Weapons are divided into simple and martial weapon categories, then further into individual weapon groups, which are either ranged or melee weapon types.
Melee weapons scale with strength by default, and can scale with dexterity if they are agile.
Ranged weapons scale with dexterity.
Thrown weapons can scale with either dexterity or strength.
When wielding two weapons, you can make an extra attack as a bonus action when performing an attack against a target. By default, it must be made against the same target. The offhand attack has disadvantage unless the weapon has the light property.
You cannot perform maneuvers or apply your ability score bonus with weapons you are not proficient with.
Dagger - 1d4 piercing
⁑ agile, light, throw 20/40
Ϯ stab, lunge
Dirk - 1d6 piercing
⁑ agile, light
Ϯ thrust
Hunters knife - 1d4 slashing
⁑ agile, light
Ϯ rend
‽ tool
✶ bleed
Skein - 1d4 slashing
⁑ agile, light
Ϯ wild swings, lunge.
✶ follow-up
Shiv - 1d3 piercing
⁑ agile, light
Ϯ swift
‽ all-in
Stiletto - 1d4 piercing
⁑ agile, light
Ϯ stab
ᐁ sidestep
Hooked knife - 1d4 slashing
⁑ agile, light
Ϯ slash
ᐁ hook
‽ tool
Pitchfork - 1d6 piercing
⁑ two-handed
ᐁ shove, trip
‽ tool, flat-sided
Quarterstaff - 1d4 bludgeoning
⁑ two-handed
Ϯ Swift, slam, swing, pummel
Spear - 1d6 piercing
⁑ 1d8 versatile, reach I, thrown 25/50
Ϯ lunge, ram
ᐁ trip
Scythe - 1d8 piercing
⁑ two-handed
ᐁ trip, hook
✶ lethal
‽ unwieldy
Lantern staff - 1d6 bludgeoning
⁑ two-handed
Ϯ thrust
‽ ignite 1d4
Bladed rod - 1d8 slashing
⁑ two-handed
Ϯ chop, cleave
Machete - 1d6 slashing
⁑ light, agile
Ϯ cleave, slash
‽ tool
Billhook - 1d4 slashing
⁑ light
Ϯ chop
ᐁ hook
‽ tool
Hand-axe - 1d6 slashing
⁑ light, agile, throw 20/40, 1d8 versatile
Ϯ wild swings
Sickle - 1d4 slashing
⁑ agile, light
ᐁ disarm, hook, swap
Torch - 1d4 bludgeoning
⁑ light
Ϯ thrust
‽ ignite 1d4
Iron hook - 1d4 piercing
⁑ light
ᐁ hook, trip, expose
✶ takedown
Carpenters axe - 1d4 slashing
⁑ light, 1d6 versatile
✶ brutal, shield-breaker
‽ tool
Club - 1d4 bludgeoning
⁑ light, 1d6 versatile
Ϯ crush, ram, swing, wild swings
Butchers cleaver - 1d6 slashing
Ϯ chop, heft, cleave
Smith's hammer - 1d6 bludgeoning
Ϯ pummel
ᐁ stun
‽ tool
Spiked club - 1d6 piercing
⁑ 1d8 versatile
Ϯ swing, pummel, ram
✶ bleed
Woodsman's axe - 1d8 piercing
⁑ two-handed
Ϯ chop, swing, heft
‽ tool
Pick - 1d4 piercing
⁑ 1d6 versatile
Ϯ stab, spike
ᐁ trip
‽ tool
Iron torch - 1d4 bludgeoning
⁑ 1d6 versatile
ᐁ stun
‽ ignite 1d4, unwieldy
Ball and chain - 1d6 bludgeoning
⁑ two-handed, reach
Ϯ pummel, swing, s
ᐁ clutch
✶ stun
Cudgel - 1d6 bludgeoning
⁑ 1d8 versatile
Ϯ ram, overpower 1d6
Crowbar - 1d4 bludgeoning
⁑ 1d6 versatile
Ϯ slam
ᐁ swap, hook
Greatclub - 1d10 bludgeoning
⁑ two-handed
Ϯ breach, crush
✶ takedown
Mallet - 1d8 bludgeoning
⁑ two-handed
Ϯ crush
ᐁ stun, shove
Pickaxe - 1d8 piercing
⁑ two-handed
Ϯ heft, spike, swing
‽ tool
✶ lethal
Shovel - 1d4 bludgeoning
⁑ two-handed
Ϯ thrust
‽ tool, effort
✶ stun
Hunters bow - 1d6 piercing
⁑ two-handed
➹ range 80/160
Shortbow - 1d6 piercing
⁑ two-handed
➹ range 40/80
Ϯ swift
Reed bow - 1d4 piercing
⁑ two-handed
➹ range 60/120, arc
Skirmisher bow - 1d6 piercing
⁑ two-handed
➹ range 60/120
ᐁ sidestep
Crossbows
Light crossbow - 1d8 piercing
⁑ light
➹ range 90/180, reload II
Heavy crossbow - 1d10 piercing
⁑ two-handed
➹ range 160/320, reload III
✶ shield-breaker
Crank crossbow - 1d10 piercing
⁑ two-handed
‽ inaccurate
➹ range 120/240, reload I
Stonebow - 1d6 bludgeoning
⁑ two-handed
‽ unwieldy
➹ range 60/120, launcher, reload II
Sling - 1d4 bludgeoning
⁑ light
➹ range 40/120, reload
ᐁ windup
✶ stun
Slingshot - 1d4 bludgeoning
⁑ light, two-handed
➹ range 30/60, launcher
Blowgun - 1d4 piercing
‽ effort
➹ range 40/80, reload IV
Sling staff - 1d6 bludgeoning
⁑ two-handed
➹ range 90/180, launcher, reload II
Javelin - 1d6 piercing
⁑ thrown 40/80
✶ takedown
Battleaxe - 1d6 slashing
⁑ 1d10 versatile
Ϯ cleave, chop
✶ combo
Splitter - 1d4 piercing
⁑ thrown 20/40, 1d8 versatile, light
Ϯ wild swings, stab
✶ shield-breaker
Greataxe - 1d12 slashing
⁑ two-handed, unwieldy
Ϯ cleave, chop, overpower 1d12
ᐁ double-down
War hatchet - 1d4 slashing
⁑ throw 20/40, 1d6 versatile, light, agile
‽ tool, dueling
War cleaver - 1d8 slashing
⁑ two-handed, serrated 1d4
Ϯ cleave, slash, chop
✶ rip
Raiders axe - 1d6 slashing
⁑ 1d8 versatile
Ϯ cleave, rend
ᐁ pressure
Executioners axe - 1d10 slashing
⁑ two-handed, unwieldy
Ϯ chop, swing
ᐁ double-down
✶ lethal
Long-axe - 1d6 slashing
⁑ 1d8 versatile, reach
Ϯ swing
‽ tool
Morningstar - 1d3 bludgeoning 1d3 piercing
⁑ 1d4 + 1d4 versatile
Ϯ ram, swing
ᐁ shove
War hammer - 1d6 bludgeoning
⁑ 1d8 versatile
Ϯ slam, stun, ram
ᐁ pressure
✶ stun
War pick - 1d6 piercing
⁑ 1d8 versatile
Ϯ chop, stab, spike
✶ shield-breaker
Flanged mace - 1d8 bludgeoning
⁑ 1d10 versatile
Ϯ slam, crush, swing
ᐁ windup
Hammer staff - 1d8 bludgeoning
⁑ two-handed, reach
Ϯ ram, pummel
ᐁ windup, push
✶ stun
Greathammer - 3d4 bludgeoning damage
⁑ two-handed, unwieldy
Ϯ slam, crush
ᐁ heft, windup
✶ takedown, stun
War Cudgel - 1d6 bludgeoning
⁑ light
Ϯ pummel, wild swings
✶ stun
Bladed staff - 1d6 piercing
⁑ two-handed, agile
Ϯ slash, lunge
ᐁ redirect
‽ swift
Glaive - 1d8 slashing
⁑ 2d4 versatile, reach
Ϯ cleave, slash, lunge
Pike - 2d4 piercing
⁑ two-handed, reach II, unwieldy
Ϯ strikethrough, stab
ᐁ hook, trip, push
Trident - 1d6 piercing
⁑ 2d4 versatile, throw 20/40
Ϯ lunge, stab, ram
ᐁ shove, windup
Halberd - 2d6 slashing
⁑ two-handed, reach
Ϯ reap, strikethrough, overpower 1d6
ᐁ shove, diversion
Harpoon - 1d6 slashing
⁑ 2d4 versatile, throw 30/60, agile,
serrated 1d3, light
Ϯ lunge
ᐁ hook
Sworded-staff - 1d10 slashing
⁑ two-handed
Ϯ chop, cleave, reap, lunge
‽ dueling
twin-blade - 1d6 slashing
⁑ 1d8 versatile, agile
Ϯ slash
ᐁ double-strike
‽ swift
Short sword - 1d6 piercing
⁑ 1d8 versatile, light, agile
Ϯ stab
‽ swift
War dagger - 1d4 piercing
⁑ light, agile
Ϯ thrust
ᐁ sidestep
‽ all-in
Serrated dagger - 1d4 slashing
⁑ light, serrated 1d3
Ϯ lunge, rend
✶ bleed
Curved dagger - 1d4 slashing
⁑ light, agile
Ϯ lunge, slash 1d4
ᐁ sidestep
Arming blade - 1d6 piercing
⁑ light, agile, throw 20/40
Ϯ breach
Hook dagger - 1d4 slashing
⁑ light, agile
ᐁ hook, expose
Mail-piercer - 1d4 piercing
⁑ light
Ϯ thrust, spike
‽ unwieldy
✶ shield-breaker
Hook sword - 1d6 slashing
⁑ 1d8 versatile
ᐁ disarm, swap, hook, trip, expose
Scimitar - 1d6 slashing
⁑ 2d4 versatile, agile
Ϯ cleave, slash
ᐁ sidestep
Katana - 1d6 slashing
⁑ 1d8 versatile, agile
Ϯ lunge, slash
ᐁ sidestep
‽ swift
✶ lethal
Straight sword - 1d8 piercing
⁑ 1d10 versatile
Ϯ thrust
ᐁ sidestep
Cutlass - 1d6 slashing
⁑ agile, 1d8 versatile
Ϯ wild-swings, lunge
✶ combo
Rapier - 1d6 slashing
⁑ agile
Ϯ lunge
ᐁ disarm, sidestep, expose
✶ deadly
Sabre - 1d6 slashing
⁑ 1d8 versatile, agile
Ϯ chop, rend, swing
✶ lethal
Fanged sword - 1d6 slashing
⁑ 1d10 versatile
‽ serrated 1d6
Ϯ wild swings
✶ rip
Longsword - 1d8 slashing
⁑ 1d10 versatile
Ϯ thrust, swing, stab
ᐁ windup
Broadsword - 2d4 slashing
⁑ 1d10 versatile
Ϯ breach, chop
ᐁ windup
Greatsword - 2d6 slashing
⁑ two-handed, unwieldy
Ϯ ram, chop, slam, swing
ᐁ windup
Falx - 1d8 slashing
⁑ 1d10 versatile
ᐁ trip, expose, hook
✶ follow-up
Curved longsword - 2d4 slashing
⁑ 1d8 versatile
Ϯ chop, cleave, slash
ᐁ windup
Claymore - 3d4 slashing
⁑ two-handed, reach
Ϯ cleave, strikethrough
✶ lethal
Two-handed sabre - 1d10 slashing
⁑ two-handed, agile
Ϯ wild swings, swing
ᐁ windup, follow-up
Light flail - 1d6 bludgeoning
Ϯ ram, swing
ᐁ trip, stun, clutch, windup
Heavy flail - 1d8 bludgeoning
⁑ two-handed
Ϯ breach, slam
‽ unwieldy
✶ brutal, stun
Whip - 1d3 bludgeoning
⁑ light, agile, reach II
ᐁ disarm, trip, clutch
Barbed whip - 1d4 slashing
⁑ agile, reach
Ϯ rend
ᐁ hook, trip
Hook and chain - 1d4 slashing
⁑ two-handed, reach II
ᐁ hook, trip, expose
‽ serrated 1d6
Chain whip - 1d4 bludgeoning
⁑ reach
Ϯ swing
ᐁ stun
✶ takedown
Thorn whip - 1d4 slashing
⁑ reach II
Ϯ rend
✶ bleed
‽ serrated 1d4
Meteor hammer - 1d4 bludgeoning
⁑ two-handed, reach II
‽ unwieldy, inaccurate, wide-swing 1d4
ᐁ stun, windup, swing
Push blade - 1d4 piercing
⁑ agile, light
Ϯ thrust, stab
Iron talons - 1d4 slashing
⁑ agile, light
Ϯ rend
‽ all-in, free-hand
✶ bleed
Spiked bracer - 1d6 bludgeoning
⁑ light
Ϯ daze, pommel
Wrist-blade - 1d4 piercing
⁑ agile, light
Ϯ lunge 1d4
✶ brutal
Metal knuckles - 1d4 bludgeoning
⁑ agile, light
Ϯ swift
ᐁ sidestep
Mantis bracers - 1d6 slashing
‽ all-in, free-hand, effort
Ϯ thrust
ᐁ sidestep
Claw gauntlet - 1d6 slashing
⁑ agile, light
Ϯ rend, double-strike
✶ bleed
‽ serrated 1d4
Compound bow - 1d8 piercing
⁑ two-handed
Ϯ breach
➹ range 90/180
gear bow - 1d6 piercing
⁑ two-handed
ᐁ windup
➹ range 80/160
‽ clutch
Recurve bow - 1d6 piercing
⁑ two-handed
Ϯ swift
➹ range 90/180
War bow - 1d8 piercing
⁑ two-handed
➹ range 120/240
✶ lethal
Longbow - 1d10 piercing
⁑ two-handed
➹ range 180/340
ᐁ Overdraw
Ironwood-bow - 1d10 piercing
⁑ two-handed
➹ range 160/320
ᐁ Overdraw, trip, shove,
Arched bow - 1d12 piercing
⁑ two-handed
➹ range 200/400, reload I
ᐁ Overdraw, trip, shove,
Great-bow - 2d6 piercing
⁑ two-handed
➹ range 250/500, reload II
ᐁ windup
‽ inaccurate
✶ takedown
Hand crossbow - 1d4 piercing
⁑ light
➹ range 30/60, reload II
Arch crossbow - 1d6 piercing
Ϯ swift
➹ range 90/180, reload II, cartridge 2
Heavy crank crossbow - 2d6 piercing
⁑ two-handed
‽ inaccurate, effort
➹ range 150/300, reload III
Shoulder ballista - 3d6 piercing
⁑ two-handed
‽ inaccurate, effort, unwieldly
✶ shield-breaker
➹ range 160/320, reload IV
Repeating crossbow - 1d6 piercing
⁑ two-handed
‽ inaccurate
➹ range 60/120, reload IV, cartridge 6
Spring-bow - 1d8 piercing
⁑ two-handed
➹ range 90/180, launcher, reload III
These properties apply to the weapon regardless of the wielder's proficiencies, and passively modify some properties of the weapon.
Agile - The weapon can scale with dexterity instead of strength.
light - The weapon can be wielded in the offhand effectively.
Two-handed - The weapon requires two hands to wield properly.
Versatile - When wielded in two hands, the base damage dice of the weapon is changed to the dice given.
Reach I/II/III- This weapon increases its melee reach by 5/10/15 ft.
Free hand - This weapon allows use of hands if proficient, without incuring penalties.
Thrown - This weapon can be thrown as a ranged attack with the range given. If agile, the attack can use dexterity.
Effort - The weapon can scale with constitution or strength
Inaccurate - This weapons attacks incur disadvantage if you have moved since the start of your turn.
Unwieldy - This weapon treats a natural 2 as a critical failure.
Serrated 1dX - When this weapon lands an unblocked hit, roll a 1dX chance dice, applying bleed to the target on a success.
These properties passively apply to the weapon if the wielder is proficient with it.
Dueling - you can perform an attack with the weapon as a bonus action so long as you have not moved since the start of your turn.
Swift - you can perform an attack with the weapon as a bonus action. For versatile weapons, requires wielding it with both hands.
All-in - You can make 1 attack with the weapon as a free action, once on your turn, while grappling the target.
Tool - non-combat skill or attribute checks made with the weapon gain a +1 bonus.
Ignite - The weapon can be ignited as an action, burning for the next half hour, providing a dim light, and also applying extra fire damage to attacks.
Free-hand - The weapon permits use of the hand to still latch on to other objects, wield other weapons, or handle items or tools. This imposes a -1 penalty to the associated attacks and skill rolls though.
Wide-swing - This weapons attacks deal extra damage at the highest range increment.
Flat-sided - This weapon can be used to deal bludgeoning damage instead of its normal damage.
These properties grant maneuvers that can be made in place of regular attacks. Performing an attack maneuver requires spending 1 action and a bonus action, rest dice, or taking 1 damage to fatigue. In cases where a character can make multiple attacks, they can spend 1 attack in place of an action or bonus action to replace it with an attack maneuver.
Breach - make an attack with disadvantage. The target cannot attempt to block it if it lands.
Chop - make an attack, which has it's crit range expanded by 1.
Cleave - instead of a single target attack, make an attack with disadvantage against two adjacent targets within range. The attack is compared to all targets AC and deals damage to each target.
Crush - make an attack, allowing the target to move 5ft as a reaction. If it does not or cannot move out of range, the attack lands regardless of d20 rolls, but can still critically strike, but not critically fail. This provokes attacks of opportunity.
Lunge - move 5ft towards the target when making the attack, increasing damage dealt by 1 dice size on a hit. Requires space between you and target.
Overpower - grant the attack extra damage as indicated next to the ability.
Daze - make an attack which causes the target to become dazed(no bonus actions) for 1 round if not blocked. On a critical hit, the duration is extended to 1d3 rounds.
Ram - make an attack. The attack has +1 bonus to damage and block DC per 5ft traveled since either the start of your turn, or the last attack you made.
Reap - make an attack with disadvantage against up to 3 adjacent targets that are more than 5ft away. The attack is compared to all targets AC and deals damage to each target. Requires a weapon with more than 5ft reach.
Rend - make an attack and apply the bleed condition to the target if the attack is not blocked.
Slam - make an attack, allowing the target to move 5ft in any direction as a reaction. If it does not or cannot, the attack damage dice are increased by 1 size category.
Slash - move 5ft alongside the target(not away from them) and make an attack which has its damage increased by 1 dice size category. Requires adjacent space to move into.
Spike - make an attack that requires an additional instance of block to negate.
Stab - make an attack against a target. The target has disadvantage on the block check if they are not wielding a shield.
Strikethrough - make an attack against all creatures in an outgoing ray at a range equal to your weapons reach, rolling a single attack and comparing to all creatures in order from closest to furthest. If any attack successfully blocks, the ray is stopped.
Stun - Make an attack with disadvantage, and if the attack lands and is not blocked, the target must also make a constitution save vs the block DC or the damage (whichever is higher.) On a failure, the target is stunned for 1 round.
Swing - make an attack at disadvantage, the target has disadvantage on the block check. If either of your attack rolls is a natural 20, or if the target rolls a natural 1 on their block check, the attack is a critical hit.
Pummel - make an attack at disadvantage, if it lands then regardless of how it resolves, make another attack against the target without disadvantage afterwards.
Thrust - make an attack with a -1 penalty against a target creature. The target has disadvantage on the block check. If the block check results on a natural 1, the attack critically strikes.
Wild swings - instead of a single attack, perform two attacks with disadvantage, or three if wielding two weapons with the property.
These properties grant maneuvers that can be made to modify a regular attack, or to chain with an attack maneuver. Performing a tactical maneuver requires spending a bonus action, rest dice, or taking 1 damage to fatigue.
Clutch - on a critical failure, you can reattempt an attack with the weapon, if possible.
Disarm - After an attack lands, instead of dealing damage and requiring a block check, attempt to disarm the target of an item. Make a contested sleight of hand or weapon attribute check vs the targets athletics or acrobatics check. On a success, the target drops the intended held item.
Expose - After an attack lands, instead of dealing damage and requiring a block check, attempt to expose the target. The target must make a dexterity or strength save vs either the weapon damage, the weapon block DC, or your athletics check (chosen by wielder.) On a failure, the next attack against the target until the end of your next turn has advantage.
Heft - modify the attack, adding a bonus to damage and block DC equal to your carried bulk, as well as a +1 bonus to both per size difference between you and the target. On an unblocked critical strike, move target back 5ft.
Hook - after an unblocked attack, move the target 5ft in your direction. If you are smaller than the target, you may choose to instead initiate a grapple attempt on the target.
Shove - After an attack lands, instead of dealing damage and requiring a block check, make a contested athletics check vs the targets athletics or acrobatics check. On a success, the target is pushed back 5ft.
Swap - After an attack lands, instead of dealing damage and requiring a block check, attempt to swap places with the target. Make a contested athletics or acrobatics check vs the targets athletics or acrobatics check. On a success, swap spaces with the target.
Sidestep - After a missed or blocked attack, you may move 5ft without provoking a reaction from the target or adjacent creatures.
Trip - After an attack lands, instead of dealing damage and requiring a block check, attempt to trip the target, forcing the target to make a dexterity or strength save vs the block DC. On a failure, the target becomes prone.
Follow-up - after an attack lands, regardless of if it is blocked or not, you can perform another attack with the weapon against the same target. The second attack cannot trigger further maneuvers.
Double-strike - After an attack lands and is not blocked, you can perform another attack with the weapon against the same target. The second attack cannot trigger further maneuvers.
Double-down - after an attack lands and is not blocked, force the target to make a strength save vs your athletics check, taking the base weapon damage again on a failure.
Diversion - after an attack lands and is not blocked, instead of dealing damage and requiring a block check, you can immediately attack a different target within range. The new attack critically strikes if the target critically fails their block DC.
Redirect - after an attack misses or is blocked, you can retry it against another target within range and adjacent to the previous target.
Pressure - After an attack is blocked, you may attempt another attack with disadvantage against the target.
Windup - If you are making an attack, you can grant all adjacent creatures an attack of opportunity or to move 5ft. If your attacks target does not attempt to move 5ft out of your range, your attack and damage against it gains advantage, as does the damage.
These only apply to ranged weapons
Arc - This weapon can ignore half-cover.
Reload I - Once this weapon is fired, it must be reloaded as a bonus action.
Reload II - Once this weapon is fired, it must be reloaded as a bonus action and move action.
Reload III - Once this weapon is fired, it must be reloaded as an action, bonus action, and move action.
Reload IV - Once this weapon is fired, it must be reloaded as a full round action.
Cartridge - The weapon can contain a number of bolts, which must be replaced as a full round action once emptied.
Launcher - This weapon can be used to fire sling projectiles, flasks, bombs, and similar ammunition.
Overdraw - This weapon can be overdrawn as a bonus action, granting it disadvantage but applying your strength bonus to the attack and damage, as well as the block DC.
These properties modify how the weapons critical strikes behave. They shouldn't require proficiency (Subject to GM.)
Stun - On an unblocked critical hit, the target is stunned for 1 round.
Bleed - On an unblocked critical hit, apply the bleed condition to the target.
Lethal - The crit multiplier is increased by 1.
Deadly - The crit range is increased by 1.
Rip - On a critical strike, you can rip the weapon out as a tactical maneuver, dealing its base weapon damage again and counting as a hit.
Takedown - On an unblocked critical hit, the target is knocked prone.
Combo - Gain an extra attack on a critical strike. This can only occur once per turn.
Shield-breaker - Critical strikes from this weapon require an extra instance of block to negate.