## Using a weapon art.
Players can use a number of weapon arts equal to 2 + their proficiency bonus, and regain all expended uses after a short or long rest.
Weapon arts have various activation methods, with the most common being when you hit a creature with an attack roll.
You can only use a weapon art if a weapon you are currently wielding possesses it, and you can only use that weapon to perform it.
___
>### Backbreaker
>
>
>*Greatclub, Maul, Warhammer*
>- When you hit a creature with an attack, you can attempt to knock the target down.
>- The target must make a Strength saving throw. On a failed save, you knock the target prone.
___
>### Cleave
>
>
>*Battleaxe, Dwarven Urgrosh, Greataxe, Orc Double Axe*
>- When you make an attack, you can attempt to hit multiple enemies at once.
>
>- Choose three 5-foot cubes within reach. Each cube must have at least one face adjacent to the face of another cube. You can make an attack roll against each creature occupying those spaces.
___
>### Concussive Smash
>
>
>*Club, Flail, Gnome Hooked Hammer, Maul, Sling, Warhammer*
>- When you hit a creature with an attack, you can attempt to throw off the creature's balance.
>
>- The target must make a Constitution saving throw. On a failed save, attacks against the creature have advantage until the start of your next turn.
___
>### Crippling Strike
>
>
>*Morningstar, Pike, Trident, War Pick*
>- When you hit a creature with an attack, you can attempt to stop the target in its tracks.
>
>- The target must make a Constitution saving throw. On a failed save, the target's speed is reduced to 0 until the end of its next turn and the target cannot take reactions until the start of your next turn.
___
>### Flourish
>
>
>*Claw Gauntlet, Rapier, Scimitar, Shortsword, Whip*
>- You can use a bonus action to fake an attack, catching your opponent off guard. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
>- The next attack against the target has advantage.
___
>### Gargantuan Cleave
>
>
>*Halberd*
>- When you make an attack, you can attempt to hit multiple enemies at once.
>
>- Choose five 5-foot cubes within reach. Each cube must have at least one face adjacent to the face of another cube. You can make an attack roll against each creature occupying those spaces.
___
\pagebreakNum
___
>### Hamstring Shot
>
>
>*Blowgun, Longbow, Shortbow*
>- When you hit with an attack, you can attempt to pin them.
>
>- The target must make a Constitution saving throw. On a failed save, the target's speed is reduced to 0 until the end of their next turn.
___
>### Heartstopper
>
>
>*Lance, Morningstar*
>- You can use your action to attempt to sunder your opponent's ability to act.
>
>- The target must make a Constitution saving throw. On a failed save, the target becomes incapacitated until the start of your next turn.
___
>### Lacerate
>
>
>*Battleaxe, Claw Gauntlet, Double-Bladed Scimitar, Dwarven Urgrosh, Glaive, Greataxe, Greatscythe, Greatsword, Halberd, Light Hammer, Longsword, Orc Double Axe, Scimitar, Whip*
>- When you hit a creature with a weapon attack, you can make a deep cut that causes it to bleed out.
>- The target bleeds, taking 1d10 damage at the start of each of its turns. *Constructs, undead, and other creatures without blood cannot bleed.*
>
>At the end of each of its turns, the target must make a constitution saving throw. On a failure, the damage increases by +1d10.
>
>The target or another creature can use an action to stop the bleeding. If the target gains hit points, the bleeding stops.
___
>### Mobile Shot
>
>
>*Hand Crossbow*
>- When you use your action to Dash or Disengage, you can use a bonus action to make one attack using this weapon.
___
>### Piercing Strike
>
>
>*Blowgun, Dagger, Hand Crossbow, Heavy Crossbow, Lance, Longbow, Net, Pike, Rapier, Repeating Crossbow, Shortsword, Throwing Star, Trident, War Pick*
>
>- When you hit a creature with a weapon attack, you can make a penetrating attack that causes the target to suffer additional damage from other attacks for a short time.
>- The target takes extra damage from attacks equal to your proficiency modifier until the start of your next turn.
___
>### Pommel Strike
>
>
>*Sickle, Greatsword, Longsword, Scimitar, Shortsword*
>- You can use a bonus action to daze your opponent. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
>- The target must make a Constitution saving throw. On a failed save, the target receives a penalty to their AC equal to your Proficiency Bonus until the start of your next turn.
___
>### Precise Shot
>
>
>*Blowgun, Hand Crossbow, Heavy Crossbow, Light Crossbow, Repeating Crossbow*
>- When you make your first attack on your turn, you can decide to focus on making your attacks more accurate.
>- You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
>- You add twice your proficiency bonus to ranged attack rolls made with this weapon made during this turn.
___
\pagebreakNum
___
>### Prepare
>
>
>*Battleaxe, Glaive, Greataxe, Greatscythe, Halberd, Longbow*
>- When you make your first attack on your turn, you can decide to focus on making your attacks more deadly.
>- You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
>- Your attacks with this weapon deal additional damage equal to your proficiency bonus for the rest of this turn.
___
>### Rapidfire Shot
>
>
>*Repeating Crossbow*
>- When you make your first attack on your turn, you can decide to focus on overwhelming your target with volume of fire.
>- You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
>- You can make one additional weapon attack with this weapon as part of that action this turn.
___
>### Riposte
>
>
>*Double-Bladed Scimitar, Glaive, Greatsword, Longsword, Rapier*
>- When a creature misses you with a melee attack, you can use your reaction and make a melee weapon attack against the creature.
>
>This attack counts as an opportunity attack.
___
>### Rush Attack
>
>
>*Lance, Pike, Spear, Trident*
>- When you take the attack action, you can move up to 10 feet before making an attack.
>- If you move at least 10 feet in a straight line immediately before making this attack, you gain a +2 bonus to the attack roll.
___
>### Shattering Strike
>
>
>*Flail, Mace, Morningstar*
>- When you hit a creature with a weapon attack, you can dull their reactions.
>- The target must make a Constitution saving throw. On a failed save, the target cannot take reactions and has disadvantage on Dexterity saving throws until the start of your next turn.
___
>### Topple
>
>
>*Flail, Gnome Hooked Hammer, Greatscythe, Net, Quarterstaff, Whip*
>- You can use a bonus action to trip your opponent. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
>- The target must make a Dexterity saving throw. On a failed save, you knock the target prone.
___
>### Weakening Strike
>
>
>*Light Hammer, Maul, War Pick, Warhammer*
>- When you hit a creature with a weapon attack, you can impair their strength.
>- The target must make a Constitution saving throw. On a failed save, the target cannot take reactions and has disadvantage on Strength saving throws until the start of your next turn.
___
\pagebreakNum
## Weapons
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
##### Simple Melee Weapons Table
| Name | Cost | Damage | Weight | Properties | Weapon Arts |
|:-----|:-----|:-------|:-------|:-----------|:-----------|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | Concussive Smash
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (20/60) | Piercing Strike
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | Backbreaker
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (20/60) | Lacerate
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (30/120) | Mobile shot
| Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (20/60) | Weakening Strike
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — | Shattering strike
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | Topple
| Sickle | 1 gp | 1d4 Slashing | 2 lb. | Light | Pommel strike
| Scythe | 2 gp | 1d6 | 4 lb. | Heavy, reach, two-handed | Lacerate
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (20/60), versatile (1d8) | Rush attack
##### Simple Ranged Weapons Table
| Name | Cost | Damage | Weight | Properties | Weapon Arts |
|:-----|:-----|:-------|:-------|:-----------|:-----------|
| Light Crossbow | 25 gp | 1d8 piercing | 5 lb. | Ammunition (80/320), loading, two-handed | Precise Shot
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (80/320), two-handed | Hamstring Shot
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (30/120), light | Concussive smash
| Throwing Star | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, light, thrown (20/60), | Piercing Strike
\pagebreakNum
##### Martial Melee Weapons Table
| Name | Cost | Damage | Weight | Properties | Weapon Arts |
|:-----|:-----|:-------|:-------|:-----------|:-----------|
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | Cleave, lacerate, prepare
| Claw Gauntlet | 25 gp | 1d4 Slashing | 1 lb. | Finesse, light, special | Flourish, lacerate
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10), wrapping | Concussive smash, topple, shattering strike
| Double-Bladed Scimitar | 100 gp | 2d4 slashing | 6 lb. | Double-weapon (1d4 slashing), two-handed | Lacerate, riposte
| Dwarven Urgrosh | 100 gp | 1d8 slashing | 8 lb. | Double-weapon (1d4 piercing) heavy, two-handed | Cleave, lacerate
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Lacerate, prepare, riposte
| Gnome Hooked Hammer | 100 gp | 1d6 bludgeoning | 6 lb. | Double-weapon (1d4 piercing), two-handed | Concussive smash, topple
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | Cleave, lacerate, prepare
| Greatscythe | 20 gp | 2d4 slashing | 6 lb. | Heavy, reach, two-handed | Lacerate, prepare, topple
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | Lacerate, pommel strike, riposte
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Gargantuan cleave, lacerate, prepare
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | Heartstopper, piercing strike, rush attack
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | Lacerate, pommel strike, riposte
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | Backbreaker, concussive smash, weakening strike
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | — | Crippling strike, heartstopper, shattering strike
| Orc Double Axe | 130 gp | 1d8 slashing | 10 lb. | Double-weapon (1d4 slashing), heavy, two-handed | Lacerate, prepare
| Pike | 20 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | Crippling strike, piercing strike, rush attack
| Rapier | 25 gp | 1d8 slashing | 3 lb. | Finesse | Flourish, piercing strike, riposte
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | Flourish, lacerate, pommel strike
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | Flourish, piercing strike, pommel strike
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | Crippling strike, piercing strike, rush attack
| War Pick | 5 gp | 1d8 piercing | 4 lb. | — | Crippling strike, piercing strike, weakening strike
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | Backbreaker, concussive smash, weakening strike
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach, Wrapping | Flourish, , topple
\pagebreakNum
##### Martial Ranged Weapons Table
| Name | Cost | Damage | Weight | Properties | Weapon Arts |
|:-----|:-----|:-------|:-------|:-----------|:-----------|
| Blowgun | 10 gp | 1d4 piercing | 1 lb. | Ammunition (25/100) | Hamstring shot, piercing strike, precise shot
| Hand Crossbow | 75 gp | 1d6 piercing | 3 lb. | Ammunition (30/120), light, loading | Mobile shot, piercing strike, precise shot
| Heavy Crossbow | 50 gp | 1d10 piercing | 18 lb. | Ammunition (100/400), heavy, loading, two-handed | piercing strike, precise shot
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (150/600), heavy (1d8), two-handed | Hamstring shot, piercing strike, prepare
| Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15), wrapping | Flourish, topple
| Repeating Crossbow | 150 gp | 1d8 piercing | 12 lb. | Ammunition (80/320), heavy, special, two-handed | Piercing strike, precise shot, rapidfire shot
# Weapon Properties
#### 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 (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
#### Double-weapon
If you attack with a double-weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. A damage value in parentheses appears with the property-the damage and type when the weapon is used to make a bonus action melee attack.
#### 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
Creatures that have less than 12 Strength have disadvantage on attack rolls with heavy weapons, small and tiny creatures alls have disadvantage.
#### 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 must use 1 attack or a bonus action to reload before you can attack with this weapon again. You must have one free hand to reload a weapon.
#### 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 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. This property also determines your reach for opportunity attacks with a reach weapon.
#### Special
A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
\pagebreakNum
#### 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. This property is relevant only when you attack with the weapon, not when you simply hold 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.
#### Wrapping
These weapons wrap around an enemy's shield, you ignore the AC bonus granted by shields.
\columnbreak
### Special Weapons:
>### Lance
>You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance is considered a two-handed weapon 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.
>### Repeating Crossbow
>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition.
>### Claw Gauntlet
>A claw gauntlet is a weapon that attaches to your hand and wrist, becoming inseparable from you as long as you're wielding it. It takes an action to don or doff this weapon. Your hands are considered empty and can be used to interact with objects or cast a spell unhindered, but you can only attack with the claw gauntlet while you aren't holding anything in the equipped hand.
\pagebreakNum
# Armor and Shields
##### Light Armor
| Name | Cost | Armor Class | Weight | Strength | Stealth | Hardness | Durability |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| Padded | 5 gp | 8 + Dex modifier + proficiency bonus | 8 lb. | — | Disadvantage | — | Twice your level + twice your proficiency bonus
| Leather | 10 gp | 8 + Dex modifier + proficiency bonus | 10 lb. |— | — | — | Twice your level + twice your proficiency bonus
| Studded Leather | 45 gp | 8 + Dex modifier + proficiency bonus | 13 lb. | — | — | 6 | Twice your level + twice your proficiency bonus
##### Medium Armor
| Name | Cost | Armor Class | Weight | Strength | Stealth | Hardness | Durability |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| Hide | 10 gp | 8 + Dex modifier (max 2) + proficiency bonus | 12 lb. | — | — | — | 4 times your level + 4 times your proficiency bonus
| Chain Shirt | 50 gp | 8 + Dex modifier (max 2) + proficiency bonus | 20 lb. | — | — | 3 | 4 times your level + 4 times your proficiency bonus
| Scale Mail | 50 gp | 8 + Dex modifier (max 2) + proficiency bonus | 45 lb. | — | Disadvantage | 6 | 4 times your level + 4 times your proficiency bonus
| Breast Plate | 400 gp | 8 + Dex modifier (max 2) + proficiency bonus | 20 lb. | — | — | 6 | 4 times your level + 4 times your proficiency bonus
| Half Plate | 750 gp | 8 + Dex modifier (max 2) + proficiency bonus | 45 lb. | — | Disadvantage | 9 | 4 times your level + 4 times your proficiency bonus
##### Heavy Armor
| Name | Cost | Armor Class | Weight | Strength | Stealth | Hardness | Durability |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| Ring Mail | 30 gp | 8 + proficiency bonus | 40 lb. | — | Disadvantage | 3 | 6 times your level + 6 times your proficiency bonus
| Chain Mail | 75 gp | 8 + proficiency bonus | 55 lb. | Str 13 | Disadvantage | 6 | 6 times your level + 6 times your proficiency bonus
| Splint | 200 gp | 8 + proficiency bonus | 60 lb. | Str 15 | Disadvantage | 9 | 6 times your level + 6 times your proficiency bonus
| Plate | 1,500 gp | 8 + proficiency bonus | 65 lb. | Str 17 | Disadvantage | 12 | 6 times your level + 6 times your proficiency bonus
##### Light Shields
| Name | Cost | Armor Class | Weight | Cover from ranged attacks | Stealth | Weapon Arts
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| Buckler | 5 gp | +0 | 2 lb. | — | — | Bash, Parry, Withdraw
| Heater | 10 gp | +1 | 4 lb. | — | — | Bash, Parry, Withdraw
##### Heavy Shields
| Name | Cost | Armor Class | Weight | Cover from ranged attacks | Stealth | Weapon Arts
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| Kite | 20 gp | +1 | 8 lb. | half cover| Disadvantage | Block, Brace, Withdraw
| Banded | 20 gp | +2 | 8 lb. | — | Disadvantage | Block, Brace, Withdraw
| Pavise | 50 gp | +3 | 12 lb. | three-quarters cover | Disadvantage | Block, Brace, Withdraw
\pagebreakNum
# Armor
### Hardness
Armor reduces incoming damage based on its hardness. The armor's hardness lessens by 1 with each hit the armor receives until it is repaired.
*Example:* Plate Armor will reduce the first attack you receive by 12, the next attack by 11, and so on.
Studded Leather on the other hand will reduce the first attack you receive by 3, the next by 2, and the last attack by 1.
After that the armor will still absorb damage if it still has hit points, but it will no longer reduce the damage. Armor that runs out of hit points will still reduce incoming damage if it still has hardness remaining.
### Magic Armor
An armor's AC bonus is increased by +1, 2, or 3 depending on the bonus. the hitpoints is increased by 10 times the bonus.
IE. A +2 Chain Mail will have an AC of 12 + your proficiency bonus and Twice your level + twice your proficiency bonus + 30 hitpoints.
### Repairing Armor
As a piece of armor loses its hardness and hit points, it becomes less effective, you can repair your armor as part of a rest.
At the end of a short rest, you can repair one set of armor up to half its maximum hardness and hit points.
If you're proficient with smith's tools, you can repair the armor further, provided you have smith tools on hand. The armor recovers a number of additional hardness points equal to your proficiency bonus, and hit points equal to twice that amount.
At the end of a long rest, you can fully repair one set of armor.
\pagebreakNum
## Special
### Buckler Shield
You can use a bonus action to don and doff this shield instead of an action.
#### Pavise Shield
You can use an action to place the shield down and plant it on the ground, providing a temporary defense.
(You can use a bonus action instead if you are proficient with this shield)
___
A planted pavise shield can provide full cover to one medium or smaller creature, or a larger creature if the shield is sized for a larger creature.
___
Your attacks have disadvantage while you have this shield equipped.
## Combat Skills
___
>### Bash
>
>*Buckler, Heater*
>
>You can use a bonus action to try to shove a creature within 5 feet of you with your shield.
___
>### Block
>
>*Banded, Kite, Pavise*
>
> If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
___
>### Brace
>
>*Banded, Kite, Pavise*
>
> When you take damage from an attack, you can use your reaction to reduce the damage by your level + your proficiency bonus + twice the shield's AC bonus.
___
>### Parry
>
>*Buckler, Heater*
>
> When another creature hits you with a melee attack, you can use your reaction to add +5 to your AC for that attack, potentially causing the attack to miss you. If the attack misses, you can make one attack as part of that reaction.
___
>### Withdraw
>
>*Banded, Buckler, Heater, Kite, Pavise*
>
> You can take the Disengage action as a bonus action.
___