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 |
Gauntlet |
6 gp |
1d4 bludgeoning |
2 lb |
Disarm immune, Light |
Machete |
8 gp |
1d6 slashing |
1 lb |
Light, Special |
Punching Dagger |
7 gp |
1d4 piercing |
2 lb |
Disarm Immune, Finesse, Light |
Sap |
2 gp |
1d4 bludgeoning |
1 lb |
Finesse, Light, Special |
Scythe |
1 gp |
1d6 slashing |
6 lb |
Finesse, Reach, Special, 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 |
5 gp |
1d4 slashing |
2 lb |
Disarm Immune, Finesse, Light |
Jian |
15 gp |
1d8 slashing |
3 lb |
Finesse |
Katana |
25 gp |
1d6 slashing |
3 lb |
Finesse, Versatile (2d4) |
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 |
1d4 piercing |
1/4 lb |
Light, Special, Thrown (Range 40/100) |
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 characters 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 turnwhen attacking with this weapon.
- Kopesh - This weapon deals 1d4 extra slashing damage on a critical hit.
- Machete - This weapon deals 1d10 slashing damage instead of its normal damage die to fibrous environmental objects and creatures with the plant type.
- Sap - A creature you attack with this weapon that is unaware of your presence must make a Constitution saving throw. The DC for this saving throw is equal to half the damage dealt by the attack with the weapon, including features or spells that add to weapon damage such as hex, Divine Smite, or Sneak Attack. A creature that fails this saving throw and can be rendered unconcious becomes unconscious for up to a minute, or until a creature within 5 feet uses an action to rouse the unconscious creature.
- Scythe - Attacks made with this weapon may not benefit from a rogue's Sneak Attack feature
- Shuriken - You may hold up to three of this weapon in one hand at one time, but must use separate attacks 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
Exotic weapons cannot have proficiency without the new feat Exotic Weapon Proficiency. The one exception to this rule is through extensive training and can only apply to one exotic weapon. Extensive training is defined as over 1000 hours of training with a single exotic weapon.
Feat
Exotic weapon proficiency
You have trained extensively with specialized or particularly unique weapons. When you take this feat, gain proficiency with 2 Exotic Weapons of your choice.
Name |
Cost |
Damage |
Weight |
Properties |
Exotic Melee Weapons |
|
|
|
|
Chain, Spiked |
30 gp |
2d4 piercing |
10 lb |
Double weapon (1d4 piercing), Ensnaring, Heavy, Reach |
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 |
15 gp |
1d8 slashing |
3 lb |
Double weapon (1d4 bludgeoning[Ensnaring,Reach]), Finesse |
Sword, Two-Bladed |
25 gp |
1d8 slashing |
8 lb |
Double weapon (1d8 slashing), Finesse, Heavy, Special |
Exotic Ranged Weapons |
|
|
|
|
Bola |
1 sp |
1d4 bludgeoning |
2 lb |
Light, Special, Thrown (20/40) |
Repeating Crossbow, Hand |
100 g |
1d6 piercing |
4 lb |
Ammunition (Range 30/120), Light, Rapid Fire, Reload (6 shots) |
Repeating Crossbow, Heavy |
75 gp |
1d8 piercing |
20 lb |
Ammunition (Range 100/400), Heavy, Rapid Fire, Reload (8 shots), Two-handed |
Exotic Weapon Properties
- Double Weapon - A weapon with this property requires two hands to use and is wielded as two separate one-handed weapons, both considered to be light. The damage value for this weapon, while the off-hand weapon's damage may be found attached to the Double Weapon property. Also sometimes attached to thee Double Weapon property are other weapon properties indicated in brackets, which belong only to the off-hand weapon. All properties on the main hand of the weapon apply to the off-hand weapon, however. Though it functions as two weapons, a double weapon is enchanted as a single item, and enchantments apply to both individual weapons.
- Ensnaring - When you make an attack with this weapon, you may also attempt to grapple your target with reach. If you do, substitute the grapple's required Strength(athletics) roll with result of the weapon attack roll. Any contested checks the target makes to break free of grapple must be made against this result, as opposed to new rolls on your part. This ability may only make or maintain one grapple at any time.
- Rapid Fire - Once per turnwhen you make an attack, you can choose to fire an extra shot. If you do, the attack uses up an additional piece of ammunition and does an extra die of weapon damage on a hit.
- Reload - this weapon property may be found on page 267 of the Dungeon Master's Guide.
Special Exotic Weapons
- Bola - A Large or smaller creature hit by a bola is rendered prone until it is freed. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
In addition, when attacking with a bola and not suffering disadvantage you may choose to make the attack with disadvantage. If you do, the attack restrains the target rather than renders them prone, still subject to the same conditions.
When you use an action, bonus action, or reaction to attack with a bola, you can make only one attack regardless of the number of attacks you can normally make.
- 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 and similar features may only be applied if they could apply to every enemy hit with the attack.
- Harpoon - When you hit an enemy 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 an action on your turn to make a Strength (athletics) check contested by an enemy's Strength (Athletics). If you succeed on this check, you may pull the enemy up to 10 feet closer to you.
This effect only ends when you use an object interaction to pull in the rope and retrieve the harpoon, or 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.
- 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.
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