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{{RaceAndClassWeaponsTable}}
{{RaceAndClassWeaponsTable}}
== Improvised Weapons ==
== Improvised weapons ==
Objects that aren't actually weapons can nevertheless be used as [[Improvised_Melee_Weapon|Improvised Weapons]]. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when [[Salami]] is used as a weapon, it actually functions as a [[Clubs|Club]], not as an Improvised Weapon.
Objects that aren't actually weapons can nevertheless be used as [[Improvised_Melee_Weapon|Improvised Weapons]]. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when [[Salami]] is used as a weapon, it actually functions as a [[Clubs|Club]], not as an Improvised Weapon.
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== Weapons with Global Passives ==
== Other weapon lists ==
The following is a list of unique weapons which effects their wielder, even when that weapon isn't being used to attack. These are often colloquially referred to as "stat sticks." Many of these benefits include increases to skills, ability scores or other character attributes. Though some provide various bonuses to attack or damage rolls for all held weapons, or even to spell attacks. Any effects which require an action or bonus action to activate are not included.
The following are pages where lists of weapons can be found to achieve specific goals, such as maximizing a character's Spell DC or attack bonuses.
{| class="wikitable"
* [[List of weapons with global passives]]
! Weapons !! Effects
|-
| [[Ambusher]]
| - Gain a +1 bonus to [[Initiative]] rolls and [[Advantage]] on [[Perception]] [[Checks|Ability Checks]].
- You deal an additional 1d6 Necrotic damage with any weapon attack against creatures that haven't taken a turn yet.
|-
| [[Assassin's Shortsword]]
| [[Advantage]] on Stealth Checks.
|-
| [[Bloodthirst]]
| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- [[Armour Class]] +1 (Off-Hand Only).
- When a creature misses you with a melee attack, you may retaliate and gain [[True Strike (Condition)|True Strike]] (Off-Hand Only).
|-
| [[Bow of Awareness]]
| You gain a +1 bonus to [[Initiative|Initiative rolls]].
|-
| [[Caitiff Staff]]
| You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
| [[Club of Hill Giant Strength]]
| Increases [[Strength]] score to 19.
|-
| [[Cold Snap]]
| - [[Armour Class]] +1 (Off-Hand Only).
- When a creature misses you with an attack, it will be [[Chilled (Condition)|Chilled]] for 2 turns (Off-Hand Only).
|-
| [[Corellon's Grace]]
| - You gain a +1 bonus to Unarmed [[Attack roll|Attack rolls]] and damage.
- While the wielder is not wearing armour, they receive a +2 bonus to [[Saving throw|Saving throws]].
|-
| [[Creation's Echo]]
| If the wielder deals [[Acid]], [[Fire]], [[Lightning]], [[Radiant]], or [[Necrotic]] damage to a creature, it become resistant to that damage type for 2 turns.
|-
| [[Crimson Mischief]]
| When you make an attack with any off-hand weapon, you can add your [[Ability Score Modifier|Ability Modifier]] to the damage of the attack.
|-
|[[Darkfire Shortbow]]
| - [[Damage Types#Resistance|Resistance]] to [[Fire]] damage.
- [[Damage Types#Resistance|Resistance]] to [[Cold]] damage.
|-
|[[Defender Flail]]
| - Reduce incoming [[Bludgeoning]], [[Piercing]], and [[Slashing]] damage by 1.
- [[Armour Class]] +1.
|-
|[[Despair of Athkatla]]
|You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
|[[Dolor Amarus]]
|When you land a [[Critical Hit]] with any weapon attack, it deals an additional 7 damage.
|-
|[[Drakethroat Glaive]]
|Enemies have [[Disadvantage]] on [[Saving throw|Saving throws]] against your [[dragonborn]] breath weapon.
|-
|[[Dread Iron Dagger]]
|While you are hidden, all weapons deals an extra 1d6 [[Necrotic]] damage.
|-
|[[Duellist's Prerogative]]
| - While your off-hand is empty, the number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- While your off-hand is empty, you gain an additional [[Resources#Common%20resources|Reaction]] per turn.
|-
|[[Duke Ravengard's Longsword]]
| - When you kill an enemy, allies within 9 m / 30 ft gain [[Temporary Hit Points|temporary hit points]] equal to their Charisma [[Ability Modifier|Modifier]] (minimum 1).
- '''[[Charisma]]''' +2 (up to 24).
|-
|[[Gandrel's Aspiration]]
|You have [[Advantage]] on all attacks against [[Monstrosity]] type enemies.
|-
|[[Gleamdance Dagger]]
|When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to [[Armour Class]].
|-
|[[Goblinbane Dagger]]
|Goblins have [[Disadvantage]] on [[Attack roll|Attack rolls]] against the wielder.
|-
|[[Halberd of Vigilance]]
|Gain a +1 bonus to [[Initiative]] rolls and [[Advantage]] on [[Perception]] [[Checks|Ability Checks]].
|-
|[[Hamarhraft]]
|When the wearer [[Jump|Jumps]], they deal 1d4 Thunder damage in a 3 m / 10 ft radius upon landing.
|-
|[[Hammer of the Just]]
|All melee attacks deal an additional 1d6 Slashing damage against [[Fiend|Fiends]] and [[Undead]].
|-
|[[Handmaiden's Mace]]
|Increases [[Strength]] score to 18.
|-
|[[Harmonium Halberd]]
| - [[Strength]] +2 (up to 23).
- [[Intelligence]] -1.
- [[Wisdom]] -1.
|-
|[[Hellrider Longbow]]
| - Gain a +3 bonus to [[Initiative]] rolls and [[Advantage]] on [[Perception]] [[Ability check|checks]].
- A creature damaged by this weapon or any spell cast by its wielder will possibly be afflicted with [[Faerie Fire (Condition)|Faerie Fire]].
|-
|[[Hollow's Staff]]
|Creatures have [[Disadvantage]] on [[Saving throw|Saving throws]] against your [[Necromancy|necromancy spells]].
|-
|[[Hunting Shortbow]]
|You have [[Advantage]] on all attacks against [[Monstrosity]] type enemies.
|-
|[[Incandescent Staff]]
| - Ranged [[Spell Attack]] +1.
- Resistance to [[Fire]] damage.
|-
|[[Infernal Rapier]]
|You gain a +1 bonus to [[Spell Save DC]].
|-
|[[Knife of the Undermountain King]]
| - The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
- When 2 damage or less is rolled on any melee weapon attack, reroll the dice, taking the highest result.
|-
|[[Loviatar's Scourge]]
|Grants [[Resistance]] to [[Necrotic]] damage.
|-
|[[Markoheshkir]]
|You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
|[[Melf's First Staff]]
|You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
|-
|[[Monster Slayer Glaive]]
| - You gain an additional 1d4 to all attack rolls against [[Monstrosity]] type enemies.
- All weapons deal an additional 1d4 damage against [[Monstrosity]] type enemies.
- [[Jump]] distance is increased by 1.5 m / 5 ft.
|-
|[[Moonlantern]]
|The [[Shadow Curse (Condition)|Shadow Curse]] does not affect this entity or creatures within 13 m / 43 ft.
|-
|[[Mourning Frost]]
| - When dealing any [[Cold]] damage, the wielder deals an additional 1 Cold.
- Dealing Cold damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the target.
|-
|[[Nyrulna]]
| - You gain a +3 m / 10 ft bonus to [[Movement Speed|movement speed]] and jump distance.
- Equipping this weapon gives you [[Damage Types#Damage%20Vulnerability%2C%20Resistance%20and%20Immunity|Immunity]] to falling damage.
|-
|[[Orphic Hammer]]
|You have [[Advantage]] on [[Saving throw|Saving throws]] against spells.
|-
|[[Pale Oak]]
|Druidic vines cannot [[Ensnared (Condition)|Ensnare]] you and do not count as [[Difficult Terrain (Condition)|difficult terrain]].
|-
|[[Pelorsun Blade]]
|All [[Attack roll|Attack rolls]] have [[Advantage]] against Undead.
|-
|[[Phalar Aluve]]
|[[Performance]] +1.
|-
|[[Punch-Drunk Bastard]]
| - While under the effect of the [[Alcohol (Condition)|Alcohol]] condition, you have [[Advantage]] on all [[Attack roll|Attack rolls]].
|-
|[[Rhapsody]]
|Gain a +1 bonus to all [[Attack roll|Attack rolls]], damage, and [[Spell]] Save DC for every foe you slay, up to a maximum of +3.
|-
|[[Selûne's Spear of Night]]
| - You gain [[Advantage]] on [[Wisdom]] [[Saving throw|Saving throws]] and [[Perception]] Checks.
- You can see in the dark up to 12 m / 40 ft.
|-
|[[Shar's Spear of Evening]]
| - You gain [[Advantage]] on [[Saving throw|Saving throws]] while Lightly or Heavily [[Obscured]].
- All weapon attacks deal an additional 1d6 damage to creatures that are Lightly or Heavily Obscured.
- You cannot be [[Blinded (Condition)|Blinded]].
|-
|[[Silver Sword of the Astral Plane]]
| - A githyanki holding this weapon has [[Advantage]] on [[Intelligence]], [[Wisdom]], and [[Charisma]] [[Saving throw|saving throws]].
- A githyanki holding this weapon has [[resistance]] to Psychic damage, and cannot be [[Charmed (Condition)|Charmed]].
|-
|[[Soulbreaker Greatsword]]
|You gain a +2 bonus to [[Initiative|Initiative rolls]].
|-
|[[Staff of Arcane Blessing]]
|Creatures you [[Bless]] also gain an additional 1d4 bonus to spell attack rolls.
|-
|[[Staff of Cherished Necromancy]]
| - Creatures have [[Disadvantage]] on [[Saving throw|Saving throws]] against your [[Necromancy|necromancy spells]].
- When the wielder kills a hostile creature with a spell, they gain [[Life Essence (Condition)|Life Essence]] until their next Long Rest.
|-
|[[Staff of Interruption]]
|Allows the wielder to cast [[Counterspell]] as a level 5 spell once before recharging on a [[Long rest|Long Rest]].
|-
|[[Staff of Spellpower]]
| - You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
- Grants the [[Arcane Battery]] passive.
|-
|[[Staff of the Emperor]]
| - You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
- When you succeeds a [[Saving throw]], the foe that caused the throw needs to make an [[Intelligence]] [[saving throw]] or be [[Stunned (Condition)|Stunned]] for 1 turn.
|-
|[[Sword of the Emperor]]
|The wielder has a +2 bonus to [[Saving throw|Saving throws]] against spells.
|-
|[[The Blood of Lathander]]
| - Once per [[Long Rest]], when your hit points are reduced to 0, you regain 2d6hit points. Allies within 9 m / 30 ft also regain 1d6 hit points.
- Sheds holy light in a 6 m / 20 ft radius. In combat, fiends and undead standing in the light are [[Blinded (Condition)|Blinded]] if they fail a DC 14 Constitution throw.
|-
|[[The Dead Shot]]
|The number you need to [[Attack Roll|roll]] a [[Critical Hit]] with any attack is reduced by 1.
|-
|[[The Spellsparkler]]
|When the wielder deals damage with a spell or cantrip, they gain 2 [[Lightning Charges (Condition)|Lightning Charges]] per damaged enemy.
|-
|[[Thorn Blade]]
|While [[Concentration|concentrating]], all melee weapon attacks deal an additional 1d4 Poison.
|-
|[[Vicious Battleaxe]]
|When you land a [[Critical Hit]] with any weapon attack, it deals an additional 7 damage.
|-
|[[Vicious Shortbow]]
|When you land a [[Critical Hit]] with any weapon attack, it deals an additional 7 damage.
|-
|[[Witchbreaker]]
|You gain [[Advantage]] on all [[Attack roll|Attack rolls]] against [[Concentration|concentrating]] creatures.
|-
|[[Woe]]
| - You gain a +1 bonus to [[Saving Throw#The%20Difficulty%20Class%20of%20Saving%20Throws|Spell Save DC]] and [[Spell]] [[Attack Roll|attack rolls]].
- When the creatures affected by your spells fail any associated [[Saving throw|Saving throws]], you regain 1d4 hit points.
|-
|[[Worgfang]]
|Goblins have [[Disadvantage]] on [[Attack roll|Attack rolls]] against the wielder.
|-
|[[Xyanyde]]
|Once per [[Short Rest]], you can encase a target in [[Faerie Fire (Condition)|Faerie Fire]] for 2 turns if you miss an attack against it.
|}
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== Unused Weapons ==
== Unused weapons ==
Two types of weapons cannot be normally obtained in-game, but are still present in the game files along with their unique [[Proficiency#Unused_Proficiencies|proficiencies]].
Two types of weapons cannot be normally obtained in-game, but are still present in the game files along with their unique [[Proficiency#Unused_Proficiencies|proficiencies]].
{| class="wikitable sortable"
{| class="wikitable sortable"
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{{NavEquipment}}
{{NavEquipment}}
{{NavGameplay}}
{{NavGameplay|state=collapsed}}
[[Category:Equipment]]
[[Category:Equipment]]
Revision as of 08:05, 2 September 2024
Weapons are a type of equipment that is used in attacks that deal damage. Weapons also give proficient wielders access to special weapon actions, and are an essential tool for any adventurer.
Each weapon is either melee or ranged, and deals a specific type of physical damage: Bludgeoning, Piercing, or Slashing.
Weapons are further categorised as either martial or simple. Martial weapons deal more damage than simple weapons, but require more specialised training to properly use.
Additionally, each weapon has a set of properties which determine how the weapon may be used.
Weapon slots
Each character has a main hand slot and an off-hand slot, both of which can equip weapons.
Weapons are classified as either one-handed, two-handed or versatile. One-handed weapons only take up one weapon slot, whereas two-handed take up both. Versatile weapons can be wielded as either one-handed or two-handed weapons, the latter of which deals greater damage.
One-handed weapons allow the creature to equip a shield in their off-hand, but one-handed weapons can also be dual wielded if both weapons have the light property.[note 1]
Proficiency
Classes give proficiency with weapons or category of weapons, allowing the creature to add its proficiency bonus to its attack rolls.
Proficiency in the equipped main hand weapon unlocks its weapon actions. Off-hand weapons do not grant weapon actions.
Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light.
Range
Every ranged weapon has a normal range and a long range. Creatures that are beyond normal range but within long range can be attacked, albeit with Disadvantage. Creatures outside of long range cannot be attacked.
A melee weapon with this property can be thrown for a ranged attack, and will benefit from the Ability Score Modifier (Strength) and Proficiency Bonus as usual, instead of being treated as an Improvised Weapon. This combines with the Finesse property: if you throw a Dagger, which has both Thrown and Finesse, you can use your Dexterity Modifier for the attack and damage rolls.
Indicates that this is a versatile weapon. It can be used with one hand or both hands. Typically, using a versatile weapon with both hands offers a higher maximum damage.
Martial weapons require extensive training to effectively use in combat. Martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, one can obtain martial proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of martial weapons; see Proficiencies granted by Race and Class below.
Simple weapons are easy to learn and use. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, one can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. A creature's Race and Class may also grant it proficiency with specific types of simple weapons; see Proficiencies granted by Race and Class below.
Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. Note that this is not the same as using a non-weapon item that resembles a weapon strongly enough to allow it to be used as such. For example, when Salami is used as a weapon, it actually functions as a Club, not as an Improvised Weapon.
Weapon Properties Table
The following table summarizes all weapon types in the game and provides a The ranges listed for ranged weapons is their normal range; they also have an extended range which is double that, but confers disadvantage to the attacker.
In Early Access there were two properties called Heavy and Loading. These are properties in the tabletop game, but their effects were never implemented and they didn't make it into the final game.
Footnotes
↑The Dual Wielder feat removes this limitation and also allows dual-wielding of versatile weapons, which are never light.