1. Homebrew Rules

Weapons (2024)

Weapons

The Weapons table in this section shows the game’s main weapons. The table lists the cost and weight of each weapon, whether it's Simple or Martial, Melee or Ranged, its Damage, Properties, and Weapon Mastery.

Weapons Table

NameDamagePropertiesMasteryWeightCost
Simple Melee




Club1d4 BludgeoningLightSlow2 lb.1 SP
Dagger1d4 PiercingFinesse, Light, Thrown (20/60)Nick1 lb.2 GP
Great Club1d8 BludgeoningTwo-HandedPush10 lb.2 SP
Handaxe1d6 SlashingLight, Thrown (20/60)Vex2 lb.5 GP
Javelin1d6 PiercingThrown (30/120)Slow2 lb.5 SP
Light Hammer1d4 BludgeoningLight, Thrown (20/60)Nick2 lb.2 GP
Mace1d6 Bludgeoning-Sap4 lb.5 GP
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple4 lb.2 SP
Sickle1d4 SlashingLightNick2 lb.1 GP
Spear1d6 PiercingThrown (20/60), Versatile (1d8)Sap3 lb.1 GP
Simple Ranged




Dart1d4 PiercingFinesse, Thrown (20/60)Vex1/4 lb.5 CP
Light Crossbow1d8 PiercingAmmunition (80/320, Bolt), Loading, Two-HandedSlow5 lb.25 GP
Shrotbow1d6 PiercingAmmunition (80/320, Arrow), Two-HandedVex2 lb.25 GP
Sling1d4 BludgeoningAmmunition (30/120, Bullet)Slow-1 SP
Martial Melee




Battleaxe1d8 SlashingVersatile (1d10) Topple4 lb.10 GP
Flail1d8 Bludgeoning-Sap2 lb.10 GP
Glaive1d10 SlashingHeavy, Reach, Two-HandedGraze6 lb.20 GP
Greataxe1d12 SlashingHeavy, Two-HandedCleave7 lb.30 GP
Greatsword2d6 SlashingHeavy. Two-HandedGraze6 lb.50 GP
Halberd1d10 SlashingHeavy, Reach, Two-HandedCleave6 lb.20 GP
Lance1d10 PiercingHeavy, Reach, Two-Handed (unless mounted)Topple6 lb.10 GP
Longsword1d8 SlashingVersatile (1d10)Sap3 lb.15 GP
Maul2d6 BludgeoningHeavy, Two-HandedTopple10 lb.10 GP
Morningstar1d8 Bludgeoning/Piercing-Sap4 lb.15 GP
Pike1d10 PiercingHeavy, Reach, Two-HandedPush18 lb.5 GP
Rapier1d8 PiercingFinesseVex2 lb.10 GP
Scimitar1d6 SlashingFinesse, LightNick3 lb.25 GP
Shortsword1d6 Slashing/PiercingFinesse, LightVex2 lb.10 GP
Trident1d8 PiercingThrown (20/60), Versatile (1d10)Topple4 lb.5 GP
Warhammer1d8 BludgeoningVersatile (1d10)Push5 lb.15 GP
War Pick1d8 PiercingVersatile (1d10)Sap2 lb.5 GP
Whip1d4 SlashingFinesse, ReachSlow3 lb.2 GP
Martial Ranged




Blowgun1 PiercingAmmunition (25/100, Needle), LoadingVex1 lb.10 GP
Hand Crossbow1d6 PiercingAmmunition (30/120, Bolt), Light, LoadingVex3 lb.75 GP
Heavy Crossbow1d10 PiercingAmmunition (100/400, Bolt), Heavy, Loading, Two-HandedPush18 lb.50 GP
Longbow1d8 PiercingAmmunition (150/600, Arrow), Heavy, Two-HandedSlow2 lb.50 GP
Rare Melee




Battleaxe, Light1d8 SlashingFinesse, Versatile (1d10)Cleave2 lb.25 GP
Bladed Fan1d4 SlashingFinesse, LightSap1 lb.5 GP
Chakram1d4 SlashingFinesse, Light, Thrown (20/60)Nick2 lb.15 GP
Claws1d4 Slashing/PiercingFinesse, Light, SpecialNick1 lb.3 GP
Dagger, Parrying1d4 PiercingFinesse, Light, Thrown (15/45)Sap1 lb.25 GP
Dagger, Rondel1d4 PiercingFinesse, Light, Thrown (15/45), SpecialNick1 lb.25 GP
Dagger, Assassin1d4 PiercingFinesse, Light, Thrown (15/45), SpecialVex1 lb.50 GP
Double-Bladed2d6 Slashing/PiercingFinesse, Two-HandedTopple5 lb.150 GP
Flail, Staff1d10 BludgeoningTwo-HandedSap5 lb.1 GP
Katana1d8 SlashingFinesse, Versatile (1d10)Vex3 lb.50 GP
Kama/Kukri1d4 SlashingLight, FinesseNick1 lb.10 GP
Morningstar, Heavy1d8 Bludgeoning/PiercingHeavy, Versatile (1d10)Sap6 lb.25 GP
Nunchuks1d6 BludgeoningFinesse, LightNick1 lb.5 GP
Sap1 BludgeoningFinesse, Light, SpecialSap1 lb.1 GP
Scythe2d4 SlashingFinesse, Heavy, Two-HandedTopple6 lb.5 GP
Spear, Winged1d8 PiercingThrown (10/30), Versatile (1d10)Push4 lb.15 GP
Staff, Three-Section1d8 BludgeoningFinesse, Heavy, Reach, Versatile (1d10)Slow3 lb.10 GP
Tonfa1d4 BludgeoningLightSap2 lb.2 GP
Warchain1d8 SlashingFinesse, Versatile (1d10), ReachTopple4 lb.20 GP
Rare Ranged




Bola1 BludgeoningLight, Thrown (20/60)Topple2 lb.1 GP
Boomerang1d4 BludgeoningFinesse, Light, Thrown (30/90), SpecialSlow1 lb.1 GP
Longbow, Spider1d10 PiercingAmmunition (Range 180/720, Arrow), Heavy, Two-Handed Push2 lb.750 GP
Pistol1d10 PiercingAmmunition (Range 30/90, Bullet), LoadingVex3 lb.250 GP
Rifle1d12 PiercingAmmunition (Range 40/120, Bullet), Loading, Two-HandedSlow10 lb.500 GP
Throwing Star1d4 SlashingFinesse, Light, Thrown (20/60)Vex1/16 lb.5 SP

Special

Boomerang. When a thrown attack with a boomerang misses its target, at the end of the user's turn, the boomerang returns to them.

Claws. You have Advantage on any saves made to avoid the disarming of this weapon, and your opponent has Disadvantage on any rolls to attempt to disarm this weapon.

Dagger, Rondel. You have Advantage with this dagger that you are Grappling or that is Grappling or Restraining you if that creature is within 5 feet of you.

A type of stiff-bladed dagger tapering gradually to a point, reinforced with two wide bands for pushing the dagger into a rival.

Dagger, Assasin. This weapon's crits at 19 or 20.

A specialized dagger with a long slender blade and needle-like point. The blade's narrow cross-section and acuminated tip reduce friction upon entry, allowing the blade to penetrate deeply.

Sap. When you attack a creature who is unaware of your presence with this weapon it must make a Constitution saving throw or fall unconscious. The save DC varies by the amount of damage (including all bonuses for spells, sneak attacks, or any other source) suffered from the attack, as shown in the table below. If the creature loses all its hit points, it falls unconscious and stable.

If the creature sees you attacking it, he automatically succeeds in his saving throw.

HP LostConstitution Save DC
over 75%DC 20
over 50%DC 15
over 25%DC 10
over 0%DC 5