Armor
| Armor | AC | Strength | Stealth | Cost |
|---|---|---|---|---|
| Light Armor | ||||
| Leather | 11 + DEX | 10gp | ||
| Gambeson | 12 + DEX | 40gp | ||
| Medium Armor | ||||
| Hide | 12 + DEX (2) | 10gp | ||
| Plate Harness | 13 + DEX (2) | 50gp | ||
| Banded Armor | 14 + DEX (2) | Disadvantage | 50gp | |
| Breastplate | 14 + DEX (2) | 400gp | ||
| Chainmail | 15 + DEX (2) | Disadvantage | 700gp | |
| Shield | +2 | 10gp | ||
| Heavy Armor | ||||
| Brigandine | 16 | 13 | Disadvantage | 75gp |
| Half Plate | 17 | 15 | Disadvantage | 600gp |
| Plate | 18 | 15 | Disadvantage | 1,400gp |
| Tower Shield | +2* | 13 | Disadvantage | 50gp |
Description
- Leather: Basic leather armor typically consists of a stiff leather vest or chestplate, usually accompanied by shoulder protectors, wrist guards, and greaves or boots.
- Gambeson: Gambesons consist of layers of padded cloth, thick enough to significantly block strikes from most weapons. Usually worn with a metal hat to deflect attacks to the head.
- Hide: This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes, evil Humanoids, and other folk who lack access to the tools and materials needed to create better armor.
- Plate Harness: This armor is made of a leather harness securing full plate armor over one or both arms, sometimes accompanied by plate greaves or a helmet.
- Banded Armor: Banded armor is made of many thin sheets of metal riveted together over a leather backing.
- Chainmail: Made of interlocking metal rings, chainmail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.
- Breastplate: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
- Shield: A handheld defensive tool, usually made of leather, wood, or metal. When you have a shield equipped in one of your hands, your AC increases by 2. A shield is counted as two objects for the purposes of Drawing/Stowing.
- Brigandine: Brigandine armor consists of a series of interlocking plates bolted into a suit of leather armor that covers most of the body.
- Half Plate: Half plate consists of metal plates covering most of the body, fixed to a set of chainmail to cover the joints and otherwise unprotected regions of the body.
- Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, sabatons, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
- Tower Shield: A handheld defensive tool generally made of heavy metal and large enough to cover a majority of the body. When you have a tower shield equipped in one of your hands, your AC increases by 2. When you take the Dodge action while wielding a tower shield, it provides three-quarters cover. A tower shield is counted as three objects for the purposes of Drawing/Stowing.
Starting Armor
- Artificer: Gambeson or Banded Armor
- Bard: Leather
- Cleric: Leather, Banded Armor, or Brigandine (If proficient)
- Druid: Leather or Hide
- Fighter: Leather or Bigandine
- Paladin: Brigandine
- Ranger: Leather or Banded Armor
- Rogue: Leather
- Warlock: Leather
Weapons
| Weapon | Damage | Properties |
|---|---|---|
| Simple Melee | ||
| Baton | 1d6 B | Finesse, Quick |
| Bola | 1d4 B | Special, Thrown 20/60 |
| Dagger | 1d4 P | Finesse, Light, Thrown 20/60, Vicious |
| Handaxe | 1d6 S | Light, Thrown 20/60 |
| Javelin | 1d6 P | Thrown 40/120 |
| Greatclub | 1d10 B | 2-Handed |
| Light Hammer | 1d6 B | Light, Thrown 20/60 |
| Quarterstaff | 2d4 B | Defensive, 2-Handed |
| Scythe | 2d4 S | 2-Handed, Reach 10 |
| Sickle | 1d8 S | Light, Vicious |
| Spear, 1h | 1d6 P | Reach 10, Thrown 20/60, Versatile |
| Spear, 2h | 1d8 P | Quick, Versatile |
| Fist | 1d4 B | - |
| Simple Ranged | ||
| Blowgun | 1d4 P | Ammunition 80/320, Special, 2-Handed |
| Crossbow, Light | 1d10 P | Loading 60/240, 2-Handed |
| Shortbow | 1d8 P | Ammunition 60/240, Quick, 2-Handed |
| Sling | 1d6 B | Ammunition 40/160, Finesse, Quick |
| Martial Ranged | ||
| Crossbow, Hand | 1d6 P | Light, Loading 30/120, Special |
| Crossbow, Heavy | 2d6 P | Loading 60/240, Heavy, 2-Handed |
| Longbow | 1d10 P | Ammunition 100/400, Finesse, Heavy, Slow, 2-Handed |
| Recurve Bow | 2d4 P | Ammunition 100/400, 2-Handed |
| Throwing Knife | 1d4 P | Finesse, Light, Special, Thrown 30/90 |
| War Bow | 3d4 P | Ammunition 150/600, Heavy, Slow, Special, 2-Handed |
Martial Melee Weapons
| Weapon | Damage | Properties |
|---|---|---|
| Ahlspiess | 1d12 P | Heavy, Long 20, 2-Handed |
| Arming Sword | 2d4 S | Defensive |
| Battleaxe, 1h | 1d8 S | Thrown 15/45, Versatile |
| Battleaxe, 2h | 1d10 S | Versatile, Vicious |
| Claymore | 3d4 S | Heavy, Reach 10, Slow, 2-Handed |
| Flail | 1d10 B | Heavy, Special |
| Greataxe | 1d12 S | Heavy, 2-Handed, Vicious |
| Greatsword | 2d6 S | Heavy, 2-Handed |
| Halberd | 1d10 S | Disarming, Heavy, Reach 15, 2-Handed |
| Lance | 1d12 P | Heavy, Long 15, Special |
| Longsword, 1h | 1d8 S | Defensive, Versatile |
| Longsword, 2h | 2d4 S | Finesse, Versatile |
| Man-Catcher | 2d4 P | Heavy, Reach 15, Special, 2-Handed |
| Maul | 2d6 B | Heavy, 2-Handed |
| Net | N/A | Disarming, Finesse, Special, Thrown 10/15 |
| Partisan, 1h | 1d8 P | Reach 10, Versatile |
| Partisan, 2h | 1d10 P | Quick, Versatile |
| Pike | 2d6 P | Heavy, Long 15, 2-Handed |
| Rapier | 1d8 P | Finesse |
| Scimitar | 1d6 S | Finesse, Light, Quick |
| Shortsword | 1d6 P | Defensive, Finesse, Light |
| Swordbreaker | 1d4 P | Disarming, Finesse, Light, Special |
| Trident | 1d8 P | Thrown 40/120 |
| Warhammer, 1h | 1d10 B | Heavy, Versatile |
| Warhammer, 2h | 1d12 B | Heavy, Versatile |
| Whip | 1d6 S | Finesse, Reach 15, Special |
Simple Melee Weapons
Baton
A baton is a lightweight rod made of wood used for fast, nonlethal attacks. It deals 1d6 bludgeoning damage, and has the following properties:
- Finesse: When making an attack with this 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.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an additional attack with it at disadvantage.
Bola
A bola is a set of weights attached to a handle or knot via a rope, and thrown to trip and tangle your opponents. It deals 1d4 bludgeoning damage, and has the following properties:
- Special: If you throw this weapon and hit a Large or smaller creature that has legs, it must pass a Strength saving throw (DC 8 + proficiency [if applicable] + Strength mod) or fall prone and be grappled. A creature grappled by a bola may use its action to make an Athletics (DC equal to weapon DC) check to remove the bola, or attack the bola (AC and HP equal to weapon DC), destroying the bola and releasing the grapple.
- Thrown 20/60: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Dagger
A dagger is a very sharp knife used primarily as a concealed weapon. It deals 1d4 piercing damage, and has the following properties:
- Finesse: When making an attack with this 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.
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Thrown 20/60: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
- Vicious: When you score a critical hit with this weapon, you deal an extra amount of damage equal to the ability score modifier used to modify the attack, in addition to the extra damage from the critical hit.
Handaxe
A handaxe is a small, aerodynamic axe best used in dual wielding. It deals 1d6 slashing damage, and has the following properties:
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Thrown 20/60: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Javelin
A javelin is a medium-length wooden pole sharpened at one end and designed to be thrown. It deals 1d6 piercing damage, and and has the following properties:
- Thrown 40/120: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Greatclub
A greatclub is a large wooden club, usually crafted shoddily. It deals 1d10 bludgeoning damage and has the following properties:
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Light Hammer
A light hammer is a small hammer designed both for throwing and close-quarters combat. It deals 1d6 bludgeoning damage, and has the following properties:
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Thrown 20/60: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Quarterstaff
A quarterstaff is a straight staff of wood usually about the height of the wielder, made for travel and ease of use. It deals 2d4 bludgeoning damage and has the following properties:
- Defensive: If you are wielding this weapon, then as a reaction to being hit by a melee weapon attack, you may add 2 to your AC against that attack, potentially causing that attack to miss you.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Sickle
A sickle is a modified farm implement made for slicing through exposed flesh. It deals 1d8 slashing damage and has the following properties:
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Vicious: When you score a critical hit with this weapon, you deal an extra amount of damage equal to the ability score modifier used to modify the attack, in addition to the extra damage from the critical hit.
Spear
A spear is a medium-length staff of wood with either a sharpened point or a metal blade affixed to the end. When held with one hand, it deals 1d6 piercing damage and has the Reach 10 and Thrown 20/60 properties. When held with two hands, it deals 1d8 piercing damage and has the Quick property.
- Reach 10: This weapon has a melee range of 10 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Thrown 20/60: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an extra attack with it at disadvantage.
Simple Ranged Weapons
Blowgun
A blowgun is a short hollow pipe usually made of wood or bamboo, that is used to fire aerodynamic needles with the power of breath. It deals 1d4 piercing damage, and has the following properties:
- Ammunition 80/320: You can use this weapon 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.
- Special: When poisoning, enchanting, or otherwise enhancing pieces of ammunition for a blowgun, you may enhance twice as many using no extra resources. Being prone does not impose disadvantage on attack rolls with a blowgun. Attacking with a blowgun expends all of your air if you are holding your breath. Finally, if you are hidden from an enemy and miss an attack with a blowgun, your position is not revealed.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Crossbow, Light
A light crossbow is a mechanism designed to propel bolts with far greater strength than the wielder would normally have. It deals 1d10 piercing damage, and has the following properties:
- Loading 40/160: You can use this weapon 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. After making a ranged attack with this weapon, you must reload it before attacking with it again. You can reload by using either an Attack action or bonus action, or waiting until the start of your next turn. However, being prone does not impose disadvantage on attack rolls with this weapon.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Shortbow
A shortbow is a bent length of wood with a string holding the ends bent so that more force than the wielder had can be put into the arrows it fires. It deals 1d8 piercing damage, and has the following properties:
- Ammunition 60/240: You can use this weapon 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.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an extra attack with it at disadvantage.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Sling
A sling is a length of rope with a pocket in the middle to hold stone or metal bullets, which is then spun to generate force to throw the bullets. It deals 1d6 bludgeoning damage, and has the following properties:
- Ammunition 40/160: You can use this weapon 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.
- Finesse: When making an attack with this 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.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an additional attack with it at disadvantage.
Martial Melee Weapons
Ahlspiess
An ahlspiess (Al-Spee-Ess) is an extremely long wooden pole with a long metal point at one end, used in battlefields to keep opponents at a very long reach. It deals 1d12 piercing damage and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Long 20: This weapon has a melee range of 20 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance. You have disadvantage on attacks with this weapon against targets within 10 feet of you.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Arming Sword
A arming sword is a one-handed sword of moderate length that makes for a good sidearm. It deals 2d4 slashing damage and has the following properties:
- Defensive: If you are wielding this weapon, then as a reaction to being hit by a melee weapon attack, you may add 2 to your AC against that attack, potentially causing that attack to miss you.
Battleaxe
A battleaxe is a long-hafted axe with a heavy axeblade, designed for versatility in combat. When held in one hand, it deals 1d8 slashing damage and has the Thrown 15/45 property. When held in two hands, it deals 1d10 slashing damage and has the Vicious property.
- Thrown 15/45: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
- Vicious: When you score a critical hit with this weapon, you deal an extra amount of damage equal to the ability score modifier used to modify the attack, in addition to the extra damage from the critical hit.
Claymore
A claymore is a two-handed sword with an incredibly long and wide blade. It deals 3d4 slashing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Reach 10: This weapon has a melee range of 10 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Slow: The first time on your turn that you attack with this weapon, you must also spend 10 feet of movement.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Flail
A flail is a spiked weight attached to a handle via a chain, made for dealing powerful blows that get around defenses. It deals 2d4 bludgeoning damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Special: You can use a bonus action before attacking with a flail to give that attack a +2 bonus to hit against a target that makes use of one or more of the following mechanics to increase their AC: Shields, Defensive weapons, or the Parry reaction.
Greataxe
A greataxe is a long-hafted weapon with a large axeblade, designed to cleave through foes with ease. It deals 1d12 slashing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
- Vicious: When you score a critical hit with this weapon, you deal an extra amount of damage equal to the ability score modifier used to modify the attack, in addition to the extra damage from the critical hit.
Greatsword
A greatsword is a two-handed sword with a long and heavy blade. It deals 2d6 slashing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Halberd
A halberd is a long-hafted axe with a variety of hooks and notches on it made to catch weapons and opponents. It deals 1d10 slashing damage, and has the following properties:
- Disarming: You have advantage on disarm checks made with this weapon.
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Reach 15: This weapon has a melee range of 15 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Lance
A lance is a long pole weapon held at the very back to get impressive range, and designed for mounted use. It deals 1d12 piercing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it.
- Long 15: This weapon has a melee range of 15 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance. You have disadvantage on attacks with this weapon against targets within 5 feet of you.
- Special: A lance is considered two-handed if you are not mounted.
Longsword
A longsword is a long-bladed weapon designed for use in most situations. When held in one hand, it deals 1d8 slashing damage, and has the Defensive property. When held in two hands, it deals 2d4 slashing damage, and has the Finesse property.
- Defensive: If you are wielding this weapon, then as a reaction to being hit by a melee weapon attack, you may add 2 to your AC against that attack, potentially causing it to miss you.
- Finesse: When making an attack with this 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.
Maul
A maul is a heavy chunk of metal on a pole, designed for crushing opponents. It deals 2d6 bludgeoning damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Man-Catcher
A Man-Catcher is a poled tool with a spiked hook at the end, designed to hook around the neck of an opponent to subdue them. It deals 2d4 piercing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Reach 15: This weapon has a melee range of 15 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Special: While holding this weapon, you may attempt to Grapple a creature using its reach rather than your own. If you successfully grapple a creature in that way, you cannot make attacks with the Man-Catcher unless it is against the grappled creature. To grapple in this way, you must be wielding the Man-Catcher with two hands.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Net
A net is a large web of interlocking ropes or chains, thrown onto the enemy to restrict their movement and attacks. It deals no damage, and has the following properties:
- Disarming: You have advantage on disarm checks made with this weapon.
- Finesse: When making an attack with this 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.
- Special: A Large or smaller creature hit by a ranged attack with this weapon is Restrained until it is freed. A Large or smaller creature hit by a melee attack with this weapon is Grappled 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 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. The DC to break free is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier.
- Thrown 10/15: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Partisan
A partisan is a wooden pole of moderate length with a long metal blade affixed to the end. When held in one hand, it deals 1d8 piercing damage, and has the Reach 10 property. When held in two hands, it deals 1d10 piercing damage, and has the Quick property.
- Reach 10: This weapon has a melee range of 10 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an extra attack with it at disadvantage.
Pike
A pike is a very long spear, generally used in a battlefield. It deals 2d6 piercing damage, and has the following properties:
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Long 15: This weapon has a melee range of 15 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance. You have disadvantage on attacks with this weapon against targets within 5 feet of you.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Rapier
A rapier is a long, thin blade used with expertise and grace. It deals 1d8 piercing damage, and has the following properties:
- Finesse: When making an attack with this 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.
Scimitar
A scimitar is a long curved blade used for sweeping strikes and catching weapons. It deals 1d6 slashing damage and has the following properties.
- Finesse: When making an attack with this 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.
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Quick: After attacking with this weapon on your turn, you may use a bonus action to make an extra attack with it at disadvantage.
Shortsword
A shortsword is, as the name implies, a short blade used for fast attacks and parrying. It deals 1d6 piercing damage, and has the following properties:
- Defensive: If you are wielding this weapon, then as a reaction to being hit by a melee weapon attack, you may add 2 to your AC against that attack, potentially causing that attack to miss you.
- Finesse: When making an attack with this 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.
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
Swordbreaker
A Swordbreaker is a special type of dagger made with a variety of notches in the blade made for catching the weapons of your opponents. It deals 1d4 piercing damage, and has the following properties:
- Disarming: You have advantage on disarm checks made with this weapon.
- Finesse: When making an attack with this 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.
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Special: If a creature attacks you with a melee weapon and misses, you may use your reaction to attempt a Disarm action against that creature of the weapon they attacked you with.
Trident
A trident is a three-pronged spear designed to be thrown. It deals 1d8 piercing damage and has the following properties:
- Thrown 40/120: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
Warhammer
A warhammer is a powerful bludgeoning weapon designed for combat use. When held in one hand, it deals 1d10 bludgeoning damage. When held in two hands, it deals 1d12 bludgeoning damage. In either case, it has the Heavy property.
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
Whip
A bull whip is a long coil of leather designed to cause immense pain upon striking. It deals 1d6 slashing damage, and has the following properties:
- Finesse: When making an attack with this 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.
- Reach 15: This weapon has a melee range of 15 feet instead of 5. This also changes the distance the weapon makes opportunity attacks at to its maximum distance.
- Special: When you take the Shove action with a whip and succeed on the Shove check, you may choose to both knock the target prone and push them 5 feet.
Martial Ranged Weapons
Crossbow, Hand
A hand crossbow is a small crossbow designed for concealed use. It deals 1d6 piercing damage, and has the following properties:
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Loading 30/120: You can use this weapon 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. After making a ranged attack with this weapon, you must reload it before attacking with it again. You can reload by using either an Attack action or bonus action, or waiting until the start of your next turn. However, being prone does not impose disadvantage on attack rolls with this weapon.
- Special: If you are hidden from an enemy and miss an attack with a hand crossbow, your position is not revealed.
Crossbow, Heavy
A heavy crossbow is a very large crossbow with two bows in an X pattern, their strings meeting together at the bolt for even more strength. It deals 2d6 piercing damage, and has the following properties:
- Loading 60/240: You can use this weapon 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. After making a ranged attack with this weapon, you must reload it before attacking with it again. You can reload by using either an Attack action or bonus action, or waiting until the start of your next turn. However, being prone does not impose disadvantage on attack rolls with this weapon.
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Longbow
A longbow is a tall bow, about as tall as the wielder, designed for firing long distances. It deals 1d10 piercing damage, and has the following properties:
- Ammunition 100/400: You can use this weapon 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.
- Finesse: When making an attack with this 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: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Slow: The first time on your turn that you attack with this weapon, you must also spend 10 feet of movement.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Recurve Bow
A recurve bow is a small bow that gains its power from its incredibly bent body. It deals 2d4 piercing damage, and has the following properties:
- Ammunition 100/400: You can use this weapon 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.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Throwing Knife
A throwing knife is a dagger designed to be lightweight, thin, and aerodynamic so that it can be thrown easily. It deals 1d4 piercing damage, and has the following properties:
- Finesse: When making an attack with this 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.
- Light: When you take the Attack action and attack with a Light weapon that you’re holding in one hand, you can use a Bonus Action to Attack with a different Light weapon that you’re holding in the other hand.
- Special: Whenever you make a ranged weapon attack with a throwing knife, you may Draw a throwing knife before or after making the attack.
- Thrown 30/90: You can throw this weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
War Bow
A war bow is a massive bow, generally taller than the wielder, that needs to be mounted against the ground for firing long distances. It deals 3d4 piercing damage, and has the following properties:
- Ammunition 150/600: You can use this weapon 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.
- Heavy: This weapon is considered two objects for the purposes of Drawing/Stowing (Refer to Equipping Rules below). Additionally, Small or smaller creatures have disadvantage on attack rolls with it. You also have disadvantage on attack rolls with a Heavy weapon while mounted.
- Slow: The first time on your turn that you attack with this weapon, you must also spend 10 feet of movement.
- Special: When making attack and damage rolls with a greatbow, you must modify it using your Strength, rather than Dexterity. Additionally, you have disadvantage on attack rolls against creatures within 20 feet of you when attacking with a greatbow.
- Two-Handed: This weapon requires two hands to attack with. You may still hold it with one hand though.
Minor Properties
Aquatic
Aquatic weapons do not have disadvantage on attack rolls made while fully submerged in liquid.
The following weapons are Aquatic: Dagger, Javelin, Light Crossbow, Ahlspiess, Defender, Lance, Partisan, Pike, Rapier, Trident, Hand Crossbow, Heavy Crossbow, Net, Throwing Knife.
Siege
Siege weapons deal double damage to objects.
The following weapons are Siege: Handaxe, Light Hammer, Battleaxe, Greataxe, Maul, Warhammer
Combo Weapons
Bayonet
A bayonet by itself is a specialized type of dagger that deals 1d4 piercing damage, and has the Finesse, Light, Special, and Vicious properties. The special property allows you to use an attack action to attach it to a quarterstaff or similar object, or to dettach it from said object.
When attached to a staff, the bayonet then changes to a spear-like weapon that deals 1d6 piercing damage, and has the Reach and Versatile properties. When held in two hands, it deals 1d8 piercing damage, and has the Quick and Versatile properties.
Sling Staff
If you spend an hour modifying a quarterstaff or baton, and a sling, you can then spend a minute fusing them into a single weapon, or separating them again. This allows you to use the sling in the same hand as the quarterstaff or baton. If the sling is attached to a quarterstaff, it is considered to have the 2-Handed property.
Halfling Staff
A halfling staff is the term used to describe a quarterstaff fitted with a bayonet at one end and a sling at the other. This weapon functions as a bayonet affixed to a quarterstaff, but also as a sling with the 2-Handed property.
Other Mechanics
Racial Proficiencies
Drow Weapon Training
You have proficiency with the arming sword, hand crossbow, whip, and rapier
High Elf Weapon Training
You have proficiency with the shortsword, longbow, longsword, and recurve bow
Sea Elf Weapon Training
You have proficiency with the heavy crossbow, trident, net, and spear
Wood Elf Weapon Training
You have proficiency with the arming sword, recurve bow, scimitar, and shortbow
Martial Prodigy (Hobgoblin)
You are proficient in light and medium armor, and with shortswords, arming swords, longswords, and greatswords
Class Proficiencies/Starting Weapon
Artificer
Simple weapons, hand Crossbows, heavy Crossbows
Bard
Simple weapons, arming swords, hand crossbows, rapiers, shortswords, throwing knives. Start with a rapier, a arming sword, a shortsword, or any simple weapon.
College of Swords
longswords, scimitars
Cleric
Start with any simple weapon, or any martial weapon (if proficient)
Druid
Batons, bolas, bull whips, greatclubs, daggers, javelins, quarterstaffs, scimitars, sickles, slings, spears, throwing knives.
Monk
Simple weapons, scimitars, shortswords, throwing knives. Start with a shortsword, scimitar, or any simple weapon, and 10 throwing knives.
Way of the Kensei
Choose two types of weapons to be your kensei weapons. Each of these weapons can be any simple or martial weapon that lacks the heavy property. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon to be a kensei weapon for you, following the above criteria.
Ranger
Start with a longbow or recurve bow and 20 arrows, and two scimitars or any martial weapon.
Rogue
Simple weapons, arming swords, estocs, hand crossbows, rapiers, shortswords, throwing knives.
Equipping
- If you Draw/Stow one item, it costs a free action.
- If you Draw/Stow two items in one turn, it costs a bonus action or action.
- If you Draw/Stow three items in one turn, it costs an action.
- If you Draw/Stow four items in one turn, it costs an action and a bonus action.
- Certain items are counted as additional items for the purposes of Drawing/Stowing. Shields and Heavy weapons, for example, count as two.
Feats
Revised Feats
Polearm Master
- When you take the Attack action and attack with only a partisan, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding an ahlspiess, partisan, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Weapon Prices
| Weapon | Price |
|---|---|
| Baton | 1gp |
| Bola | 1sp |
| Dagger | 2gp |
| Handaxe | 5gp |
| Javelin | 5sp |
| Greatclub | 2sp |
| Light Hammer | 5gp |
| Quarterstaff | 2sp |
| Scythe | 2gp |
| Sickle | 1gp |
| Spear | 1gp |
| Blowgun | 5gp |
| Crossbow, Light | 10gp |
| Shortbow | 10gp |
| Sling | 1gp |
| Crossbow, Hand | 50gp |
| Crossbow, Heavy | 25gp |
| Longbow | 30gp |
| Recurve Bow | 20gp |
| Throwing Knife | 1sp |
| War Bow | 50gp |
| Weapon | Price |
|---|---|
| Ahlspiess | 8gp |
| Arming Sword | 12gp |
| Battleaxe | 10gp |
| Claymore | 60gp |
| Defender | 5gp |
| Flail | 10gp |
| Greataxe | 30gp |
| Greatsword | 50gp |
| Halberd | 20gp |
| Lance | 10gp |
| Longsword | 15gp |
| Man-Catcher | 10gp |
| Maul | 20gp |
| Net | 1gp |
| Partisan | 5gp |
| Pike | 5gp |
| Rapier | 25gp |
| Scimitar | 15gp |
| Shortsword | 15gp |
| Trident | 1gp |
| Warhammer | 15gp |
| Whip | 3gp |
Calculations - Ignore
Damage Calculator
| Simple Property # | Martial Property # | Damage |
|---|---|---|
| 3 | 4 | 1d4 |
| 2.5 | 3.5 | - |
| 2 | 3 | - |
| 1.5 | 2.5 | 1d6 |
| 1 | 2 | - |
| .5 | 1.5 | - |
| 0 | 1 | 1d8 |
| -.5 | .5 | 2d4 |
| -1 | 0 | 1d10 |
| -1.5 | -.5 | - |
| -2 | -1 | 1d12 |
| -2.5 | -1.5 | 2d6 |
| -3 | -2 | 3d4 |
| -3.5 | -2.5 | - |
| -4 | -3 | - |
| -4.5 | -3.5 | 2d8 |
Property Calculator
| Property | Property # | Prerequisites |
|---|---|---|
| Ammunition 40/160 | 0 | Ranged |
| Ammunition 60/240 | .5 | Ranged |
| Ammunition 80/320 | 1 | Ranged |
| Ammunition 100/400 | 1.5 | Ranged |
| Ammunition 150/600 | 2 | Ranged |
| Defensive | .5 | Melee |
| Disarming | .5 | Melee |
| Finesse | 1 | - |
| Firearm 20/60 | -1 | - |
| Firearm 40/120 | -.5 | - |
| Firearm 60/180 | 0 | - |
| Firearm 100/300 | .5 | - |
| Heavy | -.5 | |
| Light | 1 | |
| Loading | -.5 | Ammunition |
| Long 10 | -1.5 | - |
| Long 15 | -1 | - |
| Long 20 | -.5 | - |
| Quick | .5 | - |
| Reach 10 | .5 | Melee |
| Reach 15 | 1 | Melee |
| Reach 20 | 1.5 | Melee |
| Slow | -.5 | - |
| Thrown 20/60 | .5 | |
| Thrown 40/120 | 1 | |
| 2-Handed | -1 | |
| Versatile, 1h | .5 | |
| Versatile, 2h | -.5 | |
| Vicious | .5 |