Kassoon

Weapons - D&D 2024 Edition

Weapon Cost Damage Weight PropertiesMastery
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.LightSlow
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)Nick
Greatclub2 sp1d8 bludgeoning10 lb.Two-handedPush
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)Vex
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)Slow
Light Hammer2 sp1d4 bludgeoning2 lb.Light, thrown (range 20/60)Nick
Mace5 gp1d6 bludgeoning4 lb.Sap
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)Topple
Sickle1 gp1d4 slashing2 lb.LightNick
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8) Sap
Simple Ranged Weapons
Crossbow, Light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handedSlow
Dart5 cp1d4 piercing¼ lb.Finesse, thrown (range 20/60)Vex
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handedVex
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)Slow
Martial Melee Weapons
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)Topple
Flail10 gp1d8 bludgeoning2 lb.Sap
Glaive20 gp1d10 slashing6 lb.Heavy, reach, two-handedGraze
Greataxe30 gp1d12 slashing7 lb.Heavy, two-handedCleave
Greatsword50 gp2d6 slashing6 lb.Heavy, two-handedGraze
Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handedCleave
Lance10 gp1d12 piercing6 lb.Reach, two-handed (unless mounted)Topple
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)Sap
Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handedTopple
Morningstar15 gp1d8 piercing4 lb.Sap
Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handedPush
Rapier25 gp1d8 piercing2 lb.FinesseVex
Scimitar25 gp1d6 slashing3 lb.Finesse, lightNick
Shortsword10 gp1d6 piercing2 lb.Finesse, lightVex
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)Topple
War Pick5 gp1d8 piercing2 lb.Sap
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)Push
Whip2 gp1d4 slashing3 lb.Finesse, reachSlow
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loadingVex
Crossbow, Hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loadingVex
Crossbow, Heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handedPush
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handedSlow
Musket500 gp1d12 piercing10 lb.Ammunition (range 40/120 Bullet), loading, two-handedSlow
Pistol250 gp1d10 piercing3 lb.Ammunition (range 30/90 Bullet), loadingVex
Ammunition
Arrows (20)1 gp1 lb.
Bolts (20)1 gp1 ½ lb.
Firearm Bullets (10)3 gp2 lb.
Sling Bullets (20)4 cp1 ½ lb.
Needles (50)1 gp1 lb.

Weapon Properties

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see "Improvised Weapons" below).

Finesse: When making an Attack with a finesse 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.

Heavy: You must have Strength 13+ for heavy melee weapons or Dexterity 13+ for heavy ranged weapons, otherwise you have disadvantage on Attack rolls.

Light: When you Attack with two Light weapons equipped, you can make an extra Attack as a Bonus Action with the offhand weapon. You cannot add a positive attribute modifier to an offhand attack's damage roll.

Loading: Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

Range: A weapon that can be used to make a ranged Attack 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 indicates 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 weapon’s long range.

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

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged Attack, and can draw it as part of the attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

Two-Handed: This weapon requires two hands when you Attack with it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.

Improvised Weapons: Sometimes Characters don't have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin. A weapon also counts as improvised if it's wielded in a way contrary to its design.
You don't add your proficiency bonus to improvised attacks, and it deals 1d4 damage of an appropriate damage type. Improvised weapons have a range of 20/60
Sometimes an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency Bonus.

Mastery Properties

Weapon masteries can only be used if a character has a feature, such as Weapon Mastery, that unlocks the property.

Cleave: If you hit a creature with a melee attack roll using this weapon, you can make another attack with this weapon against a second creature within 5 feet of the first that's also in your reach. This additional attack cannot add a positive attribute bonus to the damage roll. You can make this extra attack only once per turn.

Graze: If your attack roll with this weapon misses the target, you still deal 0 damage + any relevant attribute modifier.

Nick: The extra attack from a Light weapon can be made as part of the original Attack action instead of as a Bonus Action. You can only make this extra attack once per turn.

Push: If you hit a creature that's Large or smaller with this weapon, you can push them up to 10 feet straight away.

Sap: If you hit a creature with this weapon, they have Disadvantage on their next attack roll before the start of your next turn.

Slow: If you hit and deal damage to a creature with this weapon, you can reduce their Speed by 10 feet until the start of your next turn. This effect doesn't stack.

Topple: If you hit a creature with this weapon, you can force them to make a Constitution save with DC 8 + ability modifier + proficiency. On a failed save, they're prone.

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

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