Weapons To Bring To The Table

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

Adamantine Weapons

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

Mithril Weapons

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

Special Weapons

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

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

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

Dà Lannan. The dà lannan is a rod that is 3 feet in length. On either end, there is a blade for slashing at your enemies. While holding this weapon, you can use a bonus action on your turn to split the center rod into two swords. These swords are intended to be dual wielded, but can be wielded on their own. While you are dual wielding them, you may use your reaction to lock them back together.

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

Hidden Blade. This blade is on a slide, hidden in a gauntlet. You cannot be disarmed of it while you are wearing the gauntlet, and if searched, enemies must make a DC 20 Intelligence (History) check to determine that it is a weapon. If you posses dagger weapon proficiency, you are proficient with the hidden blade.

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

Khopesh. Immediately after you take the Attack action with this weapon, you can use a bonus action to make a shove attack. This shove attack can only be used to knock the target prone.

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