5E All Weapons
Short Description
game accessory...
Description
Acid (flask) Alchemist's Fire (flask) Axe, Hand Axe, Battle Axe, Great Axe, Dwarven Dwarven War Bow, Short Bow, Long Bow, Short Composite Bow, Long Composite Bow, Daikyu Arrows- Flight (20) Arrows- Sheaf (20) Arrow- Alchemist's (1)
Type
Cost
Damage
Range
W eight
thrown thrown Martial Martial Martial Exotic Simple Martial Simple Martial Exotic ammo ammo ammo
25 gp 50 gp 5 gp 10 gp 30 gp 50 gp 25 gp 50 gp 75 gp 100 gp 180 gp 2 gp 10 gp 8 gp
2d6 d4 d6 d8 d12 d10 d6 d8 d6 d8 d10
20/60 ft. 20/60 ft. 20/60 ft. 80/320 ft. 150/600 ft. 80/320 ft. 150/600 ft. 150/600 ft.
+d6 fire
half half
1 lb. 1 lb. 5 lb. 4 lb. 7 lb. 10 lb. 2 lb. 2 lb. 2 lb. 3 lb. 5 lb. 3 lb. 5 lb. .2 lb.
Great Axe
Properties thrown thrown, d4/round or take an action: DEX sv DC:10 to extinguish light, thrown versatile (d10) heavy, two-handed, Brutal: 1 heavy, versatile (d12), Brutal: 1 (dwarf can use as a martial weapon) two-handed heavy, two-handed two-handed; DEX to hit, STR for damage heavy, two-handed; DEX to hit, STR for damage heavy, two-handed, Brutal: 1 standard arrows Brutal: 1
Flask
Long Bows
Battle Axe
Hand Axe
Short Bows Dwarven War Axe
Arrows and Quiver Quiver
Chakram Club Club, Great Crossbow, Light Crossbow, Heavy Crossbow, Hand Crossbow, Repeating Crossbow, Great Bolts (10)
Exotic Simple Simple Simple Simple Martial Exotic Exotic ammo
15 gp 1 sp 2 sp 25 gp 50 gp 75 gp 250 gp 100 gp 2 gp
d4 d4 d8 d8 d10 d6 d8 d12
30/120 ft. 80/320 ft. 100/400 ft. 30/120 ft. 80/320 ft. 150/500 ft.
2 lb. 2 lb. 10 lb. 5 lb. 18 lb. 3 lb. 16 lb. 15 lb. 1 lb.
Brutal: 1; metal disk made for throwing light; improvised weapons, weapons, chair leg, t orch, etc. two-handed loading, two-handed loading, heavy, two-handed light, loading two-handed, holds 5 shots heavy, two-handed, loading, Brutal: 1 10 shots, used for any crossbow
Clubs
Hand Crossbow Bolts Light Crossbow
Dagger Dagger, Punching Dagger, Stiletto Dart Firearm, Arquebus Firearm, Musket Firearm, Pistol Firearm, Starwheel Powder & Shot (20) Flail Flail, Heavy Gauntlet, Spiked Gauntlet, Bladed Glaive Gisarme
Simple Simple Martial Simple Exotic Exotic Exotic Exotic ammo Martial Martial Simple Exotic Martial Martial
2 gp 5 gp 8 gp 5 cp 500 gp 800 gp 1200 gp 2400 gp 40 gp 10 gp 25 gp 5 gp 30 gp 20 gp 9 gp
Heavy Crossbow
d4 d4 d4 d4 d10 d12 d8 d8
20/60 ft. 20/60 ft. 100/400 ft. 150/500 ft. 30/120 ft. 30/120 ft.
d8 d10 d4 d6 d10 2d4
-
1 lb. 2 lb. 1 lb. .25 lb. 10 lb. 12 lb. 4 lb. 6 lb. 5 lb. 2 lb. 20 lb. 2 lb. 4 lb. 6 lb. 12 lb.
finesse, light, thrown Brutal: 1 finesse, light; +1 to hit vs. chain armors finesse, thrown loading, two-handed; two-handed; Progressive Damage: 9-10 loading, heavy, two-handed; Progressive Damage: 11-12 loading, light; Progressive Damage: 7-8 light; Progressive Damage: 7-8; holds 5 shorts
heavy, two-handed, Brutal: 1 light finesses, light heavy, reach, two-handed trip attacks, heavy, reach, 2hand
Gisarme Flails Glaive
Dagger
Halberd Hammer Hammer, War Hammer, Maul Harpoon Holy Water (flask) Javelin Javelin, Spinning Kama Knife Kukri Lance, Light Lance, Heavy Mace Mace, Heavy Morningstar
Type
Cost
Damage
Martial Simple Martial Martial Exotic thrown Simple Exotic Exotic Simple Exotic Martial Martial Simple Simple Simple
20 gp 1 gp 15 gp 15 gp 15 gp 25 gp 5 sp 2 gp 2 gp 5 sp 12 gp 6 gp 10 gp 5 gp 12 gp 15 gp
d10 d4 d8 d12 d10 2d6 d6 d8 d4 d4 d4 d8 d12 d6 d8 d8
Range
Weight
6 lb. 20/60 ft. 2 lb. 8 lb. 20 lb. 20/60 ft. 10 lb. 20/60 ft. 1 lb. 30/120 ft. 2 lb. 30/120 ft. 2 lb. 1 lb. 20/60 ft. 1 lb. 3 lb. 5 lb. 6 lb. 4 lb. 6 lb. 4 lb.
Properties heavy, reach, two-handed, Brutal: 1 light, thrown versatile (d10) heavy, two-handed, Brutal: 1 thrown, Brutal: 1 thrown, vs. undead or fiends only thrown Halberd thrown, Brutal: 1 light, finesse, Brutal: 1 light, finesses; Buck knife, steak knife, etc. light, finesse, Brutal: 1 heavy, reach, two-handed; x2 dmg when charging on mount heavy, reach, two-handed, Brutal: 1; x2 dmg when charging
bashing and piercing damage
Kukri
Morningstar
Hammers
Light Mace
Kama Heavy Mace
Net Nunchaku Pick, Light Pick, War Quarterstaff Quarterstaff, Iron Shod Ranseur Sap or Blackjack Scythe Shot-put, Orc Shuriken Siangham Sickle Skip-rock, Halfling Sling Sling, Staff Sling, Stones (20) Sling, Bullets (20) Sai Spear Spear, Long
Exotic Exotic Martial Martial Simple Martial Martial Martial Martial Exotic Exotic Exotic Simple Exotic Simple Simple ammo ammo Exotic Simple Simple
20 gp 2 gp 4 gp 5 gp 2 sp 14 gp 10 gp 1 gp 18 gp 10 gp 1 gp 8 gp 1 gp 3 gp 1 sp 5 gp 5 sp 6 gp 35 gp 1 gp 5 gp
d6 d4 d8 d6 d8 2d4 d6* d8 d12 d4 d6 d4 d4 d4 d4/d6
20/60 ft. 20/60 ft. 30/120 ft. 30/120 ft. 30/120 ft.
d4 d6 d8
20/60 ft. -
special
10 lb. 2 lb. 1 lb. 2 lb. 4 lb. 8 lb. 12 lb. 3 lb. 8 lb. 15 lb. .1 lb. 1 lb. 2 lb. .1 lb. .5 lb. 5 lb. 5 lb. 5 lb. 1 lb. 3 lb. 9 lb.
reach; foe DEX sv DC:12 or grabbled light, finesses, Brutal: 1 light versatile (d8) versatile (d10) trip attacks, heavy, reach, two-handed light; deals only subdual damage two-handed, Brutal: 1 heavy, Brutal: 1 (half-orc can use as a martial weapon) no STR bonus to dmg Brutal: 1 light light, thrown; can hit two nearby foes (halfling use as martial) Staff & Sling combo Brutal: 1 light, finesse; +1 to AC versatile (d8) heavy, two-handed, versatile (d10); includes Pike
Pick
Nunchaku Sickle Scythe Net
Trident Lance
Sword, Short Sword, Broad Sword, Scimitar Sword, Rapier Sword, Long Sword, Two Handed Sword, Falchion Sword, Great Sword, Bastard Sword, Wakizashi Sword, Katana Sword, Mercurial Long Sword, Mercurial Great Tanglefoot bag Thunder Stone Trident Whip Whip, Scourge
Type
Cost
Damage
Range
Weight
Martial Martial Martial Martial Martial Martial Martial Martial Exotic Exotic Exotic Exotic Exotic thrown thrown Martial Exotic Exotic
10 gp 12 gp 25 gp 25 gp 15 gp 25 gp 75 gp 50 gp 35 gp 100 gp 200 gp 400 gp 1200 gp 15 gp 30 gp 15 gp 2 gp 20 gp
d6 d8 d6 d8 d8 d12 d8 2d6 d10 d8 d10 d10 3d6
20/60 ft. 20/60 ft. 20/60 ft. -
2 lb. 5 lb. 3 lb. 2 lb. 3 lb. 10 lb. 12 lb. 6 lb. 10 lb. 4 lb. 8 lb. 6 lb. 17 lb. 2 lb. 2 lb. 5 lb. 2 lb. 2 lb.
entangles
2d8 d6 d4 d8*
Properties finesse, light; includes Gladius versatile (d10) finesse, light; includes Cutlass finesse; includes Saber versatile (d10); common heavy, two-handed, Brutal: 1; includes Claymore, Flamberge, etc. heavy, two-handed, versatile (d10), Brutal: 1 heavy, two-handed, Brutal: 3 heavy, versatile (d12), Brutal: 1, also called a Hand & Half sword finesse, light, Brutal: 1 finesse, versatile (d12), Brutal: 2 versatile (d12), Brutal: 2, mercury flows inside the blade heavy, two-hand, Brutal: 4, mercury flows inside the blade thrown; 10' radius, foe STR sv DC:12 or stuck thrown, 10' radius, sonic CON sv DC:12 or knocked prone (save for half damage) versatile (d8), Brutal: 1 finesse, light, reach; foe DEX sv DC:12 grabbled or tripped (no dmg) deals only subdual damage; includes cat-o-nine-tails
Shortsword
Longsword
Bastard Sword
Greatsword
Rapier
Scimitar
Finesse:
you may choose STR or DEX for the attack roll and damage rolls (you must use the same for both rolls)
Heavy:
small characters use these large weapons with a Disadvantage
Light:
these small weapons maybe used when fighting with two-weapons
Loading:
you may only fire these weapons one time per round (regardless of any extra bonus attacks you may have)
Reach:
you may attack foes that are 2 squares away
Thrown:
these weapons maybe thrown (the first number is normal range, the second number is Disadvantage)
Two-Handed:
these weapons require two hands
Versatile:
these weapons maybe be used with one or two hands, the number in (_) is the two-handed damage
Brutal:
you may roll your damage again if the result is equal to, or less than, the amount listed
Falchion
Exotic Weapons Feat - You may use all Exotic Weapons, plus you do an extra +1 to damage with ALL weapons Special Materials: Cost Bronze Brittle Steel Steel / Iron (normal) Masterwork Darkwood Silver Cold Iron Grey Steel Low Steel High Steel Armor Piercing Adamantine Mithral *Enchanted
Weapon Effect
Cost
Armor Effect
half
-1 to Hit
half
-1 to AC
half
normal (may break on Fumble)
half
normal (may break if take a Critical Hit)
normal
normal
normal
+300 gp
+1 to Hit
+150 gp
normal weighs 25% less
x2
+1 to Hit, half weight
x2
Shield: half weight
x3
(vs. Devils & Lycanthropes)
n/a
n/a
x3
(vs. Demons & Fey)
n/a
n/a
x3
half weight
x3
half weight
+500 gp
+1 dmg
+300 gp
+1 AC (weights 25% more)
+1200 gp
+1 to Hit and dmg
+800 gp
+1 AC (+1 max DEX)
+1000 gp
+2 to Hit (if foe has armor)
n/a
+1200 gp
+1 to Hit & dmg (x2 weight)
+5000 gp
some Crits are negated
+1800 gp +2000 gp
+1 to Hit, half weight +1 to Hit and dmg (magic)
+3000 gp +1000 gp
+2 max DEX, no Stealth disadvantage, half weight +1 to AC (magical)
n/a
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