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## Exotic Weapons
Your race, class, and feats can grant you proficiency with specific weapons, or with the **Simple** and **Martial** categories of weapons. This article introduces a third category, **Exotic** weapons. Exotic weapons are uncommon and require specific training to use effectively, by taking the Weapon Master feat or an associated racial proficiency feat. As usual, if you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. ***New Weapon Property: Double.*** If you attack with a double weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals one die of damage on a hit, instead of two. Both ends of a magical double weapon are considered magical, but may have different enchantments.
##### Exotic Weapons | Name | Cost | Damage | Weight | Properties | :---------|:-----------|:-|:-|:-| | Armor Spikes | 50% | 1d4 piercing | 1 lb | Light, Special | Bolas | 1 gp | - | 3 lb | Special, Thrown (range 15/30) | Clawed Gauntlet | 2 gp | 1d4 bludgeoning or slashing | 1 lb | Special, Light | Double Axe | 20 gp | 2d4 slashing | 8 lb | Double, Heavy, Two-handed | Double-bladed scimitar | 100 gp | 2d4 slashing | 6 lb | Double, Two-handed | Greatbow | 100 gp | 2d6 piercing | 10 lb | Ammunition (range 150/600), Heavy, Two-handed | Pincer Staff | 4 gp | 1d6 piercing | 3 lb | Reach, Special, Two-handed | Repeating Crossbow | 75 gp | 1d8 piercing | 5 lb | Ammunition (range 40/160), Two-handed | Spiked Chain | 20 gp | 1d6 piercing | 3 lb | Finesse, Reach, Two-handed | Swordbreaker | 25 gp | 1d6 slashing | 3 lb | Finesse, Light | Urgrosh | 20 gp | 1d10 slashing / 1d6 piercing | 6 lb | Heavy, Reach, Two-handed
\pagebreak ## Exotic Weapon Properties ### Armor Spikes Armor spikes can be added to a shield, studded leather, scale mail, half plate, or any heavy armor for 50% of the base cost of the armor. A magical enhancement to a suit of armor also makes the spikes' damage magical, but does not improve the spikes’ effectiveness. The spikes can be made into magic weapons in their own right. ***Special:*** You are considered to be wielding armor spikes while you have the spiked shield or armor equipped. Additionally, when you are grappled at the start of your turn, the target grappling you automatically takes damage from your armor spikes. *Note: You add your Strength modifier to damage rolls with the spikes only when you make an attack with them.* #### Feat: Battlerager You have mastered fighting in spiked armor. You gain the following benefits: * Increase your Strength score or Constitution score by 1, to a maximum of 20. * You gain proficiency with armor spikes. * While you are wearing spiked armor or have a spiked shield equipped, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. * When you use the Attack action to grapple a creature, the target takes damage from your armor spikes if your grapple check succeeds. ### Bolas Bolas are a type of throwing weapon made of weights on the ends of interconnected cords, used to capture animals by entangling their legs. Tieflings and hobgoblins have been known to use these weapons against humanoid targets to be captured alive. Bolas are considered monk weapons. ***Special:*** A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check with a DC equal to 8 + your Proficiency bonus, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. An enchanted bolas that would normally have a damage bonus instead adds the bonus to its HP and escape save DC. ### Clawed Gauntlet Clawed gauntlets are often crafted by dragonborn weapon-smiths to honor their heritage, but are sometimes included with spiked armor. Attacks with clawed gauntlets may be treated as your choice of weapon attacks or unarmed strikes. Your hands are considered to be free while wearing them. ***Special:*** Clawed gauntlets make it easier to grab and hold on to things. While you have the gauntlets equipped, you have advantage on Strength saving throws and on Strength (athletics) checks to climb. You also can't be disarmed against your will, unless you are incapacitated. \columnbreak ### Double Axe The double axe is an orc-developed weapon with axe heads on both ends of a long haft. Half-orcs and orogs with the discipline to master these cruel weapons wield them with fluid motions more akin to a quarterstaff than a greataxe. #### Feat: Axe Dancer *Prerequisite: Orc or half-orc* You are descended from a master of the double axe, and some of that mastery has passed on to you. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency with the double axe. * While you are holding a double axe with two hands, you gain a +1 bonus to armor class. * A double axe deals 2d6 damage when you wield it, instead of 2d4. ### Double Bladed Scimitar A double weapon where twin blades extend from either side of a central, short haft. Also known as a swordstaff, wielders attack in a dance of graceful but deadly flourishes. The Elf Weapon Training racial feature grants proficiency with the double bladed scimitar. #### Feat: Revenant Blade *Prerequisite: Elf* You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: * Increase your Dexterity or Strength score by 1, to a maximum of 20. * You gain proficiency with the double-bladed scimitar. * While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to armor class. * A double-bladed scimitar has the finesse property when you wield it. ### Greatbow These oversized compound bows are favored by goliaths, bugbears, and other creatures with great stature. #### Feat: Mighty Bow *Prerequisite: Powerful Build racial trait* You are capable of using oversized weapons. You gain the following benefits: * Increase your Dexterity or Strength score by 1, to a maximum of 20. * You gain proficiency with the greatbow. You are also proficient in using the greatbow as a melee weapon, which deals 1d8 bludgeoning damage. * When making an attack with the greatbow, you use your choice of your Strength or Dexterity modifier for the damage roll. \pagebreak ### Pincer Staff The pincer staff, or mancatcher, is a special polearm with a wide forked end in common use by kuo-toa. ***Special:*** When you hit a Medium or smaller creature with an attack using the pincer staff, you can make a grapple attempt as part of the same attack. Until this grapple ends, you can't make attacks with the staff against other targets. ### Repeating Crossbow A gnomish invention adopted by the derro, the repeating crossbow is fitted with a top-mounted magazine with a capacity of six bolts that are fed by gravity, automatically reloading until it runs out of ammunition. The separate actions of stringing the bow and placing the bolt are worked by simply moving a lever forward and backward. Reloading the cartridge takes an action. ### Spiked Chain The spiked chain is able to deliver raking blows from a distance. Shadar-Kai duelists are thought to be the first to employ this weapon, and its combination of speed and elegance supports that theory. Spiked chains are considered monk weapons. ### Swordbreaker The swordbreaker is a type of dagger with large, deep serrations along one side of the blade, resembling the barbed teeth of a comb and designed to entrap an opponent's blade, allowing a variety of follow-up techniques. #### Feat: Disarming Duelist *Prerequisite: Small size* You have trained in parrying and disarming opponents. You gain proficiency with the swordbreaker. In addition, when you are wielding a swordbreaker and another creature misses you with a melee weapon attack, you can use your reaction to attempt to lock the target's weapon. The target must make a Strength saving throw with a DC equal to 8 + your Proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the weapon becomes locked to the swordbreaker. If the target can't or won't let go of the weapon, the target is grappled while the weapon is locked. While locked, neither the weapon nor the swordbreaker can be used. A creature can pull the weapon free by taking an action to make a Strength check against the same DC and succeeding. Releasing the weapon (no action required) ends the grapple and drops the weapon at your feet. \columnbreak ### Urgrosh Proficiency The urgrosh is a polearm with an axe head and a spear point on opposite ends of a long haft. You can use either head as the primary weapon. The Dwarven Combat Training racial feature grants proficiency with the urgrosh. #### Feat: Dwarven Defender *Prerequisite: Dwarf* You have trained to set your weapons against charging monsters and battle their hordes. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You gain proficiency with the dwarven urgrosh. * If you attack with the axe head as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with the spear head against a different target. * When you use the Ready action to make a melee attack against a creature that enters your weapon's reach, you have advantage on that attack roll.