Fortine What Weapons Are Considered Blunt Dmg
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Blunt weapons are weapons characterized by a blunt edge. Blunt weapons tend to favor maximum damage over other stats, but also have low minimum damage. While a blunt weapon is equipped: Blunt Mastery increases the user's max damage. Smash has a chance to cause daze, disabling the opponent's ability to use Magic and Alchemy. Apr 22, 2011 Poll: Blunt or Bladed weapons? Would fighting with my bare claws be considered blunt or bladed? Maybe if the escapist would actually load up my post when i hit 'post' instead of showing me.
Your class grants proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while Adventuring.The Weapons table shows the most CommonWeapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain Weapons or categories of Weapons. The two categories are simple and martial. Most people can use Simple Weapons with proficiency. These Weapons include clubs, maces, and other Weapons often found in the hands of commoners. Martial Weapons, including Swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use Martial Weapons because these Weapons put their Fighting Style and Training to best use.Proficiency with a weapon allows you to add your Proficiency Bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll.
Weapon Properties
Many Weapons have special properties related to their use, as shown in the Weapons table.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” later in the section). A sling must be loaded to deal any damage when used in this way.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
Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
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.Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged 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.Often, 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.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.Special Weapons
Weapons with special rules are described here.: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
1 sp | 1d4 bludgeoning | 2 lb. | ||
2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | |
2 sp | 1d8 bludgeoning | 10 lb. | Two-handed | |
5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | |
5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | |
Light Hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
5 gp | 1d6 bludgeoning | 4 lb. | — | |
2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |
1 gp | 1d4 slashing | 2 lb. | ||
1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | |
Simple Ranged Weapons | ||||
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | |
25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | |
1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | |
Martial Melee Weapons | ||||
10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | |
10 gp | 1d8 bludgeoning | 2 lb. | — | |
20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | |
50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | |
20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
10 gp | 1d12 piercing | 6 lb. | Reach, special | |
15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | |
10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | |
15 gp | 1d8 piercing | 4 lb. | — | |
5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | |
25 gp | 1d8 piercing | 2 lb. | Finesse | |
25 gp | 1d6 slashing | 3 lb. | Finesse, light | |
10 gp | 1d6 piercing | 2 lb. | Finesse, light | |
5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | |
War Pick | 5 gp | 1d8 piercing | 2 lb. | — |
15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | |
2 gp | 1d4 slashing | 3 lb. | Finesse, reach | |
Martial Ranged Weapons | ||||
10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | |
1 gp | — | 3 lb. | Special, thrown (range 5/15) |
Weapon Categories
Weapons are grouped into several interlocking sets of categories.
These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).
Simple, Martial, and Exotic Weapons
Anybody but a druid, monk, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.
Melee and Ranged Weapons
Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons
Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Note: Small and Medium creatures wielding reach weapons threaten all squares 10 feet (2 squares) away, even diagonally. (This is an exception to the rule that 2 squares of diagonal distance is measured as 15 feet.)
Double Weapons
Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Thrown Weapons
Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons
Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.
Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
Light, One-Handed, and Two-Handed Melee Weapons
This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light
A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed
A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1½ times the character’s Strength bonus to damage rolls.
Two-Handed
Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.
Weapon Size
Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
Example Weapon | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal |
---|---|---|---|---|---|---|---|---|---|
Shuriken | — | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 |
Gauntlet | — | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 |
Dagger | — | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 |
Shortspear | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 |
Falchion | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 3d6 | 4d6 | 6d6 |
Longsword | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 3d6 | 4d6 | 6d6 |
Bastard Sword | 1d3 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 |
Greataxe | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6 |
Greatsword | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 |
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons
A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
Improvised Weapons
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
Weapon Qualities
Here is the format for weapon entries (given as column headings on Table: Weapons).
Cost
This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage
The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled 'Dmg (S)' is for Small weapons. The column labeled 'Dmg (M)' is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Larger and Smaller Weapon Damage gives weapon damage values for weapons of various sizes.
Critical
The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
×2
The weapon deals double damage on a critical hit.
×3
The weapon deals triple damage on a critical hit.
×3/×4
One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
×4
The weapon deals quadruple damage on a critical hit.
19-20/×2
The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)
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18-20/×2
The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)
Range Increment
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight
This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type
Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special
Some weapons have special features. See the weapon descriptions for details.
Weapon Descriptions
Weapons found on Table: Weapons that have special options for the wielder ('you') are described below. Splash weapons are described under Special Substances and Items.
| |||||||
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
---|---|---|---|---|---|---|---|
Unarmed Attacks | |||||||
Gauntlet | 2 gp | 1d2 | 1d3 | ×2 | — | 1 lb. | Bludgeoning |
Unarmed strike | — | 1d23 | 1d33 | ×2 | — | — | Bludgeoning |
Light Melee Weapons | |||||||
Dagger | 2 gp | 1d3 | 1d4 | 19-20/×2 | 10 ft. | 1 lb. | Piercing or slashing |
Dagger, punching | 2 gp | 1d3 | 1d4 | ×3 | — | 1 lb. | Piercing |
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | ×2 | — | 1 lb. | Piercing |
Mace, light | 5 gp | 1d4 | 1d6 | ×2 | — | 4 lb. | Bludgeoning |
Sickle | 6 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
One-Handed Melee Weapons | |||||||
Club | — | 1d4 | 1d6 | ×2 | 10 ft. | 3 lb. | Bludgeoning |
Mace, heavy | 12 gp | 1d6 | 1d8 | ×2 | — | 8 lb. | Bludgeoning |
Morningstar | 8 gp | 1d6 | 1d8 | ×2 | — | 6 lb. | Bludgeoning and piercing |
Shortspear | 1 gp | 1d4 | 1d6 | ×2 | 20 ft. | 3 lb. | Piercing |
Two-Handed Melee Weapons | |||||||
Longspear4 | 5 gp | 1d6 | 1d8 | ×3 | — | 9 lb. | Piercing |
Quarterstaff5 | — | 1d4/1d4 | 1d6/1d6 | ×2 | — | 4 lb. | Bludgeoning |
Spear | 2 gp | 1d6 | 1d8 | ×3 | 20 ft. | 6 lb. | Piercing |
Ranged Weapons | |||||||
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 8 lb. | Piercing |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
Crossbow, light | 35 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 4 lb. | Piercing |
Bolts, crossbow (10) | 1 gp | — | — | — | — | 1 lb. | — |
Dart | 5 sp | 1d3 | 1d4 | ×2 | 20 ft. | ½ lb. | Piercing |
Javelin | 1 gp | 1d4 | 1d6 | ×2 | 30 ft. | 2 lb. | Piercing |
Sling | — | 1d3 | 1d4 | ×2 | 50 ft. | 0 lb. | Bludgeoning |
Bullets, sling (10) | 1 sp | — | — | — | — | 5 lb. | — |
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
Light Melee Weapons | |||||||
Axe, throwing | 8 gp | 1d4 | 1d6 | ×2 | 10 ft. | 2 lb. | Slashing |
Hammer, light | 1 gp | 1d3 | 1d4 | ×2 | 20 ft. | 2 lb. | Bludgeoning |
Handaxe | 6 gp | 1d4 | 1d6 | ×3 | — | 3 lb. | Slashing |
Kukri | 8 gp | 1d3 | 1d4 | 18-20/×2 | — | 2 lb. | Slashing |
Pick, light | 4 gp | 1d3 | 1d4 | ×4 | — | 3 lb. | Piercing |
Sap | 1 gp | 1d43 | 1d63 | ×2 | — | 2 lb. | Bludgeoning |
Shield, light | special | 1d2 | 1d3 | ×2 | — | special | Bludgeoning |
Spiked armor | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
Spiked shield, light | special | 1d3 | 1d4 | ×2 | — | special | Piercing |
Sword, short | 10 gp | 1d4 | 1d6 | 19-20/×2 | — | 2 lb. | Piercing |
One-Handed Melee Weapons | |||||||
Battleaxe | 10 gp | 1d6 | 1d8 | ×3 | — | 6 lb. | Slashing |
Flail | 8 gp | 1d6 | 1d8 | ×2 | — | 5 lb. | Bludgeoning |
Longsword | 15 gp | 1d6 | 1d8 | 19-20/×2 | — | 4 lb. | Slashing |
Pick, heavy | 8 gp | 1d4 | 1d6 | ×4 | — | 6 lb. | Piercing |
Rapier | 20 gp | 1d4 | 1d6 | 18-20/×2 | — | 2 lb. | Piercing |
Scimitar | 15 gp | 1d4 | 1d6 | 18-20/×2 | — | 4 lb. | Slashing |
Shield, heavy | special | 1d3 | 1d4 | ×2 | — | special | Bludgeoning |
Spiked shield, heavy | special | 1d4 | 1d6 | ×2 | — | special | Piercing |
Trident | 15 gp | 1d6 | 1d8 | ×2 | 10 ft. | 4 lb. | Piercing |
Warhammer | 12 gp | 1d6 | 1d8 | ×3 | — | 5 lb. | Bludgeoning |
Two-Handed Melee Weapons | |||||||
Falchion | 75 gp | 1d6 | 2d4 | 18-20/×2 | — | 8 lb. | Slashing |
Glaive4 | 8 gp | 1d8 | 1d10 | ×3 | — | 10 lb. | Slashing |
Greataxe | 20 gp | 1d10 | 1d12 | ×3 | — | 12 lb. | Slashing |
Greatclub | 5 gp | 1d8 | 1d10 | ×2 | — | 8 lb. | Bludgeoning |
Flail, heavy | 15 gp | 1d8 | 1d10 | 19-20/×2 | — | 10 lb. | Bludgeoning |
Greatsword | 50 gp | 1d10 | 2d6 | 19-20/×2 | — | 8 lb. | Slashing |
Guisarme4 | 9 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Slashing |
Halberd | 10 gp | 1d8 | 1d10 | ×3 | — | 12 lb. | Piercing or slashing |
Lance4 | 10 gp | 1d6 | 1d8 | ×3 | — | 10 lb. | Piercing |
Ranseur4 | 10 gp | 1d6 | 2d4 | ×3 | — | 12 lb. | Piercing |
Scythe | 18 gp | 1d6 | 2d4 | ×4 | — | 10 lb. | Piercing or slashing |
Ranged Weapons | |||||||
Longbow | 75 gp | 1d6 | 1d8 | ×3 | 100 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Longbow, composite | 100 gp | 1d6 | 1d8 | ×3 | 110 ft. | 3 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow | 30 gp | 1d4 | 1d6 | ×3 | 60 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Shortbow, composite | 75 gp | 1d4 | 1d6 | ×3 | 70 ft. | 2 lb. | Piercing |
Arrows (20) | 1 gp | — | — | — | — | 3 lb. | — |
Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight1 | Type2 |
Light Melee Weapons | |||||||
Kama | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Slashing |
Nunchaku | 2 gp | 1d4 | 1d6 | ×2 | — | 2 lb. | Bludgeoning |
Sai | 1 gp | 1d3 | 1d4 | ×2 | 10 ft. | 1 lb. | Bludgeoning |
Siangham | 3 gp | 1d4 | 1d6 | ×2 | — | 1 lb. | Piercing |
One-Handed Melee Weapons | |||||||
Sword, bastard | 35 gp | 1d8 | 1d10 | 19-20/×2 | — | 6 lb. | Slashing |
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | ×3 | — | 8 lb. | Slashing |
Whip4 | 1 gp | 1d23 | 1d33 | ×2 | — | 2 lb. | Slashing |
Two-Handed Melee Weapons | |||||||
Axe, orc double5 | 60 gp | 1d6/1d6 | 1d8/1d8 | ×3 | — | 15 lb. | Slashing |
Chain, spiked4 | 25 gp | 1d6 | 2d4 | ×2 | — | 10 lb. | Piercing |
Flail, dire5 | 90 gp | 1d6/1d6 | 1d8/1d8 | ×2 | — | 10 lb. | Bludgeoning |
Hammer, gnome hooked5 | 20 gp | 1d6/1d4 | 1d8/1d6 | ×3/×4 | — | 6 lb. | Bludgeoning/Piercing |
Sword, two-bladed5 | 100 gp | 1d6/1d6 | 1d8/1d8 | 19-20/×2 | — | 10 lb. | Slashing |
Urgrosh, dwarven5 | 50 gp | 1d6/1d4 | 1d8/1d6 | ×3 | — | 12 lb. | Slashing or piercing |
Ranged Weapons | |||||||
Bolas | 5 gp | 1d33 | 1d43 | ×2 | 10 ft. | 2 lb. | Bludgeoning |
Crossbow, hand | 100 gp | 1d3 | 1d4 | 19-20/×2 | 30 ft. | 2 lb. | Piercing |
Bolts (10) | 1 gp | — | — | — | — | 1 lb. | — |
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19-20/×2 | 120 ft. | 12 lb. | Piercing |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19-20/×2 | 80 ft. | 6 lb. | Piercing |
Bolts (5) | 1 gp | — | — | — | — | 1 lb. | — |
Net | 20 gp | — | — | — | 10 ft. | 6 lb. | — |
Shuriken (5) | 1 gp | 1 | 1d2 | ×2 | 10 ft. | ½ lb. | Piercing |
Arrows
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Bolas
You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling
Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked
A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Crossbow, Hand
You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy
You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating
The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Dagger
You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Flail, Dire
A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail
With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet
This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd
If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked
A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3). Its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Javelin
Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama
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The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Lance
A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow
You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longspear
A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Net
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku
The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Quarterstaff
A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.
Ranseur
A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1½ times your Strength bonus to damage.
Sai
With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
Scythe
A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light
You can bash with a shield instead of using it for defense. See Armor for details.
Shortbow
You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite
You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear
A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken
A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Siangham
The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.
Sickle
A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Sling
Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.
Spear
A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
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Spiked Armor
You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.
Spiked Shield, Heavy or Light
You can bash with a spiked shield instead of using it for defense. See Armor for details.
Unarmed Strike
A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard
A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Two-Bladed
A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Trident
This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Urgrosh, Dwarven
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Whip
A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.
Masterwork Weapons
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
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Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.
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