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Weapons

Weapons are used to attack opponents. Your skill with a weapon is determined through training reflected in the traits you select. However, no matter the traits you select, you are always considered proficient in Simple Melee Weapons and can add your Proficiency Score to attacks with such weapons. If you are not proficiency with a weapon category, then wielding a weapon from that category means you do not add your Proficiency Score to attacks.

There are two major categories of weapons: melee or ranged. Melee are weapons used in close combat with opponents next to you or very close by. Ranged weapons, as the name suggests, are those that are used to target opponents at a distance. Two other, less well-known categories, are natural and improvised. Natural represents though weapons that are a body part, such as a fist, or are so closely a part of a body part that they fall into that category, such as a gauntlet. Improvised is a type of weapon that is not naturally a weapon and includes items like a bottle or a chair that can be used if nothing else is to hand.

Within melee and ranged weapons, there are those that are simple, martial, and exotic. This represents how common those weapons are or how easy they are to learn to fight with. These tiers are used when trying to gain proficiency in different weapon types.

No matter the category or tier, most weapon entries include details pertaining to that weapon’s basic damage, wielding it, and what group it belongs to for the purpose of certain traits.

Weapon Price is the amount, in silver pieces, that the basic version of the weapon is worth. Specific weapon values might differ if they have additional properties such as special materials.

Damage lists the amount of damage that weapon deals along with the type. A ‘B’ means the damage is bludgeoning, a ‘P’ means it is piercing, and an ‘S’ means it is slashing. 

Bulk is the weight of the weapon. If there is a ‘-‘ in the entry, the weapon’s weight is so light as to not be necessary to track. If there is an ‘L,’ the weapon in question is considered of ‘Light’ weight, where ten light weight objects add up to 1 Bulk.

Wielding indicates the number of hands you need available to wield the weapon. This means if you are wielding a weapon with 1 in this entry, you must have one hand holding the weapon and are therefore not able to use it for other actions. If the weapon has a 2 for the wielding entry it means you are using both your hands to use the weapon and you do not have a free hand for other actions. See the Free-Hand tag for the exception to this. If a weapon has a 1+, it means that when Striking with the weapon you must have two hands free, but you can release one of your hands while not actively attacking to use it for other actions.

Group indicates the general category that the weapon belongs to and is important for certain traits.

For ranged weapons, there is also the range and reload columns. 

Range indicates how far the weapon can attack from. Attacking anything beyond the range inflicts disadvantage to the attack roll and attacking anything beyond double the range automatically misses. 

Reload is the number of actions it takes to prepare the weapon with the next piece of ammunition. Certain ranged weapons do not need an entry here and so are simply marked with a dash, often indicating that once you attack with that weapon, you make get a new weapon to Strike again. Weapons with a 0 indicate that no actions need to be spent on reload either because it is part of the Strike action, or the weapon is built to reload itself. Note, some weapons with a 0 Reload entry do require a reload action or actions after a certain number of Strikes.

Weapon Tags are used for weapons with particular qualities not listed elsewhere. The following is a description of the qualities that each tag imparts to the weapon.

  • Agile. The multiple attack penalty you take on the second Strike each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent Strikes in the turn.
  • Attached. An attached weapon must be combined with another piece of gear in order to be used. The tag lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash but only if you are wielding the shield. An attached weapon is usually bolted onto or built into the item it is attached to, and typically an item can have only one weapon attached to it. An attached weapon can be removed from one item and attached to another with successful use of the Crafting skill. If an item is destroyed, its attached weapon can usually be salvaged.
  • Backstabber. When you hit a creature with advantage, this weapon deals 1 precision damage.
  • Backswing. You can use the momentum from a miss to lead into your next attack. After missing with this weapon on your turn, you gain advantage on your next attack with this weapon before the end of your turn.
  • Bullets: A weapon that uses bullets has this tag. The maximum number of bullets that can be loaded into the weapon with a reload action is listed next to this tag. A reload action can always load fewer bullets.
  • Charge. If you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to your Proficiency Score.
  • Deadly. On a critical hit, the weapon adds one weapon damage die of the listed size.
  • Disarm. You can use this weapon for the Combat Maneuver Disarm action, even if you do not have a free hand. This uses the weapon’s reach, if different from your own, and uses the attack bonus instead of the Athletics bonus if it is higher. On a critical success, you still need a free hand if you want to take the item.
  • Duel Load: This firearm can be loaded in two different methods, offering two resulting attacks. The second attack method is given below the weapon table.
  • Extended: You can extend the range of this weapon to the listed distance. When using an extended range, accuracy is worse, and all attack rolls take disadvantage.
  • Fatal. The fatal tag includes a die size. On a critical hit, all the weapon’s damage dice increase to that die size instead of the normal dice.
  • Finesse. You can choose to use your Dexterity modifier when making attack rolls with this melee weapon instead of your Strength modifier.
  • Flurry. This weapon can be used in combination with abilities that require the flurry tag.
  • Forceful. This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the following attacks gain advantage.
  • Free Hand. This weapon does not take up your hand, usually because it is built into your armor. A free hand weapon cannot be disarmed. You can use the hand covered by your free hand weapon to wield other items, perform actions with the manipulate tag, and so forth. You cannot attack with a free hand weapon if you are wielding anything in that hand or using the hand for something else. When you are not wielding anything and not using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free hand weapon in it.
  • Grab. A successful Strike with a weapon with this tag automatically inflicts the Grabbed condition. The DC for removing the Grabbed condition from a weapon with this tag is the attack rolled.
  • Hidden: This weapon appears as a mundane, non-threatening weapon. It requires a DC 25 to notice that it is a weapon.
  • Misfire: This weapon can misfire. The value next to this tag indicates the highest natural roll that can cause a misfire. For example, a weapon with Misfire (3) will misfire on a natural 1, 2, or 3. Once a firearm misfires, it gains the Broken condition but can still be used. However, a weapon with the misfire tag that is Broken takes disadvantage on attack rolls and cannot gain any bonuses, including from abilities, Runes, or other equipment. If it misfires while it has the Broken condition it explodes, dealing double damage to the wielder and is destroyed.
  • Nonlethal. All attacks with this weapon deal nonlethal damage and are used to inflict the Unconscious condition on creatures instead of killing them.
  • Parry. This weapon can be used defensively to block attacks. While wielding this weapon, you can spend a single action on your turn to position your weapon defensively, gaining a +2 Deflection bonus to AC until the start of your next turn.
  • Propulsive. You add your Strength modifier to damage rolls with a propulsive ranged weapon, including any negative modifiers.
  • Reach. This weapon is long and can be used to attack creatures farther away. The distance it can reach is listed next to the tag. Some weapons, which list ‘only,’ cannot be used to attack creatures closer than the reach without taking disadvantage.
  • Secondary: This weapon can be wielded as a second, different weapon without penalties.
  • Shove. You can use this weapon for the Combat Maneuver Shove action even if you do not have a free hand. This uses the weapon’s reach, if different from your own, and uses the attack bonus instead of the Athletics bonus if it is higher.
  • Sweep. This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain advantage to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.
  • Thrown. You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this tag appears on a melee weapon, it also includes the range increment in feet. Ranged weapons with this trait use the range increment specified in the weapon’s range entry.
  • Trip. You can use this weapon for the Combat Maneuver Trip action even if you do not have a free hand. This uses the weapon’s reach, if different from your own, and uses the attack bonus instead of the Athletics bonus if it is higher.
  • Two Hand. This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value but the change must be declared prior to the Strike.
  • Unarmed. An unarmed attack uses your body rather than a manufactured weapon. Because it is a part of your body, an unarmed attack cannot be Disarmed. It also does not take up a hand, though a fist or other grasping appendage follows the same rules as a weapon with the free hand tag.
  • Versatile. A versatile weapon can be used to deal a different type of damage than the type listed in the damage entry. This tag indicates the alternate damage type. For instance, a piercing weapon that has ‘Versatile S’ can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Melee, Simple Weapons

WeaponPriceDamageBulkWieldingGroupTags
Baselard9 silvers1d6 SL1SwordAgile, Finesse, Versatile P
Baton1 silver1d6 BL1ClubAgile, Flurry, Nonlethal, Parry
Club1d6 B11Club
Dagger2 silvers1d4 PL1KnifeAgile, Finesse, Thrown 10 feet, Versatile S
Hatchet4 silvers1d6 SL1AxeAgile, Finesse, Sweep
Light Hammer3 silvers1d6 BL1HammerAgile, Thrown 10 feet
Light Pick5 silvers1d4 PL1PickAgile, Fatal d8
Mace10 silvers1d8 B11ClubShove
Morningstar11 silvers1d8 P11ClubVersatile B
Quarterstaff1d6 BL1+ClubFlurry, Two Hand d8
Sax2 silvers1d4 SL1KnifeAgile, Backstabber, Finesse
Short Spear1 silver1d6 P11SpearDeadly d6, Thrown 30 feet
Sickle2 silvers1d4 SL1KnifeAgile, Finesse, Trip
Whip1 silver1d4 SL1FlailAgile, Disarm, Nonlethal, Reach 10 feet, Trip

Steampunk

WeaponPriceDamageBulkWieldingGroupTags
Cane1 silver1d4 BL1ClubFinesse, Parry, Trip
Riding Crop5 silvers1d4 SL1Flail

Melee, Martial Weapons

WeaponPriceDamageBulkWieldingGroupTags
Bastard Sword13 silvers1d6 S11SwordTwo Hand d8, Versatile P
Battle Axe12 silvers1d8 S11AxeSweep
Cat o’ Nine Tails15 silvers1d10 S11Flail
Dirk5 silvers1d6 PL1KnifeAgile, Finesse, Parry
Falchion14 silvers1d8 S21SwordSweep
Flail13 silvers1d8 B11FlailShove, Trip
Glaive15 silvers1d10 S22PolearmReach 10 feet only, Versatile P
Great Club12 silvers1d10 B22ClubBackswing, Deadly d10, Shove
Guisarme19 silvers1d10 P22PolearmDisarm, Reach 10 feet only
Halberd15 silvers1d10 P22PolearmReach 10 feet only, Versatile S
Hook Sword12 silvers1d6 S11SwordDisarm, Parry
Lance20 silvers1d10 P31SpearCharge, Reach 10 feet only, Shove
Katar4 silvers1d6 PL1KnifeAgile, Deadly d6, Finesse
Khopesh13 silvers1d6 S11SwordFinesse, Sweep
Kukri6 silvers1d6 SL1KnifeAgile, Finesse, Sweep
Longsword20 silvers1d8 S22SwordVersatile P
Pike17 silvers1d10 P22SpearReach 15 feet only
Ranseur20 silvers1d10 P22PolearmDeadly d10, Reach 10 feet only
Rapier20 silvers1d6 P11SwordAgile, Finesse, Parry
Saber18 silvers1d6 S11SwordSweep, Versatile P
Siangham3 silvers1d6 SL1KnifeAgile, Finesse, Flurry, Two Hand d8
Short Sword11 silvers1d6 S11SwordParry, Versatile P
Spear15 silvers1d8 P12SpearReach 10 feet, Thrown 20 feet
Spiked Flail15 silvers1d8 P11FlailTrip, Versatile B
War Hammer12 silvers1d10 B11HammerShove, Versatile P
War Pick16 silvers1d8 P11PickFatal d10
War Scythe19 silvers1d10 S22PolearmReach 10 feet only, Trip

Steampunk

WeaponPriceDamageBulkWieldingGroupTags
Cane Sword18 silvers1d8 P11SwordFinesse, Hidden, Parry, Secondary (Cane)
Dueling Cane17 silvers1d8 B11ClubAgile, Finesse, Parry, Trip
Kopis15 silvers1d6 SL1SwordAgile, Finesse, Versatile S

Melee, Exotic Weapons

WeaponPriceDamageBulkWieldingGroupTags
Double Bladed Axe22 silvers1d12 S22AxeBackswing, Sweep
Double Pointed Pick30 silvers1d10 P12PickBackswing, Deadly d12, Fatal d12
Double Pointed Spear27 silvers2d8 P12SpearFatal d10, Reach 10 feet
Double Spiked Flail25 silvers1d10 P11FlailTwo Hand d12, Versatile B
Great Sword30 silvers1d12 S32SwordDeadly d12, Versatile P
Katana35 silvers1d10 S22SwordFlurry, Sweep, Versatile P
Kama10 silvers1d6 sL1KnifeAgile, Finesse, Flurry, Trip
Maul30 silvers1d12 B32HammerDeadly d12, Forceful, Shove
Nunchaku15 silvers1d8 B11ClubDisarm, Finesse, Forceful, Trip
Sai12 silvers1d6 PL1KnifeAgile, Disarm, Finesse, Flurry, Parry
Spiked Whip20 silvers1d10 S11FlailVersatile P
Starknife15 silvers1d6 PL1KnifeAgile, Finesse, Flurry, Thrown 20 feet
Trident30 silvers3d6 P22SpearDeadly d6, Reach 10 feet

Ranged, Simple Weapons

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Blowgun1 silver1 P50 feet1L1DartAgile, Nonlethal
Crossbow20 silvers1d8 P90 feet112Bow
Hand Dart1 copper1d4 P20 feetL1DartAgile, Propulsive
Hunting Bow2 silvers1d6 P50 feet0L1+Bow
Sling1d6 B50 feet1L1+SlingPropulsive

Steampunk

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Blunderbuss12 silvers1d8 P50 feet122FirearmBullets (1), Dual Load (Pellets: 1d6 P, 15-foot cone, Reflex save for half), Misfire (2)
Dragon Pistol10 silvers1d8 P30 feet111+FirearmBullets (1), Dual Load (Pellets: 1d6 P, 10-foot cone, Reflex save for half), Misfire (2)
Flintlock Musket15 silvers1d10 P90 feet232FirearmBullets (1), Deadly d6, Misfire (3), Secondary (Dirk)
Flintlock Pistol10 silvers1d10 P60 feet2L1+FirearmBullets (1), Deadly d8, Misfire (3)

Ranged, Martial Weapons

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Atlatl3 silvers1d6 P200 feet1L1DartAgile, Propulsive
Bolas2 silvers1d4 B20 feetL1SlingNonlethal, Trip
Hand Crossbow30 silvers1d8 P60 feet1L1Bow
Heavy Crossbow30 silvers1d12 P120 feet222BowDeadly d12
Javelin1 silver1d8 P100 feetL1DartDeadly d8, Propulsive
Longbow22 silvers1d8 P300 feet011+BowDeadly d8
Recurve Bow22 silvers1d10 P100 feet011+BowDeadly d10
Sling Staff14 silvers1d10 B80 feet1L1+SlingPropulsive
Throwing Axe5 silvers1d6 S20 feetL1AxeAgile
Throwing Knife3 silvers1d4 P40 feetL1KnifeAgile, Finesse

Steampunk

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Dueling Pistol20 silvers1d10 P15 feet2L1+FirearmBullets (1), Extended (40 feet), Fatal d12, Misfire (2)
Flintlock Rifle35 silvers1d6 P800 feet342FirearmBullets (1), Fatal d10, Misfire (3)
Pistol Sword16 silvers1d8 P40 feet211+FirearmBullets (1), Fatal d10, Misfire (3), Secondary (Short Sword)
Twin Flintlock Musket22 silvers1d10 P120 feet232FirearmBullets (2), Deadly d6, Misfire (3), Secondary (Rapier)
Twin Flintlock Pistol15 silvers1d10 P70 feet2L1+FirearmBullets (2), Deadly d8, Misfire (3)

Ranged, Exotic Weapons

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Composite Longbow45 silvers1d8 P500 feet021+BowDeadly d8, Propulsive
Composite Recurve Bow45 silvers1d10 P150 feet021+BowDeadly d10, Propulsive
Net17 silvers20 feet22SlingGrab, Nonlethal, Trip
Repeating Crossbow130 silvers1d8 P90 feet0 122BowDeadly d8
Repeating Heavy Crossbow150 silvers1d12 P120 feet0 132BowDeadly d12
1 Repeating crossbows have eight crossbow bolts prepared which results in eight Strike actions without reloading. Once the eight bolts have been used, repeating crossbows do require three reload actions to prepare the next eight bolts. These reload actions need not be completed in the same round nor by the same person.

Steampunk

WeaponPriceDamageRangeReloadBulkWieldingGroupTags
Hellfire Musket30 silvers1d10 P70 feet342FirearmBullets (8), Deadly d10, Misfire (4), Secondary (Rapier)
Quad Pistol25 silvers1d10 P50 feet2L1+FirearmBullets (4), Deadly d8, Misfire (3)

Ammunition

The following are typical ammunition types. These are purchased in quantities as listed in parentheses. Each Strike made, whether successful or not, consumes a single use of the ammunition.

AmmunitionPriceBulk
Arrows (10 Shafts)11 silverL
Atlatl Darts (10 Darts)11 silverL
Blowgun Darts (10 Darts)15 coppersL
Bullets, Lead (40 Bullets)5 silversL
Bullets, Lightning (5 Bullets)230 silversL
Bullets, Silver (5 Bullets)325 silversL
Bullets, Sling (10 Shots)12 coppersL
Crossbow Bolts (10 Bolts)11 silverL
Pellets (40 Handfuls)10 silversL
1 There is a 50% chance of retrieving used ammunition.
2 This ammunition deals an additional 1d6 electricity damage on a successful Strike.
3 This ammunition counts as silver for the purpose of overcoming Resistances.

While there is a 50% chance of retrieving most used ammunition to reuse, the following types are destroyed once used: lead bullets, lightning bullets, pellets, silver bullets.


Natural Weapons

WeaponPriceDamageBulkWieldingGroupTags
Fist1d6 BBrawlingAgile, Finesse, Flurry, Free Hand, Nonlethal, Unarmed
Gauntlet2 silvers1d8 BLBrawlingAgile, Finesse, Flurry, Free Hand, Nonlethal
Spiked Gauntlet3 silvers1d8 BLBrawlingAgile, Finesse, Flurry, Free Hand, Versatile P

Steampunk

WeaponPriceDamageBulkWieldingGroupTags
Brass Knuckles10 silvers1d8 BLBrawlingAgile, Finesse, Flurry, Free-Hand, Nonlethal, Unarmed


Improvised Weapons

WeaponPriceDamageBulkWieldingGroupTags
Heavy1d6 B12BrawlingUnarmed, Versatile P or S
Light1d4 B11BrawlingUnarmed, Versatile P or S

Weapon Descriptions

Atlatl. A wooden or light metal rod measuring between a foot to two feet lengthens a thrower’s leverage, sending the atlatl dart farther and faster. It has a hook at one end to fit the notched tail of an atlatl dart. An atlatl user secures the notched end of the dart into a hook at one end of the atlatl. Then, holding the dart slightly elevated from the atlatl in one hand, a thrower draws the atlatl back and swings overhand releasing the dart and using the atlatl’s extra reach to add more leverage.

Baselard. A cross between a dagger and short sword, this sword is quickly distinguished with both its length, averaging just under two feet, and a pommel which runs parallel to the hilt guard. A baselard is among the lightest weighing swords and the easiest to learn to wield.

Bastard Sword. This sword is a melding of two other blade styles, that of the short sword and the longsword. While slightly heavier than a short sword and lighter than a longsword, this tapered blade can be wielded with either one or two hands. Its weight allows it to be wielded quickly and in close quarters but still retain a longer reach.

Baton. This weapon is often made of dense wood measuring roughly eighteen inches, though some rare batons are made of hardened steel or iron. While it can be used with skillful training, it does not require extensive time to learn. Among the club-like weapons, this is the easiest to apprehend opponents without accidental death.

Battle Axe. This single bladed weapon reaches in length from one foot to three feet with an iron or steel tapered crescent head and a solid wood handle. The handle is occasional made of metal or reinforced with steel to protect the weapon from serve damage in combat. The battle axe is a weapon that lends itself to wide, sweeping attacks and armor piercing hits.

Blowgun. A tube measuring one to four feet in length made of hallowed wood; this weapon uses the force of exhaled air to send a small dart a couple dozen feet through the air. While not the most useful weapon in combat as it deals insignificant damage by itself, it is a very useful tool for hunting small game. When combined with poison, it is an excellent delivery method of contact or injury poisons.

Blunderbuss (Steampunk). [Description pending]

Bolas. This weapon is made of cords knotted to weights which, when thrown wrap around the target to entangle and trip them. The number of weights varies from two to eight or nine, with three being the most common number. The weights also vary themselves with some crafted to be equal and others designed to weigh different amounts. Best used in hunting, it nonetheless presents a useful tool in tripping opponents.

Brass Knuckles (Steampunk). [Description pending]

Cane (Steampunk). [Description pending]

Cane Sword (Steampunk). [Description pending]

Cat o’ Nine Tails. Similar to a whip, the cat o’ nine tails, also called the cat, is made of braided cording about five feet in length. Unlike the whip, the cording is unraveled at the end opposite the handle, creating multiple whip ends. Since most whips are made of three heavy cords, themselves made of three single strand cords, unraveling the one end often leaves nine single strand cords. While far less useful in combat than many other weapons as the cat is unable to pass through most armor, it can be wielded to terrible effect against exposed skin.

Club. A length of wood measuring around two feet, a club can be anything from a newly cut green wood sapling to fire hardened wood. Differing from a baton, a club takes little to no crafting and results in a simple but effective weapon. Most clubs range between two to three feet in length, making them longer than a baton while shorter than a quarterstaff.

Composite Longbow or Recurve Bow. This type of bow matches their standard versions in every way but one. While they are comparable in length and shape to their standard counterparts, their composition is made of multiple pieces of materials, typically a combination of wood, horn, and sinew bound together with glue. This requires more precise crafting and takes more time since it must be left to cure properly in appropriate conditions. The result is a higher draw weight providing further flight distance and higher impact behind the arrow.

Crossbow. This bow uses a lock and trigger mechanism to shoot a shortened arrow, sometimes called a bolt, at a target. Unlike longbows or recurve bows, a crossbow only requires the user to pull the cording back into the lock. Once in place, the user does not need to hold the weight of the pulled cording to aim and fire. For this, the crossbow takes little training but more time to reload a bolt. A crossbow, while simpler to use, has a more complex design, with a lath, stock, and lock. The lath is the front cross piece and forms the arms of the bow from which the cording is drawn back. The stock is a straight or carved piece of wood extending backwards from the lath. Along the stock, the cording is drawn and then a bolt placed on top of notched into the back of the cording. Finally, the lock is the mechanism into which the cording is hooked and which, when triggered, releases the cording to let the attached bolt fly.

Dagger. A short, heavy double-edged blade. Most daggers have a blade around twelve inches in length with a single-handed handle. Daggers are larger, on average, than cooking and utility knives and are furth distinguished with their two edges. While useful in combat as lighter weapons that are primarily used to pierce between armor gaps, daggers are tools of all work beyond battle. They are easy to carry around, being shorter than swords, and are useful from cutting food and materials to hunting.

Dirk. A type of dagger, a dirk is comparable to a standard dagger in length, with a few distinguishing features. Most dirks have a small to no guard, causing them to resemble the head of a spear, and are often not weighted to be thrown. When trained properly, a dirk can be used to parry attacks. Beyond these differentiations, dirks are alike to the common dagger.

Double Bladed Axe. This type of axe resembles the single bladed battle axe in length with handles varying from one to three feet. The blade design is also similar with a tapered crescent. However, the double-bladed axe has two crescent blades set opposite each other as if reflected across the handle. This makes the axe both more difficult to learn to wield properly and more dangerous. It is heavier with the extra metal, lending more weight to deal damage. Its two blades also allow the user to reverse direction of the swing without twisted the handle around.

Double Pointed Pick. Like the double-bladed axe, the double pointed pick resembles in most ways the standard war pick, sharing similar lengths and the iconic curved point of pick head itself. Instead of the small hammer knob opposite the pick head to balance the weight, a double pointed pick has a second pick head. Just as the double-bladed axe, this lends some more weight and difficulty in wielding while paying off with more damage and a quicker reversal of directions.

Double Pointed Spear. This weapon has similar length and weight to that of a spear, with the distinguishing feature of two spear heads. Unlike a trident where the three heads are set level with each other, a double pointed spear has one head set lower and off-center to the other. When driven far enough into a target, the lower spear head also makes contact, creating wounds that mimic two spears.

Double Spiked Flail. This flail has a close design to that of a standard spiked flail, with a wooden or metal handle attached to a steel or iron ball with spikes by a heavy-set chain. The double spiked flail is distinguishable with the two spiked balls each attached to the same end of the handle by their own chains. Most double spiked flails have a longer handle, allowing them to be wielded two handed as well as single handed.

Dragon Pistol (Steampunk). [Description pending]

Dueling Cane (Steampunk). [Description pending]

Dueling Pistol (Steampunk). [Description pending]

Falchion. This sword is a single handed cross between a short sword and a saber. With a curved guard and single edged, slightly curved blade reminiscent of a saber, this is heavier and wider than the traditional sabers. The weight, which is more than a normal short sword too, lends more heft behind swings while imparting similar benefits of the sweeping attacks of sabers.

Fist. The curved knuckles and thumb tucked safely in front; this is a natural attack of creatures with hand like appendages. Most creatures with this attack are not considered well versed in the best methods of attacking with a fist and this is reflected in the entry above. Creatures well trained in using fists, or any other unarmed attacks, use a series of traits to accomplish more effective use. A fist cannot be disarmed in combat and is excellent at nonlethal damage.

Flail. This weapon combines some of the features of a whip with that of a mace. It is comprised of a stout shaft of wood or metal for one handed use with a flanged iron or steel head attached with a heavy chain. This weapon, with the flexibility of the chain, is able to reach around opponents shields and weapons. When used to greatest effect, its weight can stumble or trip opponents. Training is necessary for effectively wielding this weapon, as the chain imparts less precision with attacks.

Flintlock Musket (Steampunk). [Description pending]

Flintlock Pistol (Steampunk). [Description pending]

Flintlock Rifle (Steampunk). [Description pending]

Gauntlet. A complex set of steel plating hinged together to create a glove, mitten, or wrister, this weapon adds protection to the user’s hands and more weight and damage to punches. Most gauntlets come in pairs.

Glaive. This polearm combines a single edged blade between one and two feet long mounted into the socket of a pole measuring between six or seven feet. Due to the length of the glaive, it makes for an excellent weapon when attacking in hand-to-hand combat with some distance. The length’s drawback makes the glaive difficult to wield to full affect within restricted spaces and close combat. Glaives, like many swords and knifes, can be forged ranging from plain design to highly ornate.

Great Club. Like the club, a great club is made from green wood. The distinction between the two is the length and heft of the weapon. Great clubs measure anywhere from three to four feet of carefully selected and carved dense wood. The process includes fire hardening the wood and binding it in strips of iron to lend strength to the weapon. This additional work makes the great club heavier, imparting more weight behind a hit which causes more devastation and can push opponents backwards.

Great Sword. This, the largest and heaviest of the swords, is a two-handed weapon with a blade anywhere from four to six feet long and a handle typically just under two feet. The weight, between six to ten pounds, lends to both the deadliness of the weapon and the necessity of intensive training to wield a great sword properly and safely.

Guisarme. This polearm with a length comparable to a halberd, has a narrow, two-edged blade topping the shaft. Just above the join between steel blade and wooden pole, a curved, reversed spike allows versatility in wielding the weapon. It can be used like many polearms and spears, attacking opponents from a short distance while remaining beyond the reach of many hand-to-hand weapons. The reversed spike, which resembles the appearance of a hook with a sharpened outside edge, can be applied in disarming opponents.

Halberd. This weapon crosses the shaft of a seven-foot polearm with a battle axe. The head of this weapon has a narrow, double edged spear point with a battle axe blade laid perpendicular to the spear and haft of the halberd. Often, a halberd also has a spear head opposite the axe blade for balance and versatility. While many polearms are associated with the profession of guards, the halberd’s distinctive look has been it among the first choices for guards.

Hand Crossbow. A specially designed crossbow, this weapon appears as a miniature crossbow. The hand crossbow’s size reduces the power of the bow, subsequently lowering its range to maintain its damage. The skill required to craft hand crossbows, given their size, makes them less common and the use of a single hand to aim and fire takes practice. The benefit is an easily transported and hidden, single handed ranged weapon equivalent in most ways to the standard crossbow.

Hand Dart. Measuring between one and two feet in length, these projectiles are made of light weight wood. Most are crafted with narrow metal heads. Easily distinguished from other darts, such as javelins, because of size and the fetching, hand darts are different than arrows as the heads do not typically include the distinctive bards on the metal heads.

Hatchet. The smallest and lightest of the axes, the hatchet is more commonly used in cutting wood than in battle. The design of a hatchet is a small, partial-crescent blade with no counterbalance and a haft that measures between one and two feet. While its use is best applied to wood, it shares many of the same weapon capabilities as a battle axe when wielded in combat.

Heavy Crossbow. A variation on the crossbow, this bow has reinforced lath, frequently made of metal, and a heavier cording. This imparts greater force when released causes the bolt to travel for longer with higher impact. Since the lath is reinforced, reloading a heavy crossbow takes more effort.

Hellfire Musket (Steampunk). [Description pending]

Hook Sword. This sword has a design reminiscent of several weapon features. The blade measures between two to three feet in length with a double edge. The tip of the blade is looped backwards into a full hook, making this weapon skilled at disarming opponents. The handle is often forged with a single sided guard that sweeps backwards over the hand and forms an outward facing crescent back guard. This back guard, itself, has a sharpened outer edge which can be used to block or cut. Commonly, hook swords are crafted in pairs, to be wielded in tandem with each other.

Hunting Bow. Among the simplest of the bows, a hunting bow has less draw weight, being both shorter than longbows or recurve bows. They are made of straight or slightly curved green wood, carved, and notched to hook a cord to each end. As the name implies, this bow is excellent for hunting small game however, if necessary, it makes for an easily accessible weapon in combat.

Javelin. The largest of the darts, measuring between four and five feet, this weapon transfers the weight, ranging from two to five pounds, into a dangerous projectile. Not among the most practical of weapons, it nonetheless holds its own as one of the few ranged weapons which can pierce armor.

Kama. This weapon comes from a version of the harvesting sickle. It is formed with a handle one to two feet in length and a slightly curved, double-edged blade joined at the handle’s end sideways. In this way, a kama forms the shape of a right angle, with the blade tapering to a point. Wielded both individual or in pairs, a kama is useful in close combat and in disarming opponents by using the joint where the blade and haft join to trap weapons.

Katana. While equal or superior to a longsword, a katana is more relatable in length to a short sword and maintains a curve similar to a saber. Most blades measure between two and three feet, with a single edge and a continue curve. A katana’s edge, on the outside curve of the blade, is either positioned upwards or downwards when sheathed depending on the type of katana forged – katana typically have blade upwards while an older form, tachi, has the blade downwards. A katana is two handed blade with an oblong, disk-like guard. While not as large or heavy as a great sword, or even a longsword, forging a katana takes skill, practice, and patience, as does learning to wield this weapon properly.

Katar. A two-edged blade, this knife has no guard but rather sits positioned above the knuckles in a single-handed hilt perpendicular to the blade itself. The wielder’s hand is protected with two spurs, tracing backwards from the blade on either side of the handle. A katar has a blade length ranging from on foot to nearly three feet. These blades, with their design, are on average heavier to pierce armor.

Khopesh. An alteration of the saber, though thought to precede this other curved sword, it is among the smallest of the swords at two feet. It has a straight blade that curves halfway along, downwards, and then up at the end to curl back into a shallow hook. The blade has a single edge, along the outside of the curve. It is considered to be related to the falchion and sickle as well as the saber.

Kopis (Steampunk). [Description pending]

Kukri. Comparable to the standard dagger, a kukri has a single-edged blade measuring between ten and fifteen inches. It is a single-handed knife with a blade that widen outwards from the hilt in a downwards curve before narrowing to the tip. The edge is on the downwards side of the curve. The shape of the kukri means more metal which imparts more weight and impact when used as a weapon.

Lance. This length of hardened, metal reinforced wood measures between nine and twelve feet. All lances have metal capped tips which vary depending on the use – rounded for displays of skills versus pointed for combat. From the tip to the handle, the lance widens into a protective flare in front of the grip. Behind the grip, the lance extents to a counterbalance to make the unwieldly length of the weapon easier to maneuver.

Light Hammer. This smaller version of a war hammer, this weapon has a handle of two-foot wood capped with a hammer head. One side is solid, squared off metal, typically iron but sometimes steel, while the other side forms a tapering point resembling a pick, though not generally as long. The light hammer doubles as both a daily carpenter’s tool and a weapon.

Light Pick. A smaller version of the war pick, this is useful as both a farmer and miner’s pick as well as a weapon for combat. It has a wooden handle around two feet with a metal point set at a right angle to the grip with tapers to a point six inches outwards. The light pick, in a reflection of the light hammer, also has a counterbalance of solid metal, though not as prominent as the light hammer.

Longbow. This bow, made of selected wood strips glued and bound together and strung with cording, measures between six and seven feet. As one of the farthest-reaching ranged weapons, outshone only by better crafted versions of the longbow, this is prized for its sheer range. When used in concert with dozens more allies equipped with the longbow, it makes for a deadly, far-reaching hailstorm of arrows. This ability takes practice to develop the elevated level of skill to shoot so accurately over such a distance, making longbows not as accessible as other ranged weapons.

Longsword. This renown sword style includes one of the broadest range of blades, though most have blades which measure within a few inches of three feet. With a two-handed grip, anywhere from six to eleven inches, the longsword provides multiple attack forms and a good defense with a two-edged blade.

Mace. A hand-to-hand weapon, this is built with a wooden or metal handle between one to two feet in length and capped with a metal ball. Most metal balls, to make them more dangerous, are forged with flanges or ridges. The weight of the metal and the length of the grip lends this weapon to dealing massive damage. Further, the plain design and methods of wielding make it quick to learn. Of all the design features, the mace is not well suited to defending against attacks.

Maul. This, the heaviest of the hammers, has a double head, lacking the distinctive spike of the war hammer. Often constructed with more metal and lending more weight behind a swing, this weapon also has a longer wooden handle, reaching upwards of four feet, which is filled with a metal core to provide better balance.

Morningstar. A variation of the mace, this weapon has an equivalent handle length between one to two feet capped with a metal ball. Instead of a flanged head, a Morningstar has a number of spikes, typically ranging from half a dozen to a dozen or more. In many ways, it also resembles the spiked flail, except without the distinguishing chain. The morningstar primarily deals puncture wounds through, if used accurately it can also deal blunt force damage.

Net. Among the most common weapons, even against the blowgun, a net is unique in not dealing damage. Constructed with a gridwork of knotted ropes reaching between five to fifteen feet a side, a net is best deployed to trip and catch opponents. The exact ropes used to build a net can vary in width, usually between an inch or two. Nets can also be made special to trap larger or smaller creatures by changing the rope thickness and closeness of the weave.

Nunchaku. Resembling a combination of several weapons, nunchakus are two wooden or metal poles, approximately one foot long, connection by one end with heavy cording or a chain. The connecting cording or chain ranges in length between four to eight inches. This weapon is best employed to remove weapons or trip opponents. The design imparts greater impact with momentum and the weight, particularly if made of metal, makes this weapon less cumbersome. The skill to use such a weapon, takes in depth practice to develop.

Pike. The longest of the weapons, this spear reaches between ten to fifteen feet in length and is capped by a metal point. More quickly crafted pikes end in a sharpened wooden tip. However, it is crafted, pikes are best used in concert with other pikes to create a bristling line of weapons. These are most effectively wielded against opponents on mounts, but also work against any opponent at a distance. Pike’s limitations are great in close hand to hand combat as their lengths prevent any offensive maneuvers.

Pistol Sword (Steampunk). [Description pending]

Quad Pistol (Steampunk). [Description pending]

Quarterstaff. This length of hardened wood measures between four and seven feet in length. While it is possible to wield with one hand, using two hands impart greater control and strength. The quarterstaff is one of the most disguisable weapons as it can appear and be used as a walking stick for support. It is also one of the cheapest as it can be carved from a length green wood.

Ranseur. Resembling a trident in basic design, this polearm has a decent reach with a handle around six feet. The head of this weapon is designed with a spear point and a crescent crosspiece. The more elaborately crafted of these, have designs worked into the crosspiece. The ranseur is the second most common polearm weapon selected by guards and especially prized for ceremonial services.

Rapier. A special classification within swords, a rapier is similar to a longsword with a blade length between three and four feet, however the blade is made thinner and lighter without sharpened edges. This makes it a choice weapon for combined defense and offense as well as a design choice. While they are considered closely related to the longsword through their length, the rapier has distinctive similarities with other swords. Many rapiers are forged with increasingly elaborate guards and shorter hilts, designed for single handed use similar to shorter bladed weapons.

Recurve Bow. A shorter, more mobile bow than the longbow, a recurve nonetheless has increased distance and power than the more common hunting bows. The recurve bow is named for its unique shape. Crafted with selected pieces of wood, similar to the methods for a longbow, a recurve has three curves. The center bows forward like all other bows while each end is built to naturally point forwards forming a flattened and curved ‘w’ shape. The design, due to the shorter limbs, trades distance for power as it does not shoot as far as a longbow but does impart greater power. At around three to five feet, recurves are easier to transport and excellent ranged weapons for difficult shooting environments such as forests or riding mounted.

Repeating Crossbow. Slightly heavier than the typical crossbow, a repeating crossbow is a rare design. It can load eight bolts at once into a rotating chamber and shoot them one after another. This makes for shooting nearly on par with the speed of hunting bows, longbows, and recurve bows as it removes the need to reload for eight bolts in a row. The mechanism does require more time for reloading once all bolts have been shot.

Repeating Heavy Crossbow. A combination of the heavy crossbow with the repeating crossbow, the repeating heavy crossbow has most of the same specifications as a heavy crossbow with the added rotating chamber to shoot eight bolts in quick succession without the need to reload. Similar to the repeating crossbow, the rotating chamber does add more weight and is just as rare a weapon.

Riding Crop (Steampunk). [Description pending]

Saber. Two popular examples of the saber include the cutlass and the scimitar. The characteristics of these two types of sabers can be generalized to describe all sabers. These approximately three-foot, single edged blades are famous for their curve which is almost unique to sabers. The edge is on the outside of the curve, with the blade being narrower, and thus lighter, than the longsword. The weight is important as the blade is of similar length to the longsword it crafted with a hilt for single handed use. The most common use of a saber is by mounted riders, though this is far from the exclusive use of a saber.

Sai. While not typically rare, proper training to use a sai takes time. A sai is distinctive with its three-point design and lack of any sharpened edges. Built with a long middle spike around a foot in length, a sai primarily is used to piece armor. However, the crosspiece is what sets the weapon apart. Each end of the crosspiece curves forward, extending in up to six-inch spikes. A sai can thus be used to not only attack and block attacks but also to catch, disarm, or bend other bladed weapons between its spikes.

Sax. This knife is also known as a “broken back blade,” meaning the unsharpened edge of the blade has a hard angle where it goes from paralleling the sharpened edge to angling to meet at the point in a straight line. The sax, around a foot in blade length, is often devoid of curves found in most other bladed to edged weapons and rarely has a guard. This makes the sax a poorly thrown knife but often easier to conceal and carry.

Short Spear. One of two spears which can be thrown any distance, the short spear derives its name from its length. It is shorter than a spear, measuring between five and seven feet in length of fire hardened wood capped with a metal spike. While this length does not impart the traditional benefits associated with a spear, it is easier to wield and a fairly common weapon.

Short Sword. This category of bladed weapons, including examples such as the gladius and the carolingian, are single handed, double edge weapons. Blades commonly range between two to three feet and range from simple in design to more elaborately decorated weapons. Due to their size, short swords are easier to wield defensively and are weapons of choice both as secondary, emergency weapons and for fighting in confined areas.

Siangham. This knife has among the most simplistic, but no less deadly, designs. It combines a straight, double-edged blade between six to twelve inches, with a guard-less hilt equal to or double the blade length. Easily hidden due to the straight design, this knife has little defensive capabilities, but the hilt length provides versatility in wielding it single or double handed.

Sickle. Like the khopesh, the sickle has a curved blade. Rather than related to the saber, though, the sickle is more often compared to a dagger as its length never exceeds fifteen inches. A sickle’s blade has a continuous curve from the tang set in the hilt to tip. The blades are single edged with the inside of the curve being sharpened while the hilt is made for single-handed use. As a common tool used in grain harvesting, sickles are not only easily obtained but also useful in farm work.

Sling. Two stiff strips of leather attached to either end of an open leather cup, a sling can send heavy, round projectiles for a decent range. Slings work off the principle of whirling a projectile, often called a bullet which is made of heavy metal, to build momentum before releasing at high velocity. The extended lengths of the leather strips grant more leverage which impart greater speed and strength behind a throw. Slings, sling staffs, and bolas are unique as the few ranged weapons to crush targets, making them all highly effective at pounding or punching through armor. Slings typically use pre-made bullets which are evenly spherical and fly straight but smoothed, round rocks can be used in emergencies.

Sling Staff. An upgrade to the sling, a sling staff, attaches the sling by one of its strips to a pole which reaches between two to five feet of lightweight wood. The strip that is not attached is extended to reach along the length of the pole. The pole, which gives the sling staff its name, provides move leverage and even greater power to a sling bullet. It works off the same principles as an atlatl and requires similar practice for accurate use.

Spear. A shaft of fire hardened wood reaching between seven to nine feet in length and capped in a metal spike is the most basic description of the spear. Its length does not prevent it from being wielded in close quarters, though it is not ideal for such combat. And its weight, still on the lighter side for a spear, allows it to be thrown. While not the most common weapon for troops, it can still be wielded to similar devastating effect as pikes in foot soldiers. A spear is also used for fishing and hunting.

Spiked Flail. This weapon is distinct with its handle, often wood or metal, attached, by way of a heavy chain, to a spiked metal ball. The handle is designed for a single hand. Poorly built for defensive maneuvers, the spiked flail is a terrifying sight in combat and combines the punching power of momentum, with the long spikes, and unyielding metal to inflict terrible damage.

Spiked Gauntlet. Based on the same design as a gauntlet with overlapping protective plating, the spiked gauntlet adds short metal spikes in front of the knuckles and on the back of the hand. Thus, when used, this weapon can apply both blunt force and piercing to the attacks.

Spiked Whip. Related the whip, a spiked whip does not use spikes in its design. Instead, the cording of the whip is woven through with nobble metal threads which are intended to catch and tear when the whip is used which results in a shredding effect similar to piercing weapons when angled. Occasionally, though not very common, some spiked whips are made with thin but durable metal chains. Affixed to the chains are spikes. Both variations are considered to be spiked whips.

Starknife. An unusual, multi-bladed knife, starknives take careful training to wield without endangering the user. The starknife is forged with four, double edged blades affixed with even spacing on the outside of a metal loop with a diameter equal to the width of a hand. A padded handle is anchored within the metal ring on either side. Thus, when held, a starknife has four blades encircling the wielder’s hand. Most commonly used in close quarters combat, starknives are also balanced to throw short distances.

Throwing Axe. A specially weighted axe, a throwing axe most closely resembles a hatchet. It has a comparable size and weight with the unique difference between the extra metal counterweights attached to the bottom of the handle and the extended weight opposite the axe blade itself. Most throwing axes have smaller, lighter blades to make it possible to throw them with accuracy.

Throwing Knife. A double or single bladed knife, a throwing knife measures no more than a foot in length, including the grip. Unlike most other blades, a throwing knife does not have a traditional handle made of a non-metal material which makes it easier and more comfortable to hold. Instead, most throwing knives are a single piece of metal, shaped to balance directly between the grip, the unsharpened side, and the blade. This makes most throwing knives not only highly effective at their intended uses but also easily concealed.

Trident. Related both to the spear and the double pointed spear, a trident has three spikes. The middle commonly extends farther than the two side spikes, but variation does not decrease the effects of this weapon. A trident has similar length of the spear but is most prized for its effectiveness in catching fish.

Twin Flintlock Musket (Steampunk). [Description pending]

Twin Flintlock Pistol (Steampunk). [Description pending]

War Hammer. This hammer typically has a three-foot metal or wooden handle capped with a heavy-set square of metal across from a metal spike. While the spike is shaped similarly to a war pick, it is shorter, acting more as a counterbalance. The square of metal is the primary use of the war hammer, as the handle imparts leveraged force behind the unyielding metal.

War Pick. This weapon has a metal handle between two to three feet in length and is distinct from the light pick as it has a larger and heavier head. The pick measures upwards of a foot in length and is counterbalanced by a small but dense piece of metal.

War Scythe. This polearm has a length of six feet capped with a two foot, single-edged, curved blade. Unlike the farmer’s scythe, a war scythe has a longer shaft and a shallower curve, more closely resembling a saber’s curve than a khopesh or sickle. Highly effective with its reach and curve, a war scythe can, if necessary be used as a farmer’s implement, just as a scythe can be used instead of a war scythe.

Whip. A piece of heavy cording measuring between five to seven feet in length, including the foot long, stiff handle, this weapon is best applied with battlefield control. Used not only to keep foes at a distance, but it can also hamper movement, weapons, and strike for to disable rather than to kill.