Weapons

## WORK IN PROGRESS

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons tables below show the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance

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## **Simple / Martial Weapons**

Simple and Martial Weapons are the basic variants of most weapons that can be found within Dissaria.

Simple Weapons

Martial Weapons

Ammunition

 Arrows (20)

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. Loading a one-handed weapon requires a free hand. 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. A sling must be loaded to deal any damage when used in this way.
* **Capsule Needles.** You can use this hypodermic ammunition to deliver a dose of poison, a potion or another liquid with a weapon in the blowgun category. One dose of a poison, one potion or one vial of another liquid can be used to fill three capsule needles. Taking 10 minutes to transfer the contents. On a hit, a poison capsule needle subjects the target to the full effects of the dose of poison, then loses its potency. When a potion capsule needle hits a target, it delivers the potions full effect, then all three potion capsule needles in its set lose their potency. Vials of acid, holy water and other liquids at the GM's discretion can also be divided into three capsule needles with reduced effects, and lose their potency on a hit.
* Acid: On a hit, the target takes an additional 1d6 acid damage.
* Holy Water: On a hit against a fiend or undead creature, the target takes an additional 1d6 radiant damage.
* **Dragons Breath Sprays.** Instead of using needles, you can use vials of spray ammunition called dragon's breath with a weapon in the blowgun category. When you make an attack with spray ammunition, each creature in a 15 foot line must make a dexterity saving throw where the DC is equal to 8 + your CON modifier + your proficiency bonus. On a failure, the target suffers the effects of the type of dragon's breath spray used for the attack.
* Acid: This acidic mist deals 2d6 acid damage, or half damage on a success.
* Holy Water: This divine essence deals 2d6 radiant damage against fiends and undead creatures, or half damage on a success.
* Pepper: this noxious vapor deals 2d4 poison damage, and the target is blinded until the start of their next turn. On a success, the target takes half damage and is not blinded.
* Flaming Oil: This incendiary gout of fire deals 3d4 fire damage, and the target is burning. On a success, the target takes half damage and is not burning.

Finesse

* When making an attack with a finesse weapon, you choose the ability modifier between the standard option (Strength for melee attacks; Dexterity for ranged attacks) and the alterative option listed in parentheses alongside this property. You must use the same modifier for the attack and damage roll.

Heavy

* Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny 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 shown 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 maximum 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. This property also determines your reach for opportunity attacks with a reach weapon.

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 to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile

* This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Stealthy

* This quiet, ranged weapon requires little movement when making an attack. When you make an attack with this weapon while hidden, the target may notice your attack, but the target does not automatically know your location whether the attack hits or misses.

Concealable

* This small or unassuming weapon can be easily hidden or disguised. You have advantage on Dexterity (Stealth or Slight of Hand) checks to hide this weapon on your person or elsewhere, or to disguise it as another object.

Dual-Shot

* This ranged weapon is designed to fire two projectiles in rapid succession. If you can make two or more attacks on your turn, you can use two of your attacks to fire both projectiles on your turn before loading the weapon. Loading this weapon requires a bonus action and provokes opportunity attacks from enemy creatures within melee range.

Special

* A weapon with the special property has unusual rules governing its use, explained in the weapon's description (See below)

* *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.

Extra Affects

* **Critically Bludgeoning.** With this mighty bludgeoning weapon, you can overpower your opponents. When you score a critical hit on a melee or ranged attack with this weapon against a creature, you can knock the target prone and push them five feet into an unoccupied space, provided you are proficient with the weapon. If the attack would already move the target, use the total distance ending in an unoccupied space. The targeted creature must be no more than 1 size larger than you.
* **Critically Piercing.** With this precise piercing weapon, you can exploit weaknesses in your opponents defenses. Your melee or ranged attacks with this weapon score a critical on a roll of 19 or 20 against creatures. If your attack roll would already score a critical hit on an attack roll of 19 or 20, use 18 to 20. The target of this attack gains one wound and is bleeding. The targeted creature must have a distinct form capable of suffering these effects.
* **Critically Slashing.** With this fearsome slashing weapon, you can slice multiple opponents at once. When you score a critical hit on a melee or ranged attack with this weapon against a creature, you can divide the total weapon damage among a number of nearby creatures equal to your proficiency bonus. provided you are provided with the weapon. For melee attacks, new targets must be within your reach including your available movement. For ranged attacks, new targets must be within your weapon's normal range.
* **Sweeping Attack.** You can strike multiple targets with a single weapon attack. When your attack reduces a creature to zero hit points, you can divert any remaining damage to an additional creature of your choice, provided you are proficient with the weapon and your initial attack roll also hits the chosen creature. For melee attacks, the new target must be within your reach without using any feet of movement. For ranged attacks, the new target must be both in line with your and the initial target, and within your weapons normal range.