Optional Rule: New Weapon Properties
DM Note:
These served us well for the 2014 rules.
Once we feel we're accustomed to the 2024 weapon mastery, we'll consider adding some of them back into the game.
Bash. This heavy weapon deals half damage when stopped by a rival's defense. When an attack that would otherwise hit misses due to the extra AC added by a shield, a parry class features, or weapon parrying, the Bashing weapon hits through the defense and deals half damage. This weapon also provides +1 to attack rolls heavily armored rivals.
Brutal. These weapons deal triple the weapon's (and only the weapon's) damage dice on a critical hit.
Bypassing. This weapon bypasses parrying and shields (including the shield spell, parry class features, and weapon parrying) bonuses to AC, up to half your proficiency bonus, rounded up.
Defensive. When you take the Attack action on your turn while using this weapon, you can choose to take a -5 penalty to all your attacks until the start of your and gain half your proficiency bonus (round down) to your AC against all melee attacks until the start of your next turn.
Double. If you attack with this weapon as part of the Attack action on your turn (and don't use versatile damage), you can use a bonus action immediately after to make a melee attack with it. This attack's weapon damage is 1d4.
Dual. When dual-wielding two such weapons, on a hit with your bonus action "off-hand" attack, you may add half your proficiency bonus (round down) to the damage.
Grappling. An attack made by this weapon could be made to grapple instead of dealing damage. Instead of an attack roll, the attacker makes a Strength (Athletics) check, adding 1d4 to the roll, against a rival's Strength (Athletics) or Dexterity (Acrobatics) roll. The target is then grappled and continued grappling checks are made normally. If the weapon is a thrown weapon (bola), and the attacker wins the initial contested check, the initial roll remains as the DC for any following contested checks. Instead, by using both your action and your movement, you can choose to automatically release yourself, and then end your turn.
Parrying. When wielding this weapon you may spend your reaction parrying and add half your proficiency bonus (round down) to your AC against that single melee attack. You can't use this weapon feature when using a shield. You gain no benefit from using two parrying weapons.
Set. When an enemy charges you, you can use your reaction to set this weapon against the charge and perform an attack of opportunity against the charging enemy. On a hit, you automatically score a critical hit.
Tripping. You can use this weapon to make a "tripping attack". This allows you to make a shove attack, but only to make the creature fall prone. Roll a Strength (Athletics) check adding 1d4 to the roll against a rival's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target falls prone. This attack can be made with any of your attacks during the round, but only once per round. These weapons also increase DC for features or abilities granting weapon tripping attacks by 1.
Adventures on the Edge Campaign World - Weapon Materials:
For years the world lacked fire, and therefore metals. However, it is filled with odd wondrous beasts and plentiful horns, bones, carapace, and parts ripe for harvesting and crafting, as well as various miraculous materials generated by the industrious Sajani.
Stone, wood, bone & various animal parts:
Unless otherwise specified weapons on these tables are made of strange and exquisite materials that far surpass other natural materials. Jagged black rock shards, that can only be worked after being submerged for weeks in bile fluids from a large herbivore, the Sutah, are worked into fine blades and curious shapes. Petrified dark wood, gnarled green wood, and sturdy redwood make for shafts and clubs. Teeth honed from the fangs of monstrous serpents make for perfect daggers. Bone, namely those large and old Buharag, can be formed into near unbreakable clubs and handles. Zocous claws and Rafter horns make for excellent dirks, spearheads, and tridents. Silk from a specific type of giant spider-like creature helps string superior bows.
Polymer:
Weapons made of these materials are manufactured and sold almost exclusively by the Edge Empire and are one of the sources of their immense wealth. Weapons with polymer blades are sometimes diamond-coated honed blades. They are usually made in white, black, and dark gray colorations.
Metals:
Weapons of this type are rare. So rare that they are usually can't be bought, and are prized positions of high nobility and the extremely rich. They come in two kinds, newly formed weapons crafted by electric blacksmithing, which is an extremely demanding and expensive procedure, or that they are relics preserved from a long time ago. Weapons that survived the years are often of the highest quality and are considered magical for the purposes of gameplay. Metal weapons are not listed below, and should they ever be sold, their price range would be at least 10 times the regular weapon's cost, and perhaps more depending on the amount of metal and complexity of the design.
Simple Melee Weapons
Weapon | Cost | Damage | Type | Weight | Properties |
Club | 1 sp | 1d4 | bludgeoning | 2 lb. | Light |
Dagger, simple | 2 gp | 1d4 | piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Great club | 2 sp | 1d8 | bludgeoning | 10 lb. | Bash, two-handed |
Handaxe | 5 gp | 1d6 | slashing | 2 lb. | Dual, light, thrown (range 20/60) |
Hammer | 2 gp | 1d4 | bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Javelin | 5 sp | 1d6 | piercing | 2 lb. | Thrown (range 30/120) |
Mace | 5 gp | 1d6 | bludgeoning | 4 lb. | Bash |
Quarterstaff | 2 sp | 1d6 | bludgeoning | 4 lb. | Parrying, versatile (1d8) |
Sickle | 1 gp | 1d4 | slashing | 2 lb. | Light |
Spear | 1 gp | 1d6 | piercing | 3 lb. | Defensive, parrying, set, thrown (range 20/60), versatile (1d8) |
Club
A heavy stick that is used as a hand weapon, usually shaped or selected with an outer end wider and heavier than its handle.
Dagger, simple
A fighting knife with a very sharp point and usually two sharp edges, typically designed or capable of being used as a thrusting or stabbing weapon.
Handaxe
Handaxes shafts are usually made of wood and about a foot or two in length. Their blades are single-edged and their backsides are either unadorned, spiked, or have a peen.
Hammer
The hammer is a small weapon, usually with a haft made of wood about one and a half feet long (45cm). Later versions of this weapon added a pick on the back of the hammerhead.
Javelin
A light spear of about 5 feet in length, used for throwing and hunting.
Mace
A large club with knobs or flanges on its head.
Quarterstaff
A staff from 6 to 9 feet (about 2 to 3 m) long, that is used for attack and defense.
Sickle
A curved blade with an attached handle. The inside part of the curve is sharp, so the user can swing the blade against the crop's base, catching it in the curve and slicing it. Some sickles have a serrated blade like a saw. A sickle is sometimes used as a weapon.
Spear
A pole weapon with a sharp point, either thrown or thrust at an enemy or prey. It appears in an infinite variety of forms in societies around the world.
Simple Ranged Weapons
Weapon | Cost | Damage | Type | Weight | Properties |
Crossbow, light | 25 gp | 1d8 | piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
Dart | 5 cp | 1d4 | piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
Shortbow | 25 gp | 1d6 | piercing | 2 lb. | Ammunition (range 80/320), two-handed |
Shortbow, spider | 100 gp | 1d8 | piercing | 2 lb. | Ammunition (range 100/400), two-handed |
Sling | 1 sp | 1d4 | bludgeoning | - | Ammunition (range 30/120) |
Crossbow, light
These are ranged weapons made from a bow fixed to a stock. They are powerful and simple to use but require reloading after firing. You draw a light crossbow back by pulling a lever. Bolts or quarrels must be loaded to fire a crossbow.
Dart
Darts can be either small knives or short spears (about 1 foot) used at range.
Shortbow
Shortbows consisted of a flexible shaft of wood (or horn or bone), measuring about 3 to 4 feet in length with the ends connected by a strong cord or a gut string that is a little shorter than the shaft, causing the wood to bend and keep the string under tension.
Shortbow, spider
These superior short bows are made exclusively by the Mnsobek of the Gnarlled woods, as they are made from giant indigenous spider-like creatures. The bow is made of extremely durable mandibles, while the string is made of their unique silk.
Sling
A projectile weapon that is typically used to hand-throw a blunt projectile such as a stone, clay, or other "sling-bullet".
Martial Melee Weapons
Weapon | Cost | Damage | Type | Weight | Properties |
Battleaxe | 10 gp | 1d8 | slashing | 5 lb. | Bash, heavy, versatile (1d10) |
Battleaxe, polymer | 25 gp | 1d8 | slashing | 2 lb. | Finesse, versatile (1d10) |
Dagger, parrying | 25 gp | 1d4 | piercing | 1 lb. | Finesse, light, parrying, thrown (range 15/45) |
Dagger, close-quarters | 10 gp | 1d4 | piercing | 1 lb. | Finesse, light, special, thrown (range 15/45) |
Dagger, assassin's | 15 gp | 1d4 | piercing | 1 lb. | Finesse, light, special, thrown (range 15/45) |
Double-bladed weapon | 100 gp | 2d4 | slashing or piercing | 6 lb. | Double, heavy, finesse, two-handed |
Flail | 10 gp | 1d8 | bludgeoning | 2 lb. | Bypassing |
Flail, long | 5 gp | 1d8 | bludgeoning | 5 lb. | Bypassing, two-handed |
Glaive | 20 gp | 1d12 | slashing | 6 lb. | Defensive, heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 | slashing | 7 lb. | Bash, brutal, heavy, two-handed |
Greatsword | 50 gp | 2d6 | slashing | 6 lb. | Brutal, defensive, heavy, two-handed |
Halberd, polymer | 20 gp | 1d8 | bludgeoning/piercing | 6 lb. | Bash, bypassing, defensive, heavy, reach, tripping, two-handed |
Lance, polymer | 10 gp | 1d12 | piercing | 6 lb. | Reach, special |
Longsword, polymer | 15 gp | 1d8 | slashing | 3 lb. | Defensive, versatile (1d10) |
Maul | 10 gp | 2d6 | bludgeoning | 10 lb. | Bash, heavy, two-handed |
Morningstar | 15 gp | 1d6 | piercing/bludgeoning | 4 lb. | Bash |
Morningstar, heavy | 25 gp | 1d6+1 | piercing/bludgeoning | 6 lb. | Bash, heavy, versatile (1d8+1) |
Pike | 5 gp | 1d10 | piercing | 18 lb. | Heavy, reach, set, two-handed |
Rapier | 25 gp | 1d8 | piercing | 2 lb. | Finesse, parrying |
Raven's beak | 20 gp | 1d8 | piercing/bludgeoning | 6 lb. | Bash, bypassing, defensive, heavy, reach, tripping, two-handed |
Scimitar | 25 gp | 1d6 | slashing | 3 lb. | Dual, finesse, light |
Shortsword | 10 gp | 1d6 | piercing | 2 lb. | Finesse, light |
Scythe | 2 gp | 2d4 | slashing | 7 lb. | Finesse, heavy, tripping, two-handed |
Spear, winged | 15 gp | 1d8 | piercing | 4 lb. | Defensive, parrying, set, thrown (range 10/30), two-handed |
Trident | 5 gp | 1d6 | piercing | 4 lb. | Parrying, set, thrown (range 20/60), versatile (1d8) |
War pick | 5 gp | 1d6 | piercing | 2 lb. | Bash, bypassing |
Warhammer | 15 gp | 1d8 | bludgeoning | 5 lb. | Bash, heavy, versatile (1d10) |
Whip | 2 gp | 1d4 | slashing | 3 lb. | Bypassing, finesse, grappling, reach (10 ft), tripping |
Battleaxe
A thick-handled weapon with a heavy, sharp blade on one end.
Battleaxe, polymer
A long-handled weapon with a long curved blade at its tip. Lighter and faster than ordinary battleaxes.
Dagger, parrying
The parrying dagger is a category of small handheld weapons. They are used as off-hand, typically incorporating a wider guard, sword breaker, or trident dagger.
Dagger, close-quarters
A type of stiff-bladed dagger tapering gradually to a point, reinforced with two wide bands for pushing the dagger into a rival.
Special. When restrained, the use of this dagger against the restraining creature does not impose disadvantage on your attacks.
Dagger, assassin's
A specialized dagger with a long slender blade and needle-like point. The blade's narrow cross-section and acuminated tip reduce friction upon entry, allowing the blade to penetrate deeply.
Special. This weapon's crits at 19 or 20.
Double bladed weapon
Double-bladed weapons come in various shapes and sorts, spearheads, or an assortment of curved or straight blades. They consist of a middle shaft of an appropriate length and a blade on either end.
Flail
A flail is a weapon consisting of a striking head (usually spiked) attached to a short handle by a flexible rope, strap, or chain.
Flail, long
A long, two-handed shaft of about 5 feet in length, attached by rope, strap, or chain to a cylindrical spiked head. This weapon is derived from the agricultural tool of the same name, commonly used in threshing.
Glaive
Typically consists of a single-edged wide blade approximately a foot and a half long affixed to a pole measuring about 6 to 7 feet.
Greataxe
The greataxe is a large, heavy battleaxe, often with a double-bladed head. The shaft was usually long and constructed of stout wood, with about half that length being just the grip alone.
Greatsword
The largest member of the sword family requires two hands to wield it. The hilt is elongated to accommodate grip and the blade is doubled-edged. Some versions had parrying hooks along the blade.
Halberd, polymer
A weapon consisting of a, mostly straight and dull, axe blade balanced by a pick with an elongated pike head at the end of the staff. It is usually about 5 to 6 feet long and is one of the most versatile weapons of the time.
Lance, polymer
A long spear used by cavalry for mounted combat. It usually consisted of a long wooden shaft with a sharp hardened point.
Special. 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.
Longsword, polymer
A quick, effective, and versatile weapon capable of deadly thrusts, slices, and cuts. It consists of a long double-edged blade, roughly 3 to 4 feet, and a long handle.
Maul
A maul is a long-handled hammer with a very heavy head, sometimes having a spear-like spike on the fore-end of the shaft.
Morningstar
A club-like weapon consisting of a shaft with an attached ball adorned with one or more spikes. It uses a combination of blunt force and piercing to kill or wound the enemy.
Morningstar, heavy
A larger, heavier, and more expensive version of the Morningstar.
Pike
A long spear with a heavy wooden shaft 10 to 15 feet long, tipped by a small leaf-shaped point.
Rapier
A long-bladed narrow sword characterized by a protective hand guard and quickness.
Raven's beak, polymer
A weapon consisting of a sharp pick with a small hammer for counterbalance, and a pike head at the end of the staff. It was usually about 5 to 6 feet long, and much like the halberd it is one of the most versatile weapons of the time.
Scimitar
A single-edged sword with a convex curved blade. This includes a large family of slightly different swords.
Shortsword
Some of the most common weapons, and thus designs are extremely varied, depending on the region and creator. Most are around 2 feet in length. Their blades can be curved or straight, single- or double-edged, and wide or narrow.
Scythe
A pole weapon with a curving single-edged blade with the cutting edge on the concave side of the blade.
Spear, winged
A heavier and slightly longer spear held in two hands, its tip has spiked edges that help with parrying incoming attacks.
Trident
A three-pronged spear. It is used for spearfishing as well as a polearm.
War pick
A large pick-like weapon is useful against armored opponents.
Warhammer
Much like the maul, however, this weapon is designed to be held with either one or two hands.
Whip
A handle of up to a foot in length, and a lash composed of a braided thong between 10 and 15 ft. long. Some whips have an exposed wooden grip, others have an intricately braided leather-covered handle.
Martial Ranged Weapons
Weapon | Cost | Damage | Type | Weight | Properties |
Blowgun | 10 gp | 1 | piercing | 1 lb. | Ammunition (range 25/100), loading |
Bola | 1 gp | 1 | bludgeoning | 2 lb. | Grappling, light, thrown (range 15/45), tripping |
Boomerang | 1 gp | 1d4 | bludgeoning | 1/4 lb. | Finesse, light, special, thrown (range 30/90) |
Crossbow, hand | 75 gp | 1d6 | piercing | 3 lb. | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d10 | piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
Crossbow, repeating | 350 gp | 1d6 | piercing | 5 lb. | Ammunition (range 50/200), special |
Longbow | 50 gp | 1d8 | piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
Longbow, spider | 200 gp | 1d10 | piercing | 2 lb. | Ammunition (range 180/720), heavy, two-handed |
Net | 1 gp | - | - | 3 lb. | Bypassing, special, thrown (range 5/15) |
Blowgun
A long, narrow pipe through which darts or other projectiles are blown. Primarily a hunting weapon, a blowgun is rarely used in warfare.
Bola
A type of throwing weapon made of weights on the ends of interconnected cords used to capture rivals by entangling their legs.
Boomerang
A throwing stick with aerodynamic properties, traditionally made of wood, but also of bone, horn, tusks, and even polymer. It is light, thin, and well-balanced, and between 1-2 feet in length.
Special. When a thrown attack with a boomerang misses its target, at the end of the user's turn, the boomerang returns to them.
Crossbow, hand
A hand crossbow is a very small crossbow, that can be aimed and fired with one hand, though two hands are still required to load it.
Crossbow, heavy
A large weapon with a steel prod, or bow assembly. Due to its size, it requires two hands to aim and fire. Loading is a difficult process required the use of levels and pullies attached to the weapon shaft.
Crossbow, repeating
This marvel of ingenuity allows its users to fire quarrels at a rapid pace. While constructed mostly like a mix between a hand and a light crossbow, regarding its size, it has a long cartridge attached below the shaft with up to 6 quarrels that are pushed up into a firing position. It can fired using one hand up to six times before requiring a reload.
Special. When using the Attack action to attack with this weapon, you can use a bonus action to make one additional attack with this crossbow (provided your cartridge has enough quarrels). This crossbow can be fired multiple times during your turn (as long as quarrels are remaining in your cartridge). However, once your cartridge is expended, you must you an action to reload a new one, while taking this action, the weapon is considered to temporarily have the loading property and can be fired only once during that turn.
Longbow
A powerful bow, about 6 feet long. It isn't significantly recurved and makes a fairly long draw possible.
Longbow, spider
Much like its short counterpart, this bow is made of extremely durable mandibles and strung with the huge spider-like creatures' unique silk.
Net
A non-lethal weapon designed to entangle and restrain the target.
Special. 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.
Martial Weapons (Monk)
Weapon | Cost | Damage | Type | Weight | Properties |
Bladed Fan | 5 gp | 1d4 | slashing | 1/2 lb. | Finesse, light, parrying |
Chakram | 15 gp | 1d4 | slashing | 2 lb. | Dual, finesse, light, thrown (range 15/45) |
Claws | 3 gp | 1d4 | slashing/piercing | 1/2 lb. | Dual, finesse, light, special |
Katana | 50 gp | 1d8 | slashing | 3 lb. | Defensive, finesse, versatile (1d10) |
Kama & Kukri | 11 gp | 1d4 | slashing | 1 lb. | Bypassing, dual, light |
Nunchuks | 5 gp | 1d6 | bludgeoning | 1 lb. | Finesse, light, parrying |
Sap | 2 gp | 1 | bludgeoning | 1 lb. | Finesse, light, special |
Three-Section Staff | 10 gp | 1d8 | bludgeoning | 3 lb. | Bypassing, defensive, finesse, heavy, reach, two-handed |
Tonfa | 12 gp | 1d4 | bludgeoning | 2 lb. | Defensive, light, parrying |
Warchain, blade | 20 gp | 1d6 | piercing | 4 lb. | Bypassing, double (1d4), finesse, grappling, versatile (1d8), reach, tripping, two-handed |
Warchain, ball | 20 gp | 1d8 | bludgeoning | 5 lb. | Bypassing, double (1d4), finesse, grappling, versatile (1d10), reach, tripping, two-handed |
Throwing Star | 5 cp | 1d4 | slashing | 1/16 lb. | Finesse, light, thrown (range 20/60) |
Bladed fan
Bladed fans vary in size, materials, and shape. Most often they are folding fans with hardened sharp ribs with lacquered paper attached between them to cover the blades.
Chakram
These weapons, often wielded in pairs, are circular with a sharpened outer edge and a diameter of up to a foot. They can be used as throwing or hand-to-hand weapons.
Claws
A claw-like weapon imitating the claws of large predators. It is made of three to five curved blades that are used to slash or stab.
Special. You gain advantage on any saves made to avoid the disarming of this weapon, and your opponent has disadvantage on any rolls to attempt to disarm this weapon.
Katana
A lightly curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. The blade is thick, sturdy and very sharp.
Kama & Kukri
A kukri is a type of short sword or knife with a distinct recurve in its blade. A kama is a hand scythe weapon, originally used as a harvesting sickle or mini scythe.
Nunchuks
A hand weapon for defense against frontal assaults, consisting of two hardwood, foot-long sticks joined by a chain or thick cord that stretches to body width.
Sap
A leather club filled with stone, sand, or other material that can deliver a crippling blow in a close-quarters fight. Typically, a sap is flat and looks a bit like a beavertail. It's made with heavy leather and is surprisingly easy to carry and deploy.
Special. When you attack a creature who is unaware of your presence with this weapon it must make a Constitution saving throw or fall unconscious. The save DC varies by the amount of damage (including all bonuses for spells, sneak attacks, or any other source) suffered from the attack, as shown in the table below. If the creature loses all its hit points, it falls unconscious and stable.
| HP Lost | Constitution Save DC |
| over 75% | DC 20 |
| over 50% | DC 16 |
| over 25% | DC 12 |
Three-section-staff
This weapon consists of three wooden or other hard material short staffs connected by short rope or rings to create a three sectioned staff.
Tonfa
Also called T-batton, this weapon is a stick with a perpendicular handle attached a third of the way down the length of the stick, and is about a foot and a half long.
Warchain, blade
A long chain with attached weights along its length to provide balance against a sharp sickle-like blade at the end of the chain. It is used by spinning the chain and tossing the blade ahead at rapid speeds.
Warchain, ball
Very similar to the blade warchain, this weapon has a sturdy heavy ball at its end instead of a blade.
Throwing star
A small, flat, star-shaped weapon. Easily concealed as used as a thrown weapon.