If a weapon is on both this table and the one in the PHB, this one takes priority.
Weapon | Type | Damage | Properties | Mastery |
---|---|---|---|---|
Sickle | Simple Melee | 1d4 slashing | Finesse, Light, Keen | Wound |
Tomahawk | Simple Melee | 1d4 slashing | Finesse, Light, Thrown(30/60) | Slow |
Seax | Martial Melee | 1d6 slashing | Light, Keen | Wound |
Chain Whip | Martial Melee | 1d6 slashing | Reach | Graze |
Falchion | Martial Melee | 1d8 slashing | Keen | Sap |
Scythe | Martial Melee | 1d10 slashing | Two-handed | Cleave |
Double-bladed Scimitar | Martial Melee | 2d4 slashing | Two-handed, Finesse | Twin |
Boomerang | Martial Ranged | 1d6 bludgeoning | Thrown(30/60) | Returning |
Blowgun | Martial Ranged | 1d4 piercing | Ammunition(30/120) | Vex |
New weapon properties
Keen
Attacks with this weapon deal a critical hit on a 19.
Explode
Damage dealt by this weapon explodes. As long as you roll the maximum number on the die, you can roll the die again and add it to the total.
New weapon masteries
Wound
When you hit a creature with this weapon, subsequent hits with weapon attacks against that target before the end of your turn deal additional damage equal to your proficiency bonus.
Dueling
When you have no hostile creatures within your reach, creatures provoke opportunity attacks when they enter your reach.
Twin
You can use this weapon for two-weapon fighting when you wield it alone.
Grab
You can replace attacks with this weapon with a Grapple or Shove.
Returning
When you make a thrown attack with this weapon, it returns to your hand, hit or miss.
Step
When you hit with this weapon on your turn, you can expend 5 feet of movement without provoking opportunity attacks.
Exotic Weapons
Some weapons require special training to use effectively. These are often culture-specific, and the knowledge to make and use them might be closely guarded. To acquire proficiency in these weapons, you must specialize or train in their use. Except for proficiency, Exotic weapons count as Martial weapons.
Weapon | Type | Damage | Properties | Mastery |
---|---|---|---|---|
Chakram | Exotic Melee | 1d6 slashing | Finesse, Light, Thrown(20/40) | Returning |
Katar | Exotic Melee | 1d6 piercing | Finesse, Light, Keen | Wound |
Elfblade | Exotic Melee | 1d8 slashing | Finesse, Keen, Versatile (1d10) | Dueling |
Meteor Hammer | Exotic Melee | 1d8 bludgeoning | Finesse, Two-handed, Reach | Sap |
Mancatcher | Exotic Melee | 1d4 bludgeoning | Two-handed, Reach, Special | Grab |
Warscythe | Exotic Melee | 1d12 slashing | Two-handed, Heavy, Reach | Cleave |
Slingshot | Exotic Ranged | 2d4 bludgeoning | Two-handed, Ammunition(20/60), Explode | Slow |
Warbow | Exotic Ranged | 1d10 piercing | Ammunition(100/400), Two-handed, Heavy, Special | Push |
Exotic and combined weapons are one degree of rarity higher than their simple and martial counterparts. For example, a +1 Glaivebow is a Rare item, while a +1 Longbow is Uncommon.
Chakram
A chakram is a circular weapon, which has an edge around its entire perimeter, sometimes with the exception of a grip. They can be used in both close combat and thrown.
Katar
Katars are sometimes referred to as 'punch-daggers'. They are short blades made for thrusting where the grip is perpendicular to the blade, which allows them to be used as an extension of many forms of martial art.
Elfblade
A Minbar (minbar, lit 'quick-sword') is an elven-style sword with a long razor-sharp single-edged blade, a disc-shaped guard, and a leather-wrapped grip which allows it to be wielded with one or two hands. They are especially popular among high elves, and many elven nobles carry one even if they have no intention (or even training) to use it. Some examples of elfblades are supreme works of art, with no expense spared for their decoration.
Meteor Hammer
At its simplest, a meteor hammer is a weight suspended from a rope or chain, which is used in sweeping motions that utilize the wielder's body to redirect the weapon in large arcs. Some meteor hammer users prefer a double hammer, where two weights are connected by a single chain.
Mancatcher
These weapons are most common among guard forces, who have a need to subdue assailants without harming them. It is a pole weapon with a large fork at one end, which lets you pin your enemies to the ground without putting yourself in harm's way. They are only rarely used by adventurers.
Warscythe
While this weapon superficially resembles the farming implement, they are purpose-built for mowing down enemies on the battlefield, instead of grass. Compared to the agricultural tool, the blades of a warscythe is usually wider and sharpened on both sides, the shaft is reinforced, and the grips protected.
Slingshot
A slingshot consists of a forked handle made from wood or other material, with a elastic material (most often cordsap) strung between its tines. Even a relative beginner wielder can use it to propel stones or ball bearings with frightening speed and accuracy, and is quite easy to conceal.
Warbow
A warbow is made from composite materials, often horn or ashresin, and is very heavy to draw.
Special property:
You add both your Strength and Dexterity modifier to the damage dealt by warbow attacks.
Combined Weapons

Rhoyna Sersiter, elven monk wielding her glaivebow
Some exotic weapons are combinations of other weapons, letting you switch between two different weapon types at will, no action required. In order to learn to use one of these combined weapons, you need to be proficient with all the constituent weapons.
When using one of these weapons, it only has the properties of the type of weapon it is being used as. For example, a level 5 Fighter using a staffsling can attack once with it as a sling using Dexterity for 1d4 bludgeoning damage, before closing the distance and attacking in melee using Strength for 1d8 bludgeoning damage.
If you have any features which affect one of the constituent weapons, that feature only affects a combined weapon if it is being used like that weapon. For example, our Fighter from above could use Polearm Master to make an extra attack if they had attacked atleast once with the staffsling as a quarterstaff.
Swordwhip
(shortsword and whip) A swordwhip consists of a segmented blade that can be pulled taut into a sword, or relaxed into a flexible whip.
Staffsling
(quarterstaff and sling) A staffsling is a quarterstaff with a sling attached to the top for extra leverage. It is a signature weapon among the smallkin on southern Cottenhorn.
Glaivebow
(double-bladed scimitar and longbow) A special type of longbow where both limbs are sharp blades, letting it be used in ranged and melee combat interchangably. It is most commonly used by elves, including many among the Wardens, and some inhabitants of the Feywild.
Firearms
Firearms are powerful ranged weapons, but they cannot be easily reloaded in combat once fired. Shots from firearms can be heard up to a 600 feet away. Proficiency with firearms is considered an exotic weapon proficiency.
The table below shows different firearm types. It is divided into three tiers, renaissance, western, and modern. Renaissance weapons deal heavy damage, but take a long time to load. Western weapons introduce the cartridge, giving rise to repeating fire. Modern firearms are powerful weapons of war, capable of dealing immense damage.
Weapon | Damage | Range | Properties | Value |
---|---|---|---|---|
Renaissance | ||||
Flintlock Pistol | 7 (2d6) piercing | 20/40 | Light, Loading | 50gp |
Flintlock Musket | 11 (2d10) piercing | 30/90 | Two-handed, Loading | 100gp |
Blunderbuss | 15 (6d4) piercing | 10/20 | Two-handed, Heavy, Loading | 250gp |
Hand Mortar | 19 (3d12) piercing | 20/60 | Two-handed, Heavy, Loading, Emplaced | 500gp |
Western | ||||
Derringer | 5 (2d4) piercing | 10/20 | Discreet, Light | 350gp |
Revolver | 7 (2d6) piercing | 30/60 | Light | 750gp |
Lever-action Rifle | 9 (2d8) piercing | 60/180 | Two-handed | 1250gp |
Twin-barrel Shotgun | 15 (6d4) piercing | 15/30 | Two-handed, Heavy | 1500gp |
Hunting Rifle | 13 (2d12) piercing | 100/300 | Two-handed, Heavy, Loading | 2000gp |
Gatling Gun | 16 (3d10) piercing | 50/150 | Two-handed, Heavy, Automatic, Emplaced | 2500gp |
Modern | ||||
Handgun | 10 (3d6) piercing | 40/80 | Light | 2500gp |
Submachine Gun | 13 (3d8) piercing | 60/180 | Two-handed, Automatic | 4000gp |
Pump-action Shotgun | 20 (8d4) piercing | 20/40 | Two-handed | 5000gp |
Assault Rifle | 16 (3d10) piercing | 150/450 | Two-handed, Automatic | 7500gp |
Belt-fed Machine Gun | 22 (4d10) piercing | 100/300 | Two-handed, Heavy, Emplaced, Automatic | 12000gp |
Sniper Rifle | 19 (3d12) piercing | 200/400 | Two-handed, Heavy, Emplaced | 15000gp |
Firearm properties
Loading: The weapon needs time to reload before it can be fired again once empty. You can only attack once per turn with this weapon, and you need an empty hand in order to reload.
Emplaced: A weapon designed to be used in the same spot with a bipod or other support. You cannot attack with this weapon and move on the same turn.
Automatic: An automatic weapon can be used to suppress an area. As an action, you can force each creature in a 10-foot sphere centered on a point within the weapon's short range to make a Dexterity saving throw (DC equals 8 + prof + dex) or take damage as if they had been hit by the weapon.
Range: Generally, a one-handed firearm has a long range that is double its normal range, while a two-handed one has a long range that is triple its normal range. Shotguns are exceptions, and follow the rules for one-handed firearms.
Ammunition
Ammunition is costly to make. Its price is dependant on the size of the damage die used by the weapon (the number of dice rolled is irrelevant to the price, just the size of the die).
Bullet type | Price (per dozen) | Note |
---|---|---|
d4 | 1gp | Shotgun pellets |
d6 | 1gp | Handgun and other small calibers |
d8 | 5gp | Intermediate calibers |
d10 | 10gp | Large calibers |
d12 | 50gp | Extra large or specialized calibers |
A character can make up a dozen bullets of a given type in an hour (can be done during a short rest) with the proper supplies (lead and powder of the requisite value, and gunsmith's tools).
Firearm feats
Gunner
You like when things explode.
- You gain +1 Dexterity, to a maximum of 20.
- You gain proficiency with Renaissance Firearms and Gunsmith's Tools.
- You learn the Hunter's Mark spell, and can cast it once per short rest using this feature. You can also cast it using any spell slots you have.
Gunslinger
Requires proficiency with a firearm
You have become very quick at handling your weapons.
- You gain +1 Dexterity, to a maximum of 20.
- You have advantage on initiative checks.
- On the first round of combat, you can make an attack with a firearm as a bonus action.
Guns Akimbo
Requires proficiency with a firearm
You specialize in fighting with one firearm in each hand.
- You gain +1 Dexterity, to a maximum of 20.
- You do not suffer disadvantage when you make ranged attacks while an enemy is within 5 feet of you.
- You can draw a firearm as part of the attack you make with it, and you can reload two Light firearms at the same time.
Anatomical Knowledge
Requires proficiency with a firearm
You can hit them where it hurts the most.
- You gain +1 Intelligence or Wisdom, up to a maximum of 20.
- You gain proficiency in Medicine or Nature. If you already have proficiency in your chosen skill, you gain Expertise.
- Your attacks with firearms deal a critical hit on a 19.
Firearm items
Gunsmith's Tools
Tool, mundane
A collection of tools to both create and maintain firearms and ammunition. The set includes drills, files, and saws, as well as equipment for casting bullets and weighing out powder.
Pirate's Axegun
Weapon (handaxe and flintlock pistol), uncommon
A large flintlock pistol with an attached axe-head, for when the pistol shot was not enough.
Mad Jane's Caravan Protector
Weapon (lever-action rifle), rare (requires attunement)
This rifle belonged to 'Mad' Jane Westerling, who once single-handedly fought off a whole herd of rampaging Ankheg with it. The rifle is very well made, with silver inlay on the blued barrel and a stock made from ironwood.
You gain a +1 bonus to attack and damage rolls with this weapon. On a critical hit, the target becomes Stunned until the end of your next turn. Additionally, while holding the rifle, you can cast Zephyr Strike once per short rest.
Lifestealer
Weapon (revolver), very rare (requires attunement)
This revolver once belonged to the outlaw Jesse Winshaw, who once held up a dozen coaches in a single day. It is made from pitted dark metal and has bright white dragon-ivory handles.
You gain a +2 bonus to attack and damage rolls with this magic revolver, which deals 1d6 extra necrotic damage on a hit. Additionally, you gain 2d6 + your level of temporary hit points if you reduce a creature that isn't an undead or a construct to 0 hp with it.
The Big Iron
Weapon (revolver), rare (requires attunement)
This large revolver once belonged to the bounty hunter ranger who killed the legendary outlaw Texas Red.
You gain a +1 bonus to attack and damage rolls with this weapon and while it is on your hip, you have advantage on Intimidation and Initiative checks. On the first round of combat, you can make one additional attack with this weapon as a bonus action.
After you have scored one and nineteen more killing blows against humanoids with this weapon, its magical bonus increases to +2.
Mk.9 Special-Ops
Weapon (sniper rifle), legendary (requires attunement)
This state-of-the-art sniper rifle has been lightened and fitted with a silencer. It does not have the Emplaced and Heavy properties, and its shots can only be heard to a range of 120 feet. You gain a +3 bonus to attack and damage rolls with this weapon.
In addition, it has a bipod that grants advantage to all attacks with the weapon while prone and a night-vision scope that grants 300 feet of darkvision while aiming the rifle. This darkvision pierces magical darkness.
Silver Bullet
Consumable (ammunition), uncommon
This bullet is specifically made to counter shapechangers. If you hit a shapechanger with it, they must succeed on a DC 15 Charisma saving throw or revert to their original form and be unable to change shape again for 1 minute.