Contents
A weapon can be classified by three basic characteristics: (1) its aesthetic, (2) its stats, and (3) its properties. The
A weapon's statistics are defined by its category and its grade.
Weapon Category (Damage Type) | Grade | Weight | Price | Type | M/S |
---|---|---|---|---|---|
Unarmed (B) | VL | 1 lb. | -- | Unarmed | Simple |
Knife / Dagger (S/P) | VL | 1 lb. | 2 gp | One-Handed | Simple |
Axes (S) | VL | 2 lb. | 4 gp | One-Handed | Simple |
L | 2 lb. | 8 gp | One-Handed | Simple | |
M | 3 lb. | 10 gp | One-Handed | Martial | |
H | 3 lb. | 20 gp | Two-Handed | Martial | |
Bashing Weapons (B) | VL | 2 lb | 2 gp | One-Handed | Simple |
L | 3 lb. | 5 gp | One-Handed | Simple | |
M | 5 lb. | 10 gp | One-Handed | Simple | |
H | 6 lb. | 15 gp | Two-handed | Martial | |
Crossbows (P) | VL | 2 lb. | 15 gp | Ranged (30/60/120) | Simple |
L | 3 lb. | 25 gp | Ranged (60/120/200) | Simple | |
M | 4 lb. | 35 gp | Ranged (90/180/300) | Simple | |
H | 6 lb. | 50 gp | Ranged (120/240/400) | Simple | |
Swords (S/P) | VL | 2 lb | 10 gp | One-Handed | Martial |
L | 2 lb. | 15 gp | One-Handed | Martial | |
M | 2 lb. | 20 gp | One-Handed | Martial | |
H | 3-5 lb | 40 gp | Two-handed | Martial | |
Polearms (Varies) | L | 3 lb. | 1 gp | One or Two-handed | Simple |
M | 5 lb. | 5 gp | Two-handed | Simple | |
H | 7 lb. | 10 gp | Two-handed | Martial | |
Bows (P) | L | 2 lb. | 30 gp | Ranged (80/160/300) | Martial |
M | 2 lb. | 75 gp | Ranged (150/300/600) | Martial | |
Peasant Weapon: Sickle (S) | L | 1 lb. | 1 gp | One-Handed | Simple |
Peasant Weapon: Darts (P) | VL | 1/2 lb. | 5 sp | Thrown | Simple |
Peasant Weapon: Sling (B) | VL | 0 lb. | -- | Ranged (40/80/120) | Simple |
Peasant Weapon: Whip (S) | VL | 2 lb. | 1 gp | One-Handed | Simple |
Peasant Weapon: Scythe (SP) | H | 6 lb. | 2 gp | Two-handed | Simple |
Peasant Weapon: Net | -- | 1 lb. | 1 gp | Thrown | Simple |
Weapon Category (Damage Type) | Grade | Possible Examples |
---|---|---|
Unarmed (B) | VL | Punches, Kicks, Gauntlets |
Knife / Dagger (S/P) | Light | Dagger, Knife, Push Dagger, etc. |
Axes (S) | VL | Throwing Axe, Hatchet |
L | Wood Axe, Simple Axe | |
M | Battle Axe | |
H | Great Axe | |
Bashing Weapons (B) | VL | Walking stick, baton |
L | Club, Light mace, war hammer | |
M | Heavy Club, Heavy Mace, Morning Star, Flail | |
H | Great Club, Maul | |
Crossbows (P) | VL | Hand Crossbow |
L | Light Crossbow | |
M | Medium Crossbow | |
H | Heavy Crossbow | |
Swords (S/P) | VL | Small Sword |
L | Rapier, Estoc, Scimitar, Shortsword | |
M | Arming Sword, Falchion, Langesmesser, Saber, Scottish Broadsword, Schiavona | |
H | Greatsword, Zweihander, Montante, Longsword (v), Katana (v), Kriegsmesser (v) | |
Polearms (Varies) | L | Quarterstaff (B), Shortspear (P), Javelin (P) |
M | Spear (P), Trident (P), Bill (SP) | |
H | Glaive (S), Guisarme (S), Bardiche (S), Halberd (BPS), Pike (P), Lance (P), Poleaxe (BP), Partisan (PS) | |
Bows (P) | L | Shortbow (Regular or Composite) |
M | Longbow (Regular or Composite) | |
Peasant Weapons.: Sickle (S) | L | Sickle, Kama |
Peasant Weapons.: Darts (P) | VL | Darts, Blowgun |
Peasant Weapons.: Sling (B) | VL | Sling |
Peasant Weapons.: Whip (S) | VL | Whip |
Peasant Weapons.: Scythe (SP) | H | Scythe |
Peasant Weapons: Net | -- | Net |
A weapon
The amount of damage a weapon does is defined by its
On a successful hit, weapons do
Determines whether damage is Piercing, Slashing, or Bludgeoning. Some weapons are capable of doing different types of damage. In these cases, the player may choose which type of damage is being done by his weapon. If no damage type is explicitly chosen, assume the damage type is Slashing.
This column gives the general weight of a standard sized weapon of a particular category/grade.
The costs listed on the table are averages for the weapon type and should be used only as guides. Some weapons can obviously be made for much cheaper than the price listed (clubs, for instance). Others may vary dramatically in price depending on local economy. Masterwork weapons will cost more (see below). Finally, exotic weapons of any sort will likely be much higher, as determined by the GM.
Weapons may be unarmed, one-handed, two-handed, thrown, or ranged.
Weapon types include Simple or Martial. Check each class description for a list of which weapons types each class can use. A character who uses a weapon with which he or she is not proficient does not get his Combat proficiency bonus when making his attacks.
Unless you have reason to believe a weapon is particularly small or large, assume that most weapons are about the same size and usable interchangeably by most adventurer races.
If your GM decides to use sized weapons, you can assume that weapons used by large creatures are large, those used by small creatures are small, etc. With sized weapons, there are some limitations. You cannot use a two-handed weapon that is larger than you, nor can you use a single-handed weapon that is smaller than you. Single-handed weapons that are larger can be used, but you must use them with two hands. Two-handed weapons that are smaller than you can also be used, but with only one hand. Weapons that are two or more sizes smaller or larger than you are not usable.
Tiny-sized weapons do -2 damage to the dice roll; Large ones do +2. These penalties/bonuses are to dice roll itself, and therefore are multiplied in cases of critical hits. Modified rolls each have a minimum of 1 hp of damage. You cannot inflict precision damage (sneak attack) using a weapon that is larger or smaller than your size.
Halve the weight for small weapons and double it for large weapons.
Firearms come with a few custom rules that other weapons don't have.
Grade | Weight | Range | Examples |
---|---|---|---|
VL | 3 lbs. | Ranged (10/25/50) | Coat Pistol, Firelance, dagger pistol |
L | 3 lbs. | Ranged (20/40/100) | Matchlock pistol, Wheellock pistol, buckler gun |
M | 8 lbs. | Ranged (30/100/300) | Handcannon |
H | 10 lbs. | Ranged (60/200/600) | Arquebus |
Weapons of the same category and grade have the same stats (damage, weight, cost, etc.) but that doesn't mean they function the same way. Consider the vast number of polearms that generally might deal the same amount of damage, but which are all designed to do different things. Some have spear-like thrusting points, some have hooks, some have axe or hammer heads. These unique features give the weapon unique properties, which are described below.
Furthermore, not two weapons are alike. Weapons designed by a relatively new militia-smith are likely to be of different quality than those designed by a master weaponsmith who has been practicing his trade for decades. The master smith may also have the ability to customize a weapon as well, adding masterwork properties to it.
Finally, magic can be used to add magical properties to a weapon.
Masterwork weapons are high-quality, custom-made weapons forged by a master smith. Because they are usually custom-made, masterwork weapons can be created with enhanced properties. The more you pay for your weapon, the more masterwork properties are available to be added to it. Up to ten masterwork points worth of enhancements can be added to a weapon when it is constructed (see Masterwork Weapon Cost table). After the weapon is complete, masterwork properties cannot be added or removed from it. Magical properties can still be added later, though.
Masterwork Points | Price |
---|---|
1 point | 300 gp |
2 points | 8,000 gp |
3 points | 18,000 gp |
4 points | 32,000 gp |
5 points | 50,000 gp |
6 points | 72,000 gp |
7 points | 98,000 gp |
8 points | 128,000 gp |
9 points | 162,000 gp |
10 points | 200,000 gp |
Magic weapons can be further enhanced by enchanting it with magical properties. To do so, the enchanter (not necessarily the smith) needs the Enchant Arms and Armor proficiency. The process of adding magical properties to a magical weapon can happen long after its creation. Multiple magical enhancements can also be added.
Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.
Usually, a character benefits from a magic weapon in the same way a character benefits from a mundane weapon--by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action, unless otherwise listed).
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
The cost of enchanting a weapon is in addition to the cost to manufacture the weapon in the first place, including any masterwork costs. See Magic Weapon Properties below.
These are weapons that require ammunition: arrows (for bows), bolts (for crossbows), ammunition for firearms, or sling bullets. See Ammunition Types below.
Techniques for these weapons are designed to deal with crowds and surrounding enemies, and as such those using them are able to attack while maintaining awareness of any surrounding enemies. The wielder, therefore, has the equivalent of All Around Vision and cannot be flanked.
These weapons are designed to be used well from a charge and so do double damage when they hit while charging.
These weapons are specially designed to deal with multiple attackers at once. While wielding a cleaving weapon, you can perform the cleave technique (if you know it)without a penalty to AC. When not used to cleave, these weapons are more difficult to manage; on a full attack, you get one attack fewer than normal when using them. Cleaving weapons must be martial, slashing/bludgeoning weapons.
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 may not add your Combat Proficiency bonus to your attack roll. If you meet the minimum Strength modifier, you add the strength rating to the overall damage done by the bow (in addition to other bonuses to damage). Each point of Strength bonus granted by the bow adds 75 gp to its cost. For example, a composite longbow (2) requires a +2 strength bonus (14 STR) or higher to use your combat proficiency bonus. If you meet this requirement, you add another +2 damage to each arrow when you hit.
These weapons are easily hidden and can be used in surprise attacks to do more damage than normal. If the target of an attack is not aware of his attacker, or is outside of combat and not expecting the attack (i.e. cannot see the weapon), concealable weapons do more damage than usual the first time they are used against the target. To conceal a weapon that you are holding, you will need to make a Sleight of Hand check to avoid being spotted by those present. Previously concealed weapons are assumed to be hidden, until they are drawn. Drawing a concealed weapon is usually part of the movement action, allowing the target a perception check to notice the oncoming attack. If the attacker has learned the Quick Draw technique, however, this can be avoided. Concealed weapons from unexpected attacks do maximum damage on your primary dice (e.g. a very light weapon automatically does 4 points of damage). Critical damage for concealed weapons is also one multiplier higher than usual. Concealed weapons do not maximize supplementary dice rolls, such as sneak attack, fire damage, or other additional dice rolls.
These weapons are more likely to cause critical hits and do so on a natural 19 or a 20. All swords and crossbows are naturally Critical.
These weapons are naturally designed to hold off large crowds and bold attacks. When used as part of a Full Defense action, these grant +6 to AC instead of +4.
These weapons are particularly useful for demolishing other objects. When used to sunder or damage an object, they do +1 damage. When used in this way, they also do critical damage at one multiplier higher than normal (e.g a weapon that does x2 on crits, will do x3 when used to sunder).
These weapons are capable of disarming an opponent. You make a standard Combat Maneuver to disarm, but do so at advantage because of the weapon's capabilities.
Exotic weapons are those that aren't common to most adventurers, and so most characters won't know how to use them without special training. Exotic weapon proficiency is required to use an exotic weapon without penalty. Exotic weapons use the same templates as standard weapons. All firearms are considered exotic weapons.
With these melee weapons, you may use your Dexterity Bonus instead of your Strength Bonus on attack roll and damage rolls.
An impervious weapon is resistant to damage and decay. These weapons generally do not rust or rot easily. They have +2 hardness.
These weapons are naturally intimidating either because of their physical appearance, or because the technique used with them are designed to be so. While brandishing this weapon, a creature gets advantage on all intimidation checks.
These weapons inflict damage normally, but cannot be used to kill. Any creature that is reduced to 0 hit points by a non-lethal weapon is knocked unconscious, suffers no constitution damage, and is automatically stable.
These weapons are particularly adept at penetrating tough hide and some types of armor. When used against a creature with resistance to weapon damage, they ignore one point of that resistance. For instance, an estoc will damage a creature with weapon resistance 5 as if it were weapon resistance 4.
These weapons deal extra damage on a critical hit. Damage is multiples by x3 instead of x2.
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 allow a creature to threaten a square 10 feet away, not just five. Most all polearms, except for Poleaxes, have reach.
A ranged weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. When a scatter weapon attacks all creatures within a cone, make an attack roll at disadvantage. All creatures in the cone will make a Dexterity save against the DC determined by the result of your attack roll. Scatter damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Scatter damage is treated like any other area of effect damage. Scatter shots do not misfire, but they also do not deal critical hit damage.
These weapons are good at attacking those who rush toward you. You may make an attack of opportunity against an opponent who charges you.
These are weapons designed to be thrown. It is possible to throw a weapon that isn't listed as a "Thrown" weapon but a character who does so doesn't get his Combat proficiency bonus on the attack roll unless he has the Improvised Weapon Proficiency. By default, thrown weapons have a range of 20/40/60.
You can make a trip attempt using the weapon. You perform a standard Combat Maneuver to execute the trip, but gain advantage due to the weapon's capabilities. If you fail the trip bad enough, you can let go of the weapon instead of being tripped in return.
Versatile weapons are one-handed weapons that may be used two-handed. When doing so, they function as a similar category weapon that is one grade higher (e.g. heavy instead of medium). When used two-handed, versatile weapons lose the finesse property, if they have it.
Masterwork weapons are high-quality, custom-made weapons forged by a master smith. Because they are usually custom-made, masterwork weapons can be created with enhanced properties. The more you pay for your weapon, the more masterwork properties are available to be added to it. Up to ten masterwork points worth of enhancements can be added to a weapon when it is constructed (see Masterwork Weapon Cost table). After the weapon is complete, masterwork properties cannot be added or removed from it. Magical properties can still be added later, though.
The following masterwork properties can be added to weapons when they are created. The point cost for each is included in the description.
Adamantine is extremely hard and rare material. Weapons made from it are fantastic for sundering other objects, and they deal +20 damage when attempting to do so. Adamantine weapons have a hardness of 22 and require 2 masterwork points to create.
Cold iron is a special type of metal that is mined deep underground and worked cold to create weapons. Fey and demons are often vulnerable to these weapons. Cold iron weapons require 1 masterwork point.
Most masterwork weapons are simply better weapons. They might be better balanced, hold a better edge, or just have a better quality of craftsmanship. Enhanced weapons gain a +1 enhancement bonus for every masterwork point used in their creation. These masterwork bonuses are applied to your attack and damage rolls made with the weapon. Each masterwork bonus also adds +3 hardness to the weapon. Some creatures cannot be damaged by low-quality weapons. These creatures have a minimum masterwork bonus required to inflict damage.
An attacker cannot damage a masterwork weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck.
Jagged weapons are intentionally designed to tear and rip flesh when they wound. These weapons deal an extra 1d4 (1 point) or 2d4 (2 points) of bleed damage.
Keep weapons are particularly sharp and designed to increase the chance of dealing critical hit damage. This property increases the critical hit range of a weapon by 1. This stacks with the critical property that some weapons have, but it doesn't stack with any other effect that enhances threat range, such as the keen edge spell, or Improved Critical. Keen weapons require 1 masterwork point. Only slashing and piercing weapons can be keen.
A master bowyer can create a ranged weapon with an uncanny ability to shoot at long distances. Ranged weapons with the Long Range property shoot 50% the range of your normal weapon. This can further be enhanced by magical effects such as Longshot or though abilities such as Far Shot. The long range property requires one masterwork point.
Mithral is an ultra-light material similar to silver but harder than steel. Mithral weapons weigh half as much as usual and count as silver weapons. Mithral weapons also add 3 points to their hardness. Mithral is rare, and it is not easy to find a smith who knows how to work it, but if you do, crafting a mithral weapon requires one masterwork point.
As smith can create a masterwork weapon for you especially designed to function in a way other than weapons of that type usually do. You can add the following non-masterwork properties to your weapon, if they don't already have them: Cleave, Destructive, Intimidating, Non-Lethal, Thrown. So, your new masterwork sword, for instance, may be designed and balanced specially to be easily throwable. Or, your masterwork axe may be augmented to appear particularly intimidating. Each non-masterwork property you add to your weapon requires one point.
Through an alchemical process, a silver coating can be chemically bonded to a steel weapon, allowing it to function as a silver weapon. Silver weapons deal extra damage to creatures who are vulnerable to them. Silver weapons require 1 masterwork point to create.
Vorpal blades are specially designed to cleave off limbs and heads. When attacking with this weapon, if you beat the target's AC by 10 points, the weapon severs the opponent's head (if it has one) from its body. Some other creatures (such as the hydra, jabberwock, and others per the GM) are also vulnerable to a vorpal blade, and you may only need to beat their AC by 5. Decapitation may not be reasonable for certain creatures (per you GM) because they have no discernable head, or because the head is inaccessible, out of reach, or too large. Some creatures, such as golems and the undead, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon, and 5 masterwork points are required to construct one.
A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon. Wounding weapons require 2 masterwork points to construct.
The following magic weapon properties can be added to a masterwork item. Damage-dealing properties do not stack, and only one such property can be placed on a weapon at a time.
An aligned melee weapon is infused with the power of chaos, law, evil, or good, allowing it harm creatures who are naturally vulnerable to the opposite alignment. Usually, an aligned weapon will bypass such creature's natural resistances, dealing extra damage. Aligned weapons can only be wielded by those who share their alignment. When held by a creature of opposite alignment, each round it deals its normal weapon damage against the wielder.
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon's designated foe, roll on the following table.
d% | Designated Foe |
---|---|
01-05 | Aberrations |
06-09 | Animals |
10-16 | Constructs |
17-22 | Dragons |
23-27 | Elementals |
28-32 | Fey |
33-39 | Giants |
40 | Humanoids, aquatic |
41-42 | Humanoids, dwarf |
43-44 | Humanoids, elf |
45 | Humanoids, gnoll |
46 | Humanoids, gnome |
47-49 | Humanoids, goblinoid |
50 | Humanoids, halfling |
51-54 | Humanoids, human |
55-57 | Humanoids, reptilian |
58-60 | Humanoids, orc |
61-65 | Magical beasts |
66-70 | Monstrous humanoids |
71-72 | Oozes |
73 | Outsiders, air |
74-76 | Outsiders, chaotic |
77 | Outsiders, earth |
78-80 | Outsiders, evil |
81 | Outsiders, fire |
82-84 | Outsiders, good |
85-87 | Outsiders, lawful |
88 | Outsiders, water |
89-90 | Plants |
91-98 | Undead |
99-100 | Vermin |
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor (dodge, natural armor, and other such bonuses still apply). A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using your combat proficiency bonus and then drops. While dancing, it cannot make attacks of opportunity, and you are not considered armed with the weapon, you it is considered attended by you for all effects that target items. While dancing, it takes up the same space as you and can attack threatened foes. The dancing weapon accompanies you everywhere, whether you move by physical or magical means. If you have an unoccupied hand, you can grasp it while it is attacking on its own as a free action. When retrieved, the weapon can't dance (attack on its own) again for 4 rounds.
A called weapon can be teleported to your hand as a bonus action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon.
Upon command as a bonus action, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm you. The effect remains until another command is given.
A defending weapon allows you to transfer some or all of the sword's enhancement bonus to your defense. As a free action at the beginning of your turn, select how many points from your weapon's masterwork enhancement bonuses to use. The masterwork bonus of the weapon decreases by that amount, but you gain the equivalent in a shield AC bonus. The effect to AC lasts until your next turn.
A weapon of disruption is the bane of all undead. When you hit undead with a disruption weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a Wisdom saving throw (vs. your save DC) or be destroyed. On a successful save, the creature gains one level of fear until your next turn. A weapon of disruption must be a bludgeoning weapon.
Upon command as a bonus action, a flaming weapon is sheathed in fire. The fire does not harm you. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. In addition to the extra fire damage from the flaming ability (see flaming), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition. The fire does not harm you. Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Upon command as a bonus action, a frost weapon is sheathed in icy cold. The cold does not harm you. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Incorporeal creatures are vulnerable to ghost touch weapons, taking double damage from them. The weapon can also be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
A glamered weapon can be commanded to change its shape and appearance to assume the form of another object of similar size. The weapon retains all its properties (including weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is disguised. After a glamered weapon is used to attack, this special ability is suppressed for 1 minute.
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. In addition to the extra cold damage from the frost ability (see frost), an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points of cold damage. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition. The cold does not harm you. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If you can't catch it, or if you have moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any cover rolls that would otherwise apply. You still have to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.
Upon command as a bonus action, a shock weapon is sheathed in crackling electricity. The electricity does not harm you. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm you. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition. Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
This special ability can be placed only on melee weapons. When you issue the command word, a shrinking weapon shrinks to the size of a standard dagger. While in this state, the weapon deals 1d4 points of damage but is more easily concealable. When the command word is spoken again, the weapon returns to its original state.
When making a full attack action, you may make one extra attack with speed weapons. The attack uses your full base attack bonus, plus any modifiers appropriate to the situation. This benefit is not cumulative with similar effects, such as a haste spell.
A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. The spell must have a casting time of 1 standard action. Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. Once attuned, the weapon magically imparts to you the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
A thundering weapon creates a cacophonous roar like thunder upon striking a critical hit. The sonic energy does not harm you. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Con save or be deafened permanently.
When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Dagger (Thrown, Finesse, Concealable): Daggers and knives come in all types and aesthetics.
Throwing Axe (Light, Thrown): A smaller axe designed specifically for throwing.
Battle Axe (Medium): A single-handed axe with a head thinner than a typical work axe designed to be lighter for more efficient use in combat.
Great Axe (Heavy): A larger, heavier two-handed axe (still with a single head), such as the Dane war axe.
War hammer (Light): A smaller, light hammer designed for single-handed use.
Mace (Light, Medium): A metal head fixed on top of a short pole, designed for single-handed use. The head came in a variety of designs, usually flanges from a central cap.
Flail (Medium, Disarm, Aware): A heavy ball or spiked head suspended by a chain from your central grip. Some flails had multiple chains.
Maul (Heavy, Inconvenient, Intimidating): A large wooden, hammer-like weapon, often doubling as an encampment tool.
Crossbow, Heavy (Ammunition): You draw a heavy crossbow back through mechanical means (by turning a small winch, a loading lever, etc.). Loading a heavy crossbow is a full-round action. Operating a heavy crossbow requires two hands.
Crossbow, Medium (Ammunition): You draw a medium crossbow back by holding the bow down with your feet and standing up, often with a hook around the waist to pull the string back. Loading a medium crossbow is a standard action. Operating a medium crossbow requires two hands.
Crossbow, Light (Ammunition): You draw a light crossbow back with one hand. Loading a light crossbow is a move action. Operating a light crossbow requires two hands.
Crossbow, Very Light (Ammunition): You draw a light crossbow back with one hand. Loading a light crossbow is a bonus action. Operating a light crossbow requires one hand.
These firearms are combined with another weapon in some way. While seemingly practical, combination weapons are often awkward to use. When using defensive combo weapon (like a shield-gun) any critical hit takes one point of integrity from your weapon. When using an office combo weapon (like a dagger-pistol) any critical miss while using the melee function of the weapon takes one point of integrity.
Arming Sword (Medium, One-Handed): A generic term for the classic single-handed cruciform sword.
Estoc (Medium, Penetrating): A long sword designed as a stiff, effective thrusting weapon.
Falchion (Medium, One-Handed): Contrary to popular belief, most falchions were single-handed swords, usually fairly light, around three pounds. They typically had a single-edged, machete-like blade with a standard cruciform hilt.
Katana (Medium, Versatile): A curved sword, single-edge, thicker spine with a pommel-less grip and a Tsuba instead of a cruciform hilt.
Kriegsmesser (Medium, Versatile): Literally, “war knife.” This two-handed sword with a knife-like grip and a slightly curved, single bladed edge, was a larger, more brutal version of the Langesmesser.
Langesmesser (or Grossmesser) (Medium, One-Handed): Literally, “long knife.” This weapon is a single-handed, single-edged, slightly curved blade with a good thrusting point and a knife-like grip.
Longsword (Medium, Versatile): A classic, straight-bladed, double-edge, cruciform sword designed to be used with two hands. Early blade styles had a lenticular cross section, though later blades developed diamond, hexagonal, or hollow-ground shaped blades, ones capable of tapering to a rigid, finely tipped point.
Montante (Heavy, Two-Handed, Defensive, Aware, Intimidating): A large Iberian sword, usually around 5+ lbs with a large hilt with a cross and a hefty blade. These were often used against pike blocks or for special tactical purposes.
Rapier (Finesse): Four-foot long sword with a complex hilt, a thinner but stiff blade profile, and a lethal thrusting point.
Schiavona (Medium, One-Handed): A single-handed, straight bladed sword with a basket-shaped guard and a blade profile that allowed for a strong cutting dynamic (possibly related to the later Scottish broadsword, the walloon, and similar designs).
Scimitar (Light, One-Handed, Finesse): A curved, saber-like sword with a primary edge and sometimes a sharpened back edge of the point.
Side Sword (Light, One-Handed, Finesse): The modern term for a series of proto-rapiers with equally decent cutting and thrusting potential.
Shortsword (Light, One-Handed): Any short bladed sword designed for use in one hand.
Zweihänder (Heavy, Two-Handed, Defensive, Aware, Intimidating): A large German sword similar to the Montante, often with a secondary grip and schilt right above the cross.
Bardiche (Heavy, Intimidating): A 6’ polearm with a large, curved, sword-like blade on one end.
Bill (Medium, Reach, Trip, Disarm, Defensive): A tree pruning instrument turned into a martial weapon of war. The bill has a spear tip, a sharpened curved blade, and a spike. It has trip, disarm, and reach.
Glaive (Heavy, Reach, Intimidating): A glaive is a short sword blade attached to a pole.
Guisarme (Heavy, Reach): A guisarme is a large, curved axe head attacked to a polearm.
Halberd (Heavy, Reach, Trip, Set, Defensive): A polearm with an axe head, spear head, and spike.
Javelin (Light, Thrown): Not designed for melee so non-ranged attacks are at a disadvantage.
Lance (Heavy, Reach, Charge): A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
Partisan (Heavy, Reach, Set, Defensive): A spear-like weapon, though with sharp flanges around the blade and a decent spear head capable of cutting.
Pike (Heavy, Set, Reach, Defensive): A spear-like weapon typically 10-20 feet.
Quarterstaff (Light, Defensive, Versatile): A 6’ to 7’ staff, typically used as a spear without the thrusting point.
Poleaxe (Heavy, Trip, Destructive): A weapon with multiple heads. On one end is a spike. On the other is a combination spear-head with any two of the following: axe head, hammer head, or spike. With the spike, the weapon is capable of tripping by hooking the leg. The weapon must be used two-handed.
Shortspear (Light, Thrown, Defensive, Versatile): Short spears are around 5’ long.
Spear (Medium, Thrown, Set, Reach, Defensive): Standard spears are 6-8 feet and have reach.
Trident (Light, Thrown, Versatile): Fish hunting tool that doubles as a weapon.
Longbow (Ammunition, Medium): 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.
Shortbow (Ammunition, Light): 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.
Net: A net is used to grapple enemies that are your size or smaller. 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 grappled, though its speed depends on how the net is secured. If the net is still held in your hand, the target's speed is 0, but if not, then the target may still move at half speed. If the net is tied to a rope, the target moves at half speed where the rope allows. An entangled creature can escape with a DC 20 Dexterity or Grapple check. The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). The GM may rule that creatures that are of the right size (significantly smaller than the net but larger than its holes) may be dominated or restrained by the net instead.
Scythe (Trip): A larger harvesting implement with long, sharp blade used for mowing.
Sickle (Trip): A hand-held harvesting tool with a curved blade, sharpened on the interior curve. Can be used for slicing, piercing, and hooking the body.
Sling (Ammunition): When using a sling, you may add your strength modifier to damage instead of your dexterity modifier.
Whip (Reach, Finesse, Trip, Disarm): 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.
Axe, Orc Double (Medium Axe, Exotic, Intimidating): A handle with axe heads on both ends.
Bolas (Exotic, Thrown): You can use this weapon to make a ranged trip attack against an opponent.
Chain, Spiked (Exotic, Aware): A long chain with a spike at the end. The spiked chain has reach and trip.
Crossbow, Hand (Very Light, Exotic, Ammunition): You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action with two hands. You can shoot 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, Repeating (Light, Exotic, Ammunition): 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 when empty. Firing a repeating crossbow requires two hands.
Flail, Dire (Medium Bashing Weapon, Exotic, Disarm, Trip, Intimidating): A dire flail is a weapon with disarm and trip.
Kama (Sickle, Trip, Exotic): The kama is a special monk weapon similar to a sickle.
Nunchaku (Light Bashing Weapon, Exotic, Disarm): The nunchaku is a special monk weapon and functions as a flail.
Urgrosh, Dwarven (Medium Axe, Exotic): 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.
Waraxe, Dwarven (Heavy Axe, Exotic, Heavy): 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.
The following specific weapons usually are preconstructed with exactly the qualities described here.
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Con save forced by the death attack of an assassin.
This black +1 dagger has a serrated edge. It allows you to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. You can decide to use the power after you have struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged spell attack (+8). The ray deals 4d6 points of fire damage on a successful hit.
This +3 frost greatsword sheds light as a torch when the temperature drops below 0 degrees F. At such times it cannot be concealed when drawn, nor can its light be shut off. When wielded, a frost brand also automatically extinguishes all nonmagical fires within 30 feet.
Fire Resistance (use activated [held], DC 24)
While holding the sword, you are protected from fire as it absorbs the first 10 points of fire damage each round that you would otherwise take.
Dispel Fire (attuned, DC 26)
As a standard action, frost brand can dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
Spell Resistance (use-activated [possessed by a paladin], DC 30)
If you are a paladin, this sword continually provides spell resistance while in your possession. Resistance equal to 5 + your paladin levels is granted to you and anyone adjacent.
Dispel Magic (attuned [paladin only], DC 36)
This sword enables you to use dispel magic (once per round as a standard action) at the class level of the paladin.
This javelin becomes a 5d6 lightning bolt when thrown (Dex save DC 14 half). It is consumed in the attack.
This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Con save for each negative level or they become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
The luck blade function as a +2 short sword and has the following abilities.
Lucky Saves (use-activated [possession], DC 22)
The possessor of this blade gains favor on all saving throws.
Good Fortune (use-activated [possession], DC 26)
Once per day, can grant good fortune. You may reroll one roll that you just made. You must take the result of the reroll, even if it's worse than the original roll.
Wishes (attuned, DC 38)
In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants favor on saves, and still grants its reroll power.
This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.
On command, this +2 heavy mace causes your clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Wis save DC 16 partial). You may use this ability up to three times per day.
This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Con save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, when nocked, if you swear aloud to slay your target (a free action), the bow's whisper becomes the low shout "Swift death to those who have wronged me." Against such a sworn enemy, the bow has a +5 bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and you take a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by you, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once you swear to slay a target, you cannot make a new oath until you have slain that target or seven days have passed. Even if you slay the sworn enemy on the same day that you make the oath, you cannot activate the oathbow's special power again until 24 hours have passed from the time you made the oath.
Three times per day, this +2 wounding rapier allows you to make an attack against touch AC with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Shatterspike adds a +4 competence bonus when used to sunder another weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the your Strength modifier to the target weapon (the target weapon's hardness must still be overcome with each hit).
This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Wis save or return to its natural form.
A sun blade is a medium sword, though it is wielded as if it were a light sword with respect to weight and ease of use. Any individual able to use light swords may use of a sun blade. In normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
Sunlight (command word, DC 24)
Once per day, you can swing the blade vigorously above your head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around you and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When you stop swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
This black iron +2 longsword bestows a HD of life drain when it deals a critical hit, and you gain 1d6 temporary hit points. These temporary hit points last for 24 hours. One day after being struck, the subjects must make a DC 16 Con save for each negative level or they become permanent.
This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals. It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 competence bonus on your attack and damage rolls when you are making a sneak attack with it.
This +3 scimitar, when used outdoors in a temperate climate, grants you the use of the Cleave technique and deals an extra 1d6 points of damage.
The magical properties of this +1 trident with a 6-foot-long haft enable you to charm up to 14 HD of aquatic animals (Wis save DC 16 negates, animals get a +5 circumstance bonus if currently under attack by you or your allies), no two of which can be more than 30 feet apart. You can use this effect up to three times per day. You can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day.
A weapon of this type enables you to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for you to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.