Exotic Weapons and Items

by Bordraw

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Exotic Weapons and Items

These unusual weapons and items offer abilites surpassing the regular gear available to an adventurer. They may be commissioned from the forges of master smiths, looted from the bodies of elite warriors, stolen from the private collections of nobles or bought at exclusive auctions.

Armor

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Ankheg Hide Armor

Armor (hide), uncommon
This chitinous armor was crafted from the carapace of an ankheg. You gain a +3 bonus to AC while you wear this armor.

Buckler

Armor (shield), common
This small metal shield is used to deflect strikes. It increases your Armor Class by 1 (replacing the shield's normal bonus to AC) and you are proficient in its use if you are proficient with light armor. It also weighs half as much as a regular shield and can be donned or doffed without using an action.

Darkwood Armor

Armor (breastplate, half plate, splint or shield), uncommon
Darkwood is a light but dense wood that is as strong as steel and cannot catch fire. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the darkwood version of the armor doesn’t. This armor weighs half as much as its mundane equivalent.

Drow Silk Armor

Armor (padded), rare
This thin and surprisingly durable armor is woven from the treated silk of giant spiders. You gain a +2 bonus to AC while you wear this armor. This armor does not impose disadvantage on Dexterity (Stealth) checks, and can be worn under normal clothing. You are considered proficient with this armor even if you lack proficiency with light armor.

Elven Chain

Armor (chain shirt), rare
This fine mail was smithed by elven masters. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This armor weighs half as much as its mundane equivalent.

Mithral Armor

Armor (medium or heavy, but not hide, or shield), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This armor weighs half as much as its mundane equivalent.

Spiked Shield

Armor (shield), common
This shield has spikes protruding from it that allow it to be used offensively. This shield can be used to make melee weapon attacks that deal piercing damage equal to 1d4 + your Strength modifier. You are proficient with this attack if you are proficient with shields. If you succeed at a shove attempt using this shield, you can choose to make an attack with the shield as part of the shove action.

Tower Shield

Armor (shield), uncommon
This thick, unwieldy shield is large enough to cover you from ankle to shoulder. It increases your armor class by 3 (this replaces the shield's normal bonus to AC.) While this shield is equipped, you have disadvantage on Dexterity (Stealth) checks, and if your Strength score is lower than 15, your speed is reduced by 10 feet as if you were wearing heavy armor. It weighs twice as much as a regular shield.

Items

Bomb

Item, uncommon
This 3lb iron ball is filled with alchemical explosives and has a short fuse extending from it. As an action, you may light and throw it at a point up to 30 feet away. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw, taking 4d6 thunder damage on a failed save or half as much damage on a successful one. You must have a source of fire to light the bomb, and it cannot be lit while it is wet.

Smokestick

Item, uncommon
This alchemically treated rod emits thick, opaque smoke when ignited. As an action, you can ignite this stick and throw it at a point up to 30 feet away. A 20-foot-radius sphere of smoke appears on this point until a wind of at least 10 miles per hour blows it away, or until the end of the next round. The smoke spreads around corners and heavily obscures the area it fills. This item weighs 1lb.

Spiked Gauntlets

Item, common
These gauntlets have had spikes affixed to the knuckles. While worn, unarmed strikes using fists deal 1 extra point of piercing damage.

Tanglefoot Bag

Item, uncommon
This oiled leather bag is filled with a sticky tar that hardens on contact with air. As an action, you can throw this bag up to 30 feet away, bursting on impact. Make a ranged attack against a creature, treating the tanglefoot bag as an improvised weapon. On a hit, the target is coated in tar and restrained until it is freed. A tanglefoot bag 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 14 Strength check, freeing itself or another creature within its reach on a success. Tanglefoot bags do not work underwater, and submerging a creature in water frees it from the tar at the end of its next turn. This item weighs 1lb.

Exotic Weapons and Items

Thunderstone

Item, uncommon
This 1lb stone is made of a rare material that produces a bright flash and a resounding bang when shattered. As an action, you may throw it at a hard surface up to 30 feet away. The stone creates a loud noise and each creature within 10 feet of that point must make a DC 14 Constitution saving throw or become stunned until the end of their next turn and deafened for one hour. The noise the thunderstone emits can be heard up to 100 feet away.

Weapons

Adamantine Weapon

Weapon (any ammunition or any metal), uncommon
This weapon was forged from adamantine, and has unsurpassed hardness. When you score a critical hit with the weapon you can add your ability modifier to the attack's damage twice. If the target of your attack is made of adamantine or has adamantine armor, then this bonus is not applied, but the attack is still a critical hit. Whenever you hit an object with this weapon, the hit is a critical hit.

Arbalest

Weapon (heavy crossbow), uncommon
This overpowering crossbow has such a heavy draw weight that it must be loaded using a built in crank mechanism. This weapon deals 1d12 piercing damage.

Barbed Ammunition

Weapon (arrow or bolt), common
This ammunition has been tipped with a wickedly barbed head that causes debilitating wounds. When a beast or humanoid is hit with this ammunition it must succeed a DC 12 Constitution saving throw or have its movement speed reduced by 10 feet until the end of its next turn. If a creature is hit multiple times the effects do not stack. This ammunition is ruined upon impact and cannot be recovered.

Bastard Sword

Weapon (longsword), uncommon
This sword has been expertly smithed with a longer blade and a hand-and-a-half grip. This weapon deals 1d10 damage when wielded one handed and 2d6 damage when wielded with two hands.

Chakram

Weapon (dart), uncommon
This circular blade is balanced for throwing. This weapon deals 1d6 slashing damage and has a normal range of 30 feet and a long range of 120 feet.

Cold Iron Weapon

Weapon (any ammunition or any metal), uncommon
This weapon is made of unforged iron, deadly to many extraplanar creatures. When used against Fey or Fiends, this weapon's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it deals an extra 1d4 force damage.

Composite Bow

Weapon (longbow or shortbow), uncommon
This bow has been reinforced with sinew and horn to allow for a heavier draw strength than a regular bow. You can choose to add your Strength modifier to the damage roll when making a ranged attack with this weapon.

Crossbow, Repeating

Weapon (hand, heavy, or light crossbow), uncommon
This crossbow boasts a mechanism that allows it to be fired rapidly. This weapon does not have the loading property.

Darkwood Weapon

Weapon (arrow, bolt or any wooden), uncommon
Weapons made from darkwood are prized for their durability and light weight. This weapon weighs half as much as its mundane equivalent and cannot catch fire.

Dire Flail

Weapon (flail), uncommon
This intimidating weapon is a staff with a flail head on either end. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second flail as if you were two weapon fighting. This weapon has the two-handed property.

Dwarven Urgrosh

Weapon (battleaxe), uncommon
This long, finely crafted battleaxe has a spearhead at the bottom end of the haft. If you are wielding this weapon two handed and you use the attack action to make a melee attack with it on your turn, you can use a bonus action to make a melee attack with the spearhead as if you were two weapon fighting. This attack deals 1d6 piercing damage.

Dwarven Waraxe

Weapon (battleaxe), uncommon
This fearsome creation offers the power of a greataxe in one hand. This weapon deals 1d10 damage when wielded one handed and 1d12 damage when wielded with two hands.

Elven Longblade

Weapon (rapier), uncommon
This thin sword is uncannily quick to strike. This weapon has the light property and can deal piercing or slashing damage.

Elven Samaren

Weapon (longsword), uncommon
This sword has a second, smaller blade extending from the pommel. If you are wielding this weapon two handed and you use the attack action to make a melee attack with it on your turn, you can use a bonus action to make a melee attack with the second blade as if you were two weapon fighting. This attack deals 1d6 slashing damage.

Exotic Weapons and Items

Gnome Hooked Hammer

Weapon (light hammer), uncommon
This cleverly forged hammer has a hook affixed to its head. This weapon deals 1d8 damage. When wielding this weapon, you can use your bonus action to attempt to trip a creature within 5 feet of you. If the target is Medium or smaller, it must make a strength saving throw (DC 8 + your proficiency bonus + your strength modifier) or be knocked prone.

Halfling Glader

Weapon (scimitar), uncommon
This boomerang-shaped sword is constructed out of wood sharpened to a fine edge. This weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. You can use your action to make a special ranged attack with this weapon: immediately after the attack, the weapon flies back to your hand.

Kanabo

Weapon (greatclub), common
This metal-studded greatclub provides improved concussive force. This weapon deals 1d10 bludgeoning damage.

Katar

Weapon (shortsword), common
This sword is held with the blade extending forwards from the knuckles, allowing it to be used with a punching motion. You may use your bonus action to make weapon attacks with this weapon instead of unarmed strikes when using the monk's Flurry of Blows and Martial Arts class features.

Katana

Weapon (longsword), uncommon
This gently curved sword allows a properly trained wielder to make blindingly quick strikes, despite its length. This weapon has the finesse property

Kukri

Weapon (dagger), common
The heavy, curved blade of this dagger lends it superior cutting power. This weapon deals 1d6 slashing damage.

Masterwork Weapon

Weapon (any ammunition, melee or ranged), uncommon
This weapon has been flawlessly crafted. You gain a +1 bonus to attack rolls made with this weapon.

Mithral Weapon

Weapon (any metal), uncommon
This weapon was cast from mithral and feels feather-light in the hand. If a weapon does not have either the heavy or two handed property, the mithral version has the light property. This weapon weighs half as much as its mundane equivalent.

Nunchaku

Weapon (club), common
This weapon consists of two balanced clubs connected with rope or chain. It has the finesse and versatile properties and deals 2d4 damage when wielded two-handed.

Orc Double Axe

Weapon (greataxe), uncommon
This brutal weapon has axe heads at either end of its haft. This weapon deals 1d10 slashing damage. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second axe head as if you were two weapon fighting.

Recurve Bow

Weapon (longbow), uncommon
This bow takes on a double curve when strung to increase the power of its shot relative to its size. This weapon deals 1d10 damage and does not have the heavy property.

Silvered Weapon

Weapon (any ammunition or melee), common
This weapon has been carefully plated with silver to avoid undermining its effectiveness. Some monsters that are resistant or immune to nonmagical weapons are susceptible to silver weapons.

Spiked Chain

Weapon (flail), uncommon
This long, carefully balanced chain has wicked spikes affixed to it and a handle at one end. This weapon has the reach and finesse properties.

Sling-Staff

Weapon (quarterstaff), common
This staff has a specially carved head that mounts a sling. This weapon can be used to make ranged weapon attacks with sling bullets. When using the sling, this weapon has the ammunition and range properties and deals 1d6 bludgeoning damage with a normal range of 60 feet and a long range of 240ft.

Swordstaff

Weapon (halberd), uncommon
This unusual polearm has a long, sword-like blade at the tip. This weapon deals 1d12 piercing or slashing damage.

Tinker Bow

Weapon (shortbow), uncommon
This compact bow incorporates cams and pulleys to multiply draw strength. This weapon deals 1d8 damage and has a normal range of 100 feet and a long range of 400 feet.

Twin Sword

Weapon (scimitar), common
This scimitar is designed to fit in a scabbard with another matching blade. When this weapon is paired with a second twin sword, both can be drawn or stowed at the same time when normally only one could be drawn or stowed.

Two-Bladed Sword

Weapon (greatsword), uncommon
This sword has a blade extending from either end of its hilt. This weapon deals 1d10 slashing damage. When you use the attack action on your turn to make a melee attack with this weapon, you can use a bonus action to make a melee attack with the second blade as if you were two weapon fighting.

Exotic Weapons and Items

Buying and Selling Exotic Equipment

While exotic items will not be available to most beginning adventurers, some may find themselves in a position to buy and sell these rarities. These rules are suggestions for how to price these items in a balanced and believable manner.

Armor
Name Price
Armor
 Ankheg Hide Armor 900gp
 Drow Silk Armor 1000gp
 Elven Chain 1200gp
Shield
 Buckler 15 gp
 Spiked Shield 30 gp
 Tower Shield 200 gp
Enhancements
Name Price
 Composite Bow +200 gp
 Cold Iron Weapon +150 gp
 Masterwork Weapon +200 gp
 Silvered Weapon +100 gp
Materials
Name Price
 Adamantine +100 gp/lb.
 Darkwood +30 gp/lb.*
 Mithral +50 gp/lb.*
Items
Name Price
 Bomb 60 gp
 Smokestick 15 gp
 Spiked Gauntlets 50 gp
 Tanglefoot Bag 80 gp
 Thunderstone 80 gp
Weapons
Name Price
Simple Melee Weapons
 Gnome Hooked Hammer 120 gp
 Kanabo 30 gp
 Kukri 25 gp
 Nunchaku 15 gp
 Sling-Staff 25 gp
Simple Ranged Weapons
 Chakram 25 gp
 Repeating Light Crossbow 125 gp
 Tinker Bow 125 gp
Martial Melee Weapons
 Bastard Sword 250 gp
 Dire Flail 120 gp
 Dwarven Urgrosh 150 gp
 Dwarven Waraxe 220 gp
 Elven Longblade 100 gp
 Elven Samaren 180 gp
 Halfling Glader 250 gp
 Katar 35 gp
 Katana 100 gp
 Orc Double Axe 250 gp
 Spiked Chain 150 gp
 Swordstaff 150 gp
 Twin Sword 35 gp
 Two-Bladed Sword 350 gp
Martial Ranged Weapons
 Arbalest 250 gp
 Recurve Bow 250 gp
 Repeating Hand Crossbow 175 gp
 Repeating Heavy Crossbow 150 gp
Ammunition
 Barbed Ammunition (10) 5 gp

*When a material reduces the weight of an item, calculate the price based on the original item's weight.

Exotic Weapons and Items

Exotic Craftsmanship

When an exotic material has a flat price, that price is added to the base price of the original weapon (or 10 pieces of ammunition). This reflects the cost of both materials and expertise. For example, 20 Masterwork bolts would cost 402gp.

Materials and Enhancements

An item can only benefit from one exotic material at a time. For example, armor made of mithral and adamantine can only gain benefits from one of the source materials. Enhancements, on the other hand, can be combined with impunity. Enhancements can also be combined with a material, except in the case of cold iron weapons.

For example, if you were to allow players to commission a silvered masterwork mithral katana, it would sell for 550gp: 100gp katana + 150gp mithral (3lbs * 50gp) + 200gp masterwork + 100gp silvered.

Magical Exotic Weapons

Exotic weapons can be enchanted just like regular weapons. When determining the rarity of such an item, an uncommon exotic item should be considered equivalent to a +1 magical weapon.

For example, a +1 bastard sword would be a rare magic item, whereas a +1 longsword is merely uncommon. Similarly, a +1 mithral bastard sword might be considered a very rare magic item.

A Note on Class Abilities

For the purposes of class abilities, tool proficiencies or magical effects that allow a character to summon or create non-magical items (such as the Warlock's Pact of the Blade feature or the School of Conjuration Wizard's Minor Conjuration feature), the weapons and items on this list should be considered magical. These items require the precise attention of a master craftsman to create, and attempts to reproduce their mundane properties require that level of skill.

 

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