Exotic Weapons

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Exotic Weapons

New Weapon Properties

Exotic. Exotic weapons are extremely rare in the world and few are proficient in their use. To become proficient with an exotic weapon, a character must be trained in the use of that specific weapon.

Double. When you make a weapon attack with a double weapon on your turn, you can use a bonus action to make a second attack with the same weapon. A damage value in parentheses appears with the property—the damage dice for the second attack. You don't add your ability modifier to the damage of the second attack, unless that modifier is negative. If the double weapon is a ranged weapon, both attacks must be ranged weapon attacks with the same weapon.

Improved Critical. When you score a critical hit with a weapon attack using this weapon, roll the weapon dice three times instead of twice.

Special Weapons

Bladed Gauntlet. This weapon does not require a free hand.

Bolas. A Medium or smaller creature hit by a bolas must succeed a DC 10 Strength saving throw or become restrained until it is freed. A bolas has no effect on creatures that are formless, or creatures that are Large 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 bolas (AC 12) also frees the creature without harming it, ending the effect and destroying the bolas. When you use an action, bonus action, or reaction to attack with a bolas, you can make only one attack regardless of the number of attacks you can normally make.

Butterfly Sword. This weapon can be used as a monk weapon.

A monk using deflect missiles while wielding this weapon may roll 2d6 instead of 1d10 to determine the amount of damage reduced.

Claw Bracer. This weapon can be used as a monk weapon.

This weapon does not require a free hand.

Fukimi-bari. You have advantage on Dexterity (Stealth) checks made to conceal this weapon.

When you make an attack with this weapon, you may fire three darts instead of one. Make a separate attack roll with each dart.

Gnome Calculus. This weapon can be used to launch flasks or bottles of liquid.

Halfling Skiprock. If you hit a target with this weapon, you may choose to make an attack against another target within 5 feet of the first. The attack roll has disadvantage and deals the minimum damage for the dice rolled.

Harpoon. If you hit a creature that is Large or smaller with this weapon, you can use the attached chain to make a Strength (Athletics) check contested by the target's Dexterity (Acrobatics) or Strength (Athletics) check (the target chooses which ability to use) to pull the creature up to 10 feet closer to you using a bonus action.

Kama. This weapon can be used as a monk weapon.

Using the Attack action, you can make a special melee attack to trip a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your trip must be no more than one size larger than you, and it must be within your reach. You make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

Khopesh. Using the Attack action, you can make a special melee attack to trip a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your trip must be no more than one size larger than you, and it must be within your reach. You make a Dexterity (Acrobatics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

Manti. The first opportunity attack you make with this weapon each round does not use your reaction.

Panther Claw. When you attempt to disarm a target with an attack while holding this weapon, you have advantage on the attack.

Spinning Javelin. You may use half your movement to wrap a spinning javelin with string and tie the string to your finger.

If you use a spinning javelin without wrapping the javelin with string and tying it to your finger, treat it as a normal javelin.

This weapon deals 1d6 damage when used for a melee attack.

Stump Knife. A stump knife can only be equipped to an arm which has had its hand amputated.

A stump knife cannot be disarmed.

Tiger Claws. This weapon can be used as a monk weapon.

While tiger claws are equipped to both hands, the wielder has advantage on climb checks made to climb rocks, trees, or other surfaces where claws would be advantageous.

Tonfa. This weapon can be used as a monk weapon.

If your Dexterity score is at least 16, you have +1 AC while wielding a tonfa in each hand.

Two-ball Bolas. A Medium or smaller creature hit by a two-ball bolas must succeed a DC 13 Dexterity saving throw or be knocked prone until it is freed. A two-ball bolas has no effect on creatures that are formless, or creatures that are Large or larger. When you use an action, bonus action, or reaction to attack with a bolas, you can make only one attack regardless of the number of attacks you can normally make.

War Fan. You have advantage on Charisma (Deception) checks made to conceal this weapon.

Ward Cestus. Attacks with this weapon are considered unarmed strikes.

When you make an unarmed strike while holding this weapon, add double your Strength modifier to the damage roll.

Exotic Weapons Table
Name Cost Damage Weight Properties
Exotic Melee Weapons
Bastard Sword 35 gp 2d4 slashing 6 lb. exotic, heavy, versatile (2d6)
Bladed Gauntlet 30 gp 1d6 slashing 4 lb. exotic, finesse, light, special
Butterfly Sword 10 gp 1d6 slashing 2 lb. exotic, finesse, light, special
Chain-and-dagger 4 gp 1d8 piercing 4 lb. exotic, reach, two-handed
Claw Bracer 30 gp 1d4 piercing 2 lb. exotic, finesse, light, special
Dire Flail 90 gp 1d8 bludgeoning 10 lb. double (1d8 B.), exotic, heavy, two-handed
Double Mace 125 gp 1d8 bludgeoning 25 lb. double (1d8 B.), exotic, heavy, two-handed
Double Scimitar 125 gp 1d6 slashing 15 lb. double (1d6 S.), exotic, two-handed
Dwarven Urgrosh 50 gp 1d8 slashing 12 lb. double (1d6 P.), exotic, heavy, two-handed
Dwarven Waraxe 30 gp 1d10 slashing 8 lb. exotic, heavy
Fullblade 100 gp 2d8 slashing 23 lb. exotic, heavy, two-handed
Gnome Battlepick 10 gp 1d6 piercing 5 lb. exotic, finesse, improved critical, light
Gnome Hooked Hammer 20 gp 1d8 piercing 6 lb. double (1d8 P.), exotic, two-handed
Gyrspike 90 gp 1d8 slashing 20 lb. double (1d8 B.), exotic
Kama 2 gp 1d6 slashing 2 lb. exotic, finesse, light, special
Khopesh 20 gp 1d8 slashing 12 lb. exotic, special
Manti 15 gp 1d8 piercing 9 lb. exotic, special, two-handed
Mercurial Longsword 400 gp 1d8 slashing 6 lb. exotic, heavy, improved critical, versatile (1d10)
Mercurial Greatsword 600 gp 2d6 slashing 17 lb. exotic, heavy, improved critical, two-handed
Orc Double Axe 60 gp 1d8 slashing 15 lb. double (1d8 S.), exotic, heavy, two-handed
Panther Claw 75 gp 1d4 piercing 3 lb. exotic, finesse, light, special
Sapara 15 gp 1d6 slashing 6 lb. exotic, finesse, light
Spiked Chain 25 gp 2d4 piercing 10 lb. exotic, heavy, two-handed
Stump Knife 8 gp 1d4 piercing 2 lb. exotic, finesse, light, special
Three-section-staff 4 gp 1d8 bludgeoning 8 lb. exotic, finesse, improved critical, light, two-handed
Tiger Claws 5 gp 1d4 piercing 2 lb. exotic, finesse, light, special
Tonfa 2 sp 1d4 bludgeoning 2 lb. exotic, light, special
Two-bladed Sword 100 gp 1d8 slashing 10 lb. double (1d8 S.), exotic, heavy, two-handed
War Fan 30 gp 1d6 slashing 3 lb. exotic, finesse, light, special
Ward Cestus 10 gp --- 4 lb. exotic, special
Exotic Weapons Table (cont)
Name Cost Damage Weight Properties
Exotic Ranged Weapons
Bolas 5 gp 1d4 bludgeoning 2 lb. exotic, light, special
Chakram 15 gp 1d4 slashing 2 lb. exotic, improved critical, light, thrown (20/120)
Elven Double Bow 1,000 gp 1d8 piercing 3 lb. ammunition (90/360), double (1d8 P.), exotic, two-handed
Fukimi-bari 1 gp 1 piercing 1/10 lb. exotic, special
Gnome Calculus 50 gp Special 2 lb. ammunition (50/200), exotic, special
Great Crossbow 100 gp 1d12 piercing 22 lb. ammunition (100/400), exotic, heavy, loading, two-handed
Halfling Skiprock 3 gp 1d3 piercing 1/4 lb. exotic, light, special, thrown (10/40)
Harpoon 15 gp 1d10 piercing 10 lb. exotic, loading, special (15/30), two-handed
Orc Shotput 10 gp 2d6 bludgeoning 15 lb. exotic, heavy, thrown (10/40) two-handed
Repeating Heavy Crossbow 400 gp 1d10 piercing 12 lb. ammunition (120/480), exotic, heavy, reload (5 shots), two-handed
Repeating Light Crossbow 250 gp 1d8 piercing 6 lb. ammunition (80/320), exotic, reload (5 shots), two-handed
Shuriken 1 gp 1d2 piercing 1/2 lb. exotic, finesse, thrown (10/40)
Spinning Javelin 2 gp 1d8 piercing 2 lb. exotic, special, thrown (30/120)
Spring-loaded Gauntlet 200 gp 1d4 piercing 4 lb. exotic, light, loading
Throwing Iron 8 gp 1d6 slashing 3 lb. exotic, light, thrown (10/40)
Two-ball Bolas 5 gp 1d4 bludgeoning 2 lb. exotic, special, thrown (10/40)
Whip-dagger 125 gp 1d6 slashing 3 lb. exotic, finesse, improved critical, reach
 

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