WEAPONS
Most can use simple weapons with proficiency. These include weapons often found in the hands of commoners. Martial weapons require more specialized Training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and Training to best use. Proficiency with a weapon allows you not only to use that weapon, but it also allows you to add your proficiency bonus to the Attack roll for any Attack you make with that weapon.
LONGSWORDS
Longsword ................................ 1d6 slashing ............... simple weapon
Duncan's Sword ................... 1d6 slashing ............... simple weapon
Warden's Longsword ........ 1d8 slashing ............... simple weapon, versatile (1d10)
Oathkeeper ............................... 1d10 slashing .............. martial weapon
Keening Blade ....................... 1d12 slashing .............. martial weapon, reach
The Green Blade ................... 2d10 slashing ............. martial weapon, versatile (4d8), reach
Duncan's Sword ................... 1d6 slashing ............... simple weapon
Warden's Longsword ........ 1d8 slashing ............... simple weapon, versatile (1d10)
Oathkeeper ............................... 1d10 slashing .............. martial weapon
Keening Blade ....................... 1d12 slashing .............. martial weapon, reach
The Green Blade ................... 2d10 slashing ............. martial weapon, versatile (4d8), reach
- Versatile- This weapon can be used with one or two hands. A damage value in parentheses is the damage when the weapon is used with two hands to make a melee Attack.
- 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.
GREATSWORDS
Greatsword .................................. 1d8 slashing .................... simple weapon, two-handed
Balanced Greatsword ......... 2d8 slashing ................... martial weapon, two-handed
Chasind Flatblade ................. 2d10 bludgeoning ......... martial weapon, two-handed, heavy, reach
The Summer Sword .............. 3d8 slashing .................. martial weapon, two-handed, heavy, reach
Balanced Greatsword ......... 2d8 slashing ................... martial weapon, two-handed
Chasind Flatblade ................. 2d10 bludgeoning ......... martial weapon, two-handed, heavy, reach
The Summer Sword .............. 3d8 slashing .................. martial weapon, two-handed, heavy, reach
- Heavy- Elves and dwarves have disadvantage on Attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for small creature to use effectively.
BATTLEAXES
Battleaxe ................................. 2d6 slashing .............. simple weapon, two-handed
Dal'Thanaan ......................... 1d10 slashing ............. martial weapon, two-handed
Axe of the Vashoth ......... 2d8 slashing .............. martial weapon, two-handed, heavy
Faith's Edge .......................... 2d10 slashing ............ martial weapon, two-handed, heavy
Dal'Thanaan ......................... 1d10 slashing ............. martial weapon, two-handed
Axe of the Vashoth ......... 2d8 slashing .............. martial weapon, two-handed, heavy
Faith's Edge .......................... 2d10 slashing ............ martial weapon, two-handed, heavy
- Faith's Edge: Once on your turn, you can choose to take 1d12 piercing damage, causing the many shards on the weapon to spring up through the end of your next turn. During this time, whenever you hit with a melee weapon attack using this axe, the target takes an additional 1d12 slashing damage.
DAGGERS
Dagger ............................ 1d4 piercing ............ light weapon, throwing range 20ft
Crow Dagger .............. 1d4 piercing .............light weapon, finesse, throwing range 30ft
Dar'Misu ........................ 1d6 piercing ............ light weapon, finesse, throwing range 35ft
Gift of the Grey ......... 1d6 piercing ............ light weapon, finesse, throwing range 40ft
Crow Dagger .............. 1d4 piercing .............light weapon, finesse, throwing range 30ft
Dar'Misu ........................ 1d6 piercing ............ light weapon, finesse, throwing range 35ft
Gift of the Grey ......... 1d6 piercing ............ light weapon, finesse, throwing range 40ft
- Light Weapon- A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
- Finesse- When making an attack with a finesse weapon, you use your choice of your Str or Dex modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
LONGBOW
Longbow ............................... 1d6 ........... range 25ft
Antivan Longbow .......... 1d6 ........... range 30ft
Dalish Longbow .............. 1d8 .......... range 30ft
Orlesian Bow ..................... 1d12 .......... range 35ft
Whitewood Bow .............. 2d8 .......... range 40ft
Spear-Thrower ................. 2d10 ......... range 40ft
Antivan Longbow .......... 1d6 ........... range 30ft
Dalish Longbow .............. 1d8 .......... range 30ft
Orlesian Bow ..................... 1d12 .......... range 35ft
Whitewood Bow .............. 2d8 .......... range 40ft
Spear-Thrower ................. 2d10 ......... range 40ft
- 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 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.
CROSSBOWS
Antique Warden Crossbow ............... 1d10 ............... range 40ft
Nugbane ........................................................... 1d12 ............... range 40ft
Precision-Geared Recurve ................. 1d12 ............... range 50ft
Imperium Crossbow ............................... 2d12 ............. range 60ft
Nugbane ........................................................... 1d12 ............... range 40ft
Precision-Geared Recurve ................. 1d12 ............... range 50ft
Imperium Crossbow ............................... 2d12 ............. range 60ft
STAVES
Acolyte's Staff .............................. 1d4 .................. range 30ft
Magister's Staff ......................... 1d4 ................. range 40ft
Enchanter's Staff ..................... 2d4 ................ range 40ft
Piece of Wood .............................. 1d6 ................. range 40ft
Magister's Staff ......................... 1d4 ................. range 40ft
Enchanter's Staff ..................... 2d4 ................ range 40ft
Piece of Wood .............................. 1d6 ................. range 40ft
- The staff has 10 charges. You can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: move earth (2 charges), passwall (4 charges), thunderwave (6 charge), wall of stone (8 charges). The staff regains 1d4 + 1 expended charges daily at dawn.
- The staff has 5 charges. If you spend 1 charge, you may cast the magic missile spell at 1st level. In addition, when targeted by the magic missile spell, you can spend 1 charge to cast the shield spell. The staff regains 1d4 + 2 expended charges daily at dawn.
- This item has 4 charges. You can spend 1 charge to deal 1d8 of cold damage in a circular radius of 10 feet (within 40 ft of you), which slows all targets within the circle by 10ft until the end of their next turn. Charges refill at a rate of 2 per long rest or 1 per short.
- The staff has 5 charges. You can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: burning hands (1 charge), chromatic orb (fire version only, 2 charges), or scorching ray (3 charges). The staff regains 1d4 + 1 expended charges daily at dawn.
- It has a total of 10 charges, which recharge at sunrise. When it runs out of charges, the power temporarily fades from the runes, to return in two days. You can expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: ray of enfeeblement (2 charge), raise dead (4 charges), resurrection (6 charges), true resurrection (8 charges).
- Make a ranged spell attack against the target. A beam of crackling energy streaks toward a creature within range. On a hit, the target takes 2d12 force damage. Or, when making a melee attack with this weapon, you have +2 to the attack damage and you deal 1d6 +2 [ holy ] damage.
ARMOR
LIGHT ARMOR
Leather Armor ....................................... AC 11 +Dex
Dalish Leather Armor ..................... AC 11 +Dex
Studded Armor .................................... AC 12 +Dex
Wade's Drakeskin Armor ............ AC 12 +Dex
Dalish Leather Armor ..................... AC 11 +Dex
Studded Armor .................................... AC 12 +Dex
Wade's Drakeskin Armor ............ AC 12 +Dex
- Wade's Drakeskin Armor: wearer has adv on fire spell attack rolls
MEDIUM ARMOR
Scale Armor ................................................. AC 12 +Dex
Ancient Elven Armor ............................ AC 13 +Dex
Splintmail Armor .................................... AC 13 +Dex
Chainmail Armor .................................... AC 14 +Dex, min Str of 15
Dwarven Medium Armor .................. AC 14 +Dex, min Str of 15
Wade's Dragonskin Armor ............. AC 14 +Dex, min Str of 16
Ancient Elven Armor ............................ AC 13 +Dex
Splintmail Armor .................................... AC 13 +Dex
Chainmail Armor .................................... AC 14 +Dex, min Str of 15
Dwarven Medium Armor .................. AC 14 +Dex, min Str of 15
Wade's Dragonskin Armor ............. AC 14 +Dex, min Str of 16
- Wade's Dragonskin Armor: wearer has adv on fire spell attack rolls
- Disadvantage on stealth
HEAVY ARMOR
Warden Commander Armor ......... AC 16, min Str of 13
Dwarven Heavy Armor ....................... AC 15 +Con, min Str of 15
Heavy Chainmail ................................... AC 16 +Con, min Str of 15
Ceremonial Armor ................................ AC 16 +Con, min Str of 16
Chevalier Armor...................................... AC 17 +Con, min Str of 17
Dwarven Heavy Armor ....................... AC 15 +Con, min Str of 15
Heavy Chainmail ................................... AC 16 +Con, min Str of 15
Ceremonial Armor ................................ AC 16 +Con, min Str of 16
- Ceremonial Armor: Adv on Cha rolls
Chevalier Armor...................................... AC 17 +Con, min Str of 17
- Chevalier Armor: You can wear this armor without having the min Str requirement, but you won't have disadvantage to stealth actions while wearing the armor with a Str of 17+. You also gain advantage on Strength and Dexterity saving throws against being moved or knocked prone.
- Disadvantage on stealth
SHIELDS
Elm Buckler .................................. AC +1
Iron Targe ........................................ AC +1
Steel Buckler ............................... AC +2
Veridium Kite Shield ............ AC +2
Red Steel Heavy Shield ...... AC +3
Silverite Heavy Shield ......... AC +4
Iron Targe ........................................ AC +1
Steel Buckler ............................... AC +2
Veridium Kite Shield ............ AC +2
Red Steel Heavy Shield ...... AC +3
Silverite Heavy Shield ......... AC +4