 piercing1 kgFinesse, light
Falchionmartial30 sp1d8 slashing1.5 kgFinesse
Longswordmartial15 sp1d8 slashing1.5 kgVersatile (1d10)
Rapiermartial25 sp1d8 piercing1 kgFinesse
Glaivemartial20 sp1d10 slashing3 kgHeavy, reach, two-handed
Greatswordmartial50 sp1d12 slashing3 kgHeavy, two-handed

All weapons

NameGroupCostDamageWeightProperties
Martial Melee Weapons
Battleaxeaxe10 sp1d8 slashing1 kgVersatile (1d10)
Falchionsword30 sp1d8 slashing1.5 kgFinesse
Flailflail5 sp1d6 bludgeoning1 kg
Glaivesword20 sp1d10 slashing3 kgHeavy, reach, two-handed
Greataxeaxe30 sp1d12 slashing3 kgHeavy, two-handed
Greatpickpick20 sp1d12 piercing4 kgHeavy, two-handed
Greatswordsword50 sp1d12 slashing3 kgHeavy, two-handed
Halberdaxe20 sp1d10 slashing3 kgHeavy, reach, two-handed
Kamaknife5 sp1d6 slashing1 kgFinesse, light
Kukriknife7 sp1d6 slashing1 kgFinesse, light
Lancespear10 sp1d8 piercing6 kgReach, special, two-handed
Longspearspear5 sp1d8 piercing1 kgVersatile (1d10), thrown (range 5/20 m.)
Longswordsword15 sp1d8 slashing1.5 kgVersatile (1d10)
Maulhammer10 sp1d12 bludgeoning5 kgHeavy, two-handed
Meteor Hammerflail3 sp1d8 bludgeoning2 kgReach, two-handed
Morningstarclub15 sp1d8 piercing1 kgVersatile (1d10)
Pikespear5 sp1d10 piercing5 kgHeavy, reach, two-handed
Rapiersword25 sp1d8 piercing1 kgFinesse
Scimitarsword25 sp1d6 slashing1 kgFinesse, light
Shortswordsword10 sp1d6 piercing1 kgFinesse, light
Spiked Chainflail5 sp1d6 piercing2 kgFinesse, reach, two-handed
Tridentspear5 sp1d8 piercing1.5 kgVersatile (1d10), thrown (range 5/20 m.)
War Flailflail10 sp1d8 bludgeoning1 kgVersatile (1d10)
Warhammerhammer15 sp1d8 bludgeoning1 kgVersatile (1d10)
Warpickpick5 sp1d8 piercing1 kgVersatile (1d10)
Whipflail2 sp1d4 slashing1.5 kgFinesse, reach
Martial Ranged Weapons
Bolasling5 sp1 bludgeoning1 kgSpecial, thrown (range 10/20 m.)
Hand Crossbowcrossbow75 sp1d6 piercing1.5 kgAmmunition (range 5/20 m.), light, loading
Heavy Crossbowcrossbow50 sp1d10 piercing7 kgAmmunition (range 20/200 m.), heavy, loading, two-handed
Longbowbow50 sp1d8 piercing1 kgAmmunition (range 20/200 m.), heavy, special, two-handed
Netsling1 sp1.5 kgSpecial, thrown (range 1/3 m.)
Repeating Crossbowcrossbow125 sp1d8 piercing4 kgAmmunition (range 10/100 m.), loading, special, two-handed
Repeating Hand Crossbowcrossbow175 sp1d6 piercing3 kgAmmunition (range 5/20 m.), light, loading, special
Repeating Heavy Crossbowcrossbow150 sp1d10 piercing9 kgAmmunition (range 20/200 m.), heavy, loading, special, two-handed
Shortbowbow25 sp1d6 piercing1 kgAmmunition (range 10/100 m.), two-handed
Sling Staffsling5 sp1d8 bludgeoning2 kgAmmunition (range 5/20 m.), two-handed
Simple Melee Weapons
Clubclub⅒ sp1d4 bludgeoning1 kgLight
Daggerknife2 sp1d4 piercing½ kgFinesse, light, thrown (range 3/10 m.)
Gauntletbrawling2 sp1d4 bludgeoning½ kgFinesse, light
Greatclubclub⅕ sp1d8 bludgeoning5 kgHeavy, two-handed
Hammerhammer2 sp1d6 bludgeoning1 kgLight, thrown (range 3/10 m.)
Hatchetaxe5 sp1d6 slashing1 kgLight, thrown (range 3/10 m.)
Katarknife3 sp1d4 piercing½ kgFinesse, light
Knucklesbrawling½ sp1d4 bludgeoning½ kgFinesse, light
Maceclub5 sp1d6 bludgeoning1 kgVersatile (1d8)
Pickpick2 sp1d6 piercing½ kgVersatile (1d8)
Quarterstaffclub⅕ sp1d8 bludgeoning1 kgTwo-handed
Saiknife2 sp1d4 piercing½ kgFinesse, light, thrown (range 3/10 m.)
Sickleknife1 sp1d4 slashing1 kgFinesse, light
Spearspear1 sp1d6 piercing1.5 kgVersatile (1d8), thrown (range 3/10 m.)
Unarmed strikebrawling1 bludgeoningFinesse
Simple Ranged Weapons
Blowgundart10 sp1 piercing½ kgAmmunition (range 5/20 m.), loading
Crossbowcrossbow25 sp1d8 piercing2 kgAmmunition (range 10/100 m.), loading, two-handed
Dartdart0.05 sp1d4 piercing kgFinesse, light, thrown (range 3/10 m.)
Shurikendart0.05 sp1d4 piercing kgFinesse, light, thrown (range 3/10 m.)
Slingsling⅒ sp1d4 bludgeoningAmmunition (range 5/20 m.)

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 (unless it has the loading property). 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 for the attack and damage rolls. You must use the same ability for both rolls.

Heavy. Small creatures have disadvantage on attacks made 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. See the rules for two-weapon fighting in the Combat section.

Loading. This weapon takes time to reload. Once you fire a piece of ammunition from it, you must have a free hand and use an action to reload it before you can fire another piece of ammunition from it.

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, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the skill check. You can’t attack a target beyond the weapon’s long range.

Reach. This weapon adds 1 meter to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. See the rules for opportunity attacks in the Combat section.

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 for the attack and the damage roll that you would use for a melee attack with the weapon. For example, if you throw a hatchet, 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.

Drawing a thrown weapon from an article of clothing such as a tunic meant to hold daggers, a quiver, or another accessible container is part of the attack. At the end of the battle, you can recover all of your expended thrown weapons by taking a minute to search the battlefield.

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.

Weapon descriptions

Sling Staff. This staff ends in a Y-shaped split that cradles a sling. The length of the staff provides excellent leverage when used two‑handed to fling rocks or bullets from the sling.

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 GM’s option, a character capable with a weapon can use a similar object as if it were that weapon and use their Aptitude Bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM 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 3 meters and a long range of 5 meters.

Special materials

NameExtra costCost multiplier
Adamantine300 sp4
Bone0.5
Cold Iron100 sp2
Darkwood150 sp2
Mithral150 sp2
Silver100 sp2

Weapons can be made of different materials. To determine a weapon’s total cost, multiply the weapon’s cost by the cost multiplier and then add any extra cost to determine the total cost. Example: A longsword costs 15 sp so to silver it multiply 15 by 2 to get 30 and then add 100 for 130 sp.

You can forge a single weapon or 50 pieces of ammunition for the cost. This cost represents not only the price of the material, but the time and expertise needed to forge the weapon.

Adamantine. Metal weapons can be made with adamantine, one of the hardest substances in existence. Such weapons are unusually effective when used to break objects. If you score a critical hit against a creature with an adamantine weapon, you can weaken a nonmagical shield the creature is wielding or armor it is wearing. Weakened armor or a weakened shield provides 1 less Defense. Weakened armor is destroyed if its Defense is reduced to 10 or less. An adamantine weapon weighs 50% more than normal.

Bone. Bone can be used in place of wood and steel. Other animal-based materials like horn, shell, and ivory can also be used. Bone weapons are fragile and break after 3 critical misses.

Cold Iron. Cold Iron is a rare form of iron, that has never been melted or tempered. When worked, the smith must work from a single piece of ore.

Some creatures that have immunity or resistance to attacks are susceptible to cold iron weapons, so cautious adventurers invest extra coin to force a weapon with cold iron.

Darkwood. Wooden weapon can be made with darkwood which is a light, but strong wood. A darkwood weapon weighs half as much as normal. It also loses the heavy property or gains the light property if it does not have the heavy property. Darkwood and mithral can be combined for weapons that are made of metal and wood.

Mithral. Metal weapon can be made with mithral which is a light metal. A mithral weapon weighs half as much as normal. It also loses the heavy property or gains the light property if it does not have the heavy property. Darkwood and mithral can be combined for weapons that are made of metal and wood.

Silver. Some creatures that have immunity or resistance to attacks are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver.

Special weapons

Weapons with special rules are described here.

Bola. A Large or smaller creature hit by a bola is immobilized. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use an action to make a Difficulty 10 Brawn check, freeing itself or another creature within its reach on a success. Dealing 3 slashing damage to the ropes of a bola (10 Defense) also frees the creature without harming it, ending the effect and destroying the bola.

Lance. When mounted, if you moved at least 2 meters before your attack, add 1d6 damage to the attack’s damage roll. While mounted, you can wield the weapon in one hand, though two lances can never be wielded at the same time.

Additionally, you have disadvantage when you use a lance to attack a target within 1 meter of you.

Longbow. While mounted, you have disadvantage on attacks with this weapon.

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 an action to make a Difficulty 10 Brawn check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (10 Defense) also frees the creature without harming it, ending the effect and destroying the net.

Repeating Crossbow. Repeating crossbows have 5 shots per cartridge before they need to be reloaded.

Repeating Hand Crossbow. Repeating crossbows have 5 shots per cartridge before they need to be reloaded.

Repeating Heavy Crossbow. Repeating crossbows have 5 shots per cartridge before they need to be reloaded.

Ammunition

NameCostWeight
Crossbow bolts (20)1 sp½ kg
Arrows (20)1 sp½ kg
Blowgun needles (50)1 sp½ kg
Sling bullets (25)½ sp½ kg

Crossbow bolts

(1 sp, ½ kg)

An crossbow bolt used as a melee weapon is treated as an improvised weapon with the properties of a dagger.

Arrows

(1 sp, ½ kg)

An arrow used as a melee weapon is treated as an improvised weapon with the properties of a dagger.