Actions

Category

Weapons

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

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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.[1]


The Weapons Table shows the most common weapons used in the fantasy gaming 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 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.[2]


Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple weapons and martial weapons. 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.[3]

Proficiency with a weapon allows you to add your proficiency bonus to the d20 attack roll for any attack you make with that weapon. If you make a d20 attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the d20 attack roll.[4]


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 [you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.[5]


If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.[6]


A sling must be loaded to deal any damage when used normally as an ammo-consuming weapon.[7]


List of weapon ammunitions, List of weapons requiring ammunition


Finesse

Finesse 
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the d20 attack and dX damage rolls. You must use the same modifier for both rolls.[8]

Heavy

Heavy 
Small creatures have disadvantage on d20 attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.[9]

Light

Light 
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.[10]

Loading

Loading 
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.[11]

Range

A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the d20 attack roll. You can’t attack a target beyond the weapon’s long range.[12]


Reach

This weapon adds 5 feet to your reach when you attack (d20 roll) with it, as well as when determining your reach for opportunity attacks with it.[13]


Silvered

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver.[14]


You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.[15]


Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack (d20 roll). If the weapon is a melee weapon, you use the same ability modifier for that d20 attack roll and dX damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you add your Strength Bonus to your d20 melee attack roll, but if you throw a dagger, you can use either your Strength Bonus or your Dexterity Bonus, since the dagger has the finesse property.[16]


Two-Handed

This weapon requires two hands when you melee attack with it.[17]


Versatile

This weapon can be used with one or two hands to make a d20 melee attack. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.[18]


Weapons With Special Properties

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.[19]

Lances

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.


Netting Weapons

Attacking Using A 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.

A Large or smaller creature hit by a net is restrained until it is freed.


Creatures Immune to Nets 
A net has no effect on creatures that are formless, or creatures that are Huge or larger.
Freeing Netted Creatures 
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.

Name Cost Damage Weight Properties
Club 1sp 1d4 bludgeoning 2 lb. Light, Simple Weapon
Dagger 2gp 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60), Simple Weapon
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-Handed, Simple Weapon
Handaxe 5gp 1d6 slashing 2 lb. Light, Thrown (range 20/60), Simple Weapon
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), Simple Weapon
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, Thrown (range 20/60), Simple Weapon
Mace 5gp 1d6 bludgeoning 4 lb. Simple Weapon
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (2-handed damage: 1d8), Simple Weapon
Sickle 1gp 1d4 slashing 2 lb. Light, Simple Weapon
Spear 1gp 1d6 piercing 3 lb. Thrown (range 20/60), Versatile (2-handed damage: 1d8), Simple Weapon
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition, (range 80/320), Loading, Two-Handed, Simple Weapon
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Thrown (range 20/60), Simple Weapon
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), Two-Handed, Simple Weapon
Sling lsp 1d4 bludgeoning Ammunition (range 30/120), Simple Weapon
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (2-handed damage: 1d10), Martial Weapon
Flail 10 gp 1d8 bludgeoning 2 lb. Martial Weapon
Glaive 20 gp 1d10 slashing 6 lb. Heavy, Reach, Two-Handed, Martial Weapon
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, Two-Handed, Martial Weapon
Greatsword 50 gp 2d6 slashing 6 lb. , Two-Handed, Martial Weapon
Halberd 20 gp 1d10 slashing 6 lb. Heavy, Reach, Two-Handed, Martial Weapon
Lance 10 gp 1dl2 piercing 6 lb. Reach, Special, Martial Weapon
Longsword 15 gp 1d8 slashing 3 lb. Versatile (2-handed damage: 1d10), Martial Weapon
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, Two-HandedMartial Weapon
Morningstar 15 gp 1d8 piercing 4 lb. Martial Weapon
Pike 5 gP 1d10 piercing 18 lb. Heavy, Reach, Two-Handed, Martial Weapon
Rapier 25 gp 1d8 piercing 2 lb. Finesse, Martial Weapon
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, Light, Martial Weapon
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light, Martial Weapon
Trident 5 gP 1d6 piercing 4 lb. Thrown (range 20/60), Versatile (2-handed damage: 1d8), Martial Weapon
War Pick 5 gP 1d8 piercing 2 lb. Martial Weapon
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (2-handed damage: 1d10), Martial Weapon
Whip 2 gp 1d4 slashing 3 lb. Finesse, Reach, martial ranged Weapons, Martial Weapon
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading, Martial Weapon
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), Light, Loading, Martial Weapon
Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400),, Loading, Two-Handed, Martial Weapon
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600),, Two-Handed, Martial Weapon
Net 1gp - 3 lb. Special, Thrown (range 5/15), Martial Weapon

Subcategories

This category has the following 5 subcategories, out of 5 total.