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.