| Simple Melee Weapons | ||||
|---|---|---|---|---|
| Name | Cost | Damage | Weight | Properties |
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (20/60) |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (30/120) |
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (20/60) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — |
| Nunchuck | 6 gp | 1d4 bludgeoning | 1 lb. | Combo, Two-Handed |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (20/60), versatile (1d8) |
| Martial Melee Weapons | ||||
|---|---|---|---|---|
| Name | Cost | Damage | Weight | Properties |
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
| Chain Sickle | 25 gp | 1d6 slashing | 4 lb. | Reach, Combo (d4) |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Katana | 50 gp | 1d8 slashing | 8 lb. | Deadly, two-handed |
| Maul | 30 gp | 2d6 bludgeoning | 6 lb. | Heavy, two-handed |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Simple Ranged Weapons | ||||
|---|---|---|---|---|
| Name | Cost | Damage | Weight | Properties |
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition, range (80/320), loading, two-handed |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (20/60) |
| Kunai | 1 gp | 1d6 piercing | 0.5 lb. | Ammunition, range (30/90) |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition, range (80/320), two-handed |
| Shuriken | 2 sp | 1d4 piercing | 0.5 lb. | Ammunition, range (60/120) |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition, range (30/120) |
| Martial Ranged Weapons | ||||
|---|---|---|---|---|
| Name | Cost | Damage | Weight | Properties |
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition, range (25/100), loading |
| Bolas | 1 gp | 1 bludgeoning | 0.5 lb. | Ammunition, range (20/60), on hit: speed = 0 |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition, range (30/120), light, loading |
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition, range (100/400), heavy, loading, two-handed |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition, range (150/600), heavy, two-handed |
| Net | 1 gp | — | 3 lb. | Special, thrown (5/15) |
| Property | Description | Notes |
|---|---|---|
| Combo | When you take the Attack Action, you can attack with this weapon as a Bonus Action. | Custom |
| Deadly | Your Critical Hit Range is brought down by 1. So you would Critical Hit when you roll a 19 or 20 with the weapon. This effect can stack. | Custom |
| Finesse | When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. | — |
| Heavy | Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. | Small or Tiny creatures have disadvantage. |
| Light | A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. | — |
| Loading | Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. | — |
| Range | A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. | Disadvantage on long-range attacks. |
| Reach | This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. | — |
| Special | A weapon with the special property has unusual rules governing its use, explained in the weapon's description. | See specific weapon description. |
| Thrown | If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. | Can throw melee weapons. |
| Two-Handed | This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. | Requires both hands for attacks. |
| Versatile | This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. | Damage increases with two hands. |
| Property | Arcane Properties | Notes |
|---|---|---|
| Bright | The item sheds bright light for 10ft, and dim light for another 10ft. | Custom |
| Weightless | This item weighs just enough to not float away from you. Large Weapons with the enchantment are particularily effective. | Custom |
| Elemental | The weapon gains a bonus to damage equal to a specifed number. It could be a flat bonus, a damage dice, or change the weapons overall damage type. | Custom |
| Shadow Touched | This item grants you Advantage on Stealth checks that involve hiding. | Custom |
| Silvered | This Weapon Enchantment gives a Bonus to Damage against undead creatures. | Custom |
| Vampiric | You gain a number of hp equal to a specified number. This could be a flat bonus, a stat modifier, or a dice roll. | Custom |