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Weapons, Armor and ShieldsRule
7.12.2021

Weapons

There are four categories of weapons: simple and martial, melee and ranged. These are mainly relevant for proficiencies, though there are rule distinctions between melee and ranged attacks.

Find weapon properties here.

Simple Melee Weapons

NameCostDefenseDamage Dice TypePropertiesWeight
:------:-:-::----: :- :---------- :-
Club1sp-11d4BludgeoningLight1 kg.
Dagger2gp01d4SlashingArmor-Breaking (3), finesse, light, short, thrown(4/10)0.5 kg.
Gauntlet, Spiked 10 gp 0 1d4 Piercing Special 1 kg.
Light Hammer2gp-21d4BludgeoningArmor-Breaking (2), light, short, thrown(4/8)1 kg.
Punch Dagger2 gp01d4PiercingArmor-Breaking (4), light, short, special0.5 kg.
Sickle1gp01d4SlashingLight1 kg.
Handaxe5gp01d6SlashingArmor-Breaking (3), light, thrown(4/12)1 kg.
Improvised - 0 1d3any--
Javelin5sp01d6PiercingThrown(5/20)1 kg.
Mace5gp-21d6BludgeoningArmor-Breaking (4)2 kg.
Morningstar15gp-21d8PiercingArmor-Breaking (4)2 kg.
Quarterstaff2sp+11d6BludgeoningVersatile(1d8)2 kg.
Spear1gp+11d6BludgeoningThrown(4/15), versatile(1d8)1.5 kg.
Greatclub2sp-31d8BludgeoningArmor-Breaking (2), two-handed5 kg.

Gauntlet, Spiked. If you perform an unarmed attack, you can use the gauntlet's damage instead. using this weapon does not take up a hand.

Punch Dagger. Punch daggers are specialized in hitting with precision and strength. You have advantage on Sleight of Hand checks made with this weapon.

Martial Melee Weapons

NameCostDefenseDamage Dice TypePropertiesWeight
:------:-:-::-: :- :---------- :-
Arming Sword25 gp+31d8SlashingFinesse, light1 kg
Battleaxe10gp-11d10SlashingArmor-Breaking (4), versatile(1d12), special2 kg.
Billhook7 gp-31d10Slashing / PiercingArmor-Breaking (3), heavy, reach 10ft., two-handed, special2.5 kg.
Falchion75 gp-12d6SlashingArmor-Breaking (3), heavy, two-handed, special1.5 kg.
Flail10gp-52d6Slashing-2lb.
Greataxe30gp-22d8SlashingArmor-Breaking (5), heavy, two-handed3.5 kg.
Greatsword50gp-12d8SlashingHeavy, two-handed, reach 10 ft.3.5 kg.
Lance10gp-11d12PiercingArmor-Breaking (3), reach 15ft., special3 kg.
Longsword60gp+41d10SlashingFinesse, heavy, versatile (1d12)1.5 kg.
Maul10gp-42d6BludgeoningArmor-Breaking (5), heavy, two-handed5 kg.
Poleaxe22 gp-22d8Slashing / BludgeoningArmor-Breaking (5), finesse, two-handed, special2 kg.
Rapier25gp+31d8PiercingFinesse1 kg.
Shortsword10gp+31d6PiercingFinesse, light1 kg.
Scimitar25gp+31d8SlashingFinesse, light1.5 kg.
Swordbreaker50gp+11d4SlashingArmor-Breaking (2), finesse, light, short, special0.5 kg.
Trident5gp-11d6PiercingThrown(4/10), versatile(1d8)2 kg.
Warhammer15gp-22d6Piercing / BludgeoningArmor-Breaking (5), finesse, thrown(4/8), versatile(2d8)1 kg.
Whip2gp-21d4SlashingFinesse, light1 kg.

Battleaxe. If you are wielding this weapon with two hands, it has the Finesse property.

A battleaxe is 50 cm long. It is fabricated in a way to make it as light as possible. Its blade is very thin and no larger than 15 cm in height.

Billhook. You have advantage on checks to dismount riders with this weapon.

Falchion. The amount you need to roll on a d20 for a critical hit decreases by 1.

Falchions are large swords that are very powerful and deal much damage, even through armor. This results in slow attacks, though, and a wielder can easily be outflanked and wounded.

Greataxe. These are long two-handed battleaxes. They have only one head that is as thin as possible and quite small, as the extra weight would be unliftable. They are longer than a battleaxe, however, as they are wielded with two hands.

Greatsword. Greatswords are humongous. Normal length is larger than a human!

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance deals only 1d6 bludgeoning damage if you didn't move on a mount before attacking.

Longsword. A longsword usually goes up to the armpit of the wielder if held vertically.

Poleaxe. If you move on a mount before attacking with this weapon, you can choose to deal piercing damage.

Swordbreaker. When you use the Parry reaction against a weapon the DM deems suitable, you can make a Sleight of Hand check against the attack roll, instead of parrying normally. If you succeed, the attack misses, and the blade is caught. You have advantage on attempts to disarm your opponent, and they cannot use their weapon while it remains caught. They can use their action to make a Strength or Sleight of Hand content against you, reclaiming the weapon on a success.

Swordbreakers are small dagger-like blades with teeth along an edge. This can be used to catch blades and similar weapons, effectively disarming the enemy.

Warhammer. Against common belief, warhammers look like picks. They have a spike at one end to penetrate armor, and a hammer to cause concussion.

Simple Ranged Weapons

NameCost Damage
Dice
TypePropertiesWeight
:------:-:----: :- :---------- :-
Boomerang10 gp1d8BludgeoningLight, finesse, range(2/10) special0.5 kg.
Dart5cp1d4PiercingRange(4/10)0.1 kg.
Heavy crossbow50gp1d12PiercingAmmunition, armor- breaking(:18), heavy, reload 2, range(100/400ft), two-handed6 kg.
Light crossbow25gp1d8PiercingAmmunition, armor-breaking(:15), reload, range (80/320ft), two-handed3 kg.
Sling1sp1d4BludgeoningAmmunition, range(4/10)-

Boomerang. When you miss an attack with this weapon, it comes back to you. As your reaction, you can make a DC10 Sleight of Hand check to catch it, as long as you haven't moved. This check succeeds automatically if you have proficiency with this weapon.

Martial Ranged Weapons

NameCostDice Damage typePropertiesWeight
:------:--:-:-:-:---- :- :---------- :-
Hand Crossbow75 gp1d4PiercingAmmunition, range(20/120ft), armor-breaking(:10), light, reload1 kg.
Longbow50 gp1d8PiercingAmmunition, heavy, range(35/150), armor-breaking(2), two-handed, large, special1 kg.
Shortbow25 gp1d6PiercingAmmunition, range(25/70), two-handed1 kg.
Shuriken20 sp1d6Slashing Thrown(4/4), light0.25 kg.
Warbow60 gp2d8PiercingAmmunition, range(40/180), armor-breaking(3), heavy, large, two-handed, special1 kg.

Longbow. The user of a longbow needs a Strength modifier of at least +3.

Longbows are very hard to pull back. A good archer can hold the bow drawn for no more than 15 seconds, at best.

Warbow. The user of a warbow needs a Strength modifier of at least +4.

Armor

When a dragon spews fire at you, you might want to have a tin can around your fragile body to deflect some of that deadly energy. That's what armor is for.

Armor Terms

hAC. This is the base hAC the armor grants.

HL. This stands for Heat Level. After the given amount of turns in combat, you must start making Constitution saving throws. The DC is 10+the amount of turns you've been fighting. Each time you fail, you gain a fatigue die.

Str. min. You need this amount of Strength to use this armor effectively. Otherwise, you make all attacks with disadvantage.

NameCosthACHLStr. min Weight
:------:--:-:-:-:---- :- :---------- :-
No Armor-108--
Breastplate450 gp164-13 lbs.
Cloth Armor80 gp124-8 lbs.
Boiled Leather100 gp133-10 lbs.
Chain Mail80 gp134-8 lbs.
Hauberk450 gp173-20 lbs.
Brigandine600 gp1931220 lbs.
Scale Mail250 gp1831240 lbs.
Lamellar (iron)1100 gp2021430 lbs.
Plate (medium steel)2000 gp2221450 lbs.

Shields

Shields protect their wearer, much like armor. Wielding a shield takes a hand.

NameCosthACWeight
:------:--:-:-:-:----
Shield2 gp+22 lbs.