Dagger
Simple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)
Khatar
Simple weapon, melee weapon
3 gp, 1 lb.
1d4 piercing - light, unarmed
Unarmed.
When you make an unarmed attack, you can choose to deal the damage of
this weapon instead of your normal unarmed attack damage.
Simple weapon, melee weapon
3 gp, 1 lb.
1d4 slashing - light, unarmed
Unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.
Sickle
Simple weapon, melee weapon
1 gp, 2 lb.
1d4 slashing - light
Cestus
Martial weapon, melee weapon
2 gp, 1 lb.
1d4 bludgeoning - hidden, light, monk weapon, special
Special. Unarmed strikes deal 1d4 bludgeoning damage while wearing this glove-like weapon. Donning or doffing it requires an action.
Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.
Monk Weapon. This weapon can be used with the Monk's Martial Arts feature and Monks are proficient with this weapon in addition to their other weapon proficiencies.
Martial weapon, melee weapon
10 gp, 4 lb.
1d4 slashing - light, thrown (100/300 ft.)
Hook sword
Martial weapon, melee weapon
15 gp, 4 lb.
1d6 slashing - defensive, special.
Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield.
Special. When using its hooked tip, this weapon grants a climbing speed equal to your movement and gives advantage on checks when climbing Difficult Terrain.
Sai
Martial weapon, melee weapon
2 gp, 4 lb.
1d4 bludgeoning - defensive, light
Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield.
Stiletto
Simple weapon, melee weapon
5 gp, 1 lb.
1d4 piercing - brutal, hidden.
Brutal. Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.
Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.
Hidden Blade
Simple weapon, melee weapon
100 gp, 1 lb.
1d4 piercing - finesse, hidden, light, special, thrown (20/60 ft.)
This weapon is attached to a specialized sleeve that runs up arm of its wielder, keeping it hidden in plain sight.
Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.
Special. This weapon requires an action to equip or remove. Additionally, one or more of the following may be applied to a hidden blade:
- Arm Guard. 100 gp. Metal plating at the top of the blade's sheath allows you to block and deflect attacks more easily. This grants a +1 to AC, provided you are wearing Light or no armor.
- Hook Blade. 100 gp. The hooked tip of your hidden plade allows you to climb vertical surfaces more easily. This grants a climbing speed equal to your movement and gives advantage on checks when climbing Difficult Terrain. It is incompatible with Phantom Blade and Poison Blade.
- Phantom Blade. 250 gp. 1d6 piercing - loading, thrown (30/120 ft.). Requires proficiency with hand crossbows. A small crossbow attachment allows greater range when attacking. This one-shot weapon uses crossbow bolts as ammunition and requires you use an action to reload it. If you are Hidden, shooting with this weapon will not reveal your location. Incompatible with Hook Blade.
- Poison Blade. 150 gp. Requires proficiency with a Poisoner's Kit. A small needle-like attachment to the hidden blade allows its wielder to administer a Contact, Ingested, or Injury-type poison to a target instead of dealing damage on a hit. If the blade was hidden when the target was struck, the target has Disadvantage on any saving throws to resist the effects of the poison. Incompatible with Hook Blade.