🔱🗡️ Weapon Fighting - JulTob/DnD GitHub Wiki

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)
  • The appropriate ability modifier.

Melee

  • To attack:
    • $\color{gold}D20 + PB$ + $\color{goldenrod}〈STR〉$
  • Damage
    • $\color{Red}DmgDice$ + $\color{red}〈STR〉$

Thrown

  • To attack:
    • $\color{gold}D20 + PB$ + $\color{goldenrod}〈STR〉$
  • Damage
    • $\color{Red}DmgDice$ + $\color{red}〈STR〉$

Ranged

  • To attack:
    • $\color{gold}D20 + PB$ + $\color{goldenrod}〈DEX〉$
  • Damage
    • $\color{Red}DmgDice$ + $\color{red}〈DEX〉$

Finesse

  • To attack:
    • $\color{gold}D20 + PB$ + $\color{goldenrod}〈DEX〉$
  • Damage
    • $\color{Red}DmgDice$ + $\color{red}〈DEX〉$

Improvised

  • To attack:
    • $\color{gold}D20$ + $\color{goldenrod}〈STR〉$
    • $\color{teal}Thrown: Range [20|60]$
  • Damage
    • $\color{Red}D4$ + $\color{red}〈STR〉$

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 Mastery (2024 Rules)

Certain classes grant you the ability to exploit Weapon Mastery. Each mastery effect is tied to a weapon; you gain it if you’re using that weapon and are granted mastery by your class.

Mastery Effect
Cleave On a hit, deal damage to another creature within 5 feet of your target (lesser damage).
Graze On a miss, still deal damage equal to ability modifier.
Nick Make an extra attack as part of the same Attack action (off-hand).
Push On a hit, push target 10 feet if not more than one size larger.
Sap On a hit, target has Disadvantage on its next attack.
Slow On a hit, reduce target’s speed by 10 feet until end of its next turn.
Topple On a hit, target makes a Strength save or is knocked Prone.
Vex On a hit, you have Advantage on your next attack against that creature.

Simple Melee Weapons

Weapon Cost Damage Weight Properties Mastery
Club 1 sp 1d4 bludgeoning 2 lb. Light Slow
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Nick
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Push
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Vex
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Slow
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Nick
Mace 5 gp 1d6 bludgeoning 4 lb. Sap
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Topple
Sickle 1 gp 1d4 slashing 2 lb. Light Nick
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Sap

Simple Ranged Weapons

Weapon Cost Damage Weight Properties Mastery
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Slow
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Vex
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed Vex
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120) Slow

Martial Melee Weapons

Weapon Cost Damage Weight Properties Mastery
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Topple
Flail 10 gp 1d8 bludgeoning 2 lb. Sap
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Graze
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Cleave
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Graze
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Cleave
Lance 10 gp 1d12 piercing 6 lb. Reach, special Topple
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Sap
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Topple
Morningstar 15 gp 1d8 piercing 4 lb. Sap
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Push
Rapier 25 gp 1d8 piercing 2 lb. Finesse Vex
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Nick
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Vex
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Topple
War pick 5 gp 1d8 piercing 2 lb. Sap
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Push
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Slow

Martial Ranged Weapons

Weapon Cost Damage Weight Properties Mastery
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading Vex
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Vex
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed Push
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Slow
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, (Vex)
Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed (Topple)
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), (Sap)
Antimatter rifle - 6d8 necrotic 10 lb. Ammunition (range 120/360), reload (2 shots), two-handed, (Slow)
Laser rifle - 3d8 radiant 7 lb. Ammunition (range 100/300), reload (30 shots), two-handed, (Push)
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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