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Weapon Details and more

Gauntlet

Credit: Pathfinder

Benefit. This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.

Note. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.


Unarmed

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You know what fists are.


Battle Aspergillum

Credit: Pathfinder

Benefit. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled.

Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.


Brass Knuckles

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These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch.

Benefit. Brass knuckles allow you to deal lethal damage.

Drawback. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting).


Cestus

Credit: Pathfinder

The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists.

Benefit. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus.

Drawback. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).


Spring Blade

Credit: Google

This 4-inch blade is attached via a hinge to a wooden handle with a slot in the center, into which the blade can be folded. With a click of a switch, a spring thrusts the blade outward, where it locks into place until it is reset. Releasing the blade is a free action, and resetting it is a bonus action. The handle must be in your hand for the blade to be released; placing it in your hand requires the same type of action as drawing a weapon. A spring blade is easy to conceal: an observer must succeed at a DC 20 Perception check to notice the blade hidden within the wooden handle, and you gain a +4 bonus on Sleight of Hand checks to conceal a spring blade on your body.


Bayonet

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Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms.

Benefit. Bayonets allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons.

Attach/Remove: Attaching or removing a bayonet is a bonus action.


Kumade, and Collapsible

Credit: Credit for the image

Adapted from a garden rake, the kumade consists of a wood or bamboo pole topped with a metal claw. The rake head doubles as a grappling hook. When a kumade is secured to a surface, such as a rafter or window sill, its handle can be climbed as a 5-foot length of rope.


Lantern Staff

Credit: Google

This long metal staff has reservoirs for lamp oil, and a lantern-like structure at its head. The lantern staff is fueled as and provides light as a hooded lantern. While lit, attacks with the lantern staff deal 1 point of fire damage in addition to the normal damage. Any effects that apply to a quarterstaff, except those that require it be used as a double weapon, also apply to a lantern staff.

Boar Spear

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This spear with a spiraling blade has a metal crossbar approximately halfway down its length.

Benefit. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.

Stonebow

Credit: Google

Benefit(s) Instead of bolts, the stonebow shoots sling bullets. The bow has two strings with a leather pocket between them to hold the bullet. Loading a stonebow is a bonus action (a free action if you have the Crossbow Expert feat) that provokes attacks of opportunity.

You can shoot ordinary stones with a stonebow, but stones aren’t as dense or as round as bullets. When using stones, you take a –1 penalty on attack rolls and deal a damage die size smaller.


Boot Blade

Benefit. You can use a blade boot as an off-hand weapon.

Action. Releasing the knife is a swift action; rearming it is a full-round action.

Drawback. When the blade is extended, you treat normal terrain as difficult and difficult terrain as impassable.


Claw Blades

Race Tabaxi

These subtle blades can only be used by Tabaxi with the cat’s claws racial trait. Bought in a set of five, they fit over the wearer’s claws on one hand.

Benefit. The blades grant the wearer a +1 bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Tabaxi with the cat’s claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.

Dueling Dagger

This dagger is used in the off hand to block attacks. When you use the dodge action, your bonus to AC increases by 1. If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits. Any effects that apply to daggers apply to dueling daggers.

Scizore

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Benefit. The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your check against being disarmed of your scizore. Donning a scizore is a action.

Sword Cane

Benefit. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.


Bill

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When using the dodge action, this weapon gives you a +1 bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride checks to stay mounted.


Glaive Guisarme

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A mounted opponent hit by a glaive-guisarme takes a –2 penalty on his Ride checks to stay mounted.


Syringe Spear

A successful hit with the spear injects the liquid contents of the container (typically poison) into the target.

Action. Refilling a syringe spear takes 1 minute.


Ammentum

An amentum is a long leather thong that attaches to a javelin.

Benefit. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin to the weapon and greatly improving its range. Attaching an amentum to a javelin is a bonus action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.


Chakram

Benefit. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Dexterity save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.


Jolting Dart

This alchemically grown crystal dart builds up an electrical charge when thrown.

Benefit. A creature struck by the dart takes normal piercing damage and 1d6 points of electricity damage. Anyone proficient in darts can use a jolting dart. Once thrown, the dart is destroyed.


Hurlbat

A hurlbat is a throwing axe made from a single piece of flat metal. Every extremity of the hurlbat is sharpened, including the point of the handle.

Benefit(s) You can wield the hurlbat as a melee weapon, but it’s not designed for such use; you take a –1 penalty on melee attack rolls with the weapon, and you must succeed at a DC 15 Dexterity save when making melee attacks to avoid cutting yourself on an edge and taking 1 point of slashing damage. You don’t need to attempt this save while wearing heavy armor.


Pilum

Benefit. Like ammunition, a thrown pilum that hits its target is destroyed. If you hit an shield-using opponent with a pilum, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants of the pilum.


Spear sling

A spear-sling consists of a hollow tube with a loop of elastic material, such as rubber or sinew, attached to one end. The wielder draws a harpoon, javelin, shortspear, or spear through the tube, pulling the loop taut. Releasing the loop propels the shaft forward like a bow does an arrow.

Benefit(s) A harpoon, javelin, shortspear, spear, or other weapon shot from a spear-sling is treated as a projectile weapon instead of a thrown weapon, increasing its maximum range and allowing it to be used underwater. Using a spear-sling requires two hands.

Loading a spear-sling is a standard action that provokes attacks of opportunity.


Throwing Arrow Cord

This simple fiber or leather cord has a knot at either end. One end is wound once around the notch of a throwing arrow. The cord runs taut along the shaft to the front of the arrow, where you hold the arrow to throw. The remainder of the cord wraps around your hand. The cord dramatically increases the throwing arrow’s range.

Benefit(s) Attaching the cord to a throwing arrow is a bonus action that requires two hands and provokes attacks of opportunity. The Archery Fighting Style can be taken for throwing arrow cords, allowing you to load a throwing arrow as a free action.


Aklys

Credit: Pathfinder

Benefit. An aklys has a maximum range of 20 feet, allowing the user to retrieve the thrown aklys as a bonus action. The hook allows you to make trip attacks at range.

Barbazu Beard

A barbazu beard is an intimidating helm with a full facemask wrought to look like a snarling barbazu’s head. Extending from the chin area of the face guard is a razor-sharp blade much like an actual barbazu’s beard, usually 8 inches long but sometimes longer.

A barbazu beard can be used as an off-hand weapon that requires no hands to use; thus, a warrior could combine use of a barbazu beard with a two-handed weapon.

Attacking with a barbazu beard provokes an attack of opportunity. Because it is so close to the wearer’s face, using a barbazu beard against creatures harmful to touch (such as fire elementals and acidic oozes) has the same risks as using a natural weapon or unarmed strike against these creatures.


Battle Poi

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Benefit. The weight of the poi is insufficient to deal physical damage, but the burning fuel deals fire damage. If you are proficient in battle poi, you are treated as if you have the Two-Weapon Fighting feat for the purposes of making poi attacks.

Special. Poi can be extinguished by spending a full round action smothering them in sand or submerging them in water.


Item Details

Gnome Pincher

This odd weapon is a 2-foot rod topped with four blunt claws. Squeezing the handle causes the claws to close. You can use the gnome pincher to attempt a disarm or steal action with a +2 bonus. You can transfer an object from the pincher to your free hand as a free action. Gnomes treat gnome pinchers as martial weapons.

Butterfly Knife

Benefit: If you are proficient with the butterfly knife (or have the Quick Draw feat) and are holding it in your hand, you may open it as a free action; a nonproficient user must spend a bonus action to open it. Otherwise, treat this weapon as a dagger. When it’s closed, you gain a +2 bonus on Sleight of Hand checks made to conceal it on your body.

Rope Gauntlet

By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rockhard weapons easily capable of killing in a fistfight.

Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied can be worn for a day; removing a rope gauntlet takes 1 Action.

When wearing rope gauntlets, your attacks deal normal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage.

Your fingers are mostly exposed, allowing you to wield or carry items in your hands while wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision based tasks involving your hands (such as opening locks).

Sanpkhang

This elaborate knife is carved with special barbs and grooves, meant to channel toxins into the bloodstream. Any injury based poisons applied to this weapon increases the DC of the poison by 2. Applying the poison to the weapon unproficiently adds a -4 to the check not to get poisoned.

Sica

This blade is a smaller, lighter version of the shotel.

Benefit. You gain a +1 bonus on attack rolls with a sica against opponents using bucklers, light shields, or heavy shields.

WAveblade

Credit: Google

Also known as a “scorpion’s tail” due to its unique, stinger-like shape, this short, double-curved blade has no hilt but features a knuckle guard. You gain a +2 bonus to your Save against disarm attempts made to disarm you of a waveblade.

Estoc

An estoc is a sword about as long as a bastard sword, but designed exclusively for thrusting attacks. Its “blade” is a steel spike with a triangular, square, or hexagonal cross-section. Like the bastard sword, an estoc requires special training to use it one handed, but it can also be wielded as a two-handed martial weapon.

Knobkerrie

A knobkerrie, or iwisa, is carved from a single piece of hardwood with a shaft 2 to 4 feet long surmounted by a bulbous knob. The knobkerrie is a traditional hunting weapon, but it’s also used as a symbol of authority. Many tribal elders use decorated knobkerries as scepters or canes. A knobkerrie is thrown end-over-end.

Benefit(s) If you are proficient, you gain a +1 bonus on ranged attack rolls with a knobkerrie against opponents using bucklers, light shields, or heavy shields. If you aren’t proficient with a knobkerrie, treat it as a club.

Shotel

The shotel is a downward-curving sword designed to reach over or around an opponent’s shield.

Benefit: You gain a +1 bonus on attack rolls with a shotel against opponents using bucklers, light shields, or heavy shields.

Sickle-Sword

Favored by those with no talent for witchcraft, this exotic blade curves multiple times along its 3-1/2 feet. The sickle-sword’s hilt is long and curved, and its blade bears a small secondary grip partway up its length. These allow a wielder with a free hand to rapidly twist the sword in unpredictable ways. When wielding a sickle-sword in one hand and nothing in the other, you can spend a swift action to gain a +2 bonus on your next attack roll before the end of your turn.

Chain-flail, Dwarven (dorn-dergar)

This 10-foot-long chain is weighted at the end by a ball of solid iron the size of a large fist. By adjusting the slack of the chain, the weapon can be used either with or without reach. Changing between using it as a normal weapon and a reach weapon is a bonus action.

Elven Branched Spear

Behind this long pole weapon’s spearhead, several short branches project from the shaft at irregular intervals, each angled forward and tipped with a smaller leaf-like blade. When you make attacks of opportunity provoked by movement, you gain a +2 bonus on attack rolls.

Flying Blade

A flying blade is a large, crescent-shaped blade anchored to a 10-foot chain.

Benefit: You fight with a flying blade by spinning it about your head or by snapping it toward an opponent. The flying blade is a clumsy weapon and receives a –2 penalty on attack rolls, but when you make attacks of opportunity provoked by movement, you receive a +2 bonus on attack rolls instead of the penalty.

Gnome Ripsaw Glaive

The blade of this glaive is serrated and mounted on an axle, around which a heavy cord is wrapped. When the cord is pulled as a bonus action, the blade spins rapidly for a number of rounds equal to your Strength bonus. While the blade is spinning, you gain a +2 bonus on damage rolls with the weapon. When the blade is not spinning, treat this weapon as a glaive.

Totem Spear

If the user is trained in the spear’s use, a totem spear can be used by bards as a musical instrument of the Wind type. The spear itself has a strong, flexible shaft, and in the hands of one trained in its use, grants a +2 bonus on Acrobatics checks. The spear’s relatively wide head allows it to be used as a slashing weapon, swung side to side, or as a piercing weapon in a more traditional spear-fighting technique.

Switchscythe

This scythe has a spring-loaded blade that folds down into the weapon’s handle. Opening the scythe blade is a bonus action, and closing it again is a standard action. You can use a Sleight of Hand check to treat a closed switchscythe as a hidden weapon

Featherweight Dart

These extremely small and lightweight darts function like blowgun darts, except they are used to deliver poisons surreptitiously instead of dealing damage. When you hit with a dart, the poison is injected into the target while the dart breaks off and falls away, leaving the wound hard to spot. Any amount of damage reduction, hardness, or similar protection prevents the featherweight dart from delivering its injected poison. Anyone examining the target must succeed at a DC 20 Perception/Investigation check to find the puncture wound, while finding the dart itself at the location where it fell requires a successful DC 15 Perception check. This ammunition can be used in both blowguns and wrist launchers.

Crank Crossbow

This heavy crossbow has a winch mounted below the stock.

Benefit(s). Up to 50 feet of silk rope can be wound onto the winch as a full-round action that provokes attacks of opportunity. The wound rope can be attached to a barbed bolt or grappling bolt as part of reloading. After firing such a bolt, the wielder can use the winch to retract the rope or pull herself along the rope if the bolt is secure.

When used with a barbed bolt, the winch provides a +2 bonus on grapple checks to pull the target toward you.

When used with a grappling bolt, the winch provides a +2 bonus on Climb checks.

Launching Crossbow

Benefit: A launching crossbow is designed to launch splash weapons.

Load: Action that provokes attacks of opportunity.

Flask Thrower

This staff has a cradle at the end, designed to hold alchemical weapons such as acid. A flask thrower significantly extends the range of thrown substances that deal splash damage, such as acid, alchemist’s fire, or holy water, as well as that of tools such as tanglefoot bags, thunderstones, or caltrops.

Net

A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Throwing Shield

Benefit: This shield is designed for throwing and has specially designed straps allowing you to unclasp and throw it as a free action. Tower shields cannot be throwing shields.

Shuriken

Benefit: Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Drawback: A shuriken can’t be used as a melee weapon.

Arbalest

One of the largest crossbows, and suitably powerful for its size. The bow string is made of metal, requiring great strength to fire.

Requires a Strength of 15 to use.

Avelyn

Credit: Dark Souls

An extremely rare rapid-firing crossbow. Fires three successive bolts per attack action by means of an elaborate mechanism. Despite its use as a weapon, this crossbow is also a priceless work of art, and it bears resemblance to a musical instrument.

Repeating Crossbow

This crossbow was customized for repeat-firing to face mobs alone. Benefit: Fires four bolts per attack action, but you cannot move on a turn on which it is fired.

Sniper Crossbow

Long-range heavy crossbow used by High-Elven snipers.

Its lengthy base makes aiming difficult, and accurate usage requires a trained, dexterous hand.

Requires a Dexterity score of 16 to use.