Weapons and Weapon Properties

Weapon Properties

Ammunition

  • With each attack you must spend one piece of ammunition.
  • Some ammunition can be used as an improvised weapon.
  • You typically recover half of your ammunition spent after a battle (no ammunition is recovered from firearms or energy weapons).

Armor Penetration

  • When used against a target that benefits from armor, you add the # bonus to your attack roll. This bonus cannot exceed the target’s AC minus (-)10, not counting AC bonuses from Dexterity.

Awkward (#)

  • A critical fumble results on a natural roll represented by # or lower on the attack roll.

Barbed

  • Weapons with this property remain attached to target on a hit.
  • The target or a creature within 5 feet of them can attempt to remove the barbed weapon with-out harm by taking an action to make a DC 10 Dexterity or Medicine skill check. On a successful result the weapon in removed. On a failure, it is still removed, but the target takes damage from weapon upon removal.
  • If the attacker still wields the weapon, they can remove it as an action. This deals automatic weapon damage (no modifiers) to the target.

Bludgeoning

  • This is a damage type.

Burst Fire

  • Can make a normal, single-target attack, burst fire versus a single target, or spray a 10-foot-cube area within normal range with shots.
  • Normal single shots use normal rules and ammunition.
  • Single target burst: You gain advantage against a target within normal range. Uses 10 pieces of ammunition.
  • Area burst: Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. Uses 10 pieces of ammunition.

Defensive (#)

  • # is applied to AC.
  • Whenever you use this weapon to make an attack, the defensive bonus is lost until the start of your next turn.
  • When wielding two defensive weapons, only the highest bonus is applied to your AC.

Disarming

  • When a weapon with the disarming quality would deal damage, you may instead choose to deal no damage and force the target to make a DC 10 Strength saving throw. On a failure, the target is disarmed.

Double

  • Weapon is essentially two melee weapons joined as one. Each end retains the properties of the original weapons. These cannot include two-handed weapons.
  • If both ends have the light property, this weapon can be used to make a two-weapon fighting attack and benefits from the two-weapon fighting style.
  • Double weapons require two hands to use but do not have the two-handed property, and cannot benefit from features that affect two-handed weapons. Similarly, weapons with the two-handed property cannot be given the double property. If the weapon has reach, only one attack per round can benefit from this property.

Energy (type)

  • This is a damage type, standard for laser guns.

Entangling

  • On a hit, the attacker can choose to impose the restrained condition on the target until the target escapes. To escape, the target or another creature within 5 feet must spend an action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 5 or more slashing damage (AC 10). A weapon with the entangling property can only be attacked when it is restraining a target.
  • Targets two size categories larger than the attacker or targets with formless bodies are immune to this property.
  • For weapons with a trailing line, like the whip or harpoon, the target can move, but only in the direction of the attacker. Furthermore, if the target remains entangled by a weapon with a trailing line, the attacker can use their action to initiate a Strength contest and, if successful, can pull the entangled target up to 10 feet towards them.

Finesse

  • You can substitute Dexterity for Strength for the attack bonus and damage die modifier when wielding these weapons.

Fragile/Primitive

  • Each time the minimum damage is rolled with this weapon, it takes a temporary -1 penalty to damage rolls. If the penalty drops to -5 before the weapon is repaired, it is permanently destroyed.

Heavy

  • Attacks with these weapons made whilst mounted or in cramped conditions have disadvantage.
  • Small creatures always have disadvantage if they attempt to use these weapons. (As do medium creatures trying to wield weapons made for large creatures. Basically, this property applies to weapons made for those 1 size category above your own).
  • These weapons cannot be used in the off-hand.

Light

  • If wielding a light weapon in one hand, you can use a bonus action to attack with another light weapon in your off-hand. The off-hand attack does not add your ability score to its damage.
  • If you attempt to fight with one-handed weapons in this manner all attacks are made with disadvantage.

Loading

  • You can fire only one piece of ammunition or make a single attack only with this weapon, regardless of the number of attacks you have.
  • It requires 2 hands to load a weapon.
  • Loading (2) requires 2 actions or bonus actions to load.

Mounted

Piercing

  • This is a damage type.

Range (#/#)

  • Range shown is in feet. The first value is the weapon’s normal range. The second is its maximum range. When attacking at a range beyond the normal value you have disadvantage on the roll.
  • Attacking with a ranged weapon whilst a threatening enemy is within 5ft. imposes disadvantage on your attack roll.

Reach

  • This weapon adds 5ft. to your reach when you attack with it.
  • You have disadvantage to attack foes within 5ft. of you with this weapon.

Readied

  • Once per round, when a creature uses the Dash action (or benefits from extra movement) to move within the reach of your held weapon with the readied property, you can use your reaction to make a melee weapon attack against that target with that weapon. If you hit this attack automatically becomes a critical hit.
  • You cannot use this feature if you have a hostile creature able to take actions within 5 feet of you.

Reload

  • A limited number of shots can be made with these weapons before they need to be reloaded. You must then spend an action or bonus action to reload the weapon.

Round Flight Path

  • This is a property applied to some weapons with the thrown property.
  • Determine a circular flight path from the attacker to the target, as if they were on opposite sides of the circle. (So the distance from the attacker to the target is also needed for the ‘width’ of the flight path).
  • If there are other creatures or solid objects along this flight path on the way to the intended target, then these intervening creatures or objects become the target instead.
  • If the thrown weapon hits the target, it falls into the target’s space as normal.
  • If the weapon misses the target it must have a clear flight path on the opposite side of the ‘flight circle’. If there is not then the weapon targets the next creature or object along the flight path.
  • If nothing is hit throughout the entire flight path, the thrown weapon returns to the attacker, who can sped a bonus action to catch it, otherwise the weapon lands within 5 feet of the thrower.

Serrated

  • This quality can only be applied to weapons that deal slashing damage. A weapon with this quality loses the Armor Penetration quality.
  • If you hit a target not wearing any armor and with no natural armor with a melee weapon attack, you can spend your bonus action to deal an extra damage dice against that target.
  • If you hit a target wearing light armor with a melee weapon attack, you can use your bonus action to shred their armor, reducing their AC value by 1. Armor reduced to AC 10 is destroyed. Target’s are then considered unarmored for future attacks.

Set for Charge

  • This weapon may be set for a charge.

Slashing

  • This is a damage type.

Spray

  • Shot from these weapons spreads out, increasing the chances of hitting.
  • Attacks versus targets within normal range are made at advantage and deal full damage.
  • At long range this weapon deals half damage (half the dice), but may target two targets within 5 feet of each other.

Thrown

  • These weapons can be thrown with one hand.
  • If the weapon can be used as a melee weapon, you use Strength for attack and damage modifier (unless it has the Finesse property, then you can choose either as normal). Otherwise you use Dexterity.

Toggle

  • Weapons with this property have a trailing line on the weapon, or have reach and can connect to targets. They must have a means to attack to a target such as the barbed and/or entangling properties.
  • When a toggle weapon with the barbed or entangling property hits a target, a trailing line connects the target to the attacker. This line can be broken by a creature that takes an action to deal 5 or more slashing damage against AC 10, or by breaking the line with a DC 15 Strength check.
  • The attacker decides how long the toggle line is (up to # feet). A target attached to the line can only move beyond this distance from the weapon’s wielder by making an opposed Strength check against the wielder. If successful, the target can move away. The wielder has two choices if the target moves away: they can simply drop the weapon, in which case it is dragged by the target, or they can spend a reaction to release or pull free the weapon, which then remains in their hands. Pulling free a barbed weapon from a connected target deals the target damage as normal.

Tripping

  • When a weapon with the tripping quality would deal damage, you may instead choose to deal no damage and attempt to shove the target. Your Strength check has advantage when taking the shove action in this way.

Two-Handed

  • This weapon must be wielded using two hands.

Unbalancing

  • If you make a melee attack with this weapon and miss, you become unbalanced, granting advantage to the next attack against you before the beginning of your next turn. You may spend a bonus action to recover your balance.

Versatile (d#)

  • This weapon can be used in one or two hands.
  • When used in two hands you use the die in parentheses for damage.
  • Small creatures must wield these items in two hands, but use the standard damage. (If they attempt to use the weapon in 1 hand, it is treated has having the Heavy property).

Wrap-Around

  • Weapons with the wrap-around property ignore shield AC bonuses and bonuses from weapons with the defensive property.

Axes and Picks

Simple Axes and Picks Damage and Type Properties Cost Weight Cultures Sources
Axe – tool 1d8 slashing Heavy, Two-handed, Unbalancing 1gp 6lb. Euro (doloire, woodcutter’s, wagoner’s); Roman (dolabra)
Handaxe/Throwing 1d6 slashing Light, Range (20/60), Thrown 5gp 2lb. Africa; America (tomhawk); India (bhuj); Japan (masakari, ono), Indonesia (kapak) 5e PHB
Mattock 1d8 bludgeoning & slashing Heavy, Two-handed, Unbalancing 10gp 7lb. En5ider
Pick – hand/light 1d6 piercing - 4gp 2lb. PFCR
Pick – miner’s 1d10 piercing AP2, Awkward (2), Heavy, Two-handed, Unbalancing 2gp 10lb. En5ider; 5e PHB
Martial Axes and Picks Damage and Type Properties Cost Weight Cultures Sources
Axe-Spear 1d8 slashing (axe) or 1d6 piercing (spear) Double Heavy; Spear – uses Spears group proficiency, Versatile (1d8), cannot be thrown as a spear 15gp 6lb. Dwarf (urgosh) En5ider; PFCR
Battleaxe 1d8 slashing Versatile (1d10) 10gp 4lb. Africa (shoka); Athas (carrikal – twin bladed, Fragile, Brutal (rerolls 1’s on damage)); China (ch’iang, daggeraxe – deals piercing damage instead); Egypt (khetan); Euro – North (Dane axe); Greece (labrys); India (parashu, keteriya, tabar, tungi); Japan (masakari, ono); Maritime (boarding axe); Persia (sagaris, tabarzin, ‘saddle axe’); Phillipines (panabas); Viking (bearded – as a bonus action can hook on target’s shield to provide Wrap-Around for next attack vs the target before the target has their turn, Dane axe) 5e PHB
Buckler-Axe 1d6 slashing (axe) or 1d4 bludgeoning (buckler) Light; Buckler uses Shields group proficiency, Defensive 1, (Benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 15gp 3lb. Dwarf 3e Complete Warrior
Double battleaxe 1d8 slashing (both ends) Double, Heavy, Versatile (1d10) 25gp 5lb. Orc En5ider; PFCR
Greataxe 1d12 slashing Heavy, Two-handed 30gp 7lb. Euro-North; Orc 5e PHB
Pick – War/Crowbill 1d8 piercing AP2 5gp 2lb. India (zaghnal) 5e PHB
Swordaxe 1d8 slashing AP1, Unbalancing, Versatile (1d10) 10gp 5lb. 3e Arcana Unearthed
Waraxe 1d10 slashing AP1, Heavy, Unbalancing 30gp 5lb. Dwarf PFCR

Blowguns

Simple Blowguns Damage and Type Properties Cost Weight Cultures Sources
Blowgun 1 piercing Ammunition (darts, 1gp, 1 lb. per 50), Range (20/60) 10gp 1 lb. African, Meso-American 5e PHB
Martial Blowguns Damage and Type Properties Cost Weight Cultures Sources
Blowgun – Long / Greater 1d4 piercing Ammunition (darts, 1gp, 1 lb. per 50), Range (30/90), Two-handed 20gp 4 lb. African (great), Meso-American 3E Oriental Adv
Mouth Darts 1 piercing Ammunition (darts, 1gp, 1 lb. per 50), Range (10/30) 1gp - Japan (fukimi-bari) 5e PHB

Bows

Simple Bows Damage and Type Properties Cost Weight Cultures Sources
Shortbow/ Hunting bow 1d6 piercing Ammunition (arrows, 1 gp, 1 lb. per 20), Range (80/320), Two-handed 25gp 2 lb. Any 5e PHB
Martial Bows Damage and Type Properties Cost Weight Cultures Sources
Greatbow 1d10 piercing Ammunition (arrows, 1 gp, 2 lb. per 20), Heavy, Range (150/600), Two-handed, Disadvantage unless Strength is 13+ 50 gp 3 lb. Africa (Kenya) 3e African Adv.; 1e Dragon Mag 189
Longbow 1d8 piercing Ammunition (arrows, 1 gp, 1 lb. per 20), Heavy, Range (150/600), Two-handed 50 gp 2lb. Anywhere 5e PHB
Longbow – composite 1d8 piercing AP1, Ammunition (arrows, 1 gp, 1 lb. per 20), Heavy, Range (120/480), Two-handed 100 gp 3 lb. Japan (daikyu, drop the Heavy property) PFCR
Shortbow – composite 1d6 piercing AP1, Ammunition (arrows, 1gp, 1 lb. per 20), Heavy, Range (120/480), Two-handed 80gp 3 lb. Arabia; China (gong-jian); Japan (yumi) En5ider; PFCR
Variant Ammunition Damage and Type Properties Cost Weight Cultures Sources
Arrow – blunt -1 die type bludgeoning Range (-40 feet from normal range) 10 gp per 20 2 lb. 3e Dragon Compendium (Mag 279)
Arrow – flight normal Range (+20 feet to normal range) 10 gp per 20 1 lb. Elf 3e Dragon Compendium (Mag 279)
Arrow – signal -1 die type Awkward (3); Designed to whistle or emulate a bird’s call 10 gp per 20 2 lb. Elf 3e Dragon Compendium (Mag 279)
Arrow – smoke -1 die type Awkward (3); Range (-20 feet from normal range); Trails smoke and creates a cloud ina 10-foot-cube where it lands 20 gp per 20 4 lb. 3e Dragon Compendium (Mag 279)

Brawling

Simple Brawling Weapons Damage and Type Properties Cost Weight Cultures Sources
Gauntlet/Brass Knuckles 1d3 bludgeoning Light 2gp 1 lb. Japan (kote); Roman (cestus) 3e UA
Gauntlet-spiked 1d4 piercing Light 2gp 2 lb. 3e UA
Improvised (small) 1d4 any Fragile, Light, Range (20/60), Thrown - - - 5e PHB
Improvised (med) 1d6 any Awkward 2, Fragile, Range (10/30), Thrown - - - -
Improvised (large) 1d8 any Awkward 3, Heavy, Two-handed, Unbalancing - - - -
Knife 1d4 piercing or slashing Finesse, Light, Range (20/60), Thrown 1gp 1 lb. Any; Africa (telek)
Unarmed Strike 1 bludgeoning Light - - - 5e PHB
Wrist razors 1d4 piercing or slashing Light 2gp 1 lb. Athas 4e DSCS
Martial Brawling Weapons Damage and Type Properties Cost Weight Cultures Sources
Nekode 1d4 slashing Finesse, Light 2gp 1 lb. PFCR;3e Oriental Adv.
Punching dagger 1d6 piercing Light 2gp 1 lb. India (katar;scissor katar or panther claw(10 gp) – add Defensive 1, Disarm) 3e Dragon Compendium (Mag 281);4e DSCS
Sai 1d4 bludgeoning Defensive 1, Disarm, Finesse, Light 2gp 2 lb. Japan (also jitte (with 1 guard)) En5ider; 3e Oriental Adv
Siangham 1d4 piercing - 3gp 1 lb. Japan PFCR
Sansaar 1d4 piercing Finesse, Light, Range (20/60), Thrown special special Devotees of the Dragon PFCR
Tonfa or Whacking Stick 1d4 bludgeoning Defensive 1, Light 2gp 1 lb. Africa (knobkerrie, iWisa); Japan (tonfa) PFCR; 3e Oriental Adv
Tortoise Blade 1d6 piercing (punching dagger) or 1d4 bludgeoning (buckler) Light; Buckler uses shields group proficiency, Defensive 1, (Benefits that allow you to use your shield, such as to push or add to Dex saves, cannot be used with bucklers) 10gp 3 lb. Ivory Isles 4e DSCS; 3e Complete Warrior

Clubs and Staves

Simple Clubs and Staves Damage and Type Properties Cost Weight Cultures Sources
Club/Cudgel 1d4 bludgeoning Light 1sp 2 lb. ANY; Africa (knobkerrie); Maritime (belaying pin); Phillipines (muton) 5e PHB
Club-throwing 1d4 bludgeoning Light, Range (20/60), Thrown 2gp 2 lb. Africa (small knobkerrie)
Sap 1d4 bludgeoning (Foes reduced to 0 hit points are unconscious) 1gp 2 lb. PFCR
Quarterstaff 1d6 bludgeoning Double (and Light when used as a double weapon), Versatile (1d8) 2sp 4 lb. ANY; China (bang gun); India (lathi); Indonesia (toya); Japan (bo); Korea (bong) 5e PHB
Sling Staff 1d4 bludgeoning Fragile, Two-Handed (see Thrown and Slings for ranged) 1gp 4 lb Halfling (hoopak)
Martial Clubs and Staves Damage and Type Properties Cost Weight Cultures Sources
Greatclub 1d8 bludgeoning Heavy, Two-Handed 2sp 10 lb. China (chang bang); India (gada); Japan (tetsubo)
Morningstar/Spiked club 1d8 bludgeoning and piercing AP 1 15gp 4 lb. 5e PHB

Crossbows

Simple Crossbows Damage and Type Properties Cost Weight Cultures Sources
Light Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1gp, 1 lb. per 20), Light, Loading, Range (80/320), Loading, Two-Handed 25gp 5 lb. Africa-Congo; China (nu) 5e PHB
Martial Crossbows Damage and Type Properties Cost Weight Cultures Sources
Hand Crossbow 1d6 piercing Ammunition (bolts, 1gp, 1 lb. per 20), Light, Loading, Range (30/120) 75gp 3 lb. 5e PHB
Heavy Crossbow 1d10 piercing AP 2, Ammunition (bolts, 1gp, 1 lb. per 20), Heavy, Rof 1, Loading, Two-Handed, Range (100/400) 50gp 18 lb. 5e PHB
Repeating Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1gp, 1 lb. per 20), Awkward 2, Reload (6 shots), Two-Handed, Range (80/320) 100gp 8 lb. En5ider; 3e; PFCR
Three-Shot Crossbow 1d8 piercing AP 1, Ammunition (bolts, 1gp, 1 lb. per 20), Awkward 2,
Reload (3 shots), Two-Handed, Range (80/320)
50gp 7 lb. Myrish
Variant Ammunition Damage and Type Properties Cost Weight Cultures Sources
Bolt-thunder -1 die type bludgeoning Range (-40 feet from normal range); Creatures within 10-feet of impact must make a DC 12 Constitution save. On a failed save they are deafened (save at the end of each turn to remove). If a creature is the target, they also suffer 1d6 thunder damage on a failed save. Unattended objects suffer 1 point of damage in the burst. 50gp each 1/2 lb. Dwarf 3e Dragon Compendium (Mag 279)

Flails

  • Bladed flails deal slashing damage but gain the Awkward (2) property.
  • Spiked flails (morningstars) gain the Awkward (2) property but gain AP 1 and deal piercing damage as well as bludgeoning damage. 3e Dragon Compendium (Mag 304).
Simple Flails Damage and Type Properties Cost Weight Cultures Sources
Ball & chain 1d6 bludgeoning Awkward 1, Heavy, Trip, Unbalancing, Wrap-Around 2gp 8 lb. En5ider
Flail – Light/Grain/Tool 1d4 bludgeoning Fragile, Trip, Wrap-Around 2gp 2 lb.
Martial Flails Damage and Type Properties Cost Weight Cultures Sources
Flail 1d8 bludgeoning Trip, Wrap-Around 10gp 2 lb. China (2-section staff) 5e PHB
Flail – Heavy 1d10 bludgeoning Heavy, Trip, Two-Handed, Wrap-Around 15gp 10 lb. 3e Arcana Unearthed
Nunchaku 1d4 bludgeoning Disarm, Finesse 5gp 2 lb. Japan En5ider; PFCR
Three-section staff 1d6 bludgeoning Disarm, Trip, Wrap-Around 8gp 4 lb. China 3e Oriental Adv

Hammers and Maces

Simple Hammers and Maces Damage and Type Properties Cost Weight Cultures Sources
Hammer – tool 1d4 bludgeoning - 1gp 3 lb. 5e PHB
Hammer – light/throwing 1d4 bludgeoning Light, Range 20/60), Thrown 2gp 2 lb. 5e PHB
Mace 1d6 bludgeoning - 5gp 4 lb. ANY; China (suan tou fung); Indonesia (gada) 5e PHB
Martial Hammers and Maces Damage and Type Properties Cost Weight Cultures Sources
Maul 2d6 bludgeoning AP 2, Heavy, Two-Handed, Unbalancing 10gp 10 lb. 5e PHB
Warhammer/ Warmace 1d8 bludgeoning Versatile (1d10) 15gp 2 lb. 5e PHB; 3e Complete Warrior

Hooks and Sickles

Simple Hooks and Sickles Damage and Type Properties Cost Weight Cultures Sources
Gaff/ Hafted hook 1d8 piercing Barbed, Heavy, Reach, Trip, Toggle (max 10 ft.), Two-Handed 4gp 5 lb. Asia (ankus, elephant goad – may have a spear head on end); Ogre (can also deal slashing damage) 3e Dragon Companion (Mag 331)
Hook 1d4 piercing Barbed, Finesse, Light 3gp 1 lb. Maritime
Sickle 1d4 piercing or slashing Light 1gp 2 lb. Asherati/Desert (eagle claw); China (lian); Greece; Indonesia (badik); Japan (kama); Ogre (ogre hook) 5e PHB
Martial Hooks and Sickles Damage and Type Properties Cost Weight Cultures Sources
Alhulak 1d6 piercing and slashing Fragile, Trip, Versatile (1d8) 15gp 3 lb. 4e DSCS
Cahulaks 1d6 piercing and slashing Awkward 2 (when thrown), Double, Entangling (when thrown), Fragile, Range (20/60), Thrown, Trip, Wrap-Around (when thrown) 25gp 3 lb. 4e DSCS
Mangler 1d8 slashing Fragile, Light 30gp 2 lb. 3e Arcana Unearthed
Sickle Sword 1d6 piercing or slashing Wrap-Around 5gp 3 lb. Africa – north east (shotel); Egypt (sickle sword); Euro-East (sica) 3e African Adv; 1e Dragon Mag 189

Long Blades

Simple Long Blades Damage and Type Properties Cost Weight Cultures Sources
Long blade 1d8 slashing Versatile (1d10) 15gp 3 lb. Africa – Dohemey (nyek-ple-neh-toh/razor sword, add the Serrated quality); Africa – north west medieval (kaskara); China (jian); Euro (cusped falchion); Euro (longsword, can also deal piercing damage); Euro (sabre, +25gp, add Defensive 1); India (khandar); Japan (katana); Korea (gum); Marine (shark-toothed longsword, add the Serrated quality); Nepal (ram dao); Roman (spartha); Orc (falchion) 5e PHB
Martial Long Blades Damage and Type Properties Cost Weight Cultures Sources
Double Longsword 1d8 slashing Double 50gp 6 lb. PFCR; 3e Dragon Compendium (Mag 281)(bladed staff)
Greatsword 2d6 slashing Heavy, Two-Handed 50gp 6 lb. Arabia (great falchion); Burma (dalwel); Dacia/Thrace (falx, add Wrap-Around); Japan (nagamaki, no-dachi); Orc (great falchion); Scotland (claymore) 5e PHB
Khopesh 1d8 slashing Trip, Versatile (1d10) 10gp 5 lb. Dhothraki (arakh); Egypt
Swordaxe 1d8 slashing AP 1, Unbalancing, Versatile (1d10) 10gp 5 lb. Euro (cleaver falchion) 3e Arcana Unearthed

Natural Weapons

Simple Natural Weapons Damage and Type Properties Cost Weight Cultures Sources
Bite – Fangs 1d4 piercing Finesse
Bite – Shredding 1d4 slashing -
Bite – Crushing 1d4 bludgeoning and piercing Entangling
Bash / Hoof / Slam 1d4 bludgeoning -
Claws 1d4 slashing Finesse, Light
Gore / Horns 1d4 or 1d6 piercing Unarmed (for short horns)
Probiscus 1d6 piercing Finesse
Tentacle 1d4 or none Entangling, Reach, Trip, Wrap-Around

Pole-Arms

Simple Polearms Damage and Type Properties Cost Weight Cultures Sources
Scythe 1d8 slashing Awkward 2, Heavy, Two-Handed, Wrap-Around 5gp 6 lb. Greece En5ider; PFCR
Martial Polearms Damage and Type Properties Cost Weight Cultures Sources
Fauchard 1d6 piercing/1d8 slashing Heavy, Reach, Entangling (with piercing attack only), Trip, Two-Handed 20gp 6 lb. Euro 3e Dragon Compendium (Mag 331)
Glaive 1d10 slashing Heavy, Reach, Two-Handed 20gp 6 lb. China (chan, da dao); Japan (naginata) 5e PHB
Guisarme 1d8 slashing/1d6 piercing (hook or spear point) Barbed (hook), Heavy, Reach, Trip, Two-Handed 20gp 6 lb. Euro 3e Dragon Compendium (Mag 331)
Halbard 1d10 slashing/1d8 piercing Heavy, Reach, Set for Charge, Two-Handed 20gp 6 lb China (chi chi); Japan (bisento); France (voulge – no spear point, remove Set for Charge property 5e PHB; 3e Dragon Compendium (Mag 331)
Crescent Blades 1d8 slashing (both ends) Double, Heavy 50gp 6 lb. Japan (lajatang); Thri-Kreen (gythka) 5e MM; 3e Oriental Adv; 3e Complete Warrior; 3e Sandstorm
Man Catcher None or 1d6 piercing Entangling (DC 12 Str or Dex save to escape, damage on escape), Heavy, Reach, Trip, Two-Handed 8gp 7 lb. Japan (sasumata) 3e OA; 3e Complete Warrior
Pike 1d8 piercing Awkward (2), Heavy, Reach (+10ft), Set for Charge, Two-Handed 25gp 8 lb. Euro (awl pike); Greece (sarissa) 3e Dragon Compendium (Mag 331); 2e Age of Heroes
Pole-Axe / Bardiche 2d6 slashing AP 1, Awkward 2, Heavy, Reach, Two-Handed, Unbalancing 25gp 7 lb. Africa (elephant axe); Scotland (lochaber axe) En5ider; 3e Dragon Compendium (Mag 331
Pole-Pick 2d6 piercing (pick head) or 1d6 piercing (spear head) AP 2 (pick head), Awkward 2, Heavy, Reach, Two-Handed, Unbalancing 25gp 7 lb. Euro (bec de corbin ’crow’s beak’); Switzerland (lucern hammer – remove pick head and add a 1d8 bludgeoning head with AP 2) 3e Dragon Compendium (Mag 331)
Ranseur 1d8 piercing Heavy, Disarm, Reach, Set for Charge, Two-Handed 20gp 6 lb. Euro (ranseur; spetum or partisan – both can deal 1d6 slashing damage) 3e Dragon Compendium (Mag 331)

Shields

Simple Shields Damage and Type Properties Cost Weight Cultures Sources
Buckler 1d4 bludgeoning Defensive 1, Light, (objects may be held in off hand such as torches; benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 7gp 2 lb. PFCR
Small Shield 1d4 bludgeoning Defensive 1, Light, Occupies Off-Hand 5 gp 4 lb. Roman (parma) PFCR
Martial Shields Damage and Type Properties Cost Weight Cultures Sources
Buckler-Axe 1d6 slashing (axe) or 1d4 bludgeoning (buckler) Defensive 1, Light, (objects may be held in off hand such as torches; benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers) 15gp 3 lb. Dwarf 3e Complete Warrior
Medium Shield 1d6 bludgeoning Defensive 2 10 gp 6 lb. Greek (aspis, clipeus, hoplon); Roman (clipeus, scutum) 5e PHB
Toroise Blade 1d6 piercing (punching dagger) or 1d4 bludgeoning (objects may be held in off hand such as torches; benefits that allow you to use your shield, such as to push or add to Dexterity saves, cannot be used with bucklers); Punching dagger uses Brawling group proficiency, Light 10gp 3 lb. Gnome; Halfling 4e DSCS; 3e Complete Warrior

Short Blades

Simple Short Blades Damage and Type Properties Cost Weight Cultures Sources
Dagger / Dirk 1d4 piercing Finesse, Light, Range (20/60), Thrown 2gp 1 lb. ANY; Burma (dhaw); China (bi shou); India (khanjarli); Japan (tanto); Roman (pugio); Thailand (mit) 5e PHB
Knife 1d3 piercing or slashing FInesse, Light, Range (20/60), Thrown - - ANY; Africa (telek)
Kukri 1d4 slashing Finesse, Light - - Africa (scrub knife) PFCR
Martial Short Blades Damage and Type Properties Cost Weight Cultures Sources
Double Shortsword 1d6 slashing Double, Finesse, Light 50gp 6 lb. PFCR; 3e Arcana Unearthed (swordstaff)
Foil / Epee 1d6 piercing Finesse, Light 10gp 1 lb. Elf (elven lightblade)
Main-Gauche 1d4 piercing Defensive 1, Disarm, Finesse, Light 10gp 1 lb. En5ider
Rapier 1d8 piercing 1d8 piercing or slashing Defensive 1, Finesse, Fragile 25gp 2 lb. Elf (elven thinblade) 5e PHB
Scimitar 1d6 slashing Finesse, Light 25gp 3 lb China (dao); Elf (elven fighting sword); India (tulwar, shamshir); Indonesia (parang); Japan (ninja-to, wakizashi); Philippines (bolo) 5e PHB
Shortsword 1d6 piercing Finesse, Light 10gp 2 lb. Africa (flyssa); China (duan jian); Greece; India (kris); Korea (dan sang gum); Nepal (kora); Roman (gladius) 5e PHB
Short Chopping Blade / Single Edged Blade / Machete 1d6 slashing Light 10gp 3 lb. Africa (long scrub knife); Berbers (flyssa); China (butterfly sword); Maritime (cutlass – gains Defensive 1); Saxon (seax)
Stiletto 1d4 piercing (AP 1 with sneak attack or surprise), Light 10gp 1 lb. Euro

Spears

Simple Spears Damage and Type Properties Cost Weight Cultures Sources
Fishing Spear 1d4 piercing Barbed (no extra damage on removal), Fragile, Reach, Range (30/120), Thrown 2gp 3 lb. En5ider
Javelin / Short Spear 1d6 piercing Range (30/120), Thrown 5sp 2 lb. ANY 5e PHB
Harpoon or Barbed Spear 1d6 piercing Barbed, Heavy, Ranged (15/60), Thrown, Toggle (harpoon only; max 10 ft.), Versatile (1d8) 5gp}4 lb. Africa; Greece (harpoon); Maritime En5ider
Spear 1d6 piercing Range (20/60), Thrown, Versatile (1d8) 1gp 3 lb. ANY 5e PHB
Martial Spears Damage and Type Properties Cost Weight Cultures Sources
Broad-Bladed Spear 1d6 piercing and slashing Range (15/45), Thrown, Versatile (1d10) 15gp 4 lb. African (leaf spear – sometimes has Serrated quality, paddle spear – no short range for throwing) 3e African Adv; 3e Dragon Compendium (Mag 304);1e Dragon Mag 189
Double Spear 1d6 piercing Double, Range (20/60), Thrown, Versatile (1d8) 20gp 4 lb.
Dragon Paw 1d6 piercing / 1d6 piercing Defensive 1 (with off hand), Double 25gp 5 lb. Japan (sang kauw) 3e Oriental Adv
Lance 1d12 piercing AP 2 (mounted), Awkward (when on foot), Heavy, Mounted, Reach, (Two-Handed when on foot) 10gp 6 lb. Japan (uma-yari); Roman (contus) 5e PHB
Lance – Tourney 1d6 bludgeoning Awkward (when on foot), Fragile (on a 1-3), Heavy, Mounted, Reach - -
Long-Bladed Spear 1d8 piercing or slashing Versatile (1d10) 15gp 4 lb. African (iklwa) 3e African Adv
Longspear / Light Lance 1d10 piercing AP 1 (mounted), Heavy, Reach, Set for Charge, Two-Handed 20gp 6 lb China (mao, qiang); Greece (xyston); Malaysia (lembing); Roman (hasta) 5e PHB (as pike)
Pilum 1d6 piercing Fragile (any but a 1), Range (20/60), Thrown (if a wooden shield is hit, the wielder gains no benefit from it until the pilum is removed using an action (DC 10 Strength check). A thrown pilum is bent and takes an action to straighten it for another throw) 2gp 4 lb. Roman 3e Dragon Compendium (Mag 331)
Trident 1d6 piercing Brace, Disarming, Range (20/60), Thrown, Versatile (1d8) 5gp 4 lb. China (tiger lance, san cha); Greece; Japan (dai tsuchi); Roman (fuscina) 5e PHB

Thrown and Slings

Simple Thrown and Slings Damage and Type Properties Cost Weight Cultures Sources
Dart 1d4 piercing Finesse, Range (20/60), Thrown 5cp 1/4 lb. Greece 5e PHB
Sling 1d6 bludgeoning Ammunition (stones – 1 lb. per 20), Awkward 2, Range (30/120), Loading 1sp - ANY 5e PHB
Sling Staff 1d4 bludgeoning Ammunition (stones – 1lb. per 10), Range (50/150), Loading, (see Staffs for melee) 1gp 4 lb. Halfling (hoopak)
Martial Thrown and Slings Damage and Type Properties Cost Weight Cultures Sources
Atlatl 1d4 bludgeoning (can be used with a spear or javelin. Adds loading property, but adds +1 to the javelin/spear’s damage for attack). 5gp 2 lb. America; Australia (woomera) 3e Sandstorm
Bolas 1d4 bludgeoning Awkward 2, Entangling, Range (20/60), Thrown, Trip 5gp 2 lb. Africa En5ider; 3e African Adv
Boomerang – bird hunting / throwing stick 1d4 bludgeoning Finesse, Light, Range (60/180), Round Flight Path, Thrown 5sp 1 lb. Africa; America – Great Basin; Australia; Egypt; India (valari – some deal slashing damage) 3e African Adv; 3e Complete Warrior; 3e Sandstorm
Boomerang – Large 1d6 bludgeoning Range (20/60), Thrown, Round Flight Path, Two-Handed 2gp 3 lb. Africa; Australia (kylee)
Shuriken 1d4 slashing Finesse, Range (20/60), Thrown 5cp 1/4 lb. PFCR
Throwing Blade 1d6 piercing and slashing Range (20/60), Thrown 7gp 2 lb. Africa (kuldeba, hunga-munga, mambele, pinga, shongo, trombash) 3e African Adv; 3e Sandstrom; 1e Dragon Mag 189
Throwing Disc / Wedge / War Quoit 1d6 slashing Finesse, Fragile, Light, Range (30/120), Thrown 1gp 1 lb. Giant; India (chakram); Kreen (chatkcha – add Round Flight Path if thrower is proficient) 5e MM; 3e Arcana Unearthed; 3e Oriental Adv
Variant Ammunition Damage and Type Properties Cost Weight Cultures Sources
Sling Bullet +1 die type bludgeoning - 2cp per 20 2 lb. 5e PHB
Simple Whips, Nets, and Chains Damage and Type Properties Cost Weight Cultures Sources
Chain 1d4 bluedgeoning Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around 2gp 3 lb. 3e Oriental Adv
Net - Awkward 2, Entangling, Range (5/15), Toggle (optional; max 15 ft.), Two-Handed, Wrap-Around 1gp 3 lb. Roman (retiarius) 5e PHB
Scourge 1d8 slashing Awkward 2, Disarm, Wrap-Around 10gp 2 lb. Greece 3e Complete Warrior
Martial Whips, Nets, and Chains Damage and Type Properties Cost Weight Cultures Sources
Chain and Grapple 1d4 bludgeoning (chain) or 1d4 piercing (grapple) Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around 10gp 1 lb. Japan (kawanaga) 3e Oriental Adv
Chain and Sickle 1d4 piercing or slashing (sickle) or 1d4 bludgeoning (chain) Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around; Sickle uses Hooks and Sickles group proficiency, Light 8gp 3 lb. Japan (kasuri-gama) 3e Oriental Adv
Chain and Shortspear 1d6 piercing (spear) or 1d4 bludgeoning (chain) Awkward 2, Double, Entangling, Heavy, Reach, Toggle (max 10 ft.), Trip, Wrap-Around; Spear uses Spears group proficiency, Versatile (1d8) 8gp 6 lb. Japan (chijuriki) 3e Oriental Adv
Chain – Spiked 1d6 piercing & slashing Awkward 2, Double, Entangling, Finesse, Heavy, Toggle (max 10 ft.}, Trip, Wrap-Around 30gp 5 lb. PFCR
Chain – Weighted 1d8 bludgeoning Awkward 2, Double, Reach, Trip, Wrap-Around 15gp 4 lb. Japan (kau sin ke) 3e Oriental Adv
Net – Hooked 1d8 piercing & slashing (& again vs. attempts to escape) Awkward 3, Entangling, Range (5/15), Toggle (optional; max 15 ft.), Two-Handed, Wrap-Around 10gp 6 lb
Whip 1d3 slashing Awkward 2, Disarm, Entangling, Finesse, Reach (+10 ft), Toggle (max 15 ft.), Trip, Wrap-Around, disadvantage in cramped conditions (like the Heavy property) 2gp 3 lb. China (pi bian); Greece 5e PHB

Weapons and Weapon Properties

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