This page is dedicated to showcasing all of the weapons that can be wielded within the world, be it by Alliance Soldiers, Horde Grunts, or any other goon in the world.
Below is a table containing all the weapons found within the world.
Below is a list of all the properties that different weapons have. This section will list all properties here.
Ammunition : You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Booming : The ignition of powder in a firearm creates a loud noise, a flash of light, and a smell of burnt explosives. This weapon can be heard as far as 200 feet away when a ranged attack roll is made with it.
Finesse : When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy : Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Light : A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Loading : Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range : A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Reach : This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Reload X : This weapon can make a total of X attacks before an action or bonus action to reload the weapon is needed.
Thrown : If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed : This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Versatile : This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
The Special Property of a weapon marks the fact that the weapon as something unquie about it and gives it an edge. Below are the weapons with the Special property and what they represent.
Battle Totem : If you can cast spells, you can use this weapon as a spellcasting focus while wielding or carrying it. In addition, the battle totem serves as a portable ram.
Duck's Foot : Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within this weapon's range.
Lance : You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Moon Sword : Whenever you successfully grapple a creature or win a contested grapple check while wielding this weapon, you deal damage to the creature as if you'd hit it with a weapon attack.
Moonglaive : When you make a ranged attack with this weapon and miss, the weapon returns to your hand at the end of your turn.
Net : A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Portable Ballista : This weapon can be set upon a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.
Twinblade : When you make an attack with this weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make an extra melee attack with it. This attack counts as an off-hand attack for the purpose of two-wepaon fighting.
Warclaw : This weapon requires an action to don or doff. While donned, you can't be disarmed of it and your hand is considered empty for the purpose of holding objects or creating somatic components for spells. You can't wield a weapon or hold a shield in the same hand that has a warclaw donned.