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Weapons

Weapons come in an endless variety of flavors and designs, from elegant katanas to the bombastic cannons. With patience and dedication, a skilled warrior can master even the most unwieldy weapons, especially if such a weapon would give them an edge in the life or death game of combat.

This section details new weapons, their properties, and their mastery properties. For firearms, check out the Gunslinger base class.

Melee Weapons

Name Damage Properties Mastery Weight Cost
Simple Melee Weapons
Cestus 1d4 Bludgeoning Finesse, Light Shift 2 lb. 5 GP
Claw Gauntlet 1d4 Slashing Finesse, Light Shift 2 lb. 5 GP
Machete 1d6 Slashing Sap 4 lb. 5 SP
Pickaxe 1d6 Piercing Two-Handed Slow 10 lb. 5 SP
Punching Dagger 1d4 Piercing Finesse, Light Shift 2 lb. 5 GP
Sai 1d4 Piercing Finesse, Light Parry 2 lb. 2 GP
Shovel 1d8 Bludgeoning Two-Handed Push 5 lb. 2 GP
Martial Melee Weapons
Bastard Sword 1d8 Slashing Versatile (1d10) Push 8 lb. 65 GP
Estoc 1d8 Piercing Versatile (1d10) Parry 3 lb. 15 GP
Grim Scythe 1d6 Slashing Finesse, Reach, Versatile (1d8) Vex 6 lb. 65 GP
Katana 1d8 Slashing Finesse, Versatile (1d10) Vex 3 lb. 50 GP
Khopesh 1d8 Slashing Versatile (1d10) Topple 4 lb. 25 GP
Naginata 1d10 Slashing Heavy, Reach, Two-Handed Graze 5 lb. 50 GP
Nunchaku 1d8 Bludgeoning Finesse Slow 1 lb. 5 SP
Parrying Dagger 1d6 Piercing Finesse, Light Parry 2 lb. 55 GP
Scourge 1d8 Slashing Sap 7 lb. 60 GP
Spiked Chain 1d10 Piercing Heavy, Reach, Two-Handed Topple 15 lb. 160 GP

Ranged Weapons

Name Damage Properties Mastery Weight Cost
Simple Ranged Weapons
Boomerang 1d4 Bludgeoning Thrown (Range 60/180) Slow 1/4 lb. 2 GP
Throwing Dagger 1d4 Slashing Finesse, Thrown (Range 30/120) Vex 1 lb. 2 GP
Martial Ranged Weapons
Ballista 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Mounted (1d12) 40 lb. 500 GP
Edged Card 1d4 Slashing Finesse, Light, Thrown (Range 20/60) Nick 1 GP
Greatbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Tension 8 lb. 200 GP
Repeating Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Heavy, Reload (4), Two-Handed Automatic 20 lb. 75 GP
Volley Crossbow 1d10 Piercing Ammunition (Range 20/60; Bolt), Heavy, Loading, Two-Handed Scatter 8 lb. 115 GP

Weapon Properties

Here are definitions of the properties in the Properties column of the weapons tables. New properties are marked with an asterisk (*).

Ammunition

You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

Destructible*

After you make an attack with this weapon, it is destroyed.

Finesse

When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy

You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13.

Light

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra
attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative.

Loading

You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

Range

A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range.

Reach

A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Reload

This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action.

Thrown

If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

Two-Handed

A Two-Handed weapon requires two hands when you attack with it.

Versatile

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery Properties

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties used by these weapons are defined below. New mastery properties are marked with an asterisk (*).

Automatic

When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance.

Cleave

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Graze

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Mounted*

You can take a Bonus Action to mount this weapon in a fixed position until the end of your turn. A damage value in parentheses appears with this property. While mounted, the weapon deals that damage when used to make a ranged attack, and the weapon can’t be moved.

Nick

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Parry*

When you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.

Push

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Sap

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Scatter*

Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.

Shift*

If you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.

Slow

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Tension*

When maki*ng a Ranged attack with this weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Topple

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Vex

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.


Get more weapons in the Complete Craftsman and Valda’s Spire of Secrets!

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