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Weapons: Difference between revisions
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In the following, an empty ''Range'' column indicates the standard melee range of 1.5 m / 5 ft, and ''Reach'' indicates the extended melee range of 2.5 m / 8 ft. | In the following, an empty ''Range'' column indicates the standard melee range of 1.5 m / 5 ft, and ''Reach'' indicates the extended melee range of 2.5 m / 8 ft. | ||
Weapons with the ''Thrown'' property 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]]. | |||
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| {{WeaponType|Greatclubs}} || 1d12 || 6.5 || Simple || || || || Bludgeoning | | {{WeaponType|Greatclubs}} || 1d12 || 6.5 || Simple || || || || Bludgeoning | ||
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|- | |- | ||
| {{WeaponType|Morningstars}} || 1d8 || 4.5 || Martial || || || || Piercing | | {{WeaponType|Morningstars}} || 1d8 || 4.5 || Martial || || || || Piercing | ||
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| {{WeaponType|Pikes}} || 1d10 || 5.5 || Martial || || || Reach || Piercing | | {{WeaponType|Pikes}} || 1d10 || 5.5 || Martial || || || Reach || Piercing | ||
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|- | |- | ||
| {{WeaponType|Light Crossbows}} || 1d8 || 4.5 || Simple || || || 18 m / 60 ft || Piercing | | {{WeaponType|Light Crossbows}} || 1d8 || 4.5 || Simple || || || 18 m / 60 ft || Piercing | ||
|- | |- | ||
| {{WeaponType|Shortbows}} || 1d6 || 3.5 || Simple || || || 18 m / 60 ft || Piercing | | {{WeaponType|Shortbows}} || 1d6 || 3.5 || Simple || || || 18 m / 60 ft || Piercing | ||
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|- | |- | ||
| {{WeaponType|Hand Crossbows}} || 1d6 || 3.5 || Martial || || || 15 m / 50 ft || Piercing | | {{WeaponType|Hand Crossbows}} || 1d6 || 3.5 || Martial || || || 15 m / 50 ft || Piercing |
Revision as of 04:00, 2 February 2023
Weapons serve the purpose of dealing damage to various things, ranging from doors and crates to monsters and NPCs.
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 the limitation that the weapons must be light. This also allows dual-wielding versatile weapons, which are never light.
Properties
Weapons can have various special properties, though not all are implemented in the game as of now:
Property | Description |
---|---|
Ammunition | (Not implemented.) You need ammunition to be able to attack. You can regain half of your spent ammunition after a battle by spending one minute to search the area. |
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 per turn with this weapon, be it through an action, bonus action, or reaction. |
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 3 m / 10 ft away, instead of the regular 1.5 m / 5 ft. |
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 can only be used with both hands. |
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. |
Silvered | (Not implemented.) Some monsters are immune or resistant to nonmagical weapons, but susceptible to silver weapons. |
Martial Weapons
Martial weapons require extensive training to effectively use in combat. Only martial Classes such as Barbarian, Fighter, Paladin, and Ranger have Proficiency with all martial weapons at Level 1. Otherwise, you can obtain martial proficiency by taking the appropriate Feat at Level 4. Also, the following classes have proficiency in specific martial weapons:
- Bard, Rogue: Longsword, Shortsword, Rapier, Hand Crossbow
- Druid: Scimitar
- Monk: Shortsword
Melee Martial Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
Ranged Martial Weapopns | ||
One-Handed | Versatile | Two-Handed |
(none) |
Simple Weapons
Simple weapons are easy to learn and use. Almost any commoner can wield simple weapons in combat. Every Class except Druid, Wizard, and Sorcerer is proficient with all simple weapons at Level 1. Otherwise, you can obtain simple weapon proficiency by taking the appropriate Feat at Level 4. That being said, the aforementioned classes have proficiency in a number of specific weapons:
- Druid: Club, Dagger, Javelin, Mace, Quarterstaff, Sickle, Spear
- Wizard, Sorcerer: Dagger, Quarterstaff, Light Crossbow
Melee Simple Weapons | ||
---|---|---|
One-Handed | Versatile | Two-Handed |
Ranged Simple Weapons | ||
One-Handed | Versatile | Two-Handed |
(none) | (none) |
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 thing as using a non-weapon that resembles a weapon strongly enough to allow it to be used as that type of weapon. For example, when Salami is used as a weapon, it actually functions as a Club (a Simple Weapon), not as an Improvised Weapon.
Weapon Table
In the following, an empty Range column indicates the standard melee range of 1.5 m / 5 ft, and Reach indicates the extended melee range of 2.5 m / 8 ft.
Weapons with the Thrown property 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 | Damage (1H / 2H) | Average Damage | Category | Thrown | Finesse | Range | Damage Type |
---|---|---|---|---|---|---|---|
1d4 | 2.5 | Simple | Bludgeoning | ||||
1d4 | 2.5 | Simple | ✓ | ✓ | Piercing | ||
1d6 | 3.5 | Simple | ✓ | Slashing | |||
1d6 | 3.5 | Simple | ✓ | Piercing | |||
1d4 | 2.5 | Simple | Bludgeoning | ||||
1d6 | 3.5 | Simple | Bludgeoning | ||||
1d4 | 2.5 | Simple | Slashing | ||||
1d6 / 1d8 | 3.5 / 4.5 | Simple | Bludgeoning | ||||
1d6 / 1d8 | 3.5 / 4.5 | Simple | ✓ | Piercing | |||
1d12 | 6.5 | Simple | Bludgeoning | ||||
1d8 | 4.5 | Martial | Piercing | ||||
1d8 | 4.5 | Martial | ✓ | Piercing | |||
1d6 | 3.5 | Martial | ✓ | Slashing | |||
1d6 | 3.5 | Martial | ✓ | Slashing | |||
1d8 | 4.5 | Martial | Piercing | ||||
1d8 / 1d10 | 4.5 / 5.5 | Martial | Slashing | ||||
1d8 / 1d10 | 4.5 / 5.5 | Martial | Slashing | ||||
1d6 / 1d8 | 3.5 / 4.5 | Martial | ✓ | Reach | Piercing | ||
1d8 / 1d10 | 4.5 / 5.5 | Martial | Bludgeoning | ||||
1d10 | 5.5 | Martial | Reach | Slashing | |||
1d12 | 6.5 | Martial | Slashing | ||||
2d6 | 7 | Martial | Slashing | ||||
1d10 | 5.5 | Martial | Reach | Slashing | |||
2d6 | 7 | Martial | Bludgeoning | ||||
1d10 | 5.5 | Martial | Reach | Piercing | |||
1d8 | 4.5 | Simple | 18 m / 60 ft | Piercing | |||
1d6 | 3.5 | Simple | 18 m / 60 ft | Piercing | |||
1d6 | 3.5 | Martial | 15 m / 50 ft | Piercing | |||
1d10 | 5.5 | Martial | 18 m / 60 ft | Piercing | |||
1d8 | 4.5 | Martial | 18 m / 60 ft | Piercing |