Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Simple, Martial, and Exotic Weapons: Most character classes are proficient with all simple weapons. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Weapons are grouped into several interlocking sets of categories. If this second attack roll exceeds the target's AC, the hit becomes a critical hit, dealing additional damage. If a critical threat is scored, another attack roll is made, using the same modifiers as the original attack roll. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). This damage is subtracted from the current hit points of any creature struck by the weapon. The weapons presented here should be relatively easy to find and purchase in most towns and cities, although GMs might wish to restrict the availability of some of the more expensive and exotic items.Īll weapons deal hit point damage. This section presents all manner of nonmagical weapons for PCs to purchase and put to use, whatever their adventures might entail. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite-or perhaps even a whole arsenal of their favorites. Without a doubt, weapons number among adventurers' most coveted possessions.