You are on page 1of 3

WEAPONS

Type
Acid (flask)
Alchemist's Fire (flask)
Axe, Hand
Axe, Battle
Axe, Great
Axe, Dwarven War
Bow, Short
Bow, Long
Bow, Short Composite
Bow, Long Composite
Bow, Daikyu
Arrows- Flight (20)
Arrows- Sheaf (20)
Arrow- Alchemist's (1)

thrown
thrown
Martial
Martial
Martial
Exotic
Simple
Martial
Simple
Martial
Exotic
ammo
ammo
ammo

Great Axe

Cost
25 gp
50 gp
5 gp
10 gp
30 gp
50 gp
25 gp
50 gp
75 gp
100 gp
180 gp
2 gp
10 gp
8 gp

Damage
2d6
d4
d6
d8
d12
d10
d6
d8
d6
d8
d10

+d6 fire

Range Weight
20/60 ft. 1 lb.
20/60 ft. 1 lb.
20/60 ft. 5 lb.
4 lb.
7 lb.
10 lb.
80/320 ft. 2 lb.
150/600 ft. 2 lb.
80/320 ft. 2 lb.
150/600 ft. 3 lb.
150/600 ft. 5 lb.
3 lb.
half
5 lb.
half
.2 lb.

Properties
thrown
thrown, d4/round or take an action: DEX sv DC:10 to extinguish
light, thrown
versatile (d10)
heavy, two-handed, Brutal: 1
heavy, versatile (d12), Brutal: 1 (dwarf can use as a martial weapon)
two-handed
heavy, two-handed
two-handed; DEX to hit, STR for damage
heavy, two-handed; DEX to hit, STR for damage
heavy, two-handed, Brutal: 1
standard arrows
Brutal: 1

Flask

Long
Bows

Battle Axe

Hand Axe

Short
Bows
Dwarven War Axe

Arrows and Quiver

Chakram
Club
Club, Great
Crossbow, Light
Crossbow, Heavy
Crossbow, Hand
Crossbow, Repeating
Crossbow, Great
Bolts (10)

Exotic
Simple
Simple
Simple
Simple
Martial
Exotic
Exotic
ammo

15 gp
1 sp
2 sp
25 gp
50 gp
75 gp
250 gp
100 gp
2 gp

d4
d4
d8
d8
d10
d6
d8
d12

30/120 ft.
80/320 ft.
100/400 ft.
30/120 ft.
80/320 ft.
150/500 ft.

2 lb.
2 lb.
10 lb.
5 lb.
18 lb.
3 lb.
16 lb.
15 lb.
1 lb.

Brutal: 1; metal disk made for throwing


light; improvised weapons, chair leg, torch, etc.
two-handed
loading, two-handed
loading, heavy, two-handed
light, loading
two-handed, holds 5 shots
heavy, two-handed, loading, Brutal: 1
10 shots, used for any crossbow

Clubs

Hand Crossbow
Bolts
Light Crossbow

Dagger
Dagger, Punching
Dagger, Stiletto
Dart
Firearm, Arquebus
Firearm, Musket
Firearm, Pistol
Firearm, Starwheel
Powder & Shot (20)
Flail
Flail, Heavy
Gauntlet, Spiked
Gauntlet, Bladed
Glaive
Gisarme

Simple
Simple
Martial
Simple
Exotic
Exotic
Exotic
Exotic
ammo
Martial
Martial
Simple
Exotic
Martial
Martial

2 gp
5 gp
8 gp
5 cp
500 gp
800 gp
1200 gp
2400 gp
40 gp
10 gp
25 gp
5 gp
30 gp
20 gp
9 gp

Heavy Crossbow

d4
d4
d4
d4
d10
d12
d8
d8

20/60 ft.
20/60 ft.
100/400 ft.
150/500 ft.
30/120 ft.
30/120 ft.

d8
d10
d4
d6
d10
2d4

1 lb.
2 lb.
1 lb.
.25 lb.
10 lb.
12 lb.
4 lb.
6 lb.
5 lb.
2 lb.
20 lb.
2 lb.
4 lb.
6 lb.
12 lb.

finesse, light, thrown


Brutal: 1
finesse, light; +1 to hit vs. chain armors
finesse, thrown
loading, two-handed; Progressive Damage: 9-10
loading, heavy, two-handed; Progressive Damage: 11-12
loading, light; Progressive Damage: 7-8
light; Progressive Damage: 7-8; holds 5 shorts

heavy, two-handed, Brutal: 1


light
finesses, light
heavy, reach, two-handed
trip attacks, heavy, reach, 2hand

Gisarme
Flails
Glaive

Dagger

Type
Halberd
Hammer
Hammer, War
Hammer, Maul
Harpoon
Holy Water (flask)
Javelin
Javelin, Spinning
Kama
Knife
Kukri
Lance, Light
Lance, Heavy
Mace
Mace, Heavy
Morningstar

Martial
Simple
Martial
Martial
Exotic
thrown
Simple
Exotic
Exotic
Simple
Exotic
Martial
Martial
Simple
Simple
Simple

Cost
20 gp
1 gp
15 gp
15 gp
15 gp
25 gp
5 sp
2 gp
2 gp
5 sp
12 gp
6 gp
10 gp
5 gp
12 gp
15 gp

Damage
d10
d4
d8
d12
d10
2d6
d6
d8
d4
d4
d4
d8
d12
d6
d8
d8

Range Weight Properties


6 lb.
heavy, reach, two-handed, Brutal: 1
20/60 ft. 2 lb.
light, thrown
8 lb.
versatile (d10)
20 lb. heavy, two-handed, Brutal: 1
20/60 ft. 10 lb. thrown, Brutal: 1
20/60 ft. 1 lb.
thrown, vs. undead or fiends only
30/120 ft. 2 lb.
thrown
Halberd
30/120 ft. 2 lb.
thrown, Brutal: 1
1 lb.
light, finesse, Brutal: 1
20/60 ft. 1 lb.
light, finesses; Buck knife, steak knife, etc.
3 lb.
light, finesse, Brutal: 1
5 lb.
heavy, reach, two-handed; x2 dmg when charging on mount
6 lb.
heavy, reach, two-handed, Brutal: 1; x2 dmg when charging
4 lb.
6 lb.
4 lb.
bashing and piercing damage

Kukri

Morningstar

Hammers

Light Mace

Kama
Heavy Mace

Net
Nunchaku
Pick, Light
Pick, War
Quarterstaff
Quarterstaff, Iron Shod
Ranseur
Sap or Blackjack
Scythe
Shot-put, Orc
Shuriken
Siangham
Sickle
Skip-rock, Halfling
Sling
Sling, Staff
Sling, Stones (20)
Sling, Bullets (20)
Sai
Spear
Spear, Long

Exotic
Exotic
Martial
Martial
Simple
Martial
Martial
Martial
Martial
Exotic
Exotic
Exotic
Simple
Exotic
Simple
Simple
ammo
ammo
Exotic
Simple
Simple

20 gp
2 gp
4 gp
5 gp
2 sp
14 gp
10 gp
1 gp
18 gp
10 gp
1 gp
8 gp
1 gp
3 gp
1 sp
5 gp
5 sp
6 gp
35 gp
1 gp
5 gp

d6
d4
d8
d6
d8
2d4
d6*
d8
d12
d4
d6
d4
d4
d4
d4/d6

20/60 ft.
20/60 ft.
30/120 ft.
30/120 ft.
30/120 ft.

d4
d6
d8

20/60 ft.
-

special

10 lb.
2 lb.
1 lb.
2 lb.
4 lb.
8 lb.
12 lb.
3 lb.
8 lb.
15 lb.
.1 lb.
1 lb.
2 lb.
.1 lb.
.5 lb.
5 lb.
5 lb.
5 lb.
1 lb.
3 lb.
9 lb.

reach; foe DEX sv DC:12 or grabbled


light, finesses, Brutal: 1
light
versatile (d8)
versatile (d10)
trip attacks, heavy, reach, two-handed
light; deals only subdual damage
two-handed, Brutal: 1
heavy, Brutal: 1 (half-orc can use as a martial weapon)
no STR bonus to dmg
Brutal: 1
light
light, thrown; can hit two nearby foes (halfling use as martial)
Staff & Sling combo
Brutal: 1
light, finesse; +1 to AC
versatile (d8)
heavy, two-handed, versatile (d10); includes Pike

Pick

Nunchaku
Sickle
Scythe
Net

Trident
Lance

Type
Sword, Short
Sword, Broad
Sword, Scimitar
Sword, Rapier
Sword, Long
Sword, Two Handed
Sword, Falchion
Sword, Great
Sword, Bastard
Sword, Wakizashi
Sword, Katana
Sword, Mercurial Long
Sword, Mercurial Great
Tanglefoot bag
Thunder Stone
Trident
Whip
Whip, Scourge

Martial
Martial
Martial
Martial
Martial
Martial
Martial
Martial
Exotic
Exotic
Exotic
Exotic
Exotic
thrown
thrown
Martial
Exotic
Exotic

Cost
10 gp
12 gp
25 gp
25 gp
15 gp
25 gp
75 gp
50 gp
35 gp
100 gp
200 gp
400 gp
1200 gp
15 gp
30 gp
15 gp
2 gp
20 gp

Damage
d6
d8
d6
d8
d8
d12
d8
2d6
d10
d8
d10
d10
3d6

Range Weight Properties


2 lb.
finesse, light; includes Gladius
5 lb.
versatile (d10)
3 lb.
finesse, light; includes Cutlass
2 lb.
finesse; includes Saber
3 lb.
versatile (d10); common
10 lb. heavy, two-handed, Brutal: 1; includes Claymore, Flamberge, etc.
12 lb. heavy, two-handed, versatile (d10), Brutal: 1
6 lb.
heavy, two-handed, Brutal: 3
10 lb. heavy, versatile (d12), Brutal: 1, also called a Hand & Half sword
4 lb.
finesse, light, Brutal: 1
8 lb.
finesse, versatile (d12), Brutal: 2
6 lb.
versatile (d12), Brutal: 2, mercury flows inside the blade
17 lb. heavy, two-hand, Brutal: 4, mercury flows inside the blade
20/60 ft. 2 lb.
thrown; 10' radius, foe STR sv DC:12 or stuck
20/60 ft. 2 lb.
thrown, 10' radius, sonic CON sv DC:12 or knocked prone (save for half damage)
20/60 ft. 5 lb.
versatile (d8), Brutal: 1
2 lb.
finesse, light, reach; foe DEX sv DC:12 grabbled or tripped (no dmg)
2 lb.
deals only subdual damage; includes cat-o-nine-tails

entangles

2d8
d6
d4
d8*

Shortsword

Longsword

Bastard Sword

Greatsword

Rapier

Finesse:
Heavy:
Light:
Loading:
Reach:
Thrown:
Two-Handed:
Versatile:
Brutal:

Scimitar

you may choose STR or DEX for the attack roll and damage rolls (you must use the same for both rolls)
small characters use these large weapons with a Disadvantage
these small weapons maybe used when fighting with two-weapons
you may only fire these weapons one time per round (regardless of any extra bonus attacks you may have)
you may attack foes that are 2 squares away
these weapons maybe thrown (the first number is normal range, the second number is Disadvantage)
these weapons require two hands
these weapons maybe be used with one or two hands, the number in (_) is the two-handed damage
you may roll your damage again if the result is equal to, or less than, the amount listed

Exotic Weapons Feat - You may use all Exotic Weapons, plus you do an extra +1 to damage with ALL weapons
Special Materials:
Cost
Bronze
Brittle Steel
Steel / Iron (normal)
Masterwork
Darkwood
Silver
Cold Iron
Grey Steel
Low Steel
High Steel
Armor Piercing
Adamantine
Mithral
*Enchanted

half
half
normal
+300 gp
x2
x3
x3
x3
+500 gp
+1200 gp
+1000 gp
+1200 gp
+1800 gp
+2000 gp

Weapon Effect
-1 to Hit
normal (may break on Fumble)
normal
+1 to Hit
+1 to Hit, half weight
(vs. Devils & Lycanthropes)
(vs. Demons & Fey)
half weight
+1 dmg
+1 to Hit and dmg
+2 to Hit (if foe has armor)
+1 to Hit & dmg (x2 weight)
+1 to Hit, half weight
+1 to Hit and dmg (magic)

Cost
half
half
normal
+150 gp
x2
n/a
n/a
x3
+300 gp
+800 gp
n/a
+5000 gp
+3000 gp
+1000 gp

Armor Effect
-1 to AC
normal (may break if take a Critical Hit)
normal
weighs 25% less
Shield: half weight
n/a
n/a
half weight
+1 AC (weights 25% more)
+1 AC (+1 max DEX)
n/a
some Crits are negated
+2 max DEX, no Stealth disadvantage, half weight
+1 to AC (magical)

Falchion

You might also like