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Weapons: Difference between revisions
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| {{WeaponType|Longbows}} || || 1d8 / 4.5 || || || 18 m / 60 ft || Piercing | | {{WeaponType|Longbows}} || || 1d8 / 4.5 || || || 18 m / 60 ft || Piercing | ||
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==Notes== | |||
* In [[Early Access]] there was a property called {{SmallIcon|Loading Icon.png}} '''Loading''', possessed by weapons like crossbows. This is a property in the tabletop game, but its effects were never implemented and it didn't make it into the final game. | |||
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[[Category:Equipment]] | [[Category:Equipment]] |
Revision as of 17:10, 23 August 2023
Weapons serve the purpose of dealing damage to various entities, ranging from doors and crates to monsters and NPCs.
See also: List of all weapons
See also: List of all weapon types
There are a number of ways to categorize items:
- Martial or Simple
- Melee or Ranged
- One-handed, Two-handed, or Versatile
Each weapon deals a specific type of physical damage: Bludgeoning, Piercing, or Slashing.
Versatile weapons can be wielded in one hand, or both hands. Wielding them in both hands usually grants higher damage; see the details of each Versatile weapon for the one-handed and two-handed damage values.
One-handed weapons can be dual-wielded if both weapons have the Light property. The Dual Wielder Feat removes this limitation and also allows dual-wielding of Versatile weapons, which are never Light.
Proficiency in the equipped main hand weapon unlocks Weapon Actions unique to its weapon type. Off-hand weapons do not grant Weapon Actions.
Properties
Weapons can have various special properties, though not all are implemented in the game as of now:
Property | Description |
---|---|
Enchantment (+1, +2, +3) | This weapon is magically enchanted. It overcomes resistances to bludgeoning, piercing and slashing damage from non-magical weapons. You also add the corresponding bonuses (+1, +2, etc.) to any attack and damage rolls made with this weapon. |
Finesse | You use the higher one of your Strength and Dexterity for attack and damage rolls. |
Heavy | (Not implemented.) Small creatures have Disadvantage on attack rolls. |
Light | Can be wielded in your off-hand as a secondary weapon, if your main-hand weapon is also light. |
Loading | (Not implemented.) You can only make one attack with this weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make with that specific action type. |
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. |
Reach | A melee weapon with this property can be used to attack enemies up to 2.5 m / 8 ft away, instead of the regular 1.5 m / 5 ft. |
Silvered | (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons. |
Special | Various special rules apply to the weapon, explained in its description. |
Thrown | 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. |
Two-handed | Indicates that this is a two-handed weapon. It has to be wielded with both hands when making an attack with it, but can still be just carried in one. |
Versatile | 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
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.
Melee Martial Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
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Ranged Martial Weapons | ||
One-Handed | Versatile | Two-Handed |
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(none) |
|
Simple Weapons
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.
- Druid: Club, Dagger, Javelin, Mace, Quarterstaff, Sickle, Spear
- Wizard, Sorcerer: Dagger, Quarterstaff, Light Crossbow
Melee Simple Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
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Ranged Simple Weapons | ||
One-Handed | Versatile | Two-Handed |
(none) | (none) |
|
Proficiencies granted by Race and Class
Racial Weapon Proficiencies | |
---|---|
Drow | , , |
Dwarf | , , , |
Elf | , , , |
Githyanki | , , |
Half-Elf, Human | , , , |
Class Weapon Proficiencies | |
Barbarian, Fighter, Paladin, Ranger | Martial weapons, Simple weapons (In effect, all weapons except Improvised.) |
Bard, Rogue | Simple weapons, , , , |
Cleric | Simple weapons, , |
Druid | , , , , , , , |
Monk | Simple weapons, |
Sorcerer, Wizard | , , |
Warlock | Simple weapons |
Improvised Weapons
Objects that aren't actually weapons can nevertheless be used as Improvised Weapons. One can gain Proficiency in these by choosing the corresponding Feat when leveling up. 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 quick overview of their properties. The columns 1H-dmg and 2H-dmg list the dice rolled for one-handed and two-handed damage, as well as the average damage this will provide.
If the Range column is empty, it indicates a standard melee range of 1.5 m / 5 ft, while Reach stands for the extended melee range of 2.5 m / 8 ft and Thrown indicates that the weapon can be thrown up to a maximum of 18 m / 60 ft. The ranges listed for ranged weapons is their normal range; they also have an extended range which is double, but confers Disadvantage on the Attack Roll.
Weapon | 1H-dmg | 2H-dmg | Finesse | Weight | Range | Damage Type |
---|---|---|---|---|---|---|
1d4 / 2.5 | Bludgeoning | |||||
1d4 / 2.5 | Yes | Light | Thrown | Piercing | ||
1d6 / 3.5 | Light | Thrown | Slashing | |||
1d6 / 3.5 | Thrown | Piercing | ||||
1d4 / 2.5 | Light | Thrown | Bludgeoning | |||
1d6 / 3.5 | Bludgeoning | |||||
1d4 / 2.5 | Light | Slashing | ||||
1d6 / 3.5 | 1d8 / 4.5 | Bludgeoning | ||||
1d6 / 3.5 | 1d8 / 4.5 | Thrown | Piercing | |||
1d8 / 4.5 | Bludgeoning | |||||
1d8 / 4.5 | Bludgeoning | |||||
1d8 / 4.5 | Piercing | |||||
1d8 / 4.5 | Yes | Piercing | ||||
1d6 / 3.5 | Yes | Light | Slashing | |||
1d6 / 3.5 | Yes | Light | Piercing | |||
1d8 / 4.5 | Piercing | |||||
1d8 / 4.5 | 1d10 / 5.5 | Slashing | ||||
1d8 / 4.5 | 1d10 / 5.5 | Slashing | ||||
1d6 / 3.5 | 1d8 / 4.5 | Thrown | Piercing | |||
1d8 / 4.5 | 1d10 / 5.5 | Bludgeoning | ||||
1d10 / 5.5 | Heavy | Reach | Slashing | |||
1d12 / 6.5 | Heavy | Slashing | ||||
2d6 / 7 | Heavy | Slashing | ||||
1d10 / 5.5 | Heavy | Reach | Slashing | |||
2d6 / 7 | Heavy | Bludgeoning | ||||
1d10 / 5.5 | Heavy | Reach | Piercing | |||
1d8 / 4.5 | 18 m / 60 ft | Piercing | ||||
1d6 / 3.5 | 18 m / 60 ft | Piercing | ||||
1d6 / 3.5 | 15 m / 50 ft | Piercing | ||||
1d10 / 5.5 | 18 m / 60 ft | Piercing | ||||
1d8 / 4.5 | 18 m / 60 ft | Piercing |
Notes
- In Early Access there was a property called Loading, possessed by weapons like crossbows. This is a property in the tabletop game, but its effects were never implemented and it didn't make it into the final game.