Weapons

Your weapons help determine how capable you are in a variety of combat situations.

Weapons Table

Weapon Descriptions

Arrows: An arrow used as a melee weapon is Tiny and deals 1d4 points of piercing damage ( x 2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Arrows come in leather quivers that hold 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Axe, Throwing: A throwing axe is lighter than a handaxe and balanced for throwing. Gnome fighters often use throwing axes for both melee and ranged attacks.

Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were wielding a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using an orc double axe, can’t use it as a double weapon. 

Battleaxe: The battleaxe is the most common melee weapon among dwarves.

Bolts: A crossbow bolt used as a melee weapon is Tiny and deals 1d4 points of piercing damage ( x 2 crit). Since it is not designed for this use, all characters are treated as not proficient with it and thus suffer a -4 penalty on their attack rolls. Bolts come in wooden cases that hold 10 bolts. A bolt that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost.

Bullets, Sling: Bullets are lead spheres, much heavier than stones of the same size. They come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance to be destroyed or lost. 

Chain, Spiked: A spiked chain has reach. You can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. Because the chain can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain.

Club: A wooden club is so easy to find and fashion that it has no cost.

Crossbow, Hand: This exotic weapon is common among rogues and others who favor stealth over power. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move-equivalent action that provokes attacks of opportunity.

Crossbow, Heavy: A heavy crossbow requires two hands to use effectively, regardless of the user’s size. You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. A Medium-size or larger character can shoot, but not load, a heavy crossbow with one hand at a -4 penalty. A Medium-size or larger character can shoot a heavy crossbow with each hand at a -6 penalty, plus the usual -4 penalty for the off-hand attack (-6 primary hand/-10 off hand). The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons, not ranged weapons. The Ambidexterity feat lets someone avoid the -4 off-hand penalty (-6 primary hand/-6 off hand). 

Crossbow, Light: A light crossbow requires two hands to use, regardless of the user’s size. You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move- equivalent action that provokes attacks of opportunity. A Small or larger character can shoot, but not load, a light crossbow with one hand at a -4 penalty. A Small or larger character can shoot a light crossbow with each hand as noted for heavy crossbows, above.

Crossbow, Repeating: The repeating crossbow holds five crossbow bolts. While it holds bolts, you can shoot the crossbow according to your normal number of attacks without reloading. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.

Dagger: The dagger is a common secondary weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a dagger.

Dagger, Punching: This dagger puts the full force of the wielder’s punch behind it, making it capable of deadly strikes.

Dart: A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.

Falchion: This sword, which is essentially a two-handed scimitar, has a curve that gives it an effectively keener edge.

Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as an ogre using a dire flail, can’t use it as a double weapon. With a dire flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Flail, Heavy or Light: With a flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet: These metal gloves protect your hands and let you deal normal damage with unarmed strikes rather than subdual damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Greataxe: This big, heavy axe is a favorite of barbarians or anybody else who wants the capability to deal out incredible damage.

Greatclub: A greatclub is a two-handed version of a regular club. It is often studded with nails or spikes or ringed by bands of iron.

Greatsword: Adventurers recognize the greatsword as one of the best melee weapons available. It’s reliable and powerful.

Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Because of the guisarme’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd: Normally, you strike with the halberd’s axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Halfspear: The halfspear is small enough for a Small character to use it. Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124). A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can’t use it as a double weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage ( x 3 crit). Its hook is a piercing weapon that deals 1d4 points of damage ( x 4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.

Hammer, Light: This is a small sledge light enough to throw. It is favored by dwarves.

Handaxe: Dwarves favor these axes as off-hand weapons.

Javelin: This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, all characters are treated as not proficient with it and thus suffer -4 on their melee attack rolls.

Kama or Halfling Kama: A monk using a kama can strike with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling kama is for Small monks.

Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.

Lance, Heavy or Light: A lance deals double damage when used from the back of a charging mount. A heavy lance has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Light lances are primarily for Small riders.

Longbow: You need at least two hands to use a bow, regardless of its size. This bow is too big to use while you are mounted.

Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You must be at least Medium-size to use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character’s above-average Strength (see Mighty Composite Longbow or Shortbow, page 113).

Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. Longsword: This classic, straight blade is the weapon of knighthood and valor. It is the favored weapon of paladins.

Mace, Heavy or Light: A mace is made of metal, even the haft, making it quite heavy and very hard to break. 

Morningstar: This simple weapon combines the impact of a club with the piercing force of spikes.

Net: A fighting net has small barbs in the weave and a trailing rope to control netted opponents. You use it to entangle opponents. 

When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can only move within the limits that the rope allows. 

If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) or be unable to cast the spell. The entangled creature can escape with an Escape Artist check (DC 20) that is a full- round action. The net has 5 hit points and can be burst with a Strength check (DC 25, also a full-round action). 

A net is only useful against creatures between Tiny and Large size, inclusive. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you suffer a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku or Halfling Nunchaku: A monk using a nunchaku fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling nunchaku is for Small monks.

Pick, Heavy or Light: A pick is designed to concentrate its force on a small, penetrating point. A light or heavy pick resembles a miner’s pick but is specifically designed for war.

Quarterstaff: This is the favored weapon of travelers, peasants, merchants, and wizards. You can strike with either end, allowing you to take full advantage of openings in your opponent’s defenses. A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124). A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can’t use it as a double weapon.

Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. With a ranseur, you get a +2 bonus on your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).

Rapier: You can use the Weapon Finesse feat (see page 86) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier.

Sap: A sap comes in handy when you want to knock an opponent out instead of killing him.

Scimitar: The curve on this blade makes the weapon’s edge effectively sharper.

Scythe: While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.

Shortbow: You need at least two hands to use a bow, regardless of its size. A character who is Medium-size or larger can use this bow while mounted. Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. A character who is Small or larger can use this bow while mounted. Composite bows are made from laminated horn, wood, or bone and built with a recurve, meaning that the bow remains bow-shaped even when unstrung. They can be made with especially heavy pulls to take advantage of a character’s above-average Strength.

Shortspear: Because a shortspear is not as long as a longspear, it can be thrown.

Shuriken: You can throw up to three shuriken per attack (all at the same target). Do not apply your Strength modifier to damage with shuriken. They are too small to carry the extra force that a strong character can usually impart to a thrown weapon.

Siangham or Halfling Siangham: A monk using a siangham fights with her unarmed base attack, including her more favorable number of attacks per round, along with other applicable attack modifiers. The halfling siangham is for Small monks.

Sickle: This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favored by druids or by anyone who wants a weapon that might be overlooked by guards.

Sling: The sling hurls lead bullets. It’s not as easy to use as the crossbow nor as powerful as a bow, but it’s cheap, and easy to improvise from common materials. Druids and halflings favor slings. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets, so you deal only 1d3 points of damage and suffer a -1 penalty on attack rolls.

Strike, Unarmed: A Medium-size character deals 1d3 points of subdual damage with an unarmed strike, which may be a punch, kick, head butt, or other type of attack. A Small character deals 1d2 points of subdual damage. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage. You can use the Weapon Finesse feat (see page 86) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.

Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. Bastard swords are also known as hand-and-a-half swords.

Sword, Short: This sword is popular as an off-hand weapon or as a primary weapon for Small characters.

Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124). A creature using a double weapon in one hand, such as an ogre using a two-bladed sword, can’t use it as a double weapon.

Trident: This three-tined piercing weapon can be thrown just as a halfspear or shortspear can be, but its range increment is shorter because it’s not as aerodynamic as those other weapons.

Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light weapon (see Attacking with Two Weapons, page 124). A creature using a double weapon in one hand, such as an ogre using a dwarven urgrosh, can’t use it as a double weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon head. The other is the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that does damage. An urgrosh is also called a spear-axe.

Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium-size character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.

Warhammer: This weapon, favored by dwarves, is a one-handed sledge or maul with a large, heavy head.

Whip: The whip deals subdual damage. It deals no damage to any creature with even a +1 armor bonus or at least a +3 natural armor bonus. Although you keep it in hand, treat it as a projectile weapon with a maximum range of 15 feet and no range penalties. Because the whip can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if you fail to disarm your opponent).

Weapon Categories

Weapons are grouped into several interlocking sets of categories. These categories pertain to what skill is needed to be proficient in their use (simple, martial, and exotic), usefulness in close combat (melee) or at a distance (ranged, which includes both thrown and projectile), and weapon size (Tiny, Small, Medium-size, and Large). 

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. If you use a weapon with which you are not proficient, you suffer a - 4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite shortbows or longbows).

Tiny, Small, Medium-Size, and Large Weapons: The size of a weapon compared to your size determines whether for you the weapon is light, one-handed, two-handed, or too large to use.

Light: If the weapon’s size category is smaller than yours (such as a human using a Small weapon), then the weapon is light for you. Light weapons are easier to use in your off hand, and you can use them while grappling. You can use a light weapon in one hand. You get no special bonus when using it in two hands.

One-Handed: If the weapon’s size category is the same as yours (such as a human using a rapier), then the weapon is one-handed for you. If you use a one-handed melee weapon two-handed, you can apply one and a half times your Strength bonus to damage (provided you have a bonus). Thrown weapons can only be thrown one-handed, and you receive your Strength bonus to damage.

Two-Handed: If the weapon’s size category is one step larger than your own (such as a human using a greataxe), then the weapon is two-handed for you. You can use a two- handed melee weapon effectively in two hands, and when you deal damage with it, you add one and a half times your Strength bonus to damage (provided you have a bonus). Thrown weapons can only be thrown one-handed. You can throw a thrown weapon with one hand even if it would be two-handed for you due to your size (such as a gnome throwing a javelin), but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. You receive your Strength bonus to damage. You can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If you have a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. You get no Strength bonus to damage with a projectile weapon unless it’s a mighty composite shortbow or longbow (page 113).

Too Large to Use: If the weapon’s size category is two or more steps larger than your own (such as a gnome trying to use a greatsword), the weapon is too large for you to use.

Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

Weapon Qualities

The weapon you use says something about who you are. You probably want both a melee weapon and a ranged weapon. If you can’t afford both your melee weapon of choice and your ranged weapon of choice, decide which is more important to you. What size of weapon you choose determines how you can choose to wield it (with one hand or two) and how much damage you deal with it. A two-handed weapon deals more damage than a one-handed weapon, but it keeps you from using a shield, so that’s a trade- off. If you are Small, you need to choose smaller weapons.

Depending on your class, you are proficient with more or fewer weapons. If you see a weapon that you want to use but with which you’re not proficient, you can become proficient with it by selecting the right feat. See Exotic Weapon Proficiency, Martial Weapon Proficiency, and Simple Weapon Proficiency.

A better weapon is usually more expensive than an inferior one, but more expensive doesn’t always mean better. For instance, a rapier is more expensive than a longsword. For a dexterous rogue with the Weapon Finesse feat, a rapier is a terrific weapon. For a typical fighter, a longsword is better.

To choose your weapons, keep in mind these factors:

Cost: This is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon, such as a scabbard for a sword or a quiver for arrows.

Damage: The Damage column gives the damage you deal with a weapon when you score a hit. If the damage is designated “§,” then the weapon deals subdual damage rather than normal damage. If two damage ranges are given, such as “1d6/1d6” for the quarterstaff, then the weapon is a double weapon, and you can use a full attack full-round action to make one extra attack when using this weapon, as per the two-weapon rules (see Attacking with Two Weapons, page 124). Use the second damage figure given for the extra attack.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When you score a critical hit, you roll the damage with all modifiers two, three, or four times, as indicated by its critical multiplier, and add all the results together.

Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when you score a critical hit. 

x 2: The weapon deals double damage on a critical hit. 

x 3: The weapon deals triple damage on a critical hit. 

x 3/ x 4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.

x 4: The weapon deals quadruple damage on a critical hit.

19-20/ x 2: The weapon scores a threat (a possible critical hit) on a natural 19 or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)

18-20/ x 2: The weapon scores a threat on a natural 18, 19, or 20 (instead of just on a 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)

Range Increment: Any attack at less than this distance is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative -2 penalty to the attack roll. A shortbow archer firing at a target 200 feet away suffers a -6 attack penalty (because 200 feet is at least three range increments but not four increments). Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments.

Thrown Weapons: Daggers, clubs, halfspears, shortspears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons.

Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, whips, and repeating crossbows are projectile weapons.

Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown: small rocks, small animals, vases, pitchers, and so forth. Because they are not designed for this use, all characters who use improvised thrown weapons are treated as not proficient with them and suffer a -4 penalty on their attack rolls. Improvised thrown weapons have a range increment of 10 feet. Their size and the damage they deal have to be adjudicated by the DM.

Weight: This column gives the weapon’s weight.

Type: Weapons are classified according to types: bludgeoning, piercing, and slashing. Some monsters may be partially or wholly immune to attacks with some types of weapons. For example, a skeleton only takes half damage from slashing weapons and no damage from piercing weapons. If a weapon is of two types, a creature would have to be immune to both types of damage to have damage dealt by this weapon be ignored.

Special: Some weapons have special features, such as reach. See the weapon descriptions.