This page covers the common types of weapons and their standard to hit and damage values.
This also covers Weapon Smithing. A special node and skill unlocked by some of features and is common among certain NPCs.
Lastly, it is a parent page for other weapon groups. If weapons are in resource sets, they will be linked in buttons at the bottom of the page.
These weapons take on many different forms. They can all be upgraded with resources and dedication. The ability to upgrade them will be the general node "Weapon Smithing" but it can be done in different ways. All weapons start at Tier 0 and info on tier 0 weapons are in the drop down tab.
Simple Melee Weapons are 1-10 g. Simple ranged are 25-30 g. Martial weapons are 35-50 g. Ranges are for the GM to decide a number within.
Weapons can have traits as well. They will be listed below weapon examples.
Reminder - Offhanded weapons can be held in either hand with proficiency if someone has 2 weapon fighting otherwise it can be done without proficiency. Offhand weapons can use dexterity when rolling to hit.
Common Weapons
Dagger. 1d4 piercing. (Simple, Offhanded, Thrown)
Hand-axe. 1d4 slashing instead.
Light-hammer would be bludgeoning.
Short-sword/Scimitar/Sickle. 1d6 slashing (Simple, Brutal, Thrown)
Javelin. 1d4 piercing. (Simple, Thrown, Improved Thrown)
Spear/Trident. Piercing becomes slashing.
Quarterstaff. 1d6 bludgeoning. (Simple, Arcane Focus, Brutal)
Crossbow. 1d8 piercing. (Simple, Loading, Ranged)
Short-bow. 1d6 piercing. (Simple, Ranged, Long Ranged)
Improvised Weapon. 1d4 bludgeoning. (Simple, Thrown) Example is sling or a chair.
Martial Weapons
Longsword/Scythe/Battle-axe. 1d10 slashing. (martial, brutal)
Glaive/Halberd. 1d10 slashing. Reach 10 ft. (martial, heavy, reach)
Warhammer/Flail. slashing becomes bludgeoning.
Great-axe. 1d12 slashing. (martial, heavy, brutal)
Pike. 1d6 piercing. Reach 10 ft. (martial, reach, thrown)
Rapier. 1d10 piercing. (martial, brutal, offhanded)
Long-bow. 1d8 piercing (martial, ranged, long ranged)
If you wish to have a weapon other than one of these, take the traits and run with them. Just consult the GM first.
The first few all bump hit dice up and may add requirements. These bumps are 1d4 becomes 1d6. 1d6 to 1d8. d8 to d10 and d10 to d12.
Brutal. Bumps damage dice
Martial. Bumps damage dice twice but requires martial proficiency
Heavy. Bumps damage but can only be applied to martial weapons. Heavy weapons require the holder to have a strength of 13 or higher.
Loading. Increases the damage of a ranged weapon but it must be loaded with ammunition on a bonus action.
Arcane Focus. Allows the weapon to be used as an arcane focus.
Offhanded. can be held in either hand with proficiency if someone has 2 weapon fighting otherwise it can be done without proficiency. Offhand weapons can use dexterity when rolling to hit.
Reach. Increased the attack range from 5 ft. to 10 ft.
Ranged. At the cost of ammunition (bullets, arrows, or bolts) this weapon can launch them at targets up to 120 ft. away
Long Ranged. This improves the range from 120 to 320.
Thrown. Allows this weapon to be thrown on an attack up to 60 ft.
Improved Thrown. Increases the thrown rage from 60 ft. to 140 ft.
Each weapon can also be made out of various materials. Details in the drop tab. Material values and changes are all up to the GM but there are listed value ranged in comparison to tier 0 weapons.
Copper / Bronze / Tin is no benefit and normal.
Iron adds +1 to hit and +1 to damage. (+10-20g cost)
Silver add +1 to hit and +1 to damage and double damage against undead, fiends, and cursed creatures. (+15-60g cost)
Steel / Tungsten adds +2 to hit and +2 to damage. (+20-50g cost)
Malchite (stone from the planes of hell and far in the underdark) adds +2 to hit and damage. It deals double damage to abyssal creatures and celestial creatures. (+60-120g cost)
Mithril / Palladium adds +3 to hit and +3 to damage. (+60-100g cost)
Adamantine / Orichalcum adds +4 to hit and +4 to damage. (+110-180g cost)
Orochite / Tenecite / Daxite adds +4 to hit and +4 to damage. All of these three are innately magical.
Orochite gains advantage against armor that is lower tier than it. It is easily identified by its unique orange-gold shine. It magical traits require the use of magic to craft. (+200-1000g cost)
Tenecite gains advantage against natural armor. Tenecite is a dormant form of an old virus called Tenecyte. It can be forged with like a metal once the tenecyte becomes tenecite. (+250-1000 g cost)
Daxite can not be altered through spells. Its a dark hyper dense material that is very difficult to craft with due to the extremely high level of heat required to do so. (+250-1000 g cost)
Etheral adds +5 to hit and +4 to damage. It gains advantage on hitting semi-mortal beings and beings that are immortal. They can be knocked to 0 hit points but not killed with Etheral weapons. Etheral is considered extremely magical and can be identified easily by a DC 14 arcana check from any caster. Due to this innate magical trait on natural 20 to hit rolls. These weapons deal force damage on all of the critical damage. (+2000 or more g cost)
If you are the one creating this weapon use your judgement and decide whether it is through magical means or not. If so roll 1d4 to determine its elemental damage (1 = fire 2 = lightning 3 = necrotic 4 = cold), otherwise when the weapon gains damage consider all elemental damage additions to base damage.
Use the price listings under standard weapons and collect that amount of gold worth of weapon parts to begin crafting. This process will consume all of the weapon parts and 5 of your resource (from whatever sourced the access to this upgrade tree). The process takes 6d4 hours.
If you did not make the weapon and wish to give it improved or elemental damage. Focus and complete this process with said weapon, you do not need any weapon parts to do so.
After completing creating a weapon or completing the process with an existing weapon, you may begin to upgrade the weapon's tier farther. This can be done up to 4 times.
Each tier adds features for the weapons as well. These are called slot features. These features can not be removed unless replaced by another slot feature. Upon increasing a weapon's tier you may fill its slots with features of its tier or lower. Doing so costs 1 resource / focus per slot filled in addition to the other resources used to upgrade the tier.
When you replace the slotted features, a small orb of magic will manifest on the surface below the weapon. These orbs of magic are called materia.
Slot features with the (firearm) tag must be for a weapon that uses ammunition of some kind. A tag (melee) means the feature can not be used on ranged/ammunition weapons.