Weapons

Contents

Attack

During combat, your character will probably Attack.

Attacks Reaches

You cannot attack a creature that is out of your reach. Attacks can be either Melee or Ranged, each with its own reach.

Melee Reach: Melee attacks typically have a reach of 5 feet, unless specified otherwise. Moving out of the reach of a melee weapon provokes Attacks of Opportunity.

Ranged Reach: Ranged attacks have two reaches listed in parentheses. The first one is its normal reach, and the second is the far reach, whenever the Attacks is made with disadvantage. When there is a hostile creature within Melee reach of you, the Attack is also made with disadvatnage. Moving out of the reach of ranged weapons does not provoke Attacks of Opportunity.

Choosing Targets

To make an Attack choose a target within reach and roll a d20 and add your skill bonus required for that particular attack. If the result is equal to or higher than the target’s Armor Class (AC), you hit the target and deal damage. If the result is lower than the target’s AC, your attack misses and deals no damage. When an Attack deals 0 damage, it also counts as a miss.

When you hit an Attack, you deal damage to the target, which is then subtracted from their Posture or Health Points (HP). The amount of damage dealt is determined by the type of Attack made, and the target’s AC is determined by the armor they are wearing.

Example: If you make an Attack with a sword, which requires the Martial Weapon skill, you would roll a d20 and add your skill bonus to the result. If the target’s AC is 14, and your total result is 16 or higher, your Attack hits, dealing 1d10 slash damage. Suppose you then roll an 8 on the d10, in that case, you deal 8 slash damage.

Critical Hits & Critical Fails

If you roll a 20 on an Attack, it is considered a Critical Hit, dealing additional damage equal to 1d6 + your Luck stat. Conversely, if you roll very low on an Attack, it results in a Critical Fail. A Critical Fail always misses, and you must roll on the Fumble Table to determine the consequences of your misfortune. The Fumble Table is further explained in the Luck Stat section, that you can find here.

Ammunition (Optional)

Weapons like Bows and Crossbows usually require ammunition. Ammunition can be crafted by using the Hunter’s Tools or Smithing Tools by using Wood.

A Pack of 10 Arrows may also be considered a Very Common Thing, or even a Abundant Thing in some places.

Size Restrictions (Optional)

Small creatures cannot wield Heavy weapons or Great Shields. Tiny creature can only wield Light Weapons and Bucklers

Standard & Exotic Weapons

There are 2 lists of weapons: Standard and Exotic Weapons.

Standard Weapons are normally Common Things and most people have easy access to them.

Exotic Weapons are normally Uncommon Things and are harder to come across. Some of them need more training to be used, requiring a minimum skill bonus to be used.

Of course the rarity of weapons will greatly depend on where your character is. If you are on times of war, Standard Weapons may become a Very Common Thing, while Exotic Weapon may become a Common Thing.

Types of Weapons

There are 5 types of Weapons

  • Brawl Weapons
  • Finesse Weapons
  • Heavy Weapons
  • Light Weapons
  • Martial Weapons

Brawl Weapons (STR or DEX)

Brawling Weapons are weapons that require your Brawling Skill to be used. These weapons require experience in martial arts to be used to their full potential with your Brawling skill.

Most brawling weapons use the Unarmed Strike damage roll. The damage from your Unarmed Strike is determined by your Brawling bonus, which is determined by this table:

Unarmed Strikes Table
Brawling Bonus Unarmed Strikes Damage
0 or less
You can't strike
+1 or +2
1 strike damage
+3 or +4
1d4 strike damage
+5 or +6
1d6 strike damage
+7 or +8
1d8 strike damage
+9 or more
1d10 strike damage

Improvised Weapons

Anything can be a weapon in the right hands. Maybe a chair, a rolling pin, a tree trunk, a torch, a rock, or a shard of glass can become weapons. You always use Brawling when using improvised weapons.

Improvised Weapons can be anything, but here are some example of what they can be and do:

You can also use Improvised weapons for environmental effects. If you throw someone on a campfire, you can use the object on fire as a good example of the damage it took.

If a Chandelier drops on an enemy, a Heavy Object is a good example of the damage that creature would take.

Breakable Object

Skill Damage Roll Traits
Brawling
1d12 strike
Breakable, Improved Strike
  • Breakable: Once you hit an Attack with this weapon, it breaks and it cannot be used again.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.

Blunt Object

Skill Damage Roll Traits
Brawling
1d8 strike
None

Heavy Object

  • Requirement: You need to have a +8 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Brawling
1d12 strike
Great Weapon, Heavy, TwoHanded
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll of this weapon. You do not get to add a third 1d12.
  • Heavy: You can choose to gain advantage on all of your Attacks with Heavy Weapons, but then all Attacks against you also gain advantage until the start of your next turn.
  • TwoHanded: Needs two hands to be wielded.

Object on Fire

Skill Damage Roll Traits
Brawling
1d4 fire
Ignite
  • Ignite On a hit, that target must make an Agility Save against your Brawling, or be Ignited (1d4).

Throw Object

Skill Damage Roll Traits
Brawling
1d4 strike
Sneak Weapon, Throw Weapon (20/60)
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 60 feet.

Sharp Object

Skill Damage Roll Traits
Brawling
1d4 slash or thrust
Sneak Weapon, Bloody Hit
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Bloody Hit: On a hit, the target must succeed on a Endurance Save against your Brawling skill, or start Bleeding (1d4).

Standard Brawl Weapons

Brass Knuckles

Skill Damage Roll Traits
Brawling
Unarmed Strike
Sneak Weapon, Improved Strike, Handguard
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Handguard: This weapon cannot be Disarmed.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Material & Weight: Metal; 0,5 pound
Favorite Weapon

You score a Critical Hit on any rolls of 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage

Nunchaku

Skill Damage Roll Traits
Brawling
Unarmed Strike
Sneak Weapon, Improved Strike, TwoHanded
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 1 pound
Favorite Weapon

After attacking with this weapon with an Action, you can immediately use a Bonus Action to Attack with this weapon again, but the damage roll becomes 1d4 when you do so.

Quarterstaff

Skill Damage Roll Traits
Brawling
Unarmed Strike
Improved Strike, Long Reach, TwoHanded
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 3 pounds
Favorite Weapon

If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

Sling

Skill Damage Roll Traits
Brawling
Unarmed Strike
Sneak Weapon, Ranged Weapon (20/300)
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Ranged Weapon: This weapon has a normal reach of 20 feet and a far reach of 300 feet.
  • Material & Weight: Leather; 1 pound
Favorite Weapon

Attacking creatures within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.

Triple Staff

Skill Damage Roll Traits
Brawling
Unarmed Strike
Improved Strike, Long Reach, TwoHanded
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 3 pounds
Favorite Weapon

You ignore the bonuses granted by Cover and Shields with this weapon’s Attacks.

Tonfa

Skill Damage Roll Traits
Brawling
Unarmed Strike
Improved Strike
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Material & Weight: Wood; 2 pounds
Favorite Weapon

When an Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +2 bonus to your AC to that hit.
If you were wielding 2 Tonfas at once, you gain a +3 bonus instead.

Exotic Brawl Weapons

Boomerang

Skill Damage Roll Traits
Brawling
Unarmed Strike
Throw Weapon(30/120)
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 30 feet and a far reach of 120 feet.
  • Material & Weight: Wood; 2 pounds
Favorite Weapon

After you throw this weapon, it can go it’s maximum range of 120 feet before coming back to you at the end of your turn. You can then choose 1 creature that is between you and the Boomerang. That creature must succeed on a Reflex Save against your Brawling, or take 1 hit from this weapon’s Attack.

Chakram

Skill Damage Roll Traits
Brawling
Unarmed Strike
Blade, Throw Weapon(30/120)
  • Blade: You deal slash damage for the Attacks you make with this weapon.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 30 feet and a far reach of 120 feet.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

You gain advantage to all Attacks you make when throwing this weapon.

Kusari-Fundo

Skill Damage Roll Traits
Brawling
Unarmed Strike
Sneak Weapon, Improved Strike
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

All creatures have disadvantage on Brawling Saves to escape your grapple while you are wielding this weapon.

Katar

Skill Damage Roll Traits
Brawling
Unarmed Strike
Aquatic, Blade, Sneak Weapon, Improved Strike
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Blade: You deal slash or thrust damage for the Attacks you make with this weapon.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Brawling skill, or start Bleeding (1d4).

War Fan

Skill Damage Roll Traits
Brawling
Unarmed Strike
Blade, Sneak Weapon, Improved Strike
  • Blade: You deal slash or thrust damage for the Attacks you make with this weapon.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Improved Strike: If you roll a 1, 2 or 3 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
  • Material & Weight: Metal; 1 pound
Favorite Weapon

When any Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +2 bonus to your AC to that hit.
If you Defend a Ranged Attack, you gain a +4 bonus to your AC to that hit instead.

Blowpipe

Skill Damage Roll Traits
Brawling
1d4 thrust
Ranged Weapon (30/60), TwoHanded
  • Ranged Weapon: This weapon has a normal reach of 30 feet and a far reach of 60 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 1 pound
Favorite Weapon

The Attacks with this weapon become silenced. You don’t reveal your location while hiding even after you Attacked with this weapon. A creature also continues to be Surprised even after you hit an Attack against it with this weapon.

Finesse Weapons (DEX)

Represents how well your character can use Finesse weapons in general.

Some classes give you access to favorite weapons. If you’re using your favorite weapon, you also gain abilities that are exclusive to that weapon type.

Standard Finesse Weapons

Battle Scythe

Skill Damage Roll Traits
Finesse Weapons
1d12 slash
Long Reach, TwoHanded
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 5 pounds
Favorite Weapon

As an Action, you can swing this scythe. All creatures of your choice within 10 feet of you must then succeed on an Agility Save against your Finesse Weapons skill, or take 1 hit from this weapon’s Attack.

Falchion

Skill Damage Roll Traits
Finesse Weapons
1d10 slash or thrust
Aquatic, Versatile
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Finesse Weapons skill, or start Bleeding (1d6).

Katana

Skill Damage Roll Traits
Finesse Weapons
1d8 slash or thrust
Versatile
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

Your Attacks of Opportunity with this weapon deals extra 1d8 damage. If you make this Attack of Opportunity with both hands, it deals extra 1d12 damage instead.

Rapier

Skill Damage Roll Traits
Finesse Weapons
1d8 thrust
Armor Piercer, Handguard
  • Armor Piercer: You ignore 1 AP.
  • Handguard: This weapon cannot be Disarmed.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

You can Dodge as a Bonus Action on turns you hit an Attack with this weapon.

Short Bow

Skill Damage Roll Traits
Finesse Weapons
1d8 thrust
Ranged Weapon (60/120), TwoHanded
  • Ranged Weapon: This weapon has a normal reach of 60 feet and a far reach of 120 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 2 pounds
Favorite Weapon

If you miss an Attack with this weapon, you can reroll the result. You cannot reroll that result again.

Whip

Skill Damage Roll Traits
Finesse Weapons
1d6 slash
Sneak Weapon, Long Reach
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Long Reach: The reach of this weapon is 10 feet.
  • Material & Weight: Leather; 2 pounds
Favorite Weapon

On a hit, the target must succeed on a Reflex Save against your Finesse Weapons skill, or become Knocked Prone if it is Medium sized or smaller.

Exotic Finesse Weapons

Battle Hook

Skill Damage Roll Traits
Finesse Weapons
1d10 thrust
Throw Weapon(30/40), Chains
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 30 feet and a far reach of 40 feet.
  • Chains: After you thrown your weapon, you can use the Chains to return the weapon to your hand as a Free Action
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

On a hit, the target of the Attack must then succeed on an Athletics Save against your Finesse Weapons skill, or be pull up to 30 feet in your direction. If the target was smaller than you, it automatically fails this Save. If the creature was larger than you, you can pull yourself 30 feet closer to it instead.

Cutlass

Skill Damage Roll Traits
Finesse Weapons
1d10 slash or thrust
Aquatic, Hand Guard
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Handguard: This weapon cannot be Disarmed.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

You score a Critical Hit on any rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage

Double Blade Sword

Skill Damage Roll Traits
Finesse Weapons
1d10 slash or thrust
Versatile
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

After attacking with this weapon with an Action, you can immediately use a Bonus Action to Attack with this weapon again, but the damage roll becomes 1d6 when you do so.

Khopesh

Skill Damage Roll Traits
Finesse Weapons
1d10 slash or thrust
Aquatic, Throw Weapon (20/30)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

After you make a Melee Attack, regardless if you hit or miss, you can impose a Reflex Save against your Finesse Weapons to the target. On a fail, you Disarm the Shield the target was wielding.

Kusarigama

Skill Damage Roll Traits
Finesse Weapons
1d10 slash
Throw Weapon (10/20), Chains, TwoHanded
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 10 feet and a far reach of 20 feet.
  • Chains: After you thrown your weapon, you can use the Chains to return the weapon to your hand as a Free Action
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

As a Bonus Action, you can move the chains of this weapon and impose a Reflex Save against your Finesse Weapons against a creature within 10 feet of you. On a fail, you gain advantage on all Attacks with this weapon against that creature until the end of your turn.

Wrist Crossbow

Skill Damage Roll Traits
Finesse Weapons
1d4 thrust
Aquatic, Sneak Weapon, Ranged Weapon (20/30), Wrist Weapon
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Ranged Weapon: This weapon has a normal reach of 20 feet and a far reach of 30 feet.
  • Wrist Weapon: You don’t need to use any hands to Attack with this weapon, but it uses your Hands Slot instead.
  • Material & Weight: Wood; 1 pound
Favorite Weapon

Once per round, you can make 1 Attack with weapon as a Free Action

Heavy Weapons (STR)

Represents your character’s skill in using Heavy Weapons, which are characterized by their size.

It is incredibly hard to avoid Attacks from heavy weapons due to their massive size. However because of their clunkiness, the wielders of these types of weapons also become more exposed to other Attacks. In game, this is represented by the following trait that Heavy Weapons have:

  • Heavy Weapon Trait: Before you Attack with a Heavy Weapon, you can give yourself advantage on your Attack, but all Attacks against you have advantage until your next turn if you do so.

Some classes give you access to favorite weapons. If you’re using your favorite weapon, you also gain abilities that are exclusive to that weapon type.

Standard Heavy Weapons

Great Axe

Skill Damage Roll Traits
Heavy Weapons
1d12 slash
Great Weapon, Long reach,TwoHanded
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll of this weapon. You do not get to add a third 1d12.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 7 pounds
Favorite Weapon

You score a Critical Hit on rolls of 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage

Great Hammer

Skill Damage Roll Traits
Heavy Weapons
1d12 strike
Great Weapon, Long reach, TwoHanded
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll of this weapon. You do not get to add a third 1d12.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 8 pounds
Favorite Weapon

You ignore 3 AP.

Great Sword

Skill Damage Roll Traits
Heavy Weapons
1d12 slash or thrust
Great Weapon, Long reach, TwoHanded
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll of this weapon. You do not get to add a third 1d12.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 6 pounds
Favorite Weapon

As an Action, you can swing this sword. All creatures of your choice within 10 feet of you must then succeed on an Agility Save against your Heavy Weapons skill, or take 1 hit from this weapon’s Attack.

Heavy Crossbow

Skill Damage Roll Traits
Heavy Weapons
1d12 thrust
Aquatic, Ranged Weapon (20/300), TwoHanded
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Ranged Weapon: This weapon has a normal reach of 20 feet and a far reach of 300 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 15 pounds
Favorite Weapon

Attacking a creature within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.

Heavy Halberd

Skill Damage Roll Traits
Heavy Weapons
2d6 slash, strike or thrust
Armor Piercer, Wide Reach, TwoHanded
  • Armor Piercer: You ignore 1 AP.
  • Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 5 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 18 pounds
Favorite Weapon

After attacking with this weapon with an Action, you can immediately use a Bonus Action to Attack with this weapon again, but the damage roll becomes 1d6 when you do so.

Lance

Skill Damage Roll Traits
Heavy Weapons
2d6 thrust
Wide Reach, Mount Weapon
  • Wide Reach: The reach of this weapon is 15 feet, but you cannot Attack creatures within 10 feet.
  • Mount Weapon: Needs two hands to be wielded, unless you are mounted.
  • Material & Weight: Metal; 8 pounds
Favorite Weapon

If you Dash and move at least 20 feet, you can add 1d6 to the next damage roll you make with this weapon this turn, ignoring all AP.

Exotic Heavy Weapons

Anchor

  • Requirement: You need to have a +10 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Heavy Weapons
2d8 strike
Colossal, Throw Weapon(10/20), TwoHanded, Chains
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
  • TwoHanded: Needs two hands to be wielded.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 10 feet and a far reach of 20 feet.
  • Chains: After you thrown your weapon, you can use the Chains to return the weapon to your hand as a Free Action
  • Material & Weight: Metal; 500 pounds
Favorite Weapon

On a hit, a target must succeed on an Athletics Save against your Heavy Weapons, or become Knocked Prone. If the target was already Knocked Prone when it fails this Save, it takes 1d8 strike damage.

Colossal Axe

  • Requirement: You need to have a +10 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Heavy Weapons
2d10 slash or strike
Colossal, Long Reach, TwoHanded
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 400 pounds
Favorite Weapon

You score a Critical Hit on rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d10 damage

Colossal Greatsword

  • Requirement: You need to have a +10 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Heavy Weapons
2d10 strike, slash or thrust
Colossal, Long Reach, TwoHanded
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 400 pounds
Favorite Weapon

As an Action, you can swing this sword. All creatures of your choice within 10 feet of you must then succeed on an Agility Save against your Heavy Weapons skill, or take 1 hit from this weapon’s Attack.

Colossal Hammer

  • Requirement: You need to have a +10 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Heavy Weapons
2d8 strike
Colossal, Long Reach, TwoHanded
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
  • Long Reach: The reach of this weapon is 10 feet
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 400 pounds
Favorite Weapon

You ignore all AP. You also deal extra 1d8 damage against creatures with Posture.

Heavy Claw

Skill Damage Roll Traits
Heavy Weapons
1d12 slash or thrust
Aquatic
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Material & Weight: Metal; 10 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Heavy Weapon skill, or start Bleeding (1d6).

Heavy Flail

Skill Damage Roll Traits
Heavy Weapons
2d6 strike
Armor Piercer, Long Reach, TwoHanded
  • Armor Piercer: You ignore 1 AP.
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 8 pounds
Favorite Weapon

You ignore the bonuses granted by Cover and Shields with this weapon’s Attacks.

Light Weapons (DEX)

Represents how well your character can use Light Weapons.

Light weapons are easy to hold and because of their small weight, a creature can use both hands to attack with two different light weapons at the same time. In the game, this is represented by the following trait that Light Weapons have:

  • Light Weapon Trait: You can dual wield Light Weapons. When you Attack with a Light Weapon in one hand, you can then make a second Attack with a Light weapon on the other hand as part of the same first Attack. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

Some classes give you access to favorite weapons. If you’re using your favorite weapon, you also gain abilities that are exclusive to that weapon type.

Standard Light Weapons

Dagger

Skill Damage Roll Traits
Light Weapons
1d4 slash or thrust
Aquatic, Sneak Weapon, ThrowWeapon(20/30)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 1 pounds
Favorite Weapon

You deal extra 1d4 damage if you Attack with advantage.

Light Crossbow

Skill Damage Roll Traits
Light Weapons
1d6 thrust
Aquatic, Ranged Weapon (30/120)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Ranged Weapon: This weapon has a normal reach of 30 feet and a far reach of 120 feet.
  • Material & Weight: Wood; 2 pounds
Favorite Weapon

Attacking creatures within 5 feet and using the far reach no longer imposes disadvantage on the Attacks you make with this weapon.

Light Hammer

Skill Damage Roll Traits
Light Weapons
1d6 strike
Throw Weapon (20/30)
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

You ignore 3 AP.

Hand Axe

Skill Damage Roll Traits
Light Weapons
1d6 slash
Throw Weapon (20/30)
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

You score a Critical Hit on rolls of 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage

Scimitar

Skill Damage Roll Traits
Light Weapons
1d6 slash or thrust
Aquatic
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Light Weapons skill, or start Bleeding (1d4).

Short Sword

Skill Damage Roll Traits
Light Weapons
1d6 slash or thrust
Aquatic, Sneak Weapon
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

When an Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +2 bonus to your AC to that hit.
If you were wielding 2 Short Swords at once, you gain a +3 bonus instead.

Exotic Light Weapons

Chained Blades

  • Requirement: You need to have a +8 Agility skill bonus to wield this weapon
Skill Damage Roll Traits
Light Weapons
1d6 slash or thrust
Throw Weapon(10/15), Chains
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 10 feet and a far reach of 15 feet.
  • Chains: After you thrown your weapon, you can use the Chains to return the weapon to your hand as a Free Action
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

As an Action, you can swing these blades. All creatures of your choice within 15 feet of you must then succeed on an Agility Save against your Light Weapon skill, or take 2 hits from this weapon’s Attack.

Hook Sword

Skill Damage Roll Traits
Light Weapons
1d6 slash
Handguard
  • Handguard: This weapon cannot be Disarmed.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

On a hit, you can use your Bonus Action impose a Reflex Save against your Light Weapon skill to that creature. On a fail, it becomes Disarmed.

You must be wielding 2 Hook Swords in order to gain this effect.

Kukri

Skill Damage Roll Traits
Light Weapons
1d4 slash or thrust
Aquatic, Sneak Weapon, ThrowWeapon(20/30)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 1 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Light Weapons skill, or start Bleeding (1d6).

Kunai

Skill Damage Roll Traits
Light Weapons
1d4 thrust
Aquatic, Sneak Weapon, ThrowWeapon(30/60)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 1 pounds
Favorite Weapon

You deal extra 1d8 damage if you Attack a Surprised creature

Sai

Skill Damage Roll Traits
Light Weapons
1d6 strike or thrust
Sneak Weapon
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Material & Weight: Metal; 2 pounds
Favorite Weapon

When an Attack against you misses, you can make an Attack of Opportunity against that target.

You must be wielding 2 Sai in order to gain this effect.

Throwing Star

Skill Damage Roll Traits
Light Weapons
1d6 slash
Sneak Weapon, ThrowWeapon(20/30)
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Material & Weight: Metal; 1 pounds
Favorite Weapon

As an Attack, you choose 1 point within 20 feet of you. The area within 5 feet of that point becomes filled with star spikes. Any creature that moves in that area for the first time during its turn must succeed on a Reflex Save against your Light Weapons, or take 1d6 thrust damage and start Bleeding (1d4). This is considered a trap for the purpose of other abilities.

Martial Weapons (STR)

Represents how well your character can use Martial Weapons in general.

Some classes give you access to favorite weapons. If you’re using your favorite weapon, you also gain abilities that are exclusive to that weapon type.

Standard Martial Weapon

Battle Axe

Skill Damage Roll Traits
Martial Weapons
1d10 slash
Throw Weapon (20/30), Versatile
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 20 feet and a far reach of 30 feet.
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 4 pounds
Favorite Weapon

You score a Critical Hit on rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage

Halberd

Skill Damage Roll Traits
Martial Weapons
2d6 slash, strike or thrust
Long Reach, TwoHanded
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 6 pounds
Favorite Weapon

After attacking with this weapon with an Action, you can immediately use a Bonus Action to Attack with this weapon again, but the damage roll becomes 1d6 when you do so.

Longbow

Skill Damage Roll Traits
Martial Weapons
1d8 thrust
Ranged (120/300), TwoHanded
  • Ranged Weapon: This weapon has a normal reach of 120 feet and a far reach of 300 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 4 pounds
Favorite Weapon

You gain a bonus of +2 to the damage rolls of your Attacks with this weapon.

Longsword

Skill Damage Roll Traits
Martial Weapons
1d10 slash or thrust
Versatile
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

If you miss an Attack with this weapon, you can reroll the result. You cannot reroll that result again.

Spear

Skill Damage Roll Traits
Martial Weapons
1d10 thrust
Aquatic, Long Reach, Throw Weapon (30/60), Versatile
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Long Reach: The reach of this weapon is 10 feet
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 30 feet and a far reach of 60 feet.
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 8 pounds
Favorite Weapon

 If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

War Hammer

Skill Damage Roll Traits
Martial Weapons
1d10 strike or thrust
Versatile
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 3 pounds
Favorite Weapon

You ignore 3 AP.

Exotic Martial Weapons

Flail

Skill Damage Roll Traits
Martial Weapons
1d10 strike
Armor Piercer
  • Armor Piercer: You ignore 1 AP.
  • Material & Weight: Metal; 4 pounds
Favorite Weapon

You ignore the bonuses granted by Cover and Shields with this weapon’s Attacks.

Giant Bow

  • Requirement: You need to have a +10 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Martial Weapons
1d12 thrust
Colossal, Ranged (300/400) TwoHanded
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
  • Ranged Weapon: This weapon has a normal reach of 300 feet and a far reach of 400 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Wood; 4 pounds
Favorite Weapon

You gain a bonus of +2 to the damage rolls of your Attacks with this weapon.

Great Spear

  • Requirement: You need to have a +8 Athletics skill bonus to wield this weapon
Skill Damage Roll Traits
Martial Weapons
1d12 thrust
Aquatic, Long Reach, Great Weapon, TwoHanded
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Long Reach: The reach of this weapon is 10 feet
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 25 pounds
Favorite Weapon

If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

Macuahuitl

Skill Damage Roll Traits
Martial Weapons
1d10 slash
Versatile
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Material & Weight: Metal; 4 pounds
Favorite Weapon

On a hit, the target must succeed on a Endurance Save against your Martial Weapons skill, or start Bleeding (1d6).

Pike

Skill Damage Roll Traits
Martial Weapons
2d6 thrust
Wide Reach, TwoHanded
  • Wide Reach: The reach of this weapon is 20 feet, but you cannot Attack creatures within 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Material & Weight: Metal; 18 pounds
Favorite Weapon

If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

Javelin

Skill Damage Roll Traits
Martial Weapons
1d10 thrust
Aquatic, Throw Weapon(30/120)
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Throw Weapon: Throw Weapons can be used both as a Melee Weapon or as a Ranged Weapon. When you throw them, they are considered a Ranged Weapon with a normal reach of 30 feet and a far reach of 120 feet.
  • Material & Weight: Metal; 5 pounds
Favorite Weapon

You gain advantage to all Attacks you make when throwing this weapon.