Weapons

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The categories are **simple**,**martial**, and **firearms**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and Training to best use. Firearms are specialized and experimental creations not yet widely used throughout the Reach, and they require training and constant maintenance to be effective in combat.

### Weapon Proficiency

Proficiency with a weapon allows you to add your proficiency bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the Attack roll.

See the table below for average stats for weapons. For more detailed information on cost and quality, see the Price Reference page.

## Traditional Weapons

### Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

* ***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged Attack only if you have ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the ammunition property to make a melee Attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
* ***Finesse.*** When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
* ***Heavy.*** Small creatures have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
* ***Light.*** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
* ***Loading.*** Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, Bonus Action, or reaction to fire it, regardless of the number of attacks you can normally make.
* ***Range.*** A weapon that can be used to make a ranged Attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
* ***Reach.*** This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.
* ***Special*** A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
* ***Thrown.*** If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
* ***Two-Handed.*** This weapon requires two hands when you Attack with it.
* ***Versatile.*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property — this is the damage when the weapon is used with two hands to make a melee Attack.

### Crit Effects

When you roll a natural 20 on a d20 attack roll for a weapon attack, you may double your damage dice for the attack AND choose to trigger one of the weapon's assigned crit effects. You can find the list here, or expand the section below.

### Improvised Weapons

Sometimes characters don’t have their weapons and have to Attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option,
 a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object
that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a
 damage type appropriate to the object). If a character uses a ranged
weapon to make a melee Attack,
 or throws a melee weapon that does not have the thrown property, it
also deals 1d4 damage. An improvised thrown weapon has a normal range of
 20 feet and a long range of 60 feet.

### Silvered Weapons

Some Monsters that have immunity or Resistance
 to nonmagical weapons are susceptible to silver weapons, so cautious
adventurers invest extra coin to plate their weapons with silver. You
can silver a single weapon or ten pieces of ammunition for 100 gp. This
cost represents not only the price of the silver, but the time and
expertise needed to add silver to the weapon without making it less
effective.

### Special Weapons

Weapons with special rules are described here.

* **Lance**: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
* **Net**: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

## Firearms

Firearms count as unique ranged **weapons** that require their own weapon proficiency to wield. Damp firearms are likely to misfire, and gain disadvantage on attack rolls. Wet powder and guns cannot fire.
Some firearms require their target to make a saving throw. Any saving throws caused by firearms that you are wielding are made against your trick shot DC. Siege weapons use their own weapon save DC.

## Firearm Rules

### Crafting Firearms

Due to their complex and rare nature, firearms may be difficult or even impossible to purchase. However, given time and resources, you can craft your own firearms and ammunition using your tinker’s tools and blacksmith’s tools. The cost of crafting each weapon is listed in the Firearms table below. Your DM may decide how long it takes to craft your weapons, depending on the size and cost of the weapon, but you should at least be required to succeed on several tinkering and smithing checks over the course of a few days to construct and proper sight a firearm. Similarly, your DM may determine how much time you need to refine different firearms.

### Misfires

 1
 2-3
 4-6
 7-9
 10

When you make an attack roll with a firearm and the result on the die is a 1, your weapon misfires. Roll a d10 and refer to the Random Misfire table below. If the weapon is broken, you must spend an action to clean it before it can be fired again. If you are not proficient with firearms, the weapon misfires if the number on the die is a 3 or lower.

### Damage Improvement

As you become more skilled in wielding and crafting firearms, you find ways to improve your work to devastating results. When you reach 5th level in the gunslinger class, and again at 11th and 17th levels, you may increase the damage you deal with your firearm by the damage dice given in the damage improvement column from the table below.

### As Melee Weapons

* A bayonet can be affixed to a firearm and used as a close-range piercing weapon. A firearm with a bayonet can be treated as a shortsword if it is one-handed, or as a spear if it is two-handed. You are proficient with bayonets if you are proficient with firearms. You cannot attach a bayonet to the pistoletta, hand mortar, hand cannon, or repeating rifle.

* You can craft special combination weapons that infuse firearms with martial weapons using your Tinker’s tools. You can combine a pistol with a rapier or longsword, or a musket with a halberd or pike. You can also discuss less conventional gunblade combinations with your DM. Whatever the combination, your gunblade does not have an additional material cost beyond the cost of the weapons required to craft it. You are proficient with both melee and ranged attacks using your gunblade only if you are proficient with both of its component weapons.

### Tripod

Two-handed firearms can be placed on a tripod to assist with aiming. You must spend an action to set up or take down a tripod. A weapon set on a tripod ignores disadvantage within its second range increment. You move at half speed while carrying a tripod that you have not disassembled.

### Ammunition

Each firearm uses its own unique ammunition, but the material cost for bullets is the same for all firearms.

* Due to their complex nature, firearms generally take a great deal of time to reload, making them unsuited for reuse during intense combat. As a gunslinger, you know the intricacies of your creations, and your deft fingers can reload them quickly enough to be ready to fire on your next turn. Any firearm that has the loading property can only be fired once per turn, regardless of the number of attacks you can make. If you are not proficient with a firearm that you are wielding, the weapon counts as having the cumbersome reload property.
* Instead of using a weapon’s normal ammunition, you can fire a flare from any simple firearm. The flare can travel as far as the weapon’s second range increment, and emits bright light in a 60-foot radius, and dim light for another 60 feet. The flare burns for 3 rounds before it sputters out. If you hit another creature with a flare, ignore the normal damage of your firearm and use the flare’s damage instead.
* The flamespitter burns oil as its ammunition. When you upgrade to fire your flamespitter in a line, it requires flammable gas. You can fire eight times using a gallon of fuel, both liquid and gas (1 flask of oil = 1 shot). The cost and weight of both types of fuel is shown in the ammunition table below.

* The hand mortar and bombard fire rounds packed with black powder that are designed to detonate on impact. Alternatively, the bombard can be loaded with siege cannonballs.
* Cannonballs are simple and relatively cheap to craft for their size. Hand cannonballs are about palm-sized, while cannonballs used for siege weapons are the size of a large melon.

### Refining Firearms

  +1 firearm
  +2 firearm
  +3 firearm

By spending additional time and resources to refine your firearms, you can grant your weapons a bonus on rolls to hit and damage. Each bonus can only be created once you reach a certain level as shown in the table below. To upgrade a firearm to a +2 or +3 bonus, it must have already received all of the previous upgrades. The cost of each bonus is added to the cost of the previous bonus and to the cost of the weapon itself. You cannot apply this bonus to weapons with the scatter, explosive, or siege properties.

## List of Firearms

### Firearm Properties

* This weapon does not gain normal damage improvements. Instead, when you reach 5th level in the gunslinger class, you can attack twice with this weapon instead of once, as if you have the extra attack feature. The number of attacks increases to three at 11th level, and to four at 17th level. If you do not have the extra attack feature, you do not gain any additional attacks with this weapon.
* This weapon requires a full minute to reload. You must devote your actions and both hands to continue reloading during this time. Taking an action or using your hands for anything other than reloading interrupts the process for that round.
* Any creatures in a 30-foot line must make a Dexterity saving throw, taking the full damage of the attack on a failed save, and half the damage on a successful save. At 11th level, you can upgrade the weapon’s range to fire in a 30-foot cone.
* You may choose a creature or a point on the ground as your target. Any creatures within 10 feet of this target must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. When you misfire with this weapon and roll a 1 on the random misfire table, the ammunition detonates on you.
* This weapon is a massive siege weapon, and requires at least two people to operate. The weapon requires a full minute to reload, or half as long if three people are manning it. The weapon must be aimed as an action before it can be fired. This weapon does double damage to walls and structures. Creatures in the weapon’s line of fire must make a Dexterity saving throw against the weapon’s save DC, or take the full damage of the weapon and be knocked prone. The bombard and siege cannon both have a default weapon save DC of 18, but the DM may choose a different save DC depending on the constructors of the weapon, its condition, or other factors.
	+ When you are providing cover fire, you may provide cover multiple times up to the number of attacks you can make with a single action.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any creatures in a 90 foot line must make a Dexterity saving throw against the shooter’s grit save DC or take the full damage of the attack, taking half damage on a successful save.
* When this weapon is fired, the ammunition hits its target one full round later. The target can be completely obscured behind a wall or similar structure up to 200 feet tall, provided that there is a clear path in an arc between the bombard and its target (up to the DM’s discretion). Any creatures within 30 feet of the point of impact must succeed on a Dexterity saving throw, or take the full damage of the shot and be knocked prone. A creature takes half damage on a successful save. The final point of impact can shift up to 60 feet away from the intended target. The DM rolls a scatter die to determine the direction and distance that the shot waivers. If you are proficient with siege cannons, you may reduce this distance by an amount up to 5 x your proficiency modifier.
* This weapon requires a tripod or some kind of object to rest on (such as a low wall) to operate. Any shots made without a tripod are made at disadvantage.

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