Standard Weapons

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

Properties for all the weapons used.

Weapon Masteries

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.