Melee Weapons

Melee weapons are used in close combat and are generally among the simplest weapons to use. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapon Proficiency feat); others are archaic (covered by the Archaic Weapons Proficiency feat) or exotic (covered by the Exotic Melee Weapons feat).
Table: Melee Weapons
Weapon
Damage
Critical
Damage Type
Range Increment
Size
Weight
Purchase DC
Restriction
Simple Weapons
Club, spiked
1d8
20
Bludgeoning, Piercing
-
Med.
8 lb.
5
-
Dagger, punching
1d4
20/x3
Piercing
-
Tiny
2 lb.
5
-
Gauntlet
*
*
Bludgeoning
-
*
2 lb.
5
-
Gauntlet, spiked
1d4
20
Piercing
-
Tiny
2 lb.
6
-
Ketch-all pole*
1d4*
20
Bludgeoning
-
Large
8 lb.
11
-
Mace, heavy
1d8
20
Bludgeoning
-
Med.
8 lb.
5
-
Mace, light
1d6
20
Bludgeoning
-
Small
6 lb.
4
-
Quarterstaff*#
1d6/1d6
20
Bludgeoning
-
Large
4 lb.
3
-
Shortspear
1d8
20/x3
Piercing
20 ft.
Large
5 lb.
5
-
Sickle
1d6
20
Slashing
-
Small
3 lb.
3
-
Archaic Weapons
Battleaxe
1d8
20/x3
Slashing
-
Med.
7 lb.
11
-
Cutlass*
1d6
19-20
Piercing, Slashing
-
Small
3 lb.
11
-
Falchion
2d4
18-20
Slashing
-
Large
16 lb.
12
-
Flail, heavy*
1d10
19-20
Bludgeoning
-
Large
20 lb.
8
-
Flail, light*
1d8
20
Bludgeoning
-
Med.
5 lb.
7
-
Glaive+
1d10
20/x3
Slashing
-
Large
15 lb.
9
-
Greataxe
1d12
20/x3
Slashing
-
Large
20 lb.
12
-
Greatclub
1d10
20
Bludgeoning
-
Large
10 lb.
6
-
Greatsword
2d6
19-20
Slashing
-
Large
15 lb.
13
-
Guisarme*+
2d4
20/x3
Slashing
-
Large
15 lb.
9
-
Halberd*+
1d10
20/x3
Piercing, Slashing
-
Large
15 lb.
10
-
Lance, heavy
1d8
20/x3
Piercing
-
Med.
10 lb.
7
-
Lance, light
1d6
20/x3
Piercing
-
Small
5 lb.
6
-
Maul
1d10
20/x3
Bludgeoning
-
Large
20 lb.
10
-
Naginata+
1d10
20/x3
Slashing
-
Large
15 lb.
13
-
Pick
1d4
20/x4
Piercing
-
Small
4 lb.
6
-
Pickaxe
1d6
20/x4
Piercing
-
Med.
6 lb.
7
-
Ranseur+
2d4
20/x3
Piercing
-
Large
15 lb.
9
-
Saber*
1d8
19-20
Slashing, Piercing
-
Med.
4 lb.
11
-
Scimitar
1d6
18-20
Slashing
-
Med.
4 lb.
12
-
Scythe
2d4
20/x4
Piercing, Slashing
-
Large
12 lb.
7
-
Sword, short
1d6
19-20
Piercing
-
Small
3 lb.
10
-
Trident
1d8
20
Piercing
10 ft.
Med.
5 lb.
7
-
Wakizashi
1d6
19-20
Slashing
-
Small
3 lb.
11
-
Warhammer
1d8
20/x3
Bludgeoning
-
Med.
8 lb.
9
-
Exotic Melee Weapons
Axe, orc double*#
1d8/1d8
20/x3
Slashing
- Large 25 lb.
15
-
Flail, dire*#
1d8/1d8
20
Bludgeoning
- Large 20 lb.
15
-
Hammer, gnome hooked*#
1d6/1d4
x3/x4*
Bludgeoning, Piercing
- Med. 6 lb.
15
-
Khopesh*
1d8
19-20
Slashing
- Med. 12 lb.
11
-
Nekode*
1d4
20
Piercing
- Tiny 2 lb.
8
-
Ninja-to*
1d6
19-20
Slashing
- Small 3 lb.
10
-
Scourge*
1d8
20
Slashing
- Med. 2 lb.
6
-
Shikomi-zue
1d8
20/x3
Piercing
- Large 5 lb.
12
-
Sword, bastard*
1d10
19-20
Slashing
- Med. 10 lb.
15
-
Sword,
two-bladed*#
1d8/1d8
19-20
Slashing
- Large 15 lb.
16
-
Urgosh, dwarven*#
1d8/1d6
20/x3
Slashing, Piercing
- Large 15 lb.
15
-
Waraxe, dwarven*
1d10
20/x3
Slashing
- Med. 15 lb.
15
-
War fan*
1d6
20/x3
Slashing
- Small 3 lb.
12
-
*See the description of this weapon for special rules. +Reach weapon. #Double weapon.
Axe, Orc Double
An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were wielding a one-handed weapon and a light weapon A creature using a double weapon in one hand, such as an ogre using an orc double axe, can't use it as a double weapon.
Battleaxe
The battleaxe has a large metal head and is popular with cultists and others who like to leave big, bloody wounds.
Club, Spiked
Also called a morningstar, this simple weapon combines the impact of a club with the piercing force of spikes.
Cutlass
The cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 equipment bonus on any checks to resist being disarmed.
Dagger, Punching
Also called a katar, the punching dagger puts the full force of the wielder's punch behind it, making it capable of deadly strikes.
Falchion
This sword, which is essentially a two-handed scimitar, has a curve that gives it a keener edge.
Flail, Dire
A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand can't use it as a double weapon.
With a dire flail, you gain a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail, Light and Heavy
With a flail, you gain a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet
These metal gloves protect your hands and let you deal lethal damage with unarmed strikes rather than nonlethal damage. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy archaic armors (except breastplates) come with gauntlets.
Gauntlet, Spiked
Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack that deals lethal damage.
Glaive
A glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
Greataxe
This big, heavy axe is a favorite of large Shadow creatures or anybody else who wants the capability to deal out incredible damage.
Greatclub
A greatclub is a two-handed version of a regular club.
Greatsword
This huge sword, including the Scottish claymore, can deal tremendous damage in the right hands.
Guisarme
A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against adjacent foes. Because of the guisarme's curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attack, you can drop the guisarme to avoid being tripped.
Halberd
Halberds are extremely rare outside of ceremonial functions or museums, although some Shadow creatures wield them. Normally, you strike with the halberd's axe head, but the spike on the end is useful against charging opponents. Because of the hook on the back of the halberd, you can use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked
A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, as if you were using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a human using a gnome hooked hammer, can't use it as a double weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (x3 crit). Its hook is a piercing weapon that deals 1d4 points of damage (x4 crit). You can use either head as the primary weapon head. The other head is the off-hand weapon.
Ketch-All Pole
A ketch-all pole is designed to capture opponents with a minimum of harm. A wielder who hits an opponent with a ketchall pole can immediately initiate a grapple (as a free action) without provoking an attack of opportunity. In addition to the normal options available to a grappler, the wielder of a ketchall pole can attempt to pull his target to the ground (the equivalent of a trip attack, though no attack roll is necessary).
The ketch-all pole has reach and cannot be used against adjacent opponents. A ketch-all pole can only be used against opponents within one size category of the wielder.
Khopesh
This bizarre sword is popular with cultists of Egyptian gods. The khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hooklike blade.
Lance, Heavy and Light
A lance deals double damage when used from the back of a charging mount or vehicle (like a motorcycle or bicycle). A heavy lance has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. Light lances are primarily for Small riders.
Maul
Bigger than a sledgehammer, the maul is a two-handed warhammer of enormous size. Ogres and other brutes favor it.
Naginata
A naginata is a finely crafted Japanese polearm. A naginata has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
Nekode
A nekode is a strap or glove fitted with spikes in the palm, favored as both a weapon and a climbing tool by ninja. Your opponent cannot use a disarm action to disarm you of a nekode. An attack with a nekode is considered an armed attack. Using a pair of nekodes while climbing gives a +1 equipment bonus on Climb checks. This bonus does not stack with the +2 bonus provided by a climber's kit. The bagh nakh ("tiger's claws") is similar to the nekode, but wielded more like brass knuckles. Its statistics are the same, but it does not give a bonus on Climb checks.
Ninja-to
The ninja-to-a short, straight sword similar to a wakizashi -is the standard sword of the ninja. True to a ninja's methods, the scabbard of the ninja-to is a multipurpose tool. It is open at both ends, allowing it to be used as a blowpipe for powders or poisons or as a breathing tube. It is also stiff and strong, allowing it to be used as the rung of a ladder or even as a weapon (use the statistics for a club).
Pick
A pick is designed to concentrate its force on a small, penetrating point. It is a small, one-handed instrument that includes rock cutting picks and picks designed for combat.
Pickaxe
This is a heavy, two-handed tool commonly used for mining and digging dirt. The version listed here is strengthened for martial use.
Quarterstaff
You can strike with either end of a quarterstaff, allowing you to take full advantage of openings in your opponent's defenses. A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you are using a one-handed weapon and a light weapon. A creature using a double weapon in one hand, such as a Large creature using a quarterstaff, can't use it as a double weapon.
Ranseur
This curious-looking polearm has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
With a ranseur, you get a +2 bonus on your opposed attack rolls when attempting to disarm an opponent (including the roll to avoid being disarmed if you fail to disarm your opponent).
Saber
The saber is a long, heavy sword specialized for use in mounted combat. You gain a +1 equipment bonus on your attack rolls when you use a saber while mounted (horse or a vehicle such as a motorcycle).
Scourge
A scourge is a multitailed, barbed whip. The scourge is often dipped in a poison delivered via injury. With a scourge, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your foe). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the scourge to avoid being tripped.
Scimitar
A curved sword. The curve on this blade makes the weapon's edge effectively sharper.
Scythe
The scythe can be a powerful weapon in the right hands. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
Sickle
This weapon is like a farmer's sickle, but it is strengthened for use as a weapon.
Shikomi-zue
This ninja weapon appears to be a stout bamboo or wooden staff, but a quick twist or press of a button causes a spearhead to spring from one end. Without the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit), and can be used as a double weapon. With the blade out, it has the statistics shown on Table: Melee Weapons.
Shortspear
A smaller spear that can be thrown.
Sword, Bastard
A bastard sword is too large to use in one hand without special training, thus it is an exotic weapon. A Medium character can use a bastard sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Sword, Short
This sword is popular with heroes for its concealability.
Sword, Two-Bladed
A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can't use it as a double weapon.
Trident
This three-tined piercing weapon can be thrown just as a shortspear can be, but its range increment is shorter because it's not as aerodynamic. Scuba divers and aquatic Shadow creatures make use of tridents.
Urgosh, Dwarven
A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons as if you were using a one-handed weapon and a light. A creature using a double weapon in one hand can't use it as a double weapon.
The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon head. The other is the off-hand weapon. If you use an urgrosh against a charging character, the spear head is the part of the weapon that does damage. An urgrosh is also called a spear-axe.
Wakizashi
The wakizashi is a Japanese masterwork short sword, granting a +1 bonus on your attack rolls. A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
A samurai's wakizashi is part of a matched pair with his katana, and-like the katana-is an important part of his honor. Its most prominent use is in the suicide ritual called seppuku.
Waraxe, Dwarven
A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Warhammer
This is a one-handed sledge with a large, heavy head. It includes large work hammers such as those that can be found around construction sites.
War Fan
This weapon appears to the untrained eye as nothing more than a beautifully crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. When first brought into melee, the wielder may attempt a Bluff check against an opponent's Sense Motive check. If the wielder wins the contest, he adds a +4 bonus to the attack roll for his first round's attack(s).
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