The World of Aiwan Mundane Weaponry

by Visioned

Search GM Binder Visit User Profile

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

  • 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.

  • † 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.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.