Standard Weapons

These weapons are present in all campaigns. 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.
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.

Early Firearms

This is the list of firearms for the Moonstone Eclipse, Rise of and Empire, and Grimm Campaign time period.

Name Damage Properties Masteries Cost Weight
Martial Firearms
Lightning Railpistol 1d6 Lightning Ammunition (Range 60/180; Bolt/Cannister), Light, Loading Nick, Zap 20 GP 3 lb.
Lightning Railgun 2d6 Lightning Ammunition (Range 100/300; Bolt/Cannister), Loading, Two-Handed Topple, Zap 30 GP 10 lb.
Lightning Revolver 1d8 Lightning Ammunition (Range 60/180; Bolt), Burst Fire, Reload (6 shots) Vex, Zap 35 GP 4 lb.
Lightning Lever Action Rifle 1d10 Lightning Ammunition (Range 60/180; Bolt), Loading, Static Pump, Two-Handed Graze, Zap 40 GP 4 lb.
Lightning Shotblaster 2d6 Lightning Ammunition (Range 30/90; Bolt), Reload (2 shots), Two-Handed Cleave, Zap 50 GP 9 lb.
Lightning Sharpshooter 1d12 Lightning Ammunition (Range 60/180; Bolt), Loading, Precision Weapon, Two-Handed Vex, Zap 50 GP 9 lb.

This table is for Lightning Cartridges for the Lightning Railgun and Railpistol. While later Railguns can use Bolts like the other weapons, they can still use the old cartridges for more damage, but they are less common.

The Railpistol can only use up to Large Cartridges and deals one less d6 damage on a hit.

Size Damage Cost Rarity
Tiny 2d6 Lightning 10 GP Common
Small 3d6 Lightning 25 GP Common
Medium 4d6 Lightning 100 GP Uncommon
Large 6d6 Lightning 250 GP Rare
Huge 8d6 Lightning 750 GP Very Rare
Gargantuan 10d6 Lightning 2000 GP Legendary

Advanced Firearms

This is the list of firearms for the Upside campaign time period.

Name Damage Properties Masteries Cost Weight
Simple Firearms
Lightning Revolver 1d8 Lightning Ammunition (Range 90/270; Bolts), Concealable, Reload (6 shots) Vex, Zap 15 GP 3 lb.
Lightning Pistol 1d8 Lightning Ammunition (Range 90/270; Bolts), Concealable, Reload (12 shots) Sap, Zap 20 GP 4 lb.
Shocker Sidearm 1d6 Lightning Ammunition (Range 90/270; Bolts), Concealable, Light, Reload (6 shots), Special Nick, Zap 15 GP 2 lb.
Martial Firearms
Machine Pistol 1d6 Lightning Ammunition (Range 90/270; Bolts), Autofire (6 shots) Concealable, Light, Reload (12 shots) Graze, Zap 30 GP 4 lb.
Lightning Shotblaster 4d4 Lightning Ammunition (Range 30/90; Bolts), Reload (2 shots), Two-Handed Cleave, Zap 25 GP 7 lb.
Winston Arms Slugger 2d8 Lightning Ammunition (Range 45/135; Bolts), Reload (6 shots), Two-Handed Topple, Zap 50 GP 9 lb.
Thomasgun 1d8 Lightning Ammunition (Range 60/180; Bolts), Autofire, Reload (30 shots), Two-Handed Graze, Zap 50 GP 7 lb.
Lightning Sharpshooter 3d6 Lightning Ammunition (Range 200/600; Bolts), Loading, Precision Weapon, Two-Handed Vex, Zap 75 GP 9 lb.
Longbarrel Rifle 1d10 Lightning Ammunition (Range 120/360; Bolts), Reload (5 shots), Two-Handed Graze, Zap 40 GP 7 lb.
LMG (Lightning Machine Gun) 1d10 Lightning Ammunition (Range 90/270; Bolts), Autofire, Extremely Heavy, Mountable, Reload (60 shots), Two-Handed, Special Slow, Zap 75 GP 28 lb.
Arc Thrower 2d6 Lightning Ammunition (Range 60/120; Cannister), Heavy, Loading, Mountable, Two-Handed, Special Sap, Zap 100 GP 18 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.

Large Weaponry

Large Lightning Weaponry, mostly counts as siege equipment.

Lightning Railcannon

Huge Object

Armor Class: 20

Hit Points: 100

Damage Threshold: 15

Damage Immunities: Lightning, Poison, Psychic, Scarlet Rot

Condition Immunities: Poisoned

Weight: ~750lbs

The Lightning Railcannon is an expensive piece of equipment, so much so that it is rarely made. It is also very expensive to maintain and fire. For more modern settings, the cost to maintain, fire, and make the Railcannon can be reduced, but the cost to make it should remain high.

A Lightning Railcannon is a massive Lightning Railgun that must be mounted/bolted down on a solid surface before firing, lest it damage the equipment because of its recoil. Before it can be fired, the Railcannon must be loaded, aimed, and fired. It takes one action to load, one action to aim, and one action to fire. A Railcannon mounted to an airship is automatically loaded after each shot by a complex mechanism. Higher-tiered ammo is very expensive to make and requires combining several smaller cartridges.

Huge Bolt. Ranged Weapon Attack: +6 to hit, range 150/450ft., one target. Hit: 10d6 Lightning. Creatures adjacent to a large or smaller target (on a hit) take 2d6 Lightning.

Gargantuan Bolt. Ranged Weapon Attack: +6 to hit, range 150/450ft., one target. Hit: 13d6 Lightning. Creatures adjacent to a large or smaller target (on a hit) take 3d6 Lightning.

Leviathan Bolt. Ranged Weapon Attack: +6 to hit, range 150/450ft., one target. Hit: 16d6 Lightning. Creatures adjacent to a large or smaller target (on a hit) take 4d6 Lightning.

Collossal Bolt. Ranged Weapon Attack: +6 to hit, range 150/450ft., one target. Hit: 20d6 Lightning. Creatures adjacent to a large or smaller target (on a hit) take 6d6 Lightning.

Lightning Repeater

Large Object

Armor Class: 20

Hit Points: 50

Damage Threshold: 10

Damage Immunities: Lightning, Poison, Psychic, Scarlet Rot

Condition Immunities: Poisoned

Weight: ~200lbs

The Lightning Repeater is modelled after old gatling guns. It is old, and only used in earlier settings. For more modern settings, increase the damage and ammo capacity and call it the Heavy Lightning Machine Gun.

A large multibarrelled lightning gun that fires very fast (3 ⅓ rounds per sec) and can shred through most infantry with ease. Before it can be fired, the Repeater must be loaded, aimed, and fired. It takes one action to load, one action to aim, and one action to fire. Repeaters are belt-fed and can hold up to 100 rounds and do not need to be loaded if ammo remains. Using the aim action with a Lightning Repeater sets up a vision cone where you can freely autofire at creatures in that cone. It takes an action to change this cone (aiming again).

Autofire (20 shots). All creatures in a 20ft cube must make a DC 16 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much on a success.