4e Weaponry
The weapon system in 4th Edition Dungeons and Dragons is well thought out, with no weapons stepping on any others' toes. We attempt to continue this trend by making no weapon "strictly better" than another, though there are a few that are identical for flavour (sickles and kama have the same stats, since they are effectively the same thing). These weapons have been converted from 3.5 as a "base" weapon, but research was put into their abilities and what they are so they won't necessarily have the same function as in early editions of D&D.
Current 4e Weapons:
OH Simple | TH Simple | OH Military | TH Military | OH Superior |
---|---|---|---|---|
Club | Greatclub | Battleaxe | Falchion | Bastard Sword |
Dagger | Morningstar | Flail | Glaive | Katar |
Javelin | Quarterstaff | Handaxe | Greataxe | Rapier |
Mace | Scythe | Longsword | Greatsword | |
Sickle | Scimitar | Halberd | ||
Spear | Short sword | Heavy flail | ||
Warhammer | Longspear | |||
Throwing Hammer | Maul | |||
War pick |
Additional Weapons:
Simple Melee One-Handed
Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Gauntlet | +3 | 1d4 | - | 1 gp | 1 lb. | Unarmed | Off-Hand |
Spiked Gauntlet | +3 | 1d6 | - | 5 gp | 1 lb. | Unarmed | Off-Hand |
Kama | +2 | 1d6 | - | 2 gp | 2 lb. | Light Blade | Off-Hand |
Sai | +3 | 1d4 | 5/10 | 1 gp | 1 lb. | Light Blade | Off-Hand |
Simple Melee Two-Handed
Crossbow bayonet, knife | +2 | 1d4 | - | 2 gp | 1 lb. | Light Blade | Bayonet |
Military Melee One-Handed
Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Trident | +2 | 1d6 | 5/10 | 15 gp | 4 lb. | Spear | Heavy Thrown |
Nunchaku | +2 | 1d8 | - | 2 gp | 2 lb. | Flail | Versatile |
Siangham | +3 | 1d6 | - | 10 gp | 2 lb. | Light Blade | Off-Hand |
Military Melee Two-Handed
Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Guisarme | +2 | 2d4 | - | 15 gp | 12 lb. | Polearm, Heavy Blade | Reach, Dismounting |
Lance | +2 | 1d10 | - | 15 gp | 12 lb. | Polearm, Spear | Reach, Mounted One-Handed |
Crossbow bayonet, sword | +2 | 1d6 | - | 12 gp | 2 lb. | Light Blade | Bayonet |
Hand crossbow blade | +3 | 1d4 | - | 2 gp | 1 lb. | Light Blade | Bayonet |
Superior Melee One-Handed
Weapon | Prof. | Damage | Range | Price | Weight | Group | Properties |
---|---|---|---|---|---|---|---|
Kukri | +3 | 1d6 | - | 10 gp | 2 lb. | Light Blade | Off-Hand, High Crit |
Whip | +2 | 0 | - | 1 gp | 2 lb. | Other | Reach, Grabbing |
Bolas | +2 | 0 | 5/10 | 5 gp | 2 lb. | Other | Light Thrown, Grabbing |
Net and Rope | +2 | 0 | 2/4 | 20 gp | Other | Light Thrown, Grabbing | |
Blackjack | +2 | 1d6 | - | 1 gp | 2 lb. | Hammer | High Crit, Nonlethal |
Superior Melee Weapons (No hands)
Wrist blade | +3 | 1d4 | - | 5 gp | 1 lb. | Light Blade | Hidden |
Shoe blade | +3 | 1d4 | - | 5 gp | 1 lb. | Light Blade | Hidden |
Elbow blade | +3 | 1d6 | - | 20 gp | 2 lb. | Light Blade | Hidden |
Knee blade | +2 | 1d6 | - | 10 gp | 2 lb. | Light Blade | Hidden |
New Properties:
Mounted One-Handed: Can wield one-handed if mounted.
Dismounting: If the weapon is set against a mounted charge, when the rider enters your range, make a basic attack against him. If it hits, he is also dismounted. (He stays in that square, the mount finishes the charge but doesn't attack unless it can trample.)
Grabbing: When you hit with this weapon, you make a Grab attempt against the target. Only applies if you're proficient with the weapon.
Nonlethal: When a creature is reduced to 0 hit points with this weapon, they fall unconscious (instead of dying). Only applies if you're proficient with the weapon.
Bayonet: Must be attached to the appropriate ranged weapon. Allows you to make the appropriate melee attack.
Hidden: Flicking open a hidden weapon takes a minor action. A hard Perception check is required to discover one if someone doesn't know it's there.
Special Weapon Notes:
Bolas: You can't move an enemy grabbed with a Bolas.
Blackjack: If enemy grants you CA, enemy is dazed until the beginning of your next turn. (Only if proficient.)