### Weapons
| **Weapon** | **Material** | **Cost** | **Damage** | **Weight** | **Properties** |
|--------|----------|------|--------|--------|------------|
| ***Simple Melee Weapons*** | | | | | |
| Club | 1 Wood | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 1 Metal | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
| Garrot | \- | \- | \- | \- | Two-handed, \*\*Special |
| Greatclub | 3 Wood | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 2 Metal | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
| Javelin | 2 Metal | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
| Light hammer | 1 Metal | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
| Mace | 2 Metal | 5 gp | 1d6 bludgeoning | 4 lb. | \- |
| Quarterstaff | 3 Wood | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
| Sickle | 1 Metal | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 2 Metal | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
| | | | | | |
| ***Simple Ranged Weapons*** | | | | | |
| Crossbow, light | 3 Metal | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
| Dart | 1 Metal | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
| Shortbow | 2 Wood | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 Metal/10 | 1 sp | 1d4 bludgeoning | \- | Ammunition (range 30/120) |
| | | | | | |
| ***Martial Melee Weapons*** | | | | | |
| Battleaxe | 3 Metal | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
| Flail | 3 Metal | 10 gp | 1d8 bludgeoning | 2 lb. | \- |
| Glaive | 4 Metal | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Greataxe | 5 Metal | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
| Greatsword | 5 Metal | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
| Halberd | 4 Metal | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Lance | 5 Metal | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
| Longspear | 3 Metal | 5gp | 1d8 | 5lb | Two-handed, reach |
| Longsword | 3 Metal | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
| Maul | 5 Metal | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
| Morningstar | 3 Metal | 15 gp | 1d8 piercing | 4 lb. | \- |
| Pike | 4 Metal | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
| Rapier | 3 Metal | 25 gp | 1d8 piercing | 2 lb. | Finesse |
| Scimitar | 2 Metal | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
| Scythe | 3 Metal | 8gp | 2d4 | 5lb | Two-handed, \*Special |
| Shortsword | 2 Metal | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
| Trident | 2 Metal | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
| War pick | 3 Metal | 5 gp | 1d8 piercing | 2 lb. | \- |
| Warhammer | 3 Metal | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 1 Metal | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
| | | | | | |
| ***Martial Ranged Weapons*** | | | | | |
| Blowgun | 1 Metal/20 | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
| Crossbow, hand | 2 Metal | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 4 Metal | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 3 Wood | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
| Net | | 1 gp | \- | 3 lb. | Special, thrown (range 5/15) |
| | | | | | |
| ***Ammunition*** | | | | | |
| Bolts | 1 Metal/5 | 3 sp | | 1\.5 lb. | |
| Arrows | 1 Metal/5 | 4 sp | | 1\.5 lb. | |
| *\*Special. When you hit with an attack, you deal damage equal to your Strength modifier to up to two creatures adjacent to your target if your attack roll would have hit them as well. | | | | | |
| \*\*Special. When you hit with an attack with a garrot, the target is automatically grappled. Strength (Athletics) checks to maintain a grapple in this way are made with advantage. Every turn that the creature is grappled it is considered to be suffocating. | | | | | |
| **Weapon Qualities\*\*\*** | **Bonus** | **Cost** |
|---------------------|-------|------|
| Cheap | \-1 | 50% |
| Common | \+0 | \- |
| Fine | \+1 | \+1000 |
| Rare | \+2 | \+5000gp |
| Masterwork | \+3 | \+10000gp |
| Legendary | \+4 | \+25000gp |
| \*\*\*Weapons of Fine quality or higher are considered to innately have the Magic modification.* | | |
### Weapon Materials
| **Price by Rarity** | |
| ---- | ---- |
| **Material Rarity** | **Price** |
| Cheap | \- |
| Common | - |
| Exceptional/Rare | 150gp |
| Masterwork/Very Rare | 300gp |
| Legendary | 600gp |
| **Material** | **Rarity** | **Metal** | **Wood** | **Description** | **Properties** |
|----------|--------|-------|------|-------------|------------|
| Adamantine | Rare | x | | A shiny black metal, known as one of the hardest substances in existence. | A weapon made of adamantium deals double damage to structures and objects. Additionally you deal an additional die of damage on a critical hit. |
| Arc Wood | Very Rare | | x | The wood of the Arc tree attracts lightning and is struck many times during every storm. | When you hit a creature with an Arc Wood weapon, you deal an extra 1d4 lightning damage. |
| Asmoroch Wood | Very Rare | | x | A black scorched wood which is cold to the touch. | When you hit a creature with a weapon made of Asmoroch Wood you deal an extra 1d4 necrotic damage. |
| Bone | Common | x | x | A series of bones joined together, mostly used by shamans and wildlings | While wielding a weapon made of bone, you gain a +2 bonus to Intimidation checks against humanoids. A weapon made of bone experiences Wear twice as fast as normal. |
| Cold Iron | Very Rare | x | | This iron is worked entirely while cold, known for its effectiveness against fey creatures | When you hit a fey with a cold iron weapon, you can roll the damage again and use either result. |
| Darksteel | Very Rare | x | | A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it. | When you hit a creature with a darksteel weapon, you deal an extra 1d4 lightning damage. |
| Dragon Scales | Legendary | x | x | The scales of and Adult or larger dragon are nearly as hard as adamantine and imbue the wearer with some of the dragon's magical abilities. | When you hit a creature with a weapon made of Dragon scales, that creature takes 1d6 damage of a type determined by the type of dragon the scales are from. In addition the base damage die/dice for the weapon is incremented one step. |
| Electrum | Very Rare | x | | This metal seems to constantly change color with the light and is known for its ability to absorb energy. | When you hit a creature with a weapon made of Electrum, that creature's movement speed is reduced by 5ft until the end of its next turn. |
| Eternal Ice | Very Rare | | x | This cold white-blue block of ice resist high temperatures, making it unable to melt in normal conditions. | When you hit a creature with a weapon made of Eternal Ice you deal an extra 1d4 cold damage. |
| Ignum | Very Rare | x | | A blood red metal found in the infernal planes which is very resistant and captures the hot and flames. | When you hit a creature you deal an extra 1d4 fire damage. |
| Glacial Steel | Very Rare | x | | A light-colored metal extracted from deep withing glaciers. It is eternally cold to the touch. | When you hit a creature with a weapon made of Glacial Steel you deal an extra 1d4 cold damage. |
| Infernal Steel | Very Rare | x | | This steel is stripped out of mines in the Abyss. It appears almost abosorb light. | When you hit a creature with an Infernal Steel weapon, you deal an extra 1d4 lightning damage. |
| Intertius Wood | Very Rare | | x | The wood from trees that grow on floating islands. They seem to increase the magnitude of any force applied to them. | When you hit a creature you deal an extra 1d4 Force damage. |
| Iron | Common | x | | \- | \- |
| Ironwood | Rare | | x | | Bludgeoning, Piercing, and Slashing damage you deal is increased by 1. |
| Orichalcum | Legendary | x | | This bronze orange metal is used to absorb the essence of magic. | When you hit a creature you deal an extra 1d6 force damage, or 2d6 force damage if the creature has the ability to cast spells. |
| Quickstone | Very Rare | x | x | A dull, light-grey stone with incredible strength for it's weight. | Two handed weapons gain the versatile property. One-handed weapons gain the light property. |
| Scorchwood | Very Rare | | x | The wood from the hardy trees that grow in volcanic lands. They are eternally hot to the touch. | When you hit a creature you deal an extra 1d4 fire damage. |
| Spirit Wood | Very Rare | | x | This cyan-like wood has a natural connection with the Ethereal Plane | When you hit a creature with a weapon made completely with spiritual wood, you deal an extra 1d4 radiant damage. You can use a spiritual wood weapon as an arcane focus. |
| First Grade Steel | Rare | x | | | Bludgeoning, Piercing, and Slashing damage you deal is increased by 1. |
| Stellar Iron | Legendary | x | | A white bright metal, soft on touch but very resistant, known for being used by celestial beings. | When you hit a creature you deal an extra 1d6 radiant damage, or 2d6 damage if the creatue is a fiend. |