Weapons: Difference between revisions
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| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog | | Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog | ||
|} | |} | ||
{| class="wikitable sortable" | |||
|+ Shields | |||
|- | |||
! Name !! Cost !! Str Req. !! Weight !! AC Bonus !! Special | |||
|- | |||
| Buckler || 5 gp || - || 12 lb. || +1 || Parry | |||
|- | |||
| Greatshield || 75 gp || 16 || 3 lb. || +3 || Brace | |||
|- | |||
| Shield || 10 gp || - || 6 lb. || +2 || Brace | |||
|- | |||
|} | |||
Vanguard Weapons require training for each weapon type to be able to wield them. | |||
{| class="wikitable sortable" | |||
|+ 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 | |||
|} | |||
{| class="wikitable sortable" | |||
|+ 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 === | === Special Weapons === | ||
Revision as of 13:45, 3 February 2026
Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise.
| 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 |
| Name | Cost | Str Req. | Weight | AC Bonus | Special |
|---|---|---|---|---|---|
| Buckler | 5 gp | - | 12 lb. | +1 | Parry |
| Greatshield | 75 gp | 16 | 3 lb. | +3 | Brace |
| Shield | 10 gp | - | 6 lb. | +2 | Brace |
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.