| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Club | 1 sp | 1d4 Bludgeoning | 2 lbs | Light |
| Dagger | 2 gp | 1d4 Piercing | 1 lbs | Finesse, Light, Thrown (20/60) |
| Greatclub | 2 sp | 1d8 Bludgeoning | 10 lbs | Two-Handed |
| Handaxe | 5 gp | 1d6 Slashing | 2 lbs | Light, Thrown (20/60) |
| Javelin | 5 sp | 1d6 Piercing | 2 lbs | Thrown (30/120) |
| Light Hammer | 2 gp | 1d4 Bludgeoning | 2 lbs | Light, Thrown (20/60) |
| Mace | 5 gp | 1d6 Bludgeoning | 4 lbs | |
| Quarterstaff | 2 sp | 1d6 Bludgeoning | 4 lbs | Versatile (1d8) |
| Sickle | 1 gp | 1d4 Slashing | 2 lbs | Light |
| Spear | 1 gp | 1d6 Piercing | 3 lbs | Thrown (20/60), Versatile (1d8) |
Weapons
Simple Ranged Weapon
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Crossbow, Light | 25 gp | 1d8 Piercing | 5 lbs | Ammunition (80/320), Loading, Two-Handed |
| Dart | 5 cp | 1d4 Piercing | 1/4 lbs | Finesse, Thrown (20/60) |
| Shortbow | 25 gp | 1d6 Piercing | 2 lbs | Ammunition (80/320), Two-Handed |
| Sling | 1 sp | 1d4 Bludgeoning | Ammunition (30/120) |
Martial Melee Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Battleaxe | 10 gp | 1d8 Slashing | 4 lbs | Versatile |
| Flail | 10 gp | 1d8 Bludgeoning | 2 lbs | |
| Glaive | 20 gp | 1d10 Slashing | 6 lbs | Heavy, Reach, Two-Handed |
| Greataxe | 30 gp | 1d12 Slashing | 7 lbs | Heavy, Two-Handed |
| Greatsword | 50 gp | 2d6 Slashing | 6 lbs | Heavy, Two-Handed |
| Halberd | 20 gp | 1d10 Slashing | 6 lbs | Heavy, Reach, Two-Handed |
| Hook Sword | 20 gp | 1d6 Slashing | 3 lbs | Special, Finesse, Light |
| Katana | 40 gp | 1d6 Slashing | 3 lbs | Light, Versatile (1d8) |
| Lance | 10 gp | 1d12 Piercing | 6 lbs | Reach, Special |
| Longsword | 15 gp | 1d8 Slashing | 3 lbs | Versatile (1d10) |
| Maul | 10 gp | 2d6 Bludgeoning | 10 lbs | Heavy, Two-Handed |
| Morningstar | 15 gp | 1d8 Piercing | 4 lbs | |
| Pike | 5 gp | 1d10 Piercing | 18 lbs | Heavy, Reach, Two-Handed |
| Poison Knife | 10 gp | 1d4 Piercing | 1 lbs | Special, Finesse, Light, Thrown (20/60) |
| Rapier | 25 gp | 1d8 Piercing | 2 lbs | Finesse |
| Scimitar | 25 gp | 1d6 Slashing | 3 lbs | Finesse, Light |
| Shanzi | 5 gp | 1d6 Bludgeoning or 1d6 Slashing | 1 lbs | Special, Finesse, Light |
| Shortsword | 10 gp | 1d6 Piercing | 2 lbs | Finesse, Light |
| Trident | 5 gp | 1d6 Piercing | 4 lbs | Thrown (20/60), Versatile (1d8) |
| War Pick | 5 gp | 1d8 Piercing | 2 lbs | |
| Warhammer | 15 gp | 1d8 Bludgeoning | 2 lbs | Versatile (1d10) |
| Whip | 2 gp | 1d4 Slashing | 3 lbs | Finesse, Reach |
| Wrist Knife | 15 gp | 1d6 Piercing | 2 lbs | Special, Finesse, Light |
Martial Ranged Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Blowgun | 10 gp | 1 Piercing | 1 lbs | Ammunition (25/100), Loading |
| Boomerang | 3 gp | 1d4 Bludgeoning | 1 lbs | Special, Thrown (30/120) |
| Crossbow, Hand | 75 gp | 1d6 Piercing | 3 lbs | Ammunition (30/120), Light, Loading |
| Crossbow, Heavy | 50 gp | 1d10 Piercing | 18 lbs | Ammunition (100/400), Heavy, Loading, Two-Handed |
| Longbow | 50 gp | 1d8 Piercing | 2 lbs | Ammunition (150/600), Heavy, Two-Handed |
| Net | 1 gp | 3 lbs | Special, Thrown (5/15) |
Exotic Weapons
| Weapon Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Elemental Sword | 50 gp | 2d8 Slashing | 1 lbs | Special, Two-Handed |
| Metal Cable | 1000 gp | 1d6 Slashing | 10 lbs | Special, Finesse, Light |
Special Weapons
Boomerang. Creatures do not benefit from any amount of cover against a boomerang except for full cover. You can target two creatures within range with the boomerang with a single attack. Make a separate attack roll against both creatures. After hitting the second creature, the boomerang falls at the creature's feet. If you target yourself with the boomerang, you do not need to make an attack roll against yourself and can catch it when it returns to you. If you do not catch the boomerang, it lands at your feet.
Elemental Sword. The elemental sword can be used by a lacer of any element. As long as you can initiate Basic Lacing effects, you can use and have proficiency with the elemental sword.
On its own, the elemental sword is simply a hilt with a gap through which an element (fire, air, water, or shifting earth) can be channeled through, allowing you to fight with your element. You must take a bonus action to begin channeling your element through the sword, and you must maintain concentration (as if concentrating on a form or spell) or the effect ends immediately. The effect also ends if the sword leaves your hands for any reason.
Hook Sword. A blade with a curved hook on the end. If you have two hook swords, you can attach the two hooks as a bonus action. Until you pull them apart as a bonus action, the hook swords act as a single weapon with the Reach and Two-Handed properties.
Using the Attack action, you can make a special trip attack with a hook sword while wielding it normally. The target of your attack must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
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.
Metal Cable. The metal cable weapon can only be used if you have proficiency with it (such as with the Ferrous feat). The cables have a number of properties that make them unique.
The pair of cables are rolled into coils in a housing on your back. You can extend two cables from the housing, one for each hand. The cables add 25 feet to your reach when you Attack with it. as well as when determining your reach for Opportunity Attacks with it.
Net. A Large or smaller creature hit by a net is restrained until it is freed. A net 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 net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Poison Knife. A poison knife has a hollow handle that can be loaded with a special spring-loaded poison pouch. When you make a successful melee attack with a poison knife, you can activate the poison as part of the attack. Any additional poison damage is dependent on what you load into the knife. There is only enough space in the knife to load a single dose of poison.
Shanzi. The shanzi, or war fan, is a traditional weapon among the earth kin. Like a versatile weapon, you can choose how the shanzi is wielded each round. However, instead of adding more damage, the choice is in the type of damage inflicted. A shanzi can deal bludgeoning damage when it is folded up, able to strike others as a small club. The shanzi can also be opened into a fan, with sharpened rods holding the fabric open. These rods deal slashing damage if sliced toward an enemy.
Wrist Knife. The wrist knife is a medium-sized blade that is housed in a metal enclosure on the back of your wrist. As a bonus action, you can activate the blade, causing it to spring forward, pointing out above your hand, held in place by the gauntlet. You can retract the blade as an action.
If you know the Ferrous feat, you can extend the knife or sheath it as part of an attack, as you would draw a weapon when attacking.