Weapons


Books Uploaded: Player's Handbook, Sandstorm, Races of Eberron, Heroes of Battle (In Progress)

MASTERWORK WEAPONS

A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition, such as an arrow). For example, a masterwork bastard sword costs 335 gp, while a set of 10 masterwork arrows costs 70 gp. Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armor and shields (such as spiked shields) can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties (see Masterwork Armor).

Weapons

Simple Weapons

Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Increment Weight Type Source
Unarmed Attacks
Gauntlet 2gp 1d2 1d3 1d4 x2 - 1lb Bludgeoning Player's Handbook
Unarmed Strike - 1d23 1d33 1d43 x2 - - Bludgeoning Player's Handbook
Light Weapons
Spiked Gauntlet 5gp 1d3 1d4 1d6 x2 - 1lb Piercing Player's Handbook
Light Mace 5gp 1d4 1d6 1d8 x2 - 4lb Bludgeoning Player's Handbook
Dagger 2gp 1d3 1d4 1d6 19-20/x2 10ft 1lb Piercing or Slashing Player's Handbook
Punching Dagger 2gp 1d3 1d4 1d6 x3 - 1lb Piercing Player's Handbook
Sickle 6gp 1d4 1d6 1d8 x2 - 2lb Slashing Player's Handbook
One-Handed Melee Weapons
Club - 1d4 1d6 1d8 x2 10ft 3lb Bludgeoning Player's Handbook
Heavy Mace 12gp 1d6 1d8 2d6 x2 - 8lb Bludgeoning Player's Handbook
Morningstar 8gp 1d6 1d8 2d6 x2 - 6lb Bludgeoning and Piercing Player's Handbook
Shortspear 1gp 1d4 1d6 1d8 x2 20ft 3lb Piercing Player's Handbook
Two-Handed Melee Weapons
Longspear4 5gp 1d6 1d8 2d6 x3 - 9lb Piercing Player's Handbook
Quarterstaff5 - 1d4/1d4 1d6/1d6 1d8/1d8 x2 - 4lb Bludgeoning Player's Handbook
Spear 2gp 1d6 1d8 2d6 x3 20ft 6lb Piercing Player's Handbook
Ranged Weapons
Heavy Crossbow 50gp 1d8 1d10 2d8 19-20/x2 120ft 8lb Piercing Player's Handbook
Light Crossbow 35gp 1d6 1d8 2d6 19-20/x2 80ft 4lb Piercing Player's Handbook
Dart 5sp 1d3 1d4 1d6 x2 20ft 1/2lb Piercing Player's Handbook
Javelin 1gp 1d4 1d6 1d8 x2 30ft 2lb Piercing Player's Handbook
Sling - 1d3 1d4 1d6 x2 50ft 0lb Bludgeoning Player's Handbook

Martial Weapons

Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Increment Weight Type Source
Light Weapons
Throwing Axe 8gp 1d4 1d6 1d8 x2 10ft 2lb Slashing Player's Handbook
Light Hammer 1gp 1d3 1d4 1d6 x2 20ft 2lb Bludgeoning Player's Handbook
Handaxe 6gp 1d4 1d6 1d8 x3 - 3lb Slashing Player's Handbook
Kukri 8gp 1d3 1d4 1d6 18-20/x2 - 2lb Slashing Player's Handbook
Light Pick 4gp 1d3 1d4 1d6 x4 - 3lb Piercing Player's Handbook
Sap 1gp 1d43 1d63 1d83 x2 - 2lb Bludgeoning Player's Handbook
Short Sword 10 gp 1d4 1d6 1d8 19-20/x2 - 2lb Piercing Player's Handbook
Spiked Armor Special 1d4 1d6 1d8 x2 - special Piercing Player's Handbook
Light Shield Special 1d2 1d3 1d4 x2 - special Bludgeoning Player's Handbook
Spiked Light Shield special 1d3 1d4 1d6 x2 - special Piercing Player's Handbook
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 2d6 x3 - 6lb. Slashing Player's Handbook
Flail 8 gp 1d6 1d8 2d6 x2 - 5lb. Bludgeoning Player's Handbook
Longsword 15 gp 1d6 1d8 2d6 19-20/x2 - 4lb. Slashing Player's Handbook
Heavy Pick 8 gp 1d4 1d6 1d8 x4 - 6lb. Piercing Player's Handbook
Rapier 20 gp 1d4 1d6 1d8 18-20/x2 - 2lb. Piercing Player's Handbook
Scimitar 15 gp 1d4 1d6 1d8 18-20/x2 - 4lb. Slashing Player's Handbook
Heavy Shield Special 1d3 1d4 1d6 x2 - Special Bludgeoning Player's Handbook
Heavy Spiked Shield Special 1d4 1d6 1d8 x2 - Special Piercing Player's Handbook
Trident 15 gp 1d6 1d8 2d6 x2 - 4lb. Piercing Player's Handbook
Warhammer 12 gp 1d6 1d8 2d6 x3 - 5lb. Bludgeoning Player's Handbook
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 2d6 18–20/×2 8 lb. Slashing Player's Handbook
Glaive 4 8 gp 1d8 1d10 2d8 ×3 10 lb. Slashing Player's Handbook
Greataxe 20 gp 1d10 1d12 3d6 ×3 12 lb. Slashing Player's Handbook
Greatclub 5 gp 1d8 1d10 2d8 x2 8 lb. Bludgeoning Player's Handbook
Flail, heavy 15 gp 1d8 1d10 2d8 19–20/×2 10 lb. Bludgeoning Player's Handbook
Greatsword 50 gp 1d10 2d6 3d6 19–20/×2 8 lb. Slashing Player's Handbook
Guisarme4 9 gp 1d6 2d4 2d6 ×3 12 lb. Slashing Player's Handbook
Halberd 10 gp 1d8 1d10 2d8 ×3 12 lb. Piercing or slashing Player's Handbook
Lance4 10 gp 1d6 1d8 2d6 ×3 10 lb. Piercing Player's Handbook
Ranseur4 10 gp 1d6 2d4 2d6 ×3 12 lb. Piercing Player's Handbook
Scythe 18 gp 1d6 2d4 2d6 ×4 10 lb. Piercing or slashing Player's Handbook
Ranged Weapons
Longbow 75 gp 1d6 1d8 2d6 ×3 100 ft. 3 lb. Piercing Player's Handbook
Longbow, composite 100 gp 1d6 1d8 2d6 ×3 110 ft. 3 lb. Piercing Player's Handbook
Shortbow 30 gp 1d4 1d6 1d8 ×3 60 ft. 2 lb. Piercing Player's Handbook
Shortbow, composite 75 gp 1d4 1d6 1d8 ×3 70 ft. 2 lb. Piercing Player's Handbook
Atlatl 10 gp 1d3 1d4 1d6 ×3 50 ft. 2 lb. Piercing Sandstorm

Exotic Weapons

Weapon Cost Dmg (S) Dmg (M) Dmg (L) Critical Range Increment Weight Type Source
Light Melee Weapons
Drow long knife 15 gp 1d4 1d6 1d8 19–20/×2 10 ft. 2 lb. Piercing Races Of Eberron
Dwarven Buckler-Axe 20 gp 1d4 1d6 1d8 x3 4 lb. Slashing Complete Warrior
Collapsing crescent fan 40 gp 1d4 1d6 1d8 19–20/×2 2 lb. Slashing Sandstorm
Eagle's Claw 20 gp 1d4 1d6 1d8 18–20/×2 2 lb. Slashing and piercing Sandstorm
Elven Lightblade 50 gp 1d4 1d6 1d8 18–20/×2 1 lb. Piercing Complete Warrior
Fingerblade 45 gp 1d4 1d6 1d8 ×3 2 lb. Piercing Sandstorm
Gnome Tortoise Blade 10 gp 1d4 1d6 1d8 19–20/×2 3 lb. Piercing Complete Warrior
Kama 2 gp 1d4 1d6 1d8 ×2 2 lb. Slashing Player's Handbook
Manople6 35 gp 1d4 1d6 1d8 19–20/×2 1 lb. Slashing or piercing Sandstorm
Nunchaku 2 gp 1d4 1d6 1d8 ×2 2 lb. Bludgeoning Player's Handbook
Sai 1 gp 1d3 1d4 1d6 ×2 10 ft. 1 lb. Bludgeoning Player's Handbook
Siangham 3 gp 1d4 1d6 1d8 ×2 1 lb. Piercing Player's Handbook
Scorpion claws 160 gp 1d4 1d6 1d8 ×2 6 lb. Slashing or piercing Sandstorm
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 2d8 19–20/×2 6 lb. Slashing Player's Handbook
Dire Pick 30 gp 1d6 1d8 2d6 ×4 12 lb. Piercing Complete Warrior
Elven Thinblade 100 gp 1d6 1d8 2d6 18–20/×2 3 lb. Piercing Complete Warrior
Great scimitar 200 gp 1d6 1d8 2d6 18–20/×2 8 lb. Slashing Sandstorm
Khopesh 16 gp 1d4 1d6 1d8 18–20/×2 4 lb. Slashing Sandstorm
Maul 15 gp 1d8 1d10 2d8 ×3 20 lb. Bludgeoning Complete Warrior
Ribbonweave 70 gp 1d6 1d8 2d6 19–20/×2 3 lb. Slashing Races of Eberron
Scorpion-tail whip 75 gp 1d33 1d43 1d63 ×2 (plus poison) 3 lb. Slashing or piercing Sandstorm
Scourge 20 gp 1d6 1d8 2d6 ×2 2 lb. Slashing Complete Warrior
Thrombash7 15 gp 1d4 1d6 1d8 ×3 10 ft. 3 lb. Piercing or slashing Sandstorm
Waraxe, dwarven 30 gp 1d8 1d10 2d8 ×3 8 lb. Slashing Player's Handbook
Warmace 25 gp 1d10 1d12 3d6 ×2 10 lb. Bludgeoning Complete Warrior
Whip4 1 gp 1d23 1d33 1d43 ×2 - 2 lb. Slashing Player's Handbook
Two-Handed Melee Weapons
Battlehorn5 50 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×3 10 lb. Piercing Sandstorm
Crescent scythe5 18 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×3 20 lb. Slashing Sandstorm
Dire Flail5 90 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×2 10 lb. Bludgeoning Player's Handbook
Double Hammer5 70 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×3 18 lb. Bludgeoning Complete Warrior
Double khopesh5 30 gp 1d4/1d4 1d6/1d6 1d8/1d8 18–20/×2 8 lb. Slashing Sandstorm
Drow Scorpion Chain 25 gp 1d4 1d6 1d8 19–20/×2 12 lb. Slashing Races of Eberron
Dwarven Urgosh5 50 gp 1d6/1d4 1d8/1d6 2d6/1d8 ×3 12 lb. Slashing or piercing Player's Handbook
Gnome Hooked Hammer5 20 gp 1d6/1d4 1d8/1d6 2d6/1d8 ×3/×4 6 lb. Bludgeoning and piercing Player's Handbook
Goliath Greathammer 30 gp 1d10 1d12 3d6 ×4 30 lb. Bludgeoning Races of Stone
Greatspear4 25 gp 1d10 2d6 3d6 ×3 10 ft. 9 lb. Piercing Complete Warrior
Great falchion 100 gp 1d8 1d12 3d6 18–20/×2 12 lb. Slashing Sandstorm
Heavy Poleaxe4 20 gp 1d10 2d6 3d6 ×3 15 lb. Piercing or Slashing Complete Warrior
Lajatang5 90 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×2 7 lb. Slashing Complete Warrior
Mancatcher4 20 gp 1d33 1d43 1d63 ×2 8 lb. Bludgeoning Complete Warrior
Orc Double Axe5 60 gp 1d6/1d6 1d8/1d8 2d6/2d6 ×3 15 lb. Slashing Player's Handbook
Spiked Chain4 25 gp 1d6 2d4 2d6 ×2 10 lb. Piercing Player's Handbook
Two Bladed Sword5 100 gp 1d6/1d6 1d8/1d8 2d6/2d6 19–20/×2 10 lb. Slashing Player's Handbook
Ranged Weapons
Blowgun, Greater 15 gp 1d2 1d3 1d4 ×2 10 ft. 2 lb. Piercing Complete Warrior
Bolas 5 gp 1d33 1d43 1d63 ×2 10 ft. 2 lb. Bludgeoning Player's Handbook
Bolas, Barbed 10 gp 1d3 1d4 1d6 ×2 10 ft. 3 lb. Piercing Complete Warrior
Crossbow, hand 100 gp 1d3 1d4 1d6 19–20/×2 30 ft. 2 lb. Piercing Player's Handbook
Crossbow, repeating heavy 400 gp 1d8 1d10 2d8 19–20/×2 120 ft. 12 lb. Piercing Player's Handbook
Crossbow, repeating light 250 gp 1d6 1d8 2d6 19–20/×2 80 ft. 6 lb. Piercing Player's Handbook
Greatbow 150 gp 1d8 1d10 2d8 ×3 120 ft. 6 lb. Piercing Complete Warrior
Greatbow, composite 200 gp 1d8 1d10 2d8 ×3 130 ft. 6 lb. Piercing Complete Warrior
Net 20 gp - 10 ft. 6 lb. Player's Handbook
Shuriken 2sp 1 1d2 1d3 ×2 10 ft. 1/2 lb. Piercing Player's Handbook
Boomerang 10 gp 1d33 1d43 1d63 ×2 20 ft. 2 lb. Bludgeoning Sandstorm
Desert throwing-knife 3 gp 1d4 1d6 1d8 19–20/×2 15 ft. 1 lb. Piercing Sandstorm
Kylie 15 gp 1d4 1d6 1d8 ×2 20 ft. 5 lb. Bludgeoning Sandstorm

1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types (Meaning the damage is divided between the two types) if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.
6 This weapon can also be used as a shield. See Armor for details.
7 This weapon can be used in melee as a martial weapon but is an exotic weapon when thrown.

Siege Weapons

Siege Engine Cost DMG Crit Range Increment Minimum Range Max Range Crew Hardness HP Weight Size Source
Ballista, light 500 gp 100 ft. 1,000 ft. 2 5 25 400 lb. Medium Heroes of Battle
Bolt 1 gp 3d8 19–20/×2 6 lb. Heroes of Battle
Ballista, heavy 1,000 gp 120 ft. 1,200 ft. 4 5 675 2,000 lb. Huge Heroes of Battle
Bolt 1 gp 5d8 19–20/×2 6 lb. Heroes of Battle
Battering ram 1,000 gp 3d8 ×2 4–10 5 600 3,000 lb. Huge Heroes of Battle
Mangonel, heavy 800 gp 200 ft. 100 ft. 1,000 ft. 4 5 1,350 3,000 lb. Huge Heroes of Battle
Shot 5 sp 3d6 ×2 50 lb. Heroes of Battle
Stone 2 gp 6d6 ×2 75 lb. Heroes of Battle
Mangonel, light 550 gp 150 ft. 75 ft. 750 ft. 2 5 400 2,000 lb. Large Heroes of Battle
Shot 3 sp 2d6 ×2 30 lb. Heroes of Battle
Stone 1 gp 4d6 ×2 40 lb. Heroes of Battle
Scorpion 1,250 gp 200 ft. 100 ft. 1,000 ft. 2 5 400 2,000 lb. Large Heroes of Battle
Shot 5 sp 3d6 ×2 50 lb. Heroes of Battle
Stone 2 gp 6d6 ×2 75 lb. Heroes of Battle
Siege tower 2,000 gp 9 5 1,8001 5 tons Gargantuan Heroes of Battle
Trebuchet, heavy 3,000 gp 300 ft. 150 ft. 1,500 ft. 8 5 7,500 10 tons2 Colossal Heroes of Battle
Shot 1 gp 7d6 ×2 100 lb. Heroes of Battle
Stone 4 gp 14d6 ×2 150 lb. Heroes of Battle
Trebuchet, light 1,500 gp 250 ft. 125 ft. 1,250 ft. 6 5 3,200 4 tons2 Gargantuan Heroes of Battle
Shot 7 sp 5d6 ×2 75 lb. Heroes of Battle
Stone 3 gp 10d6 ×2 100 lb. Heroes of Battle

1 A siege tower that takes damage exceeding half its hit points is inoperable.
2 Includes counterweight (roughly 75% of total weight).


Ammunition

Ammunition is priced by lot. Repeating crossbows use the same bolts as the regular crossbow, but come in a mag of 5, and costs 1 gp for the full 5 bolt mag. The mag by itself costs 5sp and weighs 1lb with 5 bolts.

Bolts x10 1gp 1lb
Arrows x20 1 gp 3lb
Bullets 10 1sp 5lb
Atlatl Spear 1 1gp 2lb
Blowgun Dart x10 1gp 1/2 lb

Eberron Specific

Exotic Weapons

Name Cost Damage (S) Damage (M) Damage (L) Critical Range Increment Weight Type Special Source
Light Melee Weapons
Drow long knife 15 gp 1d4 1d6 1d8 19–20/×2 10 ft. 2 lb. Piercing / ROE
One-Handed Melee Weapons
Ribbonweave 70 gp 1d6 1d8 2d6 19–20/×2 3 lb. Slashing Requires search check to determine it's a weapon ROE
Two-Handed Melee Weapons
Drow Scorpion Chain 25 gp 1d4 1d6 1d8 19–20/×2 12 lb. Slashing 10ft Reach Wpn, Can trip and disarm ROE

Table 7–4: Tiny and Large Weapon Damage

Medium Weapon Damage Tiny Weapon Damage Large Weapon Damage
1d2 1d3
1d3 1 1d4
1d4 1d2 1d6
1d6 1d3 1d8
1d8 1d4 2d6
1d10 1d6 2d8
1d12 1d8 3d6
2d4 1d4 2d6
2d6 1d8 3d6
2d8 1d10 3d8
2d10 2d6 4d8

PRIMITIVE WEAPONS

Many so-called exotic weapons are weapons more common to primitive cultures, such as Stone Age humans. To reflect that fact, the DM could allow primitive cultures (or even some of the more savage races, such as lizardfolk) to treat blowguns as simple weapons and any or all the following exotic weapons as martial weapons: bolas, barbed bolas, boomerang, greater blowgun, and net. As a tradeoff, you could rule that such races treat bows and crossbows (of all sorts) as exotic weapons. If you want to play such a character, work out a fair balance with your DM.

IMPROVISED WEAPONS

As detailed in the Player’s Handbook, objects not crafted to be used as weapons may nonetheless find use in combat. This is most true in the stereotypical tavern brawl, but any time a character can’t or doesn’t want to use a weapon, he needs to know how effective the closest object is in a fight.
Any creature using an improvised weapon—from a broken bottle to a barstool—in a fi ght is considered to be nonproficient with it and thus takes a –4 penalty on attack rolls made with it. An improvised weapon scores a threat (a possible critical hit) on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
What about fighting with ladders, wagon wheels, or coils of rope? In the hands of a determined (or desperate) individual, these oddly shaped objects offer a wide variety of options in combat. Of course, you must still deal with the –4 penalty on attack rolls made with such a weapon, but sometimes you have to make use of what’s available!
Bull Rush: If you perform a bull rush while carrying a big, sturdy object (such as a bench or table), you add a +2 bonus on your Strength check to push back the defender.
Defense: Objects with lots of surface area (such as tables) grant you a +2 shield bonus to Armor Class (or a +4 shield bonus to AC if you use the total defense action), but require two hands to use.
Disarm: Any object with a lot of protrusions (such as a chair or a broken wagon wheel) or that can easily ensnare objects (such as a cloak or a ladder) grants the wielder a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Entangle: Any sheetlike flexible object (such as a carpet or tapestry) can entangle an opponent with a successful ranged touch attack. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, cannot run or charge, and may have difficulty casting spells (see the Concentration skill description). Escaping from such an object requires a standard action and a DC 10 Escape Artist check. These objects are treated as two-handed weapons.
Reach: Long objects (such as ladders) have reach, allowing a Small or Medium character to strike at opponents up to 10 feet away (but not at adjacent foes). These objects are treated as two-handed weapons.
Trip: An object with protrustions at the end (such as a hat rack or a barstool) or that can wrap around a leg (such as a chain) can be used to make trip attempts. If you are tripped during your own trip attempt, you can drop the improvised weapon to avoid being tripped.

Improvised Weapon Damage

Most improvised weapons deal between 1d3 and 1d6 points of damage (usually bludgeoning, but possibly piercing or slashing). For more guidance on how much damage a weapon deals, see the table below. For every additional 200 pounds of an object's weight beyond 400 pounds, it deals an additional 1d6 points of damage, if used as an improvised weapon.
If an object weighs up to 2 pounds, a Medium character can treat it as a light weapon. Objects between 2 and 10 pounds are one-handed weapons for Medium characters, and objects weighing 11 to 50 pounds are two handed weapons. Halve these numbers for every size category below medium, and double them for every size category above Medium.

Table: Improvised Weapon Damage
Object Weight Damage1 Examples
less than 2lb2 1d3 Mug, Torch
2 lb. - 5 lb. 1d4 Lantern, Manacles
6 lb. - 10 lb. 1d6 Chair, Shovel
11 lb. - 25 lb. 1d8 Ladder, Small table
25 lb. - 50 lb. 2d6 Barrel (Empty)
51 lb. - 100 lb. 3d6 Chest (Full), big table
101 lb. - 200 lb. 4d6 Cart
201 lb. - 400 lb. 5d6 Wagon

1 A sharp object deals damage as an object of twice it's weight. So a broken bottle (1lb.), deals 1d4 points of damage, not 1d3. Conversely, a soft or malleable object, such as a melon, deals damage as an object of half its weight, and the damage is non-lethal.
2 If an item has no weight worth noting, it doesn't any damage when used as a weapon.

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