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* 15) WEAPONS *
Neverwinter

* 15) WEAPONS *

Explore Neverwinter weapons, including Simple and Martial types. Learn base damage, critical threat, damage types, and required feats for each weapon.

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Explore Neverwinter weapons, including Simple and Martial types. Learn base damage, critical threat, damage types, and required feats for each weapon.

Simple Melee Weapons:

  • Dagger: Base Damage 1d4, Critical Threat 19-20/x2, Piercing. Feat: Simple; Druid, Monk, Rogue, Wizard.
  • Club: Base Damage 1d6, Critical Threat 19-20/x2, Bludgeoning. .
  • Mace: Base Damage 1d6, Critical Threat 19-20/x2, Bludgeoning. Feat: Simple; Rogue.
  • Sickle: Base Damage 1d6, Critical Threat 19-20/x2, Slashing. Feat: Simple; Druid.
  • Quarterstaff: Base Damage 1d6, Critical Threat 19-20/x2, Bludgeoning. .
  • Morning Star: Base Damage 1d8, Critical Threat 19-20/x2, Bludgeoning and Piercing. Feat: Simple; Rogue.
  • Spear: Base Damage 1d8, Critical Threat 19-20/x2, Piercing. Feat: Simple; Druid.

Simple Ranged Weapons:

  • Sling: Base Damage 1d4, Critical Threat 19-20/x2, Bludgeoning. Ammunition: Bullets. Feat: Simple; Druid, Monk.
  • Darts: Base Damage 1d4, Critical Threat 19-20/x2, Piercing. Feat: Simple; Druid, Rogue.
  • Light Crossbow: Base Damage 1d8, Critical Threat 19-20/x2, Piercing. Ammunition: Bolts. Feat: Simple; Rogue, Monk, Wizard.
  • Heavy Crossbow: Base Damage 1d10, Critical Threat 19-20/x2, Piercing. Ammunition: Bolts. Feat: Simple; Monk, Rogue, Wizard.

Martial Melee Weapons:

  • Handaxe: Base Damage 1d6, Critical Threat 19-20/x3, Slashing. Feat: Martial; Monk.
  • Light Hammer: Base Damage 1d4, Critical Threat 19-20/x2, Bludgeoning. Feat: Martial.
  • War Hammer: Base Damage 1d8, Critical Threat 19-20/x3, Bludgeoning. Feat: Martial.
  • Light Flail: Base Damage 1d8, Critical Threat 19-20/x2, Bludgeoning. Feat: Martial.
  • Heavy Flail: Base Damage 1d10, Critical Threat 19-20/x2, Bludgeoning. Feat: Martial.
  • Battleaxe: Base Damage 1d8, Critical Threat 19-20/x3, Slashing. Feat: Martial.
  • Shortsword: Base Damage 1d6, Critical Threat 19-20/x2, Piercing. Feat: Martial; Rogue.
  • Longsword: Base Damage 1d8, Critical Threat 19-20/x2, Slashing. Feat: Martial; Elf.
  • Scimitar: Base Damage 1d6, Critical Threat 18-20/x2, Slashing. Feat: Martial; Druid.
  • Rapier: Base Damage 1d6, Critical Threat 18-20/x2, Piercing. Feat: Martial; Rogue, Elf.
  • Great Sword: Base Damage 2d6, Critical Threat 19-20/x2, Slashing. Feat: Martial.
  • Greataxe: Base Damage 1d12, Critical Threat 19-20/x3, Slashing. Feat: Martial.
  • Halberd: Base Damage 1d10, Critical Threat 19-20/x3, Piercing and Slashing. Feat: Martial.

Martial Ranged Weapons:

  • Throwing Axe: Base Damage 1d6, Critical Threat 19-20/x2, Slashing. Feat: Martial.
  • Shortbow: Base Damage 1d6, Critical Threat 19-20/x3, Piercing. Ammunition: Arrows. Feat: Martial; Rogue, Elf.
  • Longbow: Base Damage 1d8, Critical Threat 19-20/x3, Piercing. Ammunition: Arrows. Feat: Martial; Elf.

Ranged Weapon Ammunition:

  • Arrow: Base Damage 1d6 or 1d8.
  • Piercing Arrow: Base Damage 1d6 or 1d8, Damage Bonus Piercing 1d6.
  • Lightning Arrow: Base Damage 1d6 or 1d8, Damage Bonus Electrical 1d6.
  • Acid Arrow: Base Damage 1d6 or 1d8, Damage Bonus Acid 1d6.
  • Ice Arrow: Base Damage 1d6 or 1d8, Damage Bonus Cold 1d6.
  • Fire Arrow: Base Damage 1d6 or 1d8, Damage Bonus Fire 1d6.
  • Bolt: Base Damage 1d8 or 1d10.
  • Paralytic Bolt: Base Damage 1d8 or 1d10, Damage Bonus Stun DC-14 50%/2 Rounds.
  • Lightning Bolt: Base Damage 1d8 or 1d10, Damage Bonus Electrical 1d4.
  • Bolt of Frostbite: Base Damage 1d8 or 1d10, Damage Bonus Cold 1d4.
  • Fire Bolt: Base Damage 1d8 or 1d10, Damage Bonus Fire 1d4.
  • Bolt of Piercing: Base Damage 1d8 or 1d10, Damage Bonus Piercing 1d10.
  • Acid Bolt: Base Damage 1d8 or 1d10, Damage Bonus Acid 1d4.
  • Bullet: Base Damage 1d4.
  • Bullet of Smitin (Note: Source text is cut off here).

Enhancement Bonuses: All Simple and Martial weapons can also come in +1, +2, and +3 versions, granting an Enhancement Bonus of +1, +2, or +3 respectively.

Tips
  • Always check the Feat requirements to ensure your character class can wield a specific weapon effectively.
  • Consider the damage type (Piercing, Bludgeoning, Slashing) and critical threat range when choosing a weapon for a particular enemy or combat situation.
  • Enhanced weapons (+1, +2, +3) offer significant damage boosts.

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