Weapons in The Cantara Player's Compendium | World Anvil

Weapons

Unarmed Attacks

 
Unarmed AttackPriceDamageBulkHandsGroupWeapon Traits
Fist - 1d4 B - 1 Brawling Agile, finesse, nonlethal, unarmed

Simple Melee Weapons

Simple WeaponsPriceDamageBulkHandsGroupeWeapon Traits
Club 0 1d6 B 1 1 Club Thrown 10 ft.
Dagger 2 sp 1d4 P L 1 Knife Agile, finesse, thrown 10 ft., versatile S
Gauntlet 2 sp 1d4 B L 1 Brawling Agile, free-hand
Light mace 4 sp 1d4 B L 1 Club Agile, finesse, shove
Longspear 5 sp 1d8 P 2 2 Spear Reach
Mace 1 gp 1d6 B 1 1 Club Shove
Morningstar 1 gp 1d6 B 1 1 Club Versatile P
Sickle 2 sp 1d4 S L 1 Knife Agile, finesse, trip
Spear 1 sp 1d6 P 1 1 Spear Monk, thrown 20 ft.
Spiked gauntlet 3 sp 1d4 P L 1 Brawling Agile, free-hand
Staff 0 1d4 B 1 1 Club Monk, two-hand d8
Uncommon Simple WeaponsPriceDamageBulkHandsGroupWeapon Traits
Clan dagger 2 gp 1d4 P L 1 Knife Agile, dwarf, parry, versatile B
Katar 3 sp 1d4 P L 1 Knife Agile, deadly d6, monk

Martial Melee Weapons

Martial WeaponsPriceDamageBulkHandsGroupWeapon Traits
Bastard sword 4 gp 1d8 S 1 1 Sword Two-hand d12
Battle axe 1 gp 1d8 S 1 1 Axe Sweep
Bo staff 2 sp 1d8 B 2 2 Club Monk, parry, reach, trip
Falcion 3 gp 1d10 S 2 2 Sword Forceful, sweep
Flail 8 sp 1d6 B 1 1 Flail Disarm, sweep, trip
Glaive 1 gp 1d8 S 2 2 Polearm Deadly d8, forceful, reach
Greataxe 2 gp 1d12 S 2 2 Axe Sweep
Greatclub 1 gp 1d10 B 2 2 Club Backswing, shove
Greatpick 1 gp 1d10 P 2 2 Pick Fatal d12
Greatsword 2 gp 1d10 S 2 2 Sword Versatile P
Guisarme 2 gp 1d10 S 2 2 Polearm Reach, trip
Halberd 2 gp 1d10 P 2 2 Polearm Reach, versatil S
Hatchet 4 gp 1d6 S L 1 Axe Agile, sweep, thrown 10 ft.
Lance 1 gp 1d8 P 2 2 Spear Deadly d8, jousting d6, reach
Light hammer 3 sp 1d6 B L 1 Hammer Agile, thrown 20 ft
Light pick 4 sp 1d4 P L 1 Pick Agile, fatal d8
Longsword 1 gp 1d8 S 1 1 Sword Versatile P
Main-gauche 5 sp 1d4 P L 1 Knife Agile, disarm, finesse, parry, versatile S
Maul 3 gp 1d12 B 2 2 Hammer Shove
Pick 7 sp 1d6 P 1 1 Pick Fatal d10
Ranseur 2 gp 1d10 P 2 2 Polearm Disarm, reach
Rapier 2 gp 1d6 P 1 1 Sword Deadly d8, disarm, finesse
Sap 1 sp 1d6 B L 1 Club Agile, nonlethal
Scimitar 1 gp 1d6 S 1 1 Sword Forceful, sweep
Scythe 2 gp 1d10 S 2 2 Polearm Deadly d10, trip
Shield bash - 1d4 B - 1 Shield -
Shield boss 5 sp 1d6 B - 1 Shield Attached to shield
Shield spikes 5 sp 1d6 P - 1 Shield Attached to shield
Shortsword 9 sp 1d6 P L 1 Sword Agile, finesse, versatile S
Starknife 2 gp 1d4 P L 1 Knife Agile, deadly d6, finesse, thrown 20 ft., versatile S
Sword cane 5 gp 1d6 P 1 1 Sword Agile, concealable, finesse
Trident 1 gp 1d8 P 1 1 Spear Thrown 20 ft.
War flail 2 gp 1d10 B 2 2 Flail Disarm, sweep, trip
Warhammer 1 gp 1d8 B 1 1 Hammer Shove
Whip 1 sp 1d4 S 1 1 Flail Disarm, finesse, nonlethal, reach, trip
Uncommon Martial WeaponsPriceDamageBulkHandsGroupWeapon Traits
Dogslicer 1 sp 1d6 S L 1 Sword Agile, backstabber, finesse, goblin
Elven curve blade 4 gp 1d8 S 2 2 Sword Elf, finesse, forceful
Filcher's fork 1 gp 1d4 P L 1 Spear Agile, backstabber, deadly d6, finesse, halfling, thrown 20 ft.
Gnome hooked hammer 2 gp 1d6 B 1 1 Hammer Gnome, trip, two-hand d10, versatile P
Horsechopper 9 sp 1d8 S 2 2 Polearm Goblin, reach, trip, versatile P
Kama 1 gp 1d6 S L 1 Knife Agile, monk, trip
Katana 2 gp 1d6 S 1 1 Sword Deadly d8, two hand d10, versatile P
Khakkara 2 gp 1d6 B 1 1 Club Monk, shove, two-hand d10, versatile P
Kukri 6 sp 1d6 S L 1 Knife Agile, finesse, trip
Nunchaku 2 sp 1d6 B L 1 Club Backswing, disarm, finesse, monk
Orc knuckle dagger 7 sp 1d6 P L 1 knife Agile, disarm, orc
Sai 6 sp 1d4 P L 1 Knife Agile, disarm, finesse, monk, versatile B
Spiked chain 3 gp 1d8 S 1 2 Flail Disarm, finesse, trip
Temple sword 2 gp 1d8 S 1 1 Sword Monk, trip
Wakizashi 1 gp 1d4 S L 1 Sword Agile, deadly d8, finesse, versatile P

Advanced Melee Weapons

Uncommon Advanced WeaponsPriceDamageBulkHandsGroupWeapon Traits
Dwarven waraxe 3 gp 1d8 S 2 1 Axe Dwarf, sweep, two-hand d12
Gnome flickmace 3 gp 1d6 B 1 1 Flail Gnome, reach, sweep
Orc necksplitter 2 gp 1d8 S 1 1 Axe Forceful, orc, sweep
Sawtooth saber 5 gp 1d6 S L 1 Sword Agile, finesse, twin

Ranged Weapons

Simple WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Blowgun
10 blowgun darts
1 sp

5 cp

1 P 20 ft. 1 L

L

1 Dart Agile, nonlethal
Crossbow
10 bolts
3 gp

1 sp

1d8 P 120 ft. 1 1

L

2 Crossbow -
Dart 1 cp 1d4 P 20 ft. - L 1 Dart Agile, thrown
Hand crossbow
10 bolts
3 gp

1 sp

1d6 P 60 ft. 1 L

L

1 Crossbow -
Heavy crossbow
10 bolts
4 gp

1 sp

1d10 P 120 ft. 2 2

L

2 Crossbow -
Javelin 1 sp 1d6 P 30 ft. - L 1 Dart Thrown
Sling
10 sling bullets
0

1 cp

1d6 B 50 ft. 1 L

L

1 Sling Propulsive
Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Alchemical bomb* Varies Varies 20 ft. - L 1 Bomb Varies
Arbalest
10 bolts
12 gp

1 sp

1d10 P 110 ft. 1 2

L

2 Crossbow Backstabber
Bola 5 sp 1d6 B 20 ft. - L 1 Sling Nonlethal, ranged trip, thrown
Composite longbow
10 arrows
20 gp

1 sp

1d8 P 100 ft. 0 2

L

1+ Bow Deadly d10, propulsive, volley 30 ft.
Composite shortbow
10 arrows
14 gp

1 sp

1d6 P 60 ft. 0 1

L

1+ Bow Deadly d10, propulsive
Longbow
10 arrows
6 gp

1 sp

1d8 P 100 ft. 0 2

L

1+ Bow Deadly d10, volley 30 ft.
Shortbow
10 arrows
3 gp

1 sp

1d6 P 60 ft. 0 1

L

1+ Bow Deadly d10
Uncommon Martial WeaponsPriceDamageRangeReloadBulkHandsGroupWeapon Traits
Halfling sling staff
10 sling bullets
5 gp

1 cp

1d10 B 80 ft. 1 1

L

2 Sling Halfling, propulsive
Shuriken 1 cp 1d4 P 20 ft. 0 - 1 Dart Agile, monk, thrown
*Statistics for alchemical bombs can be found below (PC 292)
 

Weapon Traits

Agile:The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Attached: An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.
Backstabber: When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a +3 weapon.
Backswing: You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Fatal: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Free-Hand: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.
Grapple: You can use this weapon to Grapple with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Jousting: The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. As a part of your action to Mount a creature, you can switch your grip on a jousting weapon to one-handed. After that, changing your grip takes the same actions described on Carrying Items. If you dismount while wielding a jousting weapon one-handed, you can switch to using two hands as part of that action if you have a hand free at that point. If not, you’ll still be holding the weapon in one hand, but not wielding it.
Monk: Many monks learn to use these weapons.
Nonlethal: Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Propulsive: You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead.
Ranged Trip: The weapon can be used to Trip with the Athletics skill within the weapon’s first range increment. The skill check takes a –2 circumstance penalty. You can add the weapon’s item bonus to attack rolls as a bonus to the check. A ranged trip weapon doesn’t deal any damage when used to Trip. These weapons are usually thrown.

 
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Thrown: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Trip: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Twin: These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type, but they don’t need to have the same runes.
Two-Hand: This weapon can be wielded with two hands to change its weapon damage die to the indicated value. This change applies to all the weapon’s damage dice.
Unarmed: An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though has a weapon group and might have weapon traits. An unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage generally works like a free-hand weapon.
Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.
Volley: This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.

 

Critical Specialization

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.
Bomb: Increase the radius of the bomb's splash damage (if any) to 10 feet.
Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Brawling: The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Club: You knock the target away from you up to 10 feet (you choose the distance). This is forced movement.
Crossbow: The target takes 1d8 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Dart: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Flail: The target is knocked prone unless they succeed at a Reflex save against your class DC.
Hammer: The target is knocked prone unless they succeed at a Fortitude save against your class DC.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.
Pick: The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.
Polearm: The target is moved 5 feet in a direction of your choice. This is forced movement.
Shield: You knock the target back from you 5 feet. This is forced movement.
Sling: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.