4e Weaponry

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.)

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