List of Mundane Weapons
Simple Melee:
Club : 1 SP ; 1d4 Bludgeoning ; 2 lbs. ; Light
Dagger : 5 SP ; 1d4 Piercing ; 1lb. ; Finesse, Light, Thrown, Ranged (20/60)
Greatclub : 2 SP ; 1d10 Bludgeoning ; 10 lbs. ; Two-handed ; Requires 14 Strength
Dagger : 5 SP ; 1d4 Slashing; 1lb. ; Finesse, Light, Thrown, Ranged (20/60)
Javelin: 13 SP ; 1d6 Piercing ; 2 lbs. ; Thrown (Range 30/120)
Light Hammer: 3 SP ; 1d4 Bludgeoning ; 2lb. ; Light Thrown Ranged (20/60)
Mace*: 7 SP ; 1d6 Bludgeoning/Slashing ; 4lb ; Crit Effect: Either an additional damage dice, or stunned for one round.
Quarterstaff: 2 SP ; 1d6 Bludgeoning ; 4lbs. ; Versatile (1d8 Two Handed)
Sickle: 5 SP ; 1d4 Slashing ; 2 lbs. ; Light
Spear: range 10ft. 10 SP ; 1d6 Piercing ; 2 lbs. ; Thrown (Range 20/60) Versatile (1d8 Two Handed)
Simple Ranged:
Crossbow, Light: 5 GP ; 1d8 Piercing ; 5 lbs. ; Ammunition (range 80/320), loading, two-handed
Dart: 5 CP ; 1d4 Piercing ; 1/4 lbs. ; Finesse, thrown (range 20/60)
Shortbow: 5 GP ; 1d6 piercing ; 2lbs ; Ammunition (range 80/320), two-handed
Martial Melee Weapons:
Battleaxe: 5 gp ; 1d8 slashing ; 4 lb. ; Versatile (1d10)
Flail: 3 gp ; 1d8 bludgeoning ; 2 lb. —
Glaive: range 10 ft. 6 gp ; 1d10 slashing ; 6 lb. ; Heavy, reach, two-handed
Greataxe: 9 gp ; 1d12 slashing ; 7 lb. ; Heavy, two-handed
Greatsword: 11 gp ; 2d6 slashing ; 6 lb. ; Heavy, two-handed
Halberd: 6 gp ; 1d10 slashing ; 6 lb. ; Heavy, reach, two-handed
Lance: range 10 ft. 3 gp ; 1d12 piercing ; 6 lb. ; Reach, special
Longsword: 3 gp ; 1d8 slashing ; 3 lb. ; Versatile (1d10)
Maul: 1 gp ; 2d6 bludgeoning ; 10 lb. ; Heavy, two-handed
Morningstar: 2 gp ; 1d8 piercing ; 4 lb. —
Pike: 1 gp ; 1d10 piercing ; 18 lb. ; Heavy, reach, two-handed
Rapier: 3 gp ; 1d8 piercing ; 2 lb. ; Finesse
Scimitar: 3 gp ; 1d6 slashing ; 3 lb. ; Finesse, light
Shortsword: 50 sp ; 1d6 piercing ; 2 lb. ; Finesse, light
Trident: 50 sp ; 1d6 piercing ; 4 lb. ; Thrown (range 20/60), versatile (1d8)
War pick: 50 sp ; 1d8 piercing ; 2 lb. —
Warhammer: 2 gp ; 1d8 bludgeoning ; 2 lb. ; Versatile (1d10)
Whip: 25 sp ; 1d4 slashing ; 3 lb. ; Finesse, reach
NEW:::
Parrying Dagger: 5 SP ; 1d4 Piercing ; 1lb. ; Finesse, Light, gains the "Parry" trait. As a reaction, add a +2 to AC
Wakizashi: 15 SP ; 1d6 Slashing; 1lb. ; Finesse, Light, gains the "Parry" trait. As a reaction, add a +2 to AC
Cinqueda*: 3 GP ; 1d10 BLudgeoning/Slashing; 1lb. ; Finesse, Heavy ; Crit Effect: Roll triple damage dice instead of double
Zweihander: 15 GP ; 2d6 Slashing Two-Handed/ 1d12 One Handed ; Heavy, requires 16 Strength to wield two handed, 12 to wield one handed.
Shotel: 6 GP ; 1d6 Slashing; 4lb. ; Finesse gains the "Dismount" Trait that can rip a person off their horse as an attack action.
Katana: 3 gp ; 1d8 slashing ; 3 lb. ; Versatile (1d10)
Nagakiba: range 10 ft. 7 gp ; 1d8 slashing ; 3 lb. ; Versatile (1d10) range of 10 ft.
Twinblades: 5 gp ; 2d4 slashing ; 3 lbs.
Hookblades*: 5 GP ; 2d6 Slashing; 1lb. ; Finesse, Two Handed ; Cannot be Sheathed, has to be unequipped ; Crits Effect: Double Damage Dice as Per usual.
Scythe: 10 GP ; 1d8 Slashing; 6lb. ; Finesse gains the "Dismount" Trait that can rip a person off their horse as an attack action.
Caestus: 35 SP ; 1d6 Bludgeoning ; 2 lbs. ; Applied on the knuckles, basically brass knuckles
Cross-Naginata: Ranged 10 ft. 11 GP ; 1d10 slashing/piercing damage ; 5 lbs ; Versatile (1d12 Two Handed)
Crit Effects Based on Damage Type: (* For Exceptions)
Slashing For Small, Handheld Light Weapons: Target's speed reduced to 0 for one turn
Slashing for Medium to Large Swords, Glaive Axe, etc. : Target's Limb (or other kind of body part) is severed from body at DM's discretion.
Bludgeoning : Target stunned for 1 turn.
Piercing: Roll trip
Item type
Weapon, Other
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