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Equipment |
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Equipment: Melee Weapons |
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The table below
contains a list of melee weapons. melee weapons come in different categories: •
Melee simple weapons.
If you have proficiency with simple weapons, you are proficient with these
melee weapons. Simple melee weapons represent melee weapons that are easy to
make or weapons that the regular people could own for hunting or
self-defence. •
Melee martial weapons.
If you have proficiency with martial weapons, you are proficient with these
melee weapons. Martial melee weapons represent melee weapons that are made
primarily for war. These weapons are usually slightly more complicated to
use. |
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Melee Weapon List |
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Special Melee Weapons |
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Knuckle glove Knuckle gloves come in sets one for each hand. While they count as a
single weapon (e.g. when infused with magic), you can wield each knuckle
glove as a separate weapon (allowing you to fight with them as if they were
two separate weapons). Knuckle gloves are worn as gloves and as such do not
occupy the wielders hands. While wielding knuckle gloves the hand must be
empty or holding only small weapons to be used to make an
attack. When you hit a creature with a knuckle glove, you can forgo dealing
damage as if you had hit the target with an unarmed strike. Lance You have disadvantage when you use a lance to attack a
target within 5 feet of you. Also, a lance can be wielded as a one-handed
weapon while you are mounted. When you score a critical hit with a lance, it is destroyed. Net A large or smaller creature hit by a net is grappled by
the net until it is freed or until you use the net to attack another
creature. 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 damage to the net (AC 10) also frees the creature
without harming it, ending the grapple and destroying the net. The net is
immune to bludgeoning, poison, and psychic damage. If you throw the net and hit a larger or smaller creature, it is also restrained
while it is grappled by the net. When you use an action, bonus action,
or reaction to make a ranged attack with a net, you can make only one attack
regardless of the number of attacks you can normally make. Sap A creature reduced to 0 hit points by a sap is stable and unconscious
until it regains any hit points. Whip A whip does not hit hard enough to inflict any lethal damage. Instead,
when you hit with the whip, you can either drag or trip the target
as if you had hit it with an unarmed attack. You have disadvantage if you use
a whip to attack a target within 5 feet of you. |
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Weapon Properties |
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Size Properties Different weapons
have different size that dictates how they are used - some weapons are large
and bulky and require two hands to use, while other weapons are small and
easy to conceal: •
Light. A
light weapon is easy to handle, making it ideal for use when fighting with
two weapons. You can attack with two weapons (see the two-fighting rules
above) if at least one of the weapons have this feature. •
Heavy. You
must have at least 13 strength to use a heavy weapon
effectively. A character with a strength score lower
than 13 have disadvantage on attack rolls using heavy weapons. You can ignore
the heavy property of ranged weapons with the trigger property
if the weapon is mounted or resting on something (like a wall or if the
character is lying prone on the ground). •
Small. This
weapon is particularly small, making it easier to conceal. You roll with
advantage when trying to hide or conceal this weapon. You can draw a small
weapon you are carrying at any time during your turn or another creature’s
turn (see normal rules for changing weapons above). •
Two-handed. You
must use two hands to wield this weapon. Small and smaller characters cannot
use two-handed melee weapons. Special Weapon Properties Many weapons have
special properties related to their use, as shown in the Weapons table. These
properties represent the different designs awards different weapons different
use in combat. A creature only benefits from a weapon’s property if they are
attacking with it, even if they are wielding another weapon (e.g. you do not
gain the brutal weapon property when attacking with a dagger even if
you have a sickle in your other hand; you must attack with the sickle to get
this benefit): •
Brutal. You
deal an additional 1d4 damage if the attack is made with advantage. This
damage is not multiplied on a critical hit. •
Crushing. When
you score a critical with this weapon, the target is stunned until
the beginning of its next turn or until it takes damage, is hit by an attack
or fails a saving throw. •
Finesse. When
making an attack with a finesse weapon, you can use your choice of your
Strength or Dexterity modifier for the attack and damage rolls. You must use
the same modifier for both rolls. •
Long. When
you wield this weapon, you get a +1 bonus to AC against any melee attacks
made by a creature that moved into your reach the same turn that creature
makes the attack. •
Mass. You
deal +2 damage on melee attacks made with this weapon. •
Parry. You
can use your reaction to parry when you are hit by a melee attack. Parrying
gives you a +1 bonus to AC against the triggering attack, potentially turning
it into a miss. You must be able to see the attacker to use this reaction. •
Overdraw. When
you make ranged attacks with this weapon, you can use Strength modifier
instead of Dexterity, for the damage rolls. •
Piercing. You
can re-roll one d20 whenever you make an attack with advantage. •
Range. A
weapon that can be used to make a ranged attack has a range shown 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 attack roll. You can’t attack a target
beyond the weapon’s long range. •
Reach. This
weapon adds 5 feet to your reach with this weapon. •
Special. A
weapon with the special property has unusual rules governing its use,
explained in the weapon’s description (see "Special Weapons"
section below the weapon tables). •
Tearing. If
you score a critical hit with this weapon, you can roll one of the weapon’s
damage dice one additional time and add it to the extra damage of the
critical hit. •
Thrown. If
a weapon has this property, you can throw the weapon making a ranged attack.
If the weapon is a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee attack with the
weapon. For example, if you throw a handaxe, you use your Strength, but if
you throw a knife, you can use either your Strength or your Dexterity, since
the knife has the finesse property. •
Versatile. This
weapon can be used with one or two hands. If you have a hand free when you
take the attack action with this weapon you can wield the weapon with two
hands when you attack with it. When you wield a versatile weapon in two
hands, you gain the benefit in the parenthesis when making melee attacks with
the weapon. If the benefit is a dice value, the weapon’s damage dice
increases to this dice. If the benefit listed is a weapon property, the
weapon gains this property. Small or smaller characters must use versatile
weapon with two hands. |
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