Secret Lesson 61
Every Weapon in the SRD: Simple, Martial, Melee, and Ranged Weapons
In the previous lesson, we learned how the game's:
MONEY
works.
Now we can begin looking at what adventurers can actually:
BUY
CARRY
and:
USE
in battle.
Few pieces of equipment affect play as frequently as:
WEAPONS
A weapon determines much more than:
HOW MUCH DAMAGE YOU ROLL
It can also determine:
WHICH ABILITY YOU USE
HOW FAR AWAY YOU CAN ATTACK
WHETHER YOU NEED ONE OR TWO HANDS
WHETHER YOU CAN THROW IT
WHETHER YOU CAN MAKE EXTRA ATTACKS
WHETHER AMMUNITION IS REQUIRED
and:
WHICH WEAPON MASTERY PROPERTY IT HAS
The SRD 5.2.1 contains:
38 MAIN WEAPONS
organized into four groups:
SIMPLE MELEE WEAPONS
SIMPLE RANGED WEAPONS
MARTIAL MELEE WEAPONS
and:
MARTIAL RANGED WEAPONS
Today we will learn:
EVERY ONE OF THEM
PART ONE — HOW TO READ THE WEAPONS TABLE
The SRD Weapons table gives six pieces of information for each weapon:
NAME
DAMAGE
PROPERTIES
MASTERY
WEIGHT
and:
COST
Weapons are additionally grouped according to:
CATEGORY
and:
MELEE OR RANGED
PART TWO — WEAPON CATEGORY
Every weapon belongs to one of two categories:
SIMPLE
or:
MARTIAL
Weapon proficiencies are frequently connected to:
THESE CATEGORIES
For example, a Class might give proficiency with:
SIMPLE WEAPONS
while another Class might provide:
SIMPLE AND MARTIAL WEAPONS
SIMPLE WEAPONS
Simple weapons generally represent weapons requiring relatively straightforward training.
The mechanical fact that matters is:
THEY BELONG TO THE SIMPLE CATEGORY
MARTIAL WEAPONS
Martial weapons belong to:
THE MARTIAL CATEGORY
Characters often require broader martial training to gain proficiency with them.
But remember:
CATEGORY DOES NOT PREVENT YOU FROM HOLDING THE WEAPON
The important question is:
ARE YOU PROFICIENT WITH IT?
PART THREE — ANYONE CAN WIELD A WEAPON
The SRD explicitly states:
ANYONE CAN WIELD A WEAPON
You don't need proficiency simply to:
HOLD
or:
ATTACK WITH
the weapon.
But proficiency determines whether you can add:
YOUR PROFICIENCY BONUS
to the weapon's:
ATTACK ROLL
EXAMPLE — PROFICIENT
Strength:
16
Modifier:
+3
PB:
+2
Melee weapon proficiency:
YES
Attack bonus:
3 + 2 =
+5
EXAMPLE — NOT PROFICIENT
Strength:
16
Modifier:
+3
Weapon proficiency:
NO
You don't add:
+2 PB
So the normal Strength-based attack bonus from those values is:
+3
IMPORTANT
Lack of proficiency doesn't automatically give:
DISADVANTAGE
The basic Weapon Proficiency rule simply says you don't add:
PROFICIENCY BONUS
unless another rule creates an additional effect.
PART FOUR — MELEE AND RANGED WEAPONS
Every weapon is classified as either:
MELEE
or:
RANGED
The SRD explains:
A Melee weapon is normally used to attack a target within:
5 FEET
A Ranged weapon is used to attack at:
GREATER DISTANCES
IMPORTANT
Weapon Properties can modify how these categories function.
For example:
REACH
can extend how far a Melee weapon reaches.
And:
THROWN
can let a Melee weapon make a:
RANGED ATTACK
The category itself doesn't change simply because you use a special Property.
PART FIVE — BASIC MELEE ATTACK FORMULA
For a weapon with which you have proficiency, the normal formula is:
MELEE ATTACK BONUS = STRENGTH MODIFIER + PROFICIENCY BONUS
unless a property or feature says otherwise.
EXAMPLE
Strength:
18
Modifier:
+4
PB:
+3
Longsword attack:
4 + 3 =
+7
Attack roll:
d20:
12
Total:
12 + 7 =
19
If AC is 17:
HIT
PART SIX — BASIC RANGED ATTACK FORMULA
For a proficient Ranged weapon:
RANGED ATTACK BONUS = DEXTERITY MODIFIER + PROFICIENCY BONUS
unless another rule says otherwise.
EXAMPLE
Dexterity:
18
Modifier:
+4
PB:
+3
Longbow attack bonus:
4 + 3 =
+7
d20:
14
Total:
14 + 7 =
21
PART SEVEN — DAMAGE ROLLS
When you hit with a weapon, look at:
THE WEAPON'S DAMAGE
Then add:
THE SAME ABILITY MODIFIER USED FOR THE ATTACK
unless another rule says otherwise.
MELEE EXAMPLE
Longsword:
1D8 SLASHING
Strength modifier:
+4
Damage:
1D8 + 4 SLASHING
Suppose d8:
6
Total:
6 + 4 =
10 SLASHING DAMAGE
RANGED EXAMPLE
Longbow:
1D8 PIERCING
Dexterity modifier:
+4
Damage:
1D8 + 4 PIERCING
Roll:
5
Total:
9 PIERCING DAMAGE
PART EIGHT — DAMAGE TYPES
Every weapon in the main Weapons table deals one of three basic physical Damage Types:
BLUDGEONING
PIERCING
or:
SLASHING
BLUDGEONING
Examples:
CLUB
MACE
WARHAMMER
MAUL
PIERCING
Examples:
DAGGER
SPEAR
RAPIER
LONGBOW
SLASHING
Examples:
HANDAXE
BATTLEAXE
LONGSWORD
GREATAXE
The Damage Type matters when another rule refers to:
RESISTANCE
VULNERABILITY
or:
IMMUNITY
to a particular type.
PART NINE — WEAPON PROPERTIES
Weapons can have Properties such as:
AMMUNITION
FINESSE
HEAVY
LIGHT
LOADING
RANGE
REACH
THROWN
TWO-HANDED
and:
VERSATILE
The complete mechanics of every Property belong to:
LESSON 62
Today, we identify which weapons possess them.
PART TEN — WEAPON MASTERY
Every weapon in the table also has:
A MASTERY PROPERTY
The SRD Mastery Properties are:
CLEAVE
GRAZE
NICK
PUSH
SAP
SLOW
TOPPLE
and:
VEX
But merely holding a weapon doesn't automatically allow you to use:
ITS MASTERY PROPERTY
The SRD explicitly states that you need:
A FEATURE THAT LETS YOU USE IT
EXAMPLE
Longsword Mastery:
SAP
You are proficient with Longswords.
Does proficiency alone activate Sap?
NO
You also need a feature that allows you to use:
WEAPON MASTERY
with that weapon.
IMPORTANT
WEAPON PROFICIENCY
and:
WEAPON MASTERY
are:
DIFFERENT THINGS
Lesson 63 will cover every Mastery Property completely.
PART ELEVEN — THE FOUR WEAPON GROUPS
The 38 main weapons break down as follows:
10 SIMPLE MELEE
4 SIMPLE RANGED
18 MARTIAL MELEE
6 MARTIAL RANGED
Total:
10 + 4 + 18 + 6 =
38 WEAPONS
The exact weapon statistics come from the SRD Weapons table.
PART TWELVE — ALL SIMPLE MELEE WEAPONS
| Weapon | Damage | Properties | Mastery | Weight | Cost |
|---|---|---|---|---|---|
| Club | 1d4 Bludgeoning | Light | Slow | 2 lb. | 1 SP |
| Dagger | 1d4 Piercing | Finesse, Light, Thrown (20/60) | Nick | 1 lb. | 2 GP |
| Greatclub | 1d8 Bludgeoning | Two-Handed | Push | 10 lb. | 2 SP |
| Handaxe | 1d6 Slashing | Light, Thrown (20/60) | Vex | 2 lb. | 5 GP |
| Javelin | 1d6 Piercing | Thrown (30/120) | Slow | 2 lb. | 5 SP |
| Light Hammer | 1d4 Bludgeoning | Light, Thrown (20/60) | Nick | 2 lb. | 2 GP |
| Mace | 1d6 Bludgeoning | — | Sap | 4 lb. | 5 GP |
| Quarterstaff | 1d6 Bludgeoning | Versatile (1d8) | Topple | 4 lb. | 2 SP |
| Sickle | 1d4 Slashing | Light | Nick | 2 lb. | 1 GP |
| Spear | 1d6 Piercing | Thrown (20/60), Versatile (1d8) | Sap | 3 lb. | 1 GP |
PART THIRTEEN — CLUB
The Club is:
SIMPLE
MELEE
Damage:
1D4 BLUDGEONING
Property:
LIGHT
Mastery:
SLOW
Weight:
2 LB.
Cost:
1 SP
WHAT THAT TELLS YOU
The Club is inexpensive.
Its Light property means it can interact with:
LIGHT-WEAPON RULES
Its Mastery is:
SLOW
but only characters with the appropriate Mastery feature can use that Mastery effect.
PART FOURTEEN — DAGGER
The Dagger is one of the most flexible Simple weapons.
Damage:
1D4 PIERCING
Properties:
FINESSE
LIGHT
THROWN 20/60
Mastery:
NICK
Weight:
1 LB.
Cost:
2 GP
WHY IT IS FLEXIBLE
Finesse can allow:
STRENGTH OR DEXTERITY
Light interacts with:
EXTRA LIGHT-WEAPON ATTACKS
Thrown allows:
RANGED ATTACKS
And its Mastery is:
NICK
The full interactions will come in Lessons 62 and 63.
PART FIFTEEN — GREATCLUB
Damage:
1D8 BLUDGEONING
Property:
TWO-HANDED
Mastery:
PUSH
Weight:
10 LB.
Cost:
2 SP
IMPORTANT
The Greatclub demonstrates that:
SIMPLE
doesn't necessarily mean:
SMALL DAMAGE DIE
It deals:
1D8
but requires:
TWO HANDS
when attacking with it.
PART SIXTEEN — HANDAXE
Damage:
1D6 SLASHING
Properties:
LIGHT
THROWN 20/60
Mastery:
VEX
Weight:
2 LB.
Cost:
5 GP
The Handaxe can function both:
IN MELEE
and:
WHEN THROWN
PART SEVENTEEN — JAVELIN
Damage:
1D6 PIERCING
Property:
THROWN 30/120
Mastery:
SLOW
Weight:
2 LB.
Cost:
5 SP
NOTICE THE RANGE
The Javelin has:
30/120
which is longer than the 20/60 Thrown range of:
DAGGER
HANDAXE
LIGHT HAMMER
and:
SPEAR
PART EIGHTEEN — LIGHT HAMMER
Damage:
1D4 BLUDGEONING
Properties:
LIGHT
THROWN 20/60
Mastery:
NICK
Weight:
2 LB.
Cost:
2 GP
This is another Simple Melee weapon that can:
BE THROWN
PART NINETEEN — MACE
Damage:
1D6 BLUDGEONING
Properties:
NONE LISTED
Mastery:
SAP
Weight:
4 LB.
Cost:
5 GP
IMPORTANT
A weapon doesn't need a Property to:
FUNCTION AS A WEAPON
The Mace simply lacks a listed special Property.
Its Mastery remains:
SAP
PART TWENTY — QUARTERSTAFF
Damage:
1D6 BLUDGEONING
Property:
VERSATILE (1D8)
Mastery:
TOPPLE
Weight:
4 LB.
Cost:
2 SP
VERSATILE PREVIEW
With one hand:
1D6
With two hands for the relevant attack:
1D8
Full Versatile rules:
LESSON 62
PART TWENTY-ONE — SICKLE
Damage:
1D4 SLASHING
Property:
LIGHT
Mastery:
NICK
Weight:
2 LB.
Cost:
1 GP
PART TWENTY-TWO — SPEAR
Damage:
1D6 PIERCING
Properties:
THROWN 20/60
and:
VERSATILE (1D8)
Mastery:
SAP
Weight:
3 LB.
Cost:
1 GP
THREE MODES OF USE
The Spear can potentially be:
USED ONE-HANDED IN MELEE
USED TWO-HANDED IN MELEE
or:
THROWN
according to its Properties.
PART TWENTY-THREE — ALL SIMPLE RANGED WEAPONS
| Weapon | Damage | Properties | Mastery | Weight | Cost |
|---|---|---|---|---|---|
| Dart | 1d4 Piercing | Finesse, Thrown (20/60) | Vex | 1/4 lb. | 5 CP |
| Light Crossbow | 1d8 Piercing | Ammunition (80/320; Bolt), Loading, Two-Handed | Slow | 5 lb. | 25 GP |
| Shortbow | 1d6 Piercing | Ammunition (80/320; Arrow), Two-Handed | Vex | 2 lb. | 25 GP |
| Sling | 1d4 Bludgeoning | Ammunition (30/120; Bullet) | Slow | — | 1 SP |
PART TWENTY-FOUR — DART
Damage:
1D4 PIERCING
Properties:
FINESSE
THROWN 20/60
Mastery:
VEX
Weight:
1/4 LB.
Cost:
5 CP
IMPORTANT CLASSIFICATION
The Dart appears under:
SIMPLE RANGED WEAPONS
even though it uses:
THROWN
Its actual weapon category remains:
RANGED
That matters for rules that distinguish:
RANGED WEAPONS
from:
MELEE WEAPONS
PART TWENTY-FIVE — LIGHT CROSSBOW
Damage:
1D8 PIERCING
Properties:
AMMUNITION — RANGE 80/320; BOLT
LOADING
TWO-HANDED
Mastery:
SLOW
Weight:
5 LB.
Cost:
25 GP
IMPORTANT
A Light Crossbow uses:
BOLTS
not:
ARROWS
Its normal range is:
80 FEET
Long range:
320 FEET
PART TWENTY-SIX — SHORTBOW
Damage:
1D6 PIERCING
Properties:
AMMUNITION — 80/320; ARROW
TWO-HANDED
Mastery:
VEX
Weight:
2 LB.
Cost:
25 GP
SHORTBOW VS LIGHT CROSSBOW
Both have:
RANGE 80/320
Shortbow damage:
1D6
Light Crossbow:
1D8
But the Crossbow also has:
LOADING
while the Shortbow doesn't.
That can matter significantly for characters making:
MULTIPLE ATTACKS
We will study Loading in Lesson 62.
PART TWENTY-SEVEN — SLING
Damage:
1D4 BLUDGEONING
Property:
AMMUNITION — 30/120; BULLET
Mastery:
SLOW
Weight:
—
Cost:
1 SP
The SRD table gives no numerical weight in the Weight column for the Sling, so we record exactly:
—
rather than inventing a weight.
PART TWENTY-EIGHT — SIMPLE WEAPON SUMMARY
Simple weapons include:
14 TOTAL WEAPONS
Ten Melee.
Four Ranged.
They span damage from:
1D4
to:
1D8
and include access to several Properties:
FINESSE
LIGHT
THROWN
AMMUNITION
LOADING
TWO-HANDED
and:
VERSATILE
PART TWENTY-NINE — ALL MARTIAL MELEE WEAPONS
| Weapon | Damage | Properties | Mastery | Weight | Cost |
|---|---|---|---|---|---|
| Battleaxe | 1d8 Slashing | Versatile (1d10) | Topple | 4 lb. | 10 GP |
| Flail | 1d8 Bludgeoning | — | Sap | 2 lb. | 10 GP |
| Glaive | 1d10 Slashing | Heavy, Reach, Two-Handed | Graze | 6 lb. | 20 GP |
| Greataxe | 1d12 Slashing | Heavy, Two-Handed | Cleave | 7 lb. | 30 GP |
| Greatsword | 2d6 Slashing | Heavy, Two-Handed | Graze | 6 lb. | 50 GP |
| Halberd | 1d10 Slashing | Heavy, Reach, Two-Handed | Cleave | 6 lb. | 20 GP |
| Lance | 1d10 Piercing | Heavy, Reach, Two-Handed (unless mounted) | Topple | 6 lb. | 10 GP |
| Longsword | 1d8 Slashing | Versatile (1d10) | Sap | 3 lb. | 15 GP |
| Maul | 2d6 Bludgeoning | Heavy, Two-Handed | Topple | 10 lb. | 10 GP |
| Morningstar | 1d8 Piercing | — | Sap | 4 lb. | 15 GP |
| Pike | 1d10 Piercing | Heavy, Reach, Two-Handed | Push | 18 lb. | 5 GP |
| Rapier | 1d8 Piercing | Finesse | Vex | 2 lb. | 25 GP |
| Scimitar | 1d6 Slashing | Finesse, Light | Nick | 3 lb. | 25 GP |
| Shortsword | 1d6 Piercing | Finesse, Light | Vex | 2 lb. | 10 GP |
| Trident | 1d8 Piercing | Thrown (20/60), Versatile (1d10) | Topple | 4 lb. | 5 GP |
| War Pick | 1d8 Piercing | Versatile (1d10) | Sap | 2 lb. | 5 GP |
| Warhammer | 1d8 Bludgeoning | Versatile (1d10) | Push | 5 lb. | 15 GP |
| Whip | 1d4 Slashing | Finesse, Reach | Slow | 3 lb. | 2 GP |
PART THIRTY — BATTLEAXE
Damage:
1D8 SLASHING
Property:
VERSATILE (1D10)
Mastery:
TOPPLE
Weight:
4 LB.
Cost:
10 GP
One hand:
1D8
Two hands:
1D10
PART THIRTY-ONE — FLAIL
Damage:
1D8 BLUDGEONING
Properties:
NONE LISTED
Mastery:
SAP
Weight:
2 LB.
Cost:
10 GP
PART THIRTY-TWO — GLAIVE
Damage:
1D10 SLASHING
Properties:
HEAVY
REACH
TWO-HANDED
Mastery:
GRAZE
Weight:
6 LB.
Cost:
20 GP
REACH PREVIEW
A Reach weapon can attack farther away than an ordinary Melee weapon.
Complete rule:
LESSON 62
PART THIRTY-THREE — GREATAXE
Damage:
1D12 SLASHING
Properties:
HEAVY
TWO-HANDED
Mastery:
CLEAVE
Weight:
7 LB.
Cost:
30 GP
The Greataxe provides one of the largest individual weapon dice in the table:
D12
PART THIRTY-FOUR — GREATSWORD
Damage:
2D6 SLASHING
Properties:
HEAVY
TWO-HANDED
Mastery:
GRAZE
Weight:
6 LB.
Cost:
50 GP
2D6
Unlike the Greataxe's:
1D12
the Greatsword rolls:
TWO D6S
This means the two weapons have different:
DAMAGE DISTRIBUTIONS
even before Properties and Masteries are considered.
PART THIRTY-FIVE — HALBERD
Damage:
1D10 SLASHING
Properties:
HEAVY
REACH
TWO-HANDED
Mastery:
CLEAVE
Weight:
6 LB.
Cost:
20 GP
GLAIVE VS HALBERD
Both:
1D10 SLASHING
Both:
HEAVY
REACH
TWO-HANDED
But Mastery differs:
Glaive:
GRAZE
Halberd:
CLEAVE
This demonstrates why Mastery can distinguish weapons that otherwise look mechanically similar.
PART THIRTY-SIX — LANCE
Damage:
1D10 PIERCING
Properties:
HEAVY
REACH
TWO-HANDED — UNLESS MOUNTED
Mastery:
TOPPLE
Weight:
6 LB.
Cost:
10 GP
SPECIAL LANCE EXCEPTION
The Lance's Two-Handed entry specifically says:
UNLESS MOUNTED
So:
ON FOOT
the Two-Handed rule applies.
When:
MOUNTED
the weapon has its listed exception.
This is a specific rule written directly into the weapon's Properties.
PART THIRTY-SEVEN — LONGSWORD
Damage:
1D8 SLASHING
Property:
VERSATILE (1D10)
Mastery:
SAP
Weight:
3 LB.
Cost:
15 GP
One hand:
1D8
Two hands:
1D10
PART THIRTY-EIGHT — MAUL
Damage:
2D6 BLUDGEONING
Properties:
HEAVY
TWO-HANDED
Mastery:
TOPPLE
Weight:
10 LB.
Cost:
10 GP
The Maul provides the same basic die structure as the Greatsword:
2D6
but deals:
BLUDGEONING
rather than:
SLASHING
and has:
TOPPLE
rather than:
GRAZE
PART THIRTY-NINE — MORNINGSTAR
Damage:
1D8 PIERCING
Properties:
NONE LISTED
Mastery:
SAP
Weight:
4 LB.
Cost:
15 GP
PART FORTY — PIKE
Damage:
1D10 PIERCING
Properties:
HEAVY
REACH
TWO-HANDED
Mastery:
PUSH
Weight:
18 LB.
Cost:
5 GP
At:
18 LB.
the Pike is one of the heaviest weapons in the main table.
PART FORTY-ONE — RAPIER
Damage:
1D8 PIERCING
Property:
FINESSE
Mastery:
VEX
Weight:
2 LB.
Cost:
25 GP
FINESSE IMPORTANCE
The Rapier's Finesse Property can let the wielder use:
DEXTERITY
instead of:
STRENGTH
for both the attack and damage rolls.
This makes the Rapier particularly relevant to characters whose combat ability emphasizes:
DEXTERITY
PART FORTY-TWO — SCIMITAR
Damage:
1D6 SLASHING
Properties:
FINESSE
LIGHT
Mastery:
NICK
Weight:
3 LB.
Cost:
25 GP
The combination:
FINESSE + LIGHT
means the Scimitar can interact well with characters using:
DEXTERITY
and:
LIGHT-WEAPON COMBAT
PART FORTY-THREE — SHORTSWORD
Damage:
1D6 PIERCING
Properties:
FINESSE
LIGHT
Mastery:
VEX
Weight:
2 LB.
Cost:
10 GP
SCIMITAR VS SHORTSWORD
Both:
1D6
Both:
FINESSE
Both:
LIGHT
But:
Scimitar:
SLASHING + NICK
Shortsword:
PIERCING + VEX
PART FORTY-FOUR — TRIDENT
Damage:
1D8 PIERCING
Properties:
THROWN 20/60
VERSATILE (1D10)
Mastery:
TOPPLE
Weight:
4 LB.
Cost:
5 GP
The Trident is unusual because it combines:
1D8 BASE DAMAGE
VERSATILE
and:
THROWN
PART FORTY-FIVE — WAR PICK
Damage:
1D8 PIERCING
Property:
VERSATILE (1D10)
Mastery:
SAP
Weight:
2 LB.
Cost:
5 GP
PART FORTY-SIX — WARHAMMER
Damage:
1D8 BLUDGEONING
Property:
VERSATILE (1D10)
Mastery:
PUSH
Weight:
5 LB.
Cost:
15 GP
PART FORTY-SEVEN — WHIP
Damage:
1D4 SLASHING
Properties:
FINESSE
REACH
Mastery:
SLOW
Weight:
3 LB.
Cost:
2 GP
The Whip has a relatively small damage die:
1D4
but combines:
FINESSE
and:
REACH
This is another example showing that:
DAMAGE DIE IS NOT THE ONLY THING THAT DISTINGUISHES A WEAPON
PART FORTY-EIGHT — ALL MARTIAL RANGED WEAPONS
| Weapon | Damage | Properties | Mastery | Weight | Cost |
|---|---|---|---|---|---|
| Blowgun | 1 Piercing | Ammunition (25/100; Needle), Loading | Vex | 1 lb. | 10 GP |
| Hand Crossbow | 1d6 Piercing | Ammunition (30/120; Bolt), Light, Loading | Vex | 3 lb. | 75 GP |
| Heavy Crossbow | 1d10 Piercing | Ammunition (100/400; Bolt), Heavy, Loading, Two-Handed | Push | 18 lb. | 50 GP |
| Longbow | 1d8 Piercing | Ammunition (150/600; Arrow), Heavy, Two-Handed | Slow | 2 lb. | 50 GP |
| Musket | 1d12 Piercing | Ammunition (40/120; Bullet), Loading, Two-Handed | Slow | 10 lb. | 500 GP |
| Pistol | 1d10 Piercing | Ammunition (30/90; Bullet), Loading | Vex | 3 lb. | 250 GP |
PART FORTY-NINE — BLOWGUN
Damage:
1 PIERCING
Not:
1D1
The table gives:
1
fixed Piercing damage.
Properties:
AMMUNITION — 25/100; NEEDLE
LOADING
Mastery:
VEX
Weight:
1 LB.
Cost:
10 GP
PART FIFTY — HAND CROSSBOW
Damage:
1D6 PIERCING
Properties:
AMMUNITION — 30/120; BOLT
LIGHT
LOADING
Mastery:
VEX
Weight:
3 LB.
Cost:
75 GP
IMPORTANT
The Hand Crossbow is a:
RANGED WEAPON
with the:
LIGHT PROPERTY
We will learn in Lesson 62 exactly how the Light Property interacts with weapon attacks.
PART FIFTY-ONE — HEAVY CROSSBOW
Damage:
1D10 PIERCING
Properties:
AMMUNITION — 100/400; BOLT
HEAVY
LOADING
TWO-HANDED
Mastery:
PUSH
Weight:
18 LB.
Cost:
50 GP
RANGE
Normal:
100 FEET
Long:
400 FEET
PART FIFTY-TWO — LONGBOW
Damage:
1D8 PIERCING
Properties:
AMMUNITION — 150/600; ARROW
HEAVY
TWO-HANDED
Mastery:
SLOW
Weight:
2 LB.
Cost:
50 GP
RANGE
Normal:
150 FEET
Long:
600 FEET
Among the weapons in the main table, this gives the Longbow an exceptionally long listed:
LONG RANGE
PART FIFTY-THREE — MUSKET
Damage:
1D12 PIERCING
Properties:
AMMUNITION — 40/120; BULLET
LOADING
TWO-HANDED
Mastery:
SLOW
Weight:
10 LB.
Cost:
500 GP
IMPORTANT
The SRD 5.2.1 explicitly includes:
FIREARMS
in its main Weapons table.
The Musket isn't homebrew or an external optional invention in this document.
It is listed as:
A MARTIAL RANGED WEAPON
PART FIFTY-FOUR — PISTOL
Damage:
1D10 PIERCING
Properties:
AMMUNITION — 30/90; BULLET
LOADING
Mastery:
VEX
Weight:
3 LB.
Cost:
250 GP
Like the Musket, the Pistol is explicitly part of the SRD's:
MARTIAL RANGED WEAPON TABLE
PART FIFTY-FIVE — FIREARMS ARE NOT AUTOMATICALLY AVAILABLE TO EVERY CHARACTER
The weapons exist in the SRD.
But existence in the table does not mean:
EVERY CHARACTER HAS PROFICIENCY
Weapon Proficiency still comes from:
CHARACTER FEATURES
So check your:
CLASS
and other relevant features.
PART FIFTY-SIX — RANGE NUMBERS
Weapons with Ammunition or Thrown can show two numbers such as:
20/60
or:
150/600
The first number is:
NORMAL RANGE
The second:
LONG RANGE
EXAMPLE — DAGGER 20/60
Target at:
15 FEET
Within normal range.
Target at:
40 FEET
Beyond normal range but within long range:
DISADVANTAGE
on the Attack Roll.
Target at:
70 FEET
Beyond:
LONG RANGE
You can't attack that target with that thrown Dagger under the Range rule.
PART FIFTY-SEVEN — RANGED WEAPON EXAMPLE
Longbow:
150/600
Target:
120 FEET
Normal range:
NO LONG-RANGE DISADVANTAGE
from the Range property.
Target:
300 FEET
Beyond 150 but within 600:
DISADVANTAGE
Target:
700 FEET
Beyond long range:
CAN'T MAKE THE ATTACK
with that weapon.
PART FIFTY-EIGHT — THROWN MELEE WEAPONS
Several Melee weapons have:
THROWN
including:
DAGGER
HANDAXE
JAVELIN
LIGHT HAMMER
SPEAR
and:
TRIDENT
When a Melee weapon with Thrown is thrown, the SRD says to use:
THE SAME ABILITY MODIFIER
for attack and damage that you would use for a melee attack with that weapon.
EXAMPLE — JAVELIN
Strength:
18
Modifier:
+4
PB:
+3
Throw Javelin.
Attack bonus:
+7
not automatically Dexterity merely because:
IT IS NOW A RANGED ATTACK
That is a specific rule of the:
THROWN PROPERTY
PART FIFTY-NINE — FINESSE PREVIEW
Finesse weapons in the table include:
DAGGER
DART
RAPIER
SCIMITAR
SHORTSWORD
and:
WHIP
Finesse allows you to choose:
STRENGTH
or:
DEXTERITY
for both:
ATTACK
and:
DAMAGE
You must use the same chosen Ability for both rolls.
EXAMPLE — RAPIER
Strength:
10 → +0
Dexterity:
18 → +4
PB:
+3
Choose Dexterity because of:
FINESSE
Attack:
4 + 3 =
+7
Damage:
1D8 + 4 PIERCING
PART SIXTY — VERSATILE WEAPONS
The weapons with:
VERSATILE
in the SRD table are:
QUARTERSTAFF — 1D6 / 1D8
SPEAR — 1D6 / 1D8
BATTLEAXE — 1D8 / 1D10
LONGSWORD — 1D8 / 1D10
TRIDENT — 1D8 / 1D10
WAR PICK — 1D8 / 1D10
WARHAMMER — 1D8 / 1D10
A Versatile weapon can be used with:
ONE OR TWO HANDS
and the parenthetical damage die applies when it is used with two hands for the relevant melee attack.
PART SIXTY-ONE — REACH WEAPONS
The weapons in the main table with:
REACH
are:
GLAIVE
HALBERD
LANCE
PIKE
and:
WHIP
Reach adds:
5 FEET
to your reach when attacking with the weapon and when determining your reach for:
OPPORTUNITY ATTACKS
with it.
TYPICAL REACH
Normal creature reach:
5 FEET
With a Reach weapon:
10 FEET
for the relevant attacks.
PART SIXTY-TWO — HEAVY WEAPONS
Heavy appears on:
Martial Melee
GLAIVE
GREATAXE
GREATSWORD
HALBERD
LANCE
MAUL
PIKE
Martial Ranged
HEAVY CROSSBOW
LONGBOW
HEAVY PREVIEW
For a Heavy Melee weapon, insufficient:
STRENGTH
can cause Disadvantage.
For a Heavy Ranged weapon, insufficient:
DEXTERITY
can cause Disadvantage.
The exact thresholds and rule will be studied in:
LESSON 62
PART SIXTY-THREE — LOADING WEAPONS
The main weapons with:
LOADING
are:
LIGHT CROSSBOW
BLOWGUN
HAND CROSSBOW
HEAVY CROSSBOW
MUSKET
and:
PISTOL
Loading can restrict how much ammunition can be fired when using an:
ACTION
BONUS ACTION
or:
REACTION
regardless of how many attacks the character could normally make.
Full rule:
NEXT LESSON
PART SIXTY-FOUR — AMMUNITION TYPES
The table identifies the ammunition used.
ARROWS
SHORTBOW
LONGBOW
BOLTS
LIGHT CROSSBOW
HAND CROSSBOW
HEAVY CROSSBOW
BULLETS
MUSKET
PISTOL
NEEDLES
BLOWGUN
SLING BULLETS
SLING
A weapon with Ammunition needs the appropriate ammunition to make its normal ranged attack under that property.
PART SIXTY-FIVE — WHICH WEAPONS HAVE NO LISTED PROPERTIES?
Among the main table, two Martial Melee weapons and one Simple Melee weapon show:
—
in the Properties column:
MACE
FLAIL
MORNINGSTAR
They still have:
DAMAGE
MASTERY
WEIGHT
and:
COST
PART SIXTY-SIX — WHICH WEAPONS DEAL 2D6?
Exactly two main weapons deal:
2D6
They are:
GREATSWORD — SLASHING
and:
MAUL — BLUDGEONING
Both are:
MARTIAL MELEE
HEAVY
TWO-HANDED
But their Masteries differ:
Greatsword:
GRAZE
Maul:
TOPPLE
PART SIXTY-SEVEN — WHICH WEAPONS DEAL 1D12?
Two weapons in the main table use:
1D12
Greataxe:
1D12 SLASHING
Musket:
1D12 PIERCING
But they are radically different weapon types.
Greataxe:
MARTIAL MELEE
Musket:
MARTIAL RANGED
PART SIXTY-EIGHT — DAMAGE IS NOT EVERYTHING
Suppose you compare:
RAPIER
and:
LONGSWORD
Both normally deal:
1D8
But they have different Properties.
Rapier:
FINESSE
Longsword:
VERSATILE 1D10
Their Masteries also differ:
Rapier:
VEX
Longsword:
SAP
So choosing a weapon shouldn't involve only asking:
WHICH DIE IS BIGGEST?
Also ask:
WHAT PROPERTIES DOES IT HAVE?
and:
WHAT MASTERY CAN I USE?
PART SIXTY-NINE — COST CAN DIFFER ENORMOUSLY
Examples:
Club:
1 SP
Dart:
5 CP
Greatsword:
50 GP
Hand Crossbow:
75 GP
Pistol:
250 GP
Musket:
500 GP
The weapon table therefore represents a huge range of:
PURCHASE COSTS
SELLING REMINDER
From Lesson 60:
Ordinary equipment fetches:
HALF ITS COST
when sold.
So if you normally sell a:
500 GP MUSKET
the ordinary Equipment resale rule gives:
500 ÷ 2 =
250 GP
unless another applicable rule changes the situation.
PART SEVENTY — WEIGHT ALSO MATTERS
Examples:
Dart:
1/4 LB.
Dagger:
1 LB.
Greatclub:
10 LB.
Heavy Crossbow:
18 LB.
Pike:
18 LB.
A character carrying multiple weapons may need to consider:
TOTAL EQUIPMENT WEIGHT
when carrying capacity becomes relevant.
PART SEVENTY-ONE — WEAPON MASTERY DISTRIBUTION
The table attaches one Mastery Property to every weapon.
Examples:
NICK
Dagger, Light Hammer, Sickle, Scimitar.
SAP
Mace, Spear, Flail, Longsword, Morningstar, War Pick.
VEX
Handaxe, Dart, Shortbow, Rapier, Shortsword, Blowgun, Hand Crossbow, Pistol.
SLOW
Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket.
TOPPLE
Quarterstaff, Battleaxe, Lance, Maul, Trident.
PUSH
Greatclub, Pike, Warhammer, Heavy Crossbow.
GRAZE
Glaive, Greatsword.
CLEAVE
Greataxe, Halberd.
This is useful as:
A REFERENCE
But the actual mechanics of all eight Masteries belong to:
LESSON 63
PART SEVENTY-TWO — COMPLETE WEAPON CATEGORY INDEX
SIMPLE MELEE — 10
CLUB
DAGGER
GREATCLUB
HANDAXE
JAVELIN
LIGHT HAMMER
MACE
QUARTERSTAFF
SICKLE
SPEAR
SIMPLE RANGED — 4
DART
LIGHT CROSSBOW
SHORTBOW
SLING
MARTIAL MELEE — 18
BATTLEAXE
FLAIL
GLAIVE
GREATAXE
GREATSWORD
HALBERD
LANCE
LONGSWORD
MAUL
MORNINGSTAR
PIKE
RAPIER
SCIMITAR
SHORTSWORD
TRIDENT
WAR PICK
WARHAMMER
WHIP
MARTIAL RANGED — 6
BLOWGUN
HAND CROSSBOW
HEAVY CROSSBOW
LONGBOW
MUSKET
PISTOL
PART SEVENTY-THREE — CHOOSING A WEAPON STEP BY STEP
A beginner can use this process.
STEP 1 — CHECK PROFICIENCY
Does your character have proficiency with:
THIS WEAPON
or its:
CATEGORY?
If yes:
ADD PB TO THE ATTACK ROLL
STEP 2 — CHECK MELEE OR RANGED
Melee normally begins with:
STRENGTH
Ranged normally begins with:
DEXTERITY
unless:
A PROPERTY
or:
ANOTHER FEATURE
changes the Ability.
STEP 3 — CHECK DAMAGE
Record:
DAMAGE DICE
and:
DAMAGE TYPE
STEP 4 — CHECK PROPERTIES
Properties can dramatically change how the weapon works.
STEP 5 — CHECK MASTERY
Does the weapon have:
SAP?
VEX?
TOPPLE?
etc.
Then ask:
DOES MY CHARACTER HAVE A FEATURE THAT LETS ME USE THIS MASTERY?
STEP 6 — CHECK COST
Can your character afford it?
STEP 7 — CHECK WEIGHT
Can the character reasonably carry it together with:
ALL OTHER EQUIPMENT?
PART SEVENTY-FOUR — COMPLETE MELEE EXAMPLE
Level 5 Fighter.
Strength:
18
Modifier:
+4
PB:
+3
Weapon:
LONGSWORD
Proficient:
YES
ATTACK BONUS
Strength + PB:
4 + 3 =
+7
ONE-HANDED DAMAGE
Longsword:
1D8 SLASHING
Damage:
1D8 + 4
TWO-HANDED DAMAGE
Versatile:
1D10
Damage:
1D10 + 4
MASTERY
Longsword Mastery:
SAP
But this can be used only if the Fighter has a feature allowing use of the weapon's:
MASTERY PROPERTY
PART SEVENTY-FIVE — COMPLETE FINESSE EXAMPLE
Level 5 Rogue.
Strength:
10 → +0
Dexterity:
18 → +4
PB:
+3
Weapon:
RAPIER
Properties:
FINESSE
Mastery:
VEX
ATTACK
Choose Dexterity.
4 + 3 =
+7
DAMAGE
1D8 + 4 PIERCING
If the character has access to the Rapier's Mastery:
VEX
can also matter according to its separate Mastery rules.
PART SEVENTY-SIX — COMPLETE RANGED EXAMPLE
Level 5 Ranger.
Dexterity:
18
Modifier:
+4
PB:
+3
Weapon:
LONGBOW
Proficient:
YES
Range:
150/600
ATTACK BONUS
4 + 3 =
+7
Target distance:
100 FEET
Within normal range.
Attack:
d20 13 + 7 =
20
Suppose AC:
17
Hit.
Damage:
1D8 + 4 PIERCING
TARGET AT 300 FEET
Still within:
LONG RANGE
but beyond:
NORMAL RANGE
Attack Roll:
DISADVANTAGE
because of the Range rule.
PART SEVENTY-SEVEN — COMPLETE THROWN EXAMPLE
Level 5 Barbarian.
Strength:
18
Modifier:
+4
PB:
+3
Weapon:
JAVELIN
Range:
30/120
Target:
25 FEET
Throw Javelin.
Because it is a Melee weapon with:
THROWN
use the same Ability you would use for its melee attack:
STRENGTH
Attack:
4 + 3 =
+7
Damage on hit:
1D6 + 4 PIERCING
PART SEVENTY-EIGHT — WEAPON VERSUS UNARMED STRIKE
An:
UNARMED STRIKE
is not one of the weapons in the Weapons table.
The Rules Glossary defines a weapon as an object in:
THE SIMPLE
or:
MARTIAL
weapon category.
An Unarmed Strike instead uses:
YOUR BODY
So don't look for:
FIST
KICK
or:
HEADBUTT
in the Weapons table.
Those use:
UNARMED STRIKE RULES
PART SEVENTY-NINE — IMPROVISED WEAPONS
What if you attack using:
A FRYING PAN
A BOTTLE
A TABLE LEG
or use a normal weapon in an unusual way?
The Equipment section directs you to:
IMPROVISED WEAPONS
in the:
RULES GLOSSARY
These objects aren't additional entries in the main 38-weapon table.
Their complete rules will be taught in:
THE RULES GLOSSARY SECTION
later in the course.
PART EIGHTY — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING YOU CAN'T EVEN USE A WEAPON WITHOUT PROFICIENCY
You can wield it.
But without proficiency:
DON'T ADD PB
to its Attack Roll.
MISTAKE 2 — ADDING PROFICIENCY BONUS TO DAMAGE
Weapon proficiency adds PB to:
ATTACK ROLL
not normally:
DAMAGE
MISTAKE 3 — USING DEXTERITY FOR EVERY WEAPON
Normal Melee weapons use:
STRENGTH
unless another rule changes it.
MISTAKE 4 — USING STRENGTH FOR EVERY WEAPON
Normal Ranged weapons use:
DEXTERITY
unless another rule changes it.
MISTAKE 5 — FORGETTING TO ADD THE ATTACK ABILITY MODIFIER TO DAMAGE
Normally, you add the same Ability modifier used for the weapon attack to:
THE DAMAGE ROLL
MISTAKE 6 — THINKING SIMPLE MEANS MELEE
Simple contains:
MELEE
and:
RANGED
weapons.
MISTAKE 7 — THINKING MARTIAL MEANS MELEE
Martial also contains:
MELEE
and:
RANGED
weapons.
MISTAKE 8 — THINKING A THROWN JAVELIN BECOMES A RANGED WEAPON
It makes:
A RANGED ATTACK
but it remains classified in the table as:
SIMPLE MELEE WEAPON
MISTAKE 9 — AUTOMATICALLY USING DEXTERITY WHEN THROWING A MELEE WEAPON
Thrown Melee weapons use the same Ability modifier you use for:
THE MELEE ATTACK
with that weapon.
MISTAKE 10 — THINKING FINESSE MEANS DEXTERITY ONLY
Finesse gives a choice:
STRENGTH OR DEXTERITY
MISTAKE 11 — USING STRENGTH FOR THE ATTACK AND DEXTERITY FOR DAMAGE WITH FINESSE
Use:
THE SAME CHOSEN ABILITY
for both.
MISTAKE 12 — THINKING EVERY WEAPON HAS SPECIAL PROPERTIES
Mace, Flail, and Morningstar have:
—
in the Properties column.
MISTAKE 13 — THINKING A WEAPON WITHOUT PROPERTIES HAS NO MASTERY
Those weapons still have:
MASTERY PROPERTIES
MISTAKE 14 — THINKING PROFICIENCY AUTOMATICALLY ACTIVATES WEAPON MASTERY
It doesn't.
You need:
A FEATURE ALLOWING MASTERY USE
MISTAKE 15 — THINKING EVERY CHARACTER CAN USE THE MASTERY OF EVERY WEAPON
The relevant feature determines:
WHICH MASTERY PROPERTIES YOU CAN USE
with which weapons.
MISTAKE 16 — THINKING 20/60 MEANS 20 FEET MINIMUM AND 60 FEET MAXIMUM
No.
20 is:
NORMAL RANGE
60:
LONG RANGE
MISTAKE 17 — THINKING ATTACKS BEYOND NORMAL RANGE AUTOMATICALLY MISS
They have:
DISADVANTAGE
while still within long range.
MISTAKE 18 — ATTACKING BEYOND LONG RANGE
You can't make that attack with the weapon.
MISTAKE 19 — THINKING ALL RANGED WEAPONS USE ARROWS
Different weapons require different ammunition:
ARROWS
BOLTS
BULLETS
NEEDLES
or:
SLING BULLETS
MISTAKE 20 — USING ARROWS IN A CROSSBOW
Crossbows in the table use:
BOLTS
MISTAKE 21 — USING BOLTS IN A LONGBOW
Longbow uses:
ARROWS
MISTAKE 22 — THINKING A MUSKET OR PISTOL ISN'T IN SRD 5.2.1
Both are explicitly present as:
MARTIAL RANGED WEAPONS
MISTAKE 23 — THINKING FIREARMS ARE SIMPLE WEAPONS
Both:
MUSKET
and:
PISTOL
are:
MARTIAL RANGED WEAPONS
MISTAKE 24 — THINKING THE BLOWGUN DEALS 1D4
Its table damage is:
1 PIERCING
MISTAKE 25 — THINKING QUARTERSTAFF ALWAYS DEALS 1D8
Base:
1D6
Its Versatile value:
1D8
applies according to the Versatile rule when using two hands.
MISTAKE 26 — THINKING LONGSWORD ALWAYS DEALS 1D10
Base:
1D8
Versatile:
1D10
MISTAKE 27 — THINKING THE SPEAR IS 1D8 BY DEFAULT
Base:
1D6
Versatile:
1D8
MISTAKE 28 — THINKING RAPIER HAS LIGHT
It has:
FINESSE
but not:
LIGHT
in the SRD table.
MISTAKE 29 — THINKING SCIMITAR AND SHORTSWORD HAVE THE SAME MASTERY
Scimitar:
NICK
Shortsword:
VEX
MISTAKE 30 — THINKING GLAIVE AND HALBERD HAVE THE SAME MASTERY
Glaive:
GRAZE
Halberd:
CLEAVE
MISTAKE 31 — THINKING A LANCE ALWAYS REQUIRES TWO HANDS
Its table entry says:
TWO-HANDED UNLESS MOUNTED
MISTAKE 32 — THINKING REACH MAKES A WEAPON RANGED
It remains:
A MELEE WEAPON
Reach extends its melee reach.
MISTAKE 33 — THINKING THE LONGEST-RANGE WEAPON MUST DEAL THE MOST DAMAGE
Longbow range:
150/600
Damage:
1D8
Musket damage:
1D12
but range:
40/120
Different weapons emphasize:
DIFFERENT TRADE-OFFS
MISTAKE 34 — CHOOSING A WEAPON ONLY BY DAMAGE DIE
Also inspect:
PROPERTIES
MASTERY
RANGE
WEIGHT
COST
and:
PROFICIENCY
QUICK RECAP
The SRD contains:
38 MAIN WEAPONS
SIMPLE MELEE
10
SIMPLE RANGED
4
MARTIAL MELEE
18
MARTIAL RANGED
6
WEAPON PROFICIENCY
Anyone can wield a weapon.
To add your:
PROFICIENCY BONUS
to the weapon Attack Roll, you need:
PROFICIENCY WITH THAT WEAPON
NORMAL MELEE ATTACK
D20 + STRENGTH MODIFIER + PB
if proficient.
NORMAL RANGED ATTACK
D20 + DEXTERITY MODIFIER + PB
if proficient.
DAMAGE
Roll:
THE WEAPON'S DAMAGE
and normally add:
THE SAME ABILITY MODIFIER USED FOR THE ATTACK
PHYSICAL WEAPON DAMAGE TYPES
BLUDGEONING
PIERCING
SLASHING
WEAPON PROPERTIES
AMMUNITION
FINESSE
HEAVY
LIGHT
LOADING
RANGE
REACH
THROWN
TWO-HANDED
VERSATILE
MASTERY PROPERTIES
CLEAVE
GRAZE
NICK
PUSH
SAP
SLOW
TOPPLE
VEX
But Mastery requires:
AN APPROPRIATE FEATURE
PRIME HERO CHALLENGE
A level 5 Fighter has:
Strength:
18
Dexterity:
14
PB:
+3
The Fighter is proficient with:
SIMPLE AND MARTIAL WEAPONS
and is comparing four weapons.
OPTION A — LONGSWORD
Damage:
1D8 SLASHING
Versatile:
1D10
Mastery:
SAP
Strength attack bonus:
4 + 3 =
+7
OPTION B — RAPIER
Damage:
1D8 PIERCING
Finesse.
The Fighter may use Strength or Dexterity.
Strength:
+4
Dexterity:
+2
Best numerical choice here:
STRENGTH
Attack bonus:
4 + 3 =
+7
OPTION C — LONGBOW
Damage:
1D8 PIERCING
This is a Ranged weapon.
Dexterity:
+2
PB:
+3
Attack bonus:
+5
Range:
150/600
OPTION D — JAVELIN
Damage:
1D6 PIERCING
Thrown:
30/120
Because it is a Melee weapon with Thrown, use the same Ability as its melee attack:
STRENGTH
Attack bonus:
+7
QUESTION 1
Which of these weapons can deal:
1D10
because of Versatile?
LONGSWORD
when used according to the Versatile rule with two hands.
QUESTION 2
Which weapon has the longest range?
LONGBOW
150/600.
QUESTION 3
Does the Fighter automatically use the Longbow's Slow Mastery merely because they are proficient with Longbows?
NO
They need an appropriate feature that allows:
WEAPON MASTERY
use.
QUESTION 4
If the Fighter throws the Javelin at an enemy 50 feet away, what happens?
Normal range:
30 FEET
Long range:
120 FEET
50 is beyond normal but within long range.
Therefore:
DISADVANTAGE
on the Attack Roll.
QUESTION 5
Can the Fighter throw it at an enemy 130 feet away?
NO
130 exceeds:
120-FOOT LONG RANGE
LESSON 61 — KEY TAKEAWAYS
Weapons aren't simply:
DAMAGE DICE
Every weapon belongs to:
A CATEGORY
is either:
MELEE OR RANGED
has:
A DAMAGE TYPE
may possess:
SPECIAL PROPERTIES
and has exactly one listed:
MASTERY PROPERTY
PROFICIENCY
determines whether your:
PROFICIENCY BONUS
is added to your weapon Attack Roll.
MELEE
normally uses:
STRENGTH
RANGED
normally uses:
DEXTERITY
PROPERTIES
can change those basic rules.
Finesse can change:
ABILITY CHOICE
Thrown can let Melee weapons make:
RANGED ATTACKS
Reach can extend:
MELEE REACH
Versatile can change:
DAMAGE DIE
and other Properties can affect:
ACTION ECONOMY
RANGE
HANDS
and:
ATTACK LIMITATIONS
MASTERY
adds another layer entirely.
Two weapons with similar damage can play very differently because one has:
SAP
while another has:
VEX
TOPPLE
NICK
or another Mastery.
THE CENTRAL WEAPON QUESTION
Don't ask only:
"HOW MUCH DAMAGE DOES IT DEAL?"
Ask:
AM I PROFICIENT?
WHICH ABILITY DOES IT USE?
WHAT IS ITS DAMAGE TYPE?
WHAT PROPERTIES DOES IT HAVE?
WHAT IS ITS RANGE?
WHAT IS ITS MASTERY?
CAN I USE THAT MASTERY?
HOW MUCH DOES IT COST?
and:
HOW MUCH DOES IT WEIGH?
Once you can answer those questions:
YOU UNDERSTAND THE WEAPON
NEXT LESSON
LESSON 62 — EVERY WEAPON PROPERTY
Now that we know:
EVERY WEAPON
we need to understand exactly what the words in the:
PROPERTIES COLUMN
mean.
Lesson 62 will cover every Weapon Property in the SRD:
AMMUNITION
including ammunition expenditure, loading a one-handed weapon, and recovering ammunition after combat.
FINESSE
including Strength versus Dexterity.
HEAVY
including the Strength 13 and Dexterity 13 requirements.
LIGHT
including the extra attack and Bonus Action rules.
LOADING
including its interaction with Extra Attack.
RANGE
including normal range, long range, Disadvantage, and maximum distance.
REACH
including Opportunity Attacks.
THROWN
including drawing the weapon and Ability modifiers.
TWO-HANDED
and:
VERSATILE
After that:
LESSON 63
will cover all eight:
WEAPON MASTERY PROPERTIES
in complete detail.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.