D&D5e - Wonderful Weapons and Exotic Equipment

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The document describes new weapon types, properties, and trick weapons. It also introduces some new armor and equipment options.

Some of the new weapon types described include momentum weapons, paired weapons, trick weapons, and hidden blades.

Trick weapons can have multiple forms or attacks. They may change forms or activate secondary attacks using a bonus action.

Wonderful Weapons and Exotic

Equipment
A collection of weapons and equipment options for those that want a little bit more.
New Equipment Options
New Weapon Properties and Type
Gladius (Martial)
Momentum Through the use of Momentum your The Gladius is a short blade primarily used for stabbing or
weapon strikes harder than than normal and is slashing in extremely close quarters or through the slits of a
harder for the enemy to stop. Your attribute bonus shield wall. They're usually found in the hands of foot troops
with the given weapon is improved to 1.5x and are super easy to use.
(rounding up) its regular value for damage. A Gladius deals 1d6 Slashing or Piercing and has the Light
For example a Strength of 16 has a +3 bonus, and Momentum properties.
with a Momentum weapon this would become a Monks start as proficient with these and they count as
+5. Monk weapons for the Martial Arts feature.
Paired Paired weapons are made to work with
one another and the off-hand of the pair still gains Hidden Blade (Martial)
the wielder's attribute bonus for damage. When
used with a weapon other than its designated pair The Hidden Blade or the Sleeve Sword is a wrist mounted
it does not gain the bonus. blade that can be swiftly flicked out to strike, stabbing the foe
Trick Weapon Trick Weapons are a specialized in close quarters with little chance for them to react.
set of weapons that either have multiple forms or Hidden Blades deal 1d6 Piercing damage and have the
extremely useful attacks. Light and Finesse properties. Attacks done against a foe
If the Trick Weapon has filled out Damage and unaware of the blade's presence are done at Advantage and
Properties B sections in the table, it has either a deal an extra die of damage, and triple damage on a critical.
second form or a secondary attack. Changing forms
or flipping it's alternate attack mode on requires a
Sneak Attacks done with a Hidden Blade deal two
bonus action.
additional dice of damage and triple damage on a critical.
Rogues start as proficient with these.
Kama (Simple)
Normal Weapons A Kama is the oriental version of the Sickle, having a straight
blade instead of a curve. Various martial arts schools adapted
Captain's Sword (Martial) this to their fighting styles due to its inexpensive and mass
A Captain's Sword is a bastard sword by a better name, produced nature.
dealing superior damage than its brother the longsword and A Kama is a Monk weapon that deal 1d8 Slashing damage,
has a bit more reach to boot. bearing the Light and Finesse properties. They may be
These blades deal 1d10 one-handed or 2d6 two-handed, thrown 30/90 and deal triple damage on a critical strike
weigh in at 5 lbs and have the Reach Property. They do instead of double.
Slashing or Piercing damage. Monks start as proficient with these and they count as
Monk weapons for the Martial Arts feature.
Claymore (Martial)
The Claymore claim to fame is that its more likely to break its Katana (Martial)
foe through its sheer weight rather than cutting through The Katana is another weapon from the Jade Empire, its a
them. It still tends to be sharp but it takes a combination of slightly curved thin blade that shares the similar space as the
strength and skill to wield it properly. Captain's Sword. The defining difference is that it can be used
A Claymore deals 2d8 Slashing or Bludgeoning, requires by someone with skill far better than someone using brute
two hands and has the Heavy and Reach properties. However, force.
if the wielder doesn't have at least a Strength of 14 then he Katanas count as Monk weapons, dealing 1d10 one-
makes attacks of opportunity at Disadvantage. handed or 2d6 two-handed. Katanas weigh 4 lbs and have the
Reach and Finesse properties. They deal Slashing or
Falcata (Martial) Piercing damage.
Monks start as proficient with these and they count as
A Falcata is a specialized sword that is pitched towards the Monk weapons for the Martial Arts feature when used in one
point and the blade is convex near the hilt and concave near hand.
the tip. This allows you to strike with the moment of an axe
while still being able to stab. Murakumo (Martial)
The Falcata deals 1d6 Slashing or Piercing and has the
Finesse, Light and Momentum properties. This beautiful crafted curved greatsword is a mix of East and
Monks start as proficient with these and they count as West, a skilled warrior will make amazing use of its weight
Monk weapons for the Martial Arts feature. and smooth slicing action.
A Murakumo deals 2d6 Bludgeoning or Slashing damage,
requires two hands and has the Finesse, Momentum and
Reach properties.
Monks start as proficient with these but they don't count as Spiked Chain (Martial)
Monk weapons due to strictly two-handed nature.
The Spiked Chain is a dangerous twist on the generic whip,
Nodachi (Martial) adding barbs around a thin steel wire to allow you to pierce
The Nodachi is the longer "stronger" brother of the Katana, your foes in addition to slashing them to ribbons. The barbs
allowing far more damage and slightly more range but it will are perfect spaced to make it easier for you to disarm your
always need two hands. foes and bring their weapon to your hands as part of this
A Nodachi deals 2d8 Slashing or Piercing, requires two- action.
hands, and has the Finesse and Improved Reach (15) The Spiked Chain is a Monk weapon dealing 1d8 Slashing
properties. A wielder with a Dexterity less than 14 makes his or Piercing with Improved Reach (15).
attacks of opportunity at Disadvantage. You may Shove or Disarm opponents with this and do
Monks start as proficient with these but they don't count as either at Advantage. Successful Disarms bring the opponent's
Monk weapons due to strictly two-handed nature. weapon to your hand if you have a free one or your square if
you do not.
Monks start as proficient with these and they count as
Nunchaku (Simple) Monk weapons for the Martial Arts feature.
Nunchaku have long been a weapon of the Martial Arts,
granting swift strikes to great effect. Monks and other natural Spiked Gauntlet (Simple)
brawlers use these to supplement their blunt damage. A simple gauntlet with spikes strategically placed that can be
Nunchaku are Monk weapons that deal 1d8 Bludgeoning popped out for use to puncture your foes instead of merely
damage and come with the Light, Finesse and Momentum bludgeoning them.
properties. Spiked Gauntlets deal 1d6 Bludgeoning or Piercing or 1d8
If someone attempts to Disarm you, you have Advantage on if you have the Tavern Brawler feat. It requires a bonus action
your roll to defend against it. When using your Flurry of to pop the spikes out and another to put them away and
Blows and wielding a Nunchaku, you may use the Nunchaku Disarming doesn't work on Spiked Gauntlets unless you
or your Unarmed Strike whichever is better. actually remove the person's hand.
Monks wearing Spike Gauntlets deal 1d8 plus 1d equal to
Saber (Martial) their current Martial Arts die. When doing Flurry of Blows
The saber is a medium length curved blade with a large with Spiked Gauntlets, you may deal 1d8 or your current
handguard. This can be used both offensively and defensively. Unarmed Strike damage whichever is higher.
Sabers deal 1d8 Slashing, their handguard deals 1d6
Bludgeoning and they come with the Light and Finesse Trick Weapons
properties.
Attempts to disarm the wielder are done at Disadvantage. Tricks weapons are Martial weapons, some classes that don't
Rogues start as proficient with these. have access to all martial weapons out the gate have learned
to use a few of these:
Scythe (Simple) Bards: Beast Cutter, Bowblade, Crow Quills,
Reiterpallasch, Threaded Cane and Wrist Crossbow.
The sign of the Reaper is a well known weapon through all Clerics: Blade of Mercy, Boom Hammer, Churck Pick, Holy
the land. Normally its used as a farming implement rather Blade, Kirkhammer, Hunter's Axe, Tonitrus and Valorheart.
than a weapon but many death cults have found ways to Monks: Aun, Beast Claw, Blade of Mercy, Chikage,
properly weight and sharpen the weapon for battle. Kabutsuchi, Rakuyo, and Threaded Cane.
A properly weaponized Scythe deals 2d6 Slashing or Rogues: Beast Claw, Beast Cutter, Blade of Mercy,
Piercing is two-handed and has Improved Reach (15). They Bowblade, Crow Quills, Grand Turk, Reiterpallasch,
also deal triple damage on a critical strike instead of double. Threaded Cane and Wrist Crossbow.
Sorcerer, Wizard and Warlock: Beast Cutter, Blade of
Shidõ (Martial) Mercy, Rifle Spear, Threaded Cane, Tonitrus.
A pair of short blades that have a small prong the protrudes
just above the guard. These are designed to slash or stab with Aun
extreme prejudice. Aun begins life as two light spears that can be used in unison
The prongs are to assist in disarming a foe but are sharp quite well. One of these spears has a screw on the end and
enough that they cause stabbing to deal more damage as well. the other has a hollow space in its haft to allow the wielder to
The blades deal 1d6 Slashing or 1d8 Piercing and the hook them together into a stronger weapon.
wielder has Advantage on Disarm attempts. They have the The spears deal 1d6 Piercing damage one-handed or 1d8
Finesse, Light, Momentum and Paired properties. two-handed. These spears have the Light, Momentum and
Monks start as proficient with these and they count as Paired properties and may be thrown with a range of 20/60.
Monk weapons for the Martial Arts feature. As a bonus action the spears are attached together into a
spike ended glaive, the head deals 1d10 Slashing and the end
deals 2d4 Piercing. It now has the Momentum, Reach and
Two-Handed properties.
The wielder can strike with both the head and the end as one A Blade in its standard form deals 1d10 one-handed or 2d6
Attack action. Aun counts as Monk weapon for the purpose of two-handed and come with the Finesse, Light and Reach
the Martial Arts feature. properties. All Blades of Mercy are made of a special material
called Siderite, see its properties below.
Beast Claw The Blade of Mercy alternate form is that of a pair of
A fist weapon crafted by sharpening the bones of a vile beast blades dealing 1d8 Slashing or Piercing and have the
and affixing them to a bracer. The creature's essence still Finesse, Light, Momentum and Paired properties.
flows through the bones and the wielder can tap into it for When wielding the Blade's Single Sword form or the dual
short bursts. blades, you can use a Bonus Action to Dash or Disengage.
The Beast Claw deals 1d8 Piercing damage normally, the A Blade of Mercy in either form counts as Monk weapon
alternate form activates Frenzy of the Beast. Frenzy lasts for for the Martial Arts feature.
rounds equal to the wielder's Constitution modifier. At the
end of Frenzy, he must make a DC 20 Constitution save or be Siderite
stunned for 2 rounds. The metal that grants a Blade of Mercy its magical
During Frenzy, the Beast Claw fuses with its wielder's properties is known as Siderite. Weapons crafted
hand, causing him to take on some of the Beast's features. with it cost triple standard price but count as
Claws grow from the wielders hand that deal 1d10 Slashing magical for overcoming resistances and
and his head grows to that of a Shadow Wolf granting a bite immunities without being truly magical.
dealing 1d8 Piercing. The wielder is able to attack with both Weapons crafted with this material always have a
hands or slash with a hand and bite for one Attack action. chant inscribed on them, allowing you to deal
The base Beast Claw and the attacks during Frenzy have Force or Psychic damage instead of their standard
the Momentum property. The claws during Frenzy have damage for rounds equal to your Intelligence
Reach and the Beast Claw regular or in Frenzy counts as a modifier. When it ends you're required to make a
Monk weapon for the Martial Arts feature. DC 20 Intelligence Save or be stunned for 1 round.

Beast Cutter
This hefty blade is mounted on a long haft, its jagged teeth Boom Hammer
meant to bite and rend the flesh of the horrid beasts with This massive iron hammer has a small furnace built into its
ease. Its second form is rather wicked as well, a whip that can head. It has a series of holes drilled into it to allow the
strike the beast with a bludgeoning or slashing strike. furnace to fume when the wielder calls on it's flames.
The standard form deals 2d6 Piercing or Slashing with the The Boom Hammer is a variant on the standard Maul. It
Heavy and Reach properties. It also requires two-hands. weighs 12 pounds, deals 2d6 Bludgeoning damage and has
By squeezing the lever on the haft, the chain within the Reach, Heavy, Momentum and Two-Handed properties.
releases and the Cutter's Teeth retract. It may now be swung As a Bonus action, the wielder can light the furnace and
as whip with both sharp and blunt portions. This form deals use its flames to burn their foe to the core. The next attack
1d10 Bludgeoning or Slashing damage. It has Improved made with the Boom Hammer deals 4d6 Bludgeoning and
Reach (15), Momentum and Heavy in this form. It also allows 3d8 Fire damage in a 10' by 30' Line. Roll to hit targets
you to Disarm a target and pull their weapon into your square individually.
at your feet. Roll a d6 after striking and on a 5 or 6, the power is
restored to be used again. On anything else, the Boom
Beasthunter's Saif Hammer's power is expended for this combat.
This weapon used by the hunters of old appears to be a single
bladed weapon but on closer inspection there is a second Bowblade
thinner blade nestled inside the curve of the primary blade. The long flexible blade splits in half when this weapon is
Its normal form has the curved blade resting along its transformed, granting the wielder a bladed bow that lets him
handle that deals 2d6 Slashing with Reach. fire at foes but also still defend himself in close quarters.
The wielder can swiftly flip the blade into its second The bowblade's sword form is that of a Murakumo with no
position, granting Improved Reach (15) and Momentum for additional modifiers.
reduced base damage. It deals 1d8 Slashing or Piercing one- The bowblade's secondary form is a composite bow with a
handed or 1d10 two-handed. range of 100/400 dealing 3d4 Piercing along with having the
A bonus action allows the wielder to make a second attack Momentum property. If used in melee combat, the blades
by striking the target with the weapon's second blade that deal 3d4 Slashing or Piercing and have the Finesse, Light,
deals the same reduced damage of the second form. Momentum and Paired properties.
A bonus action will allow you to attack with the other side
Blade of Mercy of the bowblade.
This twisted blade is crafted from metals that are known to
channel Arcane energies. Its shape however is unique
because with a flick of the wrist the blade splits into two
smaller swords for you to fight with.
Chemical Sprayer The Brand deals 1d8 Slashing or Piercing and comes with
the Versatile and Momentum properties. The Gladius,
Whether its fire, freezing, acid, shocking or poison required, Shortsword and Warhammer retain their normal damage
the Chemical Sprayer has all of the hunter's needs covered. types and have the Light, Momentum and Paired properties.
The Chemical Sprayer is a lead bellied device with a sprayer The weapon in the off-hand grants a +2 to AC on turns it is
spigot and a small igniter to set the certain chemicals on fire. not used to attack.
The Sprayer deals a base of 2d10+1d10/vial (capped at The entire Grand Turk counts as a Monk weapon for the
8d10) when sprayed in a 40' Cone (DC 19 Dex for Half). It Martial Arts feature.
may also be sprayed in a 10' by 40' Line dealing 3d8+1d8/vial
use (capping at 6d8) but targets are struck indidually and not Holy Blade
with a save. The Sprayer itself costs 75 GP and a vial of The Holy Blades of the Hunter's orders are Siderite Captain's
chemicals costs 10 GP. Vials come in the following types: Swords with oversized weaponized sheaths.
Acid, Cold, Fire, Lightning and Poison. The vial provides 12 By using a bonus action you can flip the Captain's Sword
uses and the lead bellied device can hold up to 3 vials. into the side of the sheath. locking it into place and extending
Chikage the hilt to grant you a Claymore with some new properties.
A Holy Blade Claymore gains the Momentum property and
The Chikage is a katana that like so many of these other loses out on its strength requirement for attacks of
weapons has a second form hidden within. It however opportunity. Both forms have lingering essence of the Clerics
requires sacrifice to activate rather than just some knowledge that blessed these blades, dealing some Radiant damage.
of how it works.
The Chikage's primary form is that of a Katana dealing Hunter's Axe
1d10 one-handed or 2d6 two-handed. It also retains its Reach
and Finesse properties and can deal Slashing or Piercing The Hunter's Axe works almost strictly on the principle of
damage. However it now weighs 5 pounds. Momentum granting further power to the blow. It's not
By expending a bonus action and 5 HP the wielder can sharper than your average axe but the head is weighted so it
activate its secondary form. The reach is improved to 15 feet slams down harder on the foe with each swing. Its haft is also
and the weapon deals 2d6 one-handed or 2d8 two-handed. It slightly heavier but that plays into its second form.
also gains a damage buff of 2d6 but the type is random, roll a The Hunter's Axe is first and foremost a Battleaxe that
d6: 1 or 2 is Necrotic Damage, 3 or 4 is Radiant Damage, 5 is gains the Momentum property at the cost of an increased
Psychic Damage, 6 is Force Damage. weight of nine pounds.
The secondary form lasts for rounds equal to the wielder's The secondary form is activated with the press a button on
Dexterity modifier. At the end of this the wielder must make a the axe's haft and a slide of the hands. This new form makes
DC 20 Constitution save or be stunned for 1 round per two your once modest Battleaxe a truly frightening weapon,
points of failure. dealing 2d6 Slashing with the Heavy, Momentum, Reach and
Two-Handed properties.
Church Pick As a bonus action, you can flip the blade and make a
second attack with the spiked backside for 3d4 Piercing.
The Church Pick begins its life as a weighted sword that's The Battleaxe form of the Hunter's Axe counts as Monk
fitted blade is fitted on a hinge and a longer hilt. All of this weapon for the Martial Arts feature.
plays into the second form. In a few seconds this hefty sword
becomes a long handled pick to stab your foes at a distance Kabutsuchi
the average sword can't reach. The Kabutsuchi or Head Hammer is a Nepalese inspired Axe
The Church Pick's primary form is a long handled Gladius, made out of stone. It can be used by a lesser warrior but it
allowing you to deal 1d6 one-handed or 1d8 two-handed. takes real strength and dexterity to use it to maximum
By expending a bonus action, the hilt extends and the blade efficiency.
flips downward to grant you Warpick the deals 2d6 Piercing If the wielder is at or below Strength and Dex of 15 then
with the Momentum, Reach and Two-Handed properties. the weapon deals 1d10 one-handed and has the Heavy,
Crow Quills Momentum and Versatile properties.
If the wielder is at or above Strength and Dex of 16 the one
Crow Quills are commonly found in an Assassin's arsenal. handed damage is improved to 2d6 and the weapon has the
Finesse, Momentum and Versatile.
Grand Turk The Kabutsuchi has also been known to come in the form
The Grand Turk is the strangest weapon on this list, having of a stone sword with the same properties. A Monk with a
three weapon sets to contend with. It begins life as a Strength and Dex at or above 16 counts the Kabutsuchi as a
guardless Brand with an exotic hilt. The hilt is segmented Monk weapon for the Martial Arts feature.
and weighs quite a bit. However with a simple twist and tug
on the segmented section, you've got a matched Gladius and
Shortsword. If you choose to jerk the segment without a twist
the weighted end comes free with a handle, granting you a
matched Gladius and Warhammer
Kirkhammer Rifle Spear
The Kirkhammer grants the strength of a longsword with the The Rifle Spear takes the gun melee weapon hybrids to a
brute force of the maul. Its primary form is that of a long- whole new level by just granting you full use of both weapons.
handled silver longsword, material that sinks into the flesh of The trick portion comes into effect by allowing the wielder to
beasts with little resistance. use gunpowder to drive the spear harder to deal more
By using a bonus action the wielder can flip the blade into damage.
position in the maul's haft and with a snap it locks into place, The long spear retains gains a few new properties for its
granting you a maul with an extended haft to allow for more weight gain. The spear deals 2d4 Slashing or Piercing with
force to be placed into each strike. The maul's head is made Reach and Momentum. It also has a Rifle built through its
of pure stone instead of your bog standard metal or wood, spear's half and it deals 2d8 Bludgeoning with a range of
increasing its weight by quite a few pounds. 50/150 and a reload of 3. It deals Bludgeoning as its firing
The first form is a Siderite Longsword that deals Slashing high durability wooden stakes instead of standard rounds.
or Piercing damage and has acquired the Momentum Shots fired are counted as Silver and Magical for overcoming
property. Its second form is that of a Giant Stone Maul that resistances and immunities.
deals 2d8 Bludgeoning and has the Heavy, Reach, The strength of the spear in the ability to fire when striking
Momentum and Two-Handed properties. to deal vastly superior damage. Expending a bonus action
when stabbing or slashing allows the wielder to fire a round
Rakuyo and cause 6d4 Slashing or Piercing and the wielder's
The Rakuyo meshes three wondrous weapons into a fine attribute bonus is increased to double instead of Momentum's
tuned killing machine. The primary weapon is a katana that's 1.5x.
been given a handguard to reduce the chance of being Reloading the Rifle is a bonus action.
disarmed, a heavy grip and lowblade affixed to this handle to Threaded Cane
allow for swift parries from either end. The lowblade may be
snapped away to grant an off-hand weapon. Threaded Canes are almost the complete inverse of the Beast
The katana deals 1d10 one-handed or 2d6 two-handed Cutter. A blunt cane for striking beasts with a spear tip as its
(Slashing or Piercing) with the Light, Finesse and Reach primary for and a sharp extra long whip as its secondary.
properties. The affixed lowblade grants a +1 to AC or can be The Threaded Cane's primary form deals 2d4 one-handed
used to bludgeon a foe for 1d6. The katana and low blade or 4d4 two-handed and can deal Bludgeoning or Piercing
both have the Paired property. damage. It has the Finesse and Momentum properties.
By using a bonus action, the lowblade may be snapped Tapping the cane's tip on the ground releases the chain
away. It loses its bonus to AC but grants the wielder an within to allow the whip to form. The cane's metal outer body
offhand weapon that deals 1d8 Piercing or Bludgeoning with twists to create fragments to strike beasts with, lacerating
the Finesse, Light and Momentum properties. their strong frames and tough hides with ease.
All parts of the Rakuyo count as Monk weapons for the The secondary form is a whip with Improved Reach (15),
Martial Arts feature. Momentum, Finesse. Its damage becomes 3d4 Slashing or
Piercing. It also allows you to Disarm a target and pull their
Reiterpallasch weapon into your square at your feet.
Some hunters retained their love of the Rapier but knew they The Threaded Cane counts as a Monk weapon for the
couldn't take down foes with it alone so the Reiterpallasch Martial Arts feature.
came to be. Tonitrus
The Reiterpallasch is an extra sharp rapier with a bit of
kick added, having a pistol affixed at the weapon's handle This simple iron morningstar is a rather unique contraption.
instead of your standard hilt. This Rapier deals 1d10 By striking it on the ground, the wielder can generate sparks
Piercing instead of the standard 1d8. and hit a beast with power of the heavens. There's also a
The pistol comes with a range of 40/120, reload of 3 and switch on the weapon's handle that can retract or cause the
deals 2d6 Bludgeoning damage. It deals Bludgeoning as its spikes to protude allowing for a full range of pain inflicting
firing high durability wooden stakes instead of standard mechanisms.
rounds. Shots fired are counted as Silver and Magical for The Tonitrus deals 1d8 Piercing or Bludgeoning and has
overcoming resistances and immunities. the Momentum and Versatile properties. As a bonus action,
When firing while stabbing the Rapier, the wielder can use the wielder can scratch it across the ground to generate an
their bonus action to fire the pistol at the same time, dealing electrical charge to strike their next foe with 3d8Bludgeoning
3d10 Piercing with Momentum and having the strike count or Piercing damage plus 3d4 Lightning and 3d4 Thunder
as Silver and Magical. damage.
Reloading the Pistol is a bonus action. This shock charge also generates a Chain Lightning effect,
striking up to three targets within 50 feet of the original
target. Roll to hit these targets individually, targets struck
take 3d8 Bludgeoning damage plus 3d4 Lightning and 3d4
Thunder damage.

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Whirligig Saw Robes and the Studded Leather Kilt
The Whirligig Saw comes from the same hunter camp that These two types of equipment can be worn with no
brought you the Boom Hammer and the Rifle Spear. It's proficiency and do not count as regular armor. They are worn
primary form is that of a long-handed mace with a hefty head over other pieces of armor, between armor and a cloak or as a
on it. Its secondary form is when that mace is slammed into a stand alone item and grant a +2 for a Robe or +3 for a
slotted object and with a twist the mechanical saws on either Studded Leather Kilt to a person's AC.
side whir to life to shred into the flesh of the hunter's These accoutrements do not interfere with abilities such as
opposition. Unarmored Defense or Mage Armor, granting their bonus to
The heavy mace is made of Siderite and deals 3d4 these as well.
Bludgeoning and 1d6 Force one-handed. It has the Heavy,
Momentum, Reach and Versatile properties. The Whirling Thieves Mail
blades deal 3d4 Slashing and 2d4 Fire one-handed. The fire Thieves Mail provides armor without losing out on Stealth or
is from the superheated sparks that the blades cause when Dexterity. Standard Thieves Mail provides an AC of 14 plus
they spin. This form has the Heavy, Momentum, Reach and Dex Mod, Master Thieves Mail provides an AC of 16 plus Dex
Versatile properties. Mod.
The Whirligig Saw however can only stay on for a few
moments at a time, being able to remain on for 3 rounds at a
time before needing re-revving. On the fourth round, roll a d6
and on a 5 or 6, the Saw is revved with no issue. On anything
else the Whirligig has lost its oomph and can only be used in
its mace form.
Wrist Crossbow
This is a twist on your average hand crossbow. Instead of
having to hold it, this piece of tech is affixed to a bracer for
hands free use. A small strap wraps over your thumb and a
good tug will let loose a bolt at your opponent.
Flipping the crossbow's arms into position to fire requires
a bonus action, otherwise the arms are swung back and two
small daggers aim forward to stab with.
The crossbow deals 2d4 Piercing, has a range of 50/150, a
reload of 3 and the Momentum property. The dual daggers
affixed to its front deal 2d4 Piercing or Slashing and have the
Finesse and Momentum properties.

New Armor
Bucklers and Tower Shields
The Buckler has long since been a defensive choice of
duelists and brutes alike, granting you a small bit of defense
without giving up your offensive capabilities. The Tower
shield however is more likely to be in the hands of a Stoic
Knight.
A Buckler can be used to attack or defend, granting +1 to
AC or allowing the wielder to strike for 1d6 Bludgeoning
damage. The buckler itself is strapped to the user's wrist
and does not impede their hand usage. A buckler is not a
shield and requires no proficiency to use
Tower Shields grant a +3 to AC but the wielder may use a
reaction to slide behind the shield, improving the bonus to
+5 until the start of their next turn.
When making a Saving Throw against an area of
effect (Line, Cone, Cube, Radius etc) and using a
tower shield, a successful save reduces damage to 0.
You may Shield Bash with a Tower Shield to deal
1d10 Bludgeoning Damage. Donning or removing a
Tower Shield requires an action, and using a Tower
Shield forces Disadvantage on Stealth Checks.
Simple Weapons
Name Cost Damage Weight Properties
Kama 8 gp 1d8 Slashing 2.5 lbs Light, Finesse, Thrown 30/90, 3x Crit
Nunchaku 8 gp 1d8 Bludgeoning 2 lbs Light, Finesse, Momentum,Special Disarm and Monk Bonus
Scythe 20 gp 2d6 Slashing/Piercing 6 lbs Two-Handed, Reach (15), 3x Crit
Spiked Gauntlet 3 gp 1d6 Bludgeoning or Piercing 1 lb Special Damage: Tavern Brawler 1d8 or Monks 1d8+1dMA

Martial Weapons
Name Cost Damage Weight Properties
Captain's Sword 45 gp 1d10 Slashing or Piercing 5 lbs Reach, Versatile (2d6)
Claymore 65 gp 2d8 Slashing or Bludgeoning 12 lbs Heavy, Reach, Special, Two-Handed
Falcata 15 gp 1d6 Slashing or Piercing 3lbs Finesse, Light, Momentum
Gladius 15 gp 1d6 Slashing or Piercing 2.5lbs Light, Momentum
Hidden Blade 20 gp 1d6 Piercing 1/2 lb 3x Crit, Sneak Strike, Sneak Attack bonus
Katana 45 gp 1d10 Slashing or Piercing 4 lbs Finesse, Reach, Versatile (2d6)
Murakumo 50 gp 2d6 Bludgeoning or Slashing 7.5 lbs Finesse, Momentum, Reach, Two-Handed
Nodachi 65 gp 2d8 Slashing or Piercing 8 lbs Finesse, Reach (15), Special, Two-Handed
Saber 18 gp 1d8 Slashing 3 lbs Handguard (1d6 Bludgeoning), Light, Finesse, Disarm bonus
Shidõ 15 gp 1d6 Slashing or 1d8 Piercing 4lbs Finesse, Light, Momentum, Paired, Disarm Bonus
Spiked Chain 15 gp 1d8 Slashing or Piercing 3 lbs Reach (15) Improved Shove and Disarm, Weapon Grabber

Trick Weapons
Name Cost Damage A Properties A Weight Damage B Properties B
Aun 20gp 1d6 Piercing Versatile (1d8) 6 lbs 1d10 Slashing or Momentum, Reach, Two-Handed,
Light, Momentum, 2d4 Piercing Bonus Attack
Paired
Beast Claw 25gp 1d8 Piercing Momentum, Frenzy 4 lbs 1d10 Slashing or Momentum, Multistrike, Duration
of the Beast 1d8 Piercing
Beast Cutter 20gp 2d6 Piercing or Heavy, Reach, Two- 5 lbs 1d10 Reach (15), Momentum, Heavy,
Slashing Handed Bludgeoning or Weapon Grabber
Slashing
Beasthunter's 25gp 2d6 Slashing Reach 4 lbs 1d8 Slashing or Momentum, Versatile (1d10), Reach
Saif Piercing (15), Bonus Strike
Blade of 50gp 1d10 Slashing or Versatile (2d6), 6.5 lbs 1d8 Slashing or Finesse, Light, Momentum, Bonus
Mercy Piercing Finesse, Light, Piercing Action Use, Paired
Reach
Boom 90gp 2d6 Bludgeoning Heavy, Momentum, 12 lbs 4d6 Bludgeoning Heavy, Momentum, Reach, Two-
Hammer Reach, Two-Handed + 3d8 Fire Handed, Fire Line(10' by 30' Line)
Recharge 5 or 6
Bowblade 30gp 2d6 Bludgeoning Finesse, 7 lbs 3d4 P (Bow), 3d4 Bow Range 100/400/ Blades -
or Slashing Momentum, Reach, P or S (Blades) Finesse, Light, Momentum, Paired
Two-Handed
Chemical 75gp 2d10+1d10 Deals A,C,F or L 10 lbs 3d8+1d8/vial(6d8 Deals A,C,F or L damage, roll to hit
Sprayer (8d10 cap)/Vial damage (DC 19 cap) 10' by 40' targets individually.
40' Cone Dex) Line
Chikage 80gp 1d10 Piercing or Finesse, Reach, 5lbs 2d6 Piercing or Finesse, Reach, Versatile (2d8) 2d6
Slashing Versatile (2d6) Slashing bonus damage RT, Sacrifice, Duration
Church Pick 30gp 1d6 Slashing or Light, Momentum, 5 lbs 2d6 Piercing Momentum, Reach, Two-Handed
Piercing Versatile (1d8)
Trick Weapons Continued
Name Cost Damage A Properties A Weight Damage B Properties B
Grand Turk 25gp 1d8 Slashing Versatile (1d10), Momentum 6 lbs Gladius+Shortsword Light, Momentum, Paired,
or Piercing or Defensive +2 AC
Gladius+Warhammer
Holy Blade 90gp 1d10 Reach, Versatile (2d6), Cleric 3lbs/7.5 2d8 Slashing or Heavy, Momentum, Reach
Slashing or Blessing 2d4 Radiant lbs Bludgeoning Two-Handed, Cleric
Piercing Blessing 3d4 Radiant
Hunter's Axe 30gp 1d8 Slashing Momentum, Versatile (1d10) 9 lbs 2d6 Slashing Heavy, Momentum, Reach,
Two-Handed, Bonus Attack
(3d4 Piercing)
Kabutsuchi 40gp 1d10 Heavy, Momentum, Versatile 7 lbs 2d6 Slashing or Finesse, Momentum,
Slashing or (2d6) Bludgeoning Versatile (2d8)
Bludgeoning
Kirkhammer 90gp 1d8 Slashing Silver, Momentum, Versatile 14 lbs 2d8 Bludgeoning Heavy, Reach, Momentum,
or Piercing (1d10) Two-Handed
Rakuyo 50gp 1d10 Finesse, Reach, Versatile 7 lbs 1d8 Piercing or Finesse, Light, Momentum,
Slashing or (2d6), Defensive +1 AC, Bludgeoning Paired
Piercing Paired
Reiterpallasch 100gp 1d10 Finesse, Shooting Strike 3 lbs 2d6 Bludgeoning Range 40/120, Reload 3,
Piercing (3d10 Piercing and Silver/Magical
Momentum)
Rifle Spear 150gp 2d4 Slashing Reach, Momentum, Shooting 5lbs 2d8 Bludgeoning Range 50/150, Reload 3,
or Piercing Strike (6d4, Improved Silver/Magical
Momentum)
Threaded 20gp 2d4 Finesse, Momentum, 4 lbs 3d4 Slashing or Finesse, Momentum, Reach
Cane Bludgeoning Versatile (4d4) Piercing (15), Weapon Grabber
or Piercing
Tonitrus 30gp 1d8 Piercing Momentum, Versatile (1d10) 6 lbs 3d8 B or P plus 3d4 Recharge 5 or 6, Chain
or Lightning and Lightning Shocker
Bludgeoning Thunder
Whirligig Saw 75gp 3d4 Heavy, Momentum, Reach, 7.5 lbs 3d4 Slashing and Heavy, Momentum, Reach,
Bludgeoning, Versatile (5d4,2d6) 2d4 Fire Versatile (5d4,4d4),
1d6 Force Recharge 5 or 6
Wrist 25gp 2d4 Piercing Range 50/150, Reload 3, 3 lbs 2d4 Piercing or Finesse, Momentum
Crossbow Momentum Slashing

New Equipment
Name Cost AC and Damage Properties Weight
Buckler 5 gp +1 AC, 1d6 Bludgeoning Free Hand 2 lbs
Tower Shield 50 gp +3 AC, 1d10 Bludgeoning Evasive Maneuvers, Stealth Disadvantage 15 lbs
Robes 5 sp +2 to any Armor Class Non-Armor 3 lbs
Studded Leather Kilt 1 gp +3 to any Armor Class Non-Armor 4 lbs
Standard Thieves Mail 50 gp AC of 14 plus Dex Mod Light Armor 20 lbs
Master Thieves Mail 100 gp AC of 16 plus Dex Mod Light Armor 15 lbs
Legal Information
Legal Information DUNGEONS & DRAGONS, D&D,
Wizards of the Coast, Forgotten Realms, Ravenloft, the
dragon ampersand, and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright [2017]
by [Thomas Preston Koch] and published under the
Community Content Agreement for Dungeon Masters Guild.

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