Two handed weapons are designed to hit hard. From a Great Sword to a Lance these weapons are able to pack a punch. Two Handed weapons have three subgroups: Great Weapons, Adjustable Weapons, and Reach Weapons. These weapons work best for a classes that are designed for Infrequent yet heavy attacks.
Smaller and lighter than two handed weapons. One handed weapon do not hit as hard as their two-handed counterpart. However, their usefulness comes from their ability to interact with other items. You are able to use a one-handed weapon with a shield for extra defense or if you have the dual wielding skill, you can use two one handed weapons to dish out frequent low damage attacks.
For the classes that aren't as well versed in weaponry. Simple weapons are the way to go. Simple weapons are easy to learn and are can still deal a small amount of damage. While not the primary choice of weaponry for most. They can serve as decent secondary weapons for magic users or could provide unique benefits for frontline fighters with weapons such as rope weapons.
While ranged weaponry is definitely the least extensive weapon category they have specific use cases. With tipped arrows and imbued bolts. Ranged weaponry can be used for stealthy approaches or long distance combat. As well as being much cheaper than firearms. Ranged weapons are perfect secondary weapons for the more versitile classes.
Everyone loves the idea of using a firearm. From small pistols to large rifles there is nothing more thrilling than using a firearm to shoot your way out of a problem. These weapons are high risk high reward weapons that can pack a punch at the risk of jamming. Although they are pricy they serve as the perfect sidearm for any class.
A weapon with the Heavy Attribute means that you can not wield a shield. Additionally you cannot use your bonus action to attack unless an ability states otherwise. Additonally Heavy weapons take a bonus action to swap
Light Weapons are weapons that can be wielded easily in one hand. You can use a light weapon to dual wield if you have the dual weilding skill. If a weapon has the adjustable and light properties you need to take the lower damage value to dual wield with it.
Adjustable Weapons have two damage values. You can choose to use the weapon like a heavy weapon to take the higher damage value. or like a normal weapon to take the lower value. You can swap between heavy and normal as a free action
A weapon with the Precision Attribute allows you to use your Agility modifier for attack and damage rolls
A weapon with the Quick Attribute has two damage values. Quick weapons can be used to make an attack with modifiers as a bonus action or reaction using the lesser damage value for damage.
A weapon with the Reach Attribute increases your attack range with that weapon by 5ft. Additionally your range for attacks of opportunities increases by 5ft
A weapon with the Ranged Attribute can be used at a range of 60ft. You roll with disadvantage when using a ranged weapon within 5ft.
Additionally, Some Ranged Weapons have the Imbued attribute. This means that a portion of the damage from the ranged weapons can be one of the following damage types: Fire, Ice, Acid, Light
A weapon with the Trap Attribute can be used to restrain a target creature. The target creature must make a Dexterity saving throw equal to 8 + Your Strength Modifier + Your Proficiency Bonus or it becomes restrained until the start of your next turn.
A weapon with the Thrown Attribute can be used up close and at a range of up to 30 ft from the target creature.
Weapons in the world of CTG are divided into categories. There are twenty different categories of weapons that your character can become proficient in.
In addition to learning to use new weapons with expansion points. Your character will already be proficient in certain weapon categories depending on your class.
When making an attack roll with a weapon you are proficient in you may add your proficiency bonus to the attack roll. A list of the different weapons in each category can be found on the weapons page