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WEAPON
DAMAGE
COST
PROPERTIES
Battle Axe
1d8
5 gp
Club
1d6
Free
Dagger or Knife
1d4
1 gp
Great Sword,
Axe, Hammer
1d12
30 gp
Light Hammer
or Mace
1d6
3 gp
Light Axe
1d6
2 gp
Flail
1d6+1
8 gp
Heavy Mace or
Hammer
1d8
10 gp
Lance
2d4+1
8 gp
Longsword,
Bastard Sword
or Rapier
1d8
15 gp
Polearm
1d10
20gp
Shortsword
1d6
6 gp
Spear
1d6+1
3 gp
Staff
1d6
1 gp
Whip
1d4
6 gp
Ranged Weapons
Ranged weapons allow the user to attack from a
safe distance. Ranged weapons and ammunition
may be forged of special metals, just like melee
weapons.
If the GM chooses to track ammunition, there is
50% chance of retrieving each piece used (90% for
special metals). Ranged attacks may be made up to
twice the listed range but suffer disadvantage
beyond standard range.
RANGED WEAPONS
WEAPON
DAMAGE
COST
RANGE
(FT)
PROPERTIES
Two handed. On a natural 19 to hit roll,
the target is knocked prone. Costs an
action to reload, but if the user suffers
damage during a reloading round, the
action is lost.
May be used in melee without
disadvantage.
May be fired with one hand. Costs an
action to reload, but if the user suffers
damage during a reloading round, the
action is lost. Requires two hands to
reload.
Heavy Crossbow
2d8
100 gp
200
Javelin
1d6
3 gp
70
Light Crossbow
2d4+1
35 gp
150
Long Bow
1d8
50 gp
250
Two handed.
Short Bow
1d6
25 gp
150
Sling
1d4
1 gp
100