Weapons are divided up into groups of; Light Weapons, One-Handed Weapons, Two-Handed Weapons and Ranged Weapons.
Each grouping includes a weapons cost, damage type die, and range if applicable.
Cost #
This is the cost for purchasing the weapon. The cost also includes miscellaneous gear that goes with the weapon such as 20 arrows, bolts or sling stones for a bow, crossbow, or sling.
Damage #
The damage column indicates the damage die used when a successful attack is made.
Range Increment #
Any attack at less than the range increment distance is not penalized for range. After the initial range increment a cumulative -2 penalty on the attack roll is applied to each additional range increment. A thrown weapon will have a maximum of five range increments while a projectile weapon will fire out to ten range increments.
Encumbrance #
Every weapon has an encumbrance value. This value represents not only the weight of the item but also its bulkiness.
Encumbrance can affect your movement speed. You can find more information on this in the Movement & Encumbrance section.
Light Weapons #
WEAPON | COST | DAMAGE | RANGE | ENC |
---|---|---|---|---|
Unarmed Strike | – | 1d3 | – | – |
Axe, Throwing | 8 gp | 1d6 | 10 ft | 0.20 |
Dagger | 2 gp | 1d4 | 10 ft | 0.10 |
Hammer, Light | 1 gp | 1d6 | 20 ft | 0.20 |
Handaxe | 6 gp | 1d6 | – | 0.30 |
Mace, Light | 5 gp | 1d6 | – | 0.40 |
Pick, Light | 4 gp | 1d4 | – | 0.30 |
Sap | 1 gp | 1d6 | – | 0.20 |
Sickle | 6 gp | 1d6 | – | 0.20 |
Shortsword | 10 gp | 1d6 | – | 0.20 |
One-Handed Weapons #
WEAPON | COST | DAMAGE | RANGE | ENC |
---|---|---|---|---|
Battleaxe | 10 gp | 1d8 | – | 0.60 |
Club | – | 1d6 | 10 ft | 0.30 |
Flail | 8 gp | 1d8 | – | 0.50 |
Longsword | 15 gp | 1d8 | – | 0.40 |
Mace, Heavy | 12 gp | 1d8 | – | 0.80 |
Morningstar | 8 gp | 1d8 | – | 0.60 |
Pick, Heavy | 8 gp | 1d6 | – | 0.60 |
Rapier | 20 gp | 1d6 | – | 0.20 |
Scimitar | 15 gp | 1d6 | – | 0.40 |
Shortspear | 1 gp | 1d6 | 20 ft | 0.30 |
Sword, Bastard | 35 gp | 1d10 | – | 0.60 |
Trident | 15 gp | 1d8 | 10 ft | 0.40 |
Waraxe, Dwarven | 30 gp | 1d10 | – | 0.80 |
Warhammer | 12 gp | 1d8 | – | 0.50 |
Whip * | 1 gp | 1d3 | – | 0.20 |
Two-Handed Weapons #
WEAPON | COST | DAMAGE | RANGE | ENC |
---|---|---|---|---|
Chain, Spiked * | 25 gp | 2d4 | – | 1.00 |
Falchion | 75 gp | 2d4 | – | 0.80 |
Flail, Heavy | 15 gp | 1d10 | – | 1.00 |
Flamberge | 50 gp | 1d12 | – | 1.00 |
Glaive * | 8 gp | 1d10 | – | 1.00 |
Greataxe | 20 gp | 1d12 | – | 1.20 |
Greatclub | 5 gp | 1d10 | – | 0.80 |
Greatsword | 50 gp | 2d6 | – | 0.80 |
Guisarme * | 9 gp | 2d4 | – | 1.20 |
Halberd | 10 gp | 1d10 | – | 1.20 |
Lance * | 10 gp | 1d8 | – | 1.00 |
Longspear * | 5 gp | 1d8 | – | 0.90 |
Quarterstaff | – | 1d6 | – | 0.40 |
Scythe | 18 gp | 2d4 | 1.00 | |
Spear | 2 gp | 1d8 | 20 ft | 0.60 |
Ranged Weapons #
WEAPON | COST | DAMAGE | RANGE | ENC |
---|---|---|---|---|
Crossbow, Hand | 100 gp | 1d4 | 30 ft | 0.20 |
Crossbow, Heavy | 50 gp | 1d10 | 120 ft | 0.80 |
Crossbow, Light | 35 gp | 1d8 | 80 ft | 0.40 |
Dart | 5 gp | 1d4 | 20 ft | 0.05 |
Javelin | 1 gp | 1d6 | 30 ft | 0.20 |
Longbow | 75 gp | 1d8 | 100 ft | 0.30 |
Net | 20 gp | – | 10 ft | 0.10 |
Shortbow | 30 gp | 1d6 | 60 ft | 0.20 |
Sling | – | 1d4 | 50 ft | 0.05 |
*Glaives, guisarmes, lances, longspears, spiked chains, and whips are reach weapons.
A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. Spiked chains may make both reach and normal attacks.