Weapons

From UESTRPG Wiki

Common Weapons

There are many types of weapons that are common throughout Tamriel. These weapons can be simple clubs or daggers, complicated mechanical crossbows, and or skillful rapiers. The Common Weapons table can be used as a starting point, but other types of weapons can enhance the flavor of your campaign or character. When creating new weapons, consider a which common weapon would be the most similar to the one you are creating and use those properties, as described.

Common Weapons

Name Cost Damage Weight Properties
Blunt Weapons
Club 2s 1d4 bludgeoning 2 lbs. Light
Flail 40s 1d8 bludgeoning 2 lbs. --
Greatclub 10s 1d8 bludgeoning 10 lbs. Two-Handed
Light Hammer 8s 1d4 bludgeoning 2 lbs. Light, Thrown (range 20/60)
Mace 20s 1d6 bludgeoning 4 lbs. --
Maul 40s 2d6 bludgeoning 10 lbs. Heavy, Two-Handed
Morningstar 60s 1d8 piercing 4 lbs. --
Quarterstaff 4s 1d6 bludgeoning 4 lbs. Versatile (1d8)
Warhammer 60s 1d8 bludgeoning 2 lbs. Versatile (1d10)
Short Blade Weapons
Dagger 8s 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
Rapier 100s 1d8 piercing 2 lbs. Finesse
Scimitar 100s 1d6 slashing 3 lbs. Finesse, Light
Shortsword 40s 1d6 piercing 2 lbs. Finesse, Light
Long Blade Weapons
Greatsword 40s 2d6 slashing 6 lbs. Heavy, Two-Handed
Longsword 60s 1d8 slashing 3 lbs. Versatile (1d10)
Marksman Weapons
Blowgun 40s 1 piercing 1 lb. Ammunition (range 25/100), Loading
Crossbow, Hand 300s 1d6 piercing 3 lbs. Ammunition (range 30/120), Light, Loading
Crossbow, Heavy 200s 1d10 piercing 18 lbs. Ammunition (range 100/400), Heavy, Loading, Two-Handed
Crossbow, Light 100s 1d8 piercing 5 lbs. Ammunition (range 80/320), Loading, Two-Handed
Dart 1s 1d4 piercing 1/4 lbs. Finesse, Thrown (range 20/60)
Longbow 200s 1d8 piercing 6 lbs. Ammunition (range 150/600), Heavy, Two-Handed
Net 2s -- 3 lbs. Special, Thrown (range 5/15)
Shortbow 100s 1d6 piercing 2 lbs. Ammunition (range 80/320), Two-Handed
Sling 2s 1d4 bludgeoning 1 lb. Ammunition (range 30/120)
Axe Weapons
Battleaxe 40s 1d8 slashing 4 lbs. Versatile (1d10)
Greataxe 120s 1d12 slashing 7 lbs. Heavy, Two-Handed
Handaxe 20s 1d6 slashing 2 lbs. Light, Thrown (range 20/60)
Sickle 3s 1d4 slashing 2 lbs. Light
War Pick 20s 1d8 piercing 2 lbs. --
Polearm Weapons
Glaive 100s 1d10 slashing 6 lbs. Heavy, Reach, Two-Handed
Halberd 100s 1d10 slashing 6 lbs. Heavy, Reach, Two-Handed
Javelin 1s 1d6 piercing 2 lbs. Thrown (range 30/120)
Lance 40s 1d12 piercing 6 lbs. Reach, Special
Pike 20s 1d10 piercing 18 lbs. Heavy, Reach, Two-Handed
Spear 5s 1d6 piercing 3 lbs. Thrown (range 20/60), Versatile (1d8)
Trident 20s 1d6 piercing 4 lbs. Thrown (range 20/60), Versatile (1d8)
Hand To Hand Weapons
Whip 8s 1d4 slashing 3 lbs. Finesse, Reach

Additional Weapons

Some weapons, while not necessarily rare, are less common in the provinces of Tamriel. Akaviri style weapons and standard issue Legion arms might not be found in every town or sold by every merchant. The weapons found in the Additional Weapons table are inspired by many of these styles.

Additional Weapons

Name Cost Damage Weight Properties
Blunt Weapons
Bo Staff 40s 2d4 bludgeoning 4 lbs. Two-Handed
Kanabo 50s 1d6 bludgeoning 5 lbs. --
Nunchaku 40s 1d4 bludgeoning 2 lbs. Light, Versatile (1d6)
Tetsubo 80s 1d8 bludgeoning 10 lbs. Two-Handed
Warmace 50s 1d8 bludgeoning 5 lbs. --
Short Blade Weapons
Cutlass 30s 1d6 slashing 3 lbs. Finesse, Light
Tanto 20s 1d4 slashing 2 lbs. Finesse, Light
Wakizashi 120s 1d6 slashing 3 lbs. Finesse, Light
Long Blade Weapons
Broadsword 60s 1d8 slashing 3 lbs. Versatile (1d10)
Claymore 200s 2d6 slashing 6 lbs. Heavy, Two-handed
Dai-Katana 300s 2d6 slashing 4 lbs. Two-handed
Katana 100s 2d4 slashing 3 lbs. Versatile (1d10)
Sabre 60s 1d8 slashing 3 lbs. Versatile (1d10)
Marksman Weapons
Bola 4s 1 bludgeoning 3 lbs. Special, Thrown (range 20/60)
Chakram 80s 1d6 slashing 2 lbs. Thrown (range 30/120)
Throwing Star 2s 1d4 slashing 1/4 lbs. Finesse, Light, Thrown (range 20/60)
Axe Weapons
Pickaxe 2s 1d4 piercing 2 lbs. Light
War Axe 50s 1d8 slashing 5 lbs. --
Polearm Weapons
Naginata 120s 1d10 slashing 6 lbs. Heavy, Reach, Two-Handed
Poleaxe 20s 1d10 slashing 18 lbs. Heavy, Reach, Two-Handed
Scythe 20s 1d10 slashing 6 lbs. Heavy, Reach, Two-Handed
Hand To Hand Weapons
Awl 4s 1d4 slashing 2 lbs. Finesse, Light
Claws 50s 1d6 slashing 2 lbs. Finesse, Light
Katar 150s 1d6 slashing 3 lbs. Finesse, Light
Knuckles 10s 1d4 bludgeoning 1 lb. Finesse, Light

Special Weapons

Weapons with special rules are described here:
Bola. A large or smaller creature hit by a bola takes 1 bludgeoning damage and is restrained until it is freed. A bola has no effect on a creature that is 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 bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
Lance. Same as described in the 5e Core Rules on page 148.
Net. Same as described in the 5e Core Rules on page 148.

Weapon, +1, +2, or +3

Weapon (any), uncommon (+1), rare (+2), or rare (+3)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

When creating magical weapons, consider using rare materials to describe these powerful weapons. Of course, traditionally strong materials could be found in much lower quality. Use the following list as a guideline:

Magic Weapons

Uncommon (+1). Elven, Mithril, Dwarven
Rare (+2). Orcish, Adamantium, Ebony
Very Rare (+3). Daedric, Dragonbone

For more complicated weapon bonus', use the following guideline below:

Material Hit Bonus Damage Bonus Properties
Iron 0 0 Magical creature like imps and werewolves have resistance
Steel 0 0 Magical creature like imps and werewolves have resistance
Silver 0 0
Mithril +1 +1
Elven +2 +1 Lightweight. Heavy weapons can be wielded by Small creatures
Dwarven +1 +2
Orcish +2 +2
Adamantium +2 +2
Ebony +2 +3
Daedric +3 +3
Dragonbone +3 +3