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. |
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 |
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 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. |
Large Lightning Weaponry, mostly counts as siege equipment.
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.
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.