Exotic Weapons II
Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Brandistock | 12 gp | 1d6 piercing | 3 lb | Deft, Two-handed |
Fork | 3 gp | 1d6 piercing | 6 lb | Double Weapon (piercing), Two-handed |
Rondel | 3 gp | 1d4 piercing | 1 lb | Deft |
Simple Ranged Weapons | ||||
War Sling | 5 gp | 1d4 bludgeoning | 2 lb | Ammunition, Deft, (Range 40/160), Two-Handed |
Martial Melee Weapons | ||||
Arming Sword | 10 gp | 1d6 slashing | 4 lb | Deft, Versatile(1d8) |
Dual-Bladed Scimitar | 100 gp | 2d4 slashing | 6 lb | Double Weapon (slashing), Two-handed |
Estoc | 15 gp | 1d6 piercing | 3 lb | Deft |
Falx | 75 gp | 2d4 Slashing | 8 lb | Deft, Two-Handed |
Gnome Hooked Hammer | 20 gp | 2d4 bludgeoning | 6 lb | Double Weapon (piercing), Two-handed |
Orc Double Axe | 60 gp | 1d10 slashing | 11 lb | Double Weapon (slashing), Heavy, Two-handed |
Pike | 7 gp | 1d6 piercing | 18 lb | Heavy, Special, Two-handed |
Pollaxe | 20 gp | 1d8 slashing | 6 lb | Heavy, Deft, Reach, Two-handed |
Poniard | 7 gp | 1d4 pircing | 1 lb | Light, Deft |
Ranseur | 5 gp | 1d10 piercing | 7 lb | Heavy, Reach, Two-Handed |
Martial Ranged Weapons | ||||
Composite Shortbow | 50 gp | 1d6 piercing | 3 lb | Ammunition, Deft, (Range 80/320), Two-Handed |
Exotic Melee Weapons | ||||
Cat O' Nine Tails | 15 gp | 2d4 Slashing | 3 lb | |
Double-Bitted Axe | 75 gp | 1d12 slashing | 9 lb | Double Weapon (slashing), Heavy, Two-Handed |
Firbolg Twin Mace | 60 gp | 1d10 bludgeoning | 9 lb | Double Weapon (bludgeoning), Heavy, Reach, Two-handed |
Bugbear Beheader | 30 gp | 1d12 piercing | 8 lb | Deft, Two-handed |
Sauroter Spear | 21 gp | 1d6 piercing | 5 lb | Double Weapon (piercing), Versatile (2d4) |
Twin Flail | 25 gp | 1d6 bludgeoning | 3 lb | Double Weapon (bludgeoning) |
Exotic Ranged Weapons | ||||
Composite Longbow | 100 gp | 1d8 piercing | 3 lb | Ammunition, Heavy, Deft, (Range 150/600), Two-Handed |
Weapon Properties
Deft When you attack with a deft weapon, you add both your Strength and Dextery stats to the attack and damage rolls with the weapon. However, you cannot treat either stat as higher than a 14 when you make this attack.
Double Weapon When you take the attack action and make an attack with a double weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack, and you don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. A damage type in parentheses appears with the property--the damage type when the weapon is used to make an attack as a bonus action.
Special Weapons
Weapons with special rules are described here.
Pike You can attack enemies within 15 feet of you when wielding a pike. However, you have disadvantage when attacking enemies within 10 feet of you, and you cannot attack enemies within 5 feet.
Fighting Style
The following fighting styl has been changed.
Whirling Blades
When you engage in two-weapon fighting or use a weapon with the double weapon property, you can add your abilty modifier to the damage of the additional attack.
Wielding Two Weapons
Sometimes, charaters may wish to wield two weapons instead of a single dual weapon. As as second weapon can be used to parry blows, carrying a melee weapon the character is proficient with in the off hand grants a +1 bonus to AC.
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee 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 either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Feats
Double Weapon Master
You have mastered attacking with both ends of a weapon in quick succession.
- When you attack with the main portion of a dual weapon, you gain a +1 bonus to your attack roll.
- When you attack using the Dual Weapon property, you can use a d6 as the damage die for the attack, instead of a d4.
- Instead of making an additional attack with the butt end of a double weapon, you can use your bonus action to parry incoming attacks. Roll a d4 and add the result to your AC until the start of your next turn.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- Your AC bonus from wielding two separate melee weapons increases to +2.
- You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
- Once per turn, when making your extra attack using one of your weapons you can make the attack without using your bonus action. You cannot make an interaction on the same turn you use ability.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Polearm Master
You gain the following benefits:
- You can treat a glaive, halberd, quarterstaff, ranseur, or spear as having the Double weapon (bludgeoning) property.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity from you when they enter the reach you have with that weapon.
- You can attack enemies within 5 feet of yourself when wielding a pike, but you have disadvantage on the attack roll.
Deft Striker
You have trained to combine strength and dexterity when wielding a weapon. You gain the following benefits
- When you attack using a weapon with the deft property, you can treat your strength and dextery as a 16 for your attack roll if they would be equal to or higher than 16. You still cannot treat either stat as higher than a 14 for your damage roll.
- When you make a melee attack roll against an enemy that cannot see you, you can ignore one source of disadvantage on your attack roll. You must be able to see the target to use this ability.
- When you make an Intimidation or Performance check while holding a weapon that has the deft property, you can replace your Charisma bonus with a your Strength and Dexterity bonuses, but you cannot treat either stat as higher than a 14 when doing so.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength of Dexterity score by 1, t a maximum of 20.
You gain proficiency with four weapons of your choice. These weapons can consist of any mix of simple, martial, and exotic weapons.
Made by Sandmote from Giant in the Playground