Expanded Weapons in Ecari | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Expanded Weapons

These rules are heavily based on the Expanded and Exotic Weapons addition.    
Name Cost Damage Weight Properties
Simple Melee Weapons
Dagger, boot toe 15 gp 1d4 piercing 1 lb Covert, finesse, special
Dagger, wrist 15 gp 1d4 piercing 1 lb Covert, finesse, light
Sap 2 gp 1d4 bludgeoning 1 lb Finesse, light, special
Scythe 1 gp 1d8 slashing 6 lb Reach, two-handed
Tomahawk 2 gp 1d4 slashing 1 lb Finesse, light, thrown (range 20/60)
Tonfa 7 gp 1d4 bludgeoning 2 lb Finesse, light, special
Simple Ranged Weapons
Boomerang 3 gp 1d4 bludgeoning 2 lb Light, returning, thrown (range 30/80)
Martial Melee Weapons
Claw 6 gp 1d6 slashing 2 lb Disarm immune, finesse
Jian 15 gp 1d8 slashing 3 lb Finesse
Katana 25 gp 1d6 slashing 3lb Finesse, versatile (2d4)
Katar 7 gp 1d6 piercing 2 lb Disarm immune, finesse
Khopesh 10 gp 2d4 slashing 2 lb Special
Nunchaku 10 gp 1d8 bludgeoning 2 lb Finesse
Sheath, sword 3 gp 1d4 bludgeoning 1 lb Finesse, light
Sword, cane 20 gp 1d6 slashing 3 lb Covert, finesse
Martial Ranged Weapons
Shuriken 1 sp 1d5 piercing 1/4 lb Light, special, thrown(range 40/100)
 
Monks are natural acquaintances of many of these weapons. Any simple melee weapons that don't have the two-handed or heavy properties listed here are monk weapons, as are the claw, katar and (with DM approval) the jian, katana, nunchaku, scythe, and shuriken.
 

New Weapon Properties

  Covert. Not being particularly obvious, any Dexterity (Sleight of Hand) checks to conceal this weapon are made with advantage.   Disarm Immune. Any weapon that carries this property may not unwillingly be removed from your grasp while you remain conscious.    Returning. When a thrown weapon also carrying the returning property is thrown as part of an attack, it returns to its wielder at the end of their turn. The character must use their object interaction to catch the returning weapon, or it returns to the ground at the character's feet.
When throwing a returning weapon, you can choose not to have it return in order to add 5 feet to its short range and 10 feet to its long range.  

Special Expanded Weapons

  Dagger, boot toe. You wield this weapon without using a hand, using instead the foot the dagger is affixed to. You may only make one attack on your turn when attacking with this weapon.   Khopesh. This weapon deals 1d4 additional slashing damage on a critical hit.   Sap. When you attack a surprised humanoid with this weapon and deal damage, you may attempt to knock the target unconscious. After the attack deals damage, you may choose to roll 4d4. If the target has hit points remaining equal to or less than the result of the roll, it falls unconscious. If the target has more hit points remaining than the result, the target remains conscious and the amount rolled has no effect.   Shuriken. You may hold up to three of this weapon in one hand at one time, but must use separate attacks to attack with each one.   Tonfa. While wielding one of these weapons in each hand, you gain a +1 bonus to AC and you qualify as having an equipped shield for all abilities and features other than the monk's Unarmored Defense class feature.  

Exotic Weapons

  Stranger still than previous offerings are the truly Exotic Weapons, weapons so specialised and powerful that they require the knowledge inherent in feats to acquire proficiency. 
No character may have proficiency in these weapons for any reason without gaining it through the feat below (or by undertaking a quest to seek out training)., but once proficiency is gained, the Exotic Weapon may be used for class features such as a monk's Martial Arts, a warlock's Pact of the Blade, or similar. Exotic Melee Weapons without the finesse property still do not function for a rogue's Sneak Attack feature, however.  

Exotic Weapon Proficiency

  You have trained extensively with specialised or particularly unique weapons. When you take this feat, gain proficiency with one Exotic Weapon of your choice. 
Characters without this feat or its equivalent do not have access to the burst fire or special properties when using exotic weapons.  

New Exotic Weapon Properties

  Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.   Double Weapon. A weapon with this property requires two hands to use, and is wielded as and considered two separate one-handed weapons when you hold it. Both of these weapons are considered to have the light property, and neither of them have the two-handed property. Both halves of this weapon may deal different damage and have different properties, as listed. Special properties for double weapons only apply to halves of the weapon marked with the Special property.
Though it functions as two weapons, a double weapon is enchanted as a single item, and enchantments apply to both individual weapons. Disarming or destroying either side of a double weapon causes the entire weapon to be affected.   Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Name Cost Damage Weight Properties
Exotic Melee Weapons
Chain, spiked
off-hand
30 gp 2d4 piercing
1d4 piercing
10 lb Double weapon, heavy, reach, special
Double weapon, heavy, reach, special
Chakram 10 gp 1d6 slashing 2 lb Finesse, light, returning, special, thrown (range 15/30)
Harpoon 8 gp 1d10 piercing 8 lb Special, thrown (range 30/100), two-handed
Kusari-Gama
off-hand
15 gp 1d8 slashing
1d4 bludgeoning
3 lb Double weapon, finesse
Double weapon, finesse, reach, special
Sword, two-bladed
off-hand
25 gp 1d8 slashing
1d8 slashing
8 lb Double weapon, finesse, heavy, special
Double weapon, finesse, heavy, special
Exotic Ranged Weapons
Bola 1 sp 1d4 bludgeoning 2 lb Light, special, thrown (20/40)
Repeating crossbow, hand 100 gp 1d6 piercing 4 lb Ammunition (range 30/120), burst fire, light, reload (10 shots)
Repeating crossbow, heavy 75 gp 1d10 piercing 20 lb Ammunition (range 100/400), burst fire, heavy, reload (20 shots), two-handed
 

Special Exotic Weapons

  Bola. On a turn in which you attack with a bola, you may only make one attack. A Large or smaller creature hit by a bola is rendered prone until it is freed.
Whenever you have advantage on an attack roll you make with the bola and hit, you can render the target restrained and prone, rather than only knocking the target prone, if the lower of the two d20 rolls would also hit the target. A bola has no effect on creatures that are formless or creatures that are Huge or larger.
A creature can use its action on its turn to make a DC 10 Strength or DC 15 Dexterity check to free itself or another creature in its reach affected by a bola. Alternatively, one can destroy the bola by dealing 5 slashing damage to it (AC 10), freeing the creature affected without harming it.   Chain, spiked. You may use an action to attempt to grapple a Large or smaller creature with this weapon. Roll an attack with either half of this weapon. On a hit, the creature takes damage from the attack as normal and is grappled by you. Until this grapple ends, attacks with the half of this weapon that has made the grapple may only target the grappled creature. You may only maintain one such grapple at any time.
Once on your turn you may cause an attack you make with the half of the chain involved in a grapple to automatically hit the creature it is grappling, dealing damage as normal. This attack inflicts 1d4 additional piercing damage.   Chakram. Once per turn when you make a ranged attack with this weapon, you may choose to ricochet the weapon between up to five enemies within short range. Roll a single attack versus AC as usual, and divide that single attack's worth of damage evenly between any enemies this attack would hit (rounding down, if necessary). You may apply features such as Divine Smite to this damage, but Sneak Attack, damage that applies only to certain creatures, and similar features may only be applied if they could apply to every enemy hit with the attack.   Harpoon. When you hit an enemy up to one size category larger than you with a thrown attack using this weapon, you may use two hands to hold onto a length of rope attached to the blunt end. If you do, you can use a bonus action on your turn to make a Strength (Athletics) check contested by an enemy's Strength (Atheltics). If you succeed on this check, you may pull the enemy up to 15 feet closer to you. An effected enemy that wishes to move further away from you on its turn must first succeed on a contested Strength (Athletics) check against you.
This effect only ends when you use an object interaction to pull in the rope and retrieve the harpoon, when the affected enemy uses an action on their turn to attempt to remove the harpoon and succeeds on a DC 15 Strength check to do so, or  until the harpoon's rope (AC 10) is destroyed by being dealt 5 slashing damage.   Kusari-Gama. When you make an attack with the off-hand of this weapon, you may attempt to disarm an enemy. On a hit, the attack deals no damage, but you disarm a weapon or small item that your target is holding and pull the object up to 10 feet closer to you.   Sword, two-bladed. If you make a melee attack against a creature with this weapon, that creature can't make opportunity attacks against you for the rest of your turn.

Comments

Please Login in order to comment!