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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:
Each weapon deals a specific type of physical damage. The damage types are:
In addition, 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 | When making an attack, you can choose between Strength and Dexterity for the attack and damage rolls (you must use the same choice for both). |
Heavy | (Not implemented.) Small creatures have Disadvantage on attack rolls. |
Light | Can be wielded in your off-hand as a secondary weapon. |
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 10ft away, instead of the regular 5ft. |
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 Roll as you throw it. |
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
Main page: 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 | Ranged |
---|---|
One-handed | One-handed |
Versatile | |
Two-handed | Two-handed |
Simple Weapons
Simple Weapons are easy to learn and use. Almost any commoner can wield simple weapons in combat. All classes except Druid, Wizard, and Sorcerer are proficient with all types of simple weapons at level 1. You can obtain simple weapon proficiency by taking the appropriate feat at level 4.
Melee Weapons | Ranged Weapons |
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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.