Weapons Flashcards

0
Q

Dolk

A

1d4 pierceing, finesse, light, throw 20/60 (2gp 1lb)

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1
Q

Klubbe

A

1d4 bludgoning, light (1sp 2lb)

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2
Q

Stor klubbe

A

1d8 bludgoning, two handed (2sp, 10lb)

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3
Q

Håndøks

A

1d6 slashing, light, throw 20/60 (5gp 2lb)

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4
Q

Kastespyd

A

1d6 piercing, throw 50/120 (5sp 2lb)

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5
Q

Letthammer

A

1d4 bludgoning, light, throw 20/60 (2gp, 2lb)

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6
Q

Stridsklubbe

A

1d6 bludgoning (5gp, 4lb)

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7
Q

Stokk

A

1d6 bludgoning, versitale 1d8 (2sp, 4lb)

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8
Q

Ljå

A

1d4 slashing, light (1gp, 2lb)

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9
Q

Spyd

A

1d6 piercing, versitale 1d8, throw 20/60 (1gp, 3 lb)

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10
Q

Håndkamp

A

1 bludgoning

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11
Q

Lett armbrøst

A

1d8 piercing, ammunition 80/320, loadong, two handed (25 gp, 5 lb)

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12
Q

Dart

A

1d4 piercing, finesse, throw 20/60 (5 cp, 1/4 lb)

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13
Q

Kortbue

A

1d6 piercing, ammunition 80/320, two handed (25 gp, 2 lb)

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14
Q

Slynge

A

1d4 bludgoning, ammuntion 30/120 (1 sp, -)

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15
Q

Battleaxe

A

10 gp 1d8 slashing 4 lb. Versatile (1d10)

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16
Q

Flail

A

10 gp 1d8 bludgeoning 2 lb. —

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17
Q

Glaive

A

20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed

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18
Q

Greataxe

A

30 gp 1d12 slashing 7 lb. Heavy, two-handed

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19
Q

Greatsword

A

50 gp 2d6 slashing 6 lb. Heavy, two-handed

20
Q

Halberd

A

20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed

21
Q

Lance

A

10 gp 1d12 piercing 6 lb. Reach, special

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.

22
Q

Longsword

A

15 gp 1d8 slashing 3 lb. Versatile (1d10)

23
Q

Maul

A

10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed

24
Q

Morningstar

A

15 gp 1d8 piercing 4 lb. —

25
Q

Pike

A

5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed

26
Q

Rapier

A

25 gp 1d8 piercing 2 lb. Finesse

27
Q

Scimitar

A

25 gp 1d6 slashing 3 lb. Finesse, light

28
Q

Shortsword

A

10 gp 1d6 piercing 2 lb. Finesse, light

29
Q

Trident

A

5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)

30
Q

War pick

A

5 gp 1d8 piercing 2 lb. —

31
Q

Warhammer

A

15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)

32
Q

Whip

A

2 gp 1d4 slashing 3 lb. Finesse, reach

33
Q

Blowgun

A

10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading

34
Q

Crossbow, hand

A

75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading

35
Q

Crossbow, heavy

A

50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed

36
Q

Longbow

A

50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed

37
Q

Net

A

1 gp — 3 lb. Special, thrown (range 5/15)

A Large or smaller creature hit by a net isrestrained 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 estroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can m ake only one attackregardless of the number

38
Q

Silvered Weapons

A

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 o f ammunition for 100 gp. This cost represents not only the price o f the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

39
Q

Improvised Weapons

A

Sometimes characters don’t have their weapons and have to attack with whatever is close 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 w agon wheel, or a dead goblin. In many cases, an improvised w eapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it w ere that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM 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 w eapon has a normal range of 20 feet and a long range of 60 feet.

40
Q

Finesse.

A

When making an attack with a finesse weapon, you use your choice o f your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

41
Q

Heavy.

A

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.

42
Q

Light.

A

A light w eapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

43
Q

Loading.

A

Because of the time required to load this weapon, you can fire only one piece o f ammunition from it when you use an action, bonus action, or reaction to fire it, regardless o f the number of attacks you can normally make.

44
Q

Reach.

A

This weapon adds 5 feet to your reach when you attack with it.

45
Q

Thrown.

A

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 w eapon. 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.

46
Q

Two-Handed.

A

This weapon requires two hands to use.

47
Q

Versatile.

A

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