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The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weaponas well as the following details:

Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For exampleyou might have proficiency with Simple weapons.

Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feetwhereas a Ranged weapon is used to attack at a greater distance.

Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.

Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the “Properties” section.

Mastery. Each weapon has a mastery propertywhich is defined in the “Mastery Properties” section later in this chapter. To use that propertyyou must have a feature that lets you use it.

Simple Weapons

Simple Melee Weapons
Name Damage Properties Mastery Weight Cost
Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP
Dagger 1d4 Piercing FinesseLightThrown (Range 20/60) Nick 1 lb. 2 GP
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 SP
Handaxe 1d6 Slashing LightThrown (Range 20/60) Vex 2 lb. 5 GP
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning LightThrown (Range 20/60) Nick 2 lb. 2 GP
Mace 1d6 Bludgeoning Sap 4 lb. 5 GP
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 2 SP
Sickle 1d4 Slashing Light Nick 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60)Versatile (1d8) Sap 3 lb. 1 GP
Simple Ranged Weapons
Name Damage Properties Mastery Weight Cost
Dart 1d4 Piercing FinesseThrown (Range 20/60) Vex 1/4 lb. 5 CP
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt)LoadingTwo-Handed Slow 5 lb. 25 GP
Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow)Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow - 1 SP

Martial Weapons

Martial Melee Weapons
Name Damage Properties Mastery Weight Cost
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Flail 1d8 Bludgeoning Sap 2 lb. 10 GP
Glaive 1d10 Slashing HeavyReachTwo-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing HeavyTwo-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing HeavyTwo-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing HeavyReachTwo-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing HeavyReachTwo-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 15 GP
Maul 2d6 Bludgeoning HeavyTwo-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing Sap 4 lb. 15 GP
Pike 1d10 Piercing HeavyReachTwo-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing FinesseLight Nick 3 lb. 25 GP
Shortsword 1d6 Piercing FinesseLight Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60)Versatile (1d10) Topple 4 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Push 5 lb. 15 GP
War Pick 1d8 Piercing Versatile (1d10) Sap 2 lb. 5 GP
Whip 1d4 Slashing FinesseReach Slow 3 lb. 2 GP
Martial Ranged Weapons
Name Damage Properties Mastery Weight Cost
Blowgun 1 Piercing Ammunition (Range 25/100; Needle)Loading Vex 1 lb. 10 GP
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt)LightLoading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt)HeavyLoadingTwo-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow)HeavyTwo-Handed Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet)LoadingTwo-Handed Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet)Loading Vex 3 lb. 250 GP

Weapon Properties

Here are definitions of the properties in the Properties column of the Weapons table.

Property Description
Ammunition You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fightyou can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Finesse When making an attack with a Finesse weaponuse your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Light When you take the Attack action on your turn and attack with a Light weaponyou can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weaponand you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For exampleyou can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Actionbut you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading You can fire only one piece of ammunition from a Loading weapon when you use an actiona Bonus Actionor a Reaction to fire itregardless of the number of attacks you can normally make.
Range A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feetand the second is the weapon’s long range. When attacking a target beyond normal rangeyou have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Reach A Reach weapon adds 5 feet to your reach when you attack with itas well as when determining your reach for Opportunity Attacks with it.
Thrown If a weapon has the Thrown propertyyou can throw the weapon to make a ranged attackand you can draw that weapon as part of the attack. If the weapon is a Melee weaponuse the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-Handed A Two-Handed weapon requires two hands when you attack with it.
Versatile A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery Properties

Each weapon has a mastery propertywhich is usable only by a character who has a featuresuch as Weapon Masterythat unlocks the property for the character. The properties are defined below.

Property Description
Cleave If you hit a creature with a melee attack roll using this weaponyou can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hitthe second creature takes the weapon’s damagebut don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze If your attack roll with this weapon misses a creatureyou can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weaponand the damage can be increased only by increasing the ability modifier.
Nick When you make the extra attack of the Light propertyyou can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push If you hit a creature with this weaponyou can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap If you hit a creature with this weaponthat creature has Disadvantage on its next attack roll before the start of your next turn.
Slow If you hit a creature with this weapon and deal damage to ityou can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this propertythe Speed reduction doesn’t exceed 10 feet.
Topple If you hit a creature with this weaponyou can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed savethe creature has the Prone condition.
Vex If you hit a creature with this weapon and deal damage to the creatureyou have Advantage on your next attack roll against that creature before the end of your next turn.

Ammunition

Type Amount Storage Weight Cost
Arrows 20 Quiver 1 lb. 1 GP
Bolts 20 Case 1 1/2 lb. 1 GP
BulletsFirearm 10 Pouch 2 lb. 3 GP
BulletsSling 20 Pouch 1 1/2 lb. 4 CP
Needles 50 Pouch 1 lb. 1 GP

Improvised Weapons

If you use an object — such as a table legfrying panor bottle — as a makeshift weaponsee Improvised Weapons in the rules glossary. Also see those rules if you wield a weapon in an unusual waysuch as using a Ranged weapon to make a melee attack.

Improvised Weapons (Rules Glossary)

An improvised weapon is an object wielded as a makeshift weaponsuch as broken glassa table legor a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown propertythe weapon counts as an improvised weapon. An improvised weapon follows the rules below.

Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon.

Damage. On a hitthe weapon deals 1d4 damage of a type the DM thinks is appropriate for the object.

Range. If you throw the weaponit has a normal range of 20 feet and a long range of 60 feet.

Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weaponthe DM may say it functions as that weapon and uses that weapon's rules. For examplethe DM could treat a table leg as a Club.

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