Weapons (Hyrule Supplement)

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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. The Weapons table shows the most common weapons used in Hyrule, 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.

Weapon Qualities[edit]

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Source

Weapon Proficiency[edit]

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three categories are simple, martial, and exotic. 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. Exotic weapons are of bizarre construction, don't follow the conventions of most weapons, and require specific training to wield with proficiency.

Proficiency with a simple or martial weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties[edit]

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, a case, or another 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. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Dire. If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.

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

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold or wield objects sand cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It requires a Use an object action to don or doff a glove weapon.

Heavy. You have disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Light. A light weapon is small and easy to handle, allowing you to fight with two weapons.

Loading. Because of the time required to load or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If 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. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Returning. If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.

Thrown. If a weapon has the thrown property, you can throw the weapon to make 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 dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires you to wield it in two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. When the weapon is used with two hands to make a melee attack, its damage increases by one stage (See Weapons of Unusual Size). For most weapons with Versatile, a damage value in parentheses appears with the property; this is the damage dealt when the weapon is used with two hands to make a melee attack.

Weapons[edit]

The Weapons table shows the cost, weight, and other properties of the common types of weapons wielded in Hyrule. The statistics of weapons listed on this page should be used if they differ from the pages of individual weapons.

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Simple Melee Weapons Cost Damage Weight Properties
Clawed Glove 50 r 2 (1d4) slashing 1 lb. Finesse, glove
Club 1 r 2 (1d4) bludgeoning 2 lb. Light
Crusher 55 r 5 (1d10) bludgeoning 12 lb. Heavy, dire, two-handed
Dagger 20 r 2 (1d4) piercing 1 lb. Finesse, light, thrown (range 20/60)
Gauntlet 45 r 3 (1d6) bludgeoning 1 lb. Glove
Greatclub 2 r 4 (1d8) bludgeoning 10 lb. Heavy, two-handed
Handaxe 20 r 3 (1d6) slashing 2 lb. Light, thrown (range 20/60)
Quarterstaff 5 r 3 (1d6) bludgeoning 4 lb. Versatile (1d8)
Javelin 50 r 3 (1d6) piercing 2 lb. Thrown (range 30/120)
Mace 50 r 3 (1d6) piercing 4 lb.
Scythe 50 r 3 (1d6) slashing 5 lb. Reach, two-handed
Sickle 10 r 2 (1d4) slashing 2 lb. Light
Spear 15 r 3 (1d6) piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Throwing Hammer 50 r 3 (1d6) bludgeoning 2 lb. Light, thrown (range 20/60


Simple Ranged Weapons Cost Damage Weight Properties
Blowgun (variant) 10 r 1 piercing 1 lb. Ammunition (range 25/100), special
Boomerang 10 r 2 (1d4) bludgeoning 1 lb. Light, returning, thrown (range 30/120)
Dart 1 r 2 (1d4) piercing 0.5 ¼ lb. Finesse, thrown (range 20/60)
Light Crossbow 250 r 4 (1d8) piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Slingshot 5 r 2 (1d4) bludgeoning 1 lb. Ammunition (30/90), two-handed
Shortbow 250 r 3 (1d6) piercing 2 lb. Ammunition (range 80/320), two-handed


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Martial Melee Weapons Cost Damage Weight Properties
Ball and Chain 550 r 4 (1d8) bludgeoning 12 lb. Heavy, Dire, versatile (1d10), thrown (range 20/60)
Balll and Chain (Variant) 500 r 7 (2d6) bludgeoning 15 lb. Heavy, two-handed, thrown (range 40/80), returning, special
Battleaxe or Longsword 200 r 4 (1d8) slashing 3 lb. Versatile (1d10)
Flail or Warhammer 150 r 4 (1d8) bludgeoning 3 lb.
Giant Boomerang 500 r 5 (1d10) bludgeoning 6 lb. Heavy, returning, thrown (range 20/80), two-handed
Glaive or Halberd 200 r 5 (1d10) slashing 6 lb. Heavy, reach, two-handed
Greatsword 550 r 7 (2d6) slashing 6 lb. Heavy, two-handed
Greataxe 300 r 6 (1d12) slashing 6 lb. Heavy, two-handed
Heavy Gauntlet 350 r 5 (2d4) bludgeoning 25 lb. Heavy, glove, dire, special
Lance (variant) 100 r 5 (1d10) piercing 6 lb. Heavy, reach, special
Megaton Hammer 550 r 7 (2d6) bludgeoning 8 lb. Heavy, two-handed
Moblin Spear 350 r 6 (1d12) piercing 6 lb. Heavy, dire, reach, two-handed
Morningstar 50 r 4 (1d8) piercing 4 lb.
Pike 50 r 5 (1d10) piercing 18 lb. Heavy, reach, two-handed
Rapier 250 r 4 (1d8) piercing 2 lb. Finesse
Shortsword 150 r 3 (1d6) piercing 2 lb. Finesse, light
Scimitar or Cutlass 250 r 3 (1d6) slashing 2 lb. Finesse, light
Trident 50 r 4 (1d8) piercing 4 lb. Thrown (range 20/60), versatile (1d10)
War Pick 50 r 4 (1d8) piercing 4 lb. Versatile (1d10)
Whip 20 r 2 (1d4) slashing 3 lb. Finesse, reach
Whip (variant) 75 r 2 (1d4) slashing 3 lb. Finesse, reach, special


Martial Ranged Weapons Cost Damage Weight Properties
Duplex Bow 900 r 5 (2d4) piercing 2 lb. Ammunition (range 20/60), two-handed, special
Hand Crossbow 750 r 3 (1d6) piercing 3 lb. Ammunition (range 30/120), light, loading
Heavy Crossbow 500 r 5 (1d10) piercing 18 lb. Ammunition (range 100/400), heavy, two-handed, loading
Longbow 500 r 4 (1d8) piercing 2 lb. Ammunition (range 150/600), two-handed
Seed Shooter 1,000 r 3 (1d6) bludgeoning 1 lb. Ammunition (range 60/240), special


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Ammunition Cost Weight Properties Supported Ranged Weapon(s)
Arrows (20) 20 r 1 lb. duplex bow, longbow, shortbow
Arrows, Fire (5) 100 r 0.5 ¼ lb. Special duplex bow, longbow, shortbow
Crossbow Bolts (20) 10 r 1 0.5 ½ lb. hand crossbow, heavy crossbow, light crossbow
Bullet (50) 10 r 2 0.5 ½ lb. blowgun, seed shooter, slingshot
Bullet, Ember Seed (1) 20 r ⅛ lb. Special blowgun, seed shooter, slingshot
Bullet, Razor Seed (1) 10 r ⅛ lb. Special blowgun, seed shooter, slingshot


Exotic Weapons[edit]

Making an attack with an exotic weapon is particularly abnormal, as defined by each weapon's description.

An exotic weapon's proficiency may rely on another weapon. Anyone proficient with a greatclub is also proficient with a deku stick, for example.

Exotic Melee Weapons Cost Damage Weight Properties Proficiency Required
Bug‑Catching Net 10 r 1 bludgeoning 2 lb. Light, special nets or all simple weapons
Deku Stick 500 r 9 (2d8) bludgeoning 2 lb. Two-handed, special greatclubs or all simple weapons
Lizal Boomerang 900 r 3 (1d6) slashing 2 lb. Finesse, returning, special, thrown (range 20/60) scimitars or all martial weapons
Tail Attatchment 150 r varies 10 lb. Heavy, special must have a natural tail


HW_Magical_Rod.png
Exotic Ranged Weapons Cost Damage Weight Properties Proficiency Required
Bomb 100 r 10 (3d6) thunder 5 lb. Loading, thrown (range 20/60), two-handed, special bombs
Bombchu 300 r 14 (4d6) thunder 10 lb. Heavy, Loading, special (range 100 or more) bombs
Fire Rod 500 r 10 (3d6) fire 1 lb. Special (range 90) magic rods
Fire Staff 1000 r 13 (3d8) fire 3 lbs. Melee, Special (range 120) magic rods
Ice Rod 500 r 10 (3d6) cold 1 lb. Special (range 90) magic rods
Ice Staff 1000 r 13 (3d8) cold 3 lbs. Melee, Special (range 120) magic rods
Lightning Rod 750 r 10 (3d6) lightning 1 lb. Special (range 60) magic rods
Lightning Staff 1500 r 13 (3d8) lightning 3 lbs. Melee, Special (range 75) magic rods
Net 10 r 3 lb. Loading, special, thrown (range 5/15) nets or all martial weapons


Weapon Enhancements[edit]

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A guardian shortsword.
Source

A simple or martial weapon can be made with any of the following enhancements, each of which increases its cost. Ten pieces of ammunition can be enhanced as if they were one weapon.

A weapon can only have one enhancement unless stated otherwise in the enhancement description.

Exotic weapons, magic weapons, or weapons that have already been crafted cannot be given any enhancements, subject to DM discretion.

Enhancement Summary Cost Increase
Silvered Weapon Bypasses the damage immunity or resistance of some creatures +1000 r
Guardian Weapon Bypasses damage immunity or resistance as if it was adamantine +1600 r

Weapons of Unusual Size[edit]

The weapons presented on this page are made to be wielded by Small or Medium humanoids. These are considered "standard" weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might come across such a weapon if you loot the corpse of a Large warrior like lynel, or you could have them specifically crafted by a trained artisan. Either way, they are typically not found in common Hyrulean markets.

If a weapon does not have the "special" property, it can exist in one of these unusual sizes. Its cost, weight, and damage depends on its size:

Size Cost Weight Other effects
Tiny × 0.5 ½ × ⅛ A Medium wielder has disadvantage on attack rolls.
A Large or larger character cannot wield a weapon of this size.
Standard × 1 × 1 A Tiny wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.
A Huge or larger character cannot wield a weapon of this size.
Large × 2 × 8 A Medium wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.
A Small or smaller character cannot wield a weapon of this size.
Huge × 4 × 64 A Large wielder has disadvantage on attack rolls, and does not benefit from the light or finesse properties.
A Medium or smaller character cannot wield a weapon of this size.

A Tiny weapon has damage dice one step lower than normal; A Large weapon has damage dice one step higher than normal; A Huge weapon has damage dice two steps higher than normal. Weapon cannot have their damage dice raised to a step higher than 2d12.

  • 1 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → 2d8 → 2d10 → 2d12

For example, a Medium hylian could wield a Large rapier. Wielding this rapier the hylian would deal 1d10 damage on a hit, but the hylian would have disadvantage on the attack roll, and could not benefit from the rapier's finesse property.

If however the Medium hylian was magically enlarged to be of Large size and then took hold of the Large rapier, things would be different. Wielding this rapier the Large hylian would still deal 1d10 damage on a hit, but wouldn't suffer disadvantage on the attack roll, and could use the rapier's finesse property.

Unarmed Strikes[edit]

An unarmed strike is a kind of melee attack any character can make in place of an attack with a weapon. It could be a punch, a kick, an elbow jab, headbutt, or another form of forceful blow.

You add your Strength modifier to the attack roll of an unarmed strike. You are always proficient with your Unarmed Strikes. On a hit, you inflict bludgeoning damage equal to 1 + your Strength modifier.

Features of your race or class may allow you to make other kinds of unarmed strikes, or increase the damage of your unarmed strikes.

Improvised Weapons[edit]

Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a tree branch, a soup ladle, a wagon wheel, or a dead bokoblin. Compared to an unarmed strike, it might be more difficult to hit with an improvised weapon, but a hit will usually do greater damage.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object).

If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, this is also considered an improvised weapon attack. Such an attack deals 1d4 damage. An improvised thrown weapon normally has a normal range of 20 feet and a long range of 60 feet.



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