Item |
Cost |
Damage |
Weight |
Properties |
Crossbow, light |
25 gp |
1d8 piercing |
5 lb. |
Ammunition (80/320), loading, natatorial, special, two-Handed |
Crossbow, double light |
50 gp |
1d8 piercing |
8 lb. |
Ammunition (60/240), natatorial, special, two-handed |
Crossbow, repeating light |
125 gp |
1d8 piercing |
7 lb. |
Ammunition (40/160), loading, natatorial, special, two-handed |
Crossbow, pellet light |
25 gp |
1d6 bludgeoning |
5 lb. |
Ammunition (40/160), loading, natatorial, special, two-handed |
Dagger, throwing |
4 sp |
1d4 piercing |
1/4 lb. |
Finesse, special, thrown (20/60) |
Dart |
5 cp |
1d4 piercing |
1/4 lb. |
Finesse, thrown (20/60) |
Shortbow |
25 gp |
1d6 piercing |
2 lb. |
Ammunition (80/320), two-handed |
Shortbow, composite |
70 gp |
1d6 piercing |
3 lb. |
Ammunition (100/400), special, two-handed |
Shortbow, pellet |
25 gp |
1d5 bludgeoning |
2 lb. |
Ammunition (40/160), special, two-handed |
Sling |
1 sp |
1d4 bludgeoning |
- |
Ammunition (30/120) |
Descriptions
Crossbow, Double Light. A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each.
This weapon functions as a normal crossbow with the loading property except that it can be pre-loaded with two crossbow bolts using an action. Once, after the weapon has been pre-loaded, you can ignore the restrictions of the loading weapon property until both shots have been fired.
Crossbow, Hand. This small crossbow is light enough to be aimed and fired one-handed.
Crossbow, Pellet Light. This crossbow has a cupped shuttle attached to its string, used to project stones or other similar projectiles.
Crossbow, Repeating Light. This light crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.
The light repeating crossbow’s built-on magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action.
This weapon is favored by derro.
Dagger, Throwing. The blade and handle of this dagger are flat, without quillons or crossguard, and balanced for throwing. Because of this shape, carrying and drawing multiples of this weapon is easy.
Up to 3 throwing daggers can be drawn as a single interaction with an object (or a single action) and held in one hand. This allows characters with Extra Attack or similar class features to throw multiple throwing daggers in the same turn (using the other hand) without having to use a separate action to draw each one.
Dart. A sharp spike, about the length of a hand, weighted at one end and balanced for throwing.
Shortbow. A common weapon in most cultures, this consists of a springy stock or haft, bent into a bow shape by a shorter string connected to both ends. Holding the middle of the bow and pulling the string back increases the weapon’s tension; when the string is released, the recoil can rapidly project a missile attached to the string, pushing it past the bow. A shortbow has a shorter length relative to a longbow, better suited for mounted use.
Shortbow, Composite. Composite bows are built with a composite of materials, each with various degrees of flexibility. They have exceptionally strong draws.
You can add your Strength modifier to damage rolls with a composite bow, instead of your Dexterity modifier. (But continue to use your Dexterity modifier for rolls to hit.)
Shortbow, Pellet. The strings of this single- or double-strung shortbow connect at their centers with a cloth or leather cup. The cup seats its projectiles during the draw.
A pellet bow uses sling bullets instead of arrows for its ammunition.
Sling. A long thong of leather with a pouch near the center of its length. Both ends of the thong are held in one hand, and the weapon is swung overhead to build momentum before attacking. The weapon’s ammunition is flung from the pouch as one end of the thong is released.