Exotic Weapons and Items

These unusual weapons and items offer abilites surpassing the regular gear available to an adventurer. They may be commissioned from the forges of master smiths, looted from the bodies of elite warriors, stolen from the private collections of nobles or bought at exclusive auctions.

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Adamantine Weapon

Weapon (any metal), uncommon
This weapon was forged from adamantine, and has unsurpassed hardness and durability. When you score a critical hit with the weapon you can add your ability modifier to the attack's damage twice. If the target of your attack is made of adamantine or has adamantine armor, then this bonus is not applied, but the attack is still a critical hit. Whenever you hit an object with this weapon, the hit is a critical hit.

Bastard Sword

Weapon (longsword), uncommon
This sword has been expertly smithed with a longer blade and a hand and a half grip. This weapon deals 1d10 damage when wielded one handed and 2d6 damage when wielded with two hands.

Bomb

Item, uncommon
This iron ball is filled with alchemical explosives and has a short fuse extending from it. As an action, a character can light and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 dexterity saving throw, taking 4d6 fire damage on a failed save or half as much damage on a successful one. This item weighs 1lb.

Buckler

Armor (shield), common
This small metal shield is held by a simple handle for ease of maneuvering. It increases your Armor Class by 1 (replacing the shield's normal bonus to AC) and you are proficient in its use if you are proficient with light armor. It also weighs half as much as a regular shield and can be donned or doffed without using an action.

Cold Iron Weapon

Weapon (any metal), uncommon
This weapon was crafted from unforged iron, granting it unique properties against creatures from beyond the Prime Material Plane. When used against Fey or Fiends, this weapon's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it deals an extra 1d4 force damage.


Composite bow

Weapon (longbow or shortbow), uncommon
This bow has been reinforced with sinew and horn to allow for a heavier draw strength than a regular bow. You can use your choice of your Strength or Dexterity modifier for damage rolls with this weapon.

Crossbow, Repeating

Weapon (hand, heavy, or light crossbow), uncommon
This crossbow has been fitted with a mechanism that allows it to be rapidly reloaded and fired in combat. This weapon does not have the loading property.

Darkwood Armor

Armor (breastplate, half plate or shield), uncommon
This armor is made of darkwood, a light but dense wood that is as strong as steel and cannot catch fire. This armor weighs half as much as its mundane equivalent.

Darkwood Weapon

Weapon (any wooden or mostly wooden weapon), uncommon
Weapons made from darkwood are prized by adventurers for their durability and light weight. This weapon weighs half as much as its mundane equivalent and cannot catch fire.

Dire Flail

Weapon (flail), uncommon
This intimidating weapon consists of a staff with a flail head on either end. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second flail as if you were two weapon fighting. This weapon has the two-handed property.

Dwarven Urgrosh

Weapon (battleaxe), uncommon
This long, finely crafted battleaxe has a spearhead at the bottom end of the haft. If you are wielding this weapon two handed and you use the attack action to make a melee attack with it on your turn, you can use a bonus action to make a melee attack with the spearhead as if you were two weapon fighting. This attack deals 1d6 piercing damage.

Dwarven Waraxe

Weapon (battleaxe), uncommon
Due to its expert craftsmanship, this fearsome battleaxe offers the power of a greataxe in one hand. This weapon deals 1d10 damage when wielded one handed and 1d12 damage when wielded with two hands.

Elven Longblade

Weapon (rapier), uncommon
This thin sword is uncannily quick to strike. This weapon has the light property and can deal piercing or slashing damage.

Elven Samaren

Weapon (longsword), uncommon
This sword has a second, smaller blade extending from the pommel. If you are wielding this weapon two handed and you use the attack action to make a melee attack with it on your turn, you can use a bonus action to make a melee attack with the second blade as if you were two weapon fighting. This attack deals 1d6 slashing damage.

Exotic Weapons and Items

Gnome Hooked Hammer

Weapon (light hammer), uncommon
This cleverly forged hammer has a long hook affixed to one end of its head. This weapon deals 1d8 damage. When wielding this weapon, you can use your bonus action to attempt to trip a creature within 5 feet of you. If the target is Medium or smaller, it must make a strength saving throw (DC 8 + your proficiency bonus + your strength modifier) or be knocked prone.

Halfling Glader

Weapon (scimitar), uncommon
This boomerang-shaped sword is constructed out of wood sharpened to a fine edge. This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. Once per turn you can use your action to make a special ranged attack with this weapon: immediately after the attack, the weapon flies back to your hand.

Katar

Weapon (shortsword), common
This sword is held with the blade extending forwards from the knuckles, allowing it to be used with a punching motion. You may use your bonus action to make weapon attacks with this weapon instead of unarmed strikes when using the monk's Flurry of Blows and Martial Arts class features.

Katana

Weapon (longsword), uncommon
This gently curved sword allows a properly trained wielder to make blindingly quick strikes, despite its length. This weapon has the finesse property

Kukri

Weapon (dagger), common
The heavy, curved blade of this dagger lends it superior cutting power and force. This weapon deals 1d6 slashing damage.

Masterwork Weapon

Weapon (any), uncommon
This weapon has been flawlessly crafted. You gain a +1 bonus to attack rolls made with this weapon.

Mithral Armor

Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral Chain Shirt or Breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. Mithral armor weighs half as much as its mundane equivalent.

Mithral Weapon

Weapon (any metal), uncommon
This weapon was cast from mithral and feels feather-light in the hand. If a weapon does not have either the heavy or two handed property, the mithral version has the light property. This weapon weighs half as much as its mundane equivalent.


Nunchaku

Weapon (club), common
This weapon consists of two balanced clubs connected with rope or chain. It has the finesse and versatile properties and deals 2d4 damage when wielded with two hands.

Orc Double Axe

Weapon (greataxe), uncommon
This brutal weapon has axe heads at either end of its haft. This weapon deals 1d8 damage. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second axe head as if you were two weapon fighting.

Recurve Bow

Weapon (longbow), uncommon
This compact bow takes on a double curve when strung to increase the power of its shot. This weapon deals 1d10 damage and does not have the heavy property.

Silvered Weapon

Weapon (any), common
This weapon has been carefully plated with silver so as not to undermine its effectiveness. Some monsters that are resistant or immune to nonmagical weapons are susceptible to silver weapons.

Spiked Chain

Weapon (whip), uncommon
This long, carefully balanced chain has wicked spikes affixed to it and a ring at the end for a grip. This weapon deals 2d4 damage.

Spiked Gauntlets

Item, common
These gauntlets have had spikes affixed to the knuckles. This item causes the wearer's unarmed strikes with their fists to deal 1 extra point of piercing damage. This item weighs 1lb.

Sword-Staff

Weapon (halberd), uncommon
This unusual polearm has a long, sword-like blade at the tip. This weapon deals 1d12 piercing or slashing damage.

Tower Shield

Armor (shield), uncommon
This thick, unwieldy shield is large enough to cover you from ankle to shoulder. It increases your armor class by 3 (this replaces the shield's normal bonus to AC.) While this shield is equipped, you have disadvantage on Dexterity (Stealth) checks, and if your Strength score is lower than 15, your speed is reduced by 10 feet as if you were wearing heavy armor. It weighs twice as much as a regular shield.

Two-Bladed Sword

Weapon (greatsword), uncommon
This sword has a blade extending from either end of its hilt. This weapon deals 1d8 damage. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second blade as if you were two weapon fighting.

Exotic Weapons and Items

Buying and Selling Exotic Equipment

While Exotic Items will not be available to most beginning adventurers, some may find themselves in the sort of far flung locales where such items are available for the discerning buyer. These rules are suggestions for how to price these items in a balanced and believable manner.

Weapons
Name Price
Simple Melee Weapons
 Gnome Hooked Hammer 250 gp
 Kukri 40 gp
 Nunchaku 30 gp
Simple Ranged Weapons
 Composite Shortbow 150 gp
 Repeating Light Crossbow 300 gp
Martial Melee Weapons
 Bastard Sword 350 gp
 Dire Flail 250 gp
 Dwarven Urgrosh 300 gp
 Dwarven Waraxe 300 gp
 Elven Longblade 350 gp
 Elven Samaren 350 gp
 Halfling Glader 350 gp
 Katar 40 gp
 Katana 350 gp
 Orc Double Axe 350 gp
 Spiked Chain 350 gp
 Sword-Staff 300 gp
 Two-Bladed Sword 550 gp
Martial Ranged Weapons
 Composite Longbow 250 gp
 Recurve Bow 500 gp
 Repeating Hand Crossbow 650 gp
 Repeating Heavy Crossbow 450 gp
Materials
 Adamantine Weapon +100 gp/lb.
 Cold Iron Weapon +300 gp
 Darkwood Weapon +30 gp/lb.*
 Masterwork Weapon +300 gp
 Mithral Weapon +50 gp/lb.*
 Silvered Weapon +100 gp

Armor
Name Price
Shield                                           
 Buckler 20 gp
 Tower Shield 250 gp
Materials
 Adamantine Armor +100 gp/lb.
 Darkwood Armor +30 gp/lb.*
 Mithral Armor +50 gp/lb.*
Gear
Name Price
 Bomb 80 gp
 Spiked Gauntlets 50 gp

*When a material reduces the weight of an item, calculate the price based on the original item's weight.

Combining Materials

You may have the prodigious funds necessary to mix different types of exotic materials, but some exotic materials don't make sense together. For example, armor made of mithral and adamantine can only gain benefits from one of the source materials.

The exceptions to this rule are masterwork weapons and silvered weapons. It is entirely possible to commission a silvered masterwork mithral katana for 900gp. On the other hand, if you were to commission a darkwood spear with a mithral speartip it would have the same properties as a darkwood spear with a normal tip, the mithral would just be a costly decoration.

Magical Exotic Weapons

Exotic weapons can be enchanted just like regular weapons. When determining the rarity of such an item, an uncommon exotic item should be considered equivalent to a +1 magical weapon.

For example, a +1 bastard sword would be a rare magic item, whereas a +1 longsword is merely uncommon. Similarly, a +1 mithril bastard sword might be considered a very rare magic item.


A Note on Class Abilities

For the purposes of class abilities, tool proficiencies or magical effects that allow a character to summon or create non-magical items (such as the Warlock's Pact of the Blade feature or the School of Conjuration Wizard's Minor Conjuration feature), the weapons and items on this list should be considered magical. These items require the precise attention of a master craftsman to create, and attempts to reproduce their mundane properties will fail without that level of knowledge.

Adamantine Armor, Mithral Armor, and Bombs are based on content from the Dungeon Master's Guide. All other content is based on the Player's Handbook.