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Weapons

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.

Weapon Proficiencies

Your race, class, and feats can grant you Proficiency with certain weapons or categories of weapons.

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.

Weapon Save DC

When a weapon requires its target to make a saving throw—whether through its Property, Mastery property, or other effects—the DC is as follow:

Weapon Save DC: 8 + Ability Modifier used in the attack + Proficiency Bonus (if proficient)

Weapon Categories

Cold Weapons

A Cold Weapon is a weapon that does not involve fire or explosions resulting from the use of gunpowder or other explosive materials. These are the most common weapons found in this setting, and they are most useful to the average inhabitants of Antares.

Cold Weapons can be categorized into two as per standard D&D: Simple Weapons and Martial Weapons.

Main article: Cold Weapons

Firearms

Firearms are weapons that use an explosive charge to propel projectiles called "bullets" at incredible speed. These new types of weaponry were brought over by the Londoners when they first arrived in Antares, making them more adept at using firearms due to their long experience with them.

Firearms are very rare, and rarely sold outside of Albion-controlled territories. Even if you find one, it is almost impractical compared to other weapons due to their reliance on Cordites.

Main article: Firearms

Weapon Properties

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

Ammunition


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. Firearms and weapon with Explosive property can't benefit from this.


Automatic


Automatic

Each time you make an attack with an Automatic weapon, you can make one extra attack later on the same turn. This extra attack must be made with the same weapon provided it has enough Ammunition for the attack, and you don't add your ability modifier to the additional attack's damage roll, unless that modifier is negative.

If the Automatic property includes a plus and a number (e.g., Automatic (+3)), that number determines the maximum additional attacks you can make each time you attack with the weapon. For example, a Sub-Machine Gun with Automatic (+3) allows up to 3 extra attacks per attack.


Explosive


Explosive

When this weapon's hits a target, it explodes and affect an area of effect on the parenthesis, originating from the target. The weapon can target a point within its range. Each creature in the area of effect centered on the point or the target must make a DEX Save against your Weapon Save DC. The creature takes the weapon's damage on a failed save, or half as much damage on a successful one.

Your initial target makes this Saving Throw at a Disadvantage.


Finesse


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


Heavy

Heavy weapon is unwieldy compared to other weapons. You have Disadvantage on your attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13, and if it's a Ranged weapon and your Dexterity score isn't at least 13.


Light


Light

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage, unless that modifier is negative.


Loading


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.


Mounted


Mounted

This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an Action. While it is mounted, it can't be moved. It can only be used to make an attack while unmounted if held by a creature with a Strength score of at least 15.


Range


Range

This 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 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


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.


Reload


Reload

This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a Bonus Action; otherwise, reloading it takes an Action. Some weapons require an Action or longer to reload, even if you have Proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can't be used to make attacks until reloading is finished.


Scatter


Scatter

If you make an attack against a target that is within half this weapon's normal range (round up), you deal the damage value listed in parenthesis instead of the weapon's normal damage dice.


Sighted


Sighted

This weapon has Disadvantage on attack rolls made against targets within 20 feet and has Advantage against target that has not moved at least 15 feet for this before the start of your turn.


Thrown


Thrown

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. If the weapon has the Finesse property, you can use your choice of your Strength or Dexterity modifier for the attack and damage rolls.


Two-Handed


Two-Handed

This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.


Versatile


Versatile

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Improved VersatileCM
A weapon's Property or a Mastery property might appears within parentheses. You can use that Property or Mastery property when you are wielding or attacking with the weapon using two hands.

Unique Properties

These properties are usually found in special weapons.

Adamantine

Melee weapons and ammunition made of or coated with Adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of adamantine ammunition hits an object, the hit is a Critical Hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 5,000 SP more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Silvered

Melee weapons and ammunition made of or coated with Silver deals additional damage die against creature Vulnerable to Silvered weapons

The Silvered version of a melee weapon or of ten pieces of ammunition costs 1,000 SP more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.