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The World of Aiwan Western Weaponry

Simple Weapons

(Simple - Western)
Light Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Hanbo 1 gp 1d6 x2 2 lb. B Monk, Trip PF
(Martial - Western)
Light Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Butterfly Sword 20 gp 1d4 19-20/x2 1 lb. S Monk, Special, Finesse PF
Iron Brush 2 gp 1d3 x2 15/30 ft. 1 lb. P Concealable, Finesse PF
Jutte 8 gp 1d6 x2 1 lb. B Monk, Disarm PF
Karambit 2 gp 1d3 x3 S Monk, Concealable, Finesse PF
Lungchaun Tamo 5 gp 1d4 x2 20/60 ft. 1 lb. P or S Monk, Finesse PF
Shang Gou 6 gp 1d4 x2 1 lb. S Monk, Special, Finesse PF
Tonfa 1 gp 1d6 x2 1 lb. B Blocking, Monk PF
Wushu Dart (5) 2 gp 1d3 x2 15/30 ft. P Monk, Finesse PF
(Martial - Western)
Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Nine Ring Broadsword 15 gp 1d8 x3 4 lb. S Monk, Versatile, Stealth PF
Double Chicken Saber 12 gp 1d6 19-20/x2 3 lb. S Disarm, Monk PF
Hooked Lance 3 gp 1d8 x4 10 lb. P Reach, Trip, Two-Handed, Heavy PF
Monk's Spade 20 gp 1d6/1d6 x2 12 lb. B or P or S Double, Monk, Two-Handed PF
Naginata 35 gp 1d8 x4 9 lb. S Reach, Two-Handed, Heavy PF
Nodachi 60 gp 1d10 18-20/x2 8 lb. S or P Brace, Two-Handed, Heavy PF
Sansetsukon 8 gp 1d10 19-20/x2 3 lb. B Blocking, Disarm, Monk, Two-Handed PF
Tri-point double-edged Sword 12 gp 1d10 x3 14 lb. P Reach, Two-Handed, Heavy PF
Tiger Fork 5 gp 1d8 x2 8 lb. P Brace, Monk, Two-Handed PF
(Martial - Western)
Ranged Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Tube Arrow Shooter 3 gp 1d4 x2 30/120 ft. 1/2 lb. P Concealable PF
Bamboo Shaft Arrow (10) 1 gp 1/2 lb. PF
Whistling Arrows (20) 2 gp 3 lb. Special PF
Poisoned sand tube 1 gp special special 1 lb. Special PF
(Exotic - Western)
Light Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Bich’hwa 5 gp 1d4 19-20/x2 2 lb. P or S Monk, Finesse PF
Dan Bong 1 sp 1d3 19-20/x2 15/30 ft. B Blocking, Monk PF
Fighting Fan 5 gp 1d4 x3 S or P Feint, Monk, Finesse PF
Kama 2 gp 1d6 x2 2 lb. S or P Trip, Monk, Finesse PF
Nunchaku 2 gp 1d6 x2 2 lb. B Disarm, Monk, Finesse PF
Sai 1 gp 1d4 x2 1 lb. B Disarm, Monk, Finesse PF
Siangham 3 gp 1d6 x2 1 lb. P Monk, Finesse PF
Tekko-Kagi (Iron Claw) 2 gp 1d3 x2 1 lb. P Disarm, Finesse PF
Wakizashi 35 gp 1d6 18-20/x2 2 lb. P or S Finesse PF
(Exotic - Western)
Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Katana 50 gp 1d8 18-20/x2 6 lb. S Versatile PF
Nine-Section Whip 8 gp 1d8 19-20/x2 3 lb. B Blocking, Monk, Feint, Trip PF
Temple Sword 30 gp 1d8 19-20/x2 3 lb. S Monk, Trip PF
Urumi 30 gp 1d8 18-20/x2 6 lb. S Finesse PF
Bo Staff 1 gp 1d6/1d6 x2 3 lb. B Blocking, Monk, Double, Two-Handed PF
Chain Spear 15 gp 1d6/1d6 x2 13 lb. P and S Double, Trip, Two-Handed, Heavy PF
Spiked Chain 25 gp 2d4 x2 10 lb. P Disarm, Two-Handed, Trip, Finesse PF
Double-Chained Kama 8 gp 1d6/1d6 x2 4 lb. S or P Double, Monk, Reach, Trip, Two-Handed, Special PF
Khakkhara 10 gp 1d8/1d8 x2 6 lb. B Double, Monk, Feint, Animal Brain
(Exotic - Western)
Melee Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Double walking stick Katana 50 gp 1d6 19-20/x2 6 lb. S Special PF
Kusarigama (sickle and chain) 12 gp 1d3/1d6 x2 3 lb. S or B Double, Monk, Reach, Trip, Grapple, Two-Handed PF
Kyoketsu Shoge 6 gp 1d4 x2 20 ft. 1 lb. S or P Monk, Disarm, Grapple, Reach, Two-Handed PF
Meteor Hammer 10 gp 1d8 x2 10 lb. B Reach, Trip, Two-Handed, Heavy, Special PF
Seven-Branched Sword 50 gp 1d10 x2 7 lb. S Disarm, Monk, Two-Handed PF
Tetsubo 20 gp 1d10 x3 10 lb. B Two-Handed, Heavy PF
(Exotic - Western)
Ranged Weapons
Name General Cost DMG Critical Range Weight Type Special Source
Shuriken (5) 1 gp 1d2 x2 15/30 ft. 1/2 lb. P Monk, Ammunition, Special PF

Weapon Properties

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half+ your expended ammunition by laking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon, a sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it to a large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9 of the phb.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you attack with it.

See text A weapon with the See text property has unusual rules governing its use, explained in the weapon's description see ("See text")

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed. This weapon requires two hands to use.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.

Monk. A monk weapon can be used by a monk to perform a flurry of blows.

Disarm, Grapple, Trip, Climb, Feint. When you use a "Property" weapon, you get a +2 bonus to "Property" Checks

Double. You can use a double weapon to fight as if fighting with two weapons. You can choose to wield one end of a double weapon two-handed, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round.

Brace. If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Nonlethal. These weapons deal nonlethal damage

Blocking. When you use this weapon to take the dodge action, you gain a +1 bonus to AC.

Fragile. When rolling a Natural 1 while wielding this weapon, the weapon breaks.

Unwieldy. If your Strength is lower than 19, you take a –2 penalty on attacks with it, as you’re unable to maneuver its daunting size and weight.

Oversized. Melee If your Strength is lower than 20 and you dont have the Great Weapon Master Feat, you get a -10 to attacks with these weapons. Ranged You cant move while firing this type of weapon. If your Strength is lower than 18 you get a -6 to damage and halved range with these weapons.

Animal. When attempting to scare away Beasts you get a +2 to the Intimidate or Animal Handling Check.

5e Special Weapons

Weapons with special rules are described here.

Butterfly Sword. Both weapons can be drawn at the same time, and they can be seperated as a free action and wielded in each hand to attack twice with one attack action.

Whistling Arrow. These arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound. The sound is audible within 500 feet of the flight path.

Poisoned Sand Tube. A poisoned sand tube is typically filled with fine sand that is soaked or coated with inhaled or contact poison.

When loaded with 3 doses of these types of poison, the wielder blows into the tube, dispersing the poisoned sand into her enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Constitution saving throw or be blinded for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a action.

Double-Chained Kama. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain.

Meteor Hammer. If you succeed at a trip attempt with a meteor hammer, you can drag your opponent 5 feet closer to you rather than knocking her prone.

You may use this weapon in two different ways:

Meteor: In meteor mode you use it as a double weapon.

Fortress: In fortress mode you cannot use it as a double weapon but gain reach and a +1 shield bonus to AC. Switching between these two modes is a free action decided at the start of your turn.

Shuriken. 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.