Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are reborn to use. Different classes specialize in different weapons, and each class’ features will further emphasize that specialty. A gunslinger will get far more use out of a sniper rifle than a striker, but the striker will do more with a zweihander than the gunslinger. Weapon proficiency is part of what makes each class unique.

Developer Note: Though some weapons are statistically identical to others, we’ve still included them in D&Destiny’s weapon list. It’s easier to display a duplicate than to answer the question “would a hammer cost more or less than a handaxe?” twice a week.

Melee Weapons
Weapon Cost (gl) Damage Weight, Memory Properties
Simple Melee Weapons
Dagger 500 gl 1d4 kinetic 6 lb., 2/1 Agile, Finesse, Thrown (15/30)
Hammer 500 gl 1d6 kinetic 7 lb., 2/1 Agile, Thrown (15/30)
Handaxe 500 gl 1d6 kinetic 7 lb., 2/1 Agile, Thrown (15/30)
Martial Melee Weapons: Small Blades
Shortsword 1,250 gl 1d6 kinetic 7 lb., 3/1 Agile, Finesse
Smallsword 1,500 gl 1d8 kinetic 5 lb., 3/1 Finesse, Main-Handed
Martial Melee Weapons: Standard Blades
Longsword 1,500 gl 1d8 kinetic 8 lb., 3/1 Main-Handed, Versatile
Warhammer 1,500 gl 1d8 kinetic 7 lb., 3/1 Main-Handed, Versatile
Martial Melee Weapons: Zweihanders
Claymore 4,000 gl 2d8 kinetic 13 lb., 4/1 Heavy (Str 13), Two-Handed, Unwieldy
Broadsword 2,500 gl 2d6 kinetic 11 lb., 4/1 Heavy (Str 11), Two-Handed
Greataxe 2,250 gl 1d12 kinetic 12 lb., 4/1 Heavy (Str 11), Two-Handed
Heavy Maul 2,500 gl 2d6 kinetic 15 lb., 4/1 Heavy (Str 13), Two-Handed
Martial Melee Weapons: Polearms
Glaive 3,000 gl 1d10 kinetic 9 lb., 4/1 Finesse, Reach, Two-Handed
Lance 4,500 gl 1d12 kinetic 11 lb., 4/1 Reach, Special, Two-Handed
Quarterstaff 1,800 gl 1d6 kinetic 5 lb., 2/1 Finesse, Main-handed, Versatile
Trident 2,100 gl 1d6 kinetic 6 lb., 3/1 Finesse, Main-Handed, Thrown (20/60), Versatile
Martial Ranged Weapons
Weapon Cost (gl) Damage Scope (Range Band) Weight, Memory
Combat bow 3,000 gl 1d8 kinetic 15/120/340 (medium) 15 lb., 4/1
Properties: Ammunition, Special, Two-Handed
Combat crossbow 3,800 gl 1d12 kinetic 30/50/100 (medium) 17 lb., 4/1
Properties: Ammunition, Finesse, Unwieldy, Shot Capacity (1), Special, Two-Handed
Simple Firearms
Weapon Cost (gl) Damage Scope (Range Band) Weight, Memory
Auto rifle 1,750 gl 1d6 kinetic 30/40/60 (close) 10 lb., 4/1
Properties: Automatic Fire, High Recoil, Shot Capacity (8), Two-Handed
Hand cannon 1,500 gl 1d8 kinetic 10/40/60 (close) 6 lb., 3/1
Properties: Finesse, Main-Handed, Shot Capacity (6)
Pulse rifle 2,500 gl 2d4 kinetic 20/60/120 (medium) 9 lb., 4/1
Properties: Finesse, Shot Capacity (5), Two-Handed
Scout rifle 2,000 gl 1d8 kinetic 15/120/240 (medium) 8 lb., 4/1
Properties: Shot Capacity (6), Two-Handed
Sidearm 1,250 gl 1d6 kinetic 15/25/45 (close) 3 lb., 2/1
Properties: Agile, Shot Capacity (6)
Submachine gun 1,250 gl 1d4 kinetic 10/20/30 (close) 4 lb., 2/1
Properties: Agile, Automatic Fire, High Recoil, Shot Capacity (6)
Martial Firearms
Weapon Cost (gl) Damage Scope (Range Band) Weight, Memory
Breech grenade launcher 3,500 gl 2d6 explosive kinetic 15/30/80 (medium) 12 lb., 4/1
Properties: Mortar, Shot Capacity (1), Two-Handed, Unwieldy
Drum grenade launcher 4,000 gl 1d10 explosive kinetic 25/60/120 (medium) 18 lb., 4/1
Properties: Finesse, Mortar, Shot Capacity (5), Two-Handed
Fusion rifle 3,000 gl 2d6 (elemental) 15/25/30 (medium) 18 lb., 4/1
Properties: Elemental, Energy Weapon, Finesse, Piercing Rounds, Shot Capacity (5), Two-Handed, Unwieldy
Light machine gun 3,750 gl 1d8 kinetic 20/60/120 (close) 21 lb., 5/1
Properties: Automatic Fire, High Recoil, Shot Capacity (5), Two-Handed
Linear fusion rifle 3,250 gl 2d6 (elemental) 15/120/240 (long) 12 lb., 4/1
Properties: Elemental, Energy Weapon, Piercing Rounds, Shot Capacity (3), Two-Handed, Unwieldy
Rocket launcher 4,000 gl 2d10 explosive kinetic 30/50/80 (close) 25 lb., 5/1
Properties: High Recoil, Heavy (Str 11), Payload (5-ft radius sphere), Shot Capacity (2), Two-Handed, Unwieldy
Shotgun 3,000 gl 1d10 kinetic 10/15/30 (close) 15 lb., 4/1
Properties: High Recoil, Shot Capacity (5), Two-Handed
Sniper rifle 3,750 gl 1d10 kinetic 0/300/600 (long) 12 lb., 5/1
Properties: Shot Capacity (5), Two-Handed
Trace rifle 2,500 gl 1d6 (elemental) 40/45/50 (medium) 8 lb., 4/1
Properties: Elemental, Energy Weapon, Finesse, Line Fire, Shot Capacity (8), Special, Two-handed

Weapon Proficiencies

The two weapon categories are simple and martial. Most character classes can use many simple weapons with proficiency, while proficiency with martial weapons is usually more limited for each class. 

In addition to category, each weapon belongs to an archetype: melee, ranged, or firearm. Melee weapons, like daggers and longswords, are used to attack targets within 5 feet. Ranged weapons, like combat bows, are used to attack targets at a distance. Firearms are designed to attack targets at many different ranges. 

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. You do not add your proficiency bonus to the damage roll of a weapon.

Blade Types

In the Melee Weapons table, you’ll see martial melee weapons are further split into four types: small blades, standard blades, zweihanders, and polearms. This informs you of which perk table to use when upgrading the weapon (see Customization for more information). Your class might grant you proficiency with specific martial melee weapons, or a whole type of melee weapon.

Weapon Properties

Many weapons have special properties related to their use. Here’s what each property means.

Weapon Save DC

Weapon Grip

Ammunition

Automatic Fire

Cumbersome

Elemental

Energy Weapon

Finesse

High Recoil

Heavy

Line Fire

Mortar

Payload

Piercing Rounds

Reach

Range

Scope

Shot Capacity

Special

Thrown

Range Band

Unwieldy

Versatile

Special Weapons

Weapons with special rules are described here.

Combat bow

Unlike firearms, combat bows are relatively silent. Furthermore, you can’t hold your action or use a reaction to take a shot with a combat bow if your Strength modifier is negative.

Combat crossbow

Creatures who are hit by a shot from this weapon are embedded with the bolt, which is considered an ongoing effect on the target. As an item interaction, a creature can remove an embedded bolt in themselves, or use a bonus action to remove one from another creature within reach.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, if you have a Strength score of at least 11, you may wield the lance effectively with only one hand while mounted.

Improvised Weapons

Sometimes characters aren’t wielding their usual weapons and have to attack with whatever is 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 wagon wheel, or a dead Guardian. 

Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club, and an iron girder is similar to a greathammer. At the Architect’s option, a character proficient with a weapon can use an improvised object as if it were that weapon, and use their proficiency bonus with the improvised weapon. 

An object that bears no resemblance to a weapon deals 1d4 damage (the Architect 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 weapon has an effective range of 10 feet and an extended range of 20 feet.