Weapon Categories

All weapons fall into three proficiency tiers — Simple, Martial, and Exotic — and two usage types: Melee and Ranged. A character using a weapon they’re not proficient with takes a –4 penalty on attack rolls.

Weapons are also classified by how much effort they require to wield: Light (one hand, good for off-hand), One-Handed, or Two-Handed. Strength bonuses to damage scale with how you hold the weapon: ×1 for one-handed, ×1.5 for two-handed, ×0.5 for off-hand.

Reach Weapons

Glaives, lances, longspears, spiked chains, tauren halberds and whips are reach weapons — they can strike targets 10 feet away but cannot hit adjacent foes. Large creatures using reach weapons can strike up to 15–20 feet away.

Simple Weapons

All classes except arcanists are proficient with simple weapons by default.

Weapon Dmg (M) Critical Range Weight Type
Dagger 1d4 19–20/×2 10 ft. 1 lb. Piercing
Gauntlet, spiked 1d4 ×2 1 lb. Piercing
Mace, light 1d6 ×2 4 lb. Bludgeoning
Sickle 1d6 ×2 2 lb. Slashing
Club 1d6 ×2 10 ft. 3 lb. Bludgeoning
Mace, heavy 1d8 ×2 8 lb. Bludgeoning
Morningstar 1d8 ×2 6 lb. Bludgeoning & Piercing
Shortspear 1d6 ×2 20 ft. 3 lb. Piercing
Longspear (reach) 1d8 ×3 9 lb. Piercing
Quarterstaff (double) 1d6/1d6 ×2 4 lb. Bludgeoning
Spear 1d8 ×3 20 ft. 6 lb. Piercing
Crossbow, heavy 1d10 19–20/×2 120 ft. 8 lb. Piercing
Crossbow, light 1d8 19–20/×2 80 ft. 4 lb. Piercing
Dart 1d4 ×2 20 ft. ½ lb. Piercing
Javelin 1d6 ×2 30 ft. 2 lb. Piercing
Sling 1d4 ×2 50 ft. 0 lb. Bludgeoning

Martial Weapons

Barbarians, paladins, scouts and warriors are automatically proficient with all martial weapons.

Weapon Cost Dmg (M) Critical Range Type
Handaxe 6 gp 1d6 ×3 Slashing
Kukri 8 gp 1d4 18–20/×2 Slashing
Short sword 10 gp 1d6 19–20/×2 Piercing
Throwing axe 8 gp 1d6 ×2 10 ft. Slashing
Battleaxe 10 gp 1d8 ×3 Slashing
Flail 8 gp 1d8 ×2 Bludgeoning
Longsword 15 gp 1d8 19–20/×2 Slashing
Scimitar 15 gp 1d6 18–20/×2 Slashing
Warblade 35 gp 1d10 19–20/×2 Slashing
Greatsword 50 gp 2d6 19–20/×2 Slashing
Greataxe 20 gp 1d12 ×3 Slashing
Maul (greatclub) 5 gp 1d10 ×2 Bludgeoning
Shortbow 30 gp 1d6 ×3 60 ft. Piercing
Longbow 75 gp 1d8 ×3 100 ft. Piercing
Composite longbow 100 gp+ 1d8 ×3 110 ft. Piercing

Exotic Weapons

Exotic weapons require the Exotic Weapon Proficiency feat to use without penalty. Each feat covers one specific weapon or weapon group (e.g., all firearms).

Weapon Cost Dmg (M) Critical Notes
Moonglaive 150 gp 1d8 ×3 Thrown 30 ft.; returns on miss
Moon sword 100 gp 1d8 19–20/×2 Night elf weapon; +1 on attacks at night
Warglaive (double) 200 gp 1d6/1d6 ×3/×3 Night elf double weapon
Orcish double axe 60 gp 1d8/1d8 ×3/×3 Double weapon; two-handed only
Tauren totem 40 gp 2d6 ×2 Large two-handed bludgeoning
Spiked chain 25 gp 2d4 ×2 Reach 10 ft.; can use to trip/disarm
Bolas 5 gp 1d4 ×2 Thrown 10 ft.; can trip on hit
Net 20 gp Entangles target (Reflex DC 15 to escape)
Two-bladed sword 100 gp 1d8/1d8 19–20/×2 Double weapon

Firearms

A dwarven invention, firearms are powerful but dangerous. They are Exotic weapons — the Exotic Weapon Proficiency (firearms) feat covers all of them. Ironforge dwarves and goblins treat flintlock pistols and long rifles as martial weapons.

Firearms use a Malfunction Rating (MR). When you roll a number equal to or below the MR on your attack roll (before modifiers), the weapon misfires — it jams, misfires or explodes. A jam requires a full-round action to clear.

Ammunition for firearms is always destroyed when fired, even on a miss.

Weapon Cost Dmg Critical Range MR Notes
Flintlock pistol 300 gp 1d10 ×3 30 ft. 1 One-handed; reload standard action
Long rifle 500 gp 1d12 ×4 200 ft. 1 Two-handed; reload full-round action
Blunderbuss 400 gp 3d6 20 ft. cone 2 No attack roll; Reflex DC 15 half; simple weapon
Pistol, repeating 700 gp 1d10 ×3 30 ft. 2 Holds 6 shots; reload as standard
Gunpowder — Fire in the Hole

1 lb. of gunpowder deals 2d6 fire damage to all within 5 feet (Reflex DC 18 for half). Each additional pound adds 2d6 and expands the radius by 5 feet. If you roll a natural 1 on a save against any fire effect, all gunpowder you are carrying detonates immediately.

Explosives & Gunpowder

Item Cost Damage Area MR Notes
Bomb 100 gp 3d6 fire 10 ft. radius 2 Must be primed (DC 12 UTD); standard action to throw
Keg of gunpowder 50 gp 10d6 fire 20 ft. radius 1 15 lbs. of powder; fuse required
Powder horn 10 gp 2d6 fire 5 ft. 1 2 lbs. of powder; 32 shots
Refined gunpowder +5 gp/shot 1 +1 enhancement bonus on damage rolls
Imbued gunpowder +10 gp/shot MR+1 Waterproof; +1 attack & damage; counts as magic
Alchemist’s fire (flask) 20 gp 1d6 fire/rnd Splash 5 ft. Burns for 2 rounds; DC 15 Reflex to extinguish
Acid (flask) 10 gp 1d6 acid Splash 5 ft. Splash deals 1 acid to adjacent targets

Armor

Armor adds to your Armor Class but imposes penalties on Agility-based skills and checks. The Maximum Agility Bonus limits how much of your Agility modifier applies to AC while wearing the armor. Armor Check Penalty applies to most physical skills.

Arcanists and healers cannot cast spells effectively in medium or heavy armor without the appropriate Armor Proficiency feat. Warriors and barbarians suffer no such restriction.

Armor Cost AC Bonus Max Agility Check Penalty Speed (30) Weight
LIGHT ARMOR
Padded 5 gp +1 +8 0 30 ft. 10 lb.
Leather 10 gp +2 +6 0 30 ft. 15 lb.
Studded leather 25 gp +3 +5 –1 30 ft. 20 lb.
Chain shirt 100 gp +4 +4 –2 30 ft. 25 lb.
MEDIUM ARMOR
Hide 15 gp +3 +4 –3 20 ft. 25 lb.
Scale mail 50 gp +4 +3 –4 20 ft. 30 lb.
Chainmail 150 gp +5 +2 –5 20 ft. 40 lb.
Breastplate 200 gp +5 +3 –4 20 ft. 30 lb.
HEAVY ARMOR
Splint mail 200 gp +6 +0 –7 20 ft. 45 lb.
Banded mail 250 gp +6 +1 –6 20 ft. 35 lb.
Half-plate 600 gp +7 +0 –7 20 ft. 50 lb.
Full plate 1,500 gp +8 +1 –6 20 ft. 50 lb.

Shields

Shield Cost AC Bonus Check Penalty Weight
Buckler 15 gp +1 –1 5 lb.
Shield, light wooden 3 gp +1 –1 5 lb.
Shield, light steel 9 gp +1 –1 6 lb.
Shield, heavy wooden 7 gp +2 –2 10 lb.
Shield, heavy steel 20 gp +2 –2 15 lb.
Shield, tower 30 gp +4 –10 45 lb.

Adventuring Gear

Standard gear available in most Alliance and Horde cities. In remote areas, expect to pay 2–4× the listed price. Goblins never accept barter — gold only.

Item Cost Weight Notes
Backpack 2 gp 2 lb. Holds up to 60 lb. of gear
Bedroll 1 sp 5 lb. Required for restful sleep in the wild
Rope, hemp (50 ft.) 1 gp 10 lb. DC 23 Str to break
Rope, silk (50 ft.) 10 gp 5 lb. DC 24 Str to break; easier to climb
Torch 1 cp 1 lb. 20 ft. bright light, 40 ft. shadowy; lasts 1 hour
Lantern, bullseye 12 gp 3 lb. 60 ft. cone of light; burns 6 hours per pint of oil
Oil (1 pint) 1 sp 1 lb. Fuel for lanterns; can be used as splash weapon
Rations, trail (1 day) 5 sp 1 lb. Dried and preserved food for one day
Waterskin 1 gp 4 lb. Holds 1 day’s water supply
Healer’s kit 50 gp 1 lb. 10 uses; +2 on Heal checks while supplies last
Thieves’ tools 30 gp 1 lb. Required for Disable Device and Open Lock checks
Grappling hook 1 gp 4 lb. Thrown; Use Rope DC 10 to set
Tent, small 10 gp 20 lb. Shelter for 2 creatures; protects from weather
Spyglass 1,000 gp 1 lb. +2 Spot checks at long range
Potion of Cure Light Wounds 50 gp Restores 1d8+1 HP
Potion of Cure Moderate Wounds 300 gp Restores 2d8+3 HP
Antitoxin (vial) 50 gp +5 alchemical bonus on Fortitude saves vs. poison for 1 hour
Holy water (flask) 25 gp 1 lb. 2d4 damage to undead and evil outsiders on hit

Currency & Trade

The standard exchange is: 100 copper = 10 silver = 1 gold. Alliance cities mint standardized coins; Horde cities accept any pure gold, including nuggets and dust. Goblins accept only gold — never barter.

Starting Wealth by Class

Warrior: 6d4×10 gp  ·  Paladin: 6d4×10 gp  ·  Rogue: 4d4×10 gp  ·  Mage/Arcanist: 3d4×10 gp  ·  Healer: 4d4×10 gp  ·  Barbarian: 4d4×10 gp  ·  Hunter: 5d4×10 gp  ·  Scout: 4d4×10 gp  ·  Tinker: 5d4×10 gp