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Weapons

This is based on Heavy Arms: Complete Armor's Guide  

Weapons

This section is intended to compliment and expand on the "Weapons" section in chapter 5 of the Player's Handbook. Weapon Revisions   The following new properties have been added to certain weapons. The Revised Weapons table reflects these changes in bold for easy reference:   Bandolier (Applies to daggers and darts). When making a ranged attack with a weapon that has the bandolier property, you can immediately draw another weapon of the same type as part of the attack.   Concealed (Applies to blowguns, daggers, darts, hand crossbows, and slings). You have advantage on Dexterity (Sleight of Hand) checks you make to keep this weapon hidden.   Limited (Applies to hand crossbows). Possession of this weapon is restricted in some societies, often requiring a special dispensation, rank, or permit.   Siege (Applies to great clubs and mauls). This weapon deals double damage to objects and structures. Additionally, the heavy property has been added to greatclubs    

Revised Weapons

Simple Melee Weapons

WeaponCostDamageWeightProperties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Bandolier, concealed, finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Heavy, siege, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
 

Simple Ranged Weapons

WeaponCostDamageWeightProperties
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Bandolier, concealed, finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120), concealed
 

Martial Melee Weapons

WeaponCostDamageWeightProperties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb.
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, siege, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
 

Martial Ranged Weapons

WeaponCostDamageWeightProperties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), concealed, loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), concealed, light, limited, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
 

Upgrading Weapons

Upgading weapons follows a branching path system, with available options split into multiple tiers. An unupgraded weapon can only be upgraded with a limited selection of 1st tier tags depending on its type, each of which can 'unlock' additional options. The following additional rules apply when upgrading a weapon with a new tag:  
  • All prerequisite conditions must be satisfied to apply a new tag, as shown in the Weapon Upgrades table.
  • 2nd tier upgrades (**) can only be applied by a trained craftsman, with 3rd tier upgrades (***) requiring the skills of a master artisan.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a weapon with a new tag.
  • Once added, a tag can't be removed from a weapon.
 

Weaponsmith Upgrades

 
Tag CostPrerequisite Properties
Balanced 50gp Any weapon You gain a +1 bonus to attack rolls made with this weapon.
Sharpened 50gp Melee weapons that deal piercing or slashing damage only Attacks with this weapon score a critical hit on a roll one lower than normal.*
Spiked 50gp Melee weapons that deal bludgeoning damage only Attacks with this weapon score a critical hit on a roll one lower than normal.*
Silvered 100gp Any weapon Attacks with this weapon count as silvered for the purposes of overcoming resistance and immunity to non-silvered attacks and damage.
Keen 100gp Melee weapons only You gain a +1 bonus to damage rolls made with this weapon.
Brutal ** 1000gp Sharpened or spiked tag When you roll the maximum damage for an attack with this weapon, you can roll the weapon damage dice again and add the new roll to the damage of the attack. If you roll the maximum amount again, you can repeat this process until you don’t.
Flanged **1000gp Sharpened or spiked tag. Can only be applied to maces and mauls. When you hit a creature wearing medium or heavy armor with this weapon you sunder its armor, inflicting a noncumulative −1 penalty to its Armor Class until the armor is repaired.
Superior **5000gp Balanced, keen, or oiled string tag. The weapon gains additional damage die
Masterwork ***10000gpBrutal or superior tag You gain an additional +1 bonus to attack and damage rolls made with this weapon.
Sight pin 50gp Bows and crossbows only Attacks with this weapon score a critical hit on a roll one lower than normal.*
Oiled string 100gp Bows and crossbows only You gain a +1 bonus to damage rolls made with this weapon.
 

Enchanter/Artificer Upgrades

Tag CostPrerequisite Properties
Magical **3000gp Can only be applied by an arcane spellcaster.Attacks with this weapon count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.You gain an additional +1 bonus to attack and damage rolls made with this weapon.
Imbued 1000gp Can only be applied by an arcane spellcaster. Item used as a Spell Focus You gain a +1 bonus to spell attack rolls and a +1 bonus to your spell save DC while using this as a spellcasting focus.
Enchanted **3000gp Imbued Tag. Can only be applied by an arcane spellcaster. Item used as a Spell Focus You gain a +1 bonus to spell attack rolls and a +1 bonus to your spell save DC while using this as a spellcasting focus.
Arcane ***10000gpEnchanted tag. Can only be applied by an arcane spellcaster. Item used as a Spell Focus You gain a +1 bonus to spell attack rolls and a +1 bonus to your spell save DC while using this as a spellcasting focus.
 

Runesmith Upgrades

Tag CostPrerequisite Properties
Rune Socket 500gp Can only be applied by a runesmith † This weapon can be imbued with rune magic.
Second Rune Socket 2000gp Can only be applied by a runesmith † This weapon can be imbued with rune magic.
Third Rune Socket 4000gp Can only be applied by a runesmith † This weapon can be imbued with rune magic.
 

Alchemist Upgrades

Tag CostPrerequisite Properties
Elemental Infusion 1500gp Can only be applied by an alchemist † The material of the weapon is aligned to an element. Choose one of the following damage types: Acid, cold, fire. force, lightning, necortic, poison, pyschic, radiant or thunder. Your weapon attacks from this weapon deal an additional die of damage of that type.

Articles under Weapons


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