D&D Equipment

Last 3 Edits

August 3rd, 2015. Adjusted the Serrated quality to be more in line with PC action economy and added a cool armor shredding feature.
July 28th, 2015. Added the Serrated quality, adjusted quarterstaff and fixed references to the En5ider article that was published today. Yay, :)
July 5th, 2015. Settled on final (fingers crossed groupings) AND separated each group onto Simple & Martial. This seems to work well with granting classes groups. (I am now off to modify races and classes, so this best be final) ;)

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These properties apply any time the weapon is used, no matter the wielder. There will be feats for specialists to gain even more options with their favoured weapons.

Below the Weapon Properties are charts listing all weapons by their proficiency groups, with properties assigned.

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Weapon Properties

Ammunition

  • With each attack you must spend one piece of ammunition.
  • Some ammunition can be used as an improvised weapon.
  • You typically recover half of your ammunition spent after a battle. (No ammunition is recovered from firearms or energy weapons).

Armor Penetration - AP (#)

Awkward (#)

Barbed

Bludgeoning

  • This is a damage type.

Burst Fire

  • Can make a normal, single-target attack, burst fire versus a single target, or spray a 10-foot-cube area within normal range with shots.
  • Normal single shots use normal rules and ammunition.
  • Single target burst: You gain advantage against a target within normal range. Uses 10 pieces of ammunition.
  • Area burst: Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. Uses 10 pieces of ammunition.

Defensive (#)

Disarming

Double

Energy (type)

  • This is a damage type.

This is standard for laser guns, but other energy types may be listed for some weapons, such as fire, thunder, electric, acid, ion, etc.

Entangling

Finesse

  • You can substitute Dexterity for Strength for the attack bonus and damage die when wielding these weapons.

Fragile

Heavy

  • Attacks with these weapons made whilst mounted or in cramped conditions have disadvantage.
  • Small creatures always have disadvantage if they attempt to use these weapons. (As do Medium creatures trying to wield weapons made for Large creatures. Basically, this property applies to weapons made for those 1 Size category above your own).
  • These weapons cannot be used in the off-hand.

Light

  • If wielding a light weapon in one hand, you can use a bonus action to attack with another light weapon in your off-hand. The off-hand attack does not add your ability score to its damage.
  • If you attempt to fight with one-handed weapons in this manner all attacks are made with disadvantage.

Loading

  • You can fire only one piece of ammunition or make a single attack only with this weapon, regardless of the number of attacks you have.
  • It requires 2 hands to load a weapon.
  • Loading (2) requires 2 actions or bonus actions to load.

Piercing

  • This is a damage type.

Range (#/#)

  • Range shown is in feet. The first value is the weapon's normal range. The second is its maximum range. When attacking at a range beyond the normal value you have disadvantage on the roll.
  • Attacking with a ranged weapon whilst a threatening enemy is within 5ft. imposes disadvantage on your attack roll.

Reach

  • This weapon adds 5ft. to your reach when you attack with it.
  • You have disadvantage to attack foes within 5ft of you with this weapon. (AS in En5ider article As Good As His Blade).

Reload

  • A limited number of shots can be made with these weapons before they need to be reloaded. You must then spend an action or bonus action to reload the weapon.

Round Flight Path

  • This is a property applied to some weapons with the thrown property.
  • Determine a circular flight path from the attacker to the target, as if they were on opposite sides of the circle. (So the distance from the attacker to the target is also needed for the ‘width’ of the flight path).
  • If there are other creatures or solid objects along this flight path on the way to the intended target, then these intervening creatures or objects become the target instead.
  • If the thrown weapon hits the target, it falls into the target’s space as normal.
  • If the weapon misses the target it must have a clear flight path on the opposite side of the ‘flight circle’. If there is not then the weapon targets the next creature or object along the flight path.
  • If nothing is hit throughout the entire flight path, the thrown weapon returns to the attacker, who can spend a bonus action to catch it, otherwise the weapon lands within 5 feet of the thrower.
  • (If you would like a more realistic determination of where a weapon that misses everything lands, try this method. Using the same roll made for the attack, subtract the thrower’s attack bonus (rather than adding) from the natural roll of the d20. The result is the number of 5 foot increments between the thrower and the landing of the weapon. The weapon lands in a random direction from the thrower. If the result would be reduced to 0 or less, then the weapon returns to the thrower as above).

Serrated

  • This quality can only be applied to weapons that deal slashing damage. A weapon with this quality loses the Armor Penetration quality.
  • If you hit a target not wearing any armor and with no natural armor with a melee weapon attack, you can spend your bonus action to deal an extra damage dice against that target.
  • If you hit a target wearing light armor with a melee weapon attack, you can use your bonus action to shred their armor, reducing their AC value by 1. Armor reduced to AC 10 is destroyed. Target's are then considered unarmored for future attacks.

Set For Charge

Slashing

  • This is a damage type.

Spray

  • Shot from these weapons spreads out, increasing the chances of hitting.
  • Attacks versus targets within normal range are made at advantage and deal full damage.
  • At long range this weapon deals half damage (half the dice), but may target two targets within 5 feet of one another.

Thrown

  • These weapons can be thrown with one hand.
  • If the weapon can be used as a melee weapon, you use Strength for attack and damage modifier (unless it has the Finesse property, then you can choose either as normal). Otherwise you use Dexterity.

Toggle

Tripping

Two-Handed

  • This weapon requires 2 hands to use.

Unbalancing

Versatile (d#)

  • This weapon can be used in one or two hands.
  • When used in two hands you use the die in parentheses for damage.
  • Small creatures must wield these in two hands, but use the standard damage. (If they attempt to use the weapon in 1 hand, it is treated as having the Heavy property).

Wrap-Around

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WEAPON GROUPS

The document outlining the groups and the weapons that belong to each are below and also attached to the Equipment Page under Files.

If you wish to quickly determine a group quickly, here is a list of the Weapon Groups:

  1. Axes & Picks
  2. Blowguns
  3. Bows
  4. Brawling
  5. Clubs & Staffs
  6. Crossbows
  7. Flails
  8. Hammers & Maces
  9. Hooks & Sickles
  10. Long Blades
  11. Natural Weapons
  12. Pistols
  13. Polearms
  14. Rifles
  15. Shields (Weapon Group proficiency allows you to add your Proficiency bonus to attacks with shields).
  16. Short Blades
  17. Siege weapons
  18. Spears
  19. Thrown & Slings
  20. Whips, Nets & Chains

Weapon Sizes

All stats are typically for medium-sized wielders. Adjust stats for other sizes as per the table.

A Handy link whilst doing cultures and variations: Land of Nod Blog

CNOTE: Seems it would be a good idea to get Palladium's Compendium of Weapons & Armor. Which also reminds me, I had a blue 2E D&D book I must find: Arms & Equipment Guide from memory.

Size (of wielder) Damage Die* (for weapons made to appropriate size) Properties (if using normal sized weapons)
Tiny ½ die value Only Light weapons can be used, which is replaces with the Two-Handed quality.
Small Normal Disadvantage with Heavy weapons; Versatile is replaced with the Two-handed quality (with no increase to damage)
Large x2 die If weapons don't have Two-handed they gain Light quality; Two-handed is replaced with Versatile; Light weapons as to small to use
Huge x3 die Normal one-handed weapons are to small to use; Two-handed lose that quality; Gain reach
Gargantuan x4 die Only Two-handed weapons can be used and they gain Light; Gain Reach.

*Larger weapons may also gain Qualities such as AP 1, Heavy etc

Axes & Picks

Simple Axes & Picks Damage & Type Properties Cost Weight Cultures Sources
Axe - tool 1d8 slashing Heavy, Two-handed, Unbalancing 1 gp 6 lb. Euro (doloire, woodcutter's, wagoner's); Roman (dolabra)
Handaxe / Throwing 1d6 slashing Light, Range (20/60), Thrown 5 gp 2 lb. Africa; America (tomahawk); India (bhuj); Japan (masakari, ono), Indonesia (kapak) 5E PHB
Mattock 1d8 bludgeoning & slashing Heavy, Two-Handed, Unbalancing 10 gp 7 lb. En5ider
Pick - hand / light 1d6 piercing - 4 gp 2 lb. PFCR
Pick - miner's 1d10 piercing AP2, Awkward 2, Heavy, Two-Handed, Unbalancing 2 gp 10 lb. En5ider; 5E PHB
Martial Axes & Picks Damage & Type Properties Cost Weight Cultures Sources
Axe-Spear 1d8 slashing (axe) or 1d6 piercing (spear) Double, Heavy; Spear - uses Spears group proficiency, Versatile (1d8), cannot be thrown as a spear 15 gp 6 lb. Dwarf (urgosh) En5ider; PFCR
Battleaxe 1d8 slashing Versatile (1d10) 10 gp 4 lb. Africa (shoka); Athas (carrikal - twin bladed, Fragile, Brutal (rerolls 1's on damage)); China (ch'iang); Egypt (khetan); Euro - North (Dane axe); Greece (labrys); India (parashu, keteriya, tabar, tungi); Japan (masakari, ono); Maritime (boarding axe); Persia (sagaris, tabarzin, 'saddle axe'); Phillipines (panabas); Viking (bearded - as a bonus action can hook on target's shield to provide Wrap-Around for next attack vs the target before the target has their turn, Dane axe) 5E PHB
Buckler-Axe 1d6 slashing (axe) or 1d4 bludgeoning (buckler) Light; Buckler uses Shields group proficiency, Defensive 1, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 15 gp 3 lb. Dwarf 3E Complete Warrior
Double battleaxe 1d8 slashing (both ends) Double, Heavy, Versatile (1d10) 25 gp 5 lb. Orc En5ider; PFCR
Greataxe 1d12 slashing Heavy, Two-Handed 30gp 7 lb. Euro - North; Orc 5E PHB
Pick - war / Crowbill 1d8 piercing AP2, Versatile (1d10) 5 gp 2 lb. China (daggeraxe); India (zaghnal) 5E PHB
Swordaxe 1d8 slashing AP1, Unbalancing, Versatile (1d10) 10 gp 5 lb. 3E Arcana Unearthed
Waraxe 1d10 slashing AP1, Heavy, Unbalancing 30 gp 5 lb. Dwarf PFCR

Blowguns

Simple Blowguns Damage & Type Properties Cost Weight Cultures Sources
Blowgun 1 piercing Ammunition (darts, 1 gp, 1 lb. per 50), Range (20/60) 10 gp 1 lb. African 5E PHB
Martial Blowguns Damage & Type Properties Cost Weight Cultures Sources
Blowgun - Long / Greater 1d4 piercing Ammunition (darts, 1 gp, 1 lb. per 50), Range (30/90), Two-handed 20 gp 4 lb. African (great) 3E Oriental Adv
Mouth Darts 1 piercing Ammunition (darts, 1 gp, 1 lb. per 50), Range (10/30) 1 gp - Japan (fukimi-bari) 5E PHB

Bows

Simple Bows Damage & Type Properties Cost Weight Cultures Sources
Shortbow / Hunting bow 1d6 piercing Ammunition (arrows, 1 gp, 1 lb. per 20), Range (80/320), Two-handed 25 gp 2 lb. ANY (except Australia) 5E PHB
Martial Bows Damage & Type Properties Cost Weight Cultures Sources
Greatbow 1d10 piercing Ammunition (arrows, 1 gp, 2 lb. per 20), Heavy, Range (150/600), Two-handed, Disadvantage unless Strength is 13+ 50 gp 3 lb. Africa - Kenya 3E African Adv; 1E Dragon Mag 189
Longbow 1d8 piercing Ammunition (arrows, 1 gp, 1 lb. per 20), Heavy, Range (150/600), Two-handed 50 gp 2 lb. Africa 5E PHB
Longbow - composite 1d8 piercing AP1, Ammunition (arrows, 1 gp, 1 lb. per 20), Heavy, Range (120/480), Two-handed 100 gp 3 lb. Japan (daikyu, drop the Heavy property) PFCR
Shortbow - composite 1d6 piercing AP1, Ammunition (arrows, 1 gp, 1 lb. per 20), Range (100/400), Two-handed 80 gp 3 lb. Arabia; China (gong jian); Japan (yumi) En5ider; PFCR
Variant Ammunition Damage & Type Properties Cost Weight Cultures Sources
Arrow - blunt -1 die type bludgeoning Range (-40 feet from normal range) 10 gp per 20 2 lb. 3E Dragon Compendium (Mag 279)
Arrow - flight normal Range (+20 feet to normal range) 10 gp per 20 1 lb. Elf 3E Dragon Compendium (Mag 279)
Arrow - signal -1 die type Awkward (3); Designed to whistle or emulate a bird's call 10 gp per 20 2 lb. Elf 3E Dragon Compendium (Mag 279)
Arrow - smoke -1 die type Awkward (3); Range (-20 feet from normal range); Trails smoke & creates a cloud in a 10-foot-cube where it lands 20 gp per 20 4 lb. 3E Dragon Compendium (Mag 279)

Brawling

Simple Brawling Weapons Damage & Type Properties Cost Weight Cultures Sources
Gauntlet / Brass knuckles 1d3 bludgeoning Light 2 gp 1 lb. Japan (kote); Roman (cestus) 3E Arcana Unearthed; SW Weird Wars Rome
Gauntlet - spiked 1d4 piercing Light 2 gp 2 lb. 3E Arcana Unearthed
Improvised (small) 1d4 any Fragile, Light, Range (20/60), Thrown - - - 5E PHB
Improvised (med) 1d6 any Awkward 2, Fragile, Range (10/30), Thrown - - - -
Improvised (large) 1d8 any Awkward 3, Heavy, Two-handed, Unbalancing - - -
Knife 1d4 piercing or slashing Finesse, Light, Range (20/60), Thrown gp lb. ANY; Africa (telek)
Unarmed Strike 1 bludgeoning Light - - 5E PHB
Wrist razors 1d4 piercing or slashing Light 2 gp 1 lb. Athas 4E DSCS
Martial Brawling Weapons Damage & Type Properties Cost Weight Cultures Sources
Nekode 1d4 slashing Finesse, Light 2 gp 1 lb. PFCR; 3E Oriental Adv
Punching dagger 1d6 piercing Light 2 gp 1 lb. Athas (puchik); India (katar; scissor katar or panther claw (10 gp) - add Defensive 1, Disarm) PFCR; 3E Dragon Compendium (Mag 281); 4E DSCS
Sai 1d4 bludgeoning Defensive 1, Disarm, Finesse, Light 2 gp 2 lb. Japan (also jitte (with 1 guard)) En5ider; 3E Oriental Adv
Siangham 1d4 piercing - 3 gp 1 lb. Japan PFCR
Star Knife 1d4 piercing Finesse, Light, Range (20/60), Thrown gp lb. PFCR
Tonfa or Whacking stick 1d4 bludgeoning Defensive 1, Light 2 gp 1 lb. African (knobkerrie, iWisa); Japan (tonfa) PFCR; 3E Oriental Adv
Tortoise blade 1d6 piercing (punching dagger) or 1d4 bludgeoning (buckler) Light; Buckler uses Shields group proficiency, Defensive 1, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 10 gp 3 lb. Athas 4E DSCS; 3E Complete Warrior

Clubs & Staffs

Simple Clubs & Staffs Damage & Type Properties Cost Weight Cultures Sources
Club / Cudgel 1d4 bludgeoning Light 1 sp 2 lb. ANY; Africa (knobkerrie); Maritime (belaying pin); Phillipines (muton) 5E PHB
Club - throwing 1d4 bludgeoning Light, Range (20/60), Thrown gp lb. Africa (small knobkerrie)
Sap 1d4 bludgeoning (Foes reduced to 0 hit points are unconscious) 1 gp 2 lb. PFCR
Quarterstaff 1d6 bludgeoning Double (and Light when used as a double weapon), Versatile (1d8) 2 sp 4 lb. ANY; China bang, gun); India (lathi); Indonesia (toya); Japan (bo); Korea (bong) 5E PHB
Sling staff 1d4 bludgeoning Fragile, Two-Handed, (see Thrown & Slings for ranged) 1 gp 4 lb. Halfling (hoopak)
Martial Clubs & Staffs Damage & Type Properties Cost Weight Cultures Sources
Greatclub 1d8 bludgeoning Heavy, Two-handed 2 sp 10 lb. China chang bang); India (gada); Japan (tetsubo)
Morningstar / Spiked club 1d8 bludgeoning & piercing AP 1 15 gp 4 lb. 5E PHB

Crossbows

Simple Crossbows Damage & Type Properties Cost Weight Cultures Sources
Light Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1 gp, 1 lb. per 20), Range (80/320), Loading, Two-Handed 25 gp 5 lb. Africa - Congo; China (nu) 5E PHB
Martial Crossbows Damage & Type Properties Cost Weight Cultures Sources
Hand Crossbow 1d6 piercing Ammunition (bolts, 1 gp, 1 lb. per 20), Light, Loading, Range (30/120) 75 gp 3 lb. 5E PHB
Heavy Crossbow 1d10 piercing AP 2, Ammunition (bolts, 1 gp, 2 lb. per 20), Heavy, Range (100/400), Rof 1, Loading, Two-Handed 50 gp 18 lb. 5E PHB
Repeating Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1 gp, 1 lb. per 20), Awkward 2, Range (80/320), Reload (6 shots), Two-Handed 100 gp 8 lb. En5ider; 3E PFCR
Three-Shot Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1 gp, 1 lb. per 20), Awkward 2, Range (80/320), Reload (3 shots), Two-Handed 50 gp 7 lb. Myrish
Variant Ammunition Damage & Type Properties Cost Weight Cultures Sources
Bolt - thunder -1 die type bludgeoning Range (-40 feet from normal range); Creatures within 10-feet of impact point must make a DC 12 Constitution save. On a failed save they are deafened (save at the end of each turn to remove). If a creature is the target, they also suffer 1d6 thunder damage on a failed save. 50 gp each 1/2 lb. Dwarf 3E Dragon Compendium (Mag 279)

Flails

  • Bladed flails deal slashing damage but gain the Awkward (2) property.
  • Spiked flails (morningstars) gain AP 1 and deal piercing damage as well as bludgeoning damage. 3E Dragon Compendium (Mag 304).
Simple Flails Damage & Type Properties Cost Weight Cultures Sources
Ball & chain 1d6 bludgeoning Awkward 1, Heavy, Trip, Unbalancing, Wrap-Around 2 gp 8 lb. En5ider
Flail - Light/Grain/Tool * 1d4 bludgeoning Fragile, Trip, Wrap-Around 2 gp 2 lb.
Martial Flails Damage & Type Properties Cost Weight Cultures Sources
Flail * 1d8 bludgeoning Trip, Wrap-Around 10 gp 2 lb. China (2-section staff) 5E PHB
Flail - heavy * 1d10 bludgeoning Heavy, Trip, Two-handed, Wrap-Around 15 gp 10 lb. 3E Arcana Unearthed
Nunchaku 1d4 bludgeoning Disarm, Finesse 5 gp 2 lb. Japan En5ider; PFCR
Three-section staff 1d6 bludgeoning Disarm, Trip, Wrap-Around 8 gp 4 lb. China 3E Oriental Adv

Hammers & Maces

Simple Hammers & Maces Damage & Type Properties Cost Weight Cultures Sources
Hammer - tool 1d4 bludgeoning - 1 gp 3 lb. 5E PHB
Hammer - light / throwing 1d4 bludgeoning Light, Range (20/60), Thrown 2 gp 2 lb. 5E PHB
Mace 1d6 bludgeoning - 5 gp 4 lb. ANY; China (suan tou fung); Indonesia (gada) 5E PHB
Martial Hammers & Maces Damage & Type Properties Cost Weight Cultures Sources
Maul 2d6 bludgeoning AP 2, Heavy, Two-handed, Unbalancing 10 gp 10 lb. 5E PHB
Warhammer / Warmace 1d8 bludgeoning Versatile (1d10) 15 gp 2 lb. 5E PHB; 3E Complete Warrior

Hooks & Sickles

Simple Hooks & Sickles Damage & Type Properties Cost Weight Cultures Sources
Gaff / Hafted hook 1d8 piercing Barbed, Heavy, Reach, Trip, Toggle (max 10 ft.), Two-Handed 4 gp 5 lb. Asia (ankus, elephant goad - may have a spear head on end); Ogre (can also deal slashing damage) 3E Dragon Compendium (Mag 331); SW Pirates of the Spanish Main
Hook 1d4 piercing Barbed, Finesse, Light 3 gp 1 lb. Maritime SW Pirates of the Spanish Main
Sickle 1d4 piercing or slashing Light 1 gp 2 lb. Asherati/Desert (eagle claw); China (lian); Greece; Indonesia (badik); Japan (kama); Ogre (ogre hook) 5E PHB
Martial Hooks & Sickles Damage & Type Properties Cost Weight Cultures Sources
Alhulak 1d6 piercing and slashing Fragile, Trip, Versatile (1d8) 15 gp 3 lb. Athas 4E DSCS
Cahulaks 1d6 piercing and slashing Awkward 2 (when thrown), Double, Entangling (when thrown), Fragile, Range (20/60), Thrown, Trip, Wrap-Around (when thrown) 25 gp 3 lb. Athas 4E DSCS
Mangler 1d8 slashing Fragile, Light 30 gp 2 lb. 3E Arcana Unearthed
Sickle sword 1d6 piercing or slashing Wrap-Around 5 gp 3 lb. Africa - north east (shotel); Egypt (sickle sword); Euro - East (sica); 3E African Adv; 1E Dragon Mag 189

Long Blades

Simple Long Blades Damage & Type Properties Cost Weight Cultures Sources
Long blade 1d8 slashing Versatile (1d10) 15 gp 3 lb. Africa - Dohemey (nyek-ple-nen-toh/razor sword, add the Serrated quality); Africa - north west medieval (kaskara); China (jian); Euro (cusped falchion); Euro (longsword, can also deal piercing damage); Euro (sabre. +25 gp, add Defensive 1); India (khandar); Japan (katana); Korea (gum); Marine (shark-toothed longsword, add the serrated quality); Nepal (ram dao); Roman (spartha); Orc (falchion) 5E PHB; SW Weird Wars Rome
Martial Long Blades Damage & Type Properties Cost Weight Cultures Sources
Double longsword 1d8 slashing Double 50 gp 6 lb. PFCR; 3E Dragon Compendium (Mag 281) (bladed staff)
Greatsword 2d6 slashing Heavy, Two-Handed 50 gp 6 lb. Arabia (great falchion); Burma (dalwel); Dacia/Thrace (falx, add Wrap-Around); Japan (nagamaki, no-dachi); Orc (great falchion); Scotland (claymore) 5E PHB; SW Weird Wars Rome
Khopesh 1d8 slashing Trip, Versatile (1d10) 10 gp 5 lb. Dothraki (arakh); Egypt
Swordaxe 1d8 slashing AP 1, Unbalancing , Versatile (1d10) 10 gp 5 lb. Euro (cleaver falchion) 3E Arcana Unearthed

Natural Weapons

  • These stats are guidelines for a Medium-sized creature. Actual damage may depend upon make and size of actual weapons. For eg a stone slam should increase the damage die by one or a constrictor snake may not get any extra damage for a bite.
Simple Natural Weapons Damage & Type Properties Cost Weight Cultures Sources
Bite – Fangs 1d4 piercing Finesse gp lb.
Bite – shredding 1d4 slashing - gp lb.
Bite – crushing 1d4 bludgeoning and piercing Entangling gp lb.
Bash / Hoof / Slam 1d4 bludgeoning - gp lb.
Claws 1d4 slashing Finesse, Light gp lb.
Gore / Horns 1d4 or d6 piercing Unarmed (for short horns) gp lb.
Proboscis 1d6 piercing Finesse gp lb.
Tentacle 1d4 or none Entangling, Reach, Trip, Wrap-Around gp lb.

Pistols

Simple Pistols Damage & Type Properties Cost Weight Cultures Sources
Automatic pistol 2d6 piercing Ammunition (bullets, 1 gp, 1 lb. per 20), AP 3, Light, Reload (15 shots), Range (50/150) 200 gp 3 lb. Modern 5E DMG; SW Deluxe CR
Gunpowder pistol 1d10 piercing Ammunition (shot, 3 gp, 2 lb. per 10), AP 1, Awkward (2), Light, Loading (2), Range (30/90) 250 gp 3 lb. Euro - Renaissance; Maritime 5E DMG; SW Pirates of the Spanish Main
Laser pistol / Blaster pistol 1-3d6 radiant/energy Ammunition (energy cell, 1 gp, - lb. per 50, 1d6 damage per shot), AP 2, Burst fire, Light, Reload (50 shots), Range (40/120) 200 gp 2 lb. Futuristic; Star Wars 5E DMG; SW Deluxe CR
Revolver 2d8 piercing Ammunition (bullets, 1 gp, 1 lb. per 20), AP 4, Light, Reload (6 shots), Range (40/120) 200 gp 3 lb. Modern 5E DMG; SW Deluxe CR
Martial Pistols Damage & Type Properties Cost Weight Cultures Sources
Heavy Laser pistol / Blaster pistol 1-3d8 radiant/energy Ammunition (energy cell, 1 gp, - lb. per 30, 1d8 damage per shot), AP 3, Burst fire, Light, Reload (50 shots), Range (30/90) 400 gp 3 lb. Futuristic; Star Wars

Pole-arms

Simple Polearms Damage & Type Properties Cost Weight Cultures Sources
Scythe 1d8 slashing Awkward 2, Heavy, Two-Handed, Wrap-Around 5 gp 6 lb. Greece En5ider; PFCR
Martial Polearms Damage & Type Properties Cost Weight Cultures Sources
Fauchard 1d8 slashing Heavy, Reach, Entangling (with piercing attack only), Trip, Two-Handed 20 gp 6 lb. Euro 3E Dragon Compendium (Mag 331)
Glaive 1d10 slashing Heavy, Reach , Two-Handed 20 gp 6 lb. China (chan, da dao); Japan (naginata) 5E PHB
Guisarme 1d8 slashing or 1d6 piercing (hook or spear point) Barbed (hook), Heavy, Reach, Trip, Two-Handed 20 gp 6 lb. Euro 3E Dragon Compendium (Mag 331)
Halberd 1d10 slashing or 1d8 piercing Heavy, Reach, Set for Charge, Two-Handed 20 gp 6 lb. Athas (trikal - no piercing damage, remove set for charge property), China (ch'i chi); Japan (bisento); France (voulge - no spear point,remove set for charge property) 5E PHB; 3E Dragon Compendium (Mag 331)
Crescent Blades 1d8 slashing (both ends) Double, Heavy 50 gp 6 lb. Athas (lotilus); Japan (lajatang); Kreen (gythka) 5E MM; 3E Oriental Adv; 3E Complete Warrior; 3E Sandstrom
Man-Catcher None or 1d6 piercing Entangling (DC 12 to escape), Heavy, Reach, Trip, Two-Handed 8 gp 7 lb. Japan (sasumata) 3E Oriental Adv; 3E Complete Warrior
Pike 1d8 piercing Awkward (2), Heavy, Reach (+10ft), Set for Charge, Two-Handed 25 gp 8 lb. Euro - Renaissance (awl pike); Greece (sarissa) 3E Dragon Compendium (Mag 331); 2E Age of Heroes
Pole-Axe / Bardiche 2d6 slashing AP 1, Awkward 2, Heavy, Reach, Two-Handed, Unbalancing 25 gp 7 lb. Africa (elephant axe); Scotland (lochaber axe) En5ider; 3E Dragon Compendium (Mag 331); 3E African Adv
Pole-Pick 2d6 piercing (pick head) or 1d6 piercing (spear head) AP 2 (pick head), Awkward 2, Heavy, Reach, Two-Handed, Unbalancing 25 gp 7 lb. Euro (bec de corbin 'crow's beak'); Switzerland (lucerne hammer - add a 1d8 bludgeoning head with AP 2) //3E Dragon Compendium (Mag 331) //
Ransuer 1d8 piercing Heavy, Disarm, Reach, Set for Charge, Two-Handed 20 gp 6 lb. Derro ? (duom - back points that deal 1d6 piercing damage and can be used vs foes within 5ft at no penalty); Euro (ransuer; spetum or partisan - both can deal 1d6 slashing damage). //PFCR; 3E Dragon Compendium (Mag 331) //

Rifles

Simple Rifles Damage & Type Properties Cost Weight Cultures Sources
Blunderbuss 2d8 piercing Ammunition (shot, 3 gp, 5 lb. per 10), AP 1 (at normal range only), Awkward (2), Loading (2), Range (30/90), Spray, Two-handed 500 gp 9 lb. Euro - Renaissance; Maritime 5E DMG; SW Pirates of the Spanish Main
Laser rifle / Blaster rifle 1-3d8 radiant/energy Ammunition (energy cell, 1 gp, - lb. per 30, 1d8 damage per shot), AP 2, Burst fire, Reload (30 shots), Range (100/300), Two-handed 300 gp 7 lb. Futuristic; Star Wars 5E DMG; SW Deluxe CR
Musket 1d12 piercing Ammunition (shot, 3 gp, 2 lb. per 10), AP 2, Awkward (2), Loading (2), Range (40/120), Two-handed 500 gp 10 lb. Euro - Renaissance; Maritime 5E DMG; SW Pirates of the Spanish Main
Rifle - automatic / Machine gun 2d8 piercing Ammunition (bullets, 1 gp, 1 lb. per 20), AP 5, Burst fire, Range (80/240), Reload (30 shots), Two-handed 400 gp 8 lb. Modern 5E DMG; SW Deluxe CR
Rifle - hunting 2d10 piercing Ammunition (bullets, 1 gp, 1 lb. per 20), AP 5, Range (80/240), Reload (5 shots), Two-handed 300 gp 8 lb. Modern 5E DMG; SW Deluxe CR
Shotgun 2d8 piercing Ammunition (shot, 3 gp, 3 lb. per 10), AP 1 (at normal range only), Loading, Range (30/90), Spray, Two-handed 120 gp 6 lb. Modern 5E DMG; SW Deluxe CR
Shotgun - double barrel 2d8 piercing Ammunition (shot, 3 gp, 3 lb. per 10), AP 1 (at normal range only), Reload (2 shots), Range (30/90), Spray, Two-handed 150 gp 7 lb. Modern 5E DMG; SW Deluxe CR
Shotgun - pump action 2d8 piercing Ammunition (shot, 3 gp, 3 lb. per 10), AP 1 (at normal range only), Reload (6 shots), Range (30/90), Spray, Two-handed 180 gp 7 lb. Modern 5E DMG; SW Deluxe CR
Martial Rifles Damage & Type Properties Cost Weight Cultures Sources
Antimatter rifle 6d8 radiant/energy Ammunition (energy cell, 1 gp, - lb. per 2), AP 5, Reload (2 shots), Range (120/360), Two-handed 500 gp 10 lb. Futuristic 5E DMG

Shields

  • Spiked shields gain AP 1 and deal piercing damage as well as bludgeoning damage.
Simple Shields Damage & Type Properties Cost Weight Cultures Sources
Buckler 1d4 bludgeoning Defensive 1, Light, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 7 gp 2 lb. PFCR
Small Shield 1d4 bludgeoning Defensive 1, Light 5 gp 4 lb. Roman (parma) PFCR; SW Weird Wars Rome
Martial Shields Damage & Type Properties Cost Weight Cultures Sources
Buckler-Axe 1d6 slashing (axe) or 1d4 bludgeoning (buckler) Defensive 1, Light, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers), Axe uses Axes & Picks group proficiency 15 gp 3 lb. Dwarf 3E Complete Warrior
Shield 1d6 bludgeoning Defensive 2 10 gp 6 lb. Greek (aspis, clipeus, hoplon); Roman (clipeus, scutum) 5E PHB
Tortoise Blade 1d6 piercing (punching dagger) or 1d4 bludgeoning (buckler) Defensive 1, Light, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers); Punching dagger uses Brawling group proficiency, Light 10 gp 3 lb. Athas; Gnome; Halfling 4E DSCS; 3E Complete Warrior

Short Blades

Simple Short Blades Damage & Type Properties Cost Weight Cultures Sources
Dagger / Dirk 1d4 piercing Finesse, Light, Range (20/60), Thrown 2 gp 1 lb. ANY; Bhurma (dhaw); China (bi shou); India (khanjarli); Japan (tanto); Roman (pugio); Thailand (mit) 5E PHB
Knife 1d4 piercing or slashing Finesse, Light, Range (20/60), Thrown gp lb. ANY; Africa (telek)
Kukri 1d4 slashing Finesse, Light gp lb. Africa (scrub knife) PFCR
Martial Short Blades Damage & Type Properties Cost Weight Cultures Sources
Double shortsword 1d6 slashing Double, Finesse, Light 50 gp 6 lb. PFCR; 3E Arcana Unearthed (swordstaff)
Foil / Epee 1d6 piercing Finesse, Light 10 gp 1 lb. Elf (elven lightblade)
Main-Gauche 1d4 piercing Defensive 1, Disarm, Finesse, Light 10 gp 1 lb. En5ider
Rapier 1d8 piercing or slashing Defensive 1, Finesse, Fragile 25 gp 2 lb. Elf (elven thinblade) 5E PHB
Scimitar 1d6 slashing Finesse, Light 25 gp 3 lb. China (dao); Elf (elven fighting sword); India (tulwar, shamshir); Indonesia (parang); Japan (ninja-to, wakizashi); Philippines (bolo) 5E PHB
Shortsword 1d6 piercing Finesse, Light 10 gp 2 lb. Africa (flyssa); China (duan jian); Greece; India (choora); Indonesia (kris); Korea (dan sang gum); Nepal (kora); Roman (gladius) 5E PHB; SW Weird Wars Rome
Short Chopping Blade / Single edged blade / Machete 1d6 slashing Light 10 gp 3 lb. Africa (long scrub knife); Berbers (flyssa); China (butterfly sword); Maritime (cutlass - gains Defensive 1); Saxon (seax)
Stiletto 1d4 piercing (AP 1 with sneak attack or surprise), Light 10 gp 1 lb. Euro

Siege Weapons

  • This category basically includes weapons capable of destroying groups of enemies, large objects or structures, including modern artillery often considered 'heavy weapons'.
  • Many of the normal weapon properties do not apply to them. Unless otherwise noted, these are Large objects (immune to psychic and poison damage) and have their own statistics (in brackets).
  • Bonuses to hit are for trained crews. Characters make Intelligence (Warfare) checks to fire these weapons in our games and add their proficiency bonus a second time if proficient in this weapon group.
Simple Siege Weapons Damage & Type Properties Cost Weight Cultures Sources
Ballista - light 3d6 piercing (AC 15, HPs 30, Load 1, Aim 1, Fire 1, +6 to hit), Ammunition (bolts), AP 3, Range (90/360) - - Euro - Medieval; Roman (scorpio) SW Weird Wars Rome
Cannon 8d10 bludgeoning (AC 19, HPs 75, Load 1, Aim 1, Fire 1, +6 to hit), Ammunition (shot), AP 8, Range (600/2,400) - - Euro - Late Medieval; Roman 5E DMG
Cauldron - suspended 3d6 fire (AC 19, HPs 20, Fill 3, Tip 1, 10-foot-square area, DC 15 Dexterity save (1/2 damage on success)), Ammunition (boiling oil) - - Euro - Medieval 5E DMG
Ram 3d10 bludgeoning (AC 15, HP 100, Min of 4 Medium creatures to operate, total cover from a gallery roof; +8 to hit, reach 5ft, disadvantage vs non-stationary targets), AP 4 - - Euro - Medieval; Roman 5E DMG; SW Weird Wars Rome
Siege tower - (AC 15, HPs 200, Speed 15ft, 6 Medium creatures needed to push per 10ft high (typically 40ft), crew inside have total cover) - - Euro - Medieval; Roman 5E DMG; SW Weird Wars Rome
Martial Siege Weapons Damage & Type Properties Cost Weight Cultures Sources
Ballista 3d10 piercing (AC 15, HPs 50, Load 1, Aim 1, Fire 1, +6 to hit), Ammunition (bolts), AP 5, Range (120/480) - - Euro - Medieval; Roman 5E DMG; SW Weird Wars Rome
Catapult 5d10 bludgeoning (AC 15, HPs 100, Load 2, Aim 2, Fire 1, +5 to hit, high arc - can fire over cover), Ammunition (stone), AP 6, Range (200/800, can't fire on targets with 60ft) - - Euro - Medieval (Mangonel); Roman 5E DMG; SW Weird Wars Rome
Catapult - light 3d10 bludgeoning (AC 15, HPs 75, Load 1, Aim 2, Fire 1, +5 to hit, high arc - can fire over cover), Ammunition (stone), AP 4, Range (150/600, can't fire on targets with 60ft) - - Euro - Medieval; Roman (onager) SW Weird Wars Rome
Trebuchet 8d10 bludgeoning (AC 15, HPs 150, Load 2, Aim 2, Fire 1, +5 to hit, high arc - can fire over cover), Ammunition (stone), AP 8, Range (300/1,200, can't fire on targets with 60ft) - - Euro - Medieval 5E DMG

Spears

Simple Spears Damage & Type Properties Cost Weight Cultures Sources
Fishing Spear 1d4 piercing Barbed (but no extra damage on removal), Fragile, Reach, Range (30/120), Thrown 2 gp 3 lb. Westeros (frog) En5ider
Javelin / Short spear 1d6 piercing Range (30/120), Thrown 5 sp 2 lb. ANY; Africa (intshuntshe); China (mau); Japan (nage-yari); Roman (iaculum) 5E PHB; SW Weird Wars Rome
Harpoon or Barbed Spear 1d6 piercing Barbed, Heavy, Range (15/60), Thrown, Toggle (harpoon only; max 10 ft.), Versatile (1d8) 5 gp 4 lb. African; Greece (harpoon); Maritime En5ider
Spear 1d6 piercing Range (20/60), Thrown, Versatile (1d8) 1 gp 3 lb. ANY; Africa (assegai); Japan (yari) 5E PHB; SW Weird Wars Rome
Martial Spears Damage & Type Properties Cost Weight Cultures Sources
Broad-Bladed Spear 1d6 piercing & slashing Range (15/45), Thrown, Versatile (1d10) 15 gp 4 lb. African (leaf spear - sometimes has serrated quality, paddle spear - no short range for throwing); Athas (gouge - loses Thrown) 4E DSCS; 3E African Adv; 3E Dragon Compendium (Mag 304); 1E Dragon Mag 189
Double Spear 1d6 piercing Double, Range (20/60), Thrown, Versatile (1d8) 20 gp 4 lb.
Dragon Paw 1d6 piercing / 1d6 piercing Defensive 1 (with off-hand), Double 25 gp 5 lb. Athas; Japan (sang kauw) 3E Oriental Adv
Lance 1d12 piercing AP 2 (mounted), Heavy, Mounted, Reach, (Two-handed when on foot) 10 gp 6 lb. Japan (uma-yari); Roman (contus) 5E PHB
Lance - tourney 1d6 bludgeoning Fragile (on a 1-3), Heavy, Mounted, Reach gp lb.
Long-Bladed Spear 1d8 piercing or slashing Versatile (1d10) 15 gp 4 lb. African (iklwa); Athas (gouge - loses Thrown property, Two-Handed) 3E African Adv
Longspear / Light Lance 1d10 piercing AP 1 (mounted), Heavy, Reach, Set for Charge, Two-Handed 20 gp 6 lb. China (mao, qiang); Greece (xyston); Malaysia (lembing); Roman (hasta); Westeros (boar spear) 5E PHB (as pike); SW Weird Wars Rome
Pilum 1d6 piercing Fragile (any but a 1), Range (20/60), Thrown, (If a wooden shield is hit, the wielder gains no benefit from it until the pilum is removed using an action and Strength check at DC 10. A thrown pilum is bent and it takes an action to straighten it for another throw) 2 gp 4 lb. Roman 3E Dragon Compendium (Mag 331); SW Weird Wars Rome
Trident 1d6 piercing Brace, Disarming, Range (20/60), Thrown, Versatile (1d8) 5 gp 4 lb. China (tiger lance, san cha); Greece; Japan (dai tsuchi); Roman (fuscina) 5E PHB; SW Weird Wars Rome

Thrown & Slings

  • Weapons listed here are exclusive to this list. If you have proficiency in this weapon group, you also add your proficiency bonus when throwing any other weapon with the Thrown quality, if you are not already proficient with the weapon. (You do not add your proficiency twice).
Simple Thrown & Slings Damage & Type Properties Cost Weight Cultures Sources
Dart 1d4 piercing Finesse, Range (20/60), Thrown 5 cp 1/4 lb. Greece 5E PHB
Sling 1d6 bludgeoning Ammunition (stones, -, 1 lb. per 20), Awkward 2, Range (30/120), Loading 1 sp - ANY; Athas (also dejada) 5E PHB
Sling staff 1d4 bludgeoning Ammunition (stones, -, 1 lb. per 10), Range (50/150), Loading, (see Staffs for melee) 1 gp 4 lb. Halfling (hoopak)
Martial Thrown & Slings Damage & Type Properties Cost Weight Cultures Sources
Atlatl 1d4 bludgeoning (Can be used with a spear or javelin. Adds Loading property, but adds +1 to the javelin/spear's damage for that attack). 5 gp 2 lb. America; Australia (woomera) 3E Sandstorm
Bolas 1d4 bludgeoning Awkward 2, Entangling, Range (20/60), Thrown, Trip 5 gp 2 lb. Africa En5ider; PFCR; 3E African Adv
Boomerang - bird hunting / throwing stick 1d4 bludgeoning Finesse, Light, Range (60/180), Round Flight Path, Thrown 5 sp 1 lb. Africa; America - Great Basin; Australia; Egypt; India (valari - some deal slashing damage) 3E African Adv; 3E Complete Warrior; 3E Sandstorm
Boomerang - large 1d6 bludgeoning Range (20/60), Thrown, Two-Handed 2 gp 3 lb. Africa; Australia (kylee)
Shuriken 1d4 slashing Finesse, Range (20/60), Thrown 5 cp 1/4 lb. PFCR
Throwing blade 1d6 Piercing & slashing Range (20/60), Thrown 7 gp 2 lb. Africa (kulbeda, hunga-munga, mambele, pinga, shongo, trombash) 3E African Adv; 3E Sandstorm; 1E Dragon Mag 189
Throwing disc / wedge/ war quoit 1d6 slashing Finesse, Fragile, Light, Range (30/120), Thrown 1 gp 1 lb. Giant (furnoch); India (chakram); Kreen (chatkcha - add Round Flight-Path property if thrower is proficient) 5E MM; 3E Arcana Unearthed; 3E Oriental Adv
Variant Ammunition Damage & Type Properties Cost Weight Cultures Sources
Sling bullet +1 die type bludgeoning - 2 cp per 20 2 lb. 5E PHB

Whips, Nets & Chains

Simple Thrown & Slings Damage & Type Properties Cost Weight Cultures Sources
Chain 1d4 bludgeoning Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around 2 gp 3 lb. 3E Oriental Adv
Net - Awkward 2, Entangling, Range (5/15), Toggle (optional; max 15 ft.), Two-Handed, Wrap-Around 1 gp 3 lb. Roman (retiarius) 5E PHB; SW Weird Wars Rome
Scourge 1d8 slashing Awkward 2, Disarm, Wrap-Around 10 gp 2 lb. Greece 3E Complete Warrior
Martial Thrown & Slings Damage & Type Properties Cost Weight Cultures Sources
Chain & Grapple 1d4 bludgeoning (chain) or 1d4 piercing (grapple) Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around 10 gp 1 lb. Japan (kawanaga) 3E Oriental Adv
Chain & Sickle 1d4 piercing or slashing (sickle) or 1d4 bludgeoning chain Double, Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around; Sickle uses Hooks & Sickles group proficiency, Light 8 gp 3 lb. Japan (kasuri-gama) 3E Oriental Adv
Chain & shortspear 1d6 piercing or 1d6 bludgeoning Double, Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around; Spear uses Spears group proficiency, Versatile (1d8) 8 gp 6 lb. Japan (chijiriki) 3E Oriental Adv
Chain - spiked 1d6 piercing & slashing Awkward 2, Double, Entangling, Finesse, Heavy, Toggle (max 10 ft.), Trip, Wrap-Around 30 gp 5 lb. PFCR
Chain - weighted 1d8 bludgeoning Awkward 2, Double, Reach, Trip, Wrap-Around 15 gp 4 lb. Japan (kau sin ke) 3E Oriental Adv
Net - hooked 1d8 piercing & slashing (& again vs attempts to escape) Awkward 3, Entangling, Range (5/15), Toggle (optional; max 15 ft.), Two-Handed, Wrap-Around 10 gp 6 lb.
Whip 1d3 slashing Awkward 2, Disarm, Entangling, Finesse, Reach (+10ft), Toggle (max 15 ft.), Trip, Wrap-Around, disadvantage in cramped conditions (like the Heavy property) 2 gp 3 lb. China (pi bian); Greece 5E PHB
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