All the weaponry available in Ardonia. It includes all 5th Edition weapons, as well as some extras. All weapons have 2 weapon masteries and some extra properties.
| Name | Damage | Properties | Masteries | Cost | Weight |
|---|---|---|---|---|---|
| Simple Melee | |||||
| Brass Knuckles | 1d4 Bludgeoning | Concealable, Light | Vex, Push | 2 GP | 1 lb. |
| Club | 1d4 Bludgeoning | Light | Slow, Push | 1 SP | 2 lb. |
| Dagger | 1d4 Piercing | Finesse, Concealable, Light, Thrown (Range 20/60) | Slow, Push | 2 GP | 1 lb. |
| Greatclub | 1d10 Bludgeoning | Two-Handed | Push, Topple | 2 SP | 2 lb. |
| Handaxe | 1d6 Slashing | Light, Thrown (20/60) | Nick, Vex | 2 GP | 2 lb. |
| Javelin | 1d6 Piercing | Thrown (Range 30/120) | Slow, Topple | 5 SP | 2 lb. |
| Light Hammer | 1d6 Bludgeoning | Light, Thrown (Range 20/60) | Nick, Sap | 2 GP | 2 lb. |
| Mace | 1d6 Bludgeoning | - | Sap, Topple | 5 GP | 4 lb. |
| Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple, Push | 2 SP | 4 lb. |
| Sickle | 1d6 Slashing | Finesse, Light | Disarm, Nick | 1 GP | 2 lb. |
| Spear | 1d6 Piercing | Thrown (Range 20/60), Versatile (1d8) | Sap, Push | 1 GP | 3 lb. |
| Simple Ranged | |||||
| Dart | 1d4 Piercing | Finesse, Concealable, Thrown (Range 20/60) | Poison, Vex | 5 CP | 1/4 lb. |
| Light Crossbow | 1d8 Piercing | Ammunition (Range 80/320; Crossbow Bolt), Loading, Two-Handed | Sap, Slow | 25 GP | 5 lb. |
| Shortbow | 1d6 Piercing | Ammunition (Range 80/320; Arrow), Two-Handed | Slow, Push | 5 GP | 2 lb. |
| Sling | 1d6 Bludgeoning | Ammunition (Range 30/120; Rock), Concealable | Slow, Push | 2 GP | 1 lb. |
| Martial Melee | |||||
| Arm Blade | 1d6 Piercing/Slashing | Concealable, Finesse, Light, Undisarmable, Special | Nick, Poison | 25 GP | 2 lb. |
| Battleaxe | 1d8 Slashing | Versatile (1d10) | Graze, Topple | 10 GP | 4 lb. |
| Bladed Staff | 1d6 Slashing | Versatile (1d8), Thrown (Range 20/60) | Topple, Disarm | 3 GP | 6 lb. |
| Chakram | 1d6 Slashing | Concealable, Finesse, Light, Thrown (30/90), Special | Vex, Poison | 15 GP | 1 lb. |
| Double-Bladed Scimitar | 2d4 Slashing | Two-Handed, Special | Nick, Sp | 50 GP | 6 lb. |
| Flail | 1d8 Bludgeoning/Piercing (spiked) | - | Disarm, Sap | 10 GP | 2 lb. |
| Glaive | 1d10 Slashing | Heavy, Lunge, Reach, Two-Handed | Graze, Topple | 20 GP | 6 lb. |
| Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave, Sap | 30 GP | 7 lb. |
| Great Spear | 1d10 Piercing | Heavy, Lunge, Reach, Two-Handed | Graze, Push | 30 GP | 7 lb. |
| Greatsword | 2d6 Slashing | Heavy, Lunge, Two-Handed | Cleave, Graze | 50 GP | 6 lb. |
| Halberd | 1d10 Slashing | Heavy, Lunge, Reach, Two-Handed | Cleave, Disarm | 20 GP | 6 lb. |
| Katana | 1d8 Slashing | Finesse, Lunge, Versatile (1d10), Special | Slow, Sap | 15 GP | 3 lb. |
| Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple, Push | 10 GP | 6 lb. |
| Longsword | 1d8 Slashing | Lunge, Versatile (1d10) | Graze, Sap | 15 GP | 3 lb. |
| Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple, Push | 10 GP | 10 lb. |
| Morningstar | 1d8 Piercing | Versatile (1d10) | Sap, Slow | 15 GP | 4 lb. |
| Nunchucks | 1d6 Bludgeoning | Finesse, Two-Handed, Special | Sap, Slow | 10 GP | 3 lb. |
| Pike | 1d10 Piercing | Heavy, Lunge, Reach, Two-Handed | Push, Sap | 5 GP | 18 lb. |
| Rapier | 1d8 Piercing | Finesse, Lunge | Vex, Disarm | 25 GP | 2 lb. |
| Scimitar | 1d6 Slashing | Finesse, Light | Graze, Nick | 10 GP | 3 lb. |
| Scythe | 2d6 Slashing | Heavy, Reach, Two-Handed | Cleave, Topple | 30 GP | 7 lb. |
| Shortsword | 1d6 Piercing/Slashing | Finesse, Light | Nick, Vex | 10 GP | 2 lb. |
| Trident | 1d8 Piercing | Lunge, Thrown (Range 20/60), Versatile (1d10) | Topple, Vex | 5 GP | 4 lb. |
| Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push, Topple | 15 GP | 5 lb. |
| War Staff | 1d8 Slashing | Finesse, Two-Handed, Special | Nick, Topple | 50 GP | 5 lb. |
| War Pick | 1d8 Piercing | Versatile (1d10) | Sap, Push | 5 GP | 2 lb. |
| Whip | 1d6 slashing | Concealable, Finesse, Reach | Slow, Disarm | 2 GP | 3 lb. |
| Martial Ranged | |||||
| Blowgun | 1d4 Piercing | Ammunition (Range 25/100; Needle/Dart), Loading | Poison, Vex | 10 GP | 1 lb. |
| Hand Crossbow | 1d6 Piercing | Ammunition (Range 30/120; Crossbow Bolt), Light, Loading | Vex, Nick | 75 GP | 3 lb. |
| Heavy Crossbow | 1d10 Piercing | Ammunition (Range 100/400; Crossbow Bolt), Heavy, Loading, Mountable, Two-Handed | Push, Sap | 50 GP | 18 lb. |
| Longbow | 1d8 piercing | Ammunition (Range 150/600; Arrow), Heavy, Two-Handed | Graze, Slow | 50 GP | 2 lb. |
| Net | - | Thrown (15/30), Special | - | 1 GP | 3 lb. |
| Shuriken | 1d4 Slashing/Piercing | Concealable, Finesse, Light, Thrown (30/90), Special | Sap, Disarm | 10 CP | 1/4 lb. |
Properties for all the weapons used.
Weapon Mastery is a feature exclusively for martial classes. Starting at level one, Barbarians, Blood Hunters, Monks, Paladins, Rangers, and Rogues get 2 weapon masteries. Fighters get 3 at level 1, 4 at level 4, 5 at level 10, and 6 at level 16. These do not stack through Multiclassing.
During a long rest, you can swap out 1 Weapon Mastery.
Weapons have 2 Master Properties listed; choose one of the two options you have Mastery in. You cannot have both at the same time.
| Properites | Description |
|---|---|
| Cleave | If you hit a creature with an attack roll using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach/range. On a hit, the second creature takes the weapon’s damage, but you don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
| Disarm | Once per turn, when you hit a creature with this weapon, you can force the creature to make a Strength saving throw (DC 8 plus the ability modifier used to make the attack roll + Proficiency Bonus). On a failed save, the creature drops one object of your choice that it is holding, with the object landing in its space. |
| Graze | If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier or magic weapon modifiers. |
| Nick | When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
| Poison | Once per turn, when you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll + Proficiency Bonus). On a failed save, the creature is poisoned until the end of its next turn. |
| Push | If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. |
| Sap | If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
| Slow | If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. |
| Topple | If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
| Vex | If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
| Zap | Once per turn, when you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll + Proficiency Bonus). On a failed save, loses one reaction. |