Simple and Martial Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Cestus | 1 gp |
1d4 bludgeoning |
1/2 lb. |
Light, special |
| Tiger Claws | 2 gp |
1d4 piercing |
1 lb. |
Finesse, Light, special |
| Simple Ranged Weapons | ||||
| Shuriken (Dart) | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
| Martial Melee Weapons | ||||
| Kusari-gama | 10 gp | 1d6 slashing or 1d4 bludgeoning | 3 lb |
Finesse, Two-handed, Special |
| Martial Ranged Weapons | ||||
| Shuriken (improved) | 1 gp | 1d4+1 piercing | 1/4 lb. | Finesse, thrown (range 40/60) |
Cestus: leather/metal half glove or hand wraps. Cannot be disarmed. It takes an action to don or doff a cestus.
Tiger Claws: leather/metal half glove with short claws. Cannot be disarmed. It takes an action to don or doff tiger claws.
Kusari-gama: a length of chain with a particularly sharp kama at one end, designed especially for battle, rather than as a farming tool. Polearm Master feat can be applied.
Exotic Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Melee Weapons | ||||
| Wensharian Whipsword | 75 gp |
Whip, 1d6 slashing, Finesse, reach Sword, 1d8 slashing, Finesse, versatile (1d10) |
6 lb. | Parrying, Switch, risky (1) |
| Wensharian Battlegauntlet |
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| Wensharian Battlebracer |
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Wensharian Battlebracer
Ammunition
Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However at the Narrator’s discretion, special ammunition may be available.
| Ammunition | Cost | Weight |
|---|---|---|
| Explosive Arrows (4) | 80 gp | 1/2 lb |
| Flaming Arrows (4) | 60 gp | 1/2 lb |
| Punching Arrows | 100 gp | 1 lb |
Explosive. An attack made with explosive ammunition cannot benefit from expertise dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage.
Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.
Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier.