Weapons

Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a pistol, your weapon and your ability to wield it effectively can mean the difference between life and death while killing curses.

The Weapons table shows the most common weapons used in the world of Jujutsu Kaisen, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.


Weapon Proficiency
Your race, class, and feats give you the ability to gain Proficiency in certain types of weapons. These types of weapons are categorized as simple and martial.

When you have proficiency in a weapon type, you can add your proficiency bonus to the attack roll. When you don’t have proficiency in a weapon type, you do not add your proficiency bonus to the roll.


Weapon Properties
The different types of special weapon properties are listed on the different Weapons table. These include ammunition, finesse, heavy, light, loading, range, reach, special, thrown, two-handed, and versatile. These properties function the same as they do in standard 5th edition D&D rules.


Improvised Weapons
When characters decide to use a tool or item that could be used as a potential weapon, the DM may allow them to use it as an improvised weapon. If a character is proficient with improvised weapons or if the improvised weapon is similar to a type of weapon, such as a club, the DM may allow the character to add their proficiency bonus to the attack roll.

When an improvised weapon is used, the damage die is a 1d4 (the damage type is decided by the DM based on the weapon). It may be used as a melee weapon or a thrown weapon depending on the weapon. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.


Special Weapons
Weapons with special rules are described here.

Lance. 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.

Weighed Chain. A Large or smaller creature hit by a chain is restrained until it is freed. A chain does not affect creatures that are tiny or creatures that are Huge or larger. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success.

Brass Knuckles. When using brass knuckles, any features requiring you to be unarmed or bonuses related to being unarmed, also apply. This includes things like unarmed damage dice.

Melee Weapons
WeaponCostDamageTypeFeatures
Simple Weapons
Club$101d4BLGLight
Dagger$2001d4PRCFinesse, light, thrown(20/60)
Great club$201d8BLGTwo-handed
Handaxe$5001d6SLSLight, thrown(20/60)
Javelin$501d6PRCThrown(30/120)
Light Hammer$2001d4BLGLight, thrown(20/60)
Mace$5001d6BLG-
Quarterstaff$201d6BLGVersatile(1d8)
Sickle$1001d4SLSLight
Brass Knuckles$101d4BLGLight, Special
Martial Weapons
Battleaxe$1,0001d8SLSVersatile(1d10)
Flail$1,0001d8BLG-
Glaive$2,0001d10SLSHeavy, reach, two-handed
Greataxe$3,0001d12SLSHeavy, two-handed
Greatsword$5,0002d6SLSHeavy, two-handed
Halbert$2,0001d10PRCHeavy, reach, two-handed
Katana$2,0002d4SLSVersatile(d10)
Lance$1,0001d12PRCReach, special
Longsword$1,5001d8SLSVersatile(d10)
Maul$1,0002d6BLGHeavy, two-handed
Morningstar$1,5001d8PRC-
Pike$5001d10PRCHeavy, reach, two-handed
Rapier$2,5001d8PRCFinesse
Spear$2,0001d8PRCThrown(20/60), reach, versatile(d10)
Scimitar$2,5001d6SLSFinesse, light
Shortsword$1,0001d6SLSFinesse, light
Trident$5,0001d6PRCThrown(20/60), versatile(d8)
Three Segment Staff$5,0003d4BLGFinesse, two-handed
War-pick$5,0001d8PRC-
War Hammer$1,5001d8BLGVersatile(d10)
Weighed Chain$2,0001d4BLGReach, special
Whip$2,0001d6SLSFinesse, reach
Ranged Weapons
WeaponCostDamageTypeFeatures
Simple Weapons
Handgun$2,5001d8PRCAmmunition (50/150), reload (15)
Revolver$2,5001d10PRCAmmunition (40/120), reload (6)
Shortbow$2,5001d8BLGTwo-handed
Sling$5001d4BLGAmmunition(30/120)
Martial Weapons
Rifle$7,5002d6PRCAmmunition (80/240), reload (30), two-handed
Longbow$5,000d8PRCAmmunition(150/600), heavy, two-handed