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Exotic Weapons

By October 24, 2022April 24th, 2024Craftsman

Weapons

Weapons come in an endless variety of flavors and designs, from the subtle elven foil to the bombastic light cannon. With patience and dedication, a skilled warrior can master even the most unwieldy or exotic weapons, especially if such a weapon would give him an edge in the life or death game of combat.
This section details new types of weapons, their properties, and special rules pertaining to their use. Weapons are organized by the proficiencies necessary to use them: simple, martial, and exotic.

Two-Weapon Fighting
You can engage in two-weapon fighting with any two light weapons. When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can use a bonus action to attack with the second weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If the bonus attack wouldn’t add an ability modifier to damage—such as with firearms—you subtract 2 from the damage roll of the bonus attack, to a minimum of 1 damage.
You can only use a ranged weapon in either of your hands to engage in two-weapon fighting if it has one of the following properties:
Loading. You can make one attack with the weapon. You can attack again with it once you have a free hand to load the weapon.
Reload. You can’t reload the weapon until you have a free hand to do so.
Thrown. You can throw this weapon.

Exotic Weapon Proficiencies

Exotic weapons and armor require an incredible level of skill to wield or wear properly, as they are often unusually heavy, oddly balanced, or bizarre in construction. As such, no class (other than the craftsman) gains proficiency with the exotic weapons and armor presented in this chapter. For a member of another class to gain proficiency with exotic weapons and armor, they must take the Exotic Mastery feat (see Chapter 4).

Simple Melee Weapons
Name Cost Damage Weight Properties
Cestus 5 gp 1d4 bludgeoning 2 lb. Fist, light
Claw Gauntlet 5 gp 1d4 slashing 2 lb. Fist, light
Kama 1 gp 1d4 slashing 2 lb. Finesse, light
Machete 5 sp 1d6 slashing 4 lb. Special
Pickaxe 5 sp 1d8 piercing 10 lb. Two-handed
Punching Dagger 5 gp 1d4 piercing 2 lb. Fist, light
Sai 2 gp 1d4 piercing 2 lb. Finesse, light
Shovel 2 gp 1d8 slashing 5 lb. Two-handed
Tonfa 1 sp 1d4 bludgeoning 1 lb. Light

 

Martial Melee Weapons
Name Cost Damage Weight Properties
Bayonet 2 gp 1d4 piercing 1 lb. Finesse, light, special
Catchpole 15 gp 1d6 piercing 6 lb. Reach, special, two-handed
Cutlass 30 gp 1d8 slashing 2 lb. Finesse
Estoc 15 gp 1d8 piercing 3 lb. Versatile (1d10)
Katana 50 gp 1d8 slashing 3 lb. Finesse, versatile (1d10)
Naginata 50 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Nunchaku 5 sp 1d6 bludgeoning 1 lb. Finesse, light

 

Exotic Melee Weapons
Name Cost Damage Weight Properties
Bastard Sword 65 gp 1d10 slashing 8 lb. Versatile (1d12)
Boomeraxe 80 gp 1d8 slashing 5 lb. Light, returning, thrown (20/60)
Chain Whip 55 gp 1d8 bludgeoning 7 lb. Finesse, reach
Dervish 175 gp 1d8 slashing 6 lb. Double, finesse
Dire Flail 60 gp 1d10 bludgeoning 7 lb.
Double Sword 165 gp 1d10 slashing 6 lb. Double, two-handed
Dwarven Waraxe 100 gp 2d8 slashing 20 lb. Heavy, superheavy, two-handed
Elven Foil 75 gp 1d8 piercing 4 lb. Finesse, parrying
Greatspear 55 gp 1d12 piercing 25 lb. Heavy, reach, two-handed
Grim Scythe 65 gp 1d10 slashing 6 lb. Finesse, versatile (1d12)
Mountain Cleaver 200 gp 2d10 slashing 50 lb. Heavy, massive, superheavy, two-handed
Parrying Dagger 55 gp 1d6 piercing 2 lb. Finesse, light, parrying

 

Simple Ranged Weapons
Name Cost Damage Weight Properties
Shuriken 5 cp 1d4 slashing 1/4 lb. Finesse, thrown (20/60)

 

Martial Ranged Weapons
Name Cost Damage Weight Properties
Boomerang 2 gp 1d4 bludgeoning 1/4 lb. Light, returning, thrown (range 60/180)
Chakram 2 gp 1d4 slashing 1 lb. Finesse, light, returning, thrown (range 20/60)
Crossbow, Repeating 75 gp 1d8 piercing 20 lb. Ammunition (range 100/400), heavy, reload (5), two-handed
Dagger, Throwing 2 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 60/180)

 

Exotic Ranged Weapons
Name Cost Damage Weight Properties
Bomb 2 sp 1d10 fire 1 lb. Finesse, special, thrown (range 30/90)
Crossbow, Automatic 125 gp 1d8 piercing 25 lb. Ammunition (range 60/240), automatic, reload (10), two-handed
Crossbow, Sniper 110 gp 1d12 piercing 20 lb. Ammunition (range 150/600), heavy, loading, sighted, two-handed
Demolition Bow 200 gp 1d8 fire 4 lb. Ammunition (range 80/320), explosive, two-handed
Edged Card 5 gp 1d8 slashing Elegant, finesse, light, thrown (range 20/60)
Elven Longbow 100 gp 1d10 piercing 3 lb. Ammunition (range 100/400), heavy, two-handed
Greatbow 200 gp 1d10 piercing 8 lb. Ammunition (range 100/400), heavy, tension, two-handed
Portable Ballista 500 gp 2d8 piercing 40 lb. Ammunition (range 100/400), heavy, loading, mounted, two-handed
Shotbow 115 gp 1d8 piercing 8 lb. Ammunition (range 30/90), heavy, scatter (1d12), two-handed
Twinbow 200 gp 1d10 piercing 4 lb. Ammunition (range 100/400), heavy, twinshot, two-handed

 

Ammunition
Ammunition Cost Weight
Arrows (20) 1 gp 1 lb.
Ballista bolt 1 gp 2 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 1/2 lb.
Greatbow arrow (5) 1 gp 10 lb.
Sling bullets (20) 4 cp 1 1/2 lb.

 

Weapon Properties

Many weapons have special properties related to their use, as shown in the weapons tables.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.
Double. This weapon has two damage-dealing ends. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this bonus attack.
Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.
Explosive. When this weapon’s projectile hits a target, it explodes in a 15-foot diameter sphere. The projectile can target an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a DC 14 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Fist. Attacks made with this weapon are treated as unarmed strikes.
Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases by 200 feet.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Massive. You can only make an attack with this weapon when you take the Attack action, and only as the first attack you make on your turn. Once you make an attack with this weapon, you can’t attack again until the start of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an extra two dice of damage for each attack you forgo when using this weapon.
Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.
Parrying. While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC against melee attacks.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.
Returning. After being thrown, this weapon returns to your hand at the end of your turn.
Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.
Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons”).
Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.
Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.
Trip. You can make a shove attempt against any creature within this weapon’s reach. Furthermore, you have advantage on ability checks you make to shove a creature using this weapon.
Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within range of the weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Weapons with special properties are described here.
Bayonet. As an action, a bayonet can be mounted to any two-handed ranged weapon or removed from it. While mounted, you can use the bayonet to make a two-handed melee weapon attack, which deals 1d8 piercing damage on a hit.
Bomb. When a bomb hits a target, it explodes in a 5-foot radius and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.
Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.
Catchpole. This weapon is used to immobilize creatures at a distance. When you hit a creature of Large size or smaller with this weapon, you can attempt to grapple the creature instead of dealing damage. When you do so, you use your attack roll for the grapple check, rather than making a Strength (Athletics) check. While grappling a creature with this weapon, you can’t use the weapon on another target.
Machete. This weapon deals double damage to Plants and vegetation.

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