Item |
Cost |
Damage |
Weight |
Properties |
Aklys |
2 gp |
1d4 bludgeoning |
2 lb. |
Light, special, thrown (10/15) |
Ankus (elephant goad) |
6 gp |
1d6 piercing |
3 lb. |
Light, tripping |
Battleaxe |
10 gp |
1d8 slashing |
4 lb. |
Versatile (1d10) |
Bhuj |
25 gp |
1d8 slashing |
4 lb. |
Alternate (P), versatile (1d10) |
Blade, hidden |
20 gp |
1d3 piercing |
- |
Special |
Clawed gauntlet |
6 gp |
1d4 slashing |
2 lb. |
Deadly, finesse, light |
Dagger, parrying |
6 gp |
1d4 piercing |
2 lb. |
Defensive, finesse, light |
Dueling shield |
12 gp |
1d6 piercing |
12 lb. |
Special, two-handed |
Flail |
10 gp |
1d8 bludgeoning |
2 lb. |
- |
Flail staff |
12 gp |
1d8 bludgeoning |
4 lb. |
Reach, two-handed |
Flail, twin |
16 gp |
2d4 bludgeoning |
3 lb. |
Heavy, tripping |
Greataxe |
30 gp |
1d12 slashing |
7 lb. |
Heavy, two-handed |
Hammer, great |
25 gp |
1d12 bludgeoning |
7 lb. |
Heavy, two-handed |
Harpoon |
6 gp |
1d6 piercing |
2 lb. |
Special, thrown (30/60) |
Kpinga (mambele) |
3 gp |
1d4+1 slashing |
2 lb. |
Alternate (P), light, thrown (20/40) |
Kukri |
5 gp |
1d4+1 slashing |
1 lb. |
High-critical, light |
Lance |
|
|
|
|
COMBAT |
10 gp |
1d12 piercing |
6 lb. |
Reach, special |
COMBAT, LIGHT |
8 gp |
1d10 piercing |
4 lb. |
Reach, special |
GREAT |
35 gp |
2d8 piercing |
15 lb. |
Reach, special, two-handed |
JOUSTING |
10 gp |
1d8 bludgeoning |
6 lb. |
Reach, special |
JOUSTING, LIGHT |
8 gp |
1d6 bludgeoning |
4 lb. |
Reach, special |
Mace, heavy |
7 gp |
1d8 bludgeoning |
6 lb. |
- |
Maul |
10 gp |
2d6 bludgeoning |
10 lb. |
Heavy, two-handed |
Maulaxe |
30 gp |
1d8 slashing |
6 lb. |
Alternate (B), heavy, versatile (1d10) |
Morningstar |
15 gp |
1d8 piercing |
4 lb. |
- |
Pick, footman�s war |
5 gp |
1d8 piercing |
2 lb. |
- |
Pick, horseman�s war |
10 gp |
1d6+1 piercing |
3 lb. |
Versatile (1d8+1) |
Pincer staff |
50 gp |
1d6 piercing |
7 lb. |
[Disarming, reach, tripping, two-handed] |
Polearms |
|
|
|
|
BOARDING GAFF |
5 gp |
1d8 slashing |
5 lb. |
Heavy, reach, special, tripping, two-handed |
GLAIVE |
20 gp |
1d10 slashing |
6 lb. |
Heavy, reach, two-handed |
GYTHKA |
25 gp |
1d8 slashing |
4 lb. |
Two-handed |
HALBERD |
20 gp |
1d10 slashing |
6 lb. |
Heavy, reach, two-handed |
PIKE |
5 gp |
1d10 piercing |
18 lb. |
Heavy, reach, two-handed |
Quadrens |
8 gp |
1d3+1 piercing |
2 lb. |
Disarming, light, natatorial |
Ritiik (talon spear) |
5 gp |
1d6 piercing |
4 lb. |
Natatorial, thrown (15/45), tripping, versatile (1d8) |
Scissor |
8 gp |
1d4 slashing |
3 lb. |
Defensive, light, special |
Scissor, extended |
14 gp |
1d4 slashing |
5 lb. |
Defensive, light, special |
Slungshot |
1 gp |
1d4 bludgeoning |
2 lb. |
Disarming, finesse, special, tripping |
Spear, short hooked |
2 gp |
1d4 slashing |
2 lb. |
[Finesse,] light, natatorial, [tripping] |
Spear, weighted |
7 gp |
1d6 piercing |
4 lb. |
Alternate (B), natatorial, thrown (15/45), versatile (1d8) |
Spiked chain |
45 gp |
1d6 piercing |
4 lb. |
[Disarming, heavy, reach, tripping,] two-handed |
Swords |
|
|
|
|
BASTARD SWORD |
25 gp |
2d4 slashing |
4 lb. |
Heavy, deadly, versatile (2d5) |
BROADSWORD |
10 gp |
2d4 slashing |
4 lb. |
Heavy |
CLAYMORE |
60 gp |
1d12 slashing |
7 lb. |
Deadly, heavy, two-handed |
CUTLASS |
15 gp |
1d6+1 slashing |
3 lb. |
Defensive, heavy |
EPEE (SMALL SWORD) |
30 gp |
1d6 piercing |
2 lb. |
Defensive, finesse |
ESTOC |
60 gp |
1d10 piercing |
3 lb. |
Breach, heavy, two-handed |
FALCHION |
18 gp |
2d4 slashing |
5 lb. |
Deadly, heavy |
FALCATA |
15 gp |
1d6+1 slashing |
3 lb. |
High-critical |
FLAMBERGE |
35 gp |
1d10+1 slashing |
5 lb. |
Heavy, high-critical, two-handed |
GLADIUS |
12 gp |
1d8 piercing |
3 lb. |
Alternate (S), natatorial |
GREATSWORD |
50 gp |
2d6 slashing |
6 lb. |
Heavy, two-handed |
KHOPESH |
15 gp |
1d6 slashing |
2 lb. |
High-critical, tripping |
LONGSWORD |
15 gp |
1d8 slashing |
3 lb. |
Versatile (1d10) |
MACA (MACUAHUITL OR SHARK-TOOTH SWORD) |
20 gp |
1d8 slashing |
5 lb. |
[Alternate (B), ersatz, deadly, heavy, wounding] |
RAPIER |
25 gp |
1d8 piercing |
2 lb. |
Finesse |
SABER |
25 gp |
1d6 slashing |
3 lb. |
Defensive, finesse |
SCIMITAR |
25 gp |
1d6 slashing |
3 lb. |
Finesse, light |
SHORTSWORD |
10 gp |
1d6 piercing |
2 lb. |
Finesse, light, natatorial |
SHOTEL |
20 gp |
1d6 slashing |
3 lb. |
Finesse, light, natatorial |
SWORD CANE |
35 gp |
1d6 piercing |
2 lb. |
Finesse, light, special |
TALWAR |
20 gp |
1d8 slashing |
3 lb. |
Finesse |
TEGHA |
60 gp |
1d10 slashing |
5 lb. |
Deadly, Finesse, two-handed |
Tail spikes |
4 gp |
1d3 piercing |
1 lb. |
Finesse, light, special |
Tongi |
10 gp |
1d6+1 piercing |
4 lb. |
Versatile (1d8+1) |
Trident |
5 gp |
1d6 piercing |
4 lb. |
[Disarming], natatorial, thrown (20/60), versatile (1d8) |
Trident, greater |
12 gp |
1d6+1 piercing |
5 lb. |
Disarming, natatorial, thrown (15/45), versatile (1d8+1) |
Trombash |
8 gp |
1d5 slashing |
2 lb. |
High-critical, light, thrown (15/45) |
Waraxe |
20 gp |
2d4 slashing |
5 lb. |
Deadly, heavy, versatile (2d5) |
Warhammer |
15 gp |
1d8 bludgeoning |
2 lb. |
Versatile (1d10) |
Whip |
2 gp |
1d4 slashing |
3 lb. |
Finesse, reach |
Whip, basic |
1 sp |
1d2 slashing |
2 lb. |
Disarming, finesse, reach, special |
Yklwa (iklwa assegai) |
[10 gp] |
1d8 piercing |
2 lb. |
Natatorial, special, thrown (10/30) |
Blowgun |
10 gp |
1 piercing |
1 lb. |
Ammunition (25/100), loading |
Blowgun, greater |
15 gp |
1 piercing |
2 lb. |
Ammunition (30/120), loading, special |
Bolas |
4 gp |
- |
2 lb. |
Finesse, special, thrown (20/60) |
Boomerang |
1 gp |
1d4 bludgeoning |
2 lb. |
Finesse, special, thrown (20/60) |
Chatkcha |
2 gp |
1d6 slashing |
1 lb. |
Finesse, thrown (30/120) |
Crossbow, blade driver |
300 gp |
1d4, 2d4, or 3d4 slashing |
19 lb. |
Ammunition (50/200), loading, special, two-handed |
Crossbow, hand |
75 gp |
1d6 piercing |
3 lb. |
Ammunition (30/120), light, loading, natatorial |
Crossbow, repeating hand |
375 gp |
1d6 piercing |
4 lb. |
Ammunition (15/60), light, loading, natatorial, special |
Crossbow, heavy |
50 gp |
1d10 piercing |
18 lb. |
Ammunition (100/400), heavy, loading, natatorial, two-handed |
Crossbow, double heavy |
100 gp |
1d10 piercing |
22 lb. |
Ammunition (75/300), heavy, loading, natatorial, special, two-handed |
Crossbow, repeating heavy |
250 gp |
1d10 piercing |
20 lb. |
Ammunition (50/200), heavy, loading, natatorial, special, two-handed |
Crossbow, polybolos |
550 gp |
2d8 piercing |
48 lb. |
Ammunition (150/600), loading, natatorial, special, two-handed |
Longbow |
50 gp |
1d8 piercing |
2 lb. |
Ammunition (150/600), heavy, two-handed |
Longbow, composite |
125 gp |
1d8 piercing |
3 lb. |
Ammunition (180/720), heavy, special, two-handed |
Net |
1 gp |
- |
3 lb. |
Natatorial, special, thrown (5/15) |
Net, barbed |
10 gp |
- |
3 lb. |
Natatorial, special, thrown (5/15) |
descriptions
Aklys. A long leather thong is attached to one end of this weighted club. Its other end is tied to the wielder’s wrist. The club end can be used in melee but is also weighted for throwing.
It takes an action to attach the thong to the wrist. Once attached, this weapon cannot be disarmed. If thrown with the thong attached, the wielder may use an action or bonus action to pull back the thong, bringing the club back into the hand.
Ankus. A long handle with a pointed end and a short perpendicular hook. This weapon evolved from a tool used to guide large creatures like elephants.
Battleaxe. A medium-hafted weapon designed for chopping. It sports a single rounded blade mounted at one end, perpendicular to the handle.
Bhuj. Sometimes called an “axe-knife,” this weapon has a single-sided blade shaped like a large chopping knife, attached to a long handle. Traditional versions are built with a hidden blade in the butt of the handle, a dagger that can be drawn in emergencies.
Blade, Hidden. This small, spring-loaded blade can be hidden in various objects. It is often hidden in stiff articles of clothing, like a leather bracer or the sole of a boot, but it can also be hidden at the end of a staff, at the bottom of a shield, or inside various innocuous tools.
A hidden blade can be drawn (or revealed by a spring-loaded mechanism) as an action or a bonus action. This typically requires some complex adjustment of the item in order to reveal the blade. Some versions remain attached to the objects they were concealed in; others are drawn free like a knife.
One classic example of a hidden blade is called a “toe spike.” This blade is concealed in the sole of a boot and “drawn” by pressing the heal sideways into the ground, causing the blade to appear, projecting from the toe of the boot.
A hidden blade is an improvised weapon that closely resembles a small dagger. It inflicts 1d4 piercing damage in combat. The DM decides if a weapon proficiency bonus applies, depending on where the blade is attached; at the end of a pole, the weapon might closely resemble a spear, a version that projects from a bracer might resemble a punching dagger, and a version that draws clear might be a normal dagger.
Clawed Gauntlet. Long, bladed claws extend from the fingers of this gauntlet.
Dagger, Parrying. This category of daggers is typically used in the offhand. It incorporates a wider guard, sometimes with a basket hilt or a pair of long prongs angling away from the main blade.
Dueling Shield. Rarely seen in war, this tall shield is used primarily for dramatic ritual contests. It has dangerous spikes at either end and is wielded with both hands using the long, vertical post on the back side.
While wielding the dueling shield with two hands, you are considered to have a shield equipped, gaining a +2 bonus to Armor Class and any other benefits you might derive from a shield.
Flail. A short chain with a handle attached to one end and a small (usually-spiked) weight at the other end.
Flail Staff. A flail-headed chain attached to the end of a short staff.
Flail, Twin. This version of the flail uses two weighted chains instead of a single chain.
Greataxe. A greataxe is a large, long-hafted weapon with an enormous double-bladed axe head. This weapon is so large that it requires two hands to wield.
Hammer, Great. A great hammer is a large, long-hafted weapon with an enormous double-sided hammer head. This weapon is so large that it requires two hands to wield.
Harpoon. A harpoon is a thrown weapon designed to impale its target. A trailing rope restricts the target’s movement after the weapon binds in the target’s flesh.
Despite its standard range increments, a harpoon cannot be used to attack a creature that is farther away than the length of its attached rope. These special rules apply only if the harpoon is attached to such a trailing rope; otherwise treat the weapon in all ways as a javelin.
A harpoon attack that inflicts at least 5 damage binds the target. A harpooned creature is restrained except that it can still move its normal speed, provided it goes no further away from the attacker. This range can be shortened over time if the other end of the rope is attached to a winch.
A harpooned creature can use its action to make a Strength check to free itself from the weapon. The DC is 10, or the damage inflicted by the harpoon attack, whichever is higher. A creature with an Intelligence of 7 or higher automatically succeeds at this check, understanding innately how to manipulate the weapon to free itself.
Alternately, the creature can attempt to pull free, dragging the weapon and rope with it. If you control the other end of the rope, this is an opposed check of Strength (Athletics). If the creature is two or more sizes larger than you, this check succeeds automatically. If the rope is tied to an object, the creature must instead try to burst the rope or drag the attached object.
Kpinga. A one-handed multi-bladed weapon used like a knife or axe and balanced for throwing.
Kukri. This large dagger has a heavy blade, curved slightly toward its cutting edge. The weapon is designed for chopping.
Lance (any). A long-hafted weapon with a sharp point, ideal for wielding from the back of a charging mount. A lance is long enough to brace it under the arm of the wielding hand, allowing it to be used one-handed if a mount provides the strikes’ forward momentum.
Lance, Combat (any). You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a combat lance requires two hands to wield when you aren’t mounted.
Lance, Great. A great lance is an extra-long, sharpened pole, supported by a swiveling pintle mount.
This weapon is too large to use unless affixed to an exotic saddle or howdah on a Huge-size (or larger) creature. This weapon has a 15-foot reach. You have disadvantage when you use a great lance to attack a target within 10 feet of you.
Lance, Jousting (any). You have disadvantage when you use a jousting lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
A jousting lance has a blunt end and is made to break away on impact. A creature wearing heavy armor has resistance to damage inflicted by a jousting lance.
Mace, Heavy. This weapon has a longer handle and heavier head than the normal mace.
Maul. This weapon resembles a large hammer. Instead of a metal head, the weapon has a much larger wooden head with a huge striking surface.
Maulaxe. This heavy-hafted weapon boasts a double-headed combination of an axe blade facing one direction and a wedged hammer head facing the other.
Morningstar. A clubbing weapon with a heavy, spiked weight at one end.
Pincer Staff. This weapon has a mechanical joint that the wielder controls, allowing the two opposite claws to clamp down on an enemy’s limb or weapon.
System Change: The weapon on the table is modified from its original form as a monster weapon to include the disarming, reach, tripping, and two-handed weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.
Kuo-toa whips are particularly skilled with this weapon and can use it to exceptional effect (Monster Manual, page 200).
Polearm (any). Polearms are long-hafted weapons, usually with complex, multi-purpose heads designed for war.
Polearm, Boarding Gaff. A long pole with one or more hooks at the end. This weapon is often used in ship-to-ship boarding actions. When hooked to the top of a wall or gunnel no more than 15 feet above the wielder, the pole can be climbed like a rope.
Polearm, Glaive. A single-edged blade mounted on a long haft. The blade curves over at the tip to increase the cutting area.
Polearm, Gythka. A short-length polearm with a slashing blade at each end. Traditional gythka blades are made of crystal, but metal is also used.
This weapon is favored by thri-kreen.
Polearm, Halberd. A polearm topped with an irregular head, forming a chopping surface and a piercing point.
Polearm, Pike. An extremely long spear-like weapon used primarily in formation fighting. The end of the haft is often reinforced or covered with metal.
Quadrens. This resembles a dagger except that in the place of a blade, four long, parallel spikes protrude from each corner of a square crosspiece.
Ritiik. This spear has a forward-facing hook, just below the spear head.
Scissor. A rare gladiator weapon, the scissor is a metal tube with a small, fan-like blade extending from one end. The user reaches into the other end of the tube to grasp the handle, located at the end near the blade. The tube protects the user’s forearm, allowing the wielder to block and quickly retaliate with a slash of the razor-sharp blade.
You have advantage on any save or check you make to avoid being disarmed of the scissor.
Scissor, Extended. As a scissor, except that the tube is built onto an articulated arm piece that extends all the way up the arm, often over the shoulder.
It takes two actions to strap into an extended scissor or to take it off. When employing the defensive property, the wielder gains the benefit of having two defensive weapons. (This benefit is not cumulative with another defensive weapon.) When the extended scissor is strapped on, it cannot be disarmed.
Slungshot. A short length of rope knotted around a stone or metal weight at one end. This weapon evolved from the weights used to throw mooring lines between ships and shore. Sailors and dock workers often carry these weapons in their pockets. A slungshot can be swung forcefully, and an experienced wielder can make attacks with it from unexpected angles.
A slungshot has a loop at the other end that can be attached to (or detached from) the wielder’s wrist with an action. If the slungshot is so attached, it cannot be disarmed.
Spear. A long-hafted weapon with a simple point affixed to one end.
Spear, Short Hooked. The backward-facing hook on this short-hafted spear is designed for tripping opponents. Some versions have a smaller opposite hook on the butt end.
System Change: The weapon on the table is modified from its original form as a monster weapon to include the finesse and tripping weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.
Spear, Weighted. This spear has a heavy weight at the butt, making it suitable for use as a spear or a long-handled club.
Spiked Chain. This chain has various weights and sharp protrusions at strategic points along its length. It is designed to entangle foes.
System Change: The weapon on the table is modified from its original form as a monster weapon to include the disarming, heavy, reach, and tripping weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.
Sword (any). Along with spears, swords are the most ubiquitous weapons on the battlefield, a weapon type used in nearly every culture. A sword consists of a handle affixed to the end of a long blade. A crosspiece usually separates the blade from the handle, protecting the wielder’s hand.
Sword, Bastard Sword. This weapon is a cross between the longsword and the greatsword. The additional length makes the weapon very affective from horseback.
Sword, Broadsword. This weapon resembles a longsword but with a shorter handle and a wider, heavier blade. Older versions lack the weapon’s iconic basket hilt.
Sword, Claymore. This weapon closely resembles a greatsword. It has a heavier blade and it’s cross-guards are forward-angled, often capped with round balls or quatrefoils. This configuration facilitates some techniques and maneuvers unique to the weapon.
Sword, Cutlass. A cutlass is a heavy, curved sword favored by sailors for its efficiency in chopping. It has a basket or cupped hilt that protects the wielder’s hand in battle.
Sword, Epee. This small, fast weapon is an evolution of the rapier. It’s lighter weight and basket hilt make the sword ideal for dueling as well as casual wearing.
Sword, Estoc. A long-bladed, two-handed sword that tapers to a narrow, dramatic point. This weapon is used primarily for thrusting through the gaps in armor.
Sword, Falchion. This weapon resembles a broadsword in function, but it has a heavier, slightly-curved blade.
Sword, Falcata. The falcata is a larger version of the kukri. Its blade curves slightly forward and is wider at the end, providing great momentum for chopping.
Sword, Flamberge. This version of the greatsword has a wavy blade, sometimes with sharp protrusions along its length.
Sword, Gladius. This simple weapon is used primarily for thrusting, like a heavier shortsword, with a blade that broadens at the end. This makes it suitable to both piercing and slashing attacks.
Sword, Greatsword. A large sword so big that it requires two hands to wield.
Sword, Khopesh. The blade of this sword curves into a backward-facing sickle shape at the top half of its length.
Sword, Longsword. This iconic knightly weapon features a cruciform hilt. The weapon is light enough for single-handed use but has a long handle (from which it derives its name) that allows it to be wielded two-handed.
Sword, Maca. The maca is a heavy wooden sword. Sharp pieces of obsidian, shark teeth, or other natural materials line the cutting edges.
System Change: The weapon on the table is modified from its original form as a monster weapon to include the alternate (B), ersatz, deadly, heavy, and wounding weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.
Sword, Rapier. A slender, sharply-pointed sword, designed for fast, elegant fighting.
Sword, Saber. A slightly-curved sword with a basket hilt to protect the wielder’s hand. The curved blade makes the weapon excellent for fighting from horseback, where a straight blade would be more likely to catch in a body and be pulled from a mounted wielder’s grip.
Sword, Scimitar. A light, curved sword with a heavier end, excellent for fast, intricate attacks.
Sword, Shortsword. This weapon looks like a heavy dagger with a longer blade. The weapon is made primarily for short, vicious thrusts.
Sword, Shotel. The blade of this sword curves dramatically forward into a large hook. The weapon resembles an over-sized sickle.
Sword, Sword Cane. This covert weapon appears to be nothing more than a simple cane until the handle is twisted and the thin sword blade withdrawn from its length.
The cane portion (sheath) can be wielded as a club, whether or not the sword has been drawn from it.
Sword, Talwar. This weapon resembles a scimitar, except that it has a thinner, elongated blade. In some versions, the blade widens near the tip for greater momentum when swinging.
Sword, Tegha
. This large, curved sword was designed for use as an executioner’s weapon. It must be wielded with two hands.
Tail Spikes. This is a ring or plate that straps onto a creature’s tail and locks or ties into place. The device boasts sharp protrusions that can be whipped about to great effect.
This device is only usable by creatures with long tails that are prehensile or partially-prehensile. Applicable player character races like the tabaxi. A creature armed with tail spikes may attack with the weapon using a bonus action as though armed with a light off-hand weapon. Do not add your ability modifier to damage when attacking with tail spikes, even if you have a trait or feature that would allow you to do so with an off-hand weapon.
Tongi. A hafted weapon like a battle axe, but in place of a blade, the weapon has a fanning crescent of spikes.
Trident. A spear with three parallel prongs or blades.
System Change: The weapon on the table is modified from its original form to add the disarming weapon property. This is to distinguish the heavier, more expensive martial weapon from its simple cousin, the otherwise-identical spear.
Trident, Greater. A longer version of the trident, its prongs are wider and are often bladed as well as being sharp-tipped.
Trombash. A trombash has a large, curved blade, bigger than a dagger, sometimes with additional prongs. Its function is ceremonial as well as martial.
Waraxe. This heavy weapon resembles a battle axe but it’s a bit larger and has a second, opposite axe blade. The additional blade slightly increases the variety of techniques available to the wielder and serves to overawe opponents.
This weapon is favored by dwarves.
Warhammer. The handle of this weapon is longer than that of a work hammer. The head is relatively small but heavy enough to inflict tremendous damage.
Whip. The business end of this whip typically has tiny metal blades and barbs in its braided leather strands, making it a weapon suitable for combat.
Whip, Basic. This leather whip is too long to be functional with the weighty additives that enhance a normal combat whip.
A basic whip is still useful in battle, providing a 15-foot reach rather than the normal 10. And in a pinch, a basic whip can substitute for a 15-foot rope. Creatures wearing armor (or with natural armor) have resistance to the damage inflicted by a basic whip.
Because of the time required to draw back the entire length for another swing, you can attack only once with this weapon when you attack with an action, bonus action, or reaction, regardless of the number of attacks you can normally make. Stowing a basic whip is a timely process of coiling, taking an action and requiring both hands.
Yklwa. Instead of a mere point, this short spear has a heavy, bladed head, up to two feet long and sharp along its entire length.
A common variant of this weapon has a blade of chipped stone or obsidian instead of steel; it gains the ersatz weapon property but costs only 1 gp.
System Change: The standard yklwa’s price is modified. This is to justify the materials and characteristics of the weapon, bringing it closer toward a balance with similar one-handed martial weapons. The printed cost of “1 gp” is thought by many to be a typo in the yklwa’s original sourcebook; that the intended cost was between 10 and 19 gp.