Commander's Revised Martial Equipment

The Weapons and Armors of War

A revised system of weapons and equipment for the ways of martial combat of 5th edition of Dungeons and Dragons.

Revision 1.17.3

Table of Contents


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CONTENTS

Realistic Equipment with a Fantasy Flair


The RME Homebrew gives extra options, more damage, and greater flexibility to the equipment of martial classes. It is an attempt to make each weapon feel unique and interesting, and give the average fighter more to do on their turn, rather than simply attack, roll a couple of damage dice, then wait for the next turn.

The equipment in this system is not only lifted from the core rules, but several dozen more were added for fantasy concepts and to cover a wide range of cultures and time frames at home in a medieval fantasy setting. The weapons are no longer divided into "simple" and "martial" categories, rather each weapon, shield, and armor is now part of a group of similar equipment, such as axes, bludgeons, or polearms.

Different shields and armors are now available, having greater flexibility on what to do with your shield, and having greater historical accuracy on what types of armors were made and worn by medieval peoples. In general, RME weapons and equipment find similar roles as what was found in ancient combat history, while also blending fantasy elements such as returning boomerangs or dual wielding crossbows.

Translating Weapon Proficiencies to Training Levels

Look at your species and any feats you've taken; note any proficiencies with weapons, armor, and shields. These proficiencies become Basic training. For example, if you have chosen a dwarf as your race, you will gain Basic training with the battleaxe, handaxe, light hammer, and warhammer.

When a class lists proficiency with "simple weapons," you instead have Basic training with all weapons in the simple weapons table in the reference section. Anything you do not have proficiency with means you are at the Untrained level. For example, a human sorcerer would use a greatsword at an Untrained level.

If any proficiencies are redundant, you instead have master training with that equipment. For example, a Drow has proficiency with hand crossbows, shortswords and rapiers, and the rogue class gives proficiency with those as well. So a Drow Rogue would have master training with hand crossbows, shortswords and rapiers, and Basic training with the other weapons listed for Rogue. The exception to this is with multiclassing. A Fighter multiclassed with Barbarian would not have master training with their weapons, simply because both classes give proficiency with martial weapons.

Class proficiencies, i.e. starting training levels for each class, are covered in Class Training and Starting Equipment. All martial classes which give proficiency with "martial weapons," are instead translated into Basic training for up to 8 weapon categories of the player's choosing.

Other Weapon Proficiencies

Your campaign can also have specific settings and cultures unique to each playable species. At your DMs discretion, your species choice can give you proficiency, which translates to basic training, in two or three different pieces of equipment.

Because this can be easily abused, before your campaign starts, your DM should determine which two or three proficiencies each species would inherit. These should be based upon national identity, cultural influence, or military tradition, and not simply a character's background or profession.


Downtime Training

You can also increase your training with any equipment group. To train up from Untrained to Basic for a certain equipment group, you must find a capable teacher.

Each day you train for at least an hour with your trainer, you add your Intelligence score to a total. Your trainer additionally makes their choice of Performance, History, Athletics or Acrobatics check once per day, and the DM rolls 2d10 + 5. If your trainer beats the DMs roll, the trainer adds their respective ability score from the skill check they rolled to your total as well. When your total reaches at least 500, you have completed the training and have Basic training with the equipment group.

To train from Basic to Master, you train with a single equipment, and your training total must reach at least 2500, starting back from 0, but once your total exceeds this number, you have completed training and have Master training with the selected equipment. Bear in mind most trainers must be paid for their work. These training days do not need to be consecutive and can be part of downtime during travel or other light activity, provided there is room to practice and a teacher present.

Training Levels are Important!

Each character now has three levels of training with all equipment; Untrained, Basic, and Master.

With each level of training, the character gains more abilities, higher damage, and greater flexibility with the equipment presented here.

INTRODUCTION

Martial Interactions

There are a few tweaks and adjustments to the core rules of 5e to accommodate the Revised Martial Equipment system presented here, as well as some important things to note about the RME system itself while using it.

Weapon DC

When your enemy must make a saving throw to avoid the conditions given by weapon properties, it is against your weapon DC, which is calculated with the following equation:


Weapon DC = 8 + your proficiency bonus + your Strength modifier + any magical weapon enhancement.


You can substitute Strength in this equation with Dexterity if the weapon has the Finesse property. You can also substitute Strength for another ability used for a melee weapon attack as part of a class ability, such as Hexblade Warlock using Charisma instead of Strength.

Any other effect, such as the modifier used to damage on a Disarm, Entangle, or Trip attempt is only ever Strength and cannot be substituted.


Weapon DC for crossbows or firearms is calculated using the bonus damage they receive in place of Strength. If the crossbow or firearm has no bonus damage, you only add your proficiency to the weapon DC equation.

Weapon Property Usage

When you wish to use a property from a weapon, the only requirement is you are making a weapon attack with that weapon. This can be any weapon attack; an Attack action, off-hand attack, opportunity attack, even a weapon attack made as part of casting a spell.

Each weapon property with a saving throw must be announced before the attack is made. A player cannot wait to know if they hit before they say they are using a Trip with the attack. Instead, the player must declare they are making a Trip attack and proceed as directed in the property's listing.

If you score a critical hit with an attack using a weapon property, roll your weapon's damage, adding any bonus damage from attachers, features and modifiers as normal, in addition to forcing your enemy to roll the saving throw, but do not maximize weapon damage because of the critical hit.

Damage Choices

Some weapons list two or three types of damage in their properties. These weapons are capable of different types of attacks that deal different types of damage; for example, a sword swing deals slashing damage, while a sword thrust deals piercing, but a spiked mace swing deals both bludgeoning and piercing damage.

If a weapon's damage types are separated by "or", as in piercing or slashing damage, the player must choose which type of damage they are using before the attack is made. However, if the damage types are separated by "and", as in bludgeoning and piercing damage, this weapon deals both types of damage, using whichever type will damage the enemy the most, but has no effect on the total damage dealt.


RME Master Feats and Perks

When you take a group master feat, you gain master training with four pieces of equipment of your choosing in that group, and keep your current training level with all other equipment in that group. When you have master training with any piece of equipment, either by the feat or some other means, you have access to that equipment's master perk.


All master feats apply to that group only. For example, if you have taken Combat Blade Master, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the opportunity attack.


All master perks apply to that weapon only. For example, if you have master training with the Battleaxe, which grants you rerolls on damage if you roll a 1 or 2, you cannot wield a battleaxe and reroll all damage rolls from other weapons. The damage rerolls only apply to the battleaxe and its attachers only.

Damage Types

Additionally, each damage type now has a specific ability associated with it. These abilities cannot be used if your weapon has the Awkward property at your current level of training.

  • Bludgeoning: When you hit a creature with an attack that deals bludgeoning damage, you can spend 10 ft of your movement to move it 5 ft. in any direction of your choice, except vertically, provided the target is no more than one size larger than you.
  • Piercing: When your target has 15 AC or higher, you gain +1 to the attack dealing piercing damage if you wield your weapon with one hand and +2 to the attack if you wield your weapon with two hands.
  • Slashing: When you reduce a target to 0 hit points with slashing damage, any remaining damage left over after the attack can be applied to any target of your choice within your reach and 5ft of the original target, as long as the original attack roll would hit the new target.

Martial Changes

Please read the following sections carefully, as these balance changes to 5e core rules have been made very carefully with RME weapon interactions in mind.

Multiple target attacks

Some weapons in this system allow you to make one attack against more than one target, for example the fire lance which sprays fire in a 15 ft cone. When this happens, you roll one attack and compare it to all available target ACs, and choose one target to add your ability modifier in damage only. Any attachers such as sneak attack or smite are only applied to that target as well.

Two Weapon Fighting

When you take the Attack action on your turn and attack with a Light weapon in one hand, you can make one extra attack as part of the same action. That extra attack must be made with a different Light weapon in the other hand, and you don’t add your ability modifier to the extra attack’s damage. You can make this extra attack only once on each of your turns.

MARTIAL INTERACTIONS

Drawing or Stowing Weapons

You can draw any weapon for free. Stowing a weapon requires an Object Interaction on your turn. This allows you to switch weapons in combat while still limiting your weapon swapping to a reasonable amount. Remember that you can always drop a weapon for free, though that weapon is now on the ground for anyone to pick up.

Flanking

Flanking an enemy adds +2 to attack rolls when two creatures flank an enemy, and +5 if three or more creatures flank an enemy. You can only flank a creature up to two size categories bigger than you. You can always flank creatures smaller than you. If you are being flanked, you cannot contribute to flanking another creature.

To determine flanking, draw a line from the center of your controlled space to the center of the controlled space of an enemy of your target within your weapon's range. If your line intersects the controlled space of your target, you are considered flanking. If you and two other creatures can draw a triangle where all three sides intersect the controlled space of your target, all three of you flank the target. This will naturally mean it is generally only possible to get a three-way flank with creatures larger than you.

Critical Hit Damage

When you score a critical hit with a weapon attack, maximize your weapon's damage dice, add your ability modifier, then roll your weapon damage dice again. This prevents your critical hit from dealing less damage than a normal hit. Note that this does not apply to spell attacks or any attachers to your weapon's damage.

Attacking While Grappled

When you make an attack against a creature that you are grappling or that you are grappled by, you suffer disadvantage if you make the attack with a Heavy or Two-Handed weapon. This has the added benefit of making Versatile weapons more versatile, as you can always take one hand off or put it back on the Versatile weapon.

Sneak Attacks with Ranged Weapons

RME makes some distinction between ranged attacks with Ranged weapons or Thrown weapons. Thrown and Launch weapons allow you to use Strength or Dexterity in the attack and damage roll. Only allow a sneak attack to be made with a weapon that uses Dexterity for the attack and damage roll, and only allow Thrown weapons to be used for sneak attack if it has the Finesse property.


Definitions

  • Attacher - Any damage which is not built into a normal weapon that is dealt on hits, such as Sneak attack, Smite, Elemental bonus damage, etc. Additionally, any weapon which attacks multiple targets with one attack can only apply the attacher to one target of your choosing, unless it states otherwise.

  • Equipment - Any items listed in this brew. Armor, shields, and weapons are equipment. Equipment refers to a single item, while an equipment group refers to an entire category.

  • Equipped - Items are equipped when they are held with as many hands as is required to use it properly. Some items are worn, such as hidden blades or interceptors, but to use them, they must be equipped. Unequipping an item usually refers to stowing it, which uses your Object Interaction, but anything can be unequipped by dropping it for free. Any equipment properties or master perks that require reactions cannot be used unless it is equipped at the end of your turn.

  • Martial/Simple Weapon - There are no "simple" or "martial" weapons in RME, only training levels. However, some mechanics and prerequisites reference martial or simple weapons. For the purpose of those requirements, any weapon which has the Awkward property at the untrained level is considered a martial weapon. Weapons without this property at Untrained are simple weapons.

  • Mighty/Powerful Blow - A particularly devastating strike that grants additional benefits depending on certain weapon properties or master perks. A mighty blow is when your attack roll is at least 5 higher than the target's AC, while a powerful blow is when your attack roll is at least 10 higher than the target's AC. A powerful blow supersedes a mighty blow.

  • Off-Hand - This is the hand which is wielding the second weapon while dual wielding. A weapon attack from one hand, (it doesn't matter if it's right or left) is the main attack of an Attack action, while the off-hand attack is the additional attack gained through dual wielding or using a Double-Ended weapon. You can only make one off-hand attack during your turn, unless a perk or ability says otherwise.

  • Weapon AC - This is a bonus to your AC that is in addition to your armor and shield AC, as well as any magic or spell bonus. Your weapon AC bonus is the highest bonus you are currently given from your weapons, e.g. a +2 weapon AC bonus replaces a +1 bonus. Weapon AC only applies to melee attacks. Ranged attacks ignore any Weapon AC.

MARTIAL INTERACTIONS

Feat and Skill Changes

The following changes must be made to 5e feat and skill choices for RME to balance properly:

  • The following feats are disallowed: Blade Master, Fell Handed, Flail Mastery, Gunner, Heavy Armor Master, Medium Armor Master, Polearm Master, Shield Master, Spear Mastery and Warhammer Master

  • At DM discretion, you can substitute a tool or skill proficiency (not a gaming set or musical instrument) for an increase in training for one piece of equipment.

Feat Changes

Dual Wielder

  • You gain a +1 bonus to AC while you are wielding a separate weapon in each hand.
  • When you are dual wielding, neither weapon is required to have the Light property, but neither weapon can have the Versatile property.
  • You can stow two One-Handed weapons with a single Object Interaction.

Skill Expert

  • Increase one ability score of your choice by 1, to a maximum of 20
  • You gain proficiency in one skill of your choice, or increase training with one equipment from untrained to basic.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Instead of this choice, you can choose one equipment you have basic training, even equipment you gained basic training with this feat, and increase that training to master.

Grappler

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends.
  • Your training in Unarmed Strike is increased by one step, and your Unarmed Strike gains the Disarm, Entangle, and Trip properties.

Tavern Brawler

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your training in Unarmed Strike is increased by one step, and your Unarmed Strike gains the Disarm, Entangle, and Trip properties.
  • When you hit a creature with an Unarmed Strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Skilled

  • You gain proficiency in any combination of three skills, tools, or equipment of your choice. If you choose equipment, you increase that equipment training by one step.

Weapon Master

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You increase the training level of any 4 weapons of your choice to master training.

New Feats

Improved Dual Wielder

Prerequisite: Dual Wielder or Two-Weapon Fighting Style

  • When you are dual wielding, neither weapon in either hand is required to have the Light property, and only one of them is required to not have the Versatile property.
  • You can add your ability modifier to the damage of your off hand attack
  • If you have Extra Attack feature, you can make one additional off-hand attack. While your first off-hand attack is part of your Attack action, this extra off-hand attack counts as your Bonus action.
  • You gain +1 bonus to AC while you are wielding a separate weapon in each hand. This bonus is not in addition to Dual Wielder
  • You can stow two One-Handed weapons with a single Object Interaction.

SPECIAL LISTS

Weapon Properties

Affixed

Affixed weapons are donned or doffed like clothing as an action and cannot be disarmed. While worn, it can be equipped or unequipped for free during your turn, and while not equipped, it remains attached to your body, leaving that hand open for other things. You may dual wield with an Affixed weapon, and while doing so, neither weapon needs the Light property.

Awkward

This weapon requires Basic training to use properly, but you still get limited use with it. You do not add your proficiency bonus while rolling an attack with this weapon.

Balanced

When this weapon rolls a 1 on any of its damage dice, you can reroll that dice but must use the new result. If you wield this weapon with two hands, you can reroll the damage dice if it is a 1 or a 2.

Barbed

When this weapon is entangling your enemy, and the enemy leaves your grapple for any reason, that enemy takes damage. Roll your weapon's damage dice alone and deal this damage to your enemy.

Brace

On your turn, you can use a bonus action to begin bracing. Choose any targets you can see that are at least 20 feet away from you. If any of those targets enter your reach before your next turn, as a reaction you can attack that target with this weapon with advantage. If the attack hits, it is treated as a critical hit and the creature's speed is reduced to 0 until the start of its next turn. You are no longer bracing if you use a reaction, are prevented from using reactions, or move from the position you began bracing.

Clockwork

This weapon has internal mechanisms which assist in its use. After it is used, a Clockwork item must be repaired using Tinker's tools for at least 10 minutes, which can be part of a short rest. If not repaired, starting at the beginning of each day, the weapon suffers a cumulative -1 to their weapon DC and attack rolls. Repairing the weapon will remove this penalty in its entirety.

Any clockwork weapon can use Intelligence for the weapon DC equation, though they still use Strength or Dexterity for attack and damage. Additionally, they can use Intelligence or Strength when a property allows for an ability modifier damage alongside a saving throw.

Conceal

At the start of combat, any weapon with this property is considered concealed if it is not equipped. If you attack with a concealed weapon, you can roll a Sleight of Hand check against the target's passive Perception score. On success, your attack gains advantage, and the enemy is treated as if surprised for this attack.

Once you use this property, you cannot benefit from it again for any creature which observed you using the property, until you successfully hide. A creature can roll a Perception check against your passive Sleight of Hand score, and if successful, they spot your concealed weapons, removing any benefit from this property for the duration of the encounter or until you successfully hide again.

Deflect

When struck by a melee weapon attack, you can use your reaction to deflect some damage you would receive. If wielding one Deflect weapon, you can roll your weapon's damage, add your Strength modifier, or Dexterity modifier if your weapon has the Finesse property, then subtract that total from the damage you would receive from a source you can see. If you are wielding a Deflect weapon with two hands, you can add your Strength modifier twice to this total, or add your Strength in addition to your Dexterity modifier if your weapon has the Finesse property. If you are wielding two Deflect weapons, you can roll both weapons Deflect rolls and take the highest result or you can choose to deflect another attack using your off-hand weapon, as part of the same reaction. You do not add your modifier to the off-hand Deflect roll unless you have the Two-Weapon Fighting Style.

Deflect does not interact with any other weapon property, such as Balanced, Keen, or Puncture; you simply roll your weapon's damage dice normally.

WEAPON PROPERTIES

Disarm

When you hit with a Disarm attack, you deal damage equal to your Strength modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw. On a failure, it drops one held object of your choice, landing within 5ft of it in a direction of your choosing. If you have a free hand, you can come into possession of the disarmed object.

If your target is one category size larger than you or using a two-handed weapon, it gains advantage on this save, while enemies two size categories larger than you are immune to this attack from you. If it is smaller than you, it suffers disadvantage.

Double Ended

When you take the Attack action on your turn and attack with a Double Ended weapon, you can also make an off-hand attack. You must be within 5ft of your target, but you add your Ability Modifier to the off-hand attack damage.


Entangle

When you hit with an Entangle attack, you deal only your Strength modifier in damage, minimum of 1, and force the enemy to succeed on its choice of a Strength or Dexterity saving throw or be grappled by you. To escape, the creature must succeed a grapple check against your weapon DC, gaining advantage if it is one size category larger than you. Creatures two size categories larger than you are immune to Entangle attacks from you.

While you are holding the weapon entangling your target, your weapon attacks against it automatically hit, but only deal damage equal to your Strength modifier, minimum 1. You cannot use your weapon for any other purpose while it is entangling. You can release an entangled enemy at any time. If you drop the weapon, the creature is immediately free.

Some ranged weapons have the Entangle property. These weapons Entangle your target at range and do not require you to be holding the weapon to continue the grappled condition. Because of this, a target must always succeed a grapple check against your weapon DC to escape from a ranged weapon's Entangle property.

Finesse

When making an attack with a Finesse weapon, you can use your Dexterity modifier for the attack and damage rolls, and use Dexterity instead of Strength for your weapon DC.

Firearm

Rolling a 1 on an attack roll causes this weapon to jam. It's still loaded, but a malfunction prevented ignition. As an action, you must clear the jam before it can make a ranged attack again. Firearm weapons can't make ranged attacks underwater, and if they are subjected to water such as from rain or a tidal wave spell, they gain +1 to their misfire range until you spend an action to dry them. All Firearms create a sound which can be heard hundreds of feet away.

Heavy

Category size Small creatures suffer disadvantage to attack rolls and Tiny and smaller cannot wield this weapon.

Hipshot

This ranged weapon is extremely nimble and maneuverable. When you make a ranged weapon attack, you ignore the disadvantage from a hostile creature within 5ft of you.

Keen

This weapon is extraordinarily sharp or devastatingly accurate. When you score a critical hit or a powerful blow with this weapon, add an additional damage die to the weapon damage dice and any attachers rolled. The added damage die is not doubled from a critical hit.

Knockback

When you hit with a Knockback attack, you deal only your Strength modifier in damage, minimum of 1, and your enemy must succeed on its choice of a Strength or Dexterity saving throw or be pushed 5 feet in a direction of your choosing. Creatures one size category larger than you gain advantage on this save. Creatures two sizes larger than you are immune to being pushed this way.

Light

In order to dual wield two weapons, both weapons you wield must have this property. You can make an attack with your off-hand weapon as part of your Attack action, but don't add any ability modifier to damage. There is no requirement that your off-hand weapon be melee in order to dual wield.

WEAPON PROPERTIES

Lunge

If you use an Attack action, you can use 5ft of movement to attack a foe up to 5ft further than normal, but without leaving the square you occupy. Each attack which uses this property costs 5ft of movement. You cannot Lunge if a creature or obstacle is between you and your target.

Melee

Melee weapons make a melee weapon attack at a target up to 5 feet away, and add Strength modifier to attack and damage rolls.

Natural

A Natural weapon is one which is part of a creature's anatomy, such as teeth and claws. To have a Natural weapon, you must either become a creature for which a Natural weapon is listed in its stat block, or have a racial ability which allows you to make an attack using claws, teeth, etc in place of an unarmed attack. Natural weapons cannot be removed, disarmed, or broken in any way and are always equipped. Natural weapon damage is not affected by RME, and you should use the damage listed.

Nimble

When you make an attack against a creature that you are grappling or that you are grappled by, or while prone, you gain advantage on the attack. Additionally, you don't suffer disadvantage to attack rolls when you attack with this weapon while squeezing.

One-Handed

This weapon requires only one hand to wield properly. It cannot be wielded with two hands.

Punch

This weapon is designed to penetrate through armor through sheer mass or reinforced point. Before your attack, you can choose to forgo your proficiency bonus to attack, and if you hit, you add twice your proficiency bonus to damage.

Puncture

These piercing weapons deal significantly more damage if they hit a vital weak spot in the enemy. When you roll a maximum value with any of your weapon's piercing damage dice, you can roll that dice again and add the result to the total damage dealt. This can keep happening as many times as you roll maximum values on damage dice, even on the new rolls. New dice generated by the Puncture property are not affected by any other property except Puncture itself.

Ranged

Ranged weapons make a ranged weapon attack using Dexterity for attack and damage rolls. It must be loaded with ammunition to make an attack. The ranged numbers list its normal and maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack. A ranged weapon cannot attack targets beyond its maximum range.

Reach

This weapon adds 5 feet to your reach when you make a melee weapon attack, as well as for determining your reach for opportunity attacks with it. Note that if there is a creature between you and your target within reach, your target has half cover. Reach cannot be used to extend the range of a Double Ended attack.


Reload

Some ranged weapons take a time to reload, expressed in types of game actions. These game actions represent the time it takes to reset a weapon and prime it for another attack. From fastest to slowest, these are; free, object interaction, reaction, bonus, attack, action.

  • Reload weapons require two hands to Reload unless otherwise stated.

  • Reloading attack means you use an Attack action and one of your main hand attacks is used to Reload. If you have 2 attacks, you attack once, use your second attack to Reload. If you do not wish to attack, then reloading your weapon takes an action.

  • Reload free has no action economy cost and reloads as quickly as a bow.

  • You must always Reload your weapon before using it for a ranged weapon attack again. If your weapon is empty at the end of your turn, it must be reloaded before you can use it again.

  • Anything which grants an action or special set of extra actions, such as the haste spell or Action Surge, can be used to Reload. Furthermore, anything which grants a use object action as a bonus action, such as Rogue Thief's Fast Hands, can shorten Reload to a bonus action.

  • You have the choice of reloading your weapon with any of the options that are slower. For example, a crossbow master using a light crossbow is able to Reload using an object interaction, but can Reload with a reaction, a bonus action, an attack, or an action.

WEAPON PROPERTIES

Riposte

A weapon particularly good at protecting the wielder, and light enough to take advantage of a good deflection. With a Riposte weapon equipped, if an enemy misses you with an attack or you reduce an enemy attack's damage to 0 by any means, your next weapon attack gains advantage.

Sighted

This ranged weapon has sights designed to aid the wielder with precise aiming. At the start of your turn, you can spend 20 ft. of movement. If you do so, you can roll this weapon's damage twice and take the highest value for all attacks during that turn. You cannot use this property if your speed has been reduced to 0.

Slip

This weapon is designed to slip into gaps of armor or natural protection such as bones or scales. When you have advantage, this weapon gains an additional damage die.

Stagger

The weight of your weapon can stagger the enemy's defense, knocking them off balance. When you miss a creature that you can see without rolling a 1, but the total is less than the target's AC up to an amount equal to your Strength modifier if your weapon is wielded with two hands, or half your Strength modifier if you wield a the weapon with one hand, the next attack against this creature before the start of its next turn gains advantage. If your Strength modifier is 0 or less, the minimum for both of these is 1.

When you hit, you can deal only your Strength modifier in damage, minimum of 1, and impart this effect voluntarily. When you score a critical hit you always Stagger your enemy. You cannot Stagger targets two sizes larger than you. A ranged weapon with the Stagger property, substitutes Dexterity for Strength in this case.

Steady

This weapon is designed to allow its wielder to shoot on the move. When you use a dash or disengage action, you can use your bonus action to make one ranged attack with this weapon if equipped and loaded.

Sunder

This weapon is designed to tear at armor and flesh, rendering even dragonhide less effective. When you hit with a Sunder attack, you deal damage equal to your Strength modifier, minimum of 1, and force your enemy to roll its choice of a Strength or Dexterity saving throw plus any magical bonus to AC it can have. If it fails, you reduce the target's AC by 1 if you wield your weapon with one hand, and by 2 if you wield it with two hands. Sunder cannot reduce the AC bonus provided by spells or magic items.


Thrown

This weapon can make a ranged weapon attack by throwing it at the enemy, dealing their melee damage unless a different damage value is listed after the Thrown weapon property. They use Strength for attack and damage, unless the weapon has the Finesse property. You can draw and throw a weapon as part of the attack.

Trip

When you hit with a Trip attack, you deal only your Strength modifier in damage on hit, minimum of 1, and your enemy must succeed on its choice of a Strength or Dexterity saving throw or be knocked prone. Enemies one size category larger than you gain advantage on this save. Enemies two size categories larger than you are immune to this attack from you.

Two-Handed

This weapon requires two hands to use when you attack with it. While wielding a two-handed melee weapon, you add half of your Strength modifier to the damage roll in addition to the normal ability modifier for that weapon.

Versatile

This weapon can be used with one or two hands and you can switch between them at any time. While wielding this weapon with two hands, you add half of your Strength modifier to the damage roll in addition to the normal ability modifier for that weapon.

Wound

This weapon is particularly vicious or wounding. When you score a mighty blow, the target creature gains a wound. At the start of that creature's turn, it loses hit points equal to the roll of one of your weapon's damage dice. At the end of each of its turns, the creature makes a Constitution saving throw, losing the wound on a success. A creature also loses this wound if it regains any hit points or if a creature uses a healer's kit to succeed on a Medicine check equal to your weapon DC.

WEAPON PROPERTIES

Revised Fighting Styles

The fighting styles presented here are meant to mesh with the added weapon properties and improve their performance.

Archery

You are a skilled and focused marksman. You gain a +1 bonus to attack rolls you make with ranged weapons. All ranged weapons you wield gain the Steady property. Additionally, if you do not move during your turn, you can spend a bonus action to aim carefully, giving yourself advantage on your next attack. After you use this ability, your speed becomes 0 until the start of your next turn.

Blind Fighting

You have trained to fight an unseen enemy using your focus and senses other than sight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter

You are trained in making quick and accurate ranged attacks in close quarters. All ranged weapons you wield gain the Hipshot property. If an enemy misses you with a melee attack, as a reaction, you can make a ranged weapon attack against that enemy. Finally, you ignore half and three-quarters cover when an enemy is within 30 feet of you.

Defense

You employ defensive martial techniques in close quarters, moving inside an attacker's guard. While you are wearing armor, you gain a +1 bonus to AC. Additionally, when an enemy within 5ft of you is about to make a melee attack, you can use your reaction to impose disadvantage. If an enemy misses when you use this ability, you can attempt a grapple or shove as part of the same reaction.

Dueling

You are trained in lethal dueling techniques. If you wield a weapon in one hand, you roll an extra damage die when you roll a Deflect roll and if you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction. Additionally, any weapon you wield with the One-Handed property gains the Riposte weapon property.

Great Weapon Fighting

You are a warrior that makes the best use of full body techniques while fighting. While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. As an action, you can make a single attack roll, targeting a number of enemies equal to your Strength modifier that are within reach.

Interception

You are vigilant of your allies in combat. When an ally you can see is attacked by an enemy you can see or fails a Dexterity saving throw, you can use your reaction to move up to half your current speed toward your ally, as long as that movement would place you within 5 ft of the attacking enemy, or if the ally made a Dexterity saving throw, 5 ft of your ally. You can then take the damage, instead of your ally, reducing the damage by an amount equal to your Strength modifier. If you are wielding a shield, you can further reduce this damage by your proficiency bonus.


Mariner

Your time aboard ships as a marine has trained and conditioned you to be agile on ropes and in water, and this agility extends to your defense. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. While using an underwater weapon, enemies suffer disadvantage when attempting a saving throw against your weapon DC.

Protection

You are a trained guardian, protecting yourself and those around you from attack. When a creature you can see hits you or a target other than you that is within 5 feet of you, you can use your reaction to force the enemy to reroll the attack. If you are wielding a shield, the enemy rerolls the attack with disadvantage. On your turn, as a bonus action, you can impose disadvantage on all attacks made against a creature of your choice within 5 ft, until the start of your next turn.

Superior Technique

You learn one maneuver of your choice from the Battle Master archetype. If a maneuver you use requires your target to make a saving throw, the saving throw DC is your weapon DC.

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source and matches that dice size if it increases). This die is used to fuel your maneuvers and is expended when you use it. You regain the expended superiority die earned from this fighting style when you finish a short or long rest, you reduce a CR1 or greater enemy to 0 hit points, or if you roll a natural 20 on any attack roll during a combat encounter.

Thrown Weapon

You throw weapons with extreme accuracy. Ranged weapon attacks with the Thrown property ignore half and three-quarters cover, and these weapons gain the Steady weapon property. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus.

Tunnel Warrior

You excel at fighting in tight spaces where movement is limited or impossible. Any weapon you wield gains the Nimble weapon property and you are never considered squeezing while in a space too small for your size. You can make an opportunity attack when an enemy enters or moves within your reach. At the beginning of your turn, you can choose to set your speed to 0 and grant a damage bonus to your weapon attacks equal to your Strength modifier, or Dexterity if the weapon has the Finesse property.

Two-Weapon

You are a balanced and ambidextrous warrior. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack, and if you have the Extra attack feature, you gain one extra off-hand attack which you make as part of your Attack action.

Unarmed

You are much more capable with your hands than any weapon. You gain master training in Unarmed Strikes. If you aren’t wielding any weapons or a shield when you make an attack roll, your unarmed strike damage dice is increased by one size, e.g. from a d6 to a d8. At the start of each of your turns, you can automatically deal 1d4 bludgeoning damage to one creature grappled by you without using any action.

WEAPON PROPERTIES

Spell and Ability Interactions


There are some magic spells which produce a weapon, or weapon-like quality that the caster can use offensively like a normal melee weapon. It is important to clearly detail how this system interacts with those spells, and to what extent these summoned effects benefit from weapon properties from Revised Martial Equipment. You have Basic training with any weapon you summon, which can stack with your own proficiencies to give you master training if appropriate.

Melee Weapon Spells

Flame Blade - This spell summons any Combat Blade or Dueling Blade with the One-Handed property that lacks Versatile or Deflect.


Shadow Blade - This spell summons any Combat Blade or Dueling Blade with the One-Handed property that lacks Versatile or Deflect.


Spiritual Weapon - This spell summons a floating spectral weapon which cannot be wielded. It gains no weapon properties, nor can it be attacked or used to attack even by the caster. It is essentially a vehicle for bonus action force damage.


Shillelagh - This spell can be used on any Bludgeon weapon, and its damage is d8 unless the weapon would normally have a better damage die, including for Double Ended.


Tenser's Transformation - This spell does all it says in its description. When you cast this spell, you choose a weapon, shield, or armor group and gain master training with all equipment in that group for the spell's duration. You do not gain the master feat for that group unless you already have it.


Mordenkainen's Sword - This spell summons a sword-shaped plane of force that can assume any Combat Blade or Dueling Blade's shape. However, this weapon cannot be wielded, and gains no weapon properties.



Ranged Weapon Spells

Swift Quiver - This spell can be used on any ammunition and any container for which ammunition is stored, such as a bullet pouch, bolt case, or spinner cartridge. The ammunition and container gain all the effects of the spell. However, the weapon for which the ammunition is used must still be reloaded, using the time as is appropriate for the training level you are at with that weapon.


Conjure Barrage - This spell can be used on any ammunition or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell and deal only 3d8 damage of the type appropriate for the weapon.


Conjure Volley - This spell can be used on any ammunition or weapon with the Thrown property. The weapons or ammunition that are conjured lose any weapon properties or master perks they have prior to the spell, and the spell continues as normal for its description.


Cordon of Arrows - This spell can be used on any ammunition or weapon with the Thrown property. The weapon loses any weapon properties it has, and deals only 1d6 damage of the type appropriate for the weapon.

Other

Artificer Infusion: Returning Weapon - This Infusion can be used on any weapon with the Thrown property.


Artificer Infusion: Repeating Shot - This Infusion can be used on any weapon with the Reload property. When you Reload this weapon, reduce its Reload time by one step, e.g. if a weapon with your current training has Reload as a bonus action, you can Reload as a reaction.

MAGIC INTERACTIONS

Class Training and Starting Equipment

Artificer

Basic training


  • Armor: Light and medium armor, shields
  • Weapons: All simple weapons, Crossbows, Firearms, and any weapon with the Clockwork property
  • Tools: Thieves' tools, tinker's tools, one type of artisan's tools

Starting Equipment

  • Any two simple weapons
  • Any crossbow without the Heavy property and 20 bolts
  • (a) Padded armor or (b) chain shirt
  • Thieves' tools and a dungeoneer's pack

Barbarian

Basic Training


  • Armor: Light and medium armor, Shields without the Clockwork property
  • Weapons: Any choice of 8 weapon categories except Firearms, Crossbows, and no weapons with the Clockwork property
  • Tools: None

Starting Equipment

  • (a) Two-Handed weapon or (b) any martial melee weapon
  • (a) two One-Handed simple weapons of the same type or (b) any simple weapon
  • Explorer's pack and (a) 4 Throwing Weapons or (b) 4 javelins

Bard

Basic Training


  • Armor: Light armor
  • Weapons: All simple weapons, Dueling Blades, and Throwing Weapons, plus interceptor, longsword, scimitar
  • Tools: Three musical instruments of your choice

Starting Equipment

  • (a) any Dueling weapon or (b) any simple weapon
  • (a) diplomat's pack or (b) an entertainer's pack
  • Any musical instrument
  • Padded armor and a weapon worth 2 gp or less

Cleric

Basic Training


  • Armor: Light and medium armor, shields without the Clockwork property
  • Weapons: All simple weapons
  • Tools: None

Starting Equipment

  • (a) any Bludgeon weapon or (b) any martial weapon with the Versatile property.
  • (a) padded armor, (b) chain shirt, or (c) hauberk
  • (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • (a) a buckler, (b) kite, or (c) skirmish shield
  • A holy symbol

Druid

Basic Training


  • Armor: Light armor, shields
  • Weapons: All Ambush, Bludgeons, Launch, Spears, and Throwing weapons without the Clockwork property, plus dagger, kukri, scimitar, sickle, tomahawk, war scythe, wall pick, and whip
  • Tools: Herbalism kit

Starting Equipment

  • (a) a buckler, (b) skirmish shield, (c) spiked shield, or (d) any simple weapon
  • (a) a scimitar, (b) boomerang, (c) trident, (d) or any simple weapon
  • Padded armor, an explorer's pack, and a druidic focus

Fighter

Basic Training


  • Armor: All armors and shields
  • Weapons: Any choice of 8 weapon categories
  • Tools: None

Starting Equipment

  • (a) chain shirt or (b) padded armor
  • (a) any ranged weapon worth 75 gp or less and a full container of ammunition or (b) 5 throwing weapons each worth 1 gp or less.
  • (a) any melee weapon and a shield or (b) any two weapons
  • (a) dungeoneer's pack or (b) an explorer's pack

Monk

Basic Training


  • Armor: None
  • Weapons: Use the Monk weapons table in the reference section. Additionally, all One-Handed simple weapons and any weapon in which the monk has basic training from some other source.
  • Tools: Choose one type of artisan's tools or one musical instrument

Starting Equipment

  • any weapon with which you are proficient
  • (a) dungeoneer's pack or (b) explorer's pack
  • any 10 Throwing Weapons

Paladin

Basic Training


  • Armor: All armor, shields
  • Weapons: Any choice of 8 weapon categories except Firearms, Throwing, and any weapon with Conceal.
  • Tools: None

Starting Equipment

  • (a) any weapon and shield or (b) any two weapons
  • (a) 5 javelins or (b) any simple Melee weapon
  • (a) a priest's pack or (b) explorer's pack
  • Hauberk and a holy symbol

CLASS PROFICIENCIES


Ranger

Basic Training


  • Armor: Light armor, medium armor, shields without the Clockwork property
  • Weapons: Any choice of 8 weapon categories except Polearms, Flails, and no weapons with the Clockwork property
  • Tools: None

Starting Equipment

  • (a) chain shirt or (b) padded armor
  • (a) any two weapons which have Melee, One-Handed, and Light properties or (b) any two simple Melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Any Bow, Crossbow, or Launch weapon worth 100 gp or less and a case of ammunition.

Rogue

Basic Training


  • Armor: Light armor
  • Weapons: All simple weapons, Dueling Blades, and any weapon with the Conceal property
  • Tools: Thieves tools

Starting Equipment

  • Any Dueling Blade
  • (a) any simple ranged weapon and a full case of ammunition or (b) any Dueling blade
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Padded armor, two daggers, and thieves' tools

Sorcerer

Basic Training


  • Armor: None
  • Weapons: None
  • Tools: None

Starting Equipment

  • (a) any simple ranged weapon and 20 pieces of ammunition for it or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Warlock

Basic Training


  • Armor: Light armor
  • Weapons: All simple weapons
  • Tools: None

Starting Equipment

  • (a) Any simple ranged weapon and 20 pieces of ammunition for it or (b) any simple weapon
  • (a) a component pouch or (b) arcane focus
  • (a) a scholar's pack or (b) dungeoneer's pack
  • Padded armor and two daggers

Wizard

Basic training


  • Armor: None
  • Weapons: None
  • Tools: None

Starting Equipment

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Multiclass Basic Training

This table provides the training and proficiencies you gain when you choose to multiclass.

Class Proficiencies
Artificer Light armor, medium armor, shields
Barbarian Shields, simple weapons, any choice of 4 weapon categories except Firearms, Crossbows, and weapons with the Clockwork property
Bard Light armor, one skill of your choice, one musical instrument of your choice
Cleric Light armor, medium armor, shields
Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Fighter Light armor, medium armor, shields, simple weapons, any choice of 4 weapon categories
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple weapons, any choice of 4 weapon categories except Firearms, Throwing, and Whips
Ranger Light armor, medium armor, shields, simple weapons, any choice of 4 weapon categories except Polearms, Flails, and weapons with the Clockwork property, one skill from the class’s skill list
Rogue Light armor, one skill from the class’s skill list, thieves’ tools
Sorcerer -
Warlock Light armor, simple weapons
Wizard -

Subclass Master Training

Any subclass which gives proficiency with martial weapons instead awards basic training in your choice of 8 weapon categories. The following subclasses gain master training with the weapon or equipment listed.

  • Artificer Armorer - Heavy Armor and 1 shield of choice
  • Arcane Archer - All Bows and Crossbows
  • Path of the Beast - Bite, Claw, and Tail weapons
  • Bladesinger - 1 One-Handed Melee weapon of choice
  • Cavalier - Lance
  • Circle of the Moon - Natural Weapons except unarmed strike
  • College of Swords - any one combat blade with One-Handed property
  • Eldritch Knight - the weapon used with Weapon Bond
  • Pact of the Blade - The pact weapon if it is Simple
  • Way of the Kensei - Chosen Kensei weapons
  • Way of the Open Hand - Any Natural weapon

CLASS PROFICIENCIES

Armor


Untrained with armor represents wearing the armor for basic protection but not knowing how to wear it properly. You have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells while wearing armor for which you are untrained.

Basic Training with armor means you know how to wear it properly, how to move with its articulations, and how to correct the fit. This is akin to normal proficiency.

Master Training with armor represents wearing armor so effortlessly, you become accustomed to its encumbrance. With light and medium armor, worn armor does not add to your encumbrance, and with heavy armor, you only count half the weight. Additionally, master training with armor allows you to don/doff it in half the time it normally takes, and if these times require any action, you can do so for free.

All armor can be doffed as an action if you cut the straps and destroy your armor

Light Armor

You add your Dexterity modifier to AC while wearing light armor.


Padded Thick padding made of quilted fabrics or furs, this armor’s slight protection from incidental contact but restricts the wearer's movement. You can don this armor with an object interaction and can doff it for free.


Leather Moderately thin, unhardened utility leather that offers slight protection but is cheap and flexible. You can don this armor with an object interaction and can doff it for free.


Studded Leather Thick, hard leather hide that has been reinforced with metal or scales. The increased time and material to stud the leather adds to the manufacturing cost. You can don this armor with an action, or a bonus action if you have help. You can doff it with a bonus action.


Lacquered Leather This leather has been boiled in wax or water and painted with lacquer to toughen it as hard as wood. It offers superior protection to other light armors for a premium, but the hard plates create more noise than softer armors. You can don this armor in 5 minutes, or 1 minute if you have help. You can doff it in 1 minute, or an action with help.

Feat: Light Armor Master

You are able to use your armor's protection to deflect blows that would have only barely hit you. You gain these advantages while you are wearing light armor.

  • Permanently increase Dexterity score by 1 to a maximum of 20.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the save. You still take full damage if you fail.

  • All opportunity attacks against you suffer disadvantage.


Light Armor
Type Base AC Stealth Weight Gold Cost
Padded 11 Disadvantage 4 5
Leather 11 None 5 10
Studded 12 None 6 45
Lacquered 13 Disadvantage 6 300
Medium Armor
Type Base AC Stealth Weight Gold Cost
Chain Shirt 13 Disadvantage 10 50
Ring Mail 14 None 12 100
Breastplate 15 None 10 300
Banded Mail 16 Disadvantage 20 750
Heavy Armor
Type Base AC Stealth Weight Gold Cost
Hauberk 15 Disadvantage 25 150
Scale Mail 16 Disadvantage 30 300
Splint 17 Disadvantage 33 500
Plate 18 Disadvantage 40 1500

Variant Weight

Your DM can allow all armor and shields for small creatures weigh three-quarters the amount presented here, and armor and shields for large creatures to weigh and cost twice the amount.

ARMOR

Medium armor

You add your Dexterity modifier, up to +2, to your AC while wearing medium armor.


Chain Shirt This simple shirt of mail is easy to produce as the rings aren't welded closed. A chain shirt covers less than a hauberk but is lighter and more affordable. You can don this armor with an object interaction and can doff it for free.


Ring Mail A pattern of closed rings stitched to a thick leather coat. This armor's combined protection of the leather backing and metal rings offers greater protection than either one separately. You can don this armor with an object interaction and can doff it for free.


Breastplate Wearing just the breastplate of a suit of plate armor, this armor provides easier mobility and more protection than the chain shirt or ring mail. However, plate is expensive to make and thus has a greatly increased cost. You can don this armor with an action, or a bonus action with help, and can doff it with a bonus action.


Banded Mail The quintessential half-plate, also known as lorica, this armor is a series of metal ribbons banded together to form complete protection. Banded mail is cheaper to produce than full plate, but is still quite a process. You can don this armor in 10 minutes, or 5 with help, and can doff it with 1 minute or an action with help.

Feat: Medium Armor Master

Combining the mobility of light armor and the protection of heavy armor, your skirmishing is unmatched and you gain the following advantages while wearing medium armor.

  • Permanently increase Dexterity or Strength score by 1 to a maximum of 20

  • Wearing medium armor doesn't impose disadvantage on your Stealth checks

  • In response to a critical hit, as a reaction you can attempt your choice of Dexterity or Strength saving throw against a DC of 10 or half the damage taken, whichever is higher. On success, you are resistant to all damage for that attack.


Heavy

All heavy armor requires a Strength score of 13 to wear, or you wear it at Untrained training level. You do not add your Dexterity modifier to AC when wearing heavy armor.


Hauberk A full coat and hood of chainmail made with riveted or welded rings in a tight weave. You can don this armor in 1 minute or an action with help, and doff it with an action.


Scale A series of scales attached to a padded coat, this armor can be quite noisy but the overlapping scales offer better protection than rings. You can don this armor in 1 minute or an action with help, and doff it with an action.


Splint Instead of plates shaped to fit, a series of small “splints” of metal are tied together to form a coat. It is cheaper to produce but is not as durable. You can don splint in 5 minutes, 1 if you have help. Doffing takes 1 minute, or an action if you have help.


Plate Plate is extremely difficult and costly to produce, however, no other armor is more protective. All parts of the body are covered, even the wearer's joints. You can don it in 10 minutes, 5 minutes if you have help. Doffing takes 5 minutes, 1 minute if you have help.

Feat: Heavy Armor Master

You are so adept at using the thick padding and plates of your armor that you absorb damage that would kill a more lightly armored combatant. You gain the following advantages while you are wearing heavy armor.

  • Permanently increase Strength score by 1 to a maximum of 20

  • All bludgeoning, piercing, and slashing damage you receive from non-magical sources is reduced by an amount equal to your proficiency bonus. If your armor is magical, you can apply this reduction to magical bludgeoning, piercing, and slashing damage.

  • When an attacker that you can see deals non-magical bludgeoning, piercing or slashing damage to you, you can use your reaction to take only half that damage against you. If your armor is magical, you can take half damage from magical sources of the same damage types.

ARMOR

Shields


Whether a target or tower, shields come in all shapes and sizes from kites to circles to teardrops to coffins. There are obvious benefits to the size and shape of your shield, and masters learn offensive use of their shield and can even protect themselves from dragon's breath.

Equipping a shield

Donning a shield describes moving it from your back or a sling to be strapped to your arm or held in hand. In order to use two hands for some task while a shield is strapped to your arm, it will need to be removed, and all shields are doffed with an Object Interaction. A shield on your back provides no benefit and is simply a piece of garb, unless stated otherwise.


This table describes any Strength requirement, any Stealth penalty, and the action economy required to equip your shield. As well, it describes any limit to your AC placed on your Dexterity modifier, similar to medium armor.

Shield Strength Stealth Dex Limit Don Action
Arm Guard N/A Normal None Object Interaction
Buckler N/A Normal None Object Interaction
Diskarmor N/A Normal None Bonus action
Kite 13 Disadvantage +2 Action
Pavise 13 Disadvantage +2 N/A
Skirmish N/A Normal None Bonus action
Spiked N/A Disadvantage None Bonus action
Tower 13 Disadvantage No Dex Mod Action

Feat: Shield Master

  • Choose 4 shields to gain master training when you take this feat.
  • If you take an Attack action on your turn, you can use a bonus action on the same turn to perform a shove with your shield.
  • If you aren't incapacitated, you can add your shield AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the save, interposing your shield between yourself and the source of the effect.
Training with Shields

If you are Untrained with shields, while wielding one you suffer disadvantage on attack rolls, ability checks, and saving throws that rely on Strength or Dexterity, and you can’t cast spells.

Skirmish

+2 AC, 6 lbs, 10 gp

Skirmish shields come in a variety of shapes but are about the size of the user's torso. A Skirmish shield is large enough to provide better passive protection than the buckler, while still providing the agility missing with a tower shield. The master can extend this agility to even spell attacks and can offensively use the edge of their shield.

Basic You gain an additional +2AC bonus against ranged weapon attacks, adding +4AC in total.
Master You gain an additional +2AC bonus against ranged spell attacks, adding +4 in total, and a successful shove deals d4 + Strength modifier in bludgeoning damage.

ARMOR

Arm Guard

+1 AC, 1 lb, 10 gp

A fully enclosed arm shield that often had a sword built into its construction to make a gauntlet sword called a pata. Without an attached weapon, the hand which has an arm guard equipped can be used to help wield a weapon or assist with Reload, but cannot be used to wield a weapon by itself; in this case it must be attached to the arm guard. The master has perfected this fighting style.

Basic You can attach a Light weapon to an arm guard using smith's tools over the course of 8 hours of work. The weapon gains the Affixed property but can't be removed from the shield without smith's tools When removed, the weapon is destroyed. Attack rolls made with any arm guard hand suffer a -1 penalty.
Master You no longer suffer an attack penalty, you cannot be disarmed, and you can don the arm guard for free.
Buckler

+1 AC, 2 lbs, 5 gp

A buckler, or target, is a hand shield used by duelists and fencers for its small profile and ease of counter attacks while deflecting. The master's trained duelist techniques set them up for the perfect riposte.

Basic The buckler has Finesse and Deflect (d8)
Master You can add the Deflect roll from the buckler to any Deflect roll you make with your main hand, and if this roll reduces incoming damage to 0, you can make an attack against the triggering creature as part of the same reaction.
Diskarmor

+2 AC, 8 lbs, 75 gp

An esoteric weapon of gnomish invention, a diskarmor is a round shield attached to a chain mechanism that retracts quickly after the chain reaches its length to make essentially a shield yo-yo. The user can toss it out to wield it like a large flail, then retract it to be used as a shield again.

Diskarmor is a shield which has the following properties: One-Handed, Reach, Melee d6, Clockwork, Entangle, Trip. Diskarmor deals bludgeoning damage. A diskarmor is not considered a weapon.

Basic You can replace any of your attacks with an attack using the Diskarmor. This attack does not benefit from your ability modifier to damage unless you have the Two-Weapon Fighting Style.
Master When your ally within 10ft is hit by an attack, you can use your reaction to confer your shield AC bonus from this shield to them until the end of your next turn, possibly negating an attack.
Kite

+3 AC, 10 lbs, 30 gp

Kite shields are as wide as the wielder's torso but extend downward with a point or oval extension to protect the legs, which can also be used offensively to knock an enemy off guard. While wielding a Kite, you only add a maximum of +2 to your AC from your Dexterity modifier.

Basic You gain advantage on any saving throw or ability check made to resist being knocked prone or moved along the ground.
Master When you win an Athletics contest against an enemy within 5ft, you can Stagger your enemy in addition to winning the contest.

Pavise

+1 AC, 15 lbs, 35 gp

A pavise is a lighter tower shield with a central spike to drive into the ground, or a set of legs to allow the shield to stand freely. While deployed, you can use it as cover. Unfortunately it is unwieldable as a normal shield, only able to be worn on the back. While wearing it, you are unable to equip any other shield, and only add a maximum of +2 from your Dexterity modifier to your AC, as its size is ungainly and cumbersome.

While deployed, a Pavise can be knocked down if the enemy succeeds on an Athletics Check against your weapon DC. As a bonus action you can pick up a pavise and either deploy it again or don it on your back.

Basic While worn, you gain +1 AC and negate any flanking bonus any enemy might have on you. As a bonus action, you can deploy the shield to solid ground, which takes up a 5 ft square space. While the shield is between you and any enemy, you gain the benefits of half cover.
Master While the shield is between you and any enemy, you gain the benefits of three-quarters cover. Additionally, an enemy has disadvantage on any roll made to knock your shield down while you use it as cover.
Spiked

+2 AC, 8 lbs, 20 gp

A spiked shield is a blanket term for all weaponized shields, with spikes on the face and either a spiked or bladed edge. Somewhat cumbersome compared to a skirmish shield with the added weaponization, a spiked shield is hard to be stealthy and agile with.

Spiked shield is a shield which has the following properties: One-Handed, Melee d6, Brace, Puncture, Thrown (20/60). Spiked shield deals piercing or slashing damage. A spiked shield is not considered a weapon.

Basic You can replace any of your attacks with an attack using the Spiked shield. This attack does not benefit from your ability modifier to damage unless you have the Two-Weapon Fighting Style.
Master You are so effective at using the dangerous points or blades of your shield that all enemies suffer disadvantage to Athletics checks against you, and a successful shove deals d4 + Strength modifier in piercing or slashing damage.
Tower

+3 AC, 20 lbs, 50 gp

This massive shield is as tall as you and just as wide; you more fight around it like a door as a piece of mobile cover. The master shieldman can take cover at a moment's notice, effectively giving the enemy no target. While wielding a tower shield, you cannot add your Dexterity modifier to your AC.

Basic You negate any flanking bonus an enemy might have on you. Additionally, when you are hit with an attack or are forced to roll a Dexterity saving throw, you can use your reaction to gain half cover, possibly negating the attack or granting you a bonus to your Dexterity saving throw before you roll. This half cover lasts only for the effect that triggered your reaction.
Master While using the shield as cover, if you are subjected to an effect that allows you to make a Dexterity saving throw, and you fail that save, you take only half damage.

ARMOR

Ambush Weapons


These weapons are not designed for battle, rather for close quarters or surprise attacks. They are easily hidden or disguised, and in the right hands can end a fight before it's even started. Ambush masters have learned to strike more critically, taking full advantage of a surprise attack, and can strike fast enough to turn an enemy's miss into an opening.

Feat: Ambush Weapons Master

  • Choose 4 ambush weapons to gain master training when you take this feat.
  • +1 Initiative rolls when holding an ambush weapon.
  • A successful hit to a creature that is surprised is a critical hit.
  • You can use your reaction to make a single attack against a creature that has missed you with a melee attack, provided you can see it.

Cane Sword

Bludgeoning, Piercing, or Slashing, 3 lbs, 35 gp

A rapier hidden within a walking aid. It can be used both within its sheath as a bludgeon, or drawn to dual wield the sheath with the blade. The sheath becomes a light club like this. While sheathed, you can use Deception instead of Sleight of Hand for Conceal. A master has perfected turning the sheath into a deadly aid to the blade itself.

Untrained Awkward, One-Handed, Finesse, Melee d6, Entangle, Trip
Basic One-Handed, Finesse, Melee d6, Conceal, Entangle, Puncture, Riposte, Trip
Master One-Handed, Finesse, Light, Melee d8, Conceal, Entangle, Puncture, Riposte, Trip
Master Perk While dual wielding the cane and sword,
the cane gains Deflect d8, and if you
hit with an attack with the cane you can
deal only your Dexterity modifier in damage, minimum 1, and give yourself advantage on
your next attack.
Compass Blade

Piercing or Slashing, 1.5 lbs, 100 gp

A wheel blade held by the center, that when a
trigger is pressed, four blades deploy in a cross
shape. When not deployed, this weapon has the
Nimble property. When deployed, it loses Nimble
but gains Deflect. Deploying the blades from the
wheel takes an object interaction. The master can
effectively use all four blades in a single strike.

Untrained Awkward, One-Handed, Finesse, Melee d4, Thrown (40/60), Clockwork, Wound
Basic One-Handed, Finesse, Melee 2d4,
Thrown (40/60), Clockwork, Keen,
Wound
Master One-Handed, Finesse, Melee 2d4, Thrown (60/60), Clockwork, Double Ended 2d4, Keen, Wound
Master Perk When you deploy the blades, your
Double Ended attack on your turn
gains advantage.

Gauntlet

Bludgeoning, Piercing, or Slashing, 1 lb, 3 gp

Spiked or weighted knuckles worn as a glove or held in hand. A master can catch an enemy's weapon mid-swing, potentially disarming them. The hand with the gauntlet cannot be used to wield other equipment.

Untrained One-Handed, Affixed, Melee d4, Deflect
Basic One-Handed, Affixed, Melee d4, Conceal, Deflect, Disarm, Nimble, Riposte
Master One-Handed, Affixed, Melee d4, Conceal, Deflect, Disarm, Nimble, Riposte, Stagger
Master Perk When you are hit with a melee attack, as a reaction before the damage, you can attempt a Disarm attack. If you disarm the enemy, you take no damage and come into possession of the weapon.

AMBUSH WEAPONS

Hidden Blade

Piercing, 2 lb, 75 gp

A mechanical means to deploy a piercing dagger from under the wrist built into a bracer. The master takes full advantage of a surprise attack, ending a life in an instant.

Untrained Awkward, One-Handed, Affixed, Finesse, Melee d4, Clockwork, Conceal, Slip
Basic One-Handed, Affixed, Finesse, Melee d4, Clockwork, Conceal, Nimble, Slip
Master One-Handed, Affixed, Finesse, Melee d4, Clockwork, Conceal, Nimble, Slip
Master Perk Surprised creatures take maximum damage from this weapon and any attachers
Interceptor

Bludgeoning, 1 lbs, 3 gp

A thick wool cloak, silk scarf, wide brimmed hat, or any thick clothing. To be used, it must be equipped and gives you +1 Shield AC. It only deals damage equal to your weapon ability modifier. The master can catch missile weapons in flight, even protecting an ally.

Untrained Awkward, One-Handed, Affixed, Melee.
Basic One-Handed, Affixed, Finesse, Melee, Conceal, Deflect (d6)
Master One-Handed, Affixed, Finesse, Melee, Conceal, Deflect (d8), Disarm, Entangle, Trip
Master Perk Your Deflect can be used against ranged weapon attacks. When a creature you can see attacks a target within 5 ft of you, you can use your reaction to impose disadvantage.
Katar

Piercing or Slashing, 1 lbs, 5 gp

A wide, leaf shaped blade mounted in line with the fist at the end of an H shaped handle. The katar is a unique punch weapon, and the master's speed and precision is unmatched.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4, Conceal, Keen, Nimble
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Keen, Nimble
Master One-Handed, Finesse, Light, Melee d6, Conceal, Keen, Nimble
Master Perk When you score a powerful blow, you can make one additional attack as part of this same action. If dual wielding katars, these extra attacks also activate this ability.

Knuckle Axe

Piercing or Slashing, 1.5 lb, 10 gp

An axe head with no shaft and a curved handle in the bit to rest inside a closed fist. Masters slash through soft targets much like a real axe, attacking two targets at once.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4, Conceal, Keen
Basic One-Handed, Finesse, Light, Melee d6, Deflect, Conceal, Keen
Master One-Handed, Finesse, Light, Melee d6, Deflect, Conceal, Keen
Master Perk When wielding one knuckle axe, if you reduce a target to 0 hit points, you can make another attack as part of the same action. If wielding two knuckle axes, this extra attack also happens when you score a critical hit. This perk can only happen once per attack it was caused by.
Punch Dagger

Piercing, 0.5 lbs, 1 gp

A horizontal handle that projects a knife from the fist when held. It can be easily deployed in a swift punching motion allowing a master true speed and precision unmatched.

Untrained One-Handed, Finesse, Light, Melee d4, Conceal, Nimble
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Nimble, Punch
Master One-Handed, Finesse, Light, Melee d4, Conceal, Nimble, Punch
Master Perk You have advantage on attacks made outside of your turn. If this weapon is off-hand, you can make an opportunity attack with both weapons.
Side Baton

Bludgeoning, 2 lbs, 5 gp

A Tonfa, Riot Baton, or Arm Club designed to deflect attacks with the forearm using a perpendicular handle. A master uses the handle as a hook or an axe and maximizes the defensive properties of this weapon.

Untrained One-Handed, Light, Melee d4, Deflect
Basic One-Handed, Light, Melee d6, Deflect, Riposte
Master One-Handed, Light, Melee d8, Deflect, Riposte, Trip
Master Perk You gain +1 weapon AC. You gain Deflect d10, and you can add your proficiency to this roll.
War Fan

Bludgeoning, Piercing, or Slashing, 1 lb, 10 gp

A bladed or weaponized foldable fan, when this weapon is unfolded, you gain +1 Weapon AC but lose Conceal. Folding and unfolding the fan is a free action on your turn. The master uses the wide blades to deflect any ranged attacks.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4, Conceal, Keen, Wound
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Keen, Wound
Master One-Handed, Finesse, Light, Melee d4, Conceal, Deflect, Keen, Wound
Master Perk While unfolded, your Deflect can be used against ranged attacks with Deflect 2d6. While folded, your weapon gains Stagger and Melee d6.

AMBUSH WEAPONS

Axes


Axes easily chop through targets using weight instead of a honed edge and an axe beard in the hands of a trained combatant can be used to trip and bind, even disarm. Axe masters carry the weight of the head through soft targets and into others and can fell even the stoutest foes with a woodcutter's swing.

Feat: Axe Master

  • Choose 4 axes to gain master training when you take this feat.
  • +1 to Athletics checks when holding an axe weapon.
  • You count as one size category larger for the purpose of Trip or Disarm.
  • On your turn, when you score a critical hit or reduce a creature to 0 hit points, you can make another attack as part of the same action against a target within your weapon's reach. This effect can happen multiple times as long as the criteria are met.
Battle Axe

Slashing, 4 lbs, 10 gp

An medium length axe with a longer beard designed for a wider slashing wound, large enough to use with two hands for more powerful strikes, yet nimble enough to be used in one hand. Masters with the battle axe find reliable damage, and throw the axe with an overhand pitch with both hands.

Untrained Awkward, Two-Handed, Melee d8
Basic One-Handed, Melee d8,
Versatile d10, Trip
Master One-Handed, Melee d10, Versatile d12, Trip
Master Perk You can reroll any result of 1 or 2
on any damage die caused by this
weapon or attachers. If you are
wielding the Battle Axe with
two hands, it gains
Thrown d12 (20/60).
Broadaxe

Slashing, 5 lb, 15 gp

Any cleaver type axe with a wide blade mounted to
a pole at two or more different points, including more historical versions such as the bardiche, voulge, or epsilon. A broadaxe rivals the greataxe in power, but the size and weight of the cleaver-like head puts more force with less cut behind the strike. The master leverages this force to great effect.

Untrained Awkward, Two-Handed, Heavy, Melee d10
Basic Two-Handed, Heavy, Melee 2d6, Punch, Sunder
Master Two-Handed, Heavy, Melee 2d6, Punch, Stagger, Sunder
Master Perk When you score a mighty blow, your enemy is Staggered and cannot save to resist.

Greataxe

Slashing, 6 lbs, 20 gp

The classic barbarian axe, with one or two blades nearly as tall and wide as its wielder, with examples being the dane axe, executioner, or parashu. The greataxe has incredible potential for damage, and the master greataxe wielder fells even the stoutest of foes with reliability not seen in many other weapon styles.

Untrained Awkward, Two-Handed, Heavy, Melee d10
Basic Two-Handed, Heavy, Melee d12, Disarm, Trip
Master Two-Handed, Heavy, Melee 2d8, Disarm, Knockback, Trip
Master Perk When you score a mighty blow you add an additional damage die.

AXES

Halberd

Piercing or Slashing, 7 lbs, 35 gp

An axe topped with a spike mounted on an 8ft long shaft, with a hook on the back side of the axe blade. A halberd master has perfected pulling foes to the ground.

Untrained Awkward, Two-Handed, Heavy, Melee d10, Brace
Basic Two-Handed, Heavy, Reach, Melee 2d6, Brace, Trip
Master Two-Handed, Heavy, Reach, Melee 2d6, Brace, Entangle, Puncture, Trip
Master Perk Your Trip attacks impose disadvantage to saving throws made to resist them.
Handaxe

Slashing, 2 lbs, 5 gp

A utilitarian weapon and tool, the master binds and disarms with lightning efficiency. If you have a handaxe on your person, you gain advantage on Survival checks where the handaxe can be used to help, such as cutting firewood or putting up tents.

Untrained One-Handed, Melee d6, Thrown (10/30)
Basic One-Handed, Light, Melee d6, Thrown (20/60), Trip
Master One-Handed, Light, Melee d6, Thrown (20/60), Disarm, Trip
Master Perk If you miss with a Disarm attack, you can reroll but must take the new result.
Hook Sword

Slashing, 2 lbs, 30 gp

An irregular weapon made famous by northern Chinese masters; a shortsword with a prominent hook and crescent bladed knuckle guard. The master can join two hook swords together for a unique means of attack, as well as striking further by forming a makeshift flail.

Untrained Awkward, One-Handed, Melee d6
Basic One-Handed, Finesse, Light, Melee d6, Disarm, Trip, Wound
Master One-Handed, Finesse, Light, Melee d6, Disarm, Entangle, Lunge, Trip, Wound
Master Perk When hit with a melee weapon attack, as a reaction you can make a Disarm or Entangle attack against that enemy. As an object interaction, you can hook or unhook two hook swords. Hooked together, the weapons lose Light and gain Reach and Versatile d8, and count as one weapon.
Kama

Piercing and Slashing, 1 lb, 2 gp

A small farm scythe with a straighter blade. A kama grants advantage on any ability check made to climb. A master with the kama slides two blades together with a scissoring slice.

Untrained One-Handed, Finesse, Light, Melee d4, Thrown (20/60)
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Keen, Nimble
Master One-Handed, Finesse, Light, Melee d4, Thrown (30/60), Entangle, Keen, Nimble, Trip
Master Perk Your Keen damage adds two total damage dice, instead of the usual one extra damage dice. If a kama is in the off-hand, you can use this bonus on your main hand weapon's Keen property.
Palm Axe

Piercing or Slashing, 6 lbs, 45 gp

An ancient Egyptian weapon styled after a palm frond used for fanning, this pole weapon has a crescent shaped blade mounted with the crescent points pointed down. The strikes of this axe can hit multiple foes in one swing, and the master has found great success with this weapon's sweeping cuts.

Untrained Awkward, Two-Handed, Heavy, Reach, Melee d10, Brace, Keen, Puncture
Basic Two-Handed, Heavy, Reach, Melee 2d6, Brace, Keen, Puncture, Trip
Master Two-Handed, Heavy, Reach, Melee 2d6, Brace, Deflect, Keen, Puncture, Trip
Master Perk As an action, you make an attack against each creature of your choice within range, and all ranged weapon attacks suffer disadvantage against you until the start of your next turn.
Poleaxe

Bludgeoning, Piercing, or Slashing, 7 lbs, 40 gp

An iron-shod long weapon designed for armored foes, built with an axe, hammer, and a spike from the top. Though not long enough for reach, a master's quarterstaff style makes it very defensive.

Untrained Awkward, Two-Handed, Heavy, Melee d10, Puncture, Stagger
Basic Two-Handed, Heavy, Melee d10, Brace, Deflect, Punch, Puncture, Stagger, Trip
Master Two-Handed, Heavy, Melee 2d6, Brace, Deflect, Punch, Puncture, Stagger, Trip
Master Perk You gain +1 Weapon AC and you can add your proficiency bonus to Deflect rolls.
Tomahawk

Piercing or Slashing, 1 lb, 1 gp

Also called a fransisca, this small axe features a hollow blade more balanced for throwing. The master throws with force enough to drive the thinner axe head into a target and throw them off balance.

Untrained One-Handed, Melee d4, Thrown (10/30), Slip
Basic One-Handed, Finesse, Light, Melee d4, Thrown (40/120), Slip, Trip
Master One-Handed, Finesse, Light, Melee d4, Thrown (40/120), Disarm, Slip, Trip
Master Perk If you score a mighty blow, your enemy has disadvantage on its next attack roll.

AXES

Bludgeons


Bludgeons are simple weapons that rely on pure weight over control. However, they have additional uses in stunning, disabling and fatiguing the enemy with repeated and precise blows to the head or body. A master with these brutish weapons more deftly causes stuns and exhaustion.

Feat: Bludgeon Master

  • Choose 4 bludgeons to gain master training when you take this feat.
  • +1 to damage rolls with bludgeon weapons.
  • When you score a critical hit, your enemy must succeed on a Constitution saving throw or be stunned until the end of your next turn.
  • When you score a powerful blow, the enemy must succeed on a Constitution saving throw or take a level of exhaustion. You can only grant two levels of exhaustion to an enemy in this way.
Bar Mace

Bludgeoning and Slashing, or Piercing, 3 lbs, 3 gp

A stout, arm length iron bar lined with spikes or flanges, more able to utilize prying leverage to deal with armored foes. Designed for low skilled military soldiers, a master uses the many angles to pry weapons from the enemy's hands.

Untrained One-Handed, Melee d6, Disarm
Basic One-Handed, Melee d8, Disarm
Master One-Handed, Melee d8, Deflect, Disarm
Master Perk On a powerful blow, you can deal damage equal to your Strength modifier, and force your enemy to suffer disadvantage to attacks. At the end of their turn they can roll a Constitution saving throw, ending this penalty on success.
Bo Staff

Bludgeoning, 2 lbs, 3 sp

The Japanese bo is a shorter, thinner quarterstaff, designed for a faster fighting style of quick strikes and acrobatic lunges. The master is a flurry of spinning acrobatics
and blocks.

Untrained Two-Handed, Finesse, Melee d6
Basic Two-Handed, Finesse, Melee d6,
Double Ended d4, Trip
Master Two-Handed, Finesse, Melee d6, Double Ended d6, Lunge, Deflect, Trip
Master Perk If you have the Extra Attack feature, you
can make two attacks instead of one
when you use this weapon's Double Ended property or when you make
an opportunity attack.

Flanged Mace

Bludgeoning and Slashing, 4 lbs, 5 gp

A metal head with bladed protrusions, attached to a simple shaft designed specifically to hammer and shred armor. Masters punch through any armor to damage foes with ease.

Untrained One-Handed, Melee d6, Sunder
Basic One-Handed, Melee d6, Punch, Sunder
Master One-Handed, Melee 2d4, Punch, Sunder
Master Perk Sunder always reduces AC by 2. If you score a powerful blow, your weapon Sunders automatically.

BLUDGEONS

Greatclub

Bludgeoning, 8 lbs, 5 gp

A heavy, two-handed club such as a kanabo, shillelagh, or even just an enormous wooden mallet refined with iron or wooden knobs. A master can render a weapon nearly useless by smashing it bent or broken.

Untrained Two-Handed, Heavy, Melee d8, Stagger, Sunder
Basic Two-Handed, Heavy, Melee d8, Disarm, Punch, Stagger, Sunder
Master Two-Handed, Heavy, Melee d10, Disarm, Knockback, Punch, Stagger, Sunder
Master Perk If you score a mighty blow, your enemy must succeed on a Dexterity saving throw or their mundane weapon suffers a permanent disadvantage on attack rolls until it is repaired.
Heavy Club

Bludgeoning, 3 lbs, 2 sp

A larger mass weapon, much like a bat or ball mace. A master can target the foe's head more easily, disorienting and disabling their foes with a wound-up swing for the fences.

Untrained Two-Handed, Melee d6
Basic One-Handed, Melee d6, Versatile 2d4, Thrown (20/40)
Master One-Handed, Melee 2d4, Versatile d10, Thrown (20/40), Stagger
Master Perk If you score a mighty blow, your enemy must succeed on a Constitution saving throw or suffer disadvantage to all attacks and ability checks until the end of its next turn.
Light Club

Bludgeoning, 2 lbs, 1 sp

A light sap or metal bar, some clubs are designed to be less-than-lethal, while others can be spiked with a stabbing tip. A master's accuracy can knock foes off balance.

Untrained One-Handed, Finesse, Light, Melee d4, Conceal
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Conceal
Master One-Handed, Finesse, Light, Melee d6, Thrown (40/80), Conceal
Master Perk On a mighty blow, your foe must succeed on a Constitution saving throw or suffer disadvantage to its Strength, Dexterity, and Wisdom saving throws and Ability Checks until the end of your next turn.
Mallet

Bludgeoning, 3 lbs, 3 sp

A light wooden cylinder on a short handle. A master uses the lightness of a mallet for a quick strike that sends the enemy reeling.

Untrained One-Handed, Melee d4, Light
Basic One-Handed, Melee d4, Thrown (20/60), Disarm, Light
Master One-Handed, Melee d6, Thrown (20/60), Disarm, Light
Master Perk If you take the Attack action on your turn, as a bonus action on the same turn, you can make a shove attempt which, if successful, deals this weapon's damage.

Morningstar

Bludgeoning and Piercing, 6 lbs, 15 gp

An infantry weapon with a thick wooden shaft 8 feet in length, with a spiked head and top iron spike. Giving infantry an advantage against armored opponents without needing advanced techniques, simple militias can protect themselves from armor. A master with a morning star can ruin armor.

Untrained Two-Handed, Reach, Melee d8, Brace, Sunder, Wound
Basic Two-Handed, Reach, Melee d10, Brace, Punch, Sunder, Wound
Master Two-Handed, Reach, Melee d12, Double Ended d4, Brace, Punch, Sunder, Wound
Master Perk If your enemy fails the saving throw against Sunder, their AC is reduced by an amount equal to your Strength modifier, minimum of 1.
Quarterstaff

Bludgeoning, 3 lbs, 5 sp

A quarterstaff is a heavier, thicker staff, meant for more weight and power in blocking than quick strikes in succession. Sometimes shod or tipped in iron, it provides increased protection for the master to use a more stable means of defense.

Untrained Two-Handed, Melee d6
Basic Two-Handed, Melee d8, Double Ended d6, Trip
Master Two-Handed, Reach, Melee d8, Double Ended d8, Stagger, Trip
Master Perk You gain +1 weapon AC. Additionally, when you attack a foe that is more than 5 ft away from you, your weapon damage becomes d10
Spiked Mace

Bludgeoning and Piercing, 3 lbs, 3 gp

The simple ball mace with spikes for increased penetration and stopping power, this weapon finds use from simple militias to fortified infantries. The master has learned to strike from any angle, using the many spikes to provide unexpected angles of attack.

Untrained One-Handed, Light, Melee d6, Wound
Basic One-Handed, Light, Melee d6, Punch, Wound
Master One-Handed, Light, Melee d6, Punch, Puncture, Wound
Master Perk If you take the Attack action on your turn, you can use a bonus action on the same turn to make an attack with this weapon at disadvantage. If this special attack hits, it deals 2d6 damage, instead of the weapon’s normal damage dice.

Bows


The bow is as ancient as civilization itself, the tool of the hunter, sniper, assassin and soldier alike. Bows require more training than crossbows, but reload faster, making them still hold relevance in the age of mechanical winding and gunpowder. A master archer places arrows as effortlessly as a master swordsman places their blade, can take advantage of distracted foes, and can even shoot other missiles out of the air.

Feat: Bow Master

  • Choose 4 bows or slings to gain master training when you take this feat.
  • You ignore the effects of half and three-quarters cover and no longer suffer disadvantage to attack rolls if your target is prone.
  • When an enemy targets you or an ally in your normal range with a ranged attack, as a reaction you can make an attack. If your attack is higher than the enemy's, the enemy's attack is negated and your ammunition is destroyed. You must take this reaction before you learn if the enemy attack hits or misses.
  • You gain a +2 bonus on an attack roll against a creature if at least one of its enemies is within 5 feet of the creature and the enemy isn’t incapacitated.
Bladed Bow

Piercing or Slashing, 5 lbs, 100 gp

Two curved blades attached to longbow length limbs. Though not nearly as stout as a quarterstaff due to the flexibility of the bow itself, it is nonetheless an effective way to fight the close enemy. This specialized weapon requires dedicated training to be anything but clumsy, but in the hands of a master, the bladed bow can protect a retreat as easily as it can press an attack.

Untrained Awkward, Two-Handed, Heavy, Ranged d8 (100/500)
Basic Two-Handed, Finesse, Heavy,
Melee d6, Ranged d8 (120/600)
Master Two-Handed, Finesse, Heavy, Melee, d6, Double Ended, d6, Ranged d8 (120/600)
Master Perk While this weapon is equipped,
your movement does not incur
opportunity attacks.

Bone Bow

Piercing or Bludgeoning, 5 lbs, 15 gp

Made from a monstrous rib bone, the bone bow is used both as a formidable melee weapon and a powerful war bow. Incredibly hard to draw, it requires a Strength score of at least 13 to wield, but you can add half your Strength modifier rounded down to damage in addition to your Dexterity modifier. The master of this brutal weapon finds no challenge in range or melee combat.

Untrained Two-Handed, Heavy, Melee, d8, Ranged d10 (40/100), Stagger
Basic Two-Handed, Heavy, Melee, d8, Ranged d10 (60/240), Knockback, Stagger
Master Two-Handed, Heavy, Melee d8, Ranged d10 (60/240), Deflect, Knockback, Stagger
Master Perk When your enemy fails a saving throw against your Knockback, they are instead pushed up to 10 ft in a direction of your choosing

BOWS AND SLINGS

Collapsible Bow

Piercing, 4 lbs, 150 gp

A shortbow made with spring steel in a latched configuration that can be deployed with a button and a flick of the wrist to spring the limbs into place, pulling the bowstring taut. When not deployed, the bow is easily concealable, but its mechanical limbs limit the bow's draw and power stroke. The master's quickdraw and nimble maneuvering with the composite make for a formidable weapon.

Untrained Awkward, Two-Handed, Ranged d4 (40/100), Clockwork, Conceal
Basic Two-Handed, Ranged d4 (60/240), Clockwork, Conceal, Hipshot
Master Two-Handed, Ranged d6 (60/240), Clockwork, Conceal, Hipshot, Nimble
Master Perk A successful hit to a surprised creature counts as a critical hit.
Compound Bow

Piercing, 3 lbs, 250 gp

About the size of a shortbow, but has two pulleys on the limbs which allow the user to load exponentially more force. Because of the added mechanical aspect, loading is a bit slower than loading other bows, but its stopping power punches like a crossbow. A master can overdraw the pulleys to punch through targets like a crossbow.

Untrained Awkward, Two-Handed, Ranged d10 (100/500), Reload reaction, Clockwork, Puncture
Basic Two-Handed, Ranged d10 (200/800), Reload object interaction, Clockwork, Puncture
Master Two-Handed, Ranged d12 (200/800), Reload free, Clockwork, Puncture
Master Perk When you score a powerful blow, you deal normal damage to your primary target and weapon damage to one other target in a straight line from you that intersects your first target, as long as your attack roll would hit your second target's AC as well.
Greatbow

Piercing, 5 lbs, 75 gp

Much taller and stouter than the longbow, easily reaching 8 ft in length and as thick as a quarterstaff. It launches specialized great arrows that are similar in size to a javelin. Due to its size, javelins and ballista bolts can be used as ammunition, but with disadvantage to the attack roll. Greatbow masters can overdraw the stout poundage, sending enemies flying back.

You must have a Strength score of at least 13 to wield a Greatbow, but you can add half your Strength modifier rounded down in addition to your Dexterity modifier to damage.

Untrained Awkward, Two-Handed, Heavy, Ranged d10 (100/500), Punch
Basic Two-Handed, Heavy, Ranged d10 (200/800), Punch, Trip
Master Two-Handed, Heavy, Ranged d12 (200/800), Knockback, Punch, Trip
Master Perk When you score a mighty blow, you also force your target to save against Knockback. All creatures that are flying have disadvantage on this save.

Longbow

Piercing, 2 lbs, 50 gp

A 6ft bow with thick sinew cording bowstring, and a longer powerstroke. A master archer steadies their aim in any situation, finding gaps in armor lesser bows can miss.

Untrained Awkward, Two-Handed, Heavy, Ranged d8 (100/500)
Basic Two-Handed, Heavy, Ranged d8 (120/600), Keen
Master Two-Handed, Heavy, Ranged d10 (120/600), Keen, Punch
Master Perk If you suffer disadvantage for any reason, you can use your bonus action to negate your disadvantage until the end of your turn. You no longer suffer disadvantage to attacks made beyond normal range.
Recurve

Piercing, 2 lbs, 75 gp

A shorter bow but with a longer power stroke. Each limb curves away from the wielder at its ends, loading twice the elastic power into the shot. Using the longer power stroke, the master can load an extra arrow into the recurve and attack two different targets.

Untrained Two-Handed, Ranged d8 (80/320)
Basic Two-Handed, Ranged d8 (100/400), Steady
Master Two-Handed, Ranged 2d4 (100/400), Balanced, Steady
Master Perk Once on each of your turns when you make an attack with this weapon, you can make another attack against a different creature that is within 5 feet of the original target and within normal range.
Shortbow

Piercing, 2 lbs, 25 gp

A simple bow about 3 ft in length, more suited to close combat and quick targeting in the chaos of melee. Masters with the shortbow can shoot more quickly than with any other ranged weapon.

Untrained Two-Handed, Ranged d6 (60/240)
Basic Two-Handed, Ranged d6 (80/320), Hipshot
Master Two-Handed, Ranged d8 (80/320), Balanced, Hipshot
Master Perk As a bonus action, you can make an attack with this weapon.
Yumi

Piercing, 2.5 lbs, 65 gp

The asymmetrical bow made famous by Japanese archers, with the top half about twice as long as the bottom half. The master uses the shorter half for easier horseback targeting or shooting from a kneeled position.

Untrained Awkward, Two-Handed, Ranged d8 (80/320)
Basic Two-Handed, Ranged d8 (100/400), Sighted
Master Two-Handed, Ranged 2d4 (100/400), Sighted, Punch
Master Perk While mounted, you gain +2 to your attack roll if you shoot at a different target than your previous attack. While on foot, you do not suffer disadvantage to attacks made while prone.

BOWS AND SLINGS

Combat Blades


Combat blades are military weapons designed for soldiers at war. These weapons are long, powerful swords used for maximum reach and damage. A master with combat blades takes full advantage of the guard, and takes the best advantage of the opportunity to rout an enemy. Few weapons are as damaging or devoted to battle as Combat Blades.

Feat: Combat Blade Master

  • Choose 4 combat blades to gain master training when you take this feat.
  • +1 to Strength and Dexterity saving throws.
  • On your turn, you can use your reaction to assume a parrying stance. Until your next turn or until your Combat Blade is no longer equipped, you gain a +1 weapon AC with a One-Handed combat blade, or +2 weapon AC with a Two-Handed or two hands on a Versatile combat blade against melee attacks.
  • You have advantage on all opportunity attacks. On your turn you can use your reaction to enter a readied stance. While readied, making an opportunity attack does not use your reaction.
Broadsword

Piercing or Slashing, 3 lbs, 20 gp

True broadswords have a wider blade to add power to the cut, and often perform more like an axe in the strike. Examples include the messer, cleaver sword, or Chinese dadao. A master strikes through soft targets, driving their momentum to other targets.

Untrained Awkward, One-Handed, Melee d8
Basic One-Handed, Melee 2d4, Keen, Punch
Master One-Handed, Melee 3d4, Keen, Punch
Master Perk When you score a critical hit or reduce a target
to 0 hit points, you can make another attack to another target within 5ft, as part of the same action. This effect can happen multiple times as long as the criteria are met.
Falchion

Piercing or Slashing, 4 lbs, 25 gp

Descended from the broadsword, the cusped tip and straight blade was a later period design but iconic in appearance, and this two-handed version represents the pinnacle of its design. A master maximizes the falchion's cutting power, striking soft targets with critical accuracy.

Untrained Awkward, Two-Handed, Melee d8
Basic Two-Handed, Melee d10, Disarm, Punch
Master One-Handed, Melee d10, Versatile d12, Disarm, Keen, Punch
Master Perk Your powerful blows count as critical hits.

COMBAT BLADES

Greatsword

Piercing or Slashing, 5 lbs, 50 gp

Often as tall as its wielder, spanning in the 5ft-6ft range with a 2ft handle and a lengthy, wide blade. The long blade, lengthy handle, and added weight make the greatsword one of the most damaging melee weapons in use, and can easily dispatch larger targets with ease. A master finds the greatest weapon to use against a large enemy is the greatsword.

Untrained Awkward, Two-Handed, Heavy, Melee 2d6
Basic Two-Handed, Heavy, Melee 2d8, Keen, Stagger
Master Two-Handed, Heavy, Melee 2d10, Keen, Knockback, Stagger
Master Perk Against category size Large and larger targets, your damage is 2d12, instead of 2d10.

Ikakalaka

Piercing or Slashing, 4 lbs, 30 gp

A wide bladed shortsword that ends in a dovetailed fan shape, instead of a point. The master uses the dovetail to trip and bully foes, while using it defensively against arrows.

Untrained Awkward, One-Handed, Heavy, Melee d10
Basic One-Handed, Heavy, Melee d10, Deflect, Punch
Master One-Handed, Heavy, Melee d10, Deflect, Keen, Knockback, Punch, Trip
Master Perk Your Deflect can be used against ranged weapon attacks. Your Knockback and Trip attacks benefit from Keen.
Katana

Piercing or Slashing, 2 lbs, 15 gp

A single edged blade, slightly curved with a minimal guard and a long handle. The longer handle and curved edge provide greater leverage for more effective deflections. A master deflects even powerful blows with ease.

Untrained Awkward, Two-Handed, Melee d6
Basic One-Handed, Finesse, Light, Melee d6, Versatile d8, Keen
Master One-Handed, Finesse, Light, Melee d8, Versatile d10, Deflect, Keen
Master Perk While wielding a katana with one hand, you can add your proficiency bonus to Deflect rolls. While wielding with two hands, your Deflect becomes 2d10.
Khopesh

Piercing or Slashing, 3 lbs, 10 gp

This hybrid axe sword made famous by ancient Egyptians is a short, crescent shaped sword and a hooked tip. A Master has learned to use the hooked point to hamstring enemies.

Untrained Awkward, One-Handed, Melee d8, Disarm
Basic One-Handed, Light, Melee 2d4, Disarm, Keen, Trip
Master One-Handed, Light, Melee 2d4, Disarm, Keen, Stagger, Trip
Master Perk If you hit with a Trip attack, your enemy's speed is reduced by 10ft until the end of their next turn. While they have this penalty, they suffer disadvantage to Strength saving throws.
Longsword

Piercing or Slashing, 3 lbs, 15 gp

Generally a hand and a half handle, this sword is favored by spellblades for its ease of use in one hand or two. Masters become devastatingly accurate, standing up to even master duelists.

Untrained Awkward, Two-Handed, Melee d8
Basic One-Handed, Melee d8, Versatile d10, Balanced, Disarm
Master One-Handed, Melee d10, Versatile d12, Balanced, Disarm, Lunge
Master Perk Your critical hit range is 19-20 and while wielding with two hands your critical hit range is 18-20.

COMBAT BLADES

Montante

Piercing or Slashing, 5 lbs, 75 gp

A long greatsword made famous by western Europeans, similar to a polearm in reach and technique thanks to a handle above the guard called a ricasso. The master has learned the famous protection technique, keeping an ally safe with expert application of refined angles and parries.

Untrained Awkward, Two-Handed, Heavy, Melee 2d6
Basic Two-Handed, Heavy, Reach, Melee 2d6, Balanced
Master Two-Handed, Heavy, Reach, Melee 2d8, Balanced
Master Perk On your turn, you can use your reaction to enter a protective stance. Until the start of your next turn, all attacks against allies within your range suffer disadvantage.
Odachi

Piercing or Slashing, 5 lbs, 50 gp

The famous horse killer blade from late period Japan, this greatsword has a curved cutting edge and huge handle to give the master a perfect balance of defense and offense.

Untrained Awkward, Two-Handed, Heavy, Melee 2d6
Basic Two-Handed, Heavy, Melee 2d8, Deflect, Keen
Master Two-Handed, Heavy, Melee 2d10, Deflect, Keen, Sunder
Master Perk You deal one additional damage die to your target if you attack a different target than your previous attack.
Scimitar

Slashing, 2.5 lbs, 25 gp

A single-handed curved sword, with generally more weight in the blade than the pommel. The added agility and pommel weight give the master a sweeping, mobile fighting style that benefits from flowing movement over rigid stance.

Untrained Awkward, One-Handed, Melee d6
Basic One-Handed, Finesse, Light, Melee d6, Deflect, Riposte
Master One-Handed, Finesse, Light, Melee d8, Deflect, Riposte, Keen
Master Perk If you travel at least 20ft on foot or while mounted, your next attack deals an additional d8.
Short Glaive

Piercing or Slashing, 4 lbs, 25 gp

A glaive weapon with a shorter handle, usually in the range of length of a greatsword, but much lighter as the metal blade is smaller and more than half of the weapon is wooden haft. A short glaive is favored among elven armies as an effective long weapon that is both heavy hitting and light enough to use with finesse. Masters move with the swift, dangerous grace of the elven masters of this weapon.

Untrained Awkward, Two-Handed, Melee 2d4
Basic Two-Handed, Finesse, Melee 3d4, Balanced, Brace, Lunge
Master Two-Handed, Finesse, Melee 3d4, Balanced, Brace, Lunge, Puncture
Master Perk If you take a Dash action, you do not provoke opportunity attacks, and when you end your movement, you can make an attack as part
of the same action.
War Sword

Piercing or Slashing, 4 lbs, 30 gp

Child of the Longsword and Greatsword, this sword's length lies between the two, combining both styles. A master cuts through larger targets like a Greatsword, with deft precision of the tip like a Longsword.

Untrained Awkward, Two-Handed, Heavy, Melee d10
Basic Two-Handed, Heavy, Melee d12, Stagger
Master One-Handed, Heavy, Melee d12, Versatile 2d8, Stagger
Master Perk Your critical hit range is 19-20 while wielding with two hands, unless it is 18-20. Against category size Large and larger enemies, your damage is 2d8(2d10) instead of d12(2d8).

COMBAT BLADES

Crossbows


Crossbows require less training to operate than a bow and are often more powerful, but their Reload time keeps them from making the former obsolete, while their ease of use prevents them from being made obsolete by firearms. Unlike a bow, crossbows require time to Reload, shown in their description. They pack a harder punch to make up for slower attacks, but bolts are small and usually metal, making them punch much harder on a critical hit. Masters of the crossbow shoot in combat without distraction, and dodge and weave with their smaller ranged weapon when in melee.

Unlike a bow or launch weapon, a crossbow can be stored loaded, and primed to shoot. Crossbows also have a special Reload rule; If you do not move on your turn, you Reload your crossbow for free at the end of your turn.

Feat: Crossbow Master

  • Choose 4 crossbows to gain master training when you take this feat.
  • All crossbows you wield gain the Hipshot property.
  • When an enemy misses you with an attack, you can use your reaction to move 5ft in any direction of your choice, which doesn't provoke opportunity attacks.
  • On your turn, you can spend 10 ft of your movement. If you do so, for the rest of your turn, roll weapon and attacher damage twice and use the highest result.
Grapple Crossbow

Piercing and Slashing, 13 lbs, 175 gp

This heavy crossbow has a coiled silk rope and a self winding mechanism that shoots a small pointed hook which can even pierce into ceilings. Once the mechanism is engaged, it winds the rope back up, allowing the user to ascend with the bow at a rate of 60 ft per round. It can lift 500 lbs in total, but anything beyond this weight, the mechanism simply holds the rope taut.

When entangling an enemy, you can engage the mechanism as an object interaction, forcing the enemy to succeed on a Strength saving throw or be pulled toward you. However, if it succeeds, you are pulled toward the enemy unless you let go of your grapple crossbow or use an object interaction to disengage the mechanism.

Untrained Awkward, Two-Handed, Heavy, Ranged d6+4 (50/200), Reload attack, Clockwork, Keen, Entangle
Basic Two-Handed, Heavy, Ranged d6+4 (80/320), Reload bonus, Clockwork, Entangle, Keen, Punch, Trip
Master Two-Handed, Heavy, Ranged d6+4 (120/320), Reload reaction, Clockwork, Entangle, Keen, Punch, Trip
Master Perk Your enemy suffers disadvantage on the saving throw to resist being pulled toward you, and you can choose when this weapon deals no damage.

Hand Crossbow

Piercing, 2 lbs, 75 gp

A hand drawn bow on a pistol grip, these prods are weaker than other crossbows, but the drawstring can be pulled back without mechanical assistance. A master Reloads using the bolt case to draw and load in one motion, and can shoot from the hip even while performing other tasks.

Untrained One-Handed, Light, Ranged d6+2 (20/60), Reload object interaction, Hipshot, Keen
Basic One-Handed, Light, Ranged d6+2 (30/120), Reload free, Hipshot, Keen, Steady
Master One-Handed, Light, Ranged d6+2 (60/120), Reload free, Hipshot, Keen, Steady
Master Perk Can use Reload with one hand. As a bonus action, you can make an attack with this weapon if you haven't used the attack action or held your action.

CROSSBOWS

Heavy Crossbow

Piercing, 8 lbs, 50 gp

A large crossbow with steel prods, winching a thousand pounds of force. A master arbalist has become deadly accurate with their bolt, maximizing their sniper potential.

Untrained Two-Handed, Heavy, Ranged d10+4 (80/200), Reload attack, Keen, Punch, Puncture, Sighted
Basic Two-Handed, Heavy, Ranged d10+4 (100/400), Reload bonus, Keen, Punch, Puncture, Sighted, Trip
Master Two-Handed, Heavy, Ranged d10+4 (200/400), Reload reaction, Keen, Punch, Puncture, Sighted, Trip
Master Perk Your Keen property activates when you score a mighty blow.
Hidden Crossbow

Piercing, 1 lb, 150 gp

This wrist-mounted crossbow deploys in secret and is reloaded one-handed. The master can shoot in melee at the slightest distraction.

Untrained Awkward, One-Handed, Affixed, Ranged d4+1 (10/30), Reload reaction, Clockwork, Conceal, Hipshot
Basic One-Handed, Affixed, Ranged d4+1 (20/60), Reload object interaction, Clockwork, Conceal, Hipshot, Keen, Slip
Master One-Handed, Affixed, Ranged d4+1 (30/60), Reload free, Clockwork, Conceal, Hipshot, Keen, Slip
Master Perk If an enemy misses you with an attack, you can use your reaction to make an attack against it.
Light Crossbow

Piercing, 5 lbs, 25 gp

A simple, reliable wooden crossbow with power similar to a longbow. A master can shoot reflexively at moving targets.

Untrained Two-Handed, Ranged d8+3 (60/200), Reload bonus, Keen, Punch, Sighted
Basic Two-Handed, Ranged d8+3 (80/320), Reload reaction, Keen, Punch, Steady, Sighted
Master Two-Handed, Ranged d8+3 (160/320), Reload object interaction, Keen, Punch, Steady, Sighted
Master Perk As a reaction, you can make an attack against a creature that comes within or leaves 10ft of you.
Mauler

Piercing, 6 lbs, 100 gp

Two bows mounted in an X shape to hold three bolts. As only the top bolt is on target, the damage is only 1d4+1 on medium or smaller size targets outside normal range. Masters group the bolts at weak points with cruel effect.

Untrained Awkward, Two-Handed, Ranged 3d4+3 (20/40), Reload attack, Hipshot, Keen, Puncture
Basic Two-Handed, Ranged 3d4+3 (20/80), Reload bonus, Hipshot, Keen, Puncture
Master Two-Handed, Ranged 3d4+3 (40/80), Reload reaction, Hipshot, Keen, Puncture
Master Perk When rolling damage dice from this weapon, puncture activates if the result is 3 or 4.

Portable Ballista

Piercing, 15 lbs, 500 gp

This small siege weapon is slow to reload with an enormous crannequin. Masters use flanking surfaces to pin a target with the launched javelin.

A deployable stand can be purchased for 150g. As an action, you mount or unmount the ballista to the stand. While mounted, its Reload is an object interaction and it gains Sighted, but you cannot move it.

Untrained Awkward, Two-Handed, Heavy, Ranged d12+5 (150/400) Reload action, Entangle, Keen, Punch, Puncture, Trip
Basic Two-Handed, Heavy, Ranged 2d6+5 (150/600) Reload attack, Entangle, Keen, Knockback, Punch, Puncture, Trip
Master Two-Handed, Heavy, Ranged 3d6+5 (300/600), Reload bonus, Entangle, Keen, Knockback, Punch, Puncture, Trip
Master Perk Your Entangle attacks add the restrained condition if successful, as you pin your target to surrounding terrain features.
Repeating Crossbow

Piercing, 6 lbs, 150 gp

Repeaters have a weaker draw strength to allow the user to draw with one hand by pulling a lever along the bottom much like a modern shotgun. It holds 6 bolts and once depleted, you must spend an action to refill the magazine. The master has learned to shoot as they pull the reload lever, dumping shots into a target with speed.

Untrained Two-Handed, Ranged d6 (60/200), Reload free, Keen, Steady
Basic Two-Handed, Ranged d6 (80/320), Reload free, Keen, Steady
Master Two-Handed, Ranged d6 (160/320), Reload free, Keen, Steady
Master Perk If you take the Attack action on your turn, you can take another Attack action with this weapon as a bonus action on your turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Spinner

Slashing, 3 lbs, 100 gp

This gnomish invention launches disk blades with internal mechanisms instead of prods. It holds ten blades, reloading for free by pulling the level located at the back of the weapon. When depleted, you must spend an action to Reload ten more. Masters can attack several targets at once by expertly planning their ricochet path.

Untrained Awkward, Two-Handed, Ranged 2d4 (20/60), Reload free, Clockwork, Disarm, Keen, Steady
Basic Two-Handed, Ranged 2d4 (30/120), Reload free, Clockwork, Disarm, Keen, Steady
Master Two-Handed, Ranged 2d4 (60/120), Reload free, Clockwork, Disarm, Keen, Steady
Master Perk As an action, you can choose a number of targets equal to your Intelligence modifier, minimum of 1, within 10ft of your first target to all be the target of a single attack roll. Roll damage separately for each target you hit.

CROSSBOWS

Dueling Blades


Dueling blades are smaller, lighter weapons designed for civilian defense or judicial duels. These weapons deal less damage but have more specialized uses, often used with finesse. A dueling blade master uses the weapon speed to take advantage of a distraction and the dueling nature to deflect countless blows while dueling a single enemy.

Feat: Dueling Blade Master

  • Choose 4 dueling blades to gain master training when you take this feat.
  • +1 to Deflect rolls.
  • If a creature within 5ft of you makes an attack against a creature other than you, you can use your reaction to make an opportunity attack against the attacking creature.
  • On your turn, as a reaction, you can choose a single target. Until the start of your next turn, your weapon gains the Deflect property, and can Deflect all attacks the chosen target makes against you as part of the same reaction.
Cutlass

Piercing or Slashing, 2.5 lbs, 10 gp

Basket hilted machete-like single edged blade, best known as a naval man-at-arms weapon. Owing to its naval popularity as an agile weapon in close quarters with the damage to back it up, the master finds the cutlass to be similar to an axe in its hacking specialty.

Untrained Awkward, One-Handed, Finesse, Melee d6
Basic One-Handed, Finesse, Melee d6, Deflect, Punch
Master One-Handed, Finesse, Melee d8, Deflect, Keen, Punch
Master Perk When you score a critical hit or reduce a target
to 0 hit points, you can make another attack
to another target within 5ft, as part of the
same action. This effect can happen multiple times as long as the criteria are met.
Dagger

Piercing or Slashing, 1 lb, 2 gp

Any forearm length blade can be called a dagger,
and there are as many designs as there are cultures in existence. The master can make lightning fast attacks even while they focus their attention elsewhere.

Untrained One-Handed, Finesse, Light, Melee d4, Balanced
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Balanced, Conceal
Master One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Balanced, Conceal
Master Perk As a bonus action, you can make an attack with this weapon.

Estoc

Piercing, 3 lbs, 25 gp

A variation of the longsword, this two-handed thrusting weapon often had no cutting edge but a needle-like tip perfect for piercing armor. The master can make quick jabs even while distracted.

Untrained Awkward, Two-Handed, Finesse, Melee d8, Brace, Punch, Puncture, Wound
Basic Two-Handed, Finesse, Melee d8, Brace, Punch, Wound
Master One-Handed, Finesse, Melee d8, Versatile d10, Brace, Lunge, Punch, Puncture, Wound
Master Perk As a bonus action, you can make an attack with this weapon if you haven't used the attack action or held your action.

DUELING BLADES

Kukri

Piercing and Slashing, 2 lbs, 3 gp

A thick, hooked blade with a cutting edge on the inside, performing more like a handaxe than a dagger. The wing shape flies somewhat like a boomerang, and the master uses its forward curve to hamstring enemies.

Untrained One-Handed, Light, Melee d6, Thrown (20/60), Keen
Basic One-Handed, Finesse, Light, Melee d6, Thrown (40/80), Keen, Trip
Master One-Handed, Finesse, Light, Melee d6, Thrown (40/80), Disarm, Keen, Trip
Master Perk When you hit with a Trip attack, your target's speed is reduced by 10ft. It can attempt a Constitution saving throw at the end of its turn, ending the effect on success.

Rapier

Piercing or Slashing, 2 lbs, 25 gp

A thin, tapered sword with a wide guard and extra weight in the handle for maximum control with the tip, prized as the pinnacle of finesse. Rapier masters are unmatched duelists with perfect reach and riposte.

Untrained Awkward, One-Handed, Melee d6
Basic One-Handed, Finesse, Melee d8, Puncture, Riposte
Master One-Handed, Finesse, Light, Melee d8, Lunge, Puncture, Riposte
Master Perk If wielding only a rapier, you can add d4 to your damage rolls. If dual wielding a Light weapon, instead add +1 to weapon AC.
Saber

Piercing or Slashing, 2lb, 35 gp

Slightly curved, single-edged, one-handed weapons often with a basket hilt, allowing expert deflections off the curve. The master's defensive capabilities with the saber are unmatched.

Untrained Awkward, One-Handed, Melee d6
Basic One-Handed, Finesse, Melee d8, Deflect, Keen
Master One-Handed, Finesse, Light, Melee 2d4, Deflect, Keen
Master Perk If wielding only a saber, you can add d4 to your Deflect rolls. While wielding two sabers, if you reduce an enemy's damage to 0, you gain the use of your reaction back.
Sai

Piercing, 1 lb, 5 gp

A dagger sized sharpened metal rod with two forward swept prongs, making it easy to block and trap enemy weapons. The master parries and disarms in an instant with the prongs.

Untrained Awkward, One-Handed, Light, Melee d4, Nimble
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Deflect, Nimble
Master One-Handed, Finesse, Light, Melee d4, Conceal, Deflect, Disarm, Nimble
Master Perk You gain +1 weapon AC. If an enemy misses you with a melee attack, as a reaction you can force them to succeed on a Strength or Dexterity saving throw or drop the weapon.
Shortsword

Piercing or Slashing, 2 lbs, 10 gp

Swords between 2ft-3ft in length with as many different designs as there are cultures. Their wide and varied designs mean that a master can find the perfect form for their style.

Untrained One-Handed, Finesse, Light, Melee d6
Basic One-Handed, Finesse, Light, Melee d6, Balanced
Master One-Handed, Finesse, Light, Melee d8, Balanced
Master Perk The Balanced property applies to attachers. If you have advantage, you can roll damage and attachers twice and use the better result.

DUELING BLADES

Sickle

Piercing or Slashing, 2 lbs, 1 gp

A crescent-shaped blade derived from a farming tool with the cutting edge on the inside. A master with the sickle has learned to grab and hamstring with the reaping curve.

Untrained One-Handed, Light, Melee d4, Keen, Puncture, Trip
Basic One-Handed, Finesse, Light, Melee d4, Entangle, Keen, Puncture, Trip
Master One-Handed, Finesse, Light, Melee d6, Entangle, Keen, Puncture, Trip
Master Perk When you hit with an Entangle or Trip attack, you deal full weapon damage and your enemy's speed is reduced by 10 feet until it succeeds on a Constitution saving throw at the end of its turn.
Smallsword

Piercing, 1 lb, 30 gp

A needle-like blade with a narrow profile and a fine tip for fitting between plates of armor, often given a dome shaped guard to protect the hands while thrusting. The master has such control and poise that any distraction or detriment can be ignored with enough focus on the target.

Untrained Awkward, One-Handed, Finesse, Melee d6,
Basic One-Handed, Finesse, Light, Melee d6, Riposte, Slip
Master One-Handed, Finesse, Light, Melee d6, Lunge, Riposte, Slip
Master Perk If you have advantage on your attack, you can add a d4 to your attack roll. If you have disadvantage on your attack, as a bonus action, you can roll your choice of Athletics or Acrobatics to negate the disadvantage. The DC is equal to your target's AC.

Sword Breaker

Piercing or Slashing, 2 lbs, 30 gp

A short weapon with notches on its spine, designed to catch, disarm, and in extreme cases, break the enemy's weapon. The master can disarm in an instant, and with another weapon, possibly break the enemy's sword.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4
Basic One-Handed, Finesse, Light, Melee d4, Disarm, Deflect
Master One-Handed, Finesse, Light, Melee d6, Disarm, Deflect, Sunder
Master Perk When you Deflect, you can also force your enemy to succeed on your choice of a Strength or Dexterity saving throw or be disarmed. If your Disarm attack is a powerful blow, when your enemy fails the saving throw, the mundane weapon is broken and unusable.
Wakizashi

Piercing or Slashing, 1.5 lbs, 5 gp

The short blade is often paired with a katana with which it shares similar design and style. Quick to draw and sheath, the master finds unique use both as a side arm and as a main weapon itself

Untrained Awkward, One-Handed, Finesse, Light, Melee d4
Basic One-Handed, Finesse, Light, Melee d4, Versatile d6, Keen
Master One-Handed, Finesse, Light, Melee d6, Versatile d8, Deflect, Keen
Master Perk While wielding a Wakizashi with one hand, you can add your proficiency bonus to Deflect rolls. While wielding with two hands, your Deflect becomes 2d8.

DUELING BLADES

Firearms


These are late medieval to early renaissance period firearms which either strike flint or touch a lit wick to a flash pan, igniting gunpowder and propelling a projectile in most cases. They are prone to jamming, require specialized training, and create loud sound and smoke which can be to the detriment of the user. However, even combat blades struggle to have as much stopping power as even the smallest firearm. Master musketeers can quickly clear a jam, fire more accurately, and reload with lightning speed.

Feat: Firearm Master

  • Choose 4 firearms to gain master training when you take this feat.
  • You dry or clear a jam from a Firearm as a bonus action.
  • All firearm weapons critically hit on at least a 19 or 20, and if you have advantage and both dice would hit, your hit counts as a critical hit.
  • When you Reload, as a bonus action, you can make an attack with any weapon you are wielding, not just firearms.
Arquebus

Piercing, 10 lbs, 500 gp

A muzzle loaded long gun that fires lead balls. As a bonus action, you can set the weapon into the monopod, removing disadvantage for attack rolls at long range. As a bonus action, you arm the bayonet, giving the weapon Melee d12, but you suffer disadvantage with all ranged attacks. A master primes the bayonet as quickly as drawing a sword, and uses the arquebus like a spear.

Untrained Awkward, Two-Handed, Heavy, Ranged 2d10+5 (300/900) Reload action, Firearm, Punch, Puncture, Sighted
Basic Two-Handed, Heavy, Ranged 2d10+5 (300/900), Reload attack, Firearm, Punch, Puncture, Sighted
Master Two-Handed, Heavy, Ranged 2d12+5 (300/900), Reload attack, Firearm, Punch, Puncture, Sighted
Master Perk You can arm the bayonet with an object interaction and the arquebus gains Brace, Double Ended d6, Finesse, Reach
Blunderbuss

Piercing, 5 lbs, 300 gp

A flared short musket which uses a load of small pellets called shot. If the target is within 5ft, the weapon gains Punch. If two targets are within 5ft of one another and at least 30 ft away from you, you can attack both targets with the same attack. A master overpacks to blast foes to the ground.

Untrained Awkward, Two-Handed, Ranged 2d8+5 (40/60), Reload action, Firearm, Knockback, Hipshot, Trip, Wound
Basic Two-Handed, Ranged 2d8+5 (40/60), Reload attack, Firearm, Knockback, Hipshot, Trip, Wound
Master Two-Handed, Ranged 2d10+5 (40/60), Reload attack, Firearm, Knockback, Hipshot, Trip, Wound
Master Perk On hit, a target within 15 ft must succeed on a Strength saving throw or becomes your choice of pushed back 5ft or prone.

Fire Knuckle

Bludgeoning or Piercing, 1 lb, 750 gp

This gauntlet houses a single shot set to go off when clenched in a fist. The chamber can hold only one round and it takes quite a bit of time to reload, but the master makes the surprise attack well worth the trouble. The Stagger property of this weapon only applies to its melee attacks.

Untrained Awkward, One-Handed, Affixed, Melee d6, Ranged d4+5 (5/20), Reload action, Clockwork, Firearm, Hipshot, Steady, Wound
Basic One-Handed, Affixed, Melee d6, Ranged d4+5 (10/20), Reload action, Clockwork, Firearm, Hipshot, Steady, Wound
Master One-Handed, Affixed, Melee d6, Ranged d4+5 (10/20), Reload action, Clockwork, Firearm, Hipshot, Stagger, Steady, Wound
Master Perk When you hit with a melee attack, the next ranged attack made this turn with this weapon against the same creature has advantage and counts as a critical hit.

FIREARMS

Firelance

Piercing or Fire, 5 lbs, 200 gp

This hollow-tipped lance is packed with gunpowder normally, but can be filled with other substances, such as poison, acid, or even alchemist fire. You squeeze a plunger to release the contents or ignite the gunpowder. The ranged attack is a 15ft cone, attacking all targets caught in the blast, but only one target you choose takes your ability modifier in damage. A master sweeps the fire in an arc, spreading the contents in a tight ring, aiming the blast of smoke and soot at the enemy's face.

Untrained Awkward, Two-Handed, Melee d8, Ranged d8 (15 ft cone) Reload attack, Firearm
Basic Two-Handed, Melee d12, Ranged d10 (15 ft cone), Reload bonus, Firearm
Master Two-Handed, Melee 2d8, Ranged d12 (15 ft cone), Reload bonus, Firearm
Master Perk As an action, you sweep the lance around you, forcing all creatures within 10 ft to succeed on a Dexterity saving throw or become blinded until the end of their next turn. The weapon must be loaded to use this action.
Gunblade

Piercing or Slashing, 3 lbs, 350 gp

A single edged sword with a barrel built into the spine. It has a pistol grip handle and a trigger hidden in the guard. A master can seamlessly blend a melee and ranged attack.

Untrained Awkward, One-Handed, Finesse, Melee d6, Ranged 2d6+5 (40/120), Reload action, Firearm, Hipshot, Steady
Basic One-Handed, Finesse, Melee d8, Ranged 2d6+5 (40/160), Reload attack, Firearm, Hipshot, Steady
Master One-Handed, Finesse, Melee 2d4, Ranged 2d8+5 (40/160), Reload attack, Firearm, Hipshot, Steady
Master Perk When you take the Attack action on your turn, you can make one additional attack as part of your Attack action. If you made a ranged attack with this weapon, then this additional attack must be a melee attack. If you made a melee attack with this weapon, then this additional attack must be a ranged attack.
Hand Cannon

Piercing, 3 lbs, 250 gp

A smooth bore, muzzle loaded, short range firearm that uses lead ball as ammunition, but the smaller barrel diameter and shorter length allows this weapon to be fired in melee. A master shoots from the hip, even while doing other tasks.

Untrained Awkward, One-Handed, Ranged 2d6+5 (80/320), Reload action, Firearm, Hipshot, Puncture, Sighted, Steady
Basic One-Handed, Ranged 2d6+5 (80/320), Reload attack, Firearm, Hipshot, Puncture, Sighted, Steady
Master One-Handed, Ranged 2d8+5 (80/320), Reload attack, Firearm, Hipshot, Puncture, Sighted, Steady
Master Perk As a bonus action, you can make an attack with this weapon if you haven't used the attack action or held your action.

Pepperbox

Piercing, 1 lb, 1000 gp

A concealable firearm with two barrels on a swivel, firing twice before reloading. More barrels can be added by a master smith, but the weapon loses its Conceal property and each added barrel increases the misfire range by 1. Turning the swivel requires an object interaction. As an action you Reload two barrels. The master can unload a hail of gunfire at close range by firing all barrels within seconds.

Untrained Awkward, Two-Handed, Light, Ranged d4+5 (30/120), Reload action, Firearm, Hipshot
Basic One-Handed, Light, Ranged d4+5 (30/120), Reload action, Firearm, Conceal, Hipshot
Master One-Handed, Light, Ranged d6+5 (30/120), Reload action, Firearm, Conceal, Hipshot
Master Perk As an action you fire all barrels at once, ignoring Reload and rolling an attack for each loaded barrel. The weapon is destroyed if you roll a 1, but could be repaired with smith's tools.
Portable Cannon

Bludgeoning, 12 lbs, 750 gp

This cannon fires small iron balls and requires 13 Strength to wield it, but you can add half your Strength modifier to damage in addition to your Dexterity. A master overpacks the cannon for a powerful concussive blast.

A deployable stand can be purchased for 150g. As an action you mount or unmount the cannon. When mounted, it has no Strength requirement but cannot be moved.

Untrained Awkward, Two-Handed, Heavy, Ranged 2d10+5 (100/400), Reload action, Firearm, Knockback, Sighted, Stagger, Sunder
Basic Two-Handed, Heavy, Ranged 3d10+5 (200/800), Reload action, Firearm, Knockback, Sighted, Stagger, Sunder
Master Two-Handed, Heavy, Ranged 4d10+5 (300/1200), Reload action, Firearm, Knockback, Sighted, Stagger, Sunder
Master Perk You can choose to overpack your weapon when you Reload, spending three uses of gunpowder. When you fire the cannon, all creatures in a 15ft cone must succeed on a Constitution saving throw or be blinded and deafened until the start of their next turn. If you roll a 1 on your attack roll when you overpack, the cannon is destroyed but could be repaired later with smith's tools.
Wrist Rocket

Fire, 3 lbs, 150 gp

A bracer with a hidden gunpowder compartment. The ranged attack is a 15ft line 5ft wide The master can deploy the fire at a moment's opportunity.

Untrained Awkward, One-Handed, Affixed, Ranged d4, Reload action, Clockwork, Firearm, Conceal, Hipshot, Nimble, Steady
Basic One-Handed, Affixed, Ranged 2d4, Reload attack, Clockwork, Firearm, Conceal, Hipshot, Nimble, Steady
Master One-Handed, Affixed, Ranged 2d6, Reload bonus, Clockwork, Firearm, Conceal, Hipshot, Nimble, Steady
Master Perk If an enemy you can see misses you with an attack, you can use your reaction to make an attack against that enemy.

FIREARMS

Flails


These are weapons of misdirection and circular momentum. While the weapon design can not always be optimal, the reach and flexibility gives additional options in battle. Masters with the flail can swing around shields, and use the binding property of their weapon to trip foes unready for the attack.

Feat: Flail Master

  • Choose 4 flails or whips to gain master training when you take this feat.
  • +1 to weapon DC.
  • As a reaction, you add +2 to attack against an enemy for this turn, as you sweep around the shield or guard.
  • Your Disarm, Entangle and Trip attacks always deal weapon damage, instead of just your Strength modifier.
Claw Flail

Slashing and Piercing, 2 lbs, 35 gp

A Dragonborn invention, this flail is worn like a gauntlet, but it can spring out to the end of its chain and grab an enemy with a locking grip. Claw flails are often paired with another weapon used after the enemy is grabbed, and the master has perfected this entangling strike.

Untrained Awkward, One-Handed, Light, Melee d6, Clockwork, Entangle
Basic One-Handed, Light, Melee d6, Clockwork, Entangle, Nimble, Trip, Wound
Master One-Handed, Light, Melee d8, Barbed, Clockwork, Conceal, Entangle, Nimble, Trip, Wound
Master Perk If you land an attack using your Conceal property, the enemy cannot make a saving throw against your entangle attack, and suffers disadvantage on its saving throw against any other use of your Weapon DC.
Double Flail

Bludgeoning and Piercing, 7 lbs, 20 gp

Two flail heads, each with a separate chain attached to a single handle, whether they are attached at opposing ends, or attached at the same end. The Double flail is a difficult weapon to use effectively, and only the master really gets use out of individual heads, turning a potential miss into a new opportunity.

Untrained Awkward, Two-Handed, Heavy, Melee 2d4, Wound
Basic One-Handed, Heavy, Melee 2d4, Versatile 2d6, Trip, Wound
Master One-Handed, Heavy, Melee 2d6, Versatile 2d8, Trip, Wound
Master Perk When you suffer disadvantage but one dice would have hit, you deal 1 of the weapon's damage dice plus your Strength modifier, even though this still counts as a miss. If you have advantage and both dice hit, add your Strength modifier twice to the damage total.

Great Flail

Bludgeoning and Piercing, 12 lbs, 25 gp

A massive flail head resembling a ship anchor or enormous spike head, requiring two hands to properly use. The master learns to control this heft with one hand, and can rip shields from a user's grip, and employs devastating sweeping strikes

Untrained Awkward, Two-Handed, Heavy, Melee d10, Knockback, Punch, Wound
Basic Two-Handed, Heavy, Melee d12, Knockback, Punch, Reach, Trip, Wound
Master One-Handed, Heavy, Melee d12, Versatile 2d6, Knockback, Punch, Reach, Sunder, Trip, Wound
Master Perk You can attack an adjacent target if your attack misses the first target. If your enemy is wielding a shield, your successful sunder disarms them of it, in addition to lowering AC.

FLAILS

Heavy Flail

Bludgeoning and Piercing, 5 lbs, 10 gp

A large spiked metal bar attached to a long handle, allowing one or two-handed usage. A master's binding and tripping attacks still harm their target if the enemy resists the maneuver.

Untrained Awkward, Two-Handed, Heavy, Melee d8, Punch, Wound
Basic One-Handed, Heavy, Melee d8, Versatile d10, Entangle, Punch, Trip, Wound
Master One-Handed, Heavy, Melee d8, Versatile d10, Disarm, Entangle, Knockback, Punch, Trip, Wound
Master Perk If your target successfully saves against your weapon DC, you can make a weapon attack as part of the same action. This additional attack must be a normal weapon attack, and cannot be a property attack forcing another saving throw.
Light Flail

Bludgeoning and Piercing, 3 lbs, 8 gp

The familiar 2lb spiked ball at the end of a length of chain, attached to a short iron or wooden haft usually similar in length to a handaxe. The light flail sees lightning fast attacks turned into a great boon for the master, carrying the weapons speed and momentum into another attack if they miss.

Untrained One-Handed, Light, Melee d4, Trip
Basic One-Handed, Light, Melee d6, Disarm, Trip
Master One-Handed, Light, Melee d6, Balanced, Disarm, Trip
Master Perk You can reroll any attack you miss, but must
take the new result.
Nunchaku

Bludgeoning, 1 lb, 1 gp

The nunchaku is two rods bound by a rope or chain. By whipping around the body, a master can make lightning fast attacks to wield it like a Double Ended weapon.

Untrained One-Handed, Finesse, Melee d4, Conceal
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Entangle, Trip
Master One-Handed, Finesse, Light, Melee d4, Double Ended d4, Conceal, Disarm, Entangle, Trip
Master Perk You can use the Double Ended property one-handed. Dual wielding two nunchaku, you can attack twice with Double Ended.
Pole Flail

Bludgeoning and Piercing, 10 lbs, 25 gp

A pole weapon with a spiked bar of the heavy flail at the end of a chain. The master learns to bind and wrap opponents, disrupting their footwork to allow their own free movement.

Untrained Awkward, Two-Handed, Heavy, Reach, Melee d10, Wound
Basic Two-Handed, Heavy, Reach, Melee d10, Entangle, Knockback, Trip, Wound
Master Two-Handed, Heavy, Reach, Melee d12, Entangle, Knockback, Punch, Trip, Wound
Master Perk When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn.
Rope Hammer

Bludgeoning, 3 lbs, 1 gp

Somewhat of a simple weapon, the rope hammer is a hammerhead tied to a thin rope, lashed around the forearms of the user. The hammerhead can be used to strike, or can be released to let the short rope act as a flail while the user's forearms act as the protected haft wrapped in rope.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4
Basic One-Handed, Finesse, Light, Melee d6, Entangle, Trip
Master One-Handed, Finesse, Light, Melee d6, Deflect, Disarm, Entangle, Trip
Master Perk When you roll a Deflect roll, you can make an attack as part of the same reaction.
Spring Mace

Bludgeoning and Piercing, 4 lbs, 75 gp

This unassuming mace has a spring loaded chain coiled in its haft which can be forcibly deployed at the press of a button, and recoiled with the same speed once the button is let go. At length, the chain is much longer than an average flail, allowing for the weapon to be used at reach or at close range, and with whipping, indirect or forceful straightforward blows.

Untrained Awkward, One-Handed, Reach, Melee d8, Clockwork, Stagger
Basic One-Handed, Reach, Melee d8, Clockwork, Knockback, Stagger, Trip
Master One-Handed, Reach, Melee d8, Clockwork, Entangle, Knockback, Lunge, Stagger, Trip
Master Perk The first time during an encounter you use Reach or Lunge with this weapon, your attack gains advantage. If this attack hits, it deals weapon damage and your enemy must make a saving throw with disadvantage against the Knockback property.
Trisectional Staff

Bludgeoning, 3 lbs, 10 gp

A quarterstaff cut into three sections, each connected with a small length of chain or rope. A master uses this weapon's double hinges to strike in unpredictable ways, tripping or entangling with either end of the weapon.

Untrained Awkward, Two-Handed, Finesse, Melee d6
Basic Two-Handed, Finesse, Reach, Melee d6, Double Ended d4, Entangle, Trip
Master Two-Handed, Finesse, Reach, Melee d6, Double Ended d6, Balanced, Disarm, Entangle, Trip
Master Perk Your Disarm, Entangle, and Trip attacks can deal bludgeoning damage equal to your Dexterity modifier, instead of Strength.

FLAILS

Hammers and Picks


Designed in the late middle ages as primarily anti-armor, these weapons differ from bludgeons in that they require control of a concentrated point or face to be of any use. However, even a proficient warrior can injure the most well protected knight with a well placed hammer or pick. Masters knock foes to the ground and can even pierce or bludgeon a target through the armor that stops a hit.

Feat: Hammer and Pick Master

  • Choose 4 hammers or picks to gain master training when you take this feat.
  • +1 to attack rolls which use the Punch property.
  • Whenever you have advantage on attacks and both dice would hit, you knock the target prone or shove them 5ft.
  • Whenever you have disadvantage on attacks and at least one roll would have hit but the other misses, you can deal your Strength modifier in weapon damage to the target. This still counts as a miss.
Great Pick

Piercing, 6 lbs, 25 gp

Near the size of a giant's mining pick, this immense weapon is as tall as the wielder with a spike near as long. The master punctures dire wounds in their foes.

Untrained Awkward, Two-Handed, Heavy, Melee d12, Puncture, Wound
Basic Two-Handed, Heavy, Melee 2d6, Barbed, Entangle, Puncture, Punch, Wound
Master Two-Handed, Heavy, Melee 2d8, Barbed, Entangle, Puncture, Punch, Wound
Master Perk Your Wound property uses 2d8 instead of a single d8 weapon damage.
Light Hammer

Bludgeoning, 2 lbs, 2 gp

A short-handled hammer about the size of a handaxe
and just as balanced for throwing. While a mace can shred armor, a hammer delivers precise blows that weaken the enemy, and a master can disorient the opponent for
follow up attacks.

Untrained Awkward, One-Handed, Light, Melee d6, Thrown (10/40), Punch
Basic One-Handed, Light, Melee d6,
Thrown (20/60), Punch
Master One-Handed, Light, Melee d6, Thrown (20/60), Punch
Master Perk When you score a mighty blow, your
enemy suffers a d4 penalty to their next
Strength, Dexterity, or Wisdom saving
throw. When you score a critical hit,
the enemy suffers a d6 penalty to
their next saving throw of any ability.

Light Pick

Piercing, 1 lb, 2 gp

A thin pick on a short haft that punches through armor with ease. A master looks for the perfect opening, placing the pick between plates where armor is lacking.

Untrained One-Handed, Finesse, Light, Melee d4, Thrown (10/40), Punch
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Punch, Puncture, Slip, Trip
Master One-Handed, Finesse, Light, Melee d6, Thrown (20/60), Punch, Puncture, Slip, Trip
Master Perk Your piercing damage perk gains +2 to attack, rather than +1.

HAMMERS AND PICKS

Lucerne

Bludgeoning or Piercing, 8 lbs, 25 gp

A pronged hammer on one side and a vicious hooking spike on the other side of a pole mount. Lucerne masters swing at angles which force their enemies to choose between sacrificing equipment or flesh.

Untrained Awkward, Two-Handed, Heavy, Reach, Melee 2d6, Brace, Punch, Puncture, Sunder
Basic Two-Handed, Heavy, Reach, Melee 2d6, Brace, Punch, Puncture, Sunder, Trip
Master Two-Handed, Heavy, Reach, Melee 2d6, Brace, Punch, Puncture, Stagger, Sunder, Trip
Master Perk If your enemy succeeds on the save from your Sunder, they instead take normal weapon damage.
Maul

Bludgeoning, 12 lbs, 10 gp

A massive hammer, the maul can send foes staggering from even attempting to block. You gain advantage when rolling an attack to destroy objects. The master can bully their opponents with the weight of this massive weapon.

Untrained Awkward, Two-Handed, Heavy, Melee d12, Punch, Stagger
Basic Two-Handed, Heavy, Melee 2d6, Knockback, Punch, Stagger, Trip
Master Two-Handed, Heavy, Melee 2d8, Knockback, Punch, Stagger, Trip
Master Perk On hit, you can move a same size or smaller enemy 5ft, and your Knockback moves 10ft. You count as one size category larger for Knockback.
Stiletto

Piercing, 1 lb, 5 gp

A thin, round spike and round cross section makes a perfect sidearm for punching through armor. A master employs quick grappling techniques and holds.

Untrained One-Handed, Finesse, Light, Melee d4, Punch, Puncture
Basic One-Handed, Finesse, Light, Melee d4, Conceal, Punch, Puncture
Master One-Handed, Finesse, Light, Melee d4, Conceal, Entangle, Punch, Puncture
Master Perk You can use a bonus action to attempt to shove a creature you are entangling.
Wall Pick

Piercing, 1 lbs, 3 gp

A climbing axe built sturdy for war. This weapon's Entangle property can only be used when making a melee attack. A wall pick gives you advantage on any ability checks made to climb. The master can easily grapple with climbing skill.

Untrained Awkward, One-Handed, Melee d4, Thrown (10/40), Barbed, Punch, Wound
Basic One-Handed, Light, Melee d4, Thrown (20/60) Barbed, Entangle, Punch, Trip, Wound
Master One-Handed, Finesse, Light, Melee d6, Thrown (20/60), Barbed, Disarm, Entangle, Punch, Trip, Wound
Master Perk If your Entangle misses, you can reroll the attack but must take the new roll. If you score a powerful blow, your enemy is restrained and grappled.

War Hammer

Bludgeoning or Piercing, 3 lbs, 15 gp

Historically a lightweight, long-handled weapon designed to punch through and ruin armor with a small pronged hammer head, backed with a military pick. A master of the warhammer carries momentum into each attack.

Untrained Awkward, One-Handed, Melee d8, Punch, Stagger, Sunder
Basic One-Handed, Melee d8, Versatile d10, Punch, Stagger, Sunder
Master One-Handed, Melee d10, Versatile d12, Punch, Stagger, Sunder
Master Perk If you move at least 10 ft in a straight line before your attack, your Sunder can lower an enemy's AC by -2 with one hand, or -3 with two hands.
War Mallet

Bludgeoning, 4lb, 20 gp

An maul head mounted to a short handle, the war mallet master finds the compact weight can be targeted at an enemy's weak points, causing them to fail when they otherwise wouldn't.

Untrained Awkward, One-Handed, Heavy, Melee d8, Knockback, Punch, Stagger
Basic One-Handed, Heavy, Melee d10, Knockback, Punch, Stagger
Master One-Handed, Heavy, Melee d10, Knockback, Punch, Stagger, Trip
Master Perk When you have advantage, the saves to resist your weapon DC are made with disadvantage.
War Pick

Piercing, 2 lbs, 15 gp

A weaponized miner's pick for use against armored infantries. The master can strike vital areas, puncturing deeply to bleed the target out over time.

Untrained Awkward, One-Handed, Melee d8, Punch, Puncture, Sunder, Wound
Basic One-Handed, Melee d8, Punch, Puncture, Sunder, Trip, Wound
Master One-Handed, Melee d10, Punch, Puncture, Sunder, Trip, Wound
Master Perk When you Wound, roll a d10. The enemy takes that damage instead of the normal Wound mechanics, and each round after that, it takes 1 fewer damage. You can refresh this Wound with a higher roll than the damage the enemy took on its previous turn.

HAMMERS AND PICKS

Launch Weapons


These ranged weapons launch a heavy projectile using circular momentum and the power of the user's strength leveraged for flight. Each launch weapon can use Strength or Dexterity for both attack and damage rolls, as well as properties, and many launch weapons can be used in melee as well. Unfortunately, they cannot be stored loaded like a crossbow and suffer from shorter ranges than bows, but they make up in utility where both the former lack.

Feat: Launch Master

  • Choose 4 launch weapons to gain master training when you take this feat
  • +1 damage with all launch weapons
  • If you move at least 10 feet in a straight line toward your target immediately before making an attack, you can double your damage dice for that attack's damage.
  • When you score a critical hit, the target suffers disadvantage on attack rolls until the start of your next turn.

Atlatl

Piercing, 1 lb, 1 gp

A small hooked handle whereupon a javelin or great arrow is laid into a groove similar to a crossbow tiller. The user launches the weapon in a striking motion, letting the arrow fly as they fling the weapon forward, compounding two motions to get the power and range greater than a throw.

Untrained One-Handed, Ranged d8 (60/240), Reload bonus, Punch
Basic One-Handed, Ranged d8 (100/300), Reload object interaction, Punch
Master One-Handed, Ranged d10 (100/300), Reload free, Punch, Puncture
Master Perk If you score a mighty blow, before the target's next turn, the next attack against this target gains advantage.
Blowgun

Piercing, 1 lb, 1 gp

A tube used to launch a needle dart with your breath. The dart is small and silent, and if you make an attack from stealth and miss, your location is not revealed. A master uses the art of the flying viper, shooting two darts at once and reloading with a single hand.

Untrained One-Handed, Ranged 1 damage (25/50), Reload free, Conceal, Hipshot
Basic Light, One-Handed, Ranged d4 (25/100), Reload free, Conceal, Hipshot
Master Light, One-Handed, Ranged d4 (50/100), Reload free, Conceal, Hipshot
Master Perk You can load two darts and shoot two with the same attack roll at the same target or to two targets that are within 5 feet of one another. Each dart can deliver a poison or other payload, and when this weapon delivers poison, the enemy suffers disadvantage on the saving throw. Apply your ability modifier to damage on only one dart.

LAUNCH WEAPONS

Portable Catapult

Bludgeoning, 20lb, 175g

This small thrower uses cannon balls and is worn like a backpack with the launcher arm under rope torsion on its axle, and the bucket straight up, just behind the user's head. Two ropes sit on pulleys located at your hip, and you pull the ropes to wind the arm back, then release. This weapon requires 13 Strength to wield it, but you can add half your Strength modifier to damage in addition to your normal ability modifier. A master dumps a container of ammunition into the basket for a deadly volley at range.

Untrained Awkward, Two-Handed, Affixed, Heavy, Ranged 2d8, (75/400), Reload action, Knockback
Basic Two-Handed, Affixed, Heavy, Ranged 2d8 (150/600), Reload attack, Knockback, Punch, Stagger, Trip
Master Two-Handed, Affixed, Heavy, Ranged 2d10 (150/600), Reload bonus, Hipshot, Knockback, Punch, Stagger, Trip
Master Perk You can load a full container of ammunition, e.g. 20 arrows or 50 needles, into the basket. As an action, you pick a point in range and release the basket. Each creature within a 20 ft radius cylinder, 60ft high centered on your point must make a Dexterity saving throw, taking a number of weapon damage dice in damage equal to your proficiency bonus on a failed save, or half on a success.
Rope Dart

Piercing, 5 lbs, 10 gp

A small dart on the end of a silk rope, this weapon requires extensive training to get full use out of. After each launch, the user can return the weapon to their hand for free, and the Brace attack can be a ranged attack. The master has perfected this coiled execution, releasing the weapon for a variety of hindering attacks as an enemy rushes them.

Untrained Awkward, Two-Handed, Ranged d4 (10/50), Conceal, Hipshot
Basic Two-Handed, Ranged d4 (20/50), Brace, Conceal, Entangle, Hipshot, Puncture
Master Two-Handed, Ranged d4 (50/50), Brace, Conceal, Disarm, Entangle, Hipshot, Puncture, Trip
Master Perk You can Brace as a bonus action and make a number of Brace attacks without using your reaction equal to your proficiency bonus before the start of your next turn.
Sling

Bludgeoning, 0.1 lbs, 1 sp

A simple leather cup swung about the body. You can launch anything that can fit in the cup; bombs, potions, poisons, even rounded stones. You can make a melee attack with it loaded, swinging the weapon like a flail. This weapon's entangle property may only be used in melee. A master maximizes their power in the throw with precise shots to the head.

Untrained One-Handed, Finesse, Light, Ranged d8 (60/400), Reload object interaction, Conceal
Basic One-Handed, Finesse, Light, Melee d4, Ranged d8 (150/600), Reload free, Conceal, Disarm
Master One-Handed, Finesse, Light, Melee d6, Ranged d10 (150/600), Reload free, Conceal, Disarm, Entangle, Trip
Master Perk On a mighty blow, the target must succeed on a Constitution saving throw or suffer disadvantage to attacks until the end of its next turn.
Sling Staff

Bludgeoning, 4 lbs, 2 gp

A sling mounted on a quarterstaff, the user can both launch bullets like the sling, and use the sling's rope in unique ways combined with the staff. The master can entangle a target and still effectively pummel their foe.

Untrained Two-Handed, Melee d6, Ranged d6 (60/400), Reload object interaction
Basic Two-Handed, Melee d6, Ranged d6 (150/600), Reload free, Double Ended d8, Entangle
Master Two-Handed, Melee d8, Ranged 2d4 (150/600), Reload free, Double Ended d10, Disarm, Entangle, Trip
Master Perk Your Double Ended attacks deal weapon damage plus your Strength modifier to your grappled target, and still automatically hit.
Sling Tube

Bludgeoning, Piercing, or Slashing, 2 lbs, 10 gp

A tube with a cup or stopper at the end facing the user, attached to a thin rope which rises out of the front of the weapon. The user pulls the rope to launch whatever is in the tube. A sling tube can launch any reasonably thin ammunition, from great arrows and javelins to arrows and bolts, to sling bullets.

Untrained Two-Handed, Ranged d6 (30/90), Reload bonus, Conceal, Hipshot
Basic Two-Handed, Ranged d6 (60/180), Reload object interaction, Conceal, Hipshot
Master Two-Handed, Ranged d8 (60/180), Reload free, Conceal, Hipshot
Master Perk You can pack up to a full container of ammunition, e.g. 20 arrows or 50 needles, into the sling tube. As an action, you can launch all the ammunition in a 30 foot cone. Each creature in the cone must make a Dexterity saving throw. A target takes a number of weapon dice damage equal to your proficiency bonus on a failed save, or none on a success.
Wrist Shot

Bludgeoning, 1 lb, 5 gp

Instead of gathering circular momentum, this slingshot uses elastic material to launch anything a sling can without the penalty. A wrist shot is a favorite of smaller folk, more easily able to conceal the weapon and able to make use of ranged attacks with smaller arms and generally weaker stature. Masters with wrist shots can target weak points and make it easier for their allies to land critical blows.

Untrained Two-Handed, Ranged d4 (40/160), Conceal, Hipshot
Basic Two-Handed, Ranged d4 (40/160), Conceal, Disarm, Hipshot
Master Two-Handed, Ranged d6 (40/160), Conceal, Disarm, Hipshot, Stagger
Master Perk When you score a mighty blow, your enemy loses its reaction until the start of its next turn. If you score a powerful blow, this effect applies, as well as all attacks against this enemy gain advantage until the end of your next turn. On a critical hit, these effects both apply.

LAUNCH WEAPONS

Natural Weapons


Using the RME versions of these weapons can make them more impactful, vary their use for more than just damage, and encourage players to approach a beast or monstrosity with greater caution than simply allowing for the damage they might take. As such, these weapons will make your monster encounters more deadly, so use these options with care. However, these options are highly encouraged to be applied to player characters who either have a racial ability which gives them a Natural weapon, such as Tabaxi claws or Lizardfolk bite, or a spell or ability which allows them to take the form of a beast or other creature, such as polymorph, wildshape, or Path of the Beast barbarian.

With the exception of Unarmed Strike, a creature with a Natural weapon always has basic training with their Natural weapons. These weapons will not have damage values listed, as they vary by creature, but the properties will always apply.

Natural Weapons Master

  • You gain master training with any Natural weapon you have or might gain through spell, feat, or ability
  • +1 to Athletics and Acrobatics checks
  • After you succeed on a melee attack, you can move 5 feet in a direction of your choice. This movement does not provoke opportunity attacks.
  • Once on your turn, when you take the Attack action, you can forgo one of your attacks to make two attacks with disadvantage.
Bite

Piercing

If you are at least two size categories bigger than your target, you can force your target to succeed on a Dexterity or Strength saving throw or become grappled with any attack. This listing can be used for any other attack which originates from the mouth, e.g mandibles, beaks, maw, etc. A bite is counted as a two-handed weapon.

Basic Finesse, Natural, Melee, Entangle, Nimble, Wound
Master Finesse, Natural, Melee, Barbed, Entangle, Nimble, Wound
Master Perk When you take the Attack action on your turn, you can make a single bite attack as part of that action.
Claw

Piercing or Slashing

This listing can be used for any other Natural weapons which are at the end of an appendage, e.g. pincers, talons, impale, etc. If your claws are retractable, you gain the Conceal property. A claw is counted as a one-handed weapon.

Basic Finesse, Natural, Melee, Keen, Nimble, Wound
Master Finesse, Light, Natural, Melee, Keen, Nimble, Wound
Master Perk When you take the Attack action and hit with a melee attack, you can count that attack as a critical hit. Once you use this ability you cannot do so again until you finish a short rest.

Horns

Bludgeoning and Piercing

If you are at least two size categories bigger than your target, any attack deals normal damage and you can force your target to succeed on a Dexterity or Strength saving throw or be pushed 5 feet away from you. This listing can be used for any attack which is of a similar source, e.g. spike, gore, ram, etc. Horns are counted as a two-handed weapon.

Basic Natural, Melee, Brace, Punch, Puncture, Sunder
Master Natural, Melee, Brace, Deflect, Punch, Puncture, Sunder
Master Perk When you move at least 20 feet in a straight line toward your target, you can make one melee attack with your horns as a bonus action. If this attack hits, your weapon damage dice is doubled.

NATURAL WEAPONS

Slam

Bludgeoning

Creatures lacking in predatory teeth and claws use their weight against a target. If you are two size categories larger than your target , your attack always applies the Stagger property. This listing can be used for any other blunt attack, e.g. hooves, fist, stomp, etc. Slam is counted as a two-handed weapon.

Basic Heavy, Natural, Melee, Brace, Disarm, Stagger
Master Heavy, Natural, Melee, Brace, Disarm, Knockback, Stagger
Master Perk If you move at least 20ft straight toward an enemy and hit with a slam attack in the same turn, that enemy must succeed on a Strength saving throw or be knocked prone and you can make an additional slam attack as a bonus action.
Tail

Bludgeoning

If you are at least two size categories bigger than your target, any attack deals normal damage and you can force your target to succeed on a Strength or Dexterity saving throw or be knocked prone. Specifically non-prehensile tails used for sweeping or bludgeoning attacks should use this listing. Tail is counted as a one-handed weapon, though it can still use Double Ended.

Basic Natural, Reach, Melee, Double Ended (one dice size smaller) Knockback, Trip
Master Natural, Reach, Melee, Double Ended (same damage dice), Knockback, Stagger, Trip
Master Perk As an action, you can attack all enemies within 5 feet of you.

Tentacle

Bludgeoning or Piercing

This listing can be used for any other tentacle-like or grasping appendage or attack, e.g. pseudopod, tendril, etc. When you Entangle with a tentacle, your enemy has disadvantage on the escape attempt. A tentacle is counted as a one-handed weapon.

Basic Finesse, Light, Natural, Melee, Entangle, Trip
Master Finesse, Light, Natural, Melee, Disarm, Entangle, Trip
Master Perk When your target fails a saving throw against your Entangle attack, they become restrained and grappled.
Unarmed Strike

Bludgeoning

Untrained unarmed strikes are simple punches while Basic training teaches proper punches and kicks. However, a real master of unarmed strikes is as well trained as a traditional monk. A master's damage scales according to proficiency bonus on to the table below unless it is higher due to fighting style or racial trait.

Unarmed strikes are counted as a one-handed weapon, but your unarmed strikes don't count as weapon attacks until you have master training or have chosen the Unarmed Fighting style.

Untrained Awkward, Natural, Melee d1
Basic Finesse, Natural, Melee d4, Nimble
Master Finesse, Light, Natural, Melee, Deflect, Disarm, Nimble, Trip
Master Perk You can make an Unarmed strike as an off-hand attack even if your hands are occupied. You can spend a bonus action to shove or perform a Disarm attack.
Proficiency Damage Die
+2 d4
+3 d6
+4 d8
+5 d10
+6 d12
Wings

Bludgeoning

While most wings are too delicate to be used as a weapon, they can be used in an emergency for defensive purposes. If your wings have no damage listing, they use Deflect d6, otherwise using the damage listed for the attack. Wings are counted as a two-handed weapon.

Basic Finesse, Natural, Melee, Deflect d6, Knockback, Trip
Master Finesse, Natural, Melee, Deflect d8, Knockback, Lunge, Trip
Master Perk As long as you do not already have disadvantage on your attack rolls, when you make your first attack on your turn, you can decide to attack defensively. Doing so gives you disadvantage on all weapon attack rolls during this turn, but attack rolls against you have disadvantage until your next turn

NATURAL WEAPONS

Polearms


These are weapons of reach, usually a weapon mounted on a lengthy pole. These weapons are often designed for use in standard infantry, and have natural capabilities against charging cavalry or massive targets. A master has developed such precision they can strike as a reaction at reach and can even strike with the butt of the weapon in close quarters.

Feat: Polearm Master

  • Choose 4 polearms to gain master training when you take this feat.
  • +1 weapon AC.
  • All Polearm weapons are treated as having the Double Ended property. Your normal attacks are made with the weapon's damage die, while your attack with Double Ended is made with d4, unless stated otherwise.
  • While you are wielding the polearm, other creatures provoke an opportunity attack from you when they enter the reach of your weapon.
Bladed Staff

Piercing or Slashing, 6 lbs, 75 gp

A 6' staff weapon with a sword on each end, usually straight, but curved varieties exist. A bladed staff can be used to great effect, creating space around the wielder in a skirmish, or used as an effective spear with a wicked butt end. The master is able to attack as quickly with two blades as others are with only one, in lightning rapid fire strikes that take full advantage of the weapon's reach.

Untrained Awkward, Two-Handed, Reach, Melee d8, Balanced
Basic Two-Handed, Finesse, Reach, Melee 2d4, Double Ended d4, Balanced
Master Two-Handed, Finesse, Reach, Melee 2d4, Double Ended 2d4, Balanced
Master Perk When you use the Double Ended property, you do not need to be within 5ft of your target.
Glaive

Piercing or Slashing, 5 lbs, 20 gp

Perhaps the simplest of the polearms, a glaive is a short sword blade mounted on a long pole, used like a spear or a greatsword, the wide, sweeping slashes become useful for dealing with enemies much bigger than the wielder. While originally designed to be used by infantry against cavalry, in the hands of a master, a glaive is quite effective as a giant killer.

Untrained Awkward, Two-Handed, Finesse, Heavy, Reach, Melee d10, Brace
Basic Two-Handed, Finesse, Heavy, Reach, Melee 2d6, Balanced, Brace
Master Two-Handed, Finesse, Heavy, Reach, Melee 2d6, Balanced, Brace, Lunge, Stagger
Master Perk Against creatures of category
size Large and larger, your
damage is 3d6 instead of 2d6.
Your Double Ended attack
becomes 2d4.

Extended Polearm Group

If you take the Polearm Master feat, the following weapons also count as Polearms for you

  • Halberd
  • Lucerne
  • Morningstar
  • Palm Axe
  • Pike
  • Pole flail
  • Poleaxe
  • Ravenbeak
  • Short Glaive
  • War Spear
  • Winged Spear

These weapons benefit from your Polearm Master feat and you can use them at their master level training if you choose them for your feat.

POLEARMS

Guisarme

Piercing or Slashing, 5 lbs, 20 gp

A sharpened and sturdy pruning hook, developed as a peasant weapon from modifying a farm tool. The curved hook of the blade allows the guisarme to be used as a tripping weapon or to pull foes from the saddle. A guisarme is a favorite of common militias who will face cavalry in battle, as the master can pull a knight from the saddle with relative ease.

Untrained Two-Handed, Heavy, Reach, Melee d10, Brace, Trip
Basic Two-Handed, Heavy, Reach, Melee d12, Brace, Entangle, Trip
Master Two handed, Heavy, Reach, Melee 2d6, Barbed, Brace, Entangle, Trip
Master Perk Your trip attacks impose disadvantage on saving throws made against them and if you succeed on a trip attack against a mounted enemy, it is automatically dismounted and lands prone in an unoccupied space of your choice within 5ft of its mount.
Lajatang

Piercing or Slashing, 8 lbs, 75 gp

A rare and unusual double ended weapon, consisting of a 3-5ft shaft and a crescent blade fitted at each end, with the points of the crescents pointing away from the haft of the weapon, giving it essentially 2 outward facing spear points on each end. Lajatang masters are extremely rare, but are a whirling dervish of crescent blades and points, dangerous from all sides.

Untrained Awkward, Two-Handed, Heavy, Reach, Melee d6, Brace
Basic Two-Handed, Finesse, Heavy, Reach, Melee d10, Double Ended d10, Brace
Master Two-Handed, Finesse, Heavy, Reach, Melee d12, Double Ended d12, Brace
Master Perk On your turn, you can spend your reaction to enter a Defensive Stance, negating any flanking bonus or ability any enemy might have for flanking you or having the enemy's ally near you, such as pack tactics or sneak attack. You can use Double Ended twice on your turn, but your second attack must be against a different target than your first.
Naginata

Piercing or Slashing, 4 lbs, 25 gp

A glaive-like weapon with a curved blade similar to a katana. The light polearm is best used in the hands of a master that can leverage its speed and balance.

Untrained Awkward, Two-Handed, Finesse, Reach, Melee d10, Keen
Basic Two-Handed, Finesse, Reach, Melee 2d6, Balanced, Keen
Master Two-Handed, Finesse, Reach, Melee 2d6, Balanced, Deflect, Keen, Lunge
Master Perk You can add your proficiency bonus to your Deflect roll.

Partisan

Piercing or Slashing, 6 lbs, 25 gp

Much like a Glaive design, this pole weapon is essentially a shortsword blade mounted to a long haft, but keeps a wide cross guard at the base of the blade, trading sweeping cuts for defensive guards. The master Partisan uses the guard of their weapon like a shield at distance, and can even use it to protect allies.

Untrained Awkward, Heavy, Reach, Two-Handed, Melee d10, Brace
Basic Two-Handed, Heavy, Reach, Melee 2d6, Brace, Deflect, Riposte
Master Two-Handed, Heavy, Reach, Melee 2d6, Brace, Deflect, Lunge, Riposte
Master Perk You have +1 weapon AC. When an enemy lands an attack on an ally within your range, you can use your reaction to force the enemy to reroll the attack.
War Scythe

Piercing or Slashing, 8 lbs, 5 gp

Whether mounted horizontally like a traditional farming implement, or mounted vertically like a glaive, a war scythe has its roots in a peasant militia looking to arm itself in times of war. A scythe in the right hands can be useful in combat, though it takes a practiced master to be truly effective. The master uses the scythe's reaping motion to carry its cleaving momentum into the next foe.

Untrained Two-Handed, Heavy, Reach, Melee d8, Keen, Puncture, Trip
Basic Two-Handed, Heavy, Reach, Melee 2d4, Entangle, Keen, Puncture, Trip
Master Two-Handed, Heavy, Reach, Melee 2d6, Entangle, Keen, Puncture, Sunder, Trip
Master Perk When you reduce an enemy to 0 hit points with slashing damage, you can choose to apply the remaining damage to any other target within your range, instead of only adjacent targets.

POLEARMS

Spears


A feature in every military in history, spears have an efficiency unmatched in terms of production, training, and application. It's hard to compete with the simple design, extended reach, and stopping power of a spear. Masters have acquired the lunge, and can trade accuracy for a flurry of shots.

Feat: Spear Master

  • Choose 4 spears to gain master training when you take this feat.
  • +1 damage die when you score a critical hit.
  • All spears gain the Lunge property, and you can Lunge without using your movement.
  • Once on your turn, if you have advantage, you can sacrifice it for that roll to make an additional attack
    against that target, as part of the same action. Any remaining attacks still have advantage.
Godendag

Bludgeoning or Piercing, 5 lbs, 12 gp

A short spear with a heavy ball or weight to hold the spear point, making use of sweeping bludgeons and weighted piercing attacks. The master makes full use of the added weight for powerful blows that set their enemy off balance.

Untrained Awkward, Two-Handed, Melee d6, Thrown (10/40), Punch, Puncture, Stagger
Basic Two-Handed, Melee d6, Thrown (20/60), Punch, Puncture, Stagger, Trip
Master Two-Handed, Melee d8, Thrown (30/120), Disarm, Punch, Puncture, Stagger, Trip
Master Perk If you score a mighty blow, the next attack against this target gains advantage.
Harpoon

Piercing, 6 lbs, 11 gp

A barbed throwing spear attached to a 50ft length of silk rope so the target can be pulled toward you.

On a hit, your enemy must succeed on a Constitution saving throw or be impaled, while a critical hit always impales. A master of the harpoon impales with ease and can swiftly reel in a harpooned prey.

As a bonus action, make a contested Athletics check against the impaled creature. On a success, you drag it toward you up to a number of feet equal to your Strength score. On its turn, it follows this same rule to pull away from you. Creatures two or more size categories larger than you cause you to move with them while you hold the rope.

While impaled, the enemy suffers the Wound property. The creature can use its action to make a Strength saving throw, pulling the weapon free on a success.

Untrained Awkward, One-Handed, Melee d6, Thrown (10/40), Wound
Basic One-Handed, Melee d6, Thrown (20/60), Barbed, Puncture, Wound
Master One-Handed, Light, Melee d8, Thrown (30/120), Barbed, Punch, Puncture, Wound
Master Perk You drag an enemy toward you a number of feet equal to twice your Strength score, and your target suffers disadvantage to Strength saving throws while it is impaled.
Hand Spear

Piercing, 1 lbs, 2 gp

A dagger-length hand spear called a siangham or emeici, it is similar in appearance to an arrow with a handle but which has a stabbing point on both ends. The master uses this balanced weapon to attack in quick succession in close melee.

Untrained One-Handed, Finesse, Light, Melee d4, Thrown (20/40), Puncture, Slip
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/40) Balanced, Puncture, Slip
Master One-Handed, Finesse, Light, Melee d4, Thrown (20/60) Balanced, Nimble, Puncture, Slip
Master Perk If you make a second attack on your turn against the same creature, that attack has advantage and you ignore all sources of disadvantage for that attack.

SPEARS

Javelin

Piercing, 1 lb, 1 gp

A light throwing spear still sturdy enough to be used in melee. A master can make an Olympian throw, forcing the enemy to pry the javelin free or suffer a major flaw in defense.

Untrained One-Handed, Finesse, Melee d6, Thrown (20/60), Punch
Basic One-Handed, Finesse, Light, Melee d6, Thrown (30/120), Punch
Master One-Handed, Finesse, Light, Melee d8, Thrown (30/240), Punch, Sunder
Master Perk When you score a mighty blow, the target suffers a -2 AC penalty. On its turn an enemy can use an action to succeed on a Strength saving throw to pry the javelin free, destroying it in the process.
Lance

Piercing, 6 lbs, 10 gp

Designed to unseat mounted enemies, while on foot a lance imposes disadvantage against targets within 5ft, but while mounted gains One-Handed and Punch. Masters leverage their mount's strength behind each blow.

Untrained Awkward, Two-Handed, Reach, Melee d8, Brace
Basic Two-Handed, Reach, Melee d12, Brace
Master One-Handed, Reach, Melee 2d8, Brace, Stagger
Master Perk You can attempt a Shove as a bonus action. While mounted, after you successfully hit a target, you can attempt a shove as part of the same attack and gain advantage in the roll. Additionally, you no longer suffer disadvantage to attack rolls when you use this weapon on foot.
Pike

Piercing, 8 lbs, 5 gp

An 8-12 ft polearm designed for soldiers in a phalanx against an opposing line. A master with the pike fights as a phalanx soldier, striking so deftly they can stop a charge.

Untrained Two-Handed, Heavy, Reach, Melee d10, Brace, Puncture
Basic Two-Handed, Heavy, Reach, Melee d12, Brace, Lunge, Puncture
Master Two-Handed, Heavy, Reach, Melee 2d8, Brace, Lunge, Punch, Puncture
Master Perk You ignore half cover. Additionally, if you hit with an attack on a target more than 5 ft away, it cannot move closer to you until the end of its next turn.
Ravenbeak

Piercing or Slashing, 3 lbs, 15 gp

This pike has a crescent blade on the side of the tip used to hook or slash, at the cost of penetrative power. The master can redirect attacks and disarm with ease. The Wound property always uses the one-handed damage with this weapon.

Untrained Two-Handed, Heavy, Reach, Melee d8, Brace, Trip
Basic Two-Handed, Heavy, Reach, Melee d10, Brace, Entangle, Trip
Master Two-Handed, Heavy, Reach, Melee d12, Brace, Disarm, Entangle, Lunge, Trip
Master Perk If an enemy misses you with a melee attack, as a reaction you can cause it to target a creature of your choosing within its reach with that same attack roll.
Trident

Piercing, 3 lbs, 10 gp

The war trident has sharpened, thicker tines and is used as an axe just as often as a spear. The master can trap, bind and disarm enemies with ease.

Untrained Awkward, One-Handed, Melee d8, Wound
Basic One-Handed, Melee d8, Thrown (20/60), Versatile 2d4, Disarm, Wound
Master One-Handed, Melee d12, Thrown (30/120), Versatile 3d4, Deflect, Disarm, Wound
Master Perk You can Deflect attacks against any target in reach. When you wield a trident with two hands, your enemy must succeed on a Strength saving throw or be disarmed when you Deflect.
War Spear

Piercing, 3 lbs, 25 gp

A short, throw-balanced, banded spear with a hefty counterweight for one-handed control or a two-handed bludgeon. A master is a true war fighter, using spear techniques as ancient as the armies that employed them.

Untrained Awkward, Two-Handed, Melee d8
Basic One-Handed, Melee d8, Thrown (20/60), Versatile d10, Double Ended d4, Punch, Puncture
Master One-Handed, Melee d10, Thrown (30/120), Versatile d12, Double Ended d4, Balanced, Punch, Puncture
Master Perk If you use this weapon one-handed, you can use Double Ended as if you were using it with two. In two hands, you deal an extra d4 weapon damage each time you hit with the main melee attack.
Winged Spear

Piercing, 1.5 lbs, 25 gp

Small protrusions on either side of the spear head prevents a skewered target from closing on its wielder. A master keeps foes at bay while controlling their position.

Untrained One-Handed, Finesse, Melee d6, Thrown (20/60), Versatile d8
Basic One-Handed, Finesse, Melee d6, Thrown (30/120), Versatile d8, Disarm, Punch, Riposte
Master One-Handed, Finesse, Melee d8, Thrown (30/120), Versatile d10, Disarm, Nimble, Punch, Riposte
Master Perk If you hit with an attack, you can move your target 5 ft in a direction of your choice, and it can't move closer to you until the start of your next turn.

SPEARS

Throwing Weapons


Often paired with special abilities, throwing is a very unique combat style. In addition to the weapons in this group, the Throwing Weapons Master feat applies to any weapon with the Thrown property, and a master can throw with their off-hand as well as the main hand with lightning accuracy.

Feat: Throwing Weapon Master

  • Choose 4 throwing weapons to gain master training. You can apply this feat to and throw anything with proficiency.
  • Your off-hand ranged damage gains ability modifier.
  • You can use your reaction to make a ranged opportunity attack when an enemy enters or exits a 10ft radius of you.
  • You don't suffer disadvantage to ranged attacks at long range or while an enemy is within 5ft of you.
Bladewing

Bludgeoning or Slashing, 6 lbs, 15 gp

A boomerang as tall as the wielder, requiring two hands to throw or catch. A bladewing always returns, but its flight path is a straight line before curving up and gliding back to the wielder. The master can hurl through multiple targets.

Untrained Awkward, Two-Handed, Heavy, Melee d8, Thrown (40/120)
Basic Two-Handed, Heavy, Melee d10, Thrown (60/120), Disarm, Knockback
Master Two-Handed, Heavy, Melee d10, Thrown (120/240), Disarm, Knockback, Stagger
Master Perk Once on your turn, using one of your attacks, you can make an attack against all creatures in a 30 foot line, 5 feet wide, before the bladewing returns.
Bolas

Bludgeoning, 2 lbs, 1 gp

A pair of weights connected by a reinforced cord or chain. Dealing 2 slashing damage to the bolas (AC12) destroys it. The master bolo accurately targets the legs to bind and trip.

Untrained Awkward, One-Handed, Thrown d4 (10/30)
Basic One-Handed, Light, Thrown d4 (20/30), Entangle
Master One-Handed, Light, Thrown d4 (40/60), Entangle, Trip
Master Perk When your Entangle attack hits, the target
must succeed on the save or become
prone and restrained.
Boomerang

Bludgeoning or Slashing, 1 lb, 3 gp

A hooked wing, sharpened on the inner curve which always returns to the user after the attack. The master can curve its flight path to hit more than one target with a powerful throw.

Untrained Awkward, One-Handed, Light, Melee d6, Thrown (30/120)
Basic One-Handed, Finesse, Light, Melee d6, Thrown (40/120), Disarm
Master One-Handed, Finesse, Light, Melee d6, Thrown (80/240), Disarm, Stagger
Master Perk Once on your turn, you can choose two targets within 40ft to attack with the same attack.
Chakram

Slashing, 0.5 lbs, 1 sp

A sharpened discus ring, sturdy enough use in melee. The master uses any opening as an opportunity for a quick throw.

Untrained Awkward, One-Handed, Light, Melee d4, Thrown (20/60), Keen
Basic One-Handed, Finesse, Light, Melee d6, Thrown (40/120), Keen
Master One-Handed, Finesse, Light, Melee d8, Thrown (80/500), Keen
Master Perk If a creature misses you with an attack, as a reaction you can attack that creature.

THROWING WEAPONS

Dart

Piercing, 0.05 lbs, 1 sp

A short rod fletched like an arrow with a weighted tip. A master pins targets with precision aimed at clothing.

Untrained One-Handed, Finesse, Light, Thrown d4, (20/60), Slip, Puncture
Basic One-Handed, Finesse, Light, Thrown d4, (30/60), Slip, Puncture
Master One-Handed, Finesse, Light, Thrown d6, (60/120), Slip, Puncture
Master Perk You can deal no damage on hit and pin the enemy to an adjacent wall or obstacle causing your enemy to be restrained. The escape DC is your weapon DC.
Kunai

Piercing, 0.25 lbs, 1 sp

A small, dagger-like tool of Japanese origin derived from a masonry trowel. Its ring pommel and wide design in the hands of a master, allows for deflections mid-flight.

Untrained One-Handed, Finesse, Light, Melee d4, Thrown (10/30), Conceal
Basic One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Conceal, Deflect
Master One-Handed, Finesse, Light, Melee d4, Thrown (30/90), Conceal, Deflect
Master Perk You can use Deflect within your normal range, and for any creature of your choice.
Mambele

Piercing or Slashing, 1 lbs, 2 gp

An oddly curved throwing blade with a rear facing spike and a curved back section, resembling a tree branch or deer antlers. It always returns after the attack. A master can position the forks to both deflect an incoming blow and stab the attacking foe.

Untrained Awkward, One-Handed, Light, Melee d6, Thrown (30/120)
Basic One-Handed, Finesse, Light, Melee d6, Thrown (40/120), Deflect
Master One-Handed, Finesse, Light, Melee d6, Thrown (80/240), Deflect, Wound
Master Perk When you Deflect any damage from a melee weapon, you can Wound your enemy.
Net

No Damage, 3 lbs, 1 gp

A Large or smaller creature hit by a net is restrained until freed. Dealing 5 slashing damage to the net (AC10) ends the condition and destroys the net. Masters can toss the net in a way that tangles it around their prey, hindering the escape.

Untrained Awkward, Two-Handed, Thrown (5/10), Entangle
Basic Two-Handed, Thrown (10/20), Entangle
Master One-Handed, Light, Thrown (15/30), Deflect d6, Entangle, Trip
Master Perk The net's AC is equal to your weapon DC. If you have advantage on an Entangle attack, your target has disadvantage on the check made to escape.

Throwing Knife

Piercing or Slashing, 0.5 lbs, 2 sp

Small, balanced knives made for flight. A master has perfected the art of quick throws at their enemy's hands or arms as they swing a weapon, interfering with an attack.

Untrained Awkward, One-Handed, Finesse, Light, Melee d4, Thrown (20/60), Conceal
Basic One-Handed, Finesse, Light, Melee d4, Thrown (30/90), Conceal
Master One-Handed, Finesse, Light, Melee d4, Thrown (60/120), Conceal
Master Perk You can deal only your Strength or Dexterity modifier in damage, but force your target to succeed on a Dexterity saving throw or lose its reaction and suffer disadvantage on its next attack.
Throwing Shot

Bludgeoning, 6 lbs, 5 sp

The orcish technique of throwing an iron ball. A master is deadly accurate with the shot and is able to target an enemy's head to stun if they have an advantage. You must have 13 Strength to wield this weapon, but you can add half your Strength modifier to damage in addition to your normal ability modifier.

Untrained Awkward, One-Handed, Thrown d8 (10ft), Punch, Stagger
Basic One-Handed, Thrown d10 (20/60), Knockback, Punch, Stagger, Trip
Master One-Handed, Thrown d12 (30/90), Versatile 2d6, Disarm, Knockback, Punch, Stagger, Trip
Master Perk If you score a critical hit or have advantage and both rolls would have hit, your enemy must succeed on a Constitution saving throw or be stunned until the end of its next turn. If you have disadvantage but one dice would have hit, deal your Strength modifier in damage, though this still counts as a miss.
Throwing Star

Piercing, 0.05 lbs, 1 sp

Star shaped metal disks made to be palmed together and thrown as a pepper of smaller strikes. A master has the capability to dance in a quick circle, throwing stars at all foes around them.

Untrained One-Handed, Finesse, Light, Thrown d4 (10/30), Conceal, Nimble
Basic One-Handed, Finesse, Light, Thrown d4 (20/60), Conceal, Nimble
Master One-Handed, Finesse, Light, Thrown d4 (40/120), Conceal, Nimble
Master Perk As an action, you can make a single attack against all targets of your choice within 20 ft of you. You must have enough throwing stars to attack each target.

THROWING WEAPONS

Whips


Whips are a unique weapon, essentially weaponizing a rope in various aspects. The misdirection and increased range of whip weapons leads to a rare fighting style, but one that finds use among more conventional weapons thanks to its increased utility. All whip weapons can be used to aid in exploration, grasping handholds to aid in climbing or swinging. The master finds the whip crack has increased damage and has levied the grasping utility of these weapons effectively in any scenario.

Feat: Whip Master

  • Choose 4 whips to gain master training when you take this feat
  • +1 weapon DC
  • You deal one extra damage dice to targets which are more than 5 ft away from you.
  • Your Disarm, Entangle, and Trip attacks impose disadvantage on saving throws made to resist them.
Kusarigama

Bludgeoning, Piercing and Slashing, 4 lbs, 30 gp

A combination weapon consisting of a spiked ball and kama linked by a long chain. The kama deals slashing and piercing damage, while the ball deals bludgeoning and piercing damage.

Untrained Awkward, Two-Handed, Finesse, Melee d6
Basic Two-Handed, Finesse, Reach, Melee d6, Double Ended d6, Entangle, Stagger, Trip
Master Two-Handed, Finesse, Reach, Melee d8, Double Ended d8, Entangle, Keen, Stagger, Trip
Master Perk If you hit with a main attack and Double Ended attack on the same target on the same turn, you can move your target 5 ft in a direction of your choosing.
Meteor Hammer

Bludgeoning, 3 lbs, 5 gp

A small weight attached to a rope or chain, used like a rope dart to make circular and explosive lunging attacks. A master can twirl the weapon around them with varying angles to strike any foe who might get near.

Untrained Awkward, Two-Handed, Finesse, Reach, Melee d4, Conceal
Basic Two-Handed, Finesse, Reach, Melee d4, Conceal, Entangle, Lunge, Trip
Master Two-Handed, Finesse, Reach, Melee d4, Conceal, Disarm, Entangle, Lunge, Trip
Master Perk As a reaction you can enter a readied stance.
Until the start of your next turn, you can
make an attack against any creature
that enters your reach, and doing so does
not use your reaction.

Scorpion Whip

Piercing and Slashing, 2 lbs, 5 gp,

A whip with a small thin blade at the tip. The master flows the tip effortlessly between targets, keeping the scorpion tip dancing about with unpredictability.

Untrained Awkward, One-Handed, Finesse, Reach, Melee d6
Basic One-Handed, Finesse, Reach, Melee d6, Entangle, Keen, Slip, Trip
Master One-Handed, Finesse, Reach, Melee d6, Entangle, Keen, Puncture, Slip, Trip
Master Perk If you choose a different target than your previous attack, the attack roll gains +2.

WHIPS

Scourge

Slashing, 3 lbs, 3 gp

A torture weapon sometimes called a cat-o-nine-tails, made of many whip tails gathered into a bunch. The master has learned to bleed their enemies with this torture device.

Untrained One-Handed, Melee d4, Wound
Basic One-Handed, Melee d6, Disarm, Trip, Wound
Master One-Handed, Melee d8, Disarm, Entangle, Lunge, Trip, Wound
Master Perk This weapon adds two extra damage dice when it scores a critical hit. When an enemy is affected by the Wound property, it takes two damage dice.
Spiked Chain

Piercing and Slashing, 5 lbs, 10 gp

A length of thin chain, each link given spikes or barbs, used to lash and rip at targets. The master builds up momentum from missed attack to ply that speed into the next hit.

Untrained Awkward, One-Handed, Reach, Melee d6, Entangle, Sunder
Basic One-Handed, Reach, Melee d6, Disarm, Entangle, Sunder, Trip
Master One-Handed, Reach, Melee d8, Disarm, Entangle, Keen, Sunder, Trip
Master Perk When you miss, add another damage die to the next attack that hits. At the end of your turn, any extra built up damage dice are lost.
War Poi

Bludgeoning and Fire, 3 lbs, 15 gp

A hardened censer built to hold oil and set alight. A war poi must be filled with one use of oil using an action and ignited with an object interaction, which then burns for 1 minute. It can be loaded with other liquids such as poisons or water. The master learns to spray the burning oil in a flare as the weapon wraps around the target.

Untrained Awkward, Two-Handed, Finesse, Melee d4, Fire d4, Clockwork, Trip
Basic Two-Handed, Finesse, Reach, Melee d6, Fire d4, Clockwork, Disarm, Entangle, Knockback, Trip
Master Two-Handed, Finesse, Reach, Melee d6, Fire d6, Clockwork, Disarm, Entangle, Knockback, Trip
Master Perk When you use a property attack, you always deal the fire damage listed.
Whip

Slashing, 1 lbs, 2 gp

The whip is treated as a melee weapon with 15ft reach. You can use a whip to grasp unattended objects or handholds, and if possible, you can pull them to you. A master's whips are an extension of their hands.

Untrained Awkward, One-Handed, Finesse, Melee d2
Basic One-Handed, Finesse, Reach (15ft), Melee d4, Disarm, Entangle, Trip
Master One-Handed, Finesse, Light, Reach (15ft), Melee d6, Disarm, Entangle, Keen, Trip
Master Perk When you Disarm, you can place the item anywhere in your reach, or use your reaction to catch it. An item that can be grabbed with the whip can be placed anywhere else in your reach.

Whip Dagger

Piercing or slashing, 2 lbs, 15 gp

A dagger with a ring pommel at the end of a silk ribbon. The weapon can be used like a dagger in hand to attack creatures up to 5 ft away, or swung about the end of the ribbon to attack creatures up to 10ft away. A master can perform the Scorpion Pull, an ability to impale a target and pull them closer with the attached ribbon.

Untrained Awkward, Two-Handed, Finesse, Reach, Melee d4, Conceal
Basic Two-Handed, Finesse, Reach, Melee d4, Conceal, Entangle
Master Two-Handed, Affixed, Finesse, Reach, Melee d4, Conceal, Entangle, Lunge
Master Perk When your attack is successful, as a bonus action, you can force the enemy to succeed on a Strength saving throw or be pulled up to 10ft toward you or prone. You can only do this if your target is no more than one size category larger than you.
Whip Sword

Piercing or Slashing, 3 lbs, 150 gp

A whip sword can be either a sword or a bladed whip. As a bonus action, you change between the forms of your weapon. As a sword, it is similar to a longsword. As a whip, it gains Reach, and a host of utility options. A master can quickly change between forms as needed to attack enemies near their entangled prey.

Sword Form
Untrained Awkward, One-Handed, Melee d6, Versatile d8, Clockwork
Basic One-Handed, Finesse, Melee d8, Versatile d10, Clockwork
Master One-Handed, Finesse, Melee d8, Versatile d10, Clockwork, Lunge, Puncture
Master Perk You can change between weapon forms freely. Additionally, when you hit with this weapon, you can deal only your Strength modifier in damage and automatically Entangle your enemy by changing to its whip profile.
Whip Form
Untrained Awkward, One-Handed, Reach, Melee d4, Clockwork
Basic One-Handed, Finesse, Reach, Melee d6, Barbed, Clockwork, Entangle, Trip
Master One-Handed, Finesse, Reach, Melee d8, Barbed, Clockwork, Entangle, Keen, Trip
Master Perk While an enemy is entangled, you can attack it or any target within 5ft of it. This forgoes the automatic hit granted by the Entangle property, and if this attack hits, it deals weapon damage and your ability modifier.

WHIPS

RME Weapon Properties

Bludgeoning When you deal bludgeoning damage, you can spend 10 ft of movement to push enemy up to 5ft.
Piercing Gain +1 with 1H and +2 with 2H weapon attack rolls against 15 AC or higher
Slashing When reducing target to 0hp, remaining damage applies to adjacent target if attack roll beats new target AC.
Affixed Is attached to you and can be equipped regardless of what is held in the off-hand
Awkward Don't add your proficiency to attack rolls. Also means this is a martial weapon. Weapons without this are simple.
Barbed When the enemy escapes a grapple, it takes weapon damage
Balanced Reroll 1s if in one hand, reroll 1-2 if in two hands
Brace Bonus action to mark targets +20ft away. When they get in range, use reaction to attack with advantage that crits.
Clockwork Can use Intelligence or Strength for Weapon DC calc. Strength still used for attack/damage. Must be repaired with tinker tools if used, or next morning suffers a cumulative -1 to Weapon DC and attack rolls until repaired.
Conceal Before you attack, roll Sleight of Hand vs target passive Perception to gain advantage and target is surprised. Cannot benefit again in the same encounter. Enemy can roll Perception vs your passive Sleight of Hand to negate this benefit.
Deflect When you take damage from a melee weapon attack, roll your weapon damage and add str or dex mod if weapon has Finesse. Subtract this total from the amount of damage you would receive
Disarm Deal str mod damage, force enemy to save or drop your choice of item where you choose within 5ft. Large creatures and two-handed weapons have adv. Huge creatures immune. Smaller creatures suffer disadvantage.
Double Ended Make off-hand attack using damage in [brackets] if within 5ft of target. Cannot combine with Lunge. Off-hand damage gains ability modifier to damage.
Entangle Deal str mod damage, force enemy to save or be grappled. Large creatures have adv on save, Huge creatures immune.
Firearm Requires gunpowder and ammunition for ranged attack. On a 1 on attack roll, weapon jams, requiring an action to clear jam. Don't work underwater. Rain and water spells give +1 to the possible jam roll until dried.
Hipshot Ranged weapon attack does not suffer disadvantage due to enemy being within 5ft
Keen When you roll +10 over enemy AC or crit, add another weapon die. Dice added by Keen are not affected by crit
Knockback Deal str mod damage, force enemy to save or be pushed 10ft in your choice of direction. Large creatures have advantage, Huge creatures are immune.
Lunge Use 5ft of movement to add 5ft of reach to weapon attack. You do not actually travel this distance. Obstacles and enemies between you and your target prevent Lunge.
Natural Anatomy weapons like bite, claw, tail attacks. Use damage listed from RAW, but apply given RME properties
Nimble When grappled, grappling an enemy or prone, your weapon attack gains advantage
Punch Can forgo proficiency bonus to attack, but deal x2 proficiency bonus in damage.
Puncture Exploding damage. If max value on weapon damage dice is rolled, roll another weapon damage dice.
Reload To Reload, spend prescribed action economy. Crossbows Reload for free at end of turn if you don't move.
Riposte If enemy attack misses or you reduce damage to 0, next attack gains advantage
Sighted Reduce movement to 10 ft. but damage can be rolled twice for better result
Slip If you are hidden, invisible, or have advantage, weapon gains a damage die
Stagger If you miss by an amount equal to your str mod, the next attack against this enemy gains advantage. Can also do this manually, dealing str mod (min 1) damage, forcing enemy to succeed on save or suffer this effect.
Steady When you dash or disengage, you can make a free attack with this weapon
Sunder Deal str mod (min 1) in damage, force enemy to succeed on save or suffer -1AC with 1h or -2AC with 2h.
Thrown Weapon deals melee damage at range. Remember only use dex mod if weapon has Finesse.
Trip Deal str mod damage, force enemy to save or be knocked prone.
Wound On a mighty blow, target takes a weapon dice in damage at the start of every turn until it Con saves, gains any hit points, or uses a Healer's Kit to Medicine check, DC equal to your weapon DC.

Armor

Light Armor

Type Base AC Stealth Weight Gold Cost Don/Help/Doff/Help RAW Equivalent
Padded 11 Disadvantage 4 5 object/object/free/free Padded
Leather 11 None 5 10 object/object/free/free Leather
Studded 12 None 6 45 action/bonus/bonus Studded
Lacquered 13 Disadvantage 6 300 5min/1min/action/action Hide

Medium Armor

Type Base AC Stealth Weight Gold Cost Don/Help/Doff RAW Equivalent
Chain Shirt 13 Disadvantage 10 50 object/object/free/free Chain Shirt
Ring Mail 14 None 12 100 object/object/free/free Scale Mail
Breastplate 15 None 10 300 action/bonus/bonus/bonus Breastplate
Banded Mail 16 Disadvantage 20 750 10min/5min/5min/1min Half Plate

Heavy Armor

Type Base AC Stealth Weight Gold Cost Don/Help/Doff RAW Equivalent
Hauberk 15 Disadvantage 25 150 1min/action/action/action Ring Mail
Scale Mail 16 Disadvantage 30 300 1min/action/action/action Chain Mail
Splint 17 Disadvantage 33 500 5min/1min/1min/action Splint
Plate 18 Disadvantage 40 1500 10min/5min/5min/1min Plate

Shields

Shield AC Strength Stealth Dex Mod Limit Don Doff Weight Cost
Arm Guard +1 N/A Normal None Object Interaction Object Interaction 1 10
Buckler +1 N/A Normal None Object Interaction Object Interaction 2 5
Diskarmor +2 N/A Normal None Bonus action Object Interaction 5 150
Kite +3 13 Disadvantage +2 Action Object Interaction 10 50
Pavise +1 13 Disadvantage +2 Bonus action Object Interaction 15 35
Skirmish +2 N/A Normal None Bonus action Object Interaction 6 10
Spiked +2 N/A Disadvantage None Bonus action Object Interaction 8 20
Tower +3 13 Disadvantage No Dex Mod Action Object Interaction 20 50
Shield Basic Perk Master Perk
ArmGuard Free hand. -1 AB if affixed Light or wielding 2H weapon No penalty to attacks and you cannot be disarmed
Buckler Deflect (d8), Finesse Add buckler Deflect to other Deflect rolls, free attack on 0 dam
Skirmish AC increased to +4 vs ranged weapons AC increased to +4 vs ranged spells
Spiked Replace any attack with shield attack; 1H d6 (P/S), Brace, Puncture, Thrown (20/60) Enemies have disadvantage on Athletics checks against you, shove success is d4+str P/S damage
Diskarmor Replace any attack with shield attack; 1H Reach d6 (B), Clockwork, Entangle, Trip. Adds AC bonus to ally within 10ft
Kite Advantage on checks which would knock you prone or move you along the ground Winning Athletics contest can Stagger enemy
Tower Cannot be flanked. Reaction to gain temp ½ cover If using shield for ½ cover, dex fail only takes ½ damage
Pavise Worn: Enemies cannot flank you. Deploys with bonus action to gain ½ cover ¾ cover if deployed, enemy has disad to knock down

Melee Weapons

Ambush Weapons

Weapon Wield Dmg dx Basic dx Master Wt Cost
Cane Sword 1H (F) P/S d6 Conceal, Entangle, Puncture, Riposte, Trip d8 Light, Deflect d8 3 35
Compass Blade 1H (F) P/S 2d4 Clockwork, Keen, T(40/60), Wound 2d4 T(60/60)D[2d4] 1.5 100
Gauntlet 1H Aff. B/P/S d4 Conceal, Deflect, Disarm, Nimble, Riposte d6 Stagger 1 3
Hidden Blade 1H Aff. (F) P d4 Clockwork, Conceal, Slip d4 --- 2 75
Interceptor 1H Aff. (F) B Mod +1AC, Conceal, Deflect (d6) d4 Deflect (d8), Disarm, Entangle, Trip 1 3
Katar Light (F) P/S d4 Conceal, Keen, Nimble d6 --- 1 5
Knuckle Axe Light (F) P/S d6 Conceal, Deflect, Keen d6 --- 1.5 10
Punch Dagger Light (F) P/S d4 Conceal, Nimble, Punch d4 --- 0.5 1
Side Baton Light B d6 Deflect, Riposte d8 Trip 2 5
War Fan Light (F) B/P/S d4 Conceal, Keen, Wound d4 Deflect 1 10

Axes

Weapon Wield Dmg dx Basic dx Master Wt Cost
Battle Axe Versatile S d8 V(d10), Trip d10 V(d12) 4 10
Broad Axe 2H Heavy S 2d6 Punch, Sunder 2d6 Stagger 5 15
Greataxe 2H Heavy S d12 Disarm, Trip 2d8 Knockback 6 20
Halberd 2H Heavy Reach P/S 2d6 Brace, Trip 2d6 Entangle, Puncture 7 35
Handaxe Light S d6 T(20/60), Trip d6 Disarm 2 5
Hook Sword Light (F) S d6 Disarm, Trip, Wound d6 Entangle, Lunge 2 30
Kama Light (F) P+S d4 Keen, Nimble, T(20/60) d4 Entangle, Trip, T(30/60) 1 2
Palm Axe 2H Heavy Reach P+S 2d6 Brace, Keen, Puncture, Trip 2d6 Deflect 6 45
Poleaxe 2H Heavy B/P/S d10 Brace, Deflect, Punch, Puncture, Stagger, Trip 2d6 --- 7 40
Tomahawk Light (F) P/S d4 T(40/120), Slip, Trip d4 Disarm 1 1

Bludgeons

Weapon Wield Dmg dx Basic dx Master Wt Cost
Bar Mace 1H B+S/P d8 Disarm d8 Deflect 3 3
Bo Staff 2H (F) B d6 D[d4], Trip d6 Deflect, D[d6], Lunge 2 0.3
Flanged Mace 1H B+S d6 Punch, Sunder 2d4 --- 4 5
Greatclub 2H Heavy B d8 Disarm, Punch, Stagger, Sunder d10 Knockback 8 5
Heavy Club Versatile B d6 T(20/40), V(2d4) 2d4 V(d10) 3 0.2
Light Club Light (F) B d4 Conceal, T(20/60) d6 T(40/80) 2 0.1
Mallet Light (F) B d4 Disarm, T(20/60) d6 --- 3 0.3
Morningstar 2H Reach B+P d10 Brace, Punch, Sunder, Wound d12 D[d4] 6 15
Quarterstaff 2H B d8 D[d6], Trip d8 D[d8], Reach, Stagger 3 0.5
Spiked Mace Light B/P d6 Punch, Wound d6 Puncture 3 3

Combat Blades

Weapon Wield Dmg dx Basic dx Master Wt Cost
Broadsword 1H P/S 2d4 Keen, Punch 3d4 --- 3 20
Falchion 2H P/S d10 Disarm, Punch d10 1H, Keen, Versatile (d12) 4 25
Greatsword 2H Heavy P/S 2d8 Keen, Stagger 2d10 Knockback 5 50
Ikakalaka 1H Heavy P/S d10 Deflect, Punch d10 Keen, Trip 4 30
Katana Light Versatile (F) P/S d6 Keen, V(d8) d8 1H Deflect (d8+Prof) 2H Deflect (2d10), V(d10) 2 15
Khopesh Light P/S 2d4 Disarm, Keen, Trip 2d4 Stagger 3 10
Longsword Versatile P/S d8 Balanced, Disarm,V(d10) d10 Lunge, V(d12) 3 15
Montante 2H Heavy Reach P/S 2d6 Balanced 2d8 --- 5 75
Odachi 2H Heavy P/S 2d8 Deflect, Keen 2d10 Sunder 5 50
Scimitar Light (F) S d6 Deflect, Riposte d8 Keen 2.5 25
Short Glaive 2H (F) P/S 3d4 Balanced, Brace, Lunge 3d4 Puncture 4 25
War Sword 2H Heavy P/S d12 Stagger d12 1H, Versatile (2d8) 4 30

Dueling Blades

Weapon Wield Dmg dx Basic dx Master Wt Cost
Cutlass 1H (F) P/S d6 Deflect, Punch d8 --- 2.5 10
Dagger Light (F) P/S d4 Balanced, Conceal, T(20/60) d4 --- 1 2
Estoc 2H (F) P d8 Brace, Punch, Wound d8 1H, Puncture, Lunge, V(d10) 3 25
Kukri Light (F) P/S d6 Keen, Trip, T(40/80) d6 Disarm, T(60/80) 2 3
Rapier 1H (F) P/S d8 Puncture d8 Light, Lunge, Riposte 2 25
Saber 1H (F) P/S d8 Deflect, Keen 2d4 Light 2 35
Sai Light (F) P d4 Conceal, Deflect, Nimble d4 +1AC, Disarm 1 5
Shortsword Light (F) P/S d6 Balanced d8 --- 2 10
Sickle Light (F) P/S d4 Entangle, Keen, Puncture, Trip d6 --- 2 1
Smallsword Light (F) P d6 Riposte, Slip d6 Lunge 1 30
Sword Breaker Light (F) P/S d4 Disarm, Deflect d6 Sunder 2 30
Wakizashi Light (F) P/S d4 Keen, V(d6) d6 1H Deflect (d6+prof), 2H Deflect (2d8) 1.5 5

Flails

Weapon Wield Dmg dx Basic dx Master Wt Cost
Claw Flail Light S+P d6 Clockwork, Entangle, Nimble, Trip, Wound d8 Barbed, Conceal 2 35
Double Flail 2H Heavy B+P 2d4 Trip, V(2d6), Wound 2d6 V(2d8) 7 20
Great Flail 2H Heavy B+P d12 Knockback, Punch, Trip, Wound d12 V(2d6) Reach, Sunder 12 25
Heavy Flail 1H Heavy B+P d8 Entangle, Punch, Trip, V(d10), Wound d8 Disarm, Knockback 5 10
Light Flail Light B+P d6 Disarm, Trip 2d4 Balanced 3 8
Nunchaku Light (F) B d4 Conceal, Entangle, Trip d4 Disarm, D[d4] 1 1
Pole Flail 2H Heavy, Reach B+P d10 Entangle, Knockback, Trip, Wound d12 Punch 10 25
Rope Hammer Light (F) B d6 Entangle, Trip d6 Deflect, Disarm 3 1
Spring Mace 1H Reach B+P d8 Clockwork, Knockback, Stagger, Trip d8 Entangle, Lunge 4 75
Trisectional Staff 2H (F) Reach B d6 D[d4], Entangle, Trip, D[d4] d6 Balanced, Disarm, D[d6] 3 10

Hammers and Picks

Weapon Wield Dmg dx Basic dx Master Wt Cost
Great Pick 2H Heavy P 2d8 Barbed, Entangle, Punch, Puncture, Wound 2d8 --- 6 25
Light Hammer Light B d6 Punch, T(20/60) d6 --- 2 2
Light Pick Light (F) P d4 Punch, Puncture, Slip, Trip, T(20/60) d6 --- 1 2
Lucerne 2H Heavy Reach B/P 2d6 Brace, Punch, Puncture, Sunder, Trip 2d6 Stagger 8 25
Maul 2H Heavy B 2d6 Knockback, Punch, Stagger, Trip 2d8 --- 12 10
Stiletto Light (F) P d4 Conceal, Punch, Puncture d4 Entangle 1 5
Wall Pick Light P d4 Barbed, Entangle, Punch, Trip, T(20/60), Wound d6 Disarm, Finesse 1 3
War Hammer Versatile B d8 Punch, Stagger, Sunder, V(d10) d10 V(d12) 3 15
War Mallet 1H Heavy B d10 Stagger, Knockback d10 Punch, Trip 6 20
War Pick 1H P d8 Punch, Puncture, Sunder, Trip, Wound d10 --- 2 15

Natural Weapons

Weapon Wield Dmg Basic (All have Natural property) Master
Bite 2H (F) P Entangle, Nimble, Wound Barbed
Claw 1H (F) P/S Keen, Nimble, Wound Light
Horns 2H B+P Brace, Punch, Puncture, Sunder Deflect
Slam 2H, Heavy B Brace, Disarm, Stagger Knockback
Tail 1H B Double Ended, Knockback, Reach, Trip Stagger
Tentacle 1H (F) B/P Entangle, Light, Trip Disarm
Unarmed Strike 1H (F) B Melee d4, Nimble Melee tab, Deflect, Disarm, Light, Trip
Wings 2H (F) - Deflect (d6), Knockback, Trip Deflect (d8), Lunge

Polearms

Weapon Wield Dmg dx Basic dx Master Wt Cost
Bladed Staff 2H (F) Reach P/S 2d4 Balanced, D[d4] 2d4 D[2d4] 6 100
Glaive Heavy (F) Reach P/S 2d6 Balanced, Brace 2d6 Stagger, Lunge 5 20
Guisarme Heavy Reach P/S d12 Brace, Entangle, Trip 2d6 Barbed 5 20
Lajatang Heavy (F) Reach P/S d10 Brace, D[d10] d12 D[d12] 8 75
Naginata 2H (F) Reach P/S 2d6 Balanced, Keen 2d6 Deflect, Lunge 4 25
Partisan Heavy Reach P/S 2d6 Brace, Deflect, Riposte 2d6 Lunge, +1AC 6 25
War Scythe Heavy Reach P/S 2d4 Entangle, Keen, Puncture, Trip 2d6 Sunder 8 5
Additional Polearms
Halberd Heavy Reach P/S 2d6 Brace, Trip, Puncture 2d8 Entangle 7 35
Lucerne Heavy Reach B/P 2d6 Brace, Punch, Puncture, Sunder, Trip 2d6 Stagger 8 25
Morningstar 2H Reach B+P d10 Brace, Punch, Sunder d12 D[d4] 6 15
Palm Axe Heavy, Reach P+S 2d6 Brace, Keen, Puncture, Trip 2d6 Deflect 6 45
Pike Heavy Reach P d12 Brace, Lunge, Puncture 2d8 Punch 8 5
Pole Flail Heavy, Reach B+P d10 Entangle, Knockback, Trip d12 Punch 10 25
Poleaxe Heavy B/P/S d10 Brace, Deflect, Punch, Puncture, Stagger, Trip 2d6 --- 7 40
Ravenbeak Heavy Reach P/S d10 Brace, Entangle, Lunge, Trip d12 Disarm 3 15
Short Glaive 2H (F) P/S 3d4 Balanced, Brace, Lunge 3d4 Puncture 4 25
War Spear 1H P d8 Punch, Puncture, T(20/60), V(d10), D[d4] d10 T(30/120), V(d12) 3 25
Winged Spear 1H (F) P d6 Disarm, Punch, T(30/120), V(d8) d8 Nimble, V(d10) 1.5 25

Spears

Weapon Wield Dmg dx Basic dx Master Wt Cost
Godendag 2H B/P d6 Punch, Puncture, Trip, T(20/60) d8 Disarm, Stagger, T(30/120) 5 12
Hand Spear Light (F) P d4 Balanced, Puncture, Slip, T(20/40) d4 Nimble, T(20,60) 1 2
Harpoon 1H P d6 Barbed, Puncture, T(20/60)*, Wound d8 Light, Punch, T(30/120)* 6 11
Javelin Light (F) P d6 Punch, T(30/120) d8 Sunder, T(30/240) 1 1
Lance* 2H Reach P d12 Brace, Punch (mounted) 2d8 1H, Stagger 6 10
Pike Heavy Reach P d12 Brace, Lunge, Puncture 2d8 Punch 8 5
Ravenbeak Heavy Reach P/S d10 Brace, Entangle, Trip d12 Disarm, Lunge 3 15
Trident 1H P d8 Disarm, T(20/60), V(2d4), Wound d12 Deflect, T(30/120), V(3d4) 3 10
War Spear 1H P d8 Balanced, Punch, Puncture, T(20/60), V(d10), D[d4] d10 T(30/120), V(d12) 3 25
Winged Spear 1H (F) P d6 Disarm, Punch, Riposte, T(30/120), V(d8) d8 Nimble, V(d10) 1.5 25
  • Harpoon can be retrieved and comes with its own 50 ft length of silk rope (built into the weight)
  • Lance imposes disadvantage to attack rolls at basic training while you are on foot. While mounted, it gains 1H and Punch

Whips

Weapon Wield Dmg dx Basic dx Master Wt Cost
Kusarigama 2H (F) Reach B+P/S+P d6 D[d6], Entangle, Stagger, Trip d8 D[d8], Keen 4 30
Meteor Hammer 2H (F) Reach B d4 Conceal, Entangle, Lunge, Trip d4 Disarm 3 5
Scorpion Whip 1H (F)Reach P+S d6 Entangle, Keen, Slip, Trip d6 Puncture 2 5
Scourge 1H S d6 Disarm, Trip, Wound d8 Entangle, Lunge 3 3
Spiked Chain 1H Reach P+S d6 Disarm, Entangle, Sunder, Trip d8 Keen 5 10
War Poi 2H (F) Reach B+Fire d6 Clockwork, Fire d4, Disarm, Entangle, Knockback, Trip d6 Fire d6 3 15
Whip 1H (F)Reach(15ft) S d4 Disarm, Entangle, Trip d6 Keen, Light 1 2
Whip Dagger 2H (F) Aff. P/S d4 Conceal, Entangle, Reach d4 (Aff.) Lunge 2 15
Whip Sword (S) 1H (F) P/S d8 Clockwork, V(d10) d8 Lunge,Puncture 3 150
Whip Sword (W) 1H (F) Reach S d6 Clockwork, Barbed, Entangle, Trip d8 Keen - -

Ranged Weapons

Bows

Weapon Wield dx Basic dx Master Range Weight Cost
Bladed Bow 2H Heavy (F) d8 Melee d6 d8 D[d6] 120/600 5 100
Bone Bow 2H Heavy Str13 d10 ½ Str dmg, Knockback, Melee d8, Stagger d10 Deflect 60/240 5 15
Collapsible 2H d4 Clockwork, Conceal, Hipshot d6 Nimble 60/240 4 150
Compound 2H d10 Clockwork, Puncture, Reload object d12 Reload free 200/800 3 250
Greatbow 2H Heavy Str13 d10 ½ Str dmg, Punch, Trip d12 Knockback 200/800 5 75
Longbow 2H Heavy d8 Keen d10 Punch 120/600 2 50
Recurve 2H d8 Steady 2d4 Balanced 100/400 2 75
Shortbow 2H d6 Hipshot d8 Balanced 80/320 2 25
Yumi 2H d8 Sighted 2d4 Punch 100/400 2.5 65

Crossbows

Weapon Wield Damage Basic Range Reload Properties Master Range
Reload
Wt Cost
Grapple Crossbow 2H Heavy d6+4 80/320
Bonus
Clockwork, Entangle, Keen, Punch, Trip 120/320
Reaction
13 175
Hand Crossbow Light d6+2 30/120
Free
Hipshot, Keen, Steady 60/120
Free
2 75
Heavy Crossbow 2H Heavy d10+4 100/400
Bonus
Keen, Punch, Puncture, Sighted, Trip 200/400
Reaction
8 50
Hidden Crossbow 1H Aff. d4+1 20/60
Object
Clockwork, Conceal, Hipshot, Keen, Slip, Steady 30/60
Free
1 150
Light Crossbow 2H d8+3 80/320
Reaction
Keen, Punch, Sighted, Steady 160/320
Object
5 25
Mauler 2H 3d4+3 20/80
Bonus
Hipshot, Keen, Puncture 40/80
Reaction
6 100
Portable Ballista 2H Heavy 2d6+5
Master 3d6+5
150/600
Attack
Entangle, Keen, Knockback, Punch, Puncture, Trip 300/600
Bonus
15 500
Repeating Crossbow 2H d6 80/320
Free*
Keen, Steady 160/320
Free*
6 150
Spinner 2H 2d4 30/120
Free*
Disarm, Keen, Steady 60/120
Free*
2 100
  • Reloads from a magazine. The magazine requires an action to Reload.

Firearms

Weapon Wield Target dx Basic dx Master Range Weight Cost
Arquebus 2H Heavy 1 Target 2d10+5 Punch, Puncture, Sighted 2d12+5 --- 300/900 10 500
Blunderbuss 2H 2 Adjacent 2d8+5 Hipshot, Knockback, Trip, Wound 2d10+5 --- 40/60 5 300
Fire Knuckle 1H Aff. 1 Target d4+5 Melee d6, Clockwork, Hipshot, Steady, Wound d4+5 Stagger 10/20 1 750
Firelance 2H 15ft cone d10 Melee d12 d12 Melee 2d8 15 ft 5 200
Gunblade 1H 1 Target 2d6+5 Melee d8, Finesse, Hipshot, Steady 2d8+5 Melee 2d4 40/160 3 350
Hand Cannon 1H 1 Target 2d6+5 Hipshot, Puncture, Sighted, Steady 2d8+5 --- 200/600 3 250
Pepperbox Light 1 Target d4+5 Conceal, Hipshot, Steady d6+5 --- 30/120 1 1000
Portable Cannon 2H Heavy, Str 13 1 Target 3d10+5 Knockback, Sighted, Stagger, Sunder 4d10+5 --- 200/800 300/1200 12 750
Wrist Rocket 1H Aff. 15ft line 2d4 Clockwork, Conceal, Hipshot, Light, Nimble, Steady 2d6 --- 15ft 3 150

Launch Weapons

Weapon Wield Dmg dx Basic dx Master Range Wt Cost
Atlatl 1H P d8 Punch, Reload object d10 Puncture, Reload free 100/300 1 1
Blowgun Light P d4 Conceal, Hipshot d4 --- 25/100* 1 1
Portable Catapult 2H Aff. Heavy B 2d8 Knockback, Punch, Reload attack, Stagger, Trip 2d10 Hipshot, Reload bonus 150/600 20 175
Rope Dart 2H P d4 R(20/50), Brace, Conceal, Entangle, Hipshot, Puncture d4 Disarm, Trip 50/50 5 10
Sling Light B d8 Melee d4, Conceal, Disarm, Finesse d10 Melee d6, Entangle, Trip 150/600 0 0.1
Sling Staff 2H B d6 Melee d6, D[d8], Entangle 2d4 Disarm, Melee d8, D[d10], Trip 150/600 4 2
Sling Tube 2H B/P/S d6 Conceal, Hipshot, Reload object d8 Reload free 60/180 2 10
Wrist Shot 2H B d4 Conceal, Disarm, Hipshot d6 Stagger 40/160 1 5

Blowgun range increases to 50/100 at master training

Ammunition Cost and Weight

Type Cost Wt Container Cost Wt Count For Use With
Arrow 5 cp 0.05 Quiver 1 gp 1 20 Bladed, Bone, Compound, Longbow, Shortbow, Recurve, Yumi
Bolt 5 cp 0.025 Bolt Case 1 gp 1 20 Collapsible bow, Hand Crossbow, Heavy Crossbow, Light Crossbow, Mauler
Bullet 1 cp 0.05 Bullet Pouch 1 gp 1 20 Gunblade, Pepperbox, Sling, Sling Staff, Wrist Shot
Cannon Ball 5 gp 6 Cannoneer Bag 5 gp 3 12 Portable Catapult, Portable Cannon
Disk Blade 1 sp 0.05 Disk Sleeve 2 gp 2 10 Spinner
Great Arrow 1 sp 0.1 Great Quiver 1 gp 2 20 Atlatl, Greatbow, Portable Ballista
Gun Powder 5 sp 0.125 Powder Horn 10 gp 1.5 20 Any weapon with the Firearm property (Portable Cannon requires 2)
Lead Ball 2 sp 0.06 Musketeer Pouch 2 gp 2 20 Arquebus, Hand Cannon
Needle 1 cp 0.01 Needle Case 1.5 gp 1 50 Blowgun, Hidden Crossbow
Shot 2 sp 0.03 Bandolier 3 gp 2 20 Blunderbuss, Fire Knuckle

Throwing Weapons

Weapon Wield Dmg dx Basic dx Master Wt Cost
Bladewing Heavy B/S d10 Disarm, Knockback, T(60/120) d10 Stagger, T(120/240) 6 15
Bolas Light B d4 Entangle, T(20/30) d4 Trip, T(40/60) 2 1
Boomerang Light (F) B/S d6 Melee, Disarm, T(40/120) d6 Stagger, T(80/240) 1 3
Chakram Light (F) S d6 Melee, Keen, T(40/120) d8 T(80/500) 0.5 0.1
Dart Light (F) P d4 Puncture, Slip, T(30/60) d6 T(60/120) 0.05 0.1
Kunai Light (F) P d4 Melee, Conceal, Deflect, T(20/60) d4 T(30/90) 0.25 0.1
Mambele Light (F) P/S d6 Melee, Deflect, T(40/120) d6 Wound 1 2
Net 2H None 0 Entangle, T(10/20) 0 1H, Deflect d6, Light, Trip, T(15/30) 3 1
ThrowingKnife Light (F) B/P/S d4 Melee, Conceal, T(30/90) d4 T(60/120) 0.5 0.20
ThrowingShot 1H B d10 Knockback, Punch, Stagger, Trip, T(20/60) d12 Disarm, Versatile (2d6), T(30/90) 6 0.5
ThrowingStar Light (F) P d4 Conceal, Nimble, T(20/60) d4 T(40/120) 0.05 0.1
-------------------- --------- ------ ---- -----------Additional Thrown Weapons---------- ---- ------------------------------------------------ ---- ----
Battle Axe Versatile S d8 Trip, V(d10) d10 V(d12) 4 10
Compass Blade 1H (F) P/S 2d4 T(40/60), Keen, Wound 2d4 T(60/60)D[2d4] 1.5 100
Dagger Light (F) P/S d4 Balanced, Conceal, T(20/60) d4 --- 1 2
Godendag 2H B/P d6 Punch, Puncture, Trip, T(20/60) d8 Stagger, T(30/120) 5 12
Hand Spear Light (F) P d4 Balanced, Puncture, Slip, T(20/60) d4 Nimble 1 2
Handaxe Light S d6 Trip, T(20/60) d6 Disarm 2 5
Harpoon 1H P d6 Barbed, Puncture, T(20/60)* d8 Light, Punch, T(30/120)* 6 11
Heavy Club Versatile B d6 T(20/40), V(2d4) 2d4 V(d10) 3 0.1
Javelin Light (F) P d6 Punch, T(30/120) d8 Sunder, T(30/240) 1 1
Kama Light (F) P+S d4 Keen, Nimble, T(20/60) d4 Entangle, Trip, T(30/60) 1 2
Kukri Light (F) P/S d6 Keen, Trip, T(30/60) d6 Disarm, T(30/80) 2 3
Light Club Light (F) B d4 Conceal, T(20/60) d6 T(40/80) 2 0.1
Light Hammer Light B d6 Punch, T(20/60) d6 --- 2 2
Light Pick Light (F) P d4 Punch, Puncture, Slip, Trip, T(20/60) d6 --- 1 2
Mallet Light B d4 Disarm, T(20/60) d6 --- 3 0.3
Tomahawk Light (F) P/S d4 T(40/120), Slip, Trip d4 Disarm 1 1
Trident 1H P d8 Disarm, T(20/60), V(2d4) d12 Deflect, T(30/120), V(3d4) 3 10
Wall Pick Light P d4 Barbed, Entangle, Punch, Trip, T(20/60) d6 Disarm, Finesse 1 3
War Spear 1H P d8 Punch, Puncture, T(20/60), V(d10), D[d4] d10 T(30/120), V(d12) 3 25
Winged Spear 1H (F) P d6 Disarm, Punch, Riposte, T(30/120), V(d8) d8 Nimble, V(d10) 1.5 25

Finesse Weapons

Weapon Wield Dmg dx Basic dx Master Wt Cost
Arquebus Heavy (F) P d12 Firearm 2d10+5(300/900) Punch, Puncture, Reload, Sighted d12 Brace, D[d6], Finesse, Reach 10 750
Bite 2H (F) --- --- Natural, Entangle, Nimble, Wound --- Barbed --- ---
Bladed Bow Heavy (F) S d8 Melee d6, Ranged d8(120/600) d8 D[d6] 5 100
Bladed Staff 2H (F) Reach P/S 2d4 Balanced, D[d4] 2d4 D[2d4] 6 100
Boomerang Light (F) B/S d6 Melee, Disarm, T(40/120) d6 Stagger, T(80/240) 1 3
Bo Staff 2H (F) B d6 D[d4], Trip d6 Deflect, D[d6], Lunge 2 0.3
Cane Sword 1H (F) P/S d6 Conceal, Entangle, Puncture, Riposte, Trip d8 Light* 3 35
Chakram Light (F) S d6 Melee, Keen, T(40/120) d8 T(80/500) 0.5 0.1
Claw 1H (F) S --- Natural, Keen, Nimble, Wound --- Light --- ---
Compass Blade 1H (F) P/S 2d4 T(40/60), Keen, Wound 2d4 T(60/60)D[2d4] 1.5 100
Cutlass 1H (F) P/S d6 Deflect, Punch d8 --- 2.5 10
Dagger Light (F) P/S d4 Balanced, Conceal, T(20/60) d4 --- 1 2
Dart Light (F) P d4 Punch, Puncture, Slip, T(30/60) d6 T(60/120) 0.05 0.1
Estoc 2H (F) P d8 Brace, Punch, Wound d8 1H, Puncture, Lunge, V(d10) 3 25
Glaive Heavy (F) Reach P/S 2d6 Balanced, Brace 2d6 Stagger, Lunge 5 20
Gunblade 1H (F) P/S d8 Firearm 2d6+5(40/160), Reload, Hipshot, Steady 2d4 --- 3 450
Hand Spear Light (F) P d4 Balanced, Puncture, Slip, T(20/40) d4 Nimble, T(20,60) 1 2
Hidden Blade 1H Aff. (F) P d4 Conceal, Nimble, Puncture, Slip d4 --- 1 50
Hook Sword Light (F) S d6 Disarm, Trip, Wound d6 Entangle, Lunge 2 60
Interceptor 1H Aff. (F) B Mod +1AC, Conceal, Deflect (d6) d4 Deflect (d8), Disarm, Entangle, Trip 1 3
Javelin Light (F) P d6 Punch, T(30/120) d8 Sunder, T(30/240) 1 1
Katana Light Versatile (F) P/S d6 Keen, V(d8) d8 1H Deflect (d8+Prof) 2H Deflect (2d10), V(d10) 2 10
Katar Light (F) P/S d4 Conceal, Keen, Nimble d6 --- 1 5
Kama Light (F) P+S d4 Keen, Nimble, T(20/60) d4 Entangle, Trip, T(30/60) 1 2
Knuckle Axe Light (F) P/S d6 Deflect, Keen d6 --- 1 25
Kukri Light (F) P/S d6 Keen, Trip, T(40/80) d6 Disarm, T(60/80) 2 3
Kunai Light (F) P d4 Melee, Conceal, Deflect, T(20/60) d4 T(30/90) 0.25 0.1
Kusarigama 2H (F) Reach B+P/S+P d6 D[d6], Entangle, Stagger, Trip d8 D[d8], Keen 4 30
Lajatang Heavy (F) Reach P/S d10 Brace, D[d10] d12 D[d12] 8 75
Light Club Light (F) B d4 Conceal, T(20/60) d6 T(40/80) 2 0.1
Light Pick Light (F) P d4 Punch, Puncture, Slip, Trip, T(20/60) d6 --- 1 2
Mallet Light (F) B d4 Disarm, T(20/60) d6 --- 3 0.3
Mambele Light (F) P/S d6 Melee, Deflect, T(40/120) d6 Wound 1 2
Meteor Hammer 2H (F) Reach B d4 Conceal, Entangle, Lunge, Trip d4 Disarm 3 5
Naginata 2H (F) Reach P/S 2d6 Balanced, Keen 2d6 Deflect, Lunge 4 25
Nunchaku Light (F) B d4 Conceal, Entangle, Trip d4 Disarm, D[d4] 1 1
Punch Dagger Light (F) P/S d4 Conceal, Nimble, Punch d4 --- 0.5 1
Rapier 1H (F) P/S d8 Puncture, Riposte d8 Light, Lunge 2 25
Rope Hammer Light (F) B d6 Entangle, Trip d6 Deflect, Disarm 3 1
Saber 1H (F) P/S d8 Deflect, Keen 2d4 Light 2 35

Finesse Weapons (cont.)

Weapon Wield Dmg dx Basic dx Master Wt Cost
Sai Light (F) P d4 Conceal, Deflect, Nimble d4 +1AC, Disarm 1 5
Scimitar Light (F) S d6 Deflect, Riposte d8 Keen 2.5 25
Scorpion Whip 1H (F)Reach P+S d6 Entangle, Keen, Slip, Trip d6 Puncture 2 5
Short Glaive 2H (F) P/S 3d4 Balanced, Brace, Lunge 3d4 Puncture 4 25
Shortsword Light (F) P/S d6 Balanced d8 --- 2 10
Sickle Light (F) P/S d4 Entangle, Keen, Puncture, Trip d6 --- 2 1
Sling Light (F) B d4 Rd8(60/180), Conceal, Disarm d6 Rd10, Entangle, Trip 0.25 0.1
Smallsword Light (F) P d6 Punch, Riposte, Slip d6 Lunge 1 30
Stiletto Light (F) P d4 Conceal, Punch, Puncture d4 Entangle 1 5
Sword Breaker Light (F) P/S d4 Disarm, Deflect d6 Sunder 2 50
Tentacle Light (F) B --- Natural, Entangle, Light, Trip --- Disarm --- ---
Throwing Knife Light (F) B/P/S d4 Melee, Conceal, T(30/90) d4 T(60/120) 0.5 0.25
Throwing Star Light (F) P d4 Conceal, Nimble, T(20/60) d4 T(40/120) 0.05 0.1
Tomahawk Light (F) P/S d4 T(40/120), Slip, Trip d4 Disarm 1 1
Trisectional Staff 2H (F) Reach B d6 D[d4], Entangle, Trip, D[d4] d6 Balanced, Disarm, D[d6] 3 10
Unarmed Strike 1H (F) B d4 Nimble Table Deflect, Disarm, Light, Trip - -
Wakizashi Light (F) P/S d4 Keen, V(d6) d6 1H Deflect (d6+prof), 2H Deflect (2d8) 1.5 5
Wall Pick Light P d4 Barbed, Entangle, Punch, Trip, T(20/60), Wound d6 Disarm, Finesse 1 3
War Fan Light (F) B/P/S d4 Conceal, Keen, Wound d4 Deflect 1 10
War Poi 2H (F) Reach B+Fire d6 Fire d4, Disarm, Entangle, Knockback, Trip d6 Fire d6 3 15
Whip 1H (F) Reach (15ft) S d4 Disarm, Entangle, Trip d6 Keen, Light 1 2
Whip Dagger 2H (F) Aff. P/S d4 Conceal, Entangle, Reach d4 (Aff.) Lunge 2 15
Whip Sword (Sword) 1H (F) P/S d8 V(d10) d8 Lunge, Puncture 3 250
Whip Sword (Whip) 1H (F) Reach S d6 Barbed, Entangle, Trip d8 Keen - -
Wings 1H (F) B --- Natural, Deflect (d6), Knockback, Trip --- Deflect (d8), Lunge --- ---
Winged Spear 1H (F) P d6 Disarm, Punch, Riposte, T(30/120), V(d8) d8 Nimble, V(d10) 1.5 25

Simple Melee Weapons

Weapon Wield Dmg dx Untrained dx Basic Wt Cost
Bar Mace 1H B+S/B+P d6 Disarm d8 1H 3 3
Bo Staff 2H B d6 --- d6 [d4] Double Ended, Finesse, Trip 2 0.3
Dagger Light (F) P/S d4 Balanced d4 Conceal, T(20/60) 1 2
Flanged Mace 1H B+S d6 Sunder d6 Punch 4 5
Gauntlet 1H B/P/S d4 Affixed, Deflect d6 Disarm, Light, Nimble, Riposte 1 10
Greatclub Heavy B d8 Stagger d8 Disarm, Punch 8 0.2
Guisarme Heavy Reach P/S d10 Brace, Trip d12 Entangle 5 10
Hand Spear Light (F) P d4 Puncture, T(20/40) d4 Balance, Slip, T(20/60) 1 2
Handaxe 1H S d6 T(10/30) d6 Light, T(20/60), Trip 2 5
Heavy Club 2H B d6 --- d6(2d4) Versatile, T(20/40) 3 0.1
Javelin 1H (F) P d6 Punch, T(20/60) d6 Light, T(30/120) 1 1
Kama Light (F) P+S d4 T(20/60) d4 Keen, Nimble 1 2
Kukri Light P/S d6 Keen, T(20/60) d6 Finesse, T(40/80), Trip 2 3
Light Club Light (F) B d4 Conceal d4 T(20/60) 2 0.1
Light Flail Light B+P d4 Trip d6 Disarm 3 8
Light Pick Light (F) P d4 Punch, T(10/40) d4 Puncture, Slip, T(20/60), Trip 1 2
Mallet Light B d4 --- d4 Disarm, T(20/60) 3 0.3
Morningstar Reach B+P d8 Brace, Sunder d10 Punch 6 15
Nunchaku 1H (F) B d4 Conceal d4 Entangle, Light, Trip 1 1
Pike Heavy, Reach P d10 Brace, Puncture d12 Lunge 8 5
Punch Dagger Light (F) P/S d4 Conceal, Nimble d4 Punch 1 1
Quarterstaff 2H B d6 --- d8 [d6] Double Ended, Trip 3 0.5
Ravenbeak Heavy, Reach P/S d8 Brace, Trip d10 Entangle, Lunge 3 15
Scourge 1H S d4 Wound d6 Disarm, Trip 3 3
Shortsword Light (F) P/S d6 --- d6 Balanced 2 10
Sickle Light P/S d4 Keen, Puncture, Trip d4 Entangle 2 1
Side Baton Light B d4 Riposte d6 Deflect 2 5
Spiked Mace Light B+P d6 Wound d6 Punch 3 3
Stiletto Light (F) P d4 Punch, Puncture d4 Conceal 1 10
Tomahawk 1H P/S d4 T(10/30) d4 Finesse, Light, Slip, Trip 1 1
War Scythe Heavy Reach P/S d8 Keen, Puncture, Trip 2d4 Entangle 8 5
Winged Spear 1H (F) P d6(d8) T(20/60), Versatile d6(d8) Disarm, Punch, RiposteT(30/120) 2 25

REFERENCE

Simple Ranged Weapons

Weapon Wield Dmg Range dx Untrained dx Basic Range Wt Cost
Atlatl 1H P 60/240 d8 Reload bonus, Punch d8 Reload object 100/300 1 1
Blowgun 1H P 25/50 d1 Conceal, Hipshot d4 Light 25/500 1 1
Bone Bow Heavy P 40/100 d10 Melee d8, Stagger d10 Knockback 60/240 5 15
Dart Light (F) P 20/60 d4 Punch, Puncture, Slip, T(20/60) d4 T(30/60) 30/60 0.1 0.1
Hand Crossbow Light P 20/60 d6+2 Reload Object, Hipshot, Keen, Steady d6+2 Reload Free 30/120 2 75
Heavy Crossbow Heavy P 80/200 d10+4 Reload attack, Keen, Punch, Puncture. Sighted d10+4 Reload Bonus, Trip 100/400 8 75
Kunai Light (F) P 10/30 d4 Melee d4, Conceal, T(20/60) d4 Deflect 20/60 0.25 0.1
Light Crossbow 2H P 60/200 d8+3 Reload Bonus, Keen, Punch, Sighted, Steady d8+3 Reload Reaction 80/320 5 25
Recurve 2H P 80/320 d8 Steady d8 Balanced 100/400 2 75
Repeating Crossbow 2H P 60/200 d6 Reload free*, Keen, Steady d6 --- 6 300
Shortbow 2H P 60/240 d6 Hipshot d6 Balanced 80/320 2 25
Sling Light (F) B 60/400 d8 Reload Object d10 Reload free, Conceal, Disarm 150/600 0 0.1
Sling Staff 2H B 60/400 d6 Melee d6, Reload object d6 Double Ended (d8), Reload Free, Entangle 150/600 4 2
Sling Tube 2H B/P/S 30/90 d6 Reload Bonus, Conceal, Hipshot d6 Reload object 60/180 2 10
Throwing Star Light (F) P 10/30 d4 Conceal, Nimble, T(10/30) d4 T(20/60) 20/60 0.1 0.1
Wrist Shot 2H B 40/160 d4 Conceal, Hipshot d4 Disarm 40/160 1 5

Monk Weapons - All Simple weapons with One-Handed are Monk weapons

Weapon Wield Dmg dx Basic dx Master Wt Cost
Bo Staff 2H (F) B d6 D[d4], Trip d6 Deflect, D[d6], Lunge 2 0.3
Broadsword 1H P/S 2d4 Keen, Punch 3d4 --- 3 20
Godendag 2H B/P d6 Punch, Puncture, Trip, T(20/60) d8 Disarm, Stagger, T(30/120) 5 12
Hook Sword Light (F) S d6 Disarm, Trip, Wound d6 Entangle, Lunge 2 60
Interceptor 1H Aff. (F) B Mod +1AC, Conceal, Deflect (d6) d4 Deflect (d8), Disarm, Entangle, Trip 1 3
Katana Light Versatile (F) P/S d6 Keen, V(d8) d8 1H Deflect (d8+Prof) 2H Deflect (2d10), V(d10) 2 10
Katar Light (F) P/S d4 Conceal, Keen, Nimble d6 --- 1 5
Knuckle Axe Light (F) P/S d6 Deflect, Keen d6 --- 1 25
Kusarigama 2H (F) Reach B+P/S+P d6 D[d6], Entangle, Stagger, Trip d8 D[d8], Keen 4 30
Meteor Hammer 2H (F) Reach B d4 Conceal, Entangle, Lunge, Trip d4 Disarm 3 5
Quarterstaff 2H B d8 D[d6], Trip d8 D[d8], Reach, Stagger 3 0.5
Rope Dart 2H P d4 R(20/50), Brace, Conceal, Entangle, Hipshot, Puncture d4 Disarm, Trip 50/50 5 10
Rope Hammer Light (F) B d6 Entangle, Trip d6 Deflect, Disarm 3 1
Scorpion Whip 1H (F)Reach P+S d6 Entangle, Keen, Slip, Trip d6 Puncture 2 5
Sai Light (F) P d4 Conceal, Deflect, Nimble d4 +1AC, Disarm 1 5
Sling Staff 2H B d6 Melee d6, D[d8], Entangle 2d4 Disarm, Melee d8, D[d10], Trip 150/600 4 2
Trisectional Staff 2H (F) Reach B d6 D[d4], Entangle, Trip, D[d4] d6 Balanced, Disarm, D[d6] 3 10
War Fan Light (F) B/P/S d4 Conceal, Keen, Wound d4 Deflect 1 10
Wakizashi Light (F) P/S d4 Keen, V(d6) d6 1H Deflect (d6+prof), 2H Deflect (2d8) 1.5 5
Whip Dagger 2H (F) Aff. P/S d4 Conceal, Entangle, Reach d4 (Aff.) Lunge 2 15
Unarmed Strike 1H (F) B d4 Nimble Table Deflect, Disarm, Light, Trip --- ---
Yumi 2H P d8 --- 2d4 --- 2.5 65

Underwater Weapons - all Natural weapons are underwater weapons

Melee Weapon Wield Dmg dx Basic
Dagger Light (F) P/S d4 Balanced, Conceal, T(20/60)
Estoc 2H (F) P d8 Brace, Punch, Wound
Gauntlet 1H Aff. B/P/S d6 Deflect, Disarm, Nimble, Riposte
Godendag 2H B/P d6 Punch, Puncture, T(20/60), Trip
Hand Spear Light (F) P d4 Balanced, Puncture, Slip, T(20/40)
Harpoon 1H P d6 Barbed, Puncture, T(20/60), Wound
Hidden Blade 1H Aff. (F) P d4 Conceal, Nimble, Puncture, Slip
Javelin Light P d6 Punch, T(30/120)
Katar Light (F) P/S d4 Conceal, Keen, Nimble
Knuckle Axe Light (F) P/S d6 Deflect, Keen
Kunai Light (F) P d4 Conceal, Deflect, T(20/60)
Lance 2H Reach P d12 Brace, 1H/Punch (mounted)
Net 2H - 0 Entangle, T(10/20)
Pike 2H Heavy Reach P d12 Brace, Lunge, Puncture
Punch Dagger Light (F) P/S d4 Conceal, Nimble, Punch
Rope Hammer Light (F) B d6 Entangle, Trip
Sai Light (F) P d4 Conceal, Deflect, Nimble
Shortsword Light (F) P/S d6 Balanced
Side Baton Light B d6 Deflect
Smallsword Light (F) P d6 Punch, Riposte, Slip
Spring Mace 1H Reach S+P d8 Knockback, Stagger, Trip
Stiletto Light (F) P d4 Conceal, Punch, Puncture
Throwing Knife Light (F) B/P/S d4 Conceal, T(30/90)
Trident 1H P d8 Deflect, Disarm, T(20/60), V(2d4), Wound
Unarmed Strike 1H (F) B d4 Nimble
War Spear 1H P d8 D[d4], Punch, Puncture, T(20/60), V(d10)
Winged Spear 1H (F) P d6 Disarm, Punch, Riposte, T(30/120), V(d8)
Ranged Weapon Wield Damage Basic Range Properties
Blowgun Light d4 25/100, Free Conceal, Light, Hipshot
Compound 2H d10 200/800, Object Puncture, Reload Object
Hand Crossbow Light d6+2 30/120, Free Light, Hipshot, Keen, Steady
Heavy Crossbow Heavy d10+4 100/400, Bonus Heavy, Keen, Punch, Puncture, Sighted, Trip
Hidden Crossbow Aff. d4+1 20/60, Object Affixed, Conceal, Hipshot, Light
Light Crossbow 2H d8+3 80/320, Reaction Keen, Punch, Sighted, Steady
Mauler 2H 3d4+3 20/80, Bonus Hipshot, Keen, Puncture
Portable Ballista Heavy* d12+5 150/600, Attack Entangle, Keen, Knockback, Punch, Puncture, Trip
Repeating Crossbow 2H d6 80/320, Free* Keen, Steady
Sling Tube 2H d6 60/180 object Conceal, Hipshot
Spinner 2H 2d4 30/120, Free* Disarm, Hipshot, Steady
Throwing Star Light(F) d4 T(40/120), Free Conceal, Nimble
Wrist Shot 2H d4 40/160, Free Conceal, Disarm, Hipshot

Underwater Combat

Remember when you or the target of your attack are underwater, you suffer disadvantage unless you wield an underwater weapon. If you are using a ranged weapon, it automatically misses beyond its normal range. And remember that targets fully immersed in water have resistance to fire damage!

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Homebrew by Commander Fayne.

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