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.
Light Weapons #
WEAPON | COST | DAMAGE | RANGE |
---|---|---|---|
Unarmed Strike | – | 1d3 | – |
Axe, Throwing | 8 gp | 1d6 | 10 ft |
Dagger | 2 gp | 1d4 | 10 ft |
Hammer, Light | 1 gp | 1d6 | 20 ft |
Handaxe | 6 gp | 1d6 | – |
Mace, Light | 5 gp | 1d6 | – |
Pick, Light | 4 gp | 1d4 | – |
Sap | 1 gp | 1d6 | – |
Sickle | 6 gp | 1d6 | – |
Shortsword | 10 gp | 1d6 | – |
One-Handed Weapons #
WEAPON | COST | DAMAGE | RANGE |
---|---|---|---|
Battleaxe | 10 gp | 1d8 | – |
Club | – | 1d6 | 10 ft |
Flail | 8 gp | 1d8 | – |
Longsword | 15 gp | 1d8 | – |
Mace, Heavy | 12 gp | 1d8 | – |
Morningstar | 8 gp | 1d8 | – |
Pick, Heavy | 8 gp | 1d6 | – |
Rapier | 20 gp | 1d6 | – |
Scimitar | 15 gp | 1d6 | – |
Shortspear | 1 gp | 1d6 | 20 ft |
Sword, Bastard | 35 gp | 1d10 | – |
Trident | 15 gp | 1d8 | 10 ft |
Waraxe, Dwarven | 30 gp | 1d10 | – |
Warhammer | 12 gp | 1d8 | – |
Whip * | 1 gp | 1d3 | – |
Two-Handed Weapons #
WEAPON | COST | DAMAGE | RANGE |
---|---|---|---|
Chain, Spiked * | 25 gp | 2d4 | – |
Falchion | 75 gp | 2d4 | – |
Flail, Heavy | 15 gp | 1d10 | – |
Flamberge | 50 gp | 1d12 | – |
Glaive * | 8 gp | 1d10 | – |
Greataxe | 20 gp | 1d12 | – |
Greatclub | 5 gp | 1d10 | – |
Greatsword | 50 gp | 2d6 | – |
Guisarme * | 9 gp | 2d4 | – |
Halberd | 10 gp | 1d10 | – |
Lance * | 10 gp | 1d8 | – |
Longspear * | 5 gp | 1d8 | – |
Quarterstaff | – | 1d6 | – |
Scythe | 18 gp | 2d4 | |
Spear | 2 gp | 1d8 | 20 ft |
Ranged Weapons #
WEAPON | COST | DAMAGE | RANGE |
---|---|---|---|
Crossbow, Hand | 100 gp | 1d4 | 30 ft |
Crossbow, Heavy | 50 gp | 1d10 | 120 ft |
Crossbow, Light | 35 gp | 1d8 | 80 ft |
Dart | 5 gp | 1d4 | 20 ft |
Javelin | 1 gp | 1d6 | 30 ft |
Longbow | 75 gp | 1d8 | 100 ft |
Net | 20 gp | – | 10 ft |
Shortbow | 30 gp | 1d6 | 60 ft |
Sling | – | 1d4 | 50 ft |
*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.