Weapons
Weapon | Cost | Damage | Weight | Properties | |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Bayonet | 10 gp | 1d4 Piercing | 1 lb. | Special* | |
Brass Knuckle | 1 gp | 1d4 Bludgeoning | 1 lb. | Light | |
Karambit | 8 gp | 1d4 Slashing | 1 lb. | Finesse, Light | |
Katar | 10 gp | 1d6 Piercing | 2 lb. | Finesse, Light | |
Sap | 2 gp | 1d4 Bludgeoning | 2 lb. | Finesse, Light | |
Martial Melee Weapons | |||||
Arming Sword | 50 gp | 1d6 Slashing | 3 lb. | Light, Finesse, Versatile (1d8) | |
Bastard Sword | 50 gp | 1d8 Slashing | 6 lb. | Heavy, Versatile (1d10) | |
Bec De Corbin | 40 gp | 2d4 Piercing | 6 lb. | Heavy, Reach, Two-Handed | |
Bladed Chain | 16 gp | 1d6 Slashing | 5 lb. | Finesse, Monk*, Reach, Two-Handed | |
Boar Spear | 20 gp | 2d6 Piercing | 5 lb. | Heavy, Reach, Two-Handed | |
Cutlass | 20 gp | 1d8 Slashing | 2 lb. | Finesse | |
Estoc | 50 gp | 1d8 Piercing | 3 lb. | Special* | |
Falchion | 20 gp | 2d4 Slashing | 3 lb. | - | |
Hidden Blade | 200 gp | 1d4 Piercing | 1 lb. | Finesse, Hidden*, Light, Special* | |
Katana | 30 gp | 1d8 Slashing | 3 lb. | Finesse, Versatile (1d10) | |
Kopis | 50 gp | 1d8 Slashing | 3 lb. | - | |
Man Catcher | 50 gp | 1d4 Bludgeoning | 2 lb. | Two-Handed, Reach, Special* | |
Meteor Hammer | 30 gp | 1d6 Bludgeoning | 5 lb. | Reach, Two-Handed, Special* | |
Monk's Spade | 20 gp | 1d6 Slashing | 3 lb. | Monk*, Reach, Versatile (1d8) | |
Saber | 70 gp | 1d8 Slashing | 3 lb. | Finesse | |
Spiked Chain | 20 gp | 2d4 Piercing | 10 lb. | Finesse, Reach, Two-Handed | |
Sword Breaker | 15 gp | 1d4 Piercing | 2 lb. | Finesse, Light, Special* | |
Weighted Chain | 20 gp | 2d4 Bludgeoning | 2 lb. | Heavy, Reach, Special*, Versatile (2d6) | |
Simple Ranged Weapons | |||||
Blowgun | 2 gp | 1d4 Piercing | 1 lb. | Ammunition (range 20/100), Loading | |
Boomerang | 2 gp | 1d4 Bludgeoning | 1 lb. | Light, Thrown (range 30/120) | |
Throwing Star | 1 gp | 1d4 Piercing | 1 lb. | Light, Thrown (range 30/90) | |
Bolas | 6 gp | 1d4 Bludgeoning | 2 lb. | Special*, Thrown (range 20/60) | |
Martial Ranged Weapons | |||||
Chakram | 30 gp | 1d6 Slashing | 1 lb. | Light, Thrown (range 30/90) | |
Firearms | |||||
Blunderbuss | 600 gp | 2d6 Piercing | 8 lb. | Ammunition (Range 20/80), Misfire 3, Reload 1, Scatter, Two-Handed | |
Musket | 100 gp | 1d12 Piercing | 10 lb. | Ammunition (Range 40/120), Misfire 1, Reload 1, Two-handed | |
Pistol | 500 gp | 1d10 Piercing | 5 lb. | Light, Ammo (Range 30/90), Misfire 2, Reload 1 |
Bayonet: A bayonet is a knife, sword, or spike-shaped weapon designed to fit in, on, over, or underneath the muzzle of a rifle, musket, or similar two-handed firearm. In this regard, it is an ancillary close-quarter combat or last-resort weapon.
Plug bayonets are the earliest form of this weapon. While attached, the firearm cannot be used to make a ranged attack. Later versions are ring or socket bayonets that still allow the weapon to be fired.
If the bayonet is used when not attached to a two-handed firearm, it is considered an improvised weapon.
Estoc: The estoc was a variation of the longsword designed for fighting against mail or plate armor. It was long, straight and stiff with no cutting edge, just a point. Blade cross-sections can be triangular, square, rhomboid or flat hexagonal. This geometry left hardly any cutting capability as a sharpened edge could simply not be ground, but allowed the weapon to become lengthy, stiff, and very acutely pointed.
When you attack a creature wearing heavy armor with an estoc, that creature has a -2 AC penalty for the duration of the attack.
Hidden Blade: A fine weapon made for Assassins to execute their operations of exclusion, this weapon is attached to the arm of the person which keeps it hidden from plain sight. This allows the weapon's user to have an advantage on any roll to keep it hidden. If you attack with this weapon while it is hidden you get an advantage on the attack roll. Once the weapon is revealed and enemies are aware of it, attempting to hide the weapon becomes difficult. If you attempt to hide the weapon after it's been revealed, the DC will be raised (or lowered) accordingly. It requires an action to equip or remove. Among the things you can do with the help of a tinkerer is adding improvements and modifications to the weapon. However, some attachments require specific proficiencies to add onto the weapon, and some attachments will get in the way of others which prevents adding all of the attachments to one blade. Attachments that can be added to the Hidden Blade are as follows:
Arm Guard: The Hidden Blade will have an Arm Guard attached to the top part of your arm, allowing the character to block and deflect attacks easier using the Arm Guard. It gives you +1 AC to the character armor, placing a sturdy but still lightweight armor over the weapon. As it goes over the arm, it makes no interactions with the blade mechanism on the bottom of the arm and requires a bonus action to Don/Doff along with the hidden blade. However, with the Arm Guard attached, the weapon is subjected to the Partial Armor rule. It costs 100 gp to attach your weapon with this upgrade.
Arm Guard Abilities +1 AC (Subject to Partial Armor Rule), Removes Tinker’s Tool need for Don/Doff.
Hidden Gun: The Hidden Blade will have a Gun attached to it allowing the character to shoot a target using a normal range attack with a Piercing damage of 1d8 and a range of (30/90), it is a one shot weapon that requires an action to reload it using normal ammunition, and you can use your proficiency bonus with Handguns to your attack roll. Keep in mind that shooting with this weapon will reveal you if you were hiding from the loud explosion-like sound it makes when fired. Due to the mechanism's size, this prevents other attachments like the Hook Blade, Pivot Knife, and Phantom Blade from being attached. If the Hidden Blade has the Poison Blade attachment, one can replace the standard ammunition with a Poison Dart, allowing administering poison from a range and keeping stealth if fired at the cost of you don't roll for damage, and if you attacked from stealth with a Poison Dart, the target has Disadvantage on the Poison's Saving Throw, if applicable. It requires proficiency with Handguns and costs 250 gp to attach your weapon with this upgrade.
Hidden Gun Stats: 1d8 Piercing, Range (30/90), Loading, [*Special: Silent Poison Darts (Requires Poison Blade)]
Hook Blade: The Hidden Blade will have a Hook attached to it and allowing the user to climb vertical walls with little to no footholds easier, effectively making your climbing speed equal to your movement speed, and have Advantage when climbing Difficult Terrain. Due to the nature of the hook, however, it gets in the way of attachments like the Phantom Blade, Poison Blade, Hidden Gun, and Pivot Knife, so having the Hook Blade prevents attaching those upgrades. It cost 100 gp to attach your weapon with this upgrade.
Hook Blade Abilities: Climb Speed = Movement Speed, Advantage when climbing Difficult Terrain.
Pivot Knife: The Hidden Blade's mechanics have been modified to a greater extent and adding a pivot to the blade end and allowing the user to hold the blade like a normal dagger. If you have the Dual Wielder and/or Two Weapon Fighting feature, the weapon can get the benefits of those features as normal. Due to the mechanisms necessary for the extension, there's little room left for the Hook Blade, Hidden Gun, Poison Blade, and Phantom Blade to be attached. It cost 100 gp to attach your weapon with this upgrade.
Pivot Knife Abilities: Allows bonuses with Two Weapon Fighting and/or Dual Wielding.
Phantom Blade: The Hidden Blade will have a small Crossbow attached to it allowing the character to shoot a normal range attack with a Piercing damage of 1d6 and a range of (30/120), it is a one shot weapon that requires an action to reload it using normal ammunition, and you can use your proficiency bonus with Hand Crossbow to your attack roll, shooting with this weapon will not reveal you if you were hiding. Because it's a silent and stealthy version of the Hidden Gun, attachments like the Pivot Knife, Hook Blade, and said Hidden Gun cannot be added if the Phantom Blade is attached. If the Poison Blade is attached to this weapon, it allows the user to coat the bolt with poison in the Poison Blade. It requires Proficiency with the Hand Crossbow (Martial Weapon Proficiency counts) and costs 250 gp to attach your weapon with this upgrade.
Phantom Blade Stats: 1d6 Piercing, Range (30/120), Loading [*Special: Poison Tipped Bolts (Requires Poison Blade attachment)
Poison Blade: The Hidden Blade will have a small needle-like blade attached next to the main blade. Instead of rolling damage for the main blade, one can administer any type of Poison directly by piercing their target directly with the needle and exposing them to the effects. If the Hidden Blade is hidden when the target is struck, the target has Disadvantage on the Poison's Saving Throw if applicable. After a Poison is used, however, a new dose must be loaded into the mechanism. It's small size and placement next to the Hidden Blade allows it to be attached with the Phantom Blade or Hidden Gun, but it CANNOT be attached if the blade has the Hook Blade or Pivot Knife upgrades. As a special bonus, if this attachment is on the Hidden Blade alongside either the Phantom Blade or Hidden Gun, it allows using alternate ammunition for those weapons. It requires proficiency with a Poisoner's Kit, and cost 150 gp to attach your weapon with this upgrade.
Poison Blade Abilities: Administers Poison as Injury, Loading, Disadvantage on Saving Throws when Hidden, Enables Special properties of Hidden Gun and Phantom Blade.
Man Catcher: A man catcher is a polearm with a two-pronged head. Each prong is semi-circular and ends in a hinged lip that allows an object through, but not back.
The man catcher has disadvantage on attacks against targets that are 5ft away from you. When you hit a creature with the man catcher, it must make a Dexterity saving throw, with disadvantage, contested against your Strength check. On a failure, the target is grappled at the space where it was hit by the man catcher. While you have a creature grappled with this weapon, you may use it to make Strength checks to push and pull the creature with advantage.
A creature one size smaller than the man catcher has advantage on Strength checks made to escape the grapple of this weapon. Creatures who are two sizes smaller or below the man catcher's size, as well as those who are one size larger or above, cannot be grappled because the difference in size is too great.
A man catcher being used to grapple a creature cannot be used to attack. If it is not currently grappling a creature, you may use it to whack creatures over the head, dealing 1d4 bludgeoning damage on a hit.
Meteor Hammer: The meteor hammer is a set of two bludgeoning weights connected by a chain or rope, typically 6 feet long. You can use an action to swing the meteor hammer in a tight circle, preparing it for an extended strike. The next attack made after preparing it in this way is considered to have reach.
Double Weapon
When you take the Attack action and attack with the meteor hammer, you can use a bonus action to make another attack with it. If this attack hits, you deal 1d6 bludgeoning damage. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If you have the double weapon master feat, and use a bonus action to attack with the meteor hammer, you add your ability score modifier as normal to the damage roll.
Sword Breaker: An advancement from the standard parrying dagger, the hilt has two sturdy tines adjacent and parallel to the blade. The slot formed between the blade and tine can be used to catch and "bite" (or grab) the opponent's blade.
Special. When a creature hits you with a bladed weapon, you can use your reaction to attempt to catch that weapon in your sword breaker. Roll 1d10 + your Dexterity modifier. If the result is equal to or greater than the damage dealt by the attacker's weapon you grapple the attacker by catching its weapon, and the attack deals no damage.
The attacker may escape the grapple in the normal way, or by dropping the caught weapon. Similarly, the grapple ends if you drop the sword breaker.
Weighted Chain: This unwieldy device is sometimes called a chain whip, meteor hammer, or kusari-fundo. A weighted chain is considered to be a monk weapon, despite not fulfilling the requirements listed under the Martial Arts class feature. It has multiple ways it can be utilized in combat.
1 Handed
When wielded 1 handed, only part of the chain is used so the weapon loses its reach property. Both ends can be dual-wielded simultaneously in this manner.
2 Handed
The weapon may also be utilized in a two handed fashion where the full length of the chain is utilized. With double the chain length, the weapon operates in 2 modes. If the target is within 5' of the wielder, the target must make a Dex save on a successful hit roll to avoid being tangled in the chain and taking 1/2 weapon damage, no effect on successful save. This is a non-contested restraint. Target or another must spend an action to free the restrained target from the chain. Targets at 10' from the wielder are struck with the weighted ends for a higher damage roll, but as soon as a single target is struck, either by the chain or the weight, the weapon returns to a Rest State.
Rest State
This weapon always begins in a Rest State and returns to a Rest State after it successfully hits a target in 2 Handed wielding or is not readied or used for a full turn. While in Rest State, the weapon cannot be wielded with 2 hands. Rest State is lost at the start of a character's turn when either, A) the character used the weapon in a 1 handed state in the previous turn OR B) had the weapon readied in a previous turn OR at any time during their turn when the character spends 1 attack in an attack action to spin up the chain.
Weighted Ends and Damage
Standard Solid Sphere/Ingot 1d8 (1H) 2d6 (2H) Bludgeoning
Spiked Sphere/Ingot 1d8 (1H) 2d6 (2H) Piercing
Bladed Weight 1d6 (1H) 2d6 (2H) Slashing
Water Sprinkler 1d4 (1H) 2d4 (2H) Bludgeoning + Splash Effect of Potion in Sprinkler
Chain Only 1d4 (1H) 2d4 (2H) Bludgeoning
Bolas: This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC 10 Strength (Athletics) check or be knocked prone.
Firearms
The development of gunpowder as a weapon has not been “explosive” as it could have been. Black powder and firearms are both expensive to produce and black powder is dangerous to store. Muskets and other firearms are produced by specialists and artisans on a specific commission basis. Rifling is complex and time-consuming addition to their construction, without it accuracy suffers but many weapons are simple smoothbore muskets.
Firearms are a significant investment that can be difficult to repair and are ultimately less accurate than a longbow. However, firearms more than make up for their shortcomings by being brutally effective. Firearms require little specialized training, and a well-coordinated firing line remains the most viscerally terrifying sight on a battlefield.
Firing firearms takes an action to reload the barrel before the weapon can be fired. When fired, any enemy within 60 ft. that was previously unaware of your presence may be made aware.
Firearms Properties
Reload. The Weapon can be fired a number of times equal to its reload score before you must spend an action to reload it. You must have one hand free to reload a firearm. Misfire. Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. (DC = 8 + misfire score). If the check fails, the weapon is broken and cannot be repaired in combat. The expense to repair the weapon is half the weapon’s value. Scatter. An attack is made against each creature within a cone. If an affected creature is adjacent to you, they suffer double damage on a hit.