Weapons and items for 5e

by Arron

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Weapons

Smoke Bomb (Bag of 10)

Thrown (Range 20/60ft)
1gp 1/2lb.

Upon impact with the ground, this coin sized pellet creates a 10-foot-radius Sphere of smoke centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You may also use this item as ammunition for a sling or similar weapon

Stink Bomb (Bag of 10)

Thrown (Range 20/60ft)
3gp 1/2lb.

Upon impact with the ground, this coin sized pellet creates a 10-foot-radius Sphere of smoke centered on a point within range. The Sphere spreads around corners, and its area is heavily obscured. Each creature that is completely within the cloud at the start of its turn must make a DC12 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You may also use this item as ammunition for a sling or similar weapon.

Bolas

Thrown (Range 20/60ft), Special, Simple, Ranged Weapon

Cost: 5gp Weight: 2 lbs Damage: 1d4 bludgeoning

The bolas are a set of two to three weights connected at the ends of either a cord or chain and are used to trip enemies from a distance.

Special: A creature whether bipedal or quadrupedal must make a DC 12 Strength (athletics) check or be entangled and knocked prone, unable to get up unless they use an action to free themselves or are freed by action of another.

Dealing 5 slashing damage to the bolas destroy them and frees the creature without harming the creature. Bolas have 10 AC

Throwing cards (Deck of 52)

Simple ranged weapon, Finesse, Thrown (range 20/60ft) Cost: 5sp Weight: 1/2lb Damage: 1d4 Slashing

Small metallic rectangles designed to look like a set of ordinary playing cards but with their edges sharpened like that of a razor, can come in a 'deck' of 52 Their surface area making it possible for them to be affected by the wind and knocked off course.

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.

Spiked Pavise Shield

Cost: 50gp AC2, Special, Weight: 3lbs

A spiked Pavise is an arm length shield with a ridge that runs the length of the shield for the arm to fit in for ease of use. Held in a way that it can be used not only to block attacks, it has a pointed end that is used to also attack.

Special: With this shield, you are capable of using an action or bonus action to make an attack using 1d20 + your strength modifier. Depending on what part you attack with, you do either 1d6+str bludgeoning with the broad side or 1d6+str piercing if attacking with the spike.

Scythe

Cost: 22gp Damage: 1d10 Slashing Weight: 6lb
Properties: Finesse, Two-handed

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.

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

Large Boomerang

Thrown (Range 80/140ft), Special, Martial ranged Weapon, Heavy, two-handed

Cost: 180gp Weight: 8lbs Damage: 2d6 bludgeoning / Slashing (Sharpened)

Requires a strength of 14 to wield

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

Special: Due it's curved trajectory when thrown, this weapon is capable of ignoring the AC bonus given by half cover.

This curved piece of wood is not so innocent, it being as long as a greatsword and about just as heavy. When thrown it proves how deadly a weapon it is, it's smooth surface and curved frame making it aerodynamic enough to travel far and hit hard and thanks to it's size, harder than a normal boomerang.

Once thrown, this large boomerang spins and eventually the curved design will bring it back to the thrower should it miss it's target. DC 15 Strength save for the thrower to catch it safely. The large boomerang won't return if it strikes the intended target and also lands on the ground nearby said target.

If you (Or someone else.) have proficiency with the Wood Carver's Artisan's tools, you can sharpen the boomerang's edge to turn damage from Bludgeoning to Slashing. (Special gloves lined with chainmail required to catch sharpened boomerang.)

Boomerang

Thrown (Range 60/120ft), special finesse Simple ranged Weapon

Cost: 90gp Weight: 2 lbs Damage: 1d6 bludgeoning / Slashing (Sharpened)

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.

Special: Due it's curved trajectory when thrown, this weapon is capable of ignoring the AC bonus given by half cover.

This curved piece of wood seems innocent enough. Though when thrown it becomes a deadly weapon, it's smooth surface and curved frame making it aerodynamic enough to travel far and hit hard.

Once thrown, the boomerang spins and eventually the curved design will bring it back to the thrower should it miss it's target. DC 13 dexterity save for the thrower to catch it safely. The boomerang won't return if it strikes the intended target and also lands on the ground nearby said target.

If you (Or someone else.) have proficiency with the Wood Carver's Artisan's tools, you can sharpen the boomerang's edge to turn damage from Bludgeoning to Slashing. (Special gloves lined with chainmail required to catch sharpened boomerang.)

Slingshot

Simple weapon 1d4 bludgeoning
5gp. 1/2lb.Ammunition.Ranged(30/60ft). Two-handed. special

Ammunition. You can use a weapon that has the ammunition properly 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 taking a minute to 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 (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.

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

Special. You can utilize Ball bearings and other objects of proper size (such as certain plant seeds.) as ammunition along with the usual sling bullets

Balisong

Simple weapon, melee weapon
4 gp, 1/2 lb. 1d4 piercing - finesse, light, special
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Special. You can use a bonus action to flourish with a balisong, choosing one creature within 5ft of you as the target. Make a Dexterity (Performance) or Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception). If you succeed, on your next attack against the target roll a d4 and add it as a bonus to your attack roll.

Knuckleduster

Simple Weapon, Melee weapon
10gp. 1.5lb. Finesse. light. special.
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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Special. While wearing or wielding this weapon, you may roll 1d4 Bludgeoning damage to any attacks you make that, if you were not wielding this weapon, would be considered unarmed attacks. This also affects the tavern brawler die and monk martial arts die, increasing their die by one stage. This weapon does not effect damage from natural weapons such as claws. Attaching spikes makes this weapons damage piercing.