Kryx RPGThemesMonsters

Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in fantasy worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 1.5 meters of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your species, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapons

NameCostDamageWeightProperties
Simple Melee Weapons
Club1 cp1d4 bludgeoning1 kgLight
Dagger2 sp1d4 piercing½ kgFinesse, light, thrown (range 4.5/18 m.)
Gauntlet2 sp1d4 bludgeoning½ kgFinesse, light
Greatclub2 cp1d8 bludgeoning4 kgHeavy, two-handed
Hammer2 sp1d6 bludgeoning1 kgThrown (range 4.5/18 m.)
Hatchet5 sp1d4 slashing1 kgLight, thrown (range 4.5/18 m.)
Katar3 sp1d4 piercing½ kgFinesse, light
Knuckles5 cp1d4 bludgeoning½ kgFinesse, light
Mace5 sp1d6 bludgeoning1 kgVersatile (1d8)
Pick2 sp1d6 piercing½ kgVersatile (1d8)
Quarterstaff2 cp1d8 bludgeoning1 kgTwo-handed
Sai2 sp1d4 piercing½ kgFinesse, light, thrown (range 4.5/18 m.)
Sickle1 sp1d4 slashing1 kgFinesse, light
Spear1 sp1d6 piercing1.5 kgVersatile (1d8), thrown (range 4.5/18 m.)
Simple Ranged Weapons
Blowgun10 sp1 piercing½ kgAmmunition (range 9/36 m.), loading
Crossbow25 sp1d8 piercing2 kgAmmunition (range 18/90 m.), loading, two-handed
Dart½ cp1d4 piercing⅒ kgFinesse, light, thrown (range 4.5/18 m.)
Shortbow25 sp1d6 piercing1 kgAmmunition (range 18/90 m.), two-handed
Shuriken½ cp1d4 piercing⅒ kgFinesse, light, thrown (range 4.5/18 m.)
Sling1 cp1d4 bludgeoningAmmunition (range 9/36 m.)
Martial Melee Weapons
Battleaxe10 sp1d8 slashing1 kgVersatile (1d10)
Falchion30 sp1d8 slashing1.5 kgFinesse
Flail10 sp1d8 bludgeoning1 kgVersatile (1d10)
Glaive20 sp1d10 slashing3 kgHeavy, reach, two-handed
Greataxe30 sp1d12 slashing3 kgHeavy, two-handed
Greatpick20 sp1d12 piercing4 kgHeavy, two-handed
Greatsword50 sp1d12 slashing3 kgHeavy, two-handed
Halberd20 sp1d10 slashing3 kgHeavy, reach, two-handed
Kama5 sp1d6 slashing1 kgFinesse, light
Kukri7 sp1d6 slashing1 kgFinesse, light
Lance10 sp1d8 piercing3 kgReach, special, two-handed
Longspear5 sp1d8 piercing1 kgVersatile (1d10), thrown (range 9/36 m.)
Longsword15 sp1d8 slashing1.5 kgVersatile (1d10)
Maul10 sp1d12 bludgeoning5 kgHeavy, two-handed
Morningstar15 sp1d8 piercing1 kgVersatile (1d10)
Pike5 sp1d10 piercing4 kgHeavy, reach, two-handed
Rapier25 sp1d8 piercing1 kgFinesse
Scimitar25 sp1d6 slashing1 kgFinesse, light
Shortsword10 sp1d6 piercing1 kgFinesse, light
Trident5 sp1d8 piercing1 kgVersatile (1d10), thrown (range 9/36 m.)
Warhammer15 sp1d8 bludgeoning1 kgVersatile (1d10)
Warpick5 sp1d8 piercing1 kgVersatile (1d10)
Whip2 sp1d4 slashing1.5 kgFinesse, reach
Martial Ranged Weapons
Bola5 sp1 bludgeoning1 kgSpecial, thrown (range 18/36 m.)
Hand Crossbow75 sp1d6 piercing1.5 kgAmmunition (range 9/36 m.), light, loading
Heavy Crossbow50 sp1d10 piercing8 kgAmmunition (range 36/180 m.), heavy, loading, two-handed
Longbow50 sp1d8 piercing1 kgAmmunition (range 36/180 m.), heavy, two-handed
Net1 sp1.5 kgSpecial, thrown (range 1.5/4.5 m.)

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (unless it has the loading property). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity for the attack and damage rolls. You must use the same ability for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in the Combat section.

Loading. This weapon takes time to reload. Once you fire a piece of ammunition from it, you must have a free hand and use an action to reload it before you can fire another piece of ammunition from it. Repeating versions of crossbows, which have 5 shots per cartridge, can be purchased at your GM’s discretion for 100 sp more than than a cost of a normal crossbow.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach. This weapon adds 1.5 meters to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. See the rules for opportunity attacks in the Combat section.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a hatchet, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Drawing a thrown weapon from an article of clothing such as a tunic meant to hold daggers, a quiver, or another accessible container is part of the attack. At the end of the battle, you can recover all of your expended thrown weapons by taking a minute to search the battlefield.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use their proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 4.5 meters and a long range of 9 meters.

Special Materials

NameExtra costCost multiplier
Adamantine3004
Bone0.5
Cold Iron1002
Mithral1502
Silver1002

Weapons can be made of different materials. To determine a weapon’s total cost, multiply the weapon’s cost by the cost multiplier and then add any extra cost to determine the total cost. Example: A longsword costs 15 sp so to silver it multiply 15 by 2 to get 30 and then add 100 for 130 sp.

You can forge a single weapon or 50 pieces of ammunition for the cost. This cost represents not only the price of the material, but the time and expertise needed to forge the weapon.

Adamantine. Metal weapons can be made with adamantine, one of the hardest substances in existence. Such weapons are unusually effective when used to break objects and are immune to most effects that would cause it to corrode or break. If you score a critical hit against a creature with an adamantine weapon, you can break a nonmagical shield the creature is wielding or armor it is wearing. A broken shield or armor provides 2 less Defense. An adamantine weapon weighs 50% more than normal.

Bone. Bone can be used in place of wood and steel. Other animal-based materials like horn, shell, and ivory can also be used. Bone weapons are fragile and break after 3 critical misses.

Cold Iron. Cold Iron is a rare form of iron, that has never been melted or tempered. When worked, the smith must work from a single piece of ore.

Some monsters that have immunity or resistance to attacks are susceptible to cold iron weapons, so cautious adventurers invest extra coin to force a weapon with cold iron.

Mithral. Metal weapon can be made with mithral which is a light metal. A mithral weapon weighs half as much as normal. It also loses the heavy property or gains the light property if it does not have the heavy property.

Silver. Some monsters that have immunity or resistance to attacks are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver.

Special Weapons

Weapons with special rules are described here.

Bola. A Large or smaller creature hit by a bola has its speed reduced to 0. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use an action to make a DC 10 Brawn check, freeing itself or another creature within its reach on a success. Dealing 3 slashing damage to the ropes of a bola (10 Defense) also frees the creature without harming it, ending the effect and destroying the bola.

Lance. When mounted, if you moved at least 3 meters before your attack, add 1d6 damage to the attack’s damage roll. While mounted, you can wield the weapon in one hand, though two lances can never be wielded at the same time.

Additionally, you have disadvantage when you use a lance to attack a target within 1.5 meters of you.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use an action to make a DC 10 Brawn check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (10 Defense) also frees the creature without harming it, ending the effect and destroying the net.

Ammunition

NameCostWeight
Arrows (20)1 sp½ kg
Blowgun needles (50)1 sp½ kg
Crossbow bolts (20)1 sp½ kg
Sling bullets (25)5 cp½ kg

Arrows

(1 sp, ½ kg)

An arrow used as a melee weapon is treated as an improvised weapon with the properties of a dagger.

Crossbow bolts

(1 sp, ½ kg)

An crossbow bolt used as a melee weapon is treated as an improvised weapon with the properties of a dagger.