Adventurers of Valia's Armoury
Table of Contents
Page | Name |
---|---|
2 | Simple Weapons |
2 | Simple Light |
2 | Simple Weapons |
3 | Simple Ranged |
4 | Martial Weapons |
4 | Martial Light |
4 | Martial Melee |
6 | Martial Ranged |
6 | Ammunition |
9 | "Revised" Ammunition |
10 | Exotic Weapons |
10 | Exotic Light |
11 | Exotic Melee |
11 | Exotic Ranged |
13 | Revised Armour + New Weapon Properties |
14 | Weapon properties |
Simple Weapons
Unarmed Attacks
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Gauntlet | 2 gp | 1d3 | x2 | — | 1 lb. | B | — | PF |
Unarmed Strike | — | 1 | x2 | — | — | B | NonLethal | 5e |
(Simple)
Light Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Battle Aspergillum | 5 gp | 1d6 | x2 | — | 4 lb. | B | See text | PF |
Brass Knuckles | 1 gp | 1d3 | x2 | — | 1 lb. | B | Monk. See text | PF |
Cestus | 5 gp | 1d4 | 19-20/x2 | — | 1 lb. | B or P | Monk, See text | PF |
Dagger | 2 gp | 1d4 | 19-20/x2 | 20/60 ft. | 1 lb. | P or S | Finesse | PF |
Dagger, Punching | 2 gp | 1d4 | x3 | — | 1 lb. | P | — | PF |
Gauntlet, Spiked | 5 gp | 1d4 | x2 | — | 1 lb. | P | — | PF |
Hook Hand | 10 gp | 1d4 | x2 | — | 1 lb. | S | Disarm, Finesse | PF |
Kunai | 2 gp | 1d4 | x2 | 20/60 ft. | 2 lb. | B or P | Finesse | PF |
Mace, Light | 5 gp | 1d4 | x2 | — | 4 lb. | B | — | PF |
Sickle | 6 gp | 1d6 | x2 | — | 2 lb. | S | Trip, Finesse | PF |
Spring Blade | 70 gp | 1d4 | x2 | 20/60 ft. | 1 lb. | P or S | Finesse, See text | PF |
Wooden Stake | — | 1d4 | x2 | 20/60 ft. | 1 lb. | P | — | PF |
Handaxe | 6 gp | 1d6 | x3 | 20/60 ft. | 2 lb. | S | — | PF |
Light Hammer | 1 gp | 1d4 | x2 | 20/60 ft. | 2 lb. | B | — | PF |
(Simple)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Club | — | 1d4 | x2 | 20/60 ft. | 3 lb. | B | — | PF |
Mace, Heavy | 12 gp | 1d8 | 2x | — | 8 lb. | B | — | PF |
Spear | 1 gp | 1d6 | x2 | 20/60 ft. | 3 lb. | P | Versatile, Brace | 5e |
(Simple)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Bayonet | 5 gp | 1d6 | x2 | — | 1 lb. | P | Two-Handed | PF |
Boarding Pike | 8 gp | 1d8 | x3 | — | 9 lb. | P | Brace, Reach, Two-Handed | PF |
Kumade | 5 gp | 1d6 | x3 | — | 4 lb. | P | Grapple, Two-Handed | PF |
Kumade, Collapsible | 10 gp | 1d6 | x3 | — | 4 lb. | P | Grapple, Two-Handed | PF |
Lantern Staff | 15 gp | 1d6 | x2 | — | 9 lb. | B | Monk, Versatile | PF |
Quarterstaff | 1 gp | 1d6 | x2 | — | 4 lb. | B | Versatile | PF/5e |
Greatclub | — | 1d8 | x2 | — | 4 lb. | P | Two-Handed | 5e |
Spear, Boar | 5 gp | 1d8 | x2 | — | 1 lb. | P | Brace, See text | PF |
Spear, Weighted | 10 gp | 1d8/1d6 | x3/x2 | 20/60 ft. | 8 lb. | B or P | Double | PF |
Javelin | 5 sp | 1d6 | x2 | 30/120 ft. | 2 lb. | P | — | PF |
(Simple)
Ranged Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Blowgun | 2 gb | 1d2 | x2 | 25/100 ft. | 1 lb. | P | Loading | PF/5e |
Shortbow | 30 gp | 1d6 | x3 | 80/320 ft. | 2 lb. | P | Loading | PF/5e |
Crossbow, Light | 35 gp | 1d8 | 19-20/x2 | 80/320 ft. | 5 lb. | P | Loading, Two-Handed, | PF |
Crossbow, Light (Underwater) | 70 gp | 2d8 | 19-20/x2 | 20/60 ft. | 5 lb. | P | Loading, Two-Handed, Underwater | PF |
Dart | 5 cp | 1d4 | x2 | 20/60 ft. | 1/2 lb. | P | Finesse | PF |
Sling | — | 1d4 | x2 | 30/120 ft. | — | B | — | PF |
Stonebow | 35 gp | 1d6 | x2 | 30/120 ft. | 4 lb. | P | — | PF |
Martial Weapons
(Martial)
Light Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Axe, Boarding | 6 gp | 1d6 | x3 | — | 3 lb. | P or S | Climb | PF |
Blade boot | 25 gp | 1d4 | x2 | — | 2 lb. | P | See text | PF |
Whip | 1 gp | 1d3 | x2 | — | 2 lb. | B or P | Disarm, NonLethal, Reach, Trip, Finesse | PF |
Claw Blades | 305 gp | 1d4 | x2 | — | 2 lb. | B or S | Finesse, See text | PF |
Dagger, Dueling | 12 gp | 1d4 | 19-20/x2 | 20/60 ft. | 1 lb. | P or S | Finesse, See text | PF |
Gladius | 15 gp | 1d6 | 19-20/x2 | — | 3 lb. | P or S | — | PF |
Katar, Tribladed | 6 gp | 1d4 | x3 | — | 2 lb. | P | — | PF |
Kukri | 8 gp | 1d4 | 18-20/x2 | — | 2 lb. | S | Finesse | PF |
Machete | 6 gp | 1d6 | 19-20/x2 | — | 2 lb. | S | — | PF |
Pick, Light | 4 gp | 1d4 | x4 | — | 3 lb. | P | — | PF |
Sap | 1 gp | 1d6 | x2 | — | 2 lb. | B | NonLethal, Finesse | PF |
Scimitar | 25 gp | 1d6 | 18-20/x2 | — | 4 lb. | S | Finesse | PF |
Starknife | 24 gp | 1d4 | x3 | 20/60 ft. | 3 lb. | P | — | PF |
Sword, Short | 10 gp | 1d6 | 19-20/x2 | — | 2 lb. | P | Finesse | PF |
War Razor | 8 gp | 1d4 | 19-20/x2 | — | 1 lb. | S | — | PF |
(Martial)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Ankus | 8 gp | 1d8 | x2 | — | 5 lb. | P | Disarm, Trip, Versatile | PF |
Morningstar | 8 gp | 1d8 | x2 | — | 6 lb. | B and P | — | PF |
Battleaxe | 10 gp | 1d8 | x3 | — | 6 lb. | S | — | PF |
Combat Scabbard | 1 gp | 1d6 | x2 | — | 1 lb. | B | Improvised | PF |
Cutlass | 15 gp | 1d8 | 18-20/x2 | — | 4 lb. | S | Finesse | PF |
Flail | 8 gp | 1d8 | x2 | — | 5 lb. | B | Disarm, Trip | PF |
Gandasa | 15 gp | 2d4 | x3 | — | 4 lb. | S | — | PF |
Longsword | 15 gp | 1d8 | 19-20/x2 | — | 4 lb. | S | Versatile | PF |
Manople | 17 gp | 1d8 | x2 | — | 4 lb. | P or S | Blocking, Disarm | PF |
Pick, Heavy | 8 gp | 1d6 | x4 | — | 6 lb. | P | — | PF |
Rapier | 20 gp | 1d8 | 18-20/x2 | — | 2 lb. | P | Finesse | PF |
Combat Scabbard (Sharpened) | 10 gp | 1d6 | x2 | — | 1 lb. | S | — | PF |
Scizore | 20 gp | 1d6 | x2 | — | 3 lb. | P or S | +1 to AC | PF |
Sword Cane | 45 gp | 1d6 | x2 | — | 4 lb. | P | Finesse, Special(asksimon) | PF |
(Martial)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Terbutje | 5 gp | 1d8 | 19-20/x2 | — | 2 lb. | S | Fragile, Versatile | PF |
Terbutje, Steel | 20 gp | 1d8 | 19-20/x2 | — | 4 lb. | S | Versatile | PF |
Trident | 15 gp | 1d8 | x2 | 20/60 ft. | 4 lb. | P | Brace, Versatile | PF |
Warhammer | 12 gp | 1d8 | x3 | — | 5 lb. | B | Versatile | PF |
Bardiche | 13 gp | 1d10 | 19-20/x2 | — | 14 lb. | S | Brace, Reach, Two-Handed, Heavy | PF |
Bec de Corbin | 15 gp | 1d10 | x3 | — | 12 lb. | B or P | Brace, Reach, Two-Handed, Heavy | PF |
Bill | 11 gp | 1d8 | x3 | — | 12 lb. | S | Brace, Disarm, Reach, Two-Handed, Heavy, Blocking | PF |
Earth Breaker | 40 gp | 2d6 | x3 | — | 14 lb. | B | Two-Handed, Heavy | PF |
Falchion | 75 gp | 2d4 | 18-20/x2 | — | 8 lb. | S | Two-Handed, Heavy | PF |
Flail, Heavy | 15 gp | 1d10 | 19-20/x2 | — | 10 lb. | B | Disarm, Trip, Two-Handed, Heavy | PF |
Glaive | 8 gp | 1d10 | x3 | — | 10 lb. | S | Reach, Two-Handed, Heavy | PF |
Glaive-Guisarme | 12 gp | 1d10 | x3 | — | 10 lb. | S | Two-Handed, Brace, Reach, Heavy, Special(asksimon) | PF |
Greataxe | 20 gp | 1d12 | x3 | — | 12 lb. | S | Two-Handed, Heavy | PF |
Greatsword | 50 gp | 2d6 | 19-20/x2 | — | 8 lb. | S | Two-Handed, Heavy | PF |
Halberd | 10 gp | 1d10 | x3 | — | 12 lb. | P or S | Brace, Trip, Two-Handed, Heavy | PF |
Hammer, Lucerne | 15 gp | 1d12 | x2 | — | 12 lb. | B or P | Brace, Reach, Two-Handed, Heavy | PF |
Horsecopper | 10 gp | 1d10 | x3 | — | 12 lb. | P or S | Reach, Trip, Two-Handed, Heavy | PF |
Lance | 10 gp | 1d12 | x3 | — | 10 lb. | P | Reach, Two-Handed, Heavy | PF |
Ogre Hook | 24 gp | 1d10 | x3 | — | 10 lb. | P | Trip, Two-Handed, Heavy | PF |
Pickaxe | 14 gp | 1d8 | x4 | — | 12 lb. | P | Two-Handed, Heavy | PF |
Planson | 10 gp | 1d10 | x2 | — | 10 lb. | B or P | Brace, Two-Handed, Heavy | PF |
Ranseur | 10 gp | 2d4 | x3 | — | 12 lb. | P | Disarm, Reach, Two-Handed, Heavy | PF |
Scythe | 18 gp | 2d4 | x4 | — | 10 lb. | P or S | Trip, Two-Handed, Heavy | PF |
Spear, Syringe | 100 gp | 1d8 | x3 | 20/60 ft. | 6 lb. | P | Brace, Two-Handed, Heavy, See text | PF |
(Martial)
Ranged Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Ammentum | — | 1d6 | x2 | 40/160 ft. | 1 lb. | P | See text | PF |
Chakram | 1 gp | 1d8 | x2 | 30/120 ft. | 1 lb. | S | See text | PF |
Dart, Jolting | 100 gp | 1d4 | x2 | 20/60 ft. | 1/2 lb. | P | See text | PF |
Hurlbat | 8 gp | 1d6 | x3 | 20/60 ft. | 2 lb. | P and S | See text | PF |
Crossbow, Heavy | 50 gp | 1d10 | 19-20/x2 | 100/400 ft. | 18 lb. | P | Heavy, Two-handed, Loading | PF |
Hand Crossbow | 100 gp | 1d6 | 19-20/x2 | 30/120 ft. | 3 lb. | P | Light, Loading | PF |
Crossbow, Heavy (Underwater) | 100 gp | 2d10 | 19-20/x2 | 30/60 ft. | 18 lb. | P | Heavy, Two-handed, Loading, Underwater, See text | PF |
Longbow | 75 gp | 1d8 | x3 | 150/600 ft. | 2 lb. | P | Heavy, Two-Handed | PF |
Pilum | 5 gp | 1d8 | x2 | 20/60 ft. | 4 lb. | P | See text | PF |
Throwing Arrow Cord | — | 1d4 | x2 | 30/120 ft. | — | P | See text | PF |
Ammunition
Ammunition
Name | General Cost | Weight | Special | Description | Source |
---|---|---|---|---|---|
Bolts, Common (10) | 5 sp | 1 lb | — | Crossbow bolts | PF |
Bolt(s), Acid (1) | 40 gp | 0.1 lb | These bolts deal additional 1d4 points of acid damage on hit. | These metal bolts have a glass section in the middle, filled with acid. | PF |
Bolt(s), Drow Poison (1) | 100 gp | 0.1 lb | If struck do a Con save based on Drow poison or be poisoned. Those using do not get poisoned. | The strange tip affects the bolts’ accuracy. You're limited to closest range on your weapon. | PF |
Bolt(s), Fire (1) | 50 gp | 0.1 lb | These bolts deal additional 1d4 points of fire damage on hit | — | PF |
Bullets, Sling (10) | 1 sp | 5 lb | — | Bullets come in a leather pouch that holds 10 bullets. | PF |
Bullets, Sling Smoke (10) | 100 gp | 5 lb | When they strike a target, they burst, releasing a gas that requires the creature to take a DC 13 Con save or be nauseated for 2 rounds | — | PF |
Arrows, Common (10) | 5 sp | 0.5 lb | — | Arrows | PF |
Ammunition
Name | General Cost | Weight | Special | Description | Source |
---|---|---|---|---|---|
Arrows/bolts, Blunt (10) | 1 gp | 1.5 lb | — | Blunt Arrows deal bludgeoning damage rather than piercing damage. | PF |
Arrow(s), Durable | 1 gp | 0.1 lb | — | Durable arrows don’t break due to normal use, whether or not they hit their target; unless the arrow goes missing, an archer can retrieve and reuse a durable arrow again and again. | PF |
Arrow(s), Dye (1) | 1 gp | 4 lb | — | Firing a dye arrow is a ranged touch attack; a creature struck by a dye arrow takes no damage but is splashed with black, blue, green, or red marker dye | PF |
Arrow(s), Flight | 1 gp | 1.5 lb | A flight arrow increases max normal range of a weapon by 50 feet. But they deal one damage die lower damage. | — | PF |
Arrows/bolts, Incindiary (10) | 5 gp | 1.5 lb | You take a -1 to hit. You can light up to six arrows with an Action, that provokes AOO. Once lit, they burn for 2 rounds, a lit arrow deal 1 point of fire damage. | — | PF |
Arrow(s), Lodestone | 10 gp | 1 lb | Bonus action to activate. You gain +4 to hit someone with significant amount of metal armour, The magnet turns off after 1 round, after which its a normal arrow. It deals half damage. | Magnetic Arrows | PF |
Arrow(s), Pheromone | 15 gp | 1 lb | Any creature with the a keen nose gains a +2 bonus on attack and damage rolls made against a target marked with a pheromone arrow. Effect lasts for 1 hour or until the target spends 1 minute washing. | — | PF |
Arrows/Bolts, Pronged (10) | 1 gp | 1.5 lb | Originally used for hunting game, a pronged arrow deals damage as if one damage die lower, but you gain a +1 bonus on attack rolls against creatures or objects one or more size categories smaller than you. | Rather than narrowing to a single point, a pronged arrow has a wide face with two points resembling a crescent or V-shape. | PF |
Arrow(s), Raining (1) | 30 gp | 0.1 lb | A raining arrow has a –2 penalty on attack rolls due to its weight. | The reservoir of holy water is designed to burst on impact, hitting the target and splashing nearby creatures as if you had thrown the vial. | PF |
Arrow(s), Slow Burn (1) | 150 gp | 0.1 lb | On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target. The extra weight of this arrowhead gives you a –1 penalty on attack rolls with the arrow. | — | PF |
Arrow(s), Smoke (1) | 10 gp | 0.1 lb | A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. | — | PF |
Arrow(s), Splintercloud (1) | 25 gp | 0.1 lb | When fired, the numerous bone fragments tear themselves apart, forming a 5-foot burst of razor-sharp bones that deals 1d3 points of piercing damage (Dex DC 18 negates). | — | PF |
Arrow(s), Smoke (1) | 10 gp | 0.1 lb | A smoke arrow trails smoke as it flies, and creates a 5-foot cube of smoke where it strikes. | — | PF |
Ammunition
Name | General Cost | Weight | Special | Description | Source |
---|---|---|---|---|---|
Arrow(s), Tangleshot (1) | 20 gp | 0.1 lb | You fire a tangleshot arrow as a ranged touch attack; the arrow deals no damage when it hits, but the target is splashed with the alchemical adhesive. The reduced amount of the glue means this arrow is less effective than an actual tanglefoot bag (DC 12 Strength check to break, 10 points of slashing damage to cut through) The weight of a tangleshot arrow reduces its range increment to half normal. | — | PF |
Arrow(s), Thistle (1) | 1 gp | 0.15 lb | Thistle arrows deal damage as a bleed effect for 1d6 rounds. | — | PF |
Arrow(s), Throwing (1) | 5 sp | 1/2 lb | If thrown without the use of a cord, treat a throwing arrow as a dart. | Too long to use in a bow, the throwing arrow has no nock at the tail. Instead, it has a notch ahead of the fletching where a throwing arrow cord can be attached. | PF |
Arrow(s), Trip (1) | 25 gp | 0.1 lb | If used for a Trip attack, you gain a +2 to the DC. | — | PF |
Arrow(s), Whistling (10) | 1 gp | 0.1 lb | The sound is audible within 500 feet of the flight path. | These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound. | PF |
Special Ammunition
Name | General Cost | Weight |
---|---|---|
Firecracker (5) | 20 gp | 1/4 lb. |
Shadow (5) | 100 gp | 1/4 lb. |
Arrows and Crossbow Bolts | ||
Blunt (10) | 1 gp | 1/2 lb. |
Bodkin (10) | 40 gp | 1/2 lb. |
Broadhead (10) | 50 gp | 1/2 lb. |
Silvered (10) | 25 gp* | 1/2 lb. |
Darts | ||
Berserk dart (5) | 200 gp | 1/4 lb. |
Sleep dart (5) | 150 gp | 1/4 lb. |
The following new types of ammunition may be available for ranged weapons; either found as loot, available to purchase, or as an option to craft during downtime:
Berserk Dart. The poison in this dart can induce temporary psychosis in a creature subjected to it. When you hit a creature with an attack using this ammunition, it must succeed on a DC 10 Constitution saving throw or go berserk. While berserk, it must use its action each round to attack the creature nearest to it. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on a success. A creature that has succeeded on the save has advantage on subsequent saves made to resist the effects of this poison for 24 hours. No effect against undead and creatures immune to being charmed. Once a berserk dart hits a creature, it loses this property and becomes a normal dart.
Blunt. A flat-nosed arrowhead typically used for target practice and hunting small game animals such as rabbits, squirrels, and grouse. Successful attacks using this ammunition deal 1d4 nonlethal bludgeoning damage instead of the weapon’s normal damage.
Bodkin. The tip of a bodkin arrow is most commonly a sharpened spike with a square profile, designed to penetrate plate and mail armor. You gain a +1 bonus to attack rolls against targets wearing armor when using this ammunition.
Broadhead. With a tip shaped like a spear point, broadheads are designed for maximum penetration of soft flesh and thick hide—commonly used by hunters for bringing down large game. When you hit a creature that isn’t wearing armor with an attack using this ammunition it takes an extra 1d6 piercing damage.
**Firecracker. **This ammunition is tipped with a volatile alchemical compound. On striking a hard surface, it explodes creating a flash of light and loud crack audible out to 100 feet.
Shadow. Enchanted with magic from the Shadowfell, this ammunition is able to strike creatures in the Ethereal Plane, and counts as magical for the purposes of overcoming resistance to immunity and nonmagical attacks and damage.
Sleep Dart. This dart contains a dose of a powerful soporific, designed to temporarily incapacitate a target. When you hit a creature with an attack using this ammunition, instead of dealing damage roll 5d8; if the target has fewer hit points than the total rolled it falls unconscious until one hour has passed, it takes damage, or someone uses and action to shake or slap the target awake. No effect against undead and creatures immune to being charmed. Once a sleep dart hits a creature, it loses this property and becomes a normal dart.
Bows and crossbows only.
Blowguns and darts only.
Exotic Weapons
(Exotic)
Light Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Aklys | 5 gp | 1d6 | x2 | 20 ft. | 2 lb. | B | See text | PF |
Knuckle Axe | 9 gp | 1d6 | x3 | — | 2 lb. | S | Monk, See BK | PF |
Barbazu Beard | 25 gp | 1d4 | x2 | — | 5 lb. | S | See text | PF |
Battle Poi | 5 gp | 1d4 | x2 | — | 2 lb. | fire | See text | PF |
Gnome Pincher | 10 gp | 1d6 | x2 | — | 2 lb. | B | See text | PF |
Kama | 2 gp | 1d6 | x2 | — | 2 lb. | S | Monk, Trip | PF |
Butterfly Knife | 5 gp | 1d4 | 19-20/x2 | — | 1 lb. | P or S | See text | PF |
Deer Horn Knife | 10 gp | 1d4 | x3 | 20/60 ft. | 3 lb. | P | Blocking, Monk | PF |
Dwarven Maulaxe | 25 gp | 1d6 | x3 | 20/60 ft. | 5 lb. | B or S | — | PF |
Nunchaku | 2 gp | 1d6 | x2 | — | 2 lb. | B | — | PF |
Drow Razor | 25 gp | 1d4 | 18-20/x3 | — | 2 lb. | S | — | PF |
Rope Gauntlet | 2 sp | 1d4 | x2 | — | 2 lb. | B(or S) | See text | PF |
Sawtooth Sabre | 35 gp | 1d8 | 19-20/x2 | — | 2 lb. | S | — | PF |
Sai | 1 gp | 1d4 | x2 | — | 1 lb. | B | Monk | PF |
Sanpkhang | 60 gp | 1d4 | 19-20/x2 | — | 1 lb. | P or S | Monk, See text | PF |
Siangham | 3 gp | 1d6 | x2 | — | 2 lb. | P | Monk | PF |
Sica | 10 gp | 1d6 | x2 | — | 2 lb. | S | See text | PF |
Waveblade | 5 gp | 1d6 | 18-20/x2 | — | 2 lb. | P or S | Monk, See text | PF |
Scorpion Whip | 5 gp | 1d4 | x2 | — | 3 lb. | S | Reach, Disarm, Trip | PF |
(Exotic)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Hooked Axe | 20 gp | 1d8 | x3 | — | 7 lb. | S | Disarm, Trip, Versatile | PF |
Estoc | 50 gp | 2d4 | 18-20/x2 | — | 4 lb. | P | See text | PF |
Falcata | 18 gp | 1d8 | 19-20/x3 | — | 4 lb. | S | — | PF |
Flickmace | 20 gp | 1d8 | x2 | — | 10 lb. | B | Reach, Trip | PF |
Flindbar | 9 gp | 1d8 | x2 | — | 6 lb. | B and P | Disarm, Trip | PF |
Kopesh | 20 gp | 1d8 | 19-20/x2 | — | 8 lb. | S | Trip | PF |
Knobkerrie | 5 gp | 1d6 | x2 | 20/60 ft. | 4 lb. | B | See text | PF |
Spiral Rapier | 80 gp | 1d6 | 18-20/x2 | — | 3 lb. | P | Blocking, Disarm, Finesse | PF |
Rhoka | — | 1d8 | 18-20/x2 | — | 6 lb. | S | Demon Weapon | PF |
Sawtooth Saber | 35 gp | 1d8 | 19-20/x2 | — | 2 lb. | S | "Light" | PF |
Shotel | 30 gp | 1d8 | x3 | — | 3 lb. | P | See text | PF |
Sickle-Sword | 20 gp | 1d8 | 19-20/x2 | — | 4 lb. | S | See text | PF |
Dueling Sword | 20 gp | 1d8 | 19-20/x2 | — | 3 lb. | S | Finesse, Versatile | PF |
Bastard Sword | 35 gp | 1d10 | 19-20/x2 | — | 6 lb. | S | — | PF |
Tongi | 18 gp | 1d6 | 19-20/x3 | — | 4 lb. | P | — | PF |
Dwarven Waraxe | 30 gp | 1d10 | x3 | — | 8 lb. | S | — | PF |
Orc Double Axe | 60 gp | 1d8/1d8 | x3 | — | 15 lb. | S | Heavy, Two-Handed, Double | PF |
Butchering Axe | 65 gp | 3d6 | x3 | — | 25 lb. | S | Heavy, Two-Handed, Unwieldy | PF |
Gnome Battle Ladder | 20 gp | 1d6/1d6 | x2 | — | 8 lb. | B | Two-Handed, Trip | PF |
Spiked Chain | 25 gp | 2d4 | x2 | — | 10 lb. | P | Two-Handed, Heavy, Disarm, Trip, Finesse | PF |
Crook | 1 gp | 1d6 | x2 | — | 5 lb. | B | Two-Handed, Heavy, Reach, Trip | PF |
Elven Curved Blade | 80 gp | 1d10 | 18-20/x2 | — | 7 lb. | S | Two-Handed, Finesse | PF |
Dwarven Dorn-Dergar | 50 gp | 1d10 | x2 | — | 15 lb. | B | Two-Handed, Reach, Heavy, See text | PF |
Elven Branched Spear | 20 gp | 1d8 | x3 | — | 10 lb. | P | Two-Handed, Reach, Finesse, See text | PF |
Fauchard | 14 gp | 1d10 | 18-20/x2 | — | 10 lb. | S | Two-Handed, Heavy, Reach, Trip | PF |
Dire Flail | 90 gp | 1d8/1d8 | x2 | — | 10 lb. | B | Two-Handed, Heavy, Double, Trip | PF |
Flailpole | 15 gp | 1d8 | x2 | — | 10 lb. | B | Two-Handed, Heavy, Reach, Disarm, Trip | PF |
Flamberge | 50 gp | 1d12 | x3 | — | 6 lb. | S | Two-Handed, Heavy | PF |
(Exotic)
Melee Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Flying Blade | 40 gp | 1d12 | x3 | — | 12 lb. | S | Two-Handed, Reach, See text | PF |
Gnome Hooked Hammer | 20 gp | 1d8/1d6 | x3/x4 | — | 6 lb. | B or P | Two-Handed, Double, Trip | PF |
Dwarven Longaxe | 50 gp | 1d12 | x3 | — | 14 lb. | S | Heavy, Two-Handed, Reach | PF |
Dwarven Longhammer | 70 gp | 2d6 | x3 | — | 20 lb. | B | Heavy, Two-Handed, Reach | PF |
Gnome Ripsaw Blade | 30 gp | 1d10 | x3 | — | 12 lb. | S | Two-Handed, Reach, See text | PF |
Bladed Scarf | 12 gp | 1d6 | x2 | — | 2 lb. | S | Two-Handed, Finesse, Disarm, Trip | PF |
Totem Spear | 25 gp | 1d10 | x3 | 20/60 ft. | 6 lb. | P or S | Two-Handed, See text | PF |
Switchscythe | 18 gp | 2d4 | x4 | — | 10 lb. | P or S | Two-Handed, See text | PF |
Two-Bladed Sword | 100 gp | 1d8/1d8 | 19-20/x2 | — | 10 lb. | S | Two-Handed, Double | PF |
Dwarven Urgrosh | 50 gp | 1d8/1d6 | x3 | — | 12 lb. | S/P | Two-Handed, Double | PF |
(Exotic)
Ranged Weapons
Name | General Cost | DMG | Critical | Range | Weight | Type | Special | Source |
---|---|---|---|---|---|---|---|---|
Featherweight Darts | 1 gp | — | — | — | — | — | See text | PF |
Bola | 5 gp | 1d4 | x2 | 15/30 ft. | 2 lb. | B | Nonlethal, Trip | PF |
Boomerang | 3 gp | 1d6 | x2 | 20/60 ft. | 3 lb. | B | — | PF |
Crank Crossbow | 250 gp | 1d10 | 19-20/x2 | 80/320 ft. | 6 lb. | P | See text | PF |
Launching Crossbow | 75 gp | — | — | 60/120 ft. | 8 lb. | — | See text | PF |
Flask Thrower | 25 gp | — | — | 30/80 ft. | 4 lb. | — | See text | PF |
Orc Hornbow | 130 gp | 2d6 | x3 | 80/320 ft. | 7 lb. | P | Heavy, Two-Handed, Loading, Finesse | PF |
Net | 20 gp | — | — | 5/15 | 3 lb. | — | See text | PF |
Throwing Shield | +50 gp | 1d6 | x2 | 20 ft. | — | B | Trip, See text | PF |
Shuriken (5) | 1 gp | 1d2 | x2 | 15/30 ft. | 1/2 lb. | P | Monk, Ammunition, See text | PF |
Arbalest | 200 gp | 1d12 | x3 | 150/600 ft. | 20 lb. | P | Loading, Two-Handed, Heavy, See text | PF |
Avelyn | 250 gp | 1d6/1d6/1d6 | x2 | 30/120 ft. | 12 lb. | P | Loading, Two-Handed, See text | PF |
Repeating Crossbow | 150 gp | 1d6 | 19-20/x2 | 40/360 ft. | 16 lb. | P | Loading, Two-Handed, See text | PF |
Sniper Crossbow | 250 gp | 1d12 | x4 | 300/1000 ft. | 8 lb. | P | Loading, Two-Handed, See text | PF |
Hunga Munga | 4 gp | 1d6 | x4 | 20/60 ft. | 3 lb. | P | — | PF |
Dragon Slayer Greatbow | 300 gp | 3d6 | x4 | 250/1000 ft. | 6 lb. | P | Heavy, Loading, Two-Handed, Oversized, Unwieldy | PF |
Revised Armour
Armour
Armour | Cost | AC | Strength | Weight | Properties |
---|---|---|---|---|---|
Light Armor | |||||
Gambeson* (leather) | 15 gp | 11 + Dex modifier | — | 8 lb. | |
Leather jerkin (studded leather) | 45 gp | 12 + Dex modifier | — | 10 lb. | |
Medium Armor | |||||
Mail shirt (chain shirt) | 60 gp | 13 + Dex modifier (max 2) | — | 25 lb. | |
Lamellar (scale mail) | 150 gp | 14 + Dex modifier (max 2) | — | 20 lb. | Disadvantage (Stealth) |
Hauberk (breastplate) | 250 gp | 14 + Dex modifier (max 2) | — | 30 lb. | |
Brigandine (half plate) | 450 gp | 15 + Dex modifier (max 2) | — | 40 lb. | Disadvantage (Stealth) |
Heavy Armor | |||||
Cuirass (chain mail) | 90 gp | 16 | Str 13 | 30 lb. | Disadvantage (Stealth) |
Half plate† (splint) | 450 gp | 17 | Str 15 | 45 lb. | Disadvantage (Stealth) |
Plate† | 900 gp | 18 | Str 15 | 60 lb. | Disadvantage (Stealth) |
Shields | |||||
Buckler | 10 gp | +1 | — | 3 lb. | Hardness 3 |
Heater shield | 20 gp | +2 | Str 13 | 8 lb. | Hardness: 5 |
Tower shield | 75 gp | +3 | Str 15 | 15 lb. | No opportunity Attacks, Hardness: 8 |
New Feature to Shield Master Feat: When you're hit by an attack, you can use your reaction to raise your shield and reduce damage taken by the shields Hardness
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All medium and heavy armors require a gambeson underlay. If you already possess a gambeson you can subtract 15 gp from the cost when purchasing a suit of medium or heavy armor.
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† Heavy armor can be upgraded to the next tier up for the difference in cost. For example, a blacksmith can upgrade a cuirass to a suit of half plate for a cost of 360 gp.
New weapon properties
The following new properties have been added to certain weapons. The Revised Weapons table reflects these changes in bold for easy reference:
Bandolier (daggers and darts). When making a ranged attack with a weapon that has the bandolier property, you can immediately draw another weapon of the same type as part of the attack.
Concealed (blowguns, daggers, darts, hand crossbows, and slings). You have advantage on Dexterity (Sleight of Hand) checks you make to keep this weapon hidden.
Limited (hand crossbows). Possession of this weapon is restricted in some societies, often requiring a special dispensation, rank, or permit.
Siege (greatclubs and mauls). This weapon deals double damage to objects and structures.
In addition, the heavy property has been added to greatclubs.
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. At the end of the battle, you can recover half+ your expended ammunition by laking a minute lo 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, 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 to a 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 chapter 9 of the phb.
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.
See text A weapon with the See text property has unusual rules governing its use, explained in the weapon's description see ("See text")
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.
Monk. A monk weapon can be used by a monk to perform a flurry of blows.
Disarm, Grapple, Trip, Climb, Feint. When you use a "Property" weapon, you get a +2 bonus to "Property" Checks/Attacks Combat moves (Disarm, Trip and feint) are once per turn. The moves are chosen before the attack is rolled.
Disarm = Strength save DC (8+prof+str/dex)
Grapple = Contested Athletics
Trip = Strength/Dex save DC (8+prof+str/dex)
Climb = Climb Check
Feint = (d20+prof+str/dex) against Perception to gain advantage if enemy fails but if enemy succeeds you gain disadvantage.
Double. You can use a double weapon to fight as if fighting with two weapons. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.
Brace. If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.
Nonlethal. These weapons deal nonlethal damage
Blocking. When you use this weapon to take the dodge action, you gain a +1 bonus to AC.
Fragile. When rolling a Natural 1 while wielding this weapon, the weapon breaks.
Unwieldy. If your Strength is lower than 19, you take a –2 penalty on attacks with it, as you’re unable to maneuver its daunting size and weight.
Oversized. Melee If your Strength is lower than 20 and you dont have the Great Weapon Master Feat, you get a -10 to attacks with these weapons. Ranged You cant move while firing this type of weapon. If your Strength is lower than 18 you get a -6 to damage and halved range with these weapons.
5e Special Weapons
Weapons with special rules are described here.
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.