Weapon (PSR Supplement)
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Weapons are a prominent type of items. Normally you need a weapon to make an attack more effective than an unarmed strike.
Proficiency. When you make an attack with a weapon, add your PB to the attack roll if you’re proficient with the weapon. Virtually all folks are proficient with all simple weapons due to their ease of use. You can gain proficiency with martial weapons and some other weapons through your class or feats.
Damage. A weapon is defined largely by how much damage it deals. For example a club’s damage is d4 bash. When you attack and hit with a club, you deal bash damage equal to d4 + your Strength modifier.
Weapons Use Strength. When you attack with a weapon, you normally add your Strength modifier to the attack roll and to the damage roll. Sometimes a weapon has a property that replaces Strength with another ability.
Weapon Properties
Most weapons have one or more properties. Each weapon property affects how the weapon is used. Most properties are useful but some are restrictive. The following list is an example, and your narrator's campaign may have different properties.
- Aimed. You can add either your Dexterity or Perception modifier to attack and damage rolls with an aimed weapon, but you can’t add your Strength modifier. You can't use an aimed weapon for a melee attack, only a ranged attack.
- Ammo. This weapon comes with a bundle of ammunition, which counts as an extra item to be carried. You replenish common ammo freely whenever you finish downtime, and need not track it.
- Brace. If you make a melee attack with a brace weapon as part of an attack you prepared with the Ready action, you have advantage on the attack roll.
- Dire. When you attack with a dire weapon with which you're proficient, you must add your PB to the damage roll instead of the attack roll.
- Finesse. You can add either your Strength or Dexterity modifier to attack and damage rolls with this weapon, unless you wield it in two hands.
- Focus. If you are proficient with this weapon, holding it does not interfere with your ability to cast a spell with a somatic (S) component.
- Heavy. One heavy item occupies 5 carry slots. Your attack rolls with a heavy weapon are hindered unless your Strength score is at least 13.
- Light. Up to 5 light items only occupy 1 carry slot. If you’re Tiny, you can’t attack with a weapon unless it is light.
- Range. The range column lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range in feet. When attacking a target beyond normal range, your attack roll is hindered. You can’t attack beyond the weapon’s long range.
- Reach. Using this weapon, you can make a melee attack against a target up to 10 feet away.
- Thrown. You can throw this weapon for an effective ranged attack. Throwing distance is determined by the Range property. You can still use this weapon for a melee attack, unless the weapon also has the aimed property. (Throwing a weapon without this property is treats it as an improvised weapon.)
- Two-Handed. This weapon requires two hands to attack with it. It can still be held in only one hand, you just can't attack with it that way.
- Versatile. You can wield this weapon in one or two hands. When you make an attack wielding it in two hands, use the damage die in parenthesis.
Simple Weapons (Example)
Your narrator’s campaign likely features more or different weapons, this list is just an example.
A simple weapon is inexpensive and intuitive to wield. You can add your PB to attack rolls with this weapon without any special training. All of the simple weapons here cost 1 gold each—except for the club and shuriken, which each cost 1 silver.
Weapon | Damage | Properties | Range |
---|---|---|---|
Bat | d4 bash | Brace, Versatile (d6) | — |
Blowgun | d4 pierce | Aimed* | 30/90 |
Boomerang | d4 bash | Finesse, Thrown | 30/90 |
Club | d4 bash | Light | — |
Dagger | d4 pierce | Finesse, Light, Thrown | 20/60 |
Handaxe | d6 slash | Thrown | 20/60 |
Pickaxe | d6 pierce | Versatile (d8) | — |
Pike | d6 pierce | Brace, Heavy, Reach, Two-Handed | — |
Scythe | d8 pierce | Heavy, Two-Handed | — |
Shovel | d6 slash | Versatile (d8) | — |
Shuriken | d4 pierce | Aimed, Light, Thrown | 20/60 |
Slingshot | d4 pierce | Aimed, Ammo, Two-Handed | 30/90 |
Sledge | d8 bash | Dire, Heavy, Two-Handed | — |
Staff | d4 bash | Focus, Versatile (d6) | — |
Blowgun. You can add your Constitution modifier to the damage roll of a blowgun, instead of another ability modifier. This doesn't affect the attack roll.
Martial Weapons (Example)
Your narrator’s campaign likely features more or different weapons, this list is just an example.
A martial weapon requires training to use effectively. Your PB is added to your attack roll with a martial weapon only if you are proficient with the weapon. The martial weapons here each cost 10 gold, except for the bow which costs 50 gold, and the sling which costs 1 gold.
Weapon | Damage | Properties | Range |
---|---|---|---|
Axe | d8 slash | Dire, Versatile (d10) | — |
Ball & Chain | d10 bash | Dire, Heavy, Reach, Two-Handed | — |
Bolas | d6 bash* | Thrown | 20/60 |
Bow | d8 pierce | Aimed, Ammo, Two-Handed | 100/300 |
Claw | d6 slash | Finesse, Light | — |
Greataxe | d12 slash | Heavy, Two-handed | — |
Hammer | d12 bash | Dire, Heavy, Two-Handed | — |
Javelin | d8 pierce | Thrown | 60/180 |
Lance | d10 pierce | Heavy, Reach, Two-Handed* | — |
Partisan | d8 pierce | Brace, Versatile (d10) | — |
Sling | d8 bash | Ammo | 60/180 |
Sword | d8 slash | Finesse, Versatile (d10) | — |
Trident | d8 pierce | Thrown, Versatile (d10) | 20/60 |
Whip | d4 slash | Finesse, Reach | — |
Bolas. If you use bolas to hit a Medium or smaller creature, instead of dealing damage you can choose to knock the target Prone.
Lance. If you are mounted or Large, you can attack with the lance using only one hand.