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Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise.  
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"
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=== 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"
|+ 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.

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


Simple Melee Weapons
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
Simple Ranged Weapons
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
Martial Melee Weapons
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
Martial Ranged Weapons
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.


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 Melee Weapons
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
Vanguard Ranged Weapons
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.