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Weapons


jokomaisu

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Weapons
Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable. 

Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons includes the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.

Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.

Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime.


Weapon Attacks
All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.


Melee Weapons
Knaves use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently. If you want to use a weapon not listed here, see Customizing Armaments. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.

Martial Mattock. The mattock is a glorious peasant tool, widespread and skillfully used by peasants from all over the Kingdom and beyond. Together with the Sword, it constitutes one of the symbols of the Kingdom. The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.

Martial Pitchfork. The pitchfork is a tool used for harvesting hay, straw, manure, and turning over topsoil. Due to the effort often required when using it, it is also colloquially called "pitchpork". The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.

Martial Spade. The perfect complement to the rural combatant, together with the more famous “mattock”. This weapon's prototype appears to be typical of the fighting monks of distant Serindia. They used it mainly against yuckes and self-propelled cadavers, and they may have made brought it to Vortiga along the Evening Route. In addition to its effectiveness as a weapon, it also works well as a spade.

Schiavona. Sword with an elaborate metal cage guard, great at both thrusting and cutting blows.

Table: Melee Weapon

Damage Die Cost Weight Properties Damage Type
1d4        
Brass knuckles 4 gp 1/2 lb Dual-wielding, hand-mounted Bludgeoning
Club 1 sp 2 lbs Simple Bludgeoning
Dagger 2 gp 1 lb Dual-wielding, finesse, simple Piercing
Dueling dagger 6 gp 1 lb Dual-wielding, finesse, parrying Piercing
Light hammer 2 gp 2 lbs Dual-wielding, thrown (20/60) Bludgeoning
Punching dagger 4 gp 1 lb Dual-wielding, hand-mounted Piercing
Sickle 1 gp 2 lbs Dual-wielding, simple Slashing
Throwing dagger 3 gp 1/2 lb Dual-wielding, finesse, thrown (30/80) Piercing
Whip 2 gp 3 lbs Finesse, parrying immunity, reach (15), trip Slashing
1d6        
Handaxe 5 gp 2 lbs Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) Slashing
Javelin 5 sp 2 lbs Thrown (30/120) Piercing
Mace 5 gp 4 lbs Defensive (medium), simple Bludgeoning
Martial Mattock 2 gp 4 lbs Versatile (1d8) Slashing
Quarterstaff 2 sp 4 lbs Parrying, simple, two-handed Bludgeoning
Scimitar 20 gp 3 lbs Defensive (light), dual-wielding, finesse Slashing
Shortsword 10 gp 2 lbs Defensive (medium), finesse, parrying Slashing
Spear 1 gp 3 lbs Defensive (heavy), simple, thrown (20/60), versatile (1d8) Piercing
Trident 10 gp 3 lbs Thrown (20/60), versatile (1d8), mounted Piercing
1d8        
Bastard sword 35 gp 5 lbs Parrying, versatile (1d10) Slashing
Battleaxe 10 gp 6 lbs Breaker (wood), versatile (1d10) Slashing
Flail 20 gp 3 lbs Parrying immunity, trip Bludgeoning
Greatclub 5 sp 10 lbs Simple, versatile (1d10) Bludgeoning
Longsword 20 gp 3 lbs Defensive (medium) Slashing
Martial spade 5 gp 4 lbs - Slashing
Morningstar 15 gp 4 lbs Defensive (medium) Bludgeoning
Rapier 25 gp 2 lbs Defensive (light), finesse Piercing
Saber 30 gp 3 lbs Defensive (light), finesse, mounted (1d10) Slashing
Schiavona 15 gp 3 lbs - Piercing or slashing
Warhammer 15 gp 3 lbs Breaker, versatile (1d10) Bludgeoning
Warpick 5 gp 2 lbs Breaker (stone) Piercing
1d10        
Glaive 12 gp 5 lbs Reach, two-handed Slashing
Halbred 25 gp 7 lbs Heavy, reach, trip, two-handed Piercing or slashing
Martial Pitchfork 3 gp 6 lbs Heavy, two-handed Piercing
Pike 5 gp 13 lbs Defensive (heavy), heavy, reach (you have disadvantage on targets within 5 feet) Piercing
Scythe 1 gp 12 lbs Heavy, parrying, two-handed Slashing
1d12        
Greataxe 30 gp 9 lbs Breaker (wood), heavy, two-handed Slashing
2d6        
Greatsword 50 gp 7 lbs Heavy, parrying, two-handed Slashing
Maul 20 gp 11 lbs Breaker, heavy, two-handed Bludgeoning

Ranged Weapons
Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.

Table: Ranged Weapons

Damage Die Cost Weight Properties Damage Type
1d4        
Blowgun 1 gp 1/2 lb Loading, range (25/100), simple Piercing
Dart 5 sp 1/4 lb Range (20/60) Piercing
Sling 2 sp - Range (30/120), simple Bludgeoning
1d6        
Hand crossbow 60 gp 3 lbs Dual-wielding, loading, range (30/120) Piercing
Shortbow 25 gp 2 lbs Range (80/320), two-handed Piercing
1d8        
Composite bow 200 gp 2 lbs Compounding, heavy, range (150/600), two-handed Piercing
Light crossbow 45 gp 5 lbs Loading, range (80/320), simple, two-handed Piercing
Longbow 50 gp 2 lbs Heavy, range (150/600), two-handed Piercing
1d10        
Heavy crossbow 100 gp 15 lbs Heavy, loading, range (100/400), simple, two-handed Piercing

Miscellaneous Weapons and Accessories

Some weapons have special properties unique to them.

Martial Lantern. This very practical object was invented by and is mainly popular among grave robbers and relic hunters to support their explorations. One hand to hold the light, one to dig, one to break in, one to fight: at a certain point, in the tomb raiding business, it became necessary to increase the number of hands or to reduce the number of equipment items. The martial lantern and martial spade were created precisely because of this need.

A martial lantern provides bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours, consuming 1 flask (1 pint) of oil.

Matador's Tongue. This long and supple leather whip is used by Penumbrian Matadors to keep the beasts at bay and perform incredible stunts.

Table: Miscellaneous Weapons and Accessories

Weapon Cost Weight Properties Damage Special Properties
Garotte 3 sp - Two-handed None When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate.
Lance 10 gp 6 lbs Defensive (medium), reach Piercing (1d12) You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance.
Martial lantern 15 gp 4 lbs Versatile (1d8) Bludgeoning (1d6) When you make a melee attack with a fire-lit martial lantern and hit, it deals 1 extra fire damage. Using the lantern to make an attack does not extinguish the flames.
Matador's tongue 4 gp 3 lbs Finesse, reach (15) Slashing (1d4) You can use a Matador’s Tongue whip to gain advantage in Strength (Athletics) and Dexterity (Acrobatics) checks. You can also use Wisdom (Animal Handling) instead of Charisma (Intimidation) when trying to intimidate beasts.
Net 1 gp 2 lbs Thrown (5/15) None A corporeal Large or smaller creature that cannot move through a space one inch or smaller and who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage.
Spear-thrower 10 gp 4 lbs Loaded, range (80/320) Piercing A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range.

Weapon Properties
All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties marked with † if you are proficient with the weapon.

Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property.

Compounding†. You use only your Strength modifier for attack and damage rolls made with this weapon.

Defensive†. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.

Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).

Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.

Hand-Mounted†. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, using thieves’ tools to bypass a lock, or casting spells with seen components.

Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons. 

Loading. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. 

Mounted†. This weapon deals the damage listed in parenthesis when you are wielding it while mounted.

Parrying†. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain a knack die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.

Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.

Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.

Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.

Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.

Trip†. When used with a feature that trips a creature or the Knockdown attack, this weapon increases your DC by 1. If the target is mounted, your DC is instead increased by 2.

Two-Handed. You must use two hands to wield this weapon.

Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.

Vicious. A vicious weapon scores a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).


Improvised Weapons
Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. Sometimes an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type that makes sense. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.


Ammunition
Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However, special ammunition may be available.

Explosive. An attack made with explosive ammunition cannot benefit from knack dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage. 

Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.

Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier. 

Table: Ammunition

Ammunition Cost Weight
Arrows (20) 1 gp 1 lb
Blowgun needles (50) 1 gp 1 lb
Crossbow bolts (20) 1 gp 1.5 lbs
Sling bullets (20) 4 cp 1.5 lbs
Explosive arrows (4) 80 gp 1/2 lb
Flaming arrows (4) 60 gp 1/2 lb
Punching arrows (4) 100 gp 1 lb

Rare Melee Weapons
Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise. 

Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain a knack die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.

Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implements. Most double weapons are two-bladed swords or double-axes, but there have been warriors known to wield hooked hammers and specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.

Flabellum. This war fan can be used as a light shield.

Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.

Parrying Dagger. This dagger may be used as a light shield.

Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. When you throw this weapon, you may make the attack with disadvantage, and on a hit it returns to your hand.

Table: Rare Melee Weapons

Damage Die Cost Weight Properties Damage Type
1d4        
Assassin's gauntlet 50 gp 8 lbs Finesse, stealthy Piercing
Boot dagger 75 gp 4 lbs Finesse, stealthy Piercing
Flabellum 5 gp 2 lb Dual-wielding, finesse, flamboyant Piercing
Parrying dagger 4 gp 2 lbs Dual-wielding, finesse Piercing
1d6        
Ring blade 2 gp 6 lbs Thrown (30/90) Slashing
1d8        
Double weapon 150 gp varies Dual-wielding, parrying, two-handed Varies x2
2d4        
Spiked chain 35 gp 20 lbs Heavy, parrying immunity, reach (10 ft.), two-handed Bludgeoning and slashing
2d6        
Mercurial maul 150 gp 15 lbs Breaker, heavy, two-handed Bludgeoning

Rare Ranged Weapons
Taglia. This weapon can only do 1 damage in melee.

Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.

Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).

Table: Rare Ranged Weapons

Damage Die Cost Weight Properties Damage Type
1d4        
Taglia 3 sp 1/2 lb Dual-wielding, finesse, thrown (30/80), quickdraw Slashing
1d6        
Geared slingshot 110 gp 25 lbs Bulky, heavy, loading, range (60/180), two-handed Bludgeoning
1d12        
Ratcheting crossbow 125 gp 20 lbs Heavy, loading, range (150/600), two-handed Piercing

 


Edited by jokomaisu (see edit history)

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