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Simple Weapons

Melee

Swords

Weapon Cost Damage Weight Properties
Dagger 3 gp 1d4 piercing 1½lb. Light, Finesse, Thrown (range 20/60)
Kris Knife 4 gp 1d6 piercing 1½lb. Light, Thrown (20/60)
Kukri 4 gp 1d4 slashing 2lb. Light, Finesse, Trusty (2d1)
Niuweidau 5 gp 1d4 slashing 2lb. Light, Grip, Finesse
Shortsword 7 gp 1d6 slashing 3½lb. Light, Trusty (2d2)
Wakizashi 10 gp 1d6 slashing 3½lb. Grip, Finesse

Clubs

Weapon Cost Damage Weight Properties
Baton 5 gp 1d4 bludgeoning 2lb. Light, Finesse, Trusty (2d1)
Club 3 gp 1d6 bludgeoning 3lb. Momentum, Trusty (2d2)
Hammer 7 gp 1d6 bludgeoning 4lb. Momentum, Thrown (range 15/45)
Morningstar 13 gp 1d10 bludgeoning 6lb. Two-handed
Shillelagh 5 gp 1d8 bludgeoning 4lb. Versatile (1d10)
Spiked Club 10 gp 1d8 bludgeoning 5lb. Momentum

Spears

Weapon Cost Damage Weight Properties
Javelin 5 gp 1d6 piercing 2½lb. Thrown (40/120)
Spear 7 gp 1d6 piercing 3lb. Versatile (1d8), Thrown (range 20/60)

Sticks

Weapon Cost Damage Weight Properties
Hanbo 3 gp 1d4 bludgeoning 1½lb. Light, Balanced, Versatile (1d6)
Quarterstaff 5 gp 1d6 bludgeoning 3lb. Versatile (1d8), Trusty (2d2/2d3)
Tonfa 5 gp 1d4 bludgeoning 1lb. Light, Grip, Balaned

Axes

Weapon Cost Damage Weight Properties
Handaxe 5 gp 1d8 slashing 3½lb. Momentum
Hatchet 3 gp 1d6 slashing 2½lb. Light, Thrown (25/75)

Misc Weapons

Weapon Cost Damage Weight Properties
Cestus•• 3 gp 1d4 piercing ½lb. Light, Grip, Finesse
Fist - 1d2 bludgeoning - Light, Finesse, Disarming, Momentum
Gauntlet 5 gp 1d4 bludgeoning 1½lb. Light, Grip, Enhanced Grip
Jutte 5 gp 1d4 slashing or 1d4 piercing 1½lb. Light, Disarming
Kama 5 gp 1d6 slashing 2lb. Light, Finesse
Sickle 5 gp 1d6 slashing 3½lb. Momentum, Disarming
Tekko Kagi 3 gp 1d4 slashing 1lb. Light, Grip, Momentum

Ranged

Crossbows

Weapon Cost Damage Weight Properties
Hand Crossbow 10 gp 1d6 piercing 2½lb. Light, Trusty (2d2), Loading, Ammunition (range 30/135)
Light Crossbow 20 gp 1d8 piercing 4lb. Trusty (2d3), Loading, Ammunition (range 80/360)

Bows

Weapon Cost Damage Weight Properties
Shortbow 15 gp 1d6 piercing 3½lb. Two-handed, Finesse, Ammunition (range 80/320)
Recurve Shortbow 20 gp 1d6 piercing 3½lb. Two-handed, Finesse, Ammunition (range 70/350)

Guns

Weapon Cost Damage Weight Properties
Blowgun 5 gp 1d4 piercing 1lb. Light, Grip, Loading, Ammunition (range 25/90)
Handgonne 25 gp 1d8 piercing 3lb. Light, Loading, Ammunition (range 60/210)

Thrown

Weapon Cost Damage Weight Properties
Dart 3 gp 1d4 piercing ½lb. Light, Finesse, Thrown (range 40/120)
Light Shakram 5 gp 1d6 slashing 1lb. Light, Thrown (range 40/120)
Shuriken 1 gp 1d4 slashing ½lb. Light, Dexterous, Thrown (range 30/90)

Misc

Weapon Cost Damage Weight Properties
Sling 3 gp 1d4 bludgeoning - Finesse, Ammunition (30/75)

Martial Weapons

Melee

Swords

Weapon Cost Damage Weight Properties
Bastard Sword 20 gp 1d14 slashing 7½lb. Heavy, Two-handed, Unbalanced, Momentum, Trusty (2d6)
Broadsword 15 gp 1d12 slashing 6lb. Heavy, Unbalanced, Grip, Trusty (2d5)
Claymore 25 gp 1d16 slashing 9lb. Heavy, Two-handed, Bulky, Unbalanced, Momentum, Reach
Cutlass 15 gp 1d8 slashing 4½lb. Momentum, Trusty (2d3)
Falchion 10 gp 1d6 slashing 4lb. Momentum, Finesse, Trusty (2d2)
Flamberge 15 gp 1d10 slashing 5½lb. Versatile (1d12), Disarming
Gladius 5 gp 1d6 slashing 3½lb. Light, Finesse, Trusty (2d2)
Katana 15 gp 1d14 slashing 6lb. Heavy, Two-handed, Bulky, Balanced, Trusty (2d6)
Kriegmesser 23 gp 1d10 slashing 6½lb. Heavy, Balanced, Trusty (2d4)
Langemesser 13 gp 1d8 slashing 4lb. Balanced, Trusty (2d3)
Longsword 10 gp 1d8 slashing 4½lb. Versatile (1d10), Trusty (2d3/2d4)
Machete 10 gp 1d10 slashing 4lb. Momentum
Main Gouche 10 gp 1d6 piercing or 1d6 slashing 3lb. Light, Finesse, Grip
Nagamaki 15 gp 1d12 slashing 5½lb. Heavy, Two-handed, Finesse, Reach
Rapier 15 gp 1d8 piercing 4lb. Finesse, Balanced
Saber 15 gp 1d8 slashing 5lb. Grip, Trusty (2d3)
Scimitar 10 gp 1d6 slashing 3½lb. Light, Finesse, Balanced
Smallsword 10 gp 1d6 slashing 4lb. Finesse, Balanced, Trusty (2d2)

Clubs

Weapon Cost Damage Weight Properties
Flail 10 gp 1d10 bludgeoning 4lb. Dexterous, Versatile (1d12), Momentum
Footman's Mace 15 gp 1d10 bludgeoning 7lb. Heavy, Versatile (1d12), Momentum
Horseman's Mace 10 gp 1d8 bludgeoning 6lb. Versatile (1d10), Momentum
Maul 20 gp 1d14 bludgeoning 8lb. Heavy, Bulky, Momentum
Tetsubo 15 gp 1d10 bludgeoning 5lb. Two-handed, Momentum, Trusty (2d4)
Warhammer 10 gp 1d8 bludgeoning or 1d8 piercing 4½lb. Versatile (1d10)

Spears

Weapon Cost Damage Weight Properties
Boar Spear 20 gp 1d12 piercing 6lb. Two-handed, Unbalanced, Reach, Thrown (range 15/45)
Bohemian Earspoon 20 gp 1d14 piercing 7lb. Two-handed, Unbalanced, Heavy, Reach, Thrown (10/30)
Corseque 25 gp 1d16 piercing 7½lb. Two-handed, Unbalanced, Heavy, Reach
Longspear 15 gp 1d10 piercing 5lb. Two-handed, Reach, Thrown (range 15/45)
Partisan 20 gp 1d14 piercing 6½lb. Two-handed, Unbalanced, Reach
Pike 25 gp 1d10 piercing 6lb. Two-handed, Unbalanced, Far Reach, Thrown (range 10/30)
Sarissa 20 gp 1d12 piercing 7lb. Two-handed, Unbalanced, Heavy, Far Reach, Thrown (range 10/30)
Trident 10 gp 1d6 piercing 4lb. Versatile (1d8), Trusty (2d2/2d3), Thrown (20/60)

Sticks

Weapon Cost Damage Weight Properties
Jo staff 5 gp 1d6 bludgeoning 2½lb. Light, Balanced, Versatile (1d8)
Nunchaku 10 gp 1d8 bludgeoning 3lb. Dexterous, Momentum, Trusty (2d3), Balanced

Axes

Weapon Cost Damage Weight Properties
Bardiche 15 gp 1d12 slashing 7½lb. Heavy, Two-handed, Unbalanced, Momentum, Reach, Thrown (15/45)
Battleaxe 10 gp 1d10 slashing 4½lb. Unbalanced, Versatile (1d12), Momentum
Broadaxe 15 gp 1d10 slashing 4½lb. Unbalanced, Momentum, Thrown (range 15/45)
Halberd 20 gp 1d10 slashing 5lb. Unbalanced, Reach, Thrown (15/45)
Greataxe 25 gp 1d14 slashing 6½lb. Heavy, Two-handed, Unbalanced, Momentum, Grip
Voulge 20 gp 1d12 slashing 7lb. Heavy, Two-handed, Momentum, Thrown (range 15/45)

Misc Polearms

Weapon Cost Damage Weight Properties
Ahlspiess 25 gp 1d12 piercing or 1d12 slashing 6½lb. Heavy, Two-handed, Unbalanced, Reach, Thrown (range 10/30)
Bec de Corbin 15 gp 1d10 piercing or 1d10 bludgeoning 4½lb. Two-handed, Thrown (range 20/60)
Bill Hook 20 gp 1d8 slashing or 1d8 piercing 5½lb. Two-handed, Trusty (2d3), Thrown (range 20/60)
Brandistock 15 gp 1d8 piercing 4½lb. Versatile (1d10), Thrown (range 20/60)
Fauchard 20 gp 1d10 slashing 6½lb. Two-handed, Reach, Thrown (range 15/45)
Glaive 15 gp 1d8 slashing 5½lb. Two-handed, Reach, Momentum, Thrown (range 20/60)
Guan Dao 25 gp 1d14 slashing 8lb. Heavy, Two-handed, Unbalanced, Bulky, Reach, Momentum, Thrown (range 10/30)
Guisarme 20 gp 1d10 slashing 5½lb. Two-handed, Finesse, Thrown (20/60)
Lucerne Hammer 20 gp 1d12 piercing or 1d12 bludgeoning 5½lb. Two-handed, Unbalanced, Reach
Ransuer 20 gp 1d8 piercing 4½lb. Two-handed, Finesse, Thrown (range 40/120)
Sovnya 20 gp 1d10 slashing 5½lb. Two-handed, Reach, Finesse
Warscythe 15 gp 1d6 slashing 3½lb. Finesse, Reach, Disarming

Misc Weapons

Weapon Cost Damage Weight Properties
Cat-O-Ninetales 10 gp 1d8 slashing 3lb. Finesse, Grip
Light Lance° 20 gp 1d14 piercing 7lb. Heavy, Unbalanced, Bulky, Grip, Reach
Scythe 15 gp 1d10 slashing 5lb. Two-handed, Unbalanced, Momentum, Disarming, Grip
Weighted Chain 10 gp 1d8 bludgeoning 5lb. Unbalanced, Versatile (1d8), Momentum, Disarming
Whip 5 gp 1d4 slashing 2lb. Light, Finesse, Grip, Trusty (2d1)

Ranged

Crossbows

Weapon Cost Damage Weight Properties
Heavy Crossbow 30 gp 1d10 piercing 6lb. Loading, Two-handed, Trusty (2d4), Ammunition (range 100/450)

Bows

Weapon Cost Damage Weight Properties
Composite Shortbow 25 gp 1d6 piercing 4lb. Two-handed, Finesse, Ammunition (range 90/360)
Longbow 35 gp 1d8 piercing 6lb. Two-handed, Bulky, Finesse, Ammunition (range 150/600)
Recurve Longbow 40 gp 1d8 piercing 5½lb. Two-handed, Finesse, Ammunition (range 140/700)

Guns

Weapon Cost Damage Weight Properties
Arquebus 30 gp 1d10 piercing 4½lb. Loading, Ammunition (range 70/245)
Blunderbuss 35 gp 1d8 piercing 5½lb. Loading, Burst, Ammunition (range 40/140)
Musketoon 40 gp 1d10 piercing 6lb. Heavy, Loading, Burst, Ammunition (range 50/175)

Thrown

Weapon Cost Damage Weight Properties
Heavy Shakram 10 gp 1d10 slashing 3½lb. Thrown (range 30/90)

Expertise Weapons**

Melee

Swords

Weapon Cost Damage Weight Properties
Grossemesser 33 gp 1d12 slashing 8lb. Heavy, Bulky, Balanced, Momentum, Trusty (2d5)
Khopesh 13 gp 1d8 slashing 4½lb. Unbalanced, Disarming, Trusty (2d3)
Nodachi 30 gp 1d12 slashing 7½lb. Heavy, Two-handed, Finesse, Balanced, Trusty (2d5)
Zweihander 37 gp 1d14 slashing 9lb. Heavy, Two-handed, Bulky, Grip, Reach, Trusty (2d6)

Clubs

Weapon Cost Damage Weight Properties
Kanabo 25 gp 1d14 bludgeoning 7lb. Heavy, Two-handed, Momentum, Trusty (2d6)

Sticks

Weapon Cost Damage Weight Properties
Rokushakubo 23 gp 1d8 bludgeoning 3½lb. Versatile (1d10), Balanced, Trusty (2d3/2d4)
Setsukon 30 gp 1d10 bludgeoning 4⅔lb. Dexterous, Balanced, Momentum, Trusty (2d4)

Misc Polearms

Weapon Cost Damage Weight Properties
Hu Cha 30 gp 1d12 piercing 6½lb. Two-handed, Balanced, Thrown (range 15/45)
Naginata 37 gp 1d14 piercing Heavy, Two-handed, Momentum, Reach

Misc Weapons

Weapon Cost Damage Weight Properties
Chained Kama 23 gp 1d10 slashing 4½lb. Dexterous, Versatile (2d6), Finesse
Heavy Lance° 37 gp 1d16 piercing 10lb. Heavy, Unbalanced, Bulky, Grip, Far Reach
Kusarigama 15 gp 1d6 slashing or 1d6 bludgeoning 3lb. Light, Finesse, Momentum
Mancatcher 15 gp 1d10 piercing 5lb. Two-handed, Reach, Disarming, Special
Nine section whip/ Blade Whip 23 gp 1d12 slashing 4½lb. Dexterous, Finesse, Disarming

Ranged

Crossbows

Weapon Cost Damage Weight Properties
Repeating Crossbow 37 gp 1d10 piercing 6lb. Loading, Two-handed, Burst, Trusty (2d4), Ammunition (range 100/450)
Arbalest 45 gp 1d14 piercing 7½lb. Two-handed, Heavy, Trusty (2d6), Ammunition (120/540), Extreme Loading

Bows

Weapon Cost Damage Weight Properties
Composite Longbow 37 gp 1d8 piercing 6½lb. Two-handed, Bulky, Finesse, Ammunition (range 160/640)
Flatbow 40 gp 1d8 piercing 6lb. Two-handed, Bulky, Finesse, Trusty (2d3), Ammunition (range 150/600)
Greatbow 45 gp 1d10 piercing 7lb. Two-handed, Bulky, Finesse, Ammunition (range 175/700)
Recurve Greatbow 50 gp 1d10 piercing 6½lb. Two-handed, Finesse, Ammunition (range 165/825)

Guns

Weapon Cost Damage Weight Properties
Rifle 45 gp 1d14 piercing 6½lb. Heavy, Loading, Ammunition (range 90/315)
Musket 37 gp 1d12 piercing 5½lb. Loading, Ammunition (range 80/280)

** No class gains proficiency with any Expertise weapon unless otherwise stated by the GM, instead a character must be given specific training with the weapon to use it effectively.
Expertise weapons sometimes cannot be found in a common marketplace, instead they have to be specially made, varying the price, or obtained through other special means, determined by the GM.

° You have disadvantage when you use a lance to attack a target within 5 feet of you.
•• This weapon is light enough to strap to your hand, while doing so you can still cast spells with the somatic requirement as long as your hand remains free. You may also hold an item in your hand but doing so makes all attacks at disadvantage due to the weight putting you off balance.
••• With this weapon you can use either type of damage listed.
Finesse.  When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy.  Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light.  A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading.  Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range.  A weapon that can be used to make a ranged attack has a range 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 long 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, as well as when determining your reach for opportunity attacks with it.

Special.  A weapon with the special property has unusual rules governing its use, explained in the weapon's description.

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 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.

Burst. Due to the design of this weapon, it fires 2 bolts at once, expending twice the amount of ammunition.

Dexterous. Weapons with the dexterous property use your dexterity modifier for attack and damage rolls. Any user with less than 13 dexterity have disadvantage on attacks made with dexterous weapons.

Grip. This weapon has a superior grip design, any attempt to unarm you is done so at a disadvantage.

Momentum. Due to the design of this blade, you are able to drive it down faster and harder then your average weapon. Your damage modifier is doubled from attacks made from this weapon (to a maximum of 3 bonus damage). Momentum weapons require a free hand to use due to the force exerted when attacking.

Unbalanced. When the user chooses to attack with an unbalanced weapon all oportunity attacks they make are at disadvantage until the beginning of their next turn, due to the focus it takes to wield such a weapon.

Far Reach. This weapon adds 10 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Bulky. Any user with less than 13 Strength has disadvantage on attacks made with bulky weapons.

Balanced. When wielding a balanced weapon, you have advantage on all opportunity attacks you make.

Disarming. When wielding this weapon you have advantage on any attacks made to disarm an opponent.

Trusty. When attacking with this weapon you can choose to use the different damage version listed.

Enhanced Grip. The gauntlet cannot be disarmed by an opponent, and any attempt to disarm a weapon you are holding with your gauntlet hand are at disadvantage.

Extreme Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it, every other turn, when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

 

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