SIMPLE MELEE WEAPONS
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery |
|---|---|---|---|---|---|
| Brass Knuckle | M | 1d4 Bludgeoning | 1 | Concealed, Finesse, Light | Slow |
| Claw Hammer | M | 1d4 Bludgeoning or Piercing | 1 | Light | Sap |
| Cleaver | M | 1d4 Slashing | 1 | Bleed, Light | Vex |
| Club | M | 1d4 Bludgeoning | 2 | Light | Slow |
| Cudgel | M | 1d6 Bludgeoning | 3 | Versatile (1d8) | Push |
| Dagger | M | 1d4 Piercing | 1 | Finesse, Light, Thrown (20/60) | Nick |
| Greatclub | M | 1d8 Bludgeoning | 10 | Heavy, 2H | Push |
| Handaxe | M | 1d6 Slashing | 2 | Light, Thrown (20/60) | Vex |
| Hand Scythe | M | 1d4 Piercing | 1 | Finesse, Light | Cleave |
| Javelin | M | 1d6 Piercing | 2 | Thrown (30/120) | Slow |
| Kama | M | 1d4 Slashing | 1 | Finesse, Light | Graze |
| Light Hammer | M | 1d4 Bludgeoning | 2 | Light, Thrown (20/60) | Nick |
| Mace | M | 1d6 Bludgeoning | 4 | Versitile (1d8) | Sap |
| Machete | M | 1d6 Slashing | 3 | Bleed, Light | Vex |
| Pick Axe | M | 1d4 Piercing | 3 | Light | Slow |
| Pitchfork | M | 1d8 Piercing | 5 | 2H | Topple |
| Quarterstaff | M | 1d6 Bludgeoning | 4 | Versatile (1d8) | Topple |
| Sickle | M | 1d4 Slashing | 2 | Light | Nick |
| Spear | M | 1d6 Piercing | 3 | Thrown (20/60), Versatile (1d8) | Sap |
SIMPLE RANGED WEAPONS
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery |
|---|---|---|---|---|---|
| Crossbow (light) | M | 1d8 Piercing | 5 | Ammo (80/320, Bolt), Loading, 2H | Slow |
| Dart | M | 1d4 Piercing | 1/4 | Finesse, Thrown (20/60) | Vex |
| Rock | 0 | 1 Bludgeoning | 1/2 | Thrown (10/30) | Slow |
| Shortbow | M | 1d6 Piercing | 2 | Ammo (80/320, Arrow), 2H | Vex |
| Sling | M | 1d4 Bludgeoning | - | Ammo (30/120, Bullet) | Slow |
MARTIAL MELEE WEAPONS
Swords
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Bastard Sword | M | 1d10 Slashing or Piercing | 4 | Heavy, Versatile (1d12) | Cleave | (P) |
| Cane Sword | U | 1d6 Slashing or Bludgeoning | 3 | Conceal, Finesse, Light | Seperate | (S) |
| Claymore | U | 2d6 Slashing or Piercing | 6 | Heavy, Leverage, 2H | Sweep | (P) |
| Greatsword | C | 2d6 Slashing or Piercing | 6 | Heavy, 2H | Graze | (P) |
| Hidden Blade | R | 1d4 Piercing | 1 | Conceal, Finesse, Light, Strapped | Nick | (S) |
| Hook Sword | U | 1d6 Slashing | 3 | Finesse, Light | Dual Extension | (T) |
| Katana | U | 1d8 Slashing | 3 | Finesse, Versatile (1d10) | Quickdraw | (T) |
| Khopesh | C | 1d6 Slashing or Piercing | 2 | Breach, Finesse, Light | Graze | (S) |
| Longsword | M | 1d8 Slashing or Piercing | 3 | Versatile (1d10) | Sap | (T) |
| Machautl | R | 1d8 Slashing | 3 | Bleed, Versatile (1d10) | Slow | (T) |
| Nodachi | U | 1d10 Slashing or Piercing | 4 | Heavy, Reach, 2H | Sweep | (T) |
| Parry Dagger | C | 1d4 Piercing | 1 | Defensive, Finesse, Light | Nick | (S) |
| Pata | U | 1d8 Slashing | 3 | Heavy, Strapped | Cleave | (T) |
| Rapier | M | 1d8 Piercing | 2 | Bleed, Finesse | Vex | (T) |
| Sabre | M | 1d8 Slashing | 2 | Finesse | Sap | (S) |
| Sai | M | 1d4 Piercing | 1 | Bleed, Finesse, Light | Disarm | (S) |
| Scimitar | M | 1d6 Slashing | 3 | Finesse, Horseback, Light | Nick | (S) |
| Scythe | M | 2d4 Slashing | 4 | Breach, Reach, 2H | Sweep | (T) |
| Shortsword | M | 1d6 Slashing or Piercing | 2 | Finesse, Light | Vex | (S) |
| Sword Catcher | U | 1d6 Slashing | 2 | Defensive, Finesse | Disarm | (S) |
| Ultra Greatsword | - | 3d8 Slashing or Piercing | 50 | Leverage, Massive, Reach 2H | Sweep | (P) |
Axes
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Battleaxe | M | 1d8 Slashing | 4 | Versatile (1d10) | Topple | (P) |
| Boarding Axe | U | 1d6 Slashing | 5 | Leverage, Versatile (1d8) | Graze | (T) |
| Cresent Axe | M | 1d10 Slashing | 5 | Bleed, 2H | Sweep | (T) |
| Double Headed Axe | U | 1d10 Slashing | 4 | Versatile (1d12) | Flourish | (P) |
| Flintlock Axe | R | 1d6 Slashing | 3 | Ammo (40/80, Bullet), Light, Loading | Slow | (S) |
| Francisca | M | 1d4 Slashing | 2 | Bleed, Light, Thrown (20/60) | Nick | (S) |
| Greataxe | M | 1d12 Slashing | 6 | Heavy, 2H | Cleave | (P) |
| Hammer Axe | R | 1d8 Slashing or Bludgeoning | 3 | Leverage | Crush | (P) |
| Hatchet | M | 1d8 Slashing | 3 | Leverage, Thrown (range 20/60) | Push | (T) |
| Hurlbat | M | 1d6 Slashing or Piercing | 1 | Bleed, Thrown (20/60) | Sap | (S) |
| Hooked Axe | M | 1d8 Slashing or Piercing | 5 | Breach, 2H | Graze | (T) |
| Tomahawk | M | 1d6 Slashing | 2 | Finesse, Light, Thrown (20/60) | Vex | (S) |
| Splitting Maul | M | 1d10 Slashing or Bludgeoning | 10 | Heavy, 2H | Bell-Ringer | (P) |
| War Cleaver | M | 1d10 Slashing | 8 | Bleed, Leverage, 2H | Sweep | (P) |
| War Pick | M | 1d6 Piercing | 2 | Bleed, Breach, Versatile (1d8) | Sap | (T) |
| Ultra Greataxe | - | 3d8 Slashing | 50 | Leverage, Massive, Reach, 2H | Sweep | (P) |
Polearms
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Billhook | M | 1d10 Slashing or Piercing | 6 | Breach, Heavy, Reach, 2H | Cleave | (T) |
| Dual-Bladed Staff | U | 3d4 Slashing | 10 | Finesse, 2H | Flourish | (S) |
| Glaive | C | 1d10 Slashing | 6 | Heavy, Reach, 2H | Graze | (T) |
| Halberd | M | 1d10 Slashing or Piercing | 6 | Leverage, Heavy, Reach, 2H | Cleave | (P) |
| Heavy Bo Staff | R | 1d10 Bludgeoning | 5 | Heavy, Reach, 2H | Crush | (P) |
| Ju-monji Yari | C | 1d10 Piercing | 10 | Bleed, Heavy, Reach, 2H | Sap | (S) |
| Lance | M | 1d12 Piercing | 6 | Heavy, Horseback, Reach | Topple | (T) |
| Mancatcher | U | 1d8 Piercing | 4 | Heavy, Reach, 2H | Trap | (T) |
| Naginata | U | 1d10 Slashing or Piercing | 6 | Heavy, Reach, 2H | Sweep | (T) |
| Pike | M | 1d10 Piercing | 18 | Bleed, Heavy, Reach, 2H | Push | (P) |
| Sansetsukon | M | 1d8 Bludgeoning | 4 | Heavy, Reach, 2H | Separate | (S) |
| Trident | M | 1d6 Slashing or Piercing | 4 | Bleed, Thrown (20/60), Versatile (1d8) | Topple | (T) |
Hammers and Clubs
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Flail | M | 1d8 Bludgeoning | 2 | Breach, Versatile (1d10) | Sap | (P) |
| Goedendag | M | 1d8 Bludgeoning or Piercing | 8 | Heavy, 2H | Topple | (P) |
| Jitte | M | 1d6 Bludgeoning | 3 | Defensive, Light | Disarm | (S) |
| Kanabo | C | 2d6 Bludgeoning | 10 | Heavy, Leverage, 2H | Bell-Ringer | (P) |
| Maul | M | 2d6 Bludgeoning | 10 | Heavy, 2H | Topple | (P) |
| Morningstar | M | 1d10 Bludgeoning | 4 | Bleed, Heavy | Sap | (T) |
| Nunchaku | C | 1d4 Bludgeoning | 1 | Defensive, Light, Finesse | Vex | (S) |
| Otsuchi | R | 1d12 Bludgeoning | 12 | Heavy, 2H | Crush | (P) |
| Spiked Flail | C | 1d8 Bludgeoning | 4 | Bleed, Breach, Versatile (1d10) | Graze | (P) |
| Tonfa | M | 1d6 Bludgeoning | 1 | Defensive, Light | Nick | (S) |
| Warhammer | M | 1d8 Bludgeoning | 2 | Versatile (1d10) | Push | (P) |
| Ultra Greathammer | - | 3d8 Bludgeoning | 50 | Leverage, Massive, Reach, 2H | Crush | (P) |
Special
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Boomerang | M | 1d4 Bludgeoning | 1 | Finesse, Light, Return, Thrown (40/100) | Slow | (S) |
| Caestus | M | 1d8 Bludgeoning | 1 | Light, Strapped | Crush | (T) |
| Chakram | M | 1d6 Slashing | 1 | Bleed, Finesse, Light, Thrown (30/60) | Sap | (S) |
| Claw Glove | C | 1d8 Slashing | 2 | Bleed, Finesse, Light, Strapped | Graze | (S) |
| Katar | U | 1d8 Piercing | 2 | Bleed, Finesse, Light, Strapped | Nick | (S) |
| Kyoketsu Shoge | U | 1d6 Slashing or Bludgeoning | 3 | Finesse, Light, Reach, Thrown (30/60), 2H | Trap | (T) |
| Mambele | M | 1d6 Slashing | 5 | Return, Thrown (20/60) | Cleave | (T) |
| Net | M | 1d4 Bludgeoning | 5 | Thrown (20/60) | Trap | (T) |
| Spiked Gauntlet | U | 1d10 Bludgeoning or Piercing | 1 | Bleed, Heavy, Strapped | Bell-Ringer | (P) |
| Urumi | R | 1d4 Slashing | 5 | Bleed, Finesse, Light, Reach | Sap | (S) |
| War Fan | C | 1d8 Bludgeoning | 5 | Crush, Heavy, 2H | Push | (P) |
| Whip | M | 1d4 Slashing | 3 | Finesse, Light, Reach | Slow | (S) |
MARTIAL RANGED WEAPONS
Classic Ranged
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Blowgun | M | 1 Piercing | 1 | Ammo (25/100, Needle), Loading | Vex | (S) |
| Crossbow (hand) | C | 1d6 Piercing | 3 | Ammo (30/120, Bolt), Light, Loading | Vex | (S) |
| Crossbow (heavy) | C | 1d10 Piercing | 18 | Ammo (100/400, Bolt), Heavy, Loading, 2H | Push | (P) |
| Daikyu | C | 1d6 Piercing | 2 | Ammo (150/600, Arrow), Bleed, 2H | Sap | (S) |
| Kunai | C | 1d4 Piercing | 1 | Conceal, Finesse Light, Thrown (20/60) | Nick | (S) |
| Longbow | C | 1d8 Piercing | 2 | Ammo (150/600, Arrow), 2H | Slow | (T) |
| Crossbow (repeating) | - | 1d8 Piercing | 10 | Ammo (30/120, Bolt), Reload (10), 2H | Push | (P) |
| Shuriken | M | 1d4 Slashing | 1 | Bleed, Finesse, Light, Thrown (20/50) | Nick | (S) |
| Slingshot | M | 1d4 Bludgeoning | 1 | Ammo (20/40, Bullet), 2H | Crush | (S) |
Firearms
| Name | Cost | Damage | Lbs. | Weapon Properties | Weapon Mastery | Adv |
|---|---|---|---|---|---|---|
| Blunderbuss | R | 4d4 Piercing | 4 | Ammo (30/60, Bullet), Loading, Loud | Graze | (P) |
| Hand Cannon | R | 1d12 Fire | 5 | Ammo (60/120), Loading, Loud, 2H | Topple | (P) |
| Flintlock | U | 1d6 Piercing | 2 | Ammo (100/400, Bullet), Loading, Loud | Sap | (S) |
| Musket | R | 1d12 Piercing | 10 | Ammo (40/120, Bullet), Loading, Loud, 2H | Slow | (T) |
| Pistol | U | 1d10 Piercing | 3 | Ammo (30/90, Bullet), Loading, Loud | Vex | (T) |
| Revolver | - | 2d8 Piercing | 2 | Ammo (40/120, Bullet), Loud, Quickdraw, Reload (6) | Vex | (T) |
| Rifle | - | 2d10 Piercing | 3 | Ammo (80/240, Bullet), Loud, Reload (5), 2H | Crush | (T) |
| Shotgun | - | 2d12 Piercing | 7 | Ammo (30/90, Bullet), Loud, Reload (2), 2H | Graze | (P) |
Weapon Cost
Instead of explicit price, costs for each item will be associated with a rarity. DMs can then assign a value in the price range for that rarity.
Mundane (M) 0-50gp
Weapons with a mundane cost are usually simple and easy to find. Can include everything from mass produced longswords to farming equipment.
Common (M) 50-100gp
Weapons with a common cost are those used by most adventurer's. They are superior quality, but easy to find.
Uncommon (U) 100-500gp
Weapons with an uncommon cost are highly regarded for their craftsmanship. Most likely hard to find.
Rare (R) 500-5000gp
Weapons with a rare cost are either exceedingly hard to find or incredibly hard to make or both.
Lengendary (-) invaluable.
Weapons with a legendary cost are impossible to find for sale and up to DM discretion to if they can be made. This type of weapon is meant for high level adventures and could cost upwards of 50k to craft.
Weapon Properties
Ammuniton (Ammo): You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
*Bleed: Once per turn as a part of an attack that lands, you can force the target creature to make a Constitution Saving Throw against your DC (8 + Proficiency Bonus + Strength or Dexterity Modifier). On a failure the target will take half the total damage of the attack at the beginning of their next turn. Has no effect if the creature is a construct, undead, or is otherwise unable to bleed.
*Breach: Weapons with this property ignore all bonuses to AC given by shields.
*Concealed: Weapons with this property are able to be easily concealed in order to avoid detection. A passive perception check against the character carrying a concealed weapon will yield no results, however a contested Intelligence (Investigation) check vs the wielders Charisma (Deception) can reveal the weapon.
*Defensive: Weapons with this property are meant for both offense and defense. While carrying a defensive weapon in the offhand, the weapon gives a +1 to AC.
Finesse: When making an attack with a Finesse weapon, 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: You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.
*Horseback: A weapon with this property is specifically designed for mounted combat. While on a mount this weapon will do an extra damage die of whatever type of damage the weapon normally does. The mount must be a creature like a horse or the Drake Warden's drake companion, and not another player character.
*Leverage: Weapons with this property are meant deal heavy damage in close combat. When landing a critical hit, this weapon will deal one additional damage die of the weapons given type.
Light: When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading: You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
*Loud: Weapon will erupt with explosive power upon use. Each time you make an attack roll with the chosen weapon, the attack will emit a huge sound that can be heard from 200ft away.
*Massive: Weapon is too large or unwieldy to be handled normally. Creature must have a Strength score of 20 to use without disadvantage. Massive weapons also considered "Heavy" by default.
Range: A Range weapon 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 is 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 long range.
Reach A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
*Reload: A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
*Return: Weapons with the return property are designed to come back to the wielder immediately if the attack misses. The player character can then catch the returning weapon if they have a free hand. If not, the weapon lands on the ground within 5ft of them.
*Strapped: A strapped weapon is in some way physically attached to the character. A weapon with this property cannot be disarmed, and must be unstrapped over the course of a minute to be removed unless by magical means.
Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-Handed (2H): A Two-Handed weapon requires two hands when you attack with it.
Versatile: A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Weapon Masteries
*Bell-Ringer: Once per turn you can attempt to stun a creature as a part of an attack that lands. The target creature must make a Constitution Saving throw against your DC. (8 + Proficiency Bonus + Strength Modifier). On a failure the creature is stunned until the end of their next turn.
Cleave If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
*Crush: Once per turn while landing an attack on an opponent wearing medium or heavy armor, you can force them to make a Strength Saving Throw vs your DC (8 + Proficiency Bonus + Strength Modifier). On a failure their AC is permanently decreased by 2, until they replace or repair the armor.
*Disarm While wielding a weapon with this mastery, if an enemy misses you with a melee attack, you may spend your reaction make an opposed Strength (Athletics) or Dexterity (Acrobatics) check, player's choice, to disarm them of the weapon they used in the initial attack. The weapon then lands harmlessly at the creature's feet. No effect against natural weapons like claws or tails.
*Dual Extension: While wielding two of the same weapon with this feature, you may link them as a part of the attack action to extend the reach of this weapon by 5ft. When unlinked the weapons follow the dual wielding rules as normal, but when linked they are treated as one weapon.
*Flourish: Weapons with this mastery are usually double bladed or have multiple angles of attack. When using this weapon you may take an attack as a bonus action, regardless if you took the attack action.
Graze: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
*Quickdraw: Your first attack in any encounter is always at advantage as long as this weapon is sheathed when initiative is rolled.
Sap: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
*Seperate: Weapons with this mastery can be split apart into two separate weapons. Some weapons like the sansetsukon will deal bludgeoning damage with each separate weapon, while others like the cane sword will deal bludgeoning with one half and slashing with the other. When separated the weapon follows the dual wielding rules as normal.
Slow If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
*Sweep: Once per turn you can make a special attack targeting all creatures within 5ft of you. Roll one attack for all creatures within range. All creatures that are hit take this weapons damage die, but without adding modifiers.
Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
*Trap: Once per turn you can use this feature to force a creature to make a Dexterity Saving Throw vs your DC (8 + proficiency bonus + Strength or Dexterity modifier). On a failure their speed is reduced to zero.
Vex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Advanced Mastery
Some may choose to forgo learning a variety of
weapons and instead focus on specializing on a
single deadly instrument. For those who wish to
refine their expertise beyond the standard warrior,
they may be rewarded with new skills all their own.
Mastery Bonus
By focusing their talents, your character can gain access to a Mastery Bonus. To do so, they must have already mastered this weapon and double down on it. This requires losing the ability to master a different weapon and using that mastery to gain a +1 Mastery Bonus to attacks and damage on top of modifiers and magical enchantments. This bonus can only be done once per weapon and can be accessed on or after level 4. Characters dual wielding weapons that have 2 different Adv. Masteries may only benefit from one.
Mastery Triangle
Your mastered weapon will gain one of 3 properties (As described in the Adv section of the tables above.) These advanced masteries form a triangle, each gaining a +2 bonus to attack rolls against one other type, as well as
an additional effects.
Technique
A weapon with the Advanced Technique Mastery (T) automatically gains a +2 bonus to attack rolls against any creature wielding a weapon with the Advanced Speed Mastery (S). Additionally, attempts to grapple, disarm, or move a character with this Advanced Mastery against their will are made at disadvantage. Opportunity attacks and attacks made during a readied action are also made at advantage.
Speed
A weapon with the Advanced Speed Mastery (S) automatically gains a +2 bonus to attack rolls
against any creature wielding a weapon with
the Advanced Power Mastery (P).
Additionally, once per turn as a part of the
attack action, you gain an extra 10ft to your
movement speed. This extra movement does
not trigger opportunity attacks.
Power
A weapon with the Advanced Power Mastery
(P) automatically gains a +2 bonus to attack rolls
against any creature wielding a weapon with the Advanced Technique Mastery (T). Additionally,
weapons with this Advanced Mastery can double
the modifier used when making the attack.