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Weapons

Weapons are tools of combat that all hold a variety of possibilities in the art of war.

The amount of Weapon Type proficiency for characters is determined by their starting Class.  Players choose their Weapon Types at level 1, granting Weapon Level 1 and Proficiency with Level 1 Weapons with those chosen Weapon Types, along with a Fighting Style for each chosen Weapon Type. Determining and using your weapon are broken down by the following;

  • Proficiency. Weapon proficiency grants the wielder their Ability modifier to hit when using a weapon from the Weapon Type they’re Proficient in.
  • Weapon Type. Axes, Blunt Weapons, Flexible Weapons, Knives/Daggers, Long Blades, Pole-arms, Ranged Weapons, Sidearms, and Unarmed.
  • Damage Types. There are three different damage types for each weapon. Bludgeoning (B), Piercing (P), and Slashing (S). Some weapons may be multi-functional in their damage type and therefore must be called before damage is rolled.
  • Weapon Level. Players gain a weapon level depending on their Character’s Class. Some weapons require at least 2 weapon levels in order to wield with proficiency, otherwise they may use the weapon without gaining the Proficiency bonus and cannot use it’s Properties such as Versatile properties, or Combat Maneuvers.
  • Fighting Styles. Fighting Styles are important in taking full advantage of a weapon, when you gain a weapon level, including level 1, you may choose one of the Fighting Styles of any proficient Weapon Type to learn. Weapon Styles are not considered Combat Maneuvers unless otherwise stated.
  • Two-Weapon Fighting. The art of fighting with two weapons is a skill that needs to be fine tuned with proper training as well, and may only be used after learning a Fighting Style that allows such. Attacking with an off-hand weapon is a Minor Action and those who do not have Two-Weapon Fighting roll to hit without Proficiency regardless if they’re Proficient with the weapon, and roll damage with no ability modifier upon hit.
  • Combat Maneuvers. Combat Maneuvers are actions such as Cleaving, Disarming, Dismounting, Dizzying, Grappling, Rending and Tripping. In order to make a Combat Maneuver the player must be Proficient with the weapon and call the Maneuver before rolling to hit. Upon being hit the target takes half of the damage roll and suffers the Condition of the Combat Maneuver, otherwise the attack is simply a miss.

Weapon Properties and Combat Maneuvers

  • Cleaving (Combat Maneuver). Targets Armor Class. The weapon is able to continue its attack through adjacent squares within range equal to the user’s Strength or Dexterity modifier, whichever the weapon uses, damaging additional enemies that the original roll would hit within range of the weapon attack for half the damage of the original hit. The wielder must land the original blow in order to Cleave.
  • Dizzying (Combat Maneuver). Targets Fortitude. The weapon is able to cause its target to be Dizzied upon being hit.
  • Disarming (Combat Maneuver). Targets Fortitude. The weapon is able to maneuver in a manner to disarm your oppenent of one of it’s weapons. The disarmed target’s weapon is dropped and flung up to 10ft in a random direction. 
  • Dismounting (Combat Maneuver). Targets Armor Class. The user is able to maneuver the weapon to sweep riders off their mounts. Using their Reaction when a mounted opponent enters or leaves their weapon range to make an attack on the rider. Upon a hit, the rider is knocked off its mount and Prone.
  • Exotic. The weapon requires the Exotic Fighting Style to wield.
  • Grappling (Combat Maneuver). Targets Fortitude. The weapon may be used to Grapple the opponent. Upon hit, the target is Grappled by the wielder. 
  • Lacerating. The weapon is able to Lacerate the enemy. Upon hitting the enemy the target is Lacerated, taking Bleeding damage at the beginning of their turn equal to the average die roll of the Bleeding source.
  • Light. The weapon is light and may be used for Two-Weapon Fighting.
  • Loading. The ranged weapon is one that takes some time loading and requires the user’s Move action to load for additional attacks.
  • Heavy. The weapon requires two hands to wield and uses Strength for the damage bonus regardless of its Ability to hit.
  • Martial. The weapon is one that requires the proper weapon level to wield proficiently.
  • Range. How far a ranged weapon can attack. The first range is the short range with which the weapon can be efficiently and consistently used, whereas the second range is the long range which is at a Disadvantage.
  • Reach. The weapon is long and may be used to make a melee attack up to 10 ft away from the user.
  • Rending (Combat Maneuver). Targets Armor Class. Upon a hit the attack will leave the opponent’s armor Rended.
  • Returning. The weapon returns to the wielder after it is thrown. Returning weapons may be used for multiple attacks per turn.
  • Throwing. The weapon is able to be Thrown for a range covered by the weapon’s Property.
  • Tripping (Combat Maneuver). Targets Fortitude. The weapon may be used to Trip the opponent. Upon being hit the target is knocked Prone.
  • Versatile. The weapon was made for more than just combat, or perhaps enchanted with magic, gaining an exclusive bonus labeled in parentheses.

Axes

WeaponDamagePropertiesLevel
Hatchet1d6 SMartial (Str/Dex), Light, Versatile (+2 to Survival checks)1
Tomahawk1d6 SMartial (Str/Dex), Light, Thrown (20/40 ft)1
Battle Ax1d8 SMartial (Str), Disarming, Tripping, Versatile (May be used with Main hand for Two-Weapon Fighting)1
Greataxe2d6 SMartial (Str) Heavy, Cleaving1
Double-Bit Ax2d6 SMartial (Str), Heavy, Versatile (+4 to Survival checks)2
Viking Axe1d12 SMartial (Str), Heavy, Reach, Tripping2
Ax w/ Maul2d6 S/BExotic (Str), Heavy, Cleaving, Versatile (+2 to Survival checks, May use the stats of a Maul for Bludgeoning Damage)
Tabar w/ Dagger1d6/1d4 B/P/SExotic (Str),Disarm, Tripping, Versatile (Proficiency with hidden Dagger, may use your Reaction upon being Disarmed to draw the hidden Dagger. Uses the Dagger stats from Knives/Daggers.)

Fighting Styles

  • Dual Axe Fighting. The user is knowledgeable in fighting with two axes and may use a Battle Ax in their off-hand.
  • Exotic Axes Weaponry. The user has trained in an exotic Axe weapon and is able to wield it effectively.
  • Tomahawk Specialist: The user has trained extensively with the Tomahawk, learning how to successfully scoop for a Disarm with an attack, as well as learning to Trip the opponent with an attack. Additionally, the Thrown distance is increased by 20 ft.
  • Reaver. The user may Lacerate a Bloodied enemy upon a hit. The Condition lasts until the end of the target’s next turn.
  • Shield Rending. The user may use their Axes to use the Rending Combat Maneuver to an opponent’s shield provided they’re armed with a shield.
  • Viking Throw (Axes). The user is able to use Throw on all Axes, giving them a 20/40 ft range and Tomahawks a Thrown range of 40/60 ft.
  • Whirlwind. Allows the user to Cleave with their Axes.

Blunt Weapons

WeaponDamagePropertiesLevel
Club1d4 BMartial (Str), Light, Dizzying1
Mace1d6 BMartial (Str), Versatile (Double Ability modifier damage on armored opponents.)1
Warpick1d6 PMartial (Str), Disarming, Rending1
Warhammer2d6 SMartial (Str) Heavy, Tripping1
Spiked Mace1d6 B/PMartial (Str), Versatile (Attacks count as both B and P damage, favoring the Weakness)2
Quarterstaff1d8 BMartial (Str), Tripping, Disarming2
Maul2d6 BMartial (Str), Heavy, Reach2
Nunchaku1d6 BExotic (Str/Dex), Light, Grappling, Dizzying
Tonfa1d6 BExotic (Str/Dex), Light, Disarming, Tripping, Versatile (+1 AC when brandished)

Fighting Styles

  • Dizzying Strike. The user may use the Dizzying Combat Maneuver on an opponent with all Blunt Weapons.
  • Forceful Strike. The user puts all of their might into a heavy swing as a Combat Maneuver, upon being hit the target is Pushed 5 ft back and Prone. (Only the first target of a Cleave attack is affected.)
  • Heavy Dispatcher. The user has trained extensively in fighting armored opponents. The user is able to use the Rending Combat Maneuver with all Blunt Weapons.
  • Knee-Shatter Strike. The user may use this as a Combat Maneuver to leave the target Slowed until the end of it’s next turn.
  • Knockout Hit. The user has trained in using blunt weapons and when landing a critical hit the creature is Stunned until the end of the target’s next turn.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.

Flexible Weapons

WeaponDamagePropertiesLevel
Bolas1d4 BMartial (Dex), Throwing (20/40 ft), Grappling, Tripping, Advantage on attacks against Medium and Large sized Beasts.1
Whip1d6 SMartial (Dex), Disarming, Grappling, Reach, Tripping1
Flail1d6 BMartial (Dex), Rending1
Rope Dart1d6 PMartial (Dex), Throwing (20/40 ft), Returning2
Tabak- Toyok1d8 BMartial (Dex), Reach, Dizzying2
Kusari-Gama1d8 SMartial (Dex), Reach, Throwing (15 ft), Returning
Meteor Hammer2d8 BMartial (Str), Heavy, Reach, Tripping

Fighting Styles

  • Improved Critical. The user’s Critical Hit range for Flexible Weapons increases by 1.
  • Controlled Combat Maneuvers. The user has become effective with performing Combat Maneuvers with Flexible Weapons. Disarming, Grappling, or Tripping an opponent yields full damage upon a hit.
  • Momentum Mastery. The user has learned to master the transfer of energy to their weapon, granting them Advantage against the next attack if the last attack missed. Advantage stacks for every time the weapon misses.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
  • Pendulum Swing. The user may use a Flexible Weapon as if it had the Cleave property with enemies in adjacent or Reach range.

Knives/Daggers

WeaponDamagePropertiesLevel
Dagger1d4 P/SMartial (Dex), Light, Thrown ( 20/40 ft)1
Parrying Dagger1d4 PMartial (Dex), Versatile (halves the movement penalty for natural difficult terrain.)1
Kukri/Machete1d6 SMartial (Dex), Versatile (halves the movement penalty for difficult terrain.)2
BC-41/Knuckleduster1d4 P/BMartial (Dex), Light, Versatile (Attempts to Disarm user yields Disadvantage)2
Katar1d8 PExotic (Dex), Light, Versatile (Attempts to grapple the user yields an Attack of Opportunity)
Karambit1d6 SExotic (Dex), Light, Disarming, Grappling
Bagh Nakh1d4 S/PExotic (Dex), Light, Lacerating

Fighting Styles

  • Thousand Needles. While Two-Weapon Fighting with a Knives & Dagger in each hand, the user is able to attack with their off-hand for every Attack Action made. When performing Thousand Needles off-hand attacks do not provide Ability Modifier bonus damage.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
  • Ice Pick Grip. The user is able to hold a Martial Knife & Dagger weapon with the blade aimed down from under their hand, increasing the damage die of the weapon when using Piercing attacks.
  • Main Gauche (Two-Weapon Fighting). When the user wields a Knife & Daggers weapon in their off-hand they may add their Ability Modifier to damage while using their main hand for something such as another Light weapon, or for an Armor piece such as a gauntlet or a cloak.
  • Throwing. The user is able to use the Thrown action for any Knives/Daggers as a ranged weapon (30ft/60ft).

Long Blades

WeaponDamagePropertiesLevel
Longsword1d8 S/PMartial (Str), Disarming, Versatile (2-handed for 1d10)1
Sabre1d6 S/PMartial (Dex), Light, Disarming1
Greatsword2d8 S/PMartial (Str), Heavy, Disarming, Cleaving1
Two-Handed Flachion2d4 SMartial (Dex), Heavy, Lacerating1
Hook Sword1d8 SMartial (Dex), Light, Disarming, Tripping2
Claymore2d6 S/PMartial (Str), Heavy, Cleaving2
Estoc1d8 S/PMartial (Str/Dex), Disarming, Versatile (Advantage to hit Medium and Heavy armored opponents, 2-handed for 1d10)2
Scimitar1d8 SExotic (Dex), Light, Disarming, Lacerating
Swordstaff1d8 S/PExotic (Str/Dex), Heavy, Reach, Versatile (Attacks with Minor Action apply ability modifier to damage rolls)
Zweihander2d8 S/PExotic (Str), Heavy, Cleaving, Dismounting, Tripping

Fighting Styles

  • Binding. When attempting to be Disarmed with a weapon, the user may bind their weapons together with the sword’s cross guard or basket hilt as a Reaction, locking the opponent’s weapon with theirs, negating the Disarming attack and all other Attack Actions that would happen afterward unless the target Shifts, moves away, or until the beginning of the Binding user’s turn.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively.
  • Half-swording. The user grips the blade of the sword for more control and leverage, gaining to hit with Piercing attacks and may use the Trip Combat Maneuver. Usable only with Heavy Long Blades or Long Blades with 2-handed Versatility.
  • Mordhau. The user learns an altered version of half-swording, holding the blade with both hands and striking with the hilt of the blade. The sword’s damage type becomes Bludgeoning as long as the user is using this technique with Heavy Long Blades or Long Blades with 2-handed Versatility.
  • Niten Ichi-Ryu (Two-Weapon Fighting): The user is proficient with Two-Weapon Fighting, able to comfortably wield a non-Heavy Long Blade in their hand and a Light weapon in the second hand.
  • Riposte. The user counter attacks, using their Reaction in order to make an attack on a target that missed their attack against them.

Pole-arms

WeaponDamagePropertiesLevel
Short Spear1d6 PMartial (Str/Dex), Throwing (20/40ft)1
Boar Spear1d6 PMartial (Str), Reach1
Glaive2d4 S/PMartial (Str), Heavy, Reach1
Guisarme2d6 S/PMartial (Str), Heavy, Reach, Tripping2
Ranseur2d8 PMartial (Str), Heavy, Reach,Disarming2
Halberd2d6 S/PMartial (Str), Heavy, Reach, Cleaving2
Crow’s Beak2d8 S/BExotic (Str), Heavy, Reach, Dismounting, Tripping
War Scythe2d8 SExotic (Str), Heavy, Reach, Disarming, Tripping, Versatile (Critical Hit Range +1, Laceration on Critical Hit)
Lance2d6 PExotic (Str), Heavy, Reach, Versatile (Advantage on attacks with Lance whenever on a non-hostile Mount)

Fighting Styles

  • Bracing: The user may withhold their Move Action in order to brace their Piercing Pole-arm as a Prepared Action. A creature that moves within melee range of the user may be attacked as the Brace action. The user gains Advantage to hit, as well as gaining an increase in the weapon’s damage die.
  • Dismounting: The user may use the Combat Maneuver Dismounting with any Pole-arm with Reach. 
  • Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively. 
  • Viking Throw (Polearms): The user is able to wield Short Spears as if they’re Light weapons and is able to throw two Short Spears on their Attack Action. The range of Short Spears increases to 40/60ft.
  • Skewer: When using a Piercing attack with a Pole-arm your Critical Hit Range is increased by +1.
  • Cleaving: The user is able to use the Cleaving Combat Maneuver with all Heavy Pole-arms.
  • Thrust Through: The user is able to make a thrusting attack with a Reach weapon that hits the adjacent target and a target behind it within the Reach radius as if Cleaving, however this may be used as a basic melee attack and roll to hit and damage with both targets.

Ranged Weapons

WeaponDamagePropertiesLevel
Boomerang1d4 BMartial (Dex), Light, Thrown (60ft/120ft) Advantage to hit Against Beasts1
Light Crossbow1d8 PMartial (Str), Range (75ft/150ft), Loading, Versatile (No Disadvantage for shooting while Moving mounted on a Friendly creature)1
Recurve Bow1d6 PMartial (Dex) Range (100ft/200ft), Versatile (No Disadvantage for shooting while Moving mountedon a Friendly creature)1
Sling/Kestros1d4 P/BMartial (Dex), Range (60ft/120ft), Loading, Versatile (May use darts as ammo for Piercing damage, may be used as a melee weapon if loaded with Bludgeoning ammo)1
Longbow1d8 PMartial (Dex), Range (200ft/400ft)2
Shuriken1d6 SMartial (Dex), Thrown (30ft/60ft) Versatile (Hitting an enemy while in Stealth does not immediately break stealth)2
Heavy Crossbow2d8 PMartial (Str), Range (125ft/250ft), Loading2
Repeating Crossbow1d10 PExotic (Str/Dex), Heavy, Range (100ft/200ft), Versatile (Holds 20 bolts, but requires a Move and Standard Action for a Loading Action)
Chakram1d8 SExotic (Dex), Light, Thrown (60ft/120ft), Versatile (May use a Reaction to make a melee attack with Chakram’s when attempting to be Grappled)
Hunga Munga1d10 PExotic (Dex), Light, Thrown (30ft/60ft), Lacerating

Fighting Styles

  • Called Shot: The user is able to take aim at a creature, targeting them in specific areas in order to deal various Conditions. Called Shot on the head has a chance of leaving the target Blinded until the end of the target’s next turn, the arms to Disarm the target, and the legs to leave the target Slowed until the end of the target’s next turn.
  • Cavalry Marksman: The user gains Advantage to hit with Ranged/Thrown attacks while Mounted on a Friendly creature.
  • Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively. 
  • Prone Stability (Crossbows): When dropping Prone to fire your crossbow, you ignore a Disadvantage on your attack roll and the Loading property of the weapon (Repeating Crossbow’s Loading only requires a Minor Action.)
  • Silent Killer: The user has learned to throw silently and effectively. All weapons with the Thrown property gain Versatile (All hits are Critical on Surprised enemies, on a hit on Surprised targets, the target and all opponents in sight of the hit target have disadvantage on their Initiative checks.)
  • Sniper: When attacking at long range your Critical Hit Range is doubled.

Sidearms

WeaponDamagePropertiesLevel
Cavalry Sabre1d6 S/PMartial (Str/Dex), Disarming, Versatile (Advantage on attacks with Cavalry Sabre while Mounted on a Friendly creature)1
Rapier1d8 PMartial (Dex), Disarming1
Short Sword1d6 S/PMartial (Dex) Range (100ft/200ft), Versatile (No Disadvantage for shooting while Moving Mounted on a Friendly creature)1
Gladiator Scissors1d8 SMartial (Dex), Versatile (+1 to AC, may use Reaction upon being hit to deal damage to the enemy equal to the Average damage die of the Gladiator Scissors).2
Sai1d6 PMartial (Dex), Light, Disarming, Grappling2
Urumi (Sword Whip)1d6 SExotic (Dex), Light, Disarming, Versatile (Negates Reactions that increase AC and ignores weapon and shield AC bonuses)
Maduvu (Shield Dagger)1d4 PExotic (Dex), Versatile (+1 AC, may be use another Maduvu in off-hand without a Two-Weapon Fighting feature).

Fighting Styles

  • Off-Hand Efficiency: Combat Maneuvers against the user yield Disadvantage as long as a Sidearm is equipped in the user’s off hand.
  • Quick Draw: Upon being Disarmed, the user may draw a Sidearm on their person as a free action. Additionally, anytime an opponent tries to Disarm your Sidearm they yield a Disadvantage.
  • Exotic Weaponry: The user has trained in an exotic weapon and is able to wield it effectively. 
  • Backstab: If the user is attacking a Flanked enemy they may double their Ability Modifier to their attack rolls.
  • Sidearm Specialist: The user is able to make an attack with their main hand Sidearm as a Minor Action as long as they’re wielding no weapon in their off-hand.

Unarmed

WeaponDamagePropertiesLevel
Unarmed/Cestus1d4 BMartial (Str/Dex), Light, Grappling1
Gauntlet/Spiked Cestus1d4 B or PMartial (Str/Dex), Light, Grappling1

Fighting Styles

  • Improved Pugilism (I – III): The damage die for your Unarmed attacks increases and you may add your Ability Modifier to Minor Action Unarmed attacks. This Fighting Style may only be taken up to three times.
  • Choke: The user may Choke a Grappled enemy, forcing them to make an Endurance check against the user’s Endurance check. When an enemy fails a check they have a Disadvantage on all rolls while being choked. Upon a second failed check the target is Sleeping.
  • Disarm: The user has learned to Disarm their opponent while using Unarmed.
  • Trip: The user has learned to Trip their opponent while using Unarmed.
  • Killer Hook: The user’s unarmed melee attacks leave the opponent Dizzied until the end of their next turn on a Critical and Critical Hit Range increases by 1 for your basic unarmed attacks.
  • Ki Break: The user may use this ability as a special Combat Maneuver in order to break the opponent out of Sustaining a spell.

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