!.C.W. 🔱 Weapon Fighting - JulTob/DnD GitHub Wiki

Multiclass Video

Multiclass Video

Weapon Proficiency

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.

Weapon Attack

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

Melee

  • D20 + PB + %STR
  • Dmg + %STR

Thrown

  • D20 + PB + %STR

Ranged

  • D20 + PB + %DEX

Finesse

  • D20 + PB + %DEX
  • Dmg + %DEX

Improvised

  • 1D4
  • Thrown: Range 20/60

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand.

You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb.
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)

DD

Renaissance Items

Martial Ranged Weapons Cost Damage Weight Properties
Pistol 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Bullets (10) 3gp - 2 lb. -

Futuristic Items

Martial Ranged Weapons Cost Damage Weight Properties
Laser pistol - 3d6 radiant 2 lb. Ammunition (range 40/120), reload (50 shots)
Antimatter rifle - 6d8 necrotic 10 lb. Ammunition (range 120/360), reload (2 shots), two-handed
Laser rifle - 3d8 radiant 7 lb. Ammunition (range 100/300), reload (30 shots), two-handed
Energy cell - - 5oz. -
Property Description
Ammunition The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.
Burst Fire A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Silvering

You can Silver a weapon for 100gp

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 its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.
Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Acid.

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes $2D6$ acid damage.

Alchemist's Fire.

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's tire as an improvised weapon. On a hit, the target takes Id4 tire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Antitoxin.

A creature that drinks this via I of liquid gains advantage on saving throws against poison for I hour. lt confers no benefit to undead or constructs.

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