Weapons To Bring To The Table

Everywhere in the multiverse, weapons are manufactured in one fashion or another for those warriors who cannot use magic, or who compliment their magic with martial prowess. There are very skilled workers who know how to enhance weapons in ways that few others do. The most common enhancement is obviously silvering weapons, but other enchancements include adding adamantine or mithril to your weapon.

Adamantine Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to adamantine weapons, so cautious adventurers invest extra coin to plate their weapons with adamantine. You can plate a single weapon or ten pieces with adamantine for 200 gp. This cost represents not only the price of the adamantine, but the time and expertise needed to add adamantine to the weapon without making it less effective. A weapon or piece of ammunition plated with adamantine deal an additional die of their damage on a critical hit.

Mithril Weapons

Weapons crafted from mithril are lighter and allow the wielder to be more precise and dexterous in their strikes. Crafting a weapon from mithril adds 150 gp to the cost of the weapon. Mithril weapons lose the heavy property if they have it, and gain the finesse property. If the weapon did not possess the heavy property, then they gain the light property in addition to the finesse property.

Special Weapons

Certain weapons possess special rules. Those rules are described here.

Battle Claws. Races who possess natural weapons that are either claws or talons are proficient with these metal extensions of their natural weapons. Members of other weapons can gain proficiency through the Weapon Master feat.

Corvish Blade. This sword's blade collapses into it's hilt. It requires a Dexterity and Intelligence score of 13 to wield properly without causing injury to the wielder.

Falchion The falchion is unique among the heavy weapons. Small creatures can use one without penalty as long as they have a Strength score of 13 or higher.

Katar. The katar deals an additional 1d6 on a critical hit.

Dà Lannan Staff. The switch staff is a rod that is 3 feet in length. On either then, there is a blade for slashing at your enemies on either end. While holding this weapon, you can use a bonus action on your turn to split the center rod into two handles.

Dà Lannan Swords. These swords are meant to be dual wielded. While you are dual wielding them, you may use your reaction to lock them together, forming a Switch Staff.

Weapon Expansion
Name Cost Damage Weight Properties
Martial Melee Weapons
Bastard Sword 25 gp 1d10 slashing 6 lb. Heavy, versatile (1d12)
Battle Claws 50 gp 1d8 slashing 1 lb. Finesse, light, special
Corvish Blade 75 gp 1d8 slashing 3 lb. Finesse, light, special
Falchion 25 gp 2d4 slashing 5 lb. Heavy, two-handed, special
Hidden Blade 50 gp 1d6 piercing 1 lb. Finesse, light
Katana 50 gp 1d8 slashing 4 lb. Finesse, versatile (1d10)
Katar 3 gp 1d6 piercing 1 lb. Finesse, light, special
Khopesh 10 gp 1d8 slashing 3 lb. Light
Scythe 10 gp 3d4 slashing 16 lb. Heavy, reach, two-handed
Spiked Chain 15 gp 1d6 slashing 5 lb. Finesse, reach
Dà Lannan Staff 30 gp 1d8 slashing 3 lb. Finesse, two-handed, special
Dà Lannan Swords 15 gp 1d6 slashing 1 lb. Finesse, light, special