Weapons

Your class grants proficiency in certain weapons. Whether you favor a longsword or a longbow, your weapon and ability to wield it effectively can mean the difference between life and death.


Weapon Categories

  • Simple — Basic weapons anyone can learn
  • Martial — Require training; more damage potential
  • Exotic — Rare or specialized; require specific proficiency

Melee weapons attack within 5 ft. Ranged weapons attack at a distance.


Weapon Properties

PropertyEffect
AmmunitionRequires ammo to make ranged attacks; spend 1 per attack; recover half after battle
FinesseUse STR or DEX for attack and damage (same modifier for both)
HeavyDisadvantage if STR < 13 (melee) or DEX < 13 (ranged)
LightWhen you Attack with a Light weapon, make one extra attack as a Bonus Action with another Light weapon (no ability modifier to damage unless negative)
LoadingFire only one piece of ammo per Action/Bonus Action/Reaction
RangeListed as normal/long; Disadvantage beyond normal; can’t attack beyond long
Reach+5 ft to your reach for attacks and opportunity attacks
ThrownThrow to make ranged attack; draw as part of attack; use same modifier as melee
Two-HandedRequires both hands
VersatileCan be used one- or two-handed; damage value in parentheses is for two hands

Mastery Properties

Only usable by a character with a feature (e.g., Weapon Mastery) that unlocks it.

PropertyEffect
CleaveOn hit, make another melee attack roll against a second creature within 5 ft of the first; no ability modifier to damage (unless negative). Once per turn.
GrazeOn a miss, deal damage equal to the ability modifier used to make the attack roll (same damage type).
NickMake the extra attack from the Light property as part of the Attack action instead of a Bonus Action. Once per turn.
PushOn hit, push the creature up to 10 ft straight away if it is Large or smaller.
SapOn hit, the creature has Disadvantage on its next attack roll until the start of your next turn.
SlowOn hit and damage dealt, reduce the creature’s Speed by 10 ft until start of your next turn. (Multiple Slow hits don’t stack beyond 10 ft.)
ToppleOn hit, force a CON save (DC 8 + ability modifier + proficiency bonus). Failed save: creature has the Prone condition.
VexOn hit and damage dealt, you have Advantage on your next attack roll against that creature until end of your next turn.

Improvised Weapons

Any object wielded as a makeshift weapon. A Simple or Martial weapon used contrary to its design also counts.

  • Proficiency: No proficiency bonus
  • Damage: 1d4 (type at DM’s discretion)
  • Range (if thrown): 20/60 ft
  • Equivalents: DM may rule it functions as a similar weapon

Weapons Table

Simple Melee

NameDamagePropertiesMasteryWeightCost
Club1d4 BludgeoningLightSlow2 lb.1 sp
Dagger1d4 PiercingFinesse, Light, Thrown (20/60)Nick1 lb.2 gp
Greatclub1d8 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 BludgeoningSap4 lb.5 gp
Quarterstaff1d6 BludgeoningVersatile (1d8)Topple4 lb.2 sp
Scythe2d4 SlashingHeavy, Reach, Two-handed
Sickle1d4 SlashingLightNick2 lb.1 gp
Spear1d6 PiercingThrown (20/60), Versatile (1d8)Sap3 lb.1 gp

Simple Ranged

NameDamagePropertiesMasteryWeightCost
Dart1d4 PiercingFinesse, Thrown (20/60)Vex¼ lb.5 cp
Light Crossbow1d8 PiercingAmmunition (80/320; Bolt), Loading, Two-handedSlow5 lb.25 gp
Shortbow1d6 PiercingAmmunition (80/320; Arrow), Two-handedVex2 lb.25 gp
Sling1d4 BludgeoningAmmunition (30/120; Bullet)Slow1 sp

Martial Melee

NameDamagePropertiesMasteryWeightCost
Battle Axe1d8 SlashingVersatile (1d10)Topple4 lb.10 gp
Claymore1d10 SlashingHeavy, Versatile (2d6)Sap5 lb.35 gp
Cutlass1d6 SlashingFinesse, Light, SpecialNick3 lb.15 gp
Falchion1d10 SlashingVersatile (1d12)Graze5 lb.12 gp
Fauchard-fork1d10 SlashingHeavy, Reach, Two-handedPush8 lb.25 gp
Flail1d8 BludgeoningSap2 lb.10 gp
Glaive1d10 SlashingHeavy, Reach, Two-handedGraze6 lb.20 gp
Glaive-guisarme2d4 SlashingHeavy, Reach, Two-handedTopple7 lb.25 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
Morning Star1d8 Piercing
Pike1d10 PiercingHeavy, Reach, Two-handedPush18 lb.5 gp
Rapier1d8 PiercingFinesseVex2 lb.25 gp
Sabre1d8 SlashingFinesse, LightNick4 lb.20 gp
Scimitar1d6 SlashingFinesse, LightNick3 lb.25 gp
Shortsword1d6 PiercingFinesse, LightVex2 lb.10 gp
Trident1d8 PiercingThrown (20/60), Versatile (1d8)Topple4 lb.5 gp
Warhammer1d8 BludgeoningVersatile (1d10)Push2 lb.15 gp
War Pick1d8 PiercingVersatile (1d10)Sap2 lb.5 gp
Whip1d4 SlashingFinesse, ReachSlow3 lb.2 gp

Martial Ranged

NameDamagePropertiesMasteryWeightCost
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

Exotic Melee

NameDamagePropertiesMasteryWeightCost
Garrote1d4 SlashingFinesseVex1 gp
Khopesh1d8 SlashingTopple5 lb.20 gp
Malakbar1d6 Bludgeoning/1d6 SlashingHeavy, Special, Two-handedSap20 lb.60 gp
Man Catcher1d2 PiercingHeavy, Reach, Two-handedSlow5 lb.20 gp
Orc Double Axe1d8/1d8 SlashingHeavy, Special, Two-handedTopple15 lb.60 gp
Scourge1d6 SlashingFinesseNick2 lb.20 gp

Exotic Ranged

NameDamagePropertiesMasteryWeightCost
Double Crossbow1d6 PiercingAmmunition (50/200; Bolt), Heavy, Loading, Two-handedSlow20 lb.75 gp
Flintlock Pistol1d10 PiercingAmmunition (30/90; Bullet), LoadingVex3 lb.250 gp
Musket1d12 PiercingAmmunition (40/120; Bullet), Loading, Two-handedSlow10 lb.500 gp

Weapon Descriptions

Flavour text from the Amantia: Goods & Equipment sourcebook. Images from the 2024 Player’s Handbook.

Battle Axe Battle Axe A heavy, one- or two-handed axe with a broad metal blade built to chop through shields, armor gaps, and bone. Battlefield brutality: large, fearsome, hungry for a heroic swing.


Claymore Claymore A large sword with a long grip that can be wielded in one or two hands. The noble brute of the blade rack: elegant enough for a knight, heavy enough to make one reconsider its life choices.


Club Club A simple blunt weapon, usually heavy wood. Knotted, reinforced, and ugly in the honest way of something built to break bones.


Cutlass Cutlass A short, slightly curved sword with a sturdy single-edged blade. The blade of sailors, raiders, and dockside duelists: practical and wickedly quick.


Dagger Dagger A short, double-edged blade for quick thrusts and concealment. The quiet fang of the armory: elegant, deadly, often hidden until the moment it matters.


Dart Dart A small, lightweight thrown weapon. A pocket-sized spear with spite in its feathers: fast, quiet, easy to underestimate.


Double Crossbow Double Crossbow A heavy ranged weapon with two firing channels. The crossbow’s overengineered cousin: bulky, intimidating, built for anyone who thinks one bolt is merely a polite suggestion.


Falchion Falchion A single-edged sword with a broad, slightly curved blade for powerful chopping. Heavy near the tip, brutal in the swing, happiest when cleaving through shields.


Fauchard-fork Fauchard-fork A polearm with a curved cutting blade and forked spear tip. Part spear, part scythe, part “please stay over there.”


Flail Flail A handle connected by chain to one or more heavy striking heads. Chaos on a leash: awkward, brutal, terrifying when swung by someone who knows exactly where the skulls are.


Flintlock Pistol Flintlock Pistol An early one-handed firearm. Pocket thunder for duelists, pirates, and troublemakers: smoky, dramatic, dangerously persuasive at close range.


Garrote A strangling weapon of cord, wire, or chain. The assassin’s cruel whisper: small enough to hide, deadly enough to end a fight without ringing steel.


Glaive Glaive A polearm with a long shaft and single-edged blade. More than a sword on a stick: graceful, far-reaching, perfectly happy to carve trouble before it gets close.


Glaive-guisarme Glaive-guisarme A polearm with blade, hook, and spike projections. A battlefield can-opener: elegant at a distance, deeply unpleasant up close.


Greataxe Greataxe A massive chopping weapon with a heavy crescent blade. The executioner’s moon on a pole: grim, broad-edged, built for turning shields into firewood.


Greatclub Greatclub An oversized two-handed club. Less a crafted weapon and more a portable tree trunk.


Greatsword Greatsword A massive blade wielded with both hands. The battlefield’s iron sermon: grand, brutal, loud enough to make lesser weapons whisper.


Handaxe Handaxe A compact axe balanced for one-handed use or throwing. A workhorse: practical for the woodpile, nasty on the battlefield.


Javelin Javelin A light throwing spear. The battlefield’s lightning bolt in wooden form: swift, sharp, and gone from the hand before regret can catch up.


Khopesh A curved, sickle-like sword. Ancient royalty with a predator’s curve: ceremonial, brutal, shaped like a crescent moon.


Lance Lance A long, heavy spear for mounted combat. A knight’s thunderbolt, couched beneath the arm and aimed straight through fear.


Light Crossbow Light Crossbow A compact ranged weapon. The patient hunter’s answer to distance: quieter than a war cry, nastier than a thrown stone.


Light Hammer Light Hammer A small, one-handed hammer for quick strikes or throwing. A blacksmith’s battlefield punctuation: blunt, practical, very good at ending a sentence.


Longbow Longbow A tall, powerful bow for long-range accuracy. The archer’s patient eye made wood and string: slow to prepare, devastating to deliver.


Longsword Longsword A versatile straight-bladed weapon. The classic knightly blade: balanced, dependable, sharp enough to settle arguments that diplomacy fumbled.


Mace Mace A one-handed blunt weapon with a heavy metal head. Authority with a handle: compact, merciless, built to make steel helmets ring like funeral bells.


Malakbar Malakbar A rare Hobgoblin polearm combining halberd blade and mace head. A war-priest’s nightmare scepter: part axe, part hammer, entirely too heavy with consequences.


Man Catcher Man Catcher A polearm with a spring-loaded metal collar to trap a target by the neck. A jailer’s favorite: cold, controlling, built to turn a charging warrior into a very angry prisoner.


Maul Maul A massive two-handed hammer. Less a weapon than a portable earthquake: blunt, brutal, impossible to ignore.


Morning Star Morning Star A spiked metal weapon. A mace with sharper intentions: compact, vicious, built to make even armored knights nervous.


Musket Musket An early long-barrel firearm. Thunder trapped in wood and iron: slow to load, loud as judgment, terrifying when the smoke clears.


Orc Double Axe Orc Double Axe A two-headed weapon with axe blades at both ends. Twice the blade, twice the danger, very little interest in subtlety.


Pike Pike An exceptionally long spear for formation fighting. A forest of iron points daring anything with legs to come closer.


Quarterstaff Quarterstaff A long, sturdy wooden staff. The humble line between walking stick and wizard-approved skull-thumper.


Rapier Rapier A slender, sharply pointed sword for precise thrusts. Steel with a silver tongue: refined, fast, lethal in the hands of someone who treats combat like conversation.


Sabre Sabre A curved, single-edged sword for swift slashing. A crescent of polished menace: quick, elegant, happiest when carving through the chaos of a charge.


Scimitar Scimitar A curved, single-edged sword for fluid slashing. A blade of desert wind and polished steel: graceful, flashing, always ready to turn motion into bloodshed.


Scourge Scourge A whip-like weapon with leather thongs or barbed chains. Cruelty in motion.


Scythe Scythe A long-handled tool with a sweeping curved blade. The reaper’s signature: elegant, ominous, shaped for harvesting far darker things than wheat.


Shortbow Shortbow A small, flexible bow. The ranger’s quiet companion: light, swift, always ready to whisper trouble from the treeline.


Shortsword Shortsword A compact, straight-bladed weapon for close combat. The alley-fighter’s blade: fast, practical, suited for work where a longer sword gets in the way.


Sickle Sickle A short-handled weapon with a curved crescent blade. Humble farm tool by daylight, moonlit throat-slicer by night.


Sling Sling A cord and pouch for hurling stones. The poor warrior’s thunderbolt: humble, ancient, capable of cracking a helmet from across the field.


Spear Spear A long pole with a sharpened metal point. The soldier’s faithful equalizer: simple, far-reaching, deadly in disciplined hands.


Trident Trident A polearm with three sharp prongs. The spear’s sea-born cousin: regal, dangerous, carrying the quiet threat of drowned kingdoms.


Warhammer Warhammer A compact military hammer. The blacksmith’s wrath refined for battle: short-handled, bone-rattling, built to make armored knights regret their confidence.


War Pick War Pick A military pickaxe. All leverage, cruelty, and one very persuasive spike.


Whip Whip A flexible braided leather or cord weapon. Pain with a long shadow: theatrical, cruelly precise, always moving faster than caution.


See also: 07 - Items & Equipment | Armor | Currency & Wealth