Weapons: Difference between revisions
No edit summary |
No edit summary |
||
| (7 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
Weapons all have a special | Weapons all have a [[Weapon Skills|special abilities]]. This ability can be used twice per long rest, unless noted otherwise. | ||
{| class="wikitable sortable" | |||
|+ Unarmed Weapons | |||
|- | |||
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special | |||
|- | |||
| Brass Knuckles || 1 sp || 1d4 bludgeoning || 1 lb. || Light, Finesse || Lights Out | |||
|- | |||
| Cestus || 1 gp || 1d4 bludgeoning || 1 lb|| Finesse, light || Parry | |||
|- | |||
| Bagh nakh || 2 gp || 1d6 piercing || 1 lb. || light || Lacerate | |||
|- | |||
| Raptor Talons || 25 gp || 1d6 slashing || 4 lb. || Finesse, light || Lacerate | |||
|- | |||
| Venomous Fang || 25 gp || 1d4 piercing, 1d4 poison || 4 lb. || Finesse, light || Poison | |||
|} | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
| Line 100: | Line 117: | ||
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog | | Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog | ||
|} | |} | ||
=== Wands === | |||
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it's effect, and recharges after a long rest. | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ Wands | ||
|- | |||
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin | |||
|- | |||
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane | |||
|- | |- | ||
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile || 1 lb. || 15 Int || Arcane | |||
|- | |- | ||
| | | Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile || 1 lb. || 17 Int || Arcane | ||
|- | |- | ||
| | | Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy | ||
|- | |- | ||
| | | Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy | ||
|- | |- | ||
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy | |||
|- | |||
| Truthful Sprig || 40 gp || 1d4 + wis Positive || 1 lb. || 13 Wis || Divine | |||
|- | |||
| Truthful Wand || 200 gp || 2d4 + wis Positive || 1 lb. || 15 Wis || Divine | |||
|- | |||
| Truthful Sceptre || 400 gp || 3d4 + wis Positive || 1 lb. || 17 Wis || Divine | |||
|- | |||
| Wiggling Sprig || 40 gp || 1d6 + cha Negative|| 1 lb. || 13 Wis || Chaos | |||
|- | |||
| Wiggling Wand || 200 gp || 2d6 + cha Negative|| 1 lb. || 15 Wis || Chaos | |||
|- | |||
| Wiggling Sceptre || 400 gp || 3d6 + cha Negative || 1 lb. || 17 Wis || Chaos | |||
|} | |} | ||
Vanguard Weapons require training for each weapon type to be able to wield them. | Vanguard Weapons require training for each weapon type to be able to wield them. | ||
Latest revision as of 12:41, 8 February 2026
Weapons all have a special abilities. This ability can be used twice per long rest, unless noted otherwise.
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Brass Knuckles | 1 sp | 1d4 bludgeoning | 1 lb. | Light, Finesse | Lights Out |
| Cestus | 1 gp | 1d4 bludgeoning | 1 lb | Finesse, light | Parry |
| Bagh nakh | 2 gp | 1d6 piercing | 1 lb. | light | Lacerate |
| Raptor Talons | 25 gp | 1d6 slashing | 4 lb. | Finesse, light | Lacerate |
| Venomous Fang | 25 gp | 1d4 piercing, 1d4 poison | 4 lb. | Finesse, light | Poison |
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | Whack |
| Dagger | 2 gp | 1d4 piercing | 1 lb | Finesse, light, thrown (range 20/60) | Slash |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | Whack |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | Disarm |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | Pin |
| Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | Whack |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - | Cripple |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | Trip |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | Slash |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | Pin |
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | Steady Aim |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | Poison |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | Steady Aim |
| Sling | 1 sp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | Disarm |
| Javelin | 5 sp | 1d6 piercing | - | Ammunition (range 30/120) | Underdog |
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | Steady Aim |
| Flail | 20 gp | 1d10 slashing | 2 lb. | - | Poison |
| Glaive | 25 gp | 1d6 piercing | 6 lb. | Heavy, reach, two-handed | Steady Aim |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | Disarm |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | Underdog |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Underdog |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | Underdog |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | Underdog |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | Underdog |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | Heavy, two-handed | Underdog |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | Underdog |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | Underdog |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | Underdog |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | Underdog |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | Underdog |
| War pick | 5 gp | 1d8 piercing | 2 lb. | - | Underdog |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | Underdog |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | Underdog |
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Blowgun | 10 gp | 1 piercing, 1d4 poison | 5 lb. | Ammunition (range 15/30), loading | Poison |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Finesse, thrown (range 20/60) | Poison |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | Steady Aim |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | Disarm |
| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | Underdog |
Wands
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it's effect, and recharges after a long rest.
| Name | Cost | Damage | Weight | Requirements | Origin |
|---|---|---|---|---|---|
| Arcstone Sprig | 40 gp | 1x Magic Missile Projectile | 1 lb. | 13 Int | Arcane |
| Arcstone Wand | 200 gp | 2x Magic Missile Projectile | 1 lb. | 15 Int | Arcane |
| Arcstone Sceptre | 400 gp | 3x Magic Missile Projectile | 1 lb. | 17 Int | Arcane |
| Flamesphere Sprig | 40 gp | 1d6 Burning Hands | 1 lb. | 13 Int | Pyromancy |
| Flamesphere Wand | 200 gp | 2d6 Burning Hands | 1 lb. | 15 Int | Pyromancy |
| Flamesphere Sceptre | 400 gp | 3d6 Burning Hands | 1 lb. | 17 Int | Pyromancy |
| Truthful Sprig | 40 gp | 1d4 + wis Positive | 1 lb. | 13 Wis | Divine |
| Truthful Wand | 200 gp | 2d4 + wis Positive | 1 lb. | 15 Wis | Divine |
| Truthful Sceptre | 400 gp | 3d4 + wis Positive | 1 lb. | 17 Wis | Divine |
| Wiggling Sprig | 40 gp | 1d6 + cha Negative | 1 lb. | 13 Wis | Chaos |
| Wiggling Wand | 200 gp | 2d6 + cha Negative | 1 lb. | 15 Wis | Chaos |
| Wiggling Sceptre | 400 gp | 3d6 + cha Negative | 1 lb. | 17 Wis | Chaos |
Vanguard Weapons require training for each weapon type to be able to wield them.
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Bastard Sword | 80 gp | 2d8 slashing | 12 lb. | Heavy, two-handed | Underdog |
| Great Hammer | 75 gp | 1d6 piercing | 3 lb. | Finesse, thrown (range 20/60) | Poison |
| Great Spear | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | Steady Aim |
| Great Staff | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | Disarm |
| Twinblade | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | Underdog |
| Weapon | Cost | Damage | Weight | Properties | Special |
|---|---|---|---|---|---|
| Ballista | 100 gp | 2d6 piercing | 12lb. | Ammunition (range 150/300), loading | Pin |
| Boulder | 1 gp | 1d12 bludgeoning | 10 lb. | Heavy, thrown (range 10/60) | Knockback |
| Compound Bow | 50 gp | 1d12 piercing | 6 lb. | Ammunition (range 100/400), loading, two-handed | Steady Aim |
| Greatbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed, special | Knockback |
| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) | Underdog |
Special Weapons
Weapons with special rules are described here.
Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.