Weapons of the Midlands
some optional weapons to be used in tandem with the Midlands setting. Normal weapon lists are the most commonly obtained items, while these supplementary weapons could be bought in specialty locations, be dropped by high level enemies, or even be the base for a magic item. Use at your own discretion.
Argosan
Argosan society has always had a fasination with keeping the dangers of the Midlands at at least an arms length. Hosting a plethora of polearms, the denizens of Lake Argos have a multitude of options to aid their social distancing. The curled billhook works wonders for breaking shield walls, while the pointed halberd can dismount most riders when achored into the ground. The axe-headed bardiche cuts through men as a knife through butter, while the whistling end of a maul dents the thickest of armours. The Morningstar is a favorite among those hoping to instill fear in their enemies, while the intimidating great flail can be a difficult weapon for even a shield to counter.
Billhook
10ft reach, wielder at disadvantage when cramped. (20gp) 1d10, natural 19 disarms weapon or shield of foe, +1 to hit against shielded foes.
Halberd
10ft reach, wielder at disadvantage when cramped (20gp) 1d10, natural 19 dazes foe for 1 round, +1 damage against mounted foes.
Bardiche
10ft reach, disadvantage when cramped (20gp) 1d12, natural 19 evokes injuries and setbacks (LFG Deluxe p.79), excess damage after kill moved to foe within 5ft.
Maul
10ft reach, disadvantage when cramped (20gp) 1d12, natural 19 dazes foe for 1 round, +1 damage to heavily armoured foes.
Morningstar
One and two-handed varieties (10-12gp) 1d8 or 1d10, natural 19 prones foe.
Great Flail
10ft reach, disadvantage when cramped (15gp) 1d10, natural 19 trips or prones foe, +1 damage if previously hit with great flail (cannot stack past 1)
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Karok
The weapons of Dul-Korok's ancient halls mirror a past long since forgotten by most peoples of the Midlands. Their outlandish weapons always draw a second glance, yet are honed to perfection by the aged culture. A Karok punch-dagger is as quick as it is deadly in the hands of a soldier, while the sickle-blade has time-tested flexibility. The classic scimitar's weighted blade rends flesh and breaks bones, while the tiger's claw can tear with the ferocity of the beast itself. The hefty arbalest fires with unrivaled power, even compared to the heavy crossbow.
Punch-Dagger
(5gp) 1d6, natural 19 evokes injuries and setbacks (LFG Deluxe p.79), cannot be disarmed, +2 to initiative when wielding
Sickle-Blade
25ft throwing range (8gp) 1d6, natural 19 disarms weapon or shield of foe, +1 to hit shielded foes
Scimitar
One and two-handed varieties (10-12gp) 1d6 or 1d8, natural 19 evokes injuries and setbacks (LFG Deluxe p.79)
Tiger's Claw
(10gp) 1d6, natural 19 evokes injuries and setbacks (LFG Deluxe p.79), cannot be disarmed
Arbalest
200ft range (120gp) 2d8, natural 19 evokes injuries and setbacks (LFG Deluxe p.79), +1 damage to heavily armoured foes
Nydissian
The conquering Nydissians are nothing if not bold, and their weapons of choice echo that sentiment. A well trained army needs battle-tested, tried and true tools of war. The xiphos is dependable, durable, and a staple among the front lines, while the curled blade of the falx cuts down anything that stands in its way. The reach of the pilum out-performs all javelins, while the cheap and effective kestros insures every soldier has range as an option.
Xiphos
(8gp) 1d6, +2 to initiative when wielding
Falx
(16gp) 1d8, natural 19 disarms weapon or shield of foe, +1 damage two-handed, +1 to hit against shielded foe
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Pilum
25ft throwing range, 10ft reach, wielder at disadvantage when cramped (12gp) 1d8
Kestros
120ft range (2gp) 1d6, fired with 1 hand, two hands needed to reload
Varnori
The adventurous spirit of the Varnori is carried on the backs of the versitiliy of their axes and blades. As their longships carry them south, their weapons break through any barriers they come across. The fearsome Varnori Claymore rivals the longswords of Argosans, while the bearded axe can decimate shielded positions. Throwing hatchets fly briskly through the forests of the Midlands, while the defensive winged spear gives a leg up in a world full of pole-weapons.
Claymore
(35gp) 1d12, natural 19 evokes injuries and setbacks (LFG Deluxe p.79), excess damage after kill is moved to foe within 5ft
Bearded Axe
One and two-handed varieties (15-20gp) 1d6 and 1d8, natural 19 disarms weapon or shield of foe, +1 to hit against shielded foe
Throwing Hatchet
35 ft throwing range (8gp) 1d6, natural 19 evokes injuries and setbacks (LFG Deluxe p.79)
Winged Spear
15ft throwing range, 10ft reach, wielder disadvantaged when cramped (18gp) 1d8, natural 19 disarms weapon of foe
Thuel
The fearless Thuel prowl the dreaded outlands, where most cannot last. Quick on horses and on foot, their weapons demonstrate their speed and ferocity. The bolas is the perfect weapon for catching those trying to escape, while the composite bow is unrivaled on horseback. The aruval is dreaded in civilized lands, and the club-staff's simple yet effective methods make it a deadly weapon.
Bolas
25ft throwing range (4gp) 1d4, natural 19 drops speed of foe to 0ft for 2 rounds, speed otherwise halved and attacks made at disadvantage for 1 round (cannot stack past 1) CON (foe) vs DEX (attacker) to resist
Composite Bow
250ft range (40gp) 1d8, may be used while mounted
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Aruval
15ft throwing range (15gp) 1d6, natural 19 disarms weapon or shield of foe, +1 to hit against shielded foes
Club-Staff
15ft throwing range (8gp) 1d6, natural 19 dazes for 1 round
Examples and more information
Billhook Halbred Bardiche Maul Morningstar Great-Flail Punch-Dagger Sickle-Blade Scimitar Tiger's Claw Arbalest Xiphos Falx Pilum Kestros Claymore Bearded Axe Throwing Hatchet Winged Spear Bolas Composite Bow Aruval Club Staff