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
| Name | Cost | Defense | Damage Dice | Type | Properties | Weight | |
| :------ | :- | :-: | :----: | :- | :---------- | :- | |
| Club | 1sp | -1 | 1d4 | Bludgeoning | Light | 1 kg. | |
| Dagger | 2gp | 0 | 1d4 | Slashing | Armor-Breaking (3), finesse, light, short, thrown(4/10) | 0.5 kg. | |
| Gauntlet, Spiked | 10 gp | 0 | 1d4 | Piercing | Special | 1 kg. | |
| Light Hammer | 2gp | -2 | 1d4 | Bludgeoning | Armor-Breaking (2), light, short, thrown(4/8) | 1 kg. | |
| Punch Dagger | 2 gp | 0 | 1d4 | Piercing | Armor-Breaking (4), light, short, special | 0.5 kg. | |
| Sickle | 1gp | 0 | 1d4 | Slashing | Light | 1 kg. | |
| Handaxe | 5gp | 0 | 1d6 | Slashing | Armor-Breaking (3), light, thrown(4/12) | 1 kg. | |
| Improvised | - | 0 | 1d3 | any | - | - | |
| Javelin | 5sp | 0 | 1d6 | Piercing | Thrown(5/20) | 1 kg. | |
| Mace | 5gp | -2 | 1d6 | Bludgeoning | Armor-Breaking (4) | 2 kg. | |
| Morningstar | 15gp | -2 | 1d8 | Piercing | Armor-Breaking (4) | 2 kg. | |
| Quarterstaff | 2sp | +1 | 1d6 | Bludgeoning | Versatile(1d8) | 2 kg. | |
| Spear | 1gp | +1 | 1d6 | Bludgeoning | Thrown(4/15), versatile(1d8) | 1.5 kg. | |
| Greatclub | 2sp | -3 | 1d8 | Bludgeoning | Armor-Breaking (2), two-handed | 5 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
| Name | Cost | Defense | Damage Dice | Type | Properties | Weight | |
| :------ | :- | :-: | :-: | :- | :---------- | :- | |
| Arming Sword | 25 gp | +3 | 1d8 | Slashing | Finesse, light | 1 kg | |
| Battleaxe | 10gp | -1 | 1d10 | Slashing | Armor-Breaking (4), versatile(1d12), special | 2 kg. | |
| Billhook | 7 gp | -3 | 1d10 | Slashing / Piercing | Armor-Breaking (3), heavy, reach 10ft., two-handed, special | 2.5 kg. | |
| Falchion | 75 gp | -1 | 2d6 | Slashing | Armor-Breaking (3), heavy, two-handed, special | 1.5 kg. | |
| Flail | 10gp | -5 | 2d6 | Slashing | - | 2lb. | |
| Greataxe | 30gp | -2 | 2d8 | Slashing | Armor-Breaking (5), heavy, two-handed | 3.5 kg. | |
| Greatsword | 50gp | -1 | 2d8 | Slashing | Heavy, two-handed, reach 10 ft. | 3.5 kg. | |
| Lance | 10gp | -1 | 1d12 | Piercing | Armor-Breaking (3), reach 15ft., special | 3 kg. | |
| Longsword | 60gp | +4 | 1d10 | Slashing | Finesse, heavy, versatile (1d12) | 1.5 kg. | |
| Maul | 10gp | -4 | 2d6 | Bludgeoning | Armor-Breaking (5), heavy, two-handed | 5 kg. | |
| Poleaxe | 22 gp | -2 | 2d8 | Slashing / Bludgeoning | Armor-Breaking (5), finesse, two-handed, special | 2 kg. | |
| Rapier | 25gp | +3 | 1d8 | Piercing | Finesse | 1 kg. | |
| Shortsword | 10gp | +3 | 1d6 | Piercing | Finesse, light | 1 kg. | |
| Scimitar | 25gp | +3 | 1d8 | Slashing | Finesse, light | 1.5 kg. | |
| Swordbreaker | 50gp | +1 | 1d4 | Slashing | Armor-Breaking (2), finesse, light, short, special | 0.5 kg. | |
| Trident | 5gp | -1 | 1d6 | Piercing | Thrown(4/10), versatile(1d8) | 2 kg. | |
| Warhammer | 15gp | -2 | 2d6 | Piercing / Bludgeoning | Armor-Breaking (5), finesse, thrown(4/8), versatile(2d8) | 1 kg. | |
| Whip | 2gp | -2 | 1d4 | Slashing | Finesse, light | 1 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
| Name | Cost | Damage Dice | Type | Properties | Weight | |
| :------ | :- | :----: | :- | :---------- | :- | |
| Boomerang | 10 gp | 1d8 | Bludgeoning | Light, finesse, range(2/10) special | 0.5 kg. | |
| Dart | 5cp | 1d4 | Piercing | Range(4/10) | 0.1 kg. | |
| Heavy crossbow | 50gp | 1d12 | Piercing | Ammunition, armor- breaking(:18), heavy, reload 2, range(100/400ft), two-handed | 6 kg. | |
| Light crossbow | 25gp | 1d8 | Piercing | Ammunition, armor-breaking(:15), reload, range (80/320ft), two-handed | 3 kg. | |
| Sling | 1sp | 1d4 | Bludgeoning | Ammunition, 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
| Name | Cost | Dice | Damage type | Properties | Weight | |||
| :------ | :-- | :- | :- | :- | :---- | :- | :---------- | :- |
| Hand Crossbow | 75 gp | 1d4 | Piercing | Ammunition, range(20/120ft), armor-breaking(:10), light, reload | 1 kg. | |||
| Longbow | 50 gp | 1d8 | Piercing | Ammunition, heavy, range(35/150), armor-breaking(2), two-handed, large, special | 1 kg. | |||
| Shortbow | 25 gp | 1d6 | Piercing | Ammunition, range(25/70), two-handed | 1 kg. | |||
| Shuriken | 20 sp | 1d6 | Slashing | Thrown(4/4), light | 0.25 kg. | |||
| Warbow | 60 gp | 2d8 | Piercing | Ammunition, range(40/180), armor-breaking(3), heavy, large, two-handed, special | 1 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.
| Name | Cost | hAC | HL | Str. min | Weight | |||
| :------ | :-- | :- | :- | :- | :---- | :- | :---------- | :- |
| No Armor | - | 10 | 8 | - | - | |||
| Breastplate | 450 gp | 16 | 4 | - | 13 lbs. | |||
| Cloth Armor | 80 gp | 12 | 4 | - | 8 lbs. | |||
| Boiled Leather | 100 gp | 13 | 3 | - | 10 lbs. | |||
| Chain Mail | 80 gp | 13 | 4 | - | 8 lbs. | |||
| Hauberk | 450 gp | 17 | 3 | - | 20 lbs. | |||
| Brigandine | 600 gp | 19 | 3 | 12 | 20 lbs. | |||
| Scale Mail | 250 gp | 18 | 3 | 12 | 40 lbs. | |||
| Lamellar (iron) | 1100 gp | 20 | 2 | 14 | 30 lbs. | |||
| Plate (medium steel) | 2000 gp | 22 | 2 | 14 | 50 lbs. |
Shields
Shields protect their wearer, much like armor. Wielding a shield takes a hand.
| Name | Cost | hAC | Weight | |||
| :------ | :-- | :- | :- | :- | :---- | |
| Shield | 2 gp | +2 | 2 lbs. |