Item Cost (gp) Damage Weight (lb) Properties Description
Weapon-like Devices
Atlatl 1 2 Special, two-handed This tool extends the effective length of the thrower’s arm, allowing weapons to be hurled to greater distances. An atlatl is comprised of a handle with a cup or spur at the end into which a dart, greater trident, harpoon, javelin, spear, trident, or yklwa may be set, either at its butt or at a notched point on the shaft. When such a weapon is launched from an atlatl, both its range increments are increased by a distance equal to the weapon’s normal range increment. Alternately, the atlatl can be used to throw grenades or vials, doubling their ranges.
Using an atlatl requires two hands. Because of the time required to attach the thrown weapon to this device, you can throw only one projectile with it when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.
Cestus 2 1 Unarmed (P) This battle glove adds weights and spikes to the knuckles and the back of the hand.
Garrote 4 0.5 Special, two-handed A garrote is a strangulation device, typically a strong length of cord or a wire with a handle on each end. It is designed to restrict a target’s intake of air and the flow of blood to its brain.
A garrote can be used to make a grappling attack. This can only be attempted while you are hidden from the target or the target is otherwise prevented from using reactions, such as a round during which the target is surprised. If the initial grappling attack is successful with a garrote, the target is grappled. Further, on its next turn, the target begins suffocating. To maintain the suffocating effect, the grappler must use an action for strangulation on each of her
turns. If the grappler fails to do so, the count of consecutive rounds of suffocation resets to 0. If the grapple is ever broken, by the target or by some other means, the garrote is removed from the target’s neck and the strangulation ends.
A creature can survive for a number of rounds of consecutive strangulation equal to its Constitution modifier (minimum of 1 round). During these rounds, the creature acts normally, except that it is grappled. At the start of the target’s turn following this period, it drops to 0 hit points. It cannot regain hit points until it can breathe again.
Monsters and unimportant character that drop to 0 hit points die, or they can be left unconscious at the strangler’s option. Creatures that are normally allowed death saves take longer to kill. They automatically stabilize at 0 hit points if the strangulation stops; if the grapple is broken or the strangler stops using actions to maintain it. But if the strangulation continues, the target automatically fails each of its death saves until it dies.
Using a garrote requires two hands, both for the initial grappling attack and during the entire strangulation. A grappler using a garrote cannot initiate a pin with the grappler feat. Constructs, oozes, plants, and undead are immune to the suffocating effects of a garrote. At the DM’s discretion, certain other creatures may also be anatomically immune, perhaps by having no necks or possessing irregular circulatory systems.
Gauntlet, armour 3 1 Unarmed (B) A metal gauntlet formed of overlapping plates, the type used with metal armors.
Any suit of heavy armor or medium armor (other than hide or layered furs) comes with two of these. The parenthetical cost and weight are for buying and carrying the gauntlet separately.
Gauntlet, spiked armour 6 1 Unarmed (P) A metal gauntlet formed of overlapping plates, the type used with metal armors. This version has spikes on the knuckles and the back of the hand.
Any suit of heavy or medium armor with the armor spikes attachment (other than hide or layered furs) already comes with two of these. The parenthetical cost and weight are for buying and carrying the spiked gauntlet separately.
Hand Razors 5 0.5 Unarmed (S) A series of rings, sometimes attached to one another, that fit over the fingers of one hand. Small, sharp blades are affixed to the rings. In combat, these are positioned upward, protruding from the knuckles or downward, concealed within the palm of the hand.
Lasso Finesse, special, thrown (10/30), two-handed A lasso is a knotted loop of rope used to entangle foes at short range.
A Large or smaller creature hit by a lasso suffers no damage but is restrained until it is freed. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within reach on a success. A creature with an Intelligence of 7 or higher automatically succeeds at this check, knowing innately how to slip out of the tightened loop.
Alternately, the rope can be burst with a DC 17 Strength check or severed by dealing 2 slashing damage to it (AC 10). These options end the effect and permanently shorten the rope.
While you hold the other end of the rope to a restrained target, you can use the rules for shoving a creature (Player’s Handbook, page 195) to pull the creature 5 feet towards you (instead of pushing it away) or to knock it prone. If mounted and using a saddle, you can use your mount’s characteristics when making these checks.
Making a lasso out of the end of a rope shortens the rope’s effective overall length by 10 feet. A lasso cannot attack at a range longer than the rope’s remaining length. Because it is not a weapon, it does not add your proficiency bonus when making attacks. When you use your action, bonus action, or reaction to lasso a target, you can make only one attack regardless of the number of attacks you can normally make. This does not apply to attacks on an already-restrained target when invoking the rules for shoving a creature, described above.
Weighted Knuckles 1 1 Unarmed (B) Weighted knuckles consist of a set of connected rings. Sometimes the rings are connected to a handle, but typically they are just connected to each other in a row. Worn over the fingers, this device protects the wearer’s knuckles when punching and adds tremendous impact to such attacks.
Simple Melee Weapons
Club 0.1 1d4 Bludgeoning 2 Light A club is simply a heavy stick or rod used for clubbing. It is typically made of wood. Clubs come in many variations.
Crook 0.5 1d8 Bludgeoning 4 Tripping, two-handed A staff with a large blunt hook at one end, used by shepherds to control flocks of sheep or goats.
Dagger 2 1d4 Piercing  1 Finesse, light, thrown (20/60) A dagger is a short blade on a handle, typically with a cross-guard to protect the hand. Most dagger blades are double sided and have a pointed tip.
Dagger, poison 30 1d4 Piercing 1 Finesse, light, special, thrown (20/60) A well in the handle of this weapon is designed to hold liquid poison without it drying out; small, hidden channels connect the reservoir to various points along the blade.
As a bonus action, you can depress a subtle switch on the handle and flick your wrist, forcing the stored dose of poison out of the reservoir, through the channels, and onto the blade. The posion lasts on the blade's edge for 1 minute, or until it hits 3 targets, whichever is sooner. 
Dagger, punch 10 1d4 Piercing 1 Deadly, finesse, light This weapon functions as a normal dagger, except that the handle is set perpendicular to the blade. Thrusts with the weapon use a punching motion.
Fustibalus (staff sling): 2 1d4 Bludgeoning (sling) 4 Ammunition (45/180), two-handed (sling part) A long leather sling is attached to the end of this staff. The staff affectively adds length to the user’s arm, allowing the sling to be used at greater range.
The fustibalus can alternately be used as a quarterstaff. For an additional 5 gp, a fustibalus can be made as a “staff” arcane focus or a “wooden staff” druidic focus.
1d6 Bludgeoning (staff) Versatile (1d8) (staff part)
Greatclub 2 1d8 Bludgeoning 10 Two-handed A long, large version of a club, so big that it requires two hands to wield.
Hammer, light 2 1d4 Bludgeoning 2 Light, thrown (20/60) This lightweight hammer has a long handle to increase the power of its swings.
Handaxe 5 1d6 Slashing 2 Thrown (20/60) A simple weapon with a small handle and a chopping blade at the end. A handaxe is suitably balanced for throwing.
Hatchet 2 1d4 Slashing 2 Light, thrown (20/60) This weapon resembles a handaxe, but with a smaller blade.
Hook 4 1d3 Slashing Disarming Hooks are often attached to handles to serve as tools for lifting bales of hay. They can also serve as weapons. In certain cultures, hooks are common prostheses for lost hands.
Javelin 0.5 1d6 Piercing 2 Thrown (30/120) A short, light spear balanced for throwing with significant range.
Knobkerrie 0.4 1d4 Bludgeoning 3 Light, thrown (10/20) A club with a weighty head balanced for throwing.
A knobkerrie can be the subject of a shillelagh spell but, if the weapon is thrown, the spell ends before it can affect the attack or damage rolls.
Mace 5 1d6 Bludgeoning 4 A mace is a simple weapon, a blunt weight at the end of a handle. The head sometimes bears flanges or knobs to decorate the weapon or intensify its impacts.
Mace, liturgical 30 1d6 Bludgeoning 4 Special This mace has a large, hollow reservoir for holding holy water. The head of the weapon contains dozens of holes that are normally covered by an internal bladder. When the mace strikes a target, the impact jars and compresses the internal bladder, exposing the holes and dousing the target with liquid.
If filled with holy water, the liturgical mace inflicts an additional 1d6 radiant damage against a fiend or undead. If filled with defoliant, the liturgical mace inflicts an additional 1d6 acid damage against a plant creature. A single flask of holy water or defoliant provides enough liquid to fill the mace, allowing the weapon to be used twice before it is empty. The internal components of the liturgical mace are too delicate to survive loading it with any harsh or volatile alchemies like acid and alchemist’s fire, or with poisons of any kind.
Pick, light 3 1d4+1 Piercing 2 A pick consists of a handle with a perpendicular spike affixed across one end. Some picks have two such spikes, set parallel to one another. The pointed spikes of picks are ideal for punching through thin armor.
Quarterstaff 0.2 1d6 Bludgeoning 4 Versatile (1d8) A quarterstaff is a long, straight stick, about as long as a Medium humanoid is tall, or even longer. Quarterstaffs can be banded with iron or made with other metals, but they are traditionally wooden.
Sap 4 1d4 Bludgeoning 2 Special A sap consists of a heavy weight within a sleeve of leather or other padded material. Its purpose is to knock out creatures without killing them.
Once per turn, you can use this weapon to attempt a sapping attack if you have not made (and will not make) a sneak attack that turn. This can only be attempted while you are hidden from the target or the target is otherwise prevented from using reactions, such as during a round in which the target is surprised. If the sapping attack succeeds and the target is not reduced to 0 hit points, roll 2d6 to calculate a sapping number. If you have the Sneak Attack class feature, roll your Sneak Attack dice and add the result to your sapping number. If the number generated is equal to or higher than the target’s remaining hit points, the target gains the unconscious condition. Otherwise, the sapping roll has no effect. (Constructs, oozes, plants, and undead are immune to sapping.)
A sapped creature regains consciousness after 1d4 hours or when it is healed for at least 1 hit point. At the DM’s discretion, other effects can also relieve this unconsciousness.
Scourge 3 1d3+1 Piercing 3 Finesse, light, special This short, multi-lash whip is the sort used for administering punishments. It is more intimidating than effective when used as a weapon.
Any creature wearing armor (or with natural armor) has resistance to the damage inflicted by this weapon.
Scythe 5 1d8 Slashing 4 Tripping, two-handed A two-handed implement with a curled handle and a large, perpendicular, sickle-like blade.
Sickle 1 1d4 Slashing 2 Light An agricultural tool with a hooked blade, used for harvesting plants.
Spear 1 1d6 Piercing 3 Thrown (20/60), versatile (1d8) A long-hafted weapon with a simple point affixed to one end.
Spear, short 0.5 1d4 Piercing 2 Thrown (30/90), light A shorter version of a spear.
Stake, wooden 0.01 1d3 Piercing 1 Ersatz, light This weapon is a short, sturdy wooden stick sharpened at one end. The other end is typically flat, suitable for hammering into the ground or into the heart of a resting vampire.
Stiletto 5 1d3 Piercing 1 Breach, finesse, light This long, thin blade is designed to slip between the plates of armor or the links of chain mail.
Simple Ranged Weapons
Crossbow, light 25 1d8 Piercing 5 Ammunition (80/320), loading, special, two-
Handed
A crossbow uses a horizontal bow attached to a wooden stock. The internal mechanism allows a bolt to be loaded and the weapon drawn, held in the firing position for much longer than a bow could be held manually. Crossbows are easier to aim and fire than traditional bows. This simple crossbow is lightweight and easy to manage.
Crossbow, light double 50 1d8 Piercing 8 Ammunition (60/240), special, two-handed A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each.
You can fire only up to two pieces of ammunition from a double crossbow when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Crossbow, light repeating 125 1d8 Piercing 7 Ammunition (40/160), loading, special, two- Handed This light crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.
The light repeating crossbow’s built-on magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action. This weapon is favored by derro.
Crossbow, light pellet 25 1d6 Bludgeoning 5 Ammunition (40/160), loading, special, two- Handed This crossbow has a cupped shuttle attached to its string, used to project stones or other similar projectiles.
A pellet crossbow uses sling bullets instead of crossbow bolts for its ammunition.
Dagger, throwing 0.4 1d4 Piercing 0.25 Finesse, special, thrown (20/60) The blade and handle of this dagger are flat, without quillons or crossguard, and balanced for throwing. Because of this shape, carrying and drawing multiples of this weapon is easy.
Up to 3 throwing daggers can be drawn as a single interaction with the environment (or a single action) and held in one hand. This allows characters with Extra Attack or similar class features to throw multiple throwing daggers in the same turn (using the other hand) without having to use a separate action to draw each one.
Dart 0.05 1d4 Piercing 0.25 Finesse, thrown (20/60) A sharp spike, about the length of a hand, weighted at one end and balanced for throwing.
Shortbow 25 1d6 Piercing 2 Ammunition (80/320), two-handed A common weapon in most cultures, this consists of a springy stock or haft, bent into a bow shape by a shorter string connected to both ends. Holding the middle of the bow and pulling the string back increases the weapon’s tension; when the string is released, the recoil can rapidly project a missile attached to the string, pushing it past the bow. A shortbow has a shorter length relative to a longbow, better suited for mounted use.
Shortbow, composite 70 1d6 Piercing 3 Ammunition (100/400), special, two-handed Composite bows are built with a composite of materials, each with various degrees of flexibility. They have exceptionally strong draws.
You can add your Strength modifier to damage rolls with a composite bow, instead of your Dexterity modifier. (But continue to use your Dexterity modifier for rolls to hit.)
Shortbow, pellet 25 1d5 Bludgeoning 2 Ammunition (40/160), special, two-handed The strings of this double- strung shortbow connect at their centers with a cloth or leather cup. The cup seats its projectiles during the draw.
A pellet bow uses sling bullets instead of arrows for its ammunition.
Sling 0.1 1d4 Bludgeoning Ammunition (30/120) A long thong of leather with a pouch near the center of its length. Both ends of the thong are held in one hand, and the weapon is swung overhead to build momentum before firing. The weapon’ s ammunition is flung from the pouch as one end of the thong is released.
Martial Melee Weapons
Aklys 2 1d4 Bludgeoning 2 Light, thrown (10/15), special A long leather thong attaches at one end to this weighted club and to the wielder’s wrist at the other end. The club can be used in melee but is also weighted for throwing.
It takes an action to attach the thong to the wrist. Once attached, this weapon cannot be disarmed. If thrown with the thong attached, the wielder may use an action or bonus action to pull back the thong, bringing the club back into the hand.
Ankus 6 1d6 Piercing 3 Light, tripping A long handle with a pointed end and a short perpendicular hook, used to guide elephants.
Battleaxe 10 1d8 Slashing 4 Versatile (1d10) A medium-hafted weapon with a perpendicular, rounded blade at one or both ends, designed for chopping.
Blade, hidden 20 1d3 Piercing Special This small, spring-loaded blade can be hidden in various objects. It is often hidden in stiff articles of clothing, like a leather bracer or the sole of a boot, but it can also be hidden at the end of a staff, at the bottom of a shield, or inside various innocuous tools.
A hidden blade can be “drawn” as an action or a bonus action, causing the blade to spring into position attached to the object it was concealed in. This typically requires some complex adjustment of the containing item to reveal the blade.
One classic example of a hidden blade is called a “toe spike.” This blade is concealed in the sole of a boot and “drawn” by pressing the heal sideways into the ground, causing the blade to appear, projecting from the toe of the boot.
A hidden blade is an improvised weapon that closely resembles a small dagger. It inflicts 1d4 piercing damage in combat. The DM decides if a weapon proficiency bonus applies, depending on where the blade is attached; at the end of a pole, the weapon might closely resemble a spear, while a version that projects from a bracer might resemble a punching dagger.
Bhuj 25 1d8 Slashing 4 Alternate (P), versatile (1d10) Also called an “axe-knife,” the weapon’s blade is affixed to an axe-like haft. Although shaped like a knife, the large blade is heavy and slightly curved, designed primarily for chopping.
The pommel and last few inches of the weapon’s haft can be removed as a false bottom sheath. (See Part 2, below.) The removeable portion constitutes the handle of a stiletto, drawn from the hollow butt of the bhuj.
Clawed Gauntlet 6 1d4 Slashing 2 Deadly, finesse, light Long, bladed claws extend from the back of the hand of this gauntlet.
Dagger, parrying 6 1d4 Piercing 2 Defensive, finesse, light This category of daggers is typically used in the offhand. It incorporates a wider guard, sometimes with a basket hilt or a pair of long prongs angling away from the main blade.
Flail 10 1d8 Bludgeoning 2 A short chain with a handle attached to one end and a small weight at the other end.
Flail, staff 12 1d8 Bludgeoning 4 Reach, two-handed A flail-headed chain attached to the end of a short staff.
Flail, twin 16 2d4 Bludgeoning 3 Heavy, tripping A short chain with a handle attached to one end and two small weights at the other end.
Greataxe 30 1d12 Slashing 7 Heavy, two-handed A greataxe is a large, long-hafted weapon with an enormous double-bladed axe head. This weapon is so large that it requires two hands to wield.
Hammer, great 25 1d12 Bludgeoning 7 Heavy, two-handed A great hammer is a large, long- shafted weapon with an enormous double-sided hammer head. This weapon is so large that it requires two hands to wield.
Harpoon 0.6 1d6 Piercing 2 Special, thrown (30/60) A harpoon is a thrown weapon designed to impale its target. A trailing rope restricts the target’s movement after the weapon binds in the target’s flesh.
Despite its standard range increments, a harpoon cannot be used to attack a creature that is farther away than the length of its attached rope. These special rules apply only if the harpoon is attached to such a trailing rope; otherwise treat the weapon in all ways as a javelin.
A harpoon attack that inflicts at least 5 damage binds the target. A harpooned creature is restrained except that it can still move its normal speed, provided it goes no further away from the attacker. This range can be shortened over time if the other end of the rope is attached to a winch.
A harpooned creature can use its action to make a Strength check to free itself from the weapon. The DC is 10, or the damage inflicted by the harpoon attack, whichever higher. A creature with an Intelligence of 7 or higher automatically succeeds at this check, understanding innately how to manipulate the weapon to free itself.
Alternately, the creature can attempt to pull free, dragging the weapon and rope with it. If you control the other end of the rope, this is an opposed check of Strength (Athletics). If the creature is two or more sizes larger than you, this check succeeds automatically. If the rope is tied to an object, the creature must instead try to burst the rope or drag the attached object.
Kukri 5 1d4+1 Slashing 1 High-critical, light This large dagger has a heavy blade, curved slightly toward its cutting edge. The weapon is designed for chopping.
Lance:
combat 10 1d12 Piercing 6 Reach, special You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a combat lance requires two hands to wield when you aren’t mounted.
combat, light 8 1d10 Piercing 4 Reach, special You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a combat lance requires two hands to wield when you aren’t mounted.
great 35 2d8 Piercing 15 Reach, special A great lance is an extra-long lance supported by a swiveling pintle mount.
The weapon is too large to use unless affixed to an exotic saddle or howdah on a Huge-size or larger creature. This weapon has a 15-foot reach. You have disadvantage when you use a great lance to attack a target within 10 feet of you.
jousting 10 1d8 Bludgeoning 6 Reach, special You have disadvantage when you use a jousting lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. A jousting lance has a blunt end and is made to break away on impact. A creature wearing heavy armor has resistance to damage inflicted by a jousting lance.
jousting, light 8 1d6 Bludgeoning 4 Reach, special You have disadvantage when you use a jousting lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. A jousting lance has a blunt end and is made to break away on impact. A creature wearing heavy armor has resistance to damage inflicted by a jousting lance.
Mace, heavy 7 1d8 Bludgeoning 6 This weapon has a longer handle and heavier head than the normal mace.
Maul 10 2d6 Bludgeoning 10 Heavy, two-handed This weapon resembles a large hammer. Instead of a metal head, the weapon has a much larger wooden head with a huge striking surface.
Maulaxe 30 1d8 Slashing 6 Alternate (B), heavy, versatile (1d10) This heavy-hafted weapon boasts a double-headed combination of an axe blade facing one direction and a large hammer head facing the other.
Morningstar 15 1d8 Piercing 4 A wood-handled clubbing weapon with a heavy, spiked weight at one end.
Pick, horseman's war 10 1d6+1 Piercing 3 Versatile (1d8+1) This double-spiked pick has an extra-long handle, suitable for use from horseback.
Pick, footman's war 5 1d8 Piercing 2 This heavy pick is simply designed and cheaply manufactured for infantry use.
Pincer Staff 50 1d6 Piercing 7 Disarming, reach, tripping, two-handed This weapon has a mechanical joint that the wielder controls, allowing the two opposite claws to clamp down on an enemy’s limb or weapon.
Polearm:
boarding gaff 5 1d8 Slashing 5 Heavy, reach, tripping, two-handed A long pole with one or more hooks at the end. This weapon is often used in ship-to-ship boarding actions.
When hooked to the top of a wall or gunnel no more than 15 feet above the wielder, the pole can be climbed like a rope.
glaive 20 1d10 Slashing 6 Heavy, reach, two-handed A single-edged blade mounted on a long haft. The blade curves over at the tip to increase the cutting area.
gythka 25 1d8 Slashing 4 Two-handed A short-length polearm with a slashing blade at either end. Traditional gythka blades are made of crystal, but metal is equally effective.
This weapon is favored by thri-kreen.
halberd 20 1d10 Slashing 6 Heavy, reach, two-handed A polearm topped with an irregular head, forming a chopping surface and a piercing point.
pike 5 1d10 Piercing 18 Heavy, reach, two-handed And extremely long spear-like weapon used primarily in formation fighting.
Quadrens 8 1d3+1 Piercing 2 Disarming, light This resembles a dagger except that in the place of a blade, four long, parallel spikes protrude from each corner of a square crosspiece.
Ritiik (talon spear) 5 1d6 Piercing 4 Disarming, thrown (15/45), versatile (1d8) This spear has a forward-facing hook, just below the spear head.
Scissor 8 1d4 Slashing 3 Defensive, light, special A rare gladiator weapon, the scissor is a metal tube with a small, fan-like blade extending from one end. The user reaches into the tube to grasp the handle, located at the end near the blade. The tube protects the user’s forearm, allowing the wielder to block and quickly retaliate with a slash of the razor- sharp blade.
You have advantage on any save or check you make to avoid being disarmed of the scissor.
Scissor, extended 14 1d4 Slashing 5 Defensive, light, special As a scissor, except that the tube is built onto an articulated arm piece that extends all the way up the arm and over the shoulder.
It takes two actions to strap into an extended scissor or to take it off. When employing the defensive property, the wielder gains the benefit of having two defensive weapons. (This benefit is not cumulative with another defensive weapon.) When the extended scissor is strapped on, it cannot be disarmed.
Slungshot 1 1d4 Bludgeoning 2 Disarming, finesse, tripping A short length of rope tied to a round weight at one end. The weapon can be swung quite forcefully, and a proficient wielder can make attacks with it from unexpected angles.
A slungshot has a loop at the other end that can be attached to (or detached from) the wielder’s wrist with an action. If the slungshot is so attached, it cannot be disarmed.
Spear, short hooked 2 1d4 Piercing 2 Finesse, light, tripping The backward-facing hook on this short-hafted spear is designed for tripping opponents.

Spear, weighted 7 1d6 Piercing 4 Alternate (B), thrown (15/45), versatile (1d8) This spear has a heavy weight at the butt, making it suitable for use as a spear or a long-handled club.
Spiked Chain 45 1d6 Piercing 4 Disarming, heavy, reach, tripping, two- handed The spiked chain has various sharp protrusions at strategic points along its length. It is designed to entangle foes.
Sword: Along with spears, swords are the most ubiquitous weapons on the battlefield, a weapon type used in nearly every culture. A sword consists of a handle affixed at the end of a long blade. A cross- pieced usually separates blade and handle, protecting the wielder’s hand. The “longsword” is a quintessential version, the weapon to which most other swords are compared in their descriptions and functions.
bastard sword 25 2d4 Slashing 4 Heavy, deadly, versatile (2d5) This weapon is a cross between the longsword and the greatsword. The additional length makes the weapon useful to wield from horseback.
broadsword 10 2d4 Slashing 4 Heavy This weapon resembles a longsword but with a shorter handle and a wider, heavier blade.
claymore 60 1d12 Slashing 7 Deadly, heavy, two-handed This weapon closely resembles a greatsword. The weapon has a heavier blade and it’s cross-guards are forward-angled with capped with round balls or quatrefoils. This configuration facilitates some techniques and maneuvers unique to the weapon.
cutlass 15 1d6+1 Slashing 3 Defensive, heavy A cutlass is a heavy chopping sword favored by sailors. It has a basket or cupped hilt that protects the wearer’s hand in battle.
epee 30 1d6 Piercing 2 Defensive, finesse This small, fast weapon is an evolution of the rapier. It’s lighter weight and elegant basket hilt make the sword ideal for dueling.
estoc 25 1d8 Piercing 3 Breach, heavy, versatile (1d10) A long-bladed sword that tapers to a narrow, dramatic point. This weapon is used primarily for thrusting.
falchion 18 2d4 Slashing 5 Deadly, heavy This weapon resembles a broadsword in function, but it has a heavier, slightly-curved blade.
falcata 15 1d6+1 Slashing 3 High-critical The falcata is a larger version of the kukri. Its blade curves slightly forward and is wider at the end, providing greater chopping momentum.
flamberge 35 1d10+1 Slashing 5 Heavy, high-critical, two-handed This version of the greatsword has a wavy blade, sometimes with sharp protrusions along its length.
gladius 12 1d8 Piercing 3 Alternate (S) This simple weapon is used primarily for thrusting, like a heavier version of the shortsword. Its weight is also suitable for heavy slashing attacks.
greatsword 50 2d6 Slashing 6 Heavy, two-handed A large sword so big that it requires two hands to wield.
khopesh 15 1d6 Slashing 2 High-critical, tripping The blade of this sword curves into backward-facing sickle shape for the top half of its length.
longsword 15 1d8 Slashing 3 Versatile (1d10) This iconic knightly weapon features a cruciform hilt. The weapon is light enough for single-handed use, but has a long handle (from which it derives its name) that allows it to be wielded two-handed.
maca 20 1d8 Slashing 5 Alternate (B), ersatz, deadly, heavy, wounding The maca is a heavy wooden sword. Sharp pieces of obsidian, shark teeth, or other natural materials line the cutting edges.
rapier 25 1d8 Piercing 2 Finesse A slender, sharply pointed sword, designed for fast, elegant fighting.
saber 25 1d6 Slashing 3 Defensive, finesse A curved, elegant sword with a basket hilt to protect the wielder’s hand. The curved blade makes the weapon excellent for fighting from horseback, where a straight blade might be more likely to catch in a body and be pulled from the wielder’s grip as she rides past.
scimitar 25 1d6 Slashing 3 Finesse, light A light, curved sword, excellent for cavalry use.
shortsword 10 1d6 Piercing 2 Finesse, light This weapon looks like a heavy dagger with a longer blade. The weapon is made primarily for short, vicious thrusts.
shotel 20 1d6 Slashing 3 Alternate (P), tripping, light The blade of this sword curves dramatically forward into a large hook. The weapon resembles an over-sized sickle.
sword cane 35 1d6 Piercing 2 Finesse, light, special This covert weapon appears to be nothing more than a simple cane until the handle is twisted and the thin sword blade withdrawn from its length.
talwar 20 1d8 Slashing 3 Finesse This weapon resembles a scimitar, except that it has an elongated blade. In some versions, the blade widens near the tip for greater momentum when swinging.
tegha 60 1d10 Slashing 5 Deadly, Finesse, two-handed This large scimitar was designed for use as an executioner’s weapon. It must be wielded with two hands.
Tail Spikes 4 1d3 Piercing 1 Finesse, light This is a ring that straps onto a
creature’s tail and locks into place. The ring boasts an array of spikes and can be whipped about to great effect.
This device is only usable by creatures with long, articulate tails. Applicable player character races include lizard folk, tabaxi, tiefling, and any others as determined by the DM. A creature armed with tail spikes may attack with them using a bonus action as though armed with a light off-hand weapon. Do not add your ability modifier to damage when attacking with tail spikes, even if you have a trait or feature that would otherwise allow you to add the modifier to off- hand attacks.
Tongi 10 1d6+1 Piercing 4 Versatile (1d8+1) A hafted weapon like a battle axe, but in place of a blade, the weapon has a fanning crescent of spikes.
Trident 5 1d6 Piercing 4 Disarming, thrown (20/60), versatile (1d8) A spear with three parallel prongs.
Trident, greater 12 1d6+1 Piercing 5 Disarming, thrown (15/45), versatile (1d8+1) A longer version of the trident, its prongs are wider and are often bladed as well as being sharp-tipped.
Trombash 8 1d5 Slashing 2 High-critical, light, thrown (15/45) A trombash has a large, curved blade, bigger than a dagger, some with additional prongs. Its function is ceremonial as well as martial.
Waraxe 20 2d4 Slashing 5 Deadly, heavy, versatile (2d5) This weapon resembles a large battle axe. It has an impressive head with two opposite axe blades.
Warhammer 15 1d8 Bludgeoning 2 Versatile (1d10) The handle of this weapon is longer than that of a work hammer. The head is relatively small but heavy enough to inflict tremendous damage.
Whip 2 1d4 Slashing 3 Finesse, reach The business end of this whip typically has tiny metal blades and barbs in its braided leather strands, making it a weapon suitable for combat.
Whip, basic 1 1d2 Slashing 2 Disarming, finesse, reach, special This leather whip is too long to be functional with the weighty additives that enhance a normal combat whip.
A basic whip is still useful in battle, providing a 15-foot reach rather than the normal 10. And in a pinch, a basic whip can substitute for a 15-foot rope. Creatures wearing armor (or with natural armor) have resistance to the damage inflicted by a basic whip.
Because of the time required to draw back the entire length for another swing, you can attack only once with this weapon when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make. Stowing a basic whip is a timely process of coiling, taking an action and requiring both hands.
Yklwa 1 1d8 Piercing 2 Ersatz, thrown (10/30) This short spear has a broad head of chipped stone or obsidian. The head is up to 18 inches long and sharp along its entire length. Because of its large head, the weapon is not sufficiently balanced to throw at the same range as a normal spear.
A steel-headed version of this weapon loses the ersatz property and costs 4 gp.
Martial Ranged Weapons
Blowgun 10 1 Piercing 1 Ammunition (25/100), loading A straight tube of consistent or narrowing diameter, used to project blowgun needles. Blowgun needles do little damage but are often used in conjunction with poisons.
Blowgun, greater 15 1 Piercing 2 Ammunition (30/120), loading This longer version of the blowgun allows the user to project blowgun needles to slightly farther ranges.
A greater blowgun can also be used as a breathing tube, allowing the user to stay submerged in water.
Bolas 4 2 Finesse, thrown (20/60), tripping Bolas consist of three round weights at the end of three cords or ropes, tied together at their tails. This thrown weapon is designed to entangle the limbs of foes it hits.
A Large or smaller creature hit by bolas must make a DC 10 Dexterity saving throw or be restrained. A bipedal creature that fails the saving throw by 5 or more points is also knocked prone. A creature can use an action to automatically free itself or another creature within its reach. Dealing 2 slashing damage to the bolos (AC 10) also frees the creature, ending the effect and destroying the bolas. Bolas have no effect on formless creatures.
Boomerang 1 1d4 Bludgeoning 2 Finesse, special, thrown (20/60) A boomerang is a curved wooden weapon, thrown end-over-end.
When thrown by a proficient wielder at a target beyond its normal range increment, it returns to the thrower if the attack misses. The boomerang lands on the ground within 10 feet of the thrower, at a location of the DM’s choosing.
Chatkcha 2 1d6 Slashing 1 Finesse, thrown (30/120) A triangular or three-pointed throwing blade. Traditional chatkchas are made of crystal but metal serves just as well. This weapon is favored by thri-kreen.
Crossbow, blade driver 300 1d4, 2d4, or 3d4 Slashing 19 Ammunition (50/200), loading, special, two-handed The so-called “disk bow or string. Instead, the weapon bears a complex crossbow” resembles a crossbow except that it has no array of spinning gears. In the same turn, prior to making attacks, the wielder must use a bonus action to pump the stock shuttle, spinning up the centrifugal driver. When the weapon is fired, multiple sharpened disks are dropped from the three-chamber magazine onto the spinning driver, which flings the disks at high speed. Every attack with the weapon thus expends three crossbow disks.
If your attack hits, at least one disk strikes the target and there is a chance that one or two additional disks hit as well. If your attack roll, after considering all modifiers, exceeds the target’s Armor Class by at least 2 points, a second disk hits. If the roll exceeds the target’s Armor Class by at least 4 points, a third disk hits. If one disk hits the target, the weapon’s damage is 1d4. If two hit, the weapon’s damage is 2d4. If three hit, the weapon’s damage is 3d4. If your unmodified attack roll is a 20 (a critical hit), at least 1 disk hits but you must still compare your attack roll to the target’s Armor Class to determine the weapon’s normal damage dice before doubling them.
Regardless of the number of dice, each damage roll constitutes no more than a single attack that has hit; do not double or triple the effect of poisoned ammunition, class features, or other effects that accrue per strike.
Blade driver crossbows have a built-on magazine that holds up to 30 crossbow disks. While the magazine contains any disks, the weapon is not affected by the loading property. Reloading up to 6 disks into the magazine requires an action. If fired with fewer than three disks remaining, the weapon’s damage is limited to 1d4 (for one disk loaded) or 2d4 (for two disks).
Crossbow, polybolos 550 2d8 Piercing 41 Ammunition (150/600), loading, special, two-handed The polybolos is a massive repeating crossbow fired by cranking a side-mounted windlass. The weapon is built onto a collapsible tripod or support frame.
It takes one action to place and set up the support frame, making the weapon ready to fire. The polybolos can only be set up on a stable surface but that can be a mobile surface like a wagon or howdah. The polybolos will not fire outside of its set-up state.
It takes one action to break down a polybolos, to fold its framework or support legs into a portable configuration. If the polybolos is moved without breaking down the supports, double the weapon’s weight for encumbrance purposes. Once moved, the weapon will not fire until it is set up again.
A polybolos can only fire polybolos bolts, larger versions of crossbow bolts that have double the standard cost and weight. A polybolos has a built-on magazine that holds up to 12 polybolos bolts. Reloading up to 6 bolts into the top of the magazine requires an action. Loading is performed by the user or by an assistant. While the magazine contains bolts, the weapon is not affected by the loading property.
Crossbow, hand 75 1d6 Piercing 3 Ammunition (30/120), light, loading This small crossbow is light enough to be aimed and fired one-handed.
Crossbow, hand repeating 375 1d6 Piercing 4 Ammunition (15/60), light, loading, special This hand crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.
The hand repeating crossbow’s magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action.
Crossbow, heavy 50 1d10 Piercing 18 Ammunition (100/400), heavy, loading, two-handed This large crossbow has a heavy pull, often drawn with a crank or lever. It requires special training to manage and operate. 
Crossbow, heavy double 100 1d10 Piercing 22 Ammunition (75/300), heavy, special, two- Handed A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each.
You can fire only up to two pieces of ammunition from a double crossbow when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Crossbow, heavy repeating 250 1d10 Piercing 20 Ammunition (50/200), heavy, loading, special, two-handed This heavy crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.
The heavy repeating crossbow’s built-on magazine holds up to 6 crossbow bolts. While the
magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action.
Longbow 50 1d8 Piercing 2 Ammunition (150/600), heavy, two-handed This bow is typically as tall as the wielder. The distribution of tension over such a large distance gives the weapon a smooth, powerful draw.
Longbow, composite 125 1d8 Piercing 3 Ammunition (180/720), heavy, special, two- Handed Composite bows are built with a composite of materials, each with various degrees of flexibility. They have exceptionally strong draws.
You can add your Strength modifier to damage rolls with a composite bow, instead of your Dexterity modifier. (But continue to use your Dexterity modifier for rolls to hit.)
Net 1 3 Special, thrown (5/15) A net is mesh of interconnected lines designed to entrap targets.
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge 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 net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Net, barbed 10 3 Special, thrown (5/15) This net has dozens of razor-sharp spikes attached at various points.
The weapon functions as a net except that it also inflicts 1d3 piercing damage each time the restrained creature makes a check to free itself. Another creature can attempt to free the restrained target without inflicting damage.