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  A full catalog of weapons and related materials 
  for the world’s greatest roleplaying game 
  
   
   
  WRAITH WRIGHT’S 
   
  
   
   
  Your Dungeon Master: Randall Right 
  Illustration: Cover (Goblin Ambush) by Eric 
  Pommer. Some chapter heads and additional 
  art by Dean Spencer. Line-drawn weapon sets 
  by Seth Graham. Additional color illustrations 
  courtesy of Wizards of the Coast. 
  Additional Graphic Design: Cole Twogood, 
  Jason Sythe, Randall Right 
  Playtesting and Quality Consultation: Brent 
  Collins, Charles Baker, David Hollingsworth, 
  Matthew Skau, Robert Ochs, Scott Szydlo 
  Version: 4.2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, MAGIC THE GATHERING, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material 
  is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016-2017 Wizards of the 
  Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  The Comprehensive Manual titles, the Wraith Wright anvil, and other related titles and branding are trademarks of Wraith Wright 
  Productions. All other original material in this work is copyright Wraith Wright Productions 2019 and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
  ON THE COVER 
  Goblin Ambush by Eric Pommer 
   
  Adventurers repel a goblin 
  ambush using the greater power 
  and range of their composite 
  longbows and flight arrows. 
   
  
   
   
  CHAPTER 0: INTRODUCTION 
  WHAT’S IN THIS PRODUCT? ............................................ 3 
  Chapter 1: Weapon Rules ......................................... 3 
  Chapter 2: Expanded Weapons ............................... 3 
  Chapter 3: Exotic Weapons ...................................... 3 
  Chapter 4: Jade Throne............................................. 3 
  Chapter 5: Firearms .................................................. 3 
  HOW TO USE THIS PRODUCT .......................................... 3 
  System Changes ........................................................ 3 
  COMPREHENSIVE MANUALS ............................................ 3 
  The Other Books ....................................................... 4 
  Trust ........................................................................... 4 
  CHAPTER 1: WEAPON RULES 
  WEAPON PROPERTIES ..................................................... 6 
  Standard Properties .................................................. 6 
  New Properties .......................................................... 7 
  WEAPON DAMAGE ......................................................... 10 
  New Dice ................................................................... 10 
  Size-Related Damage ................................................ 11 
  Alternate Materials .................................................. 12 
  Weapon Improvements ........................................... 13 
  CHARACTER RULES ......................................................... 14 
  Race and Class .......................................................... 14 
  Feat Modifications ................................................... 14 
   
  CHAPTER 2: EXPANDED WEAPONS 
  WEAPON-LIKE DEVICES ................................................. 17 
  Descriptions ............................................................. 17 
  WEAPONS....................................................................... 19 
  Descriptions ............................................................. 19 
  ADVENTURING GEAR ...................................................... 41 
  Descriptions ............................................................. 41 
  CHAPTER 3: EXOTIC WEAPONS 
  DOUBLE WEAPONS ....................................................... 46 
  Using Double Weapons ......................................... 46 
  Descriptions ............................................................ 46 
  EXTRA POLEARMS .......................................................... 49 
  Hybrid Polearms ..................................................... 49 
  Descriptions ............................................................ 50 
  CHAPTER 4: JADE THRONE 
  Native List ................................................................ 55 
  Table Names ............................................................ 55 
  Descriptions ............................................................ 55 
  CHAPTER 5: FIREARMS 
  USING FIREARMS ........................................................... 64 
  Official Settings ....................................................... 64 
  Functionality and Flavor by Tier ........................... 65 
  Descriptions ............................................................ 66 
  Variant Rules for Firearms ..................................... 75
   
  
   
  2 
   
   
   
   
  
   
  3 
   
  ERY FEW ADVENTURERS ARE HAPPY WIELDING 
  weapons that do not suit them. Like a set of 
  clothes, a weapon is a very personal device, 
  and by fashion or aptitude, it should match 
  the warrior who wields it. 
  Although the Player’s Handbook’s thirty-some 
  weapons are interesting enough in a player’s first few 
  campaigns, eventually, they will stop holding the 
  player’s interest. New characters, particularly 
  warriors, need weapon options that provide variety 
  and are suitably character-defining. 
  That’s where this book comes in. 
  This product includes five chapters. 
  In this chapter, find weapon properties, rules for 
  weapons, and expansions of standard feats and class 
  proficiencies that make room for these new weapons. 
  This chapter contains a fully expanded suite of 
  weapons, 121 armaments, old and new. The three 
  chapters following this one are “limited lists,” intended 
  for use only with explicit Dungeon Master approval. 
  This chapter includes the double weapons that were 
  popular in third and fourth edition, and the expansive 
  polearm selection beloved by Gary Gygax and 
  emblematic of the original DUNGEONS & DRAGONS. 
  A list of weapons influenced by feudal Japan and by its 
  close neighbors in that period. The design of this 
  weapon list is sufficiently expansive to serve as an 
  alternative to the normal weapon list in chapter 2. 
  An expansion of the firearm rules in the Dungeon 
  Master’s Guide, carefully designed to bridge 
  compatibility between the original rules, the world-
  specific influence of fifth edition settings, and that 
  popular third-party Gunslinger martial archetype. 
  We intend for Dungeon Masters to allow players to 
  find weapons in this book without restrictions from 
  within chapter 2, the expanded weapon list. 
  However, this is not true of the “limited lists,” the 
  double weapons and expanded polearms of chapter 3, 
  the East-Asian inspired weapons of chapter 4, and the 
  firearms of chapter 5. These aren’t things you’d expect 
  to find in every game, we intend for the Dungeon 
  Master to choose which of these chapters to allow, if 
  any, based on the type of campaign desired. 
  The Expanded Weapon Manual can also serve as a 
  reference book because each weapon has an 
  illustration and a short description, something lacking 
  in the Player’s Handbook. Many of these descriptions 
  are not lengthy, but they can aid how players imagine 
  each piece of gear. 
  Even if a Dungeon Master doesn’t want to mix in the 
  new weapons and weapon rules of this product, these 
  pages can be an excellent resource for adding single 
  weapons one at a time; a villain becomes more 
  memorable with a unique weapon, just as the player 
  characters can. 
  This product enhances the rules for tridents and 
  yklwas and adapts a few monster weapons to rules 
  usable by player characters. A “System Change” tag 
  appears in these items’ descriptions with an 
  explanation for the change, giving the Dungeon Master 
  a chance to consider and revert these rules to their 
  original forms. Where an item appears on a weapon 
  table, any changes appear in [brackets]. Turn to those 
  items’ descriptions to find the system change notes. 
  This five-chapter tome contains excerpts from the 
  Comprehensive Manuals anthology, a mithral best-
  selling set of supplements on the Dungeon Masters 
  Guild. For a much-reduced price, this book contains 
  just the weapons from what is otherwise a 
  comprehensive treatise on equipment of all kinds. (If 
  you already own that book, this one will be of little use 
  to you, unless you want a book that handily holds just 
  the weapon options.) 
   
  
   
  4 
   
  These weapons are just the tip of the iceberg; the 
  Wraith Wright Productions imprint encompasses four 
  books that cover equipment and its related elements. 
  The Comprehensive Equipment Manual has rules for 
  varied character wealth and hundreds of pages of new 
  weapons, armor, and adventuring gear. It contains 
  almost 200 compounds to brew with alchemy, 
  herbalism, and the poisoner’s craft, translated from 
  earlier editions of the game, and has new tools, 
  vehicles, and some much-expanded tables of 
  trinkets. 
  The Expanded Wealth 
  Manual contains Dungeon 
  Master tools for 
  regulating treasure and 
  making magic items useful and 
  unique in each campaign. It 
  includes tools relating to 
  the distribution 
  of magic items, 
  as well as 
  methods for players 
  to create or alter magic 
  items without 
  unbalancing treasure levels. 
  The book has rules for 
  nonmaterial assets, properties and 
  strongholds, business investments, 
  hiring using armies, and other uses 
  of treasure. It also presents solid 
  mechanisms for starting wealth on 
  characters made beyond 1st level, and the 
  tools to maintain consistent, balanced treasure 
  distribution throughout a campaign. 
  Magic Item Management is a DM tool that contains 
  massively expanded tables for magic item special 
  features, both historic and magical (creators, histories, 
  minor properties, and quirks). It further describes 
  methods for implementing these features with care 
  and imagination. 
  The Animal Handler’s Manual has player options for 
  using creatures as companions, mounts, and 
  guardians. That product also contains expanded rules 
  for riding, training, and handling animals in battle and 
  other scenarios. It further contains rules for monster 
  markets, rules for buying, selling, and caring for 
  creatures that do not normally find domestic use. 
  You can trust Wraith Wright Productions. 
  We work hard to make that statement true. This 
  book’s reliability is based on two things, our 
  philosophy of game design and our 
  rigorous testing. 
  To preserve the balance and 
  enjoyment of your game, 
  Wraith Wright’s custom 
  rules use a “lightest 
  touch” philosophy. We 
  aim not to disturb 
  any existing 
  mechanics, but 
  rather, add to and 
  expand them in 
  measured ways. We 
  want to give players 
  interesting 
  options, not 
  overpowered 
  ones. In the rare 
  cases where we 
  change something, 
  you will find each 
  change highlighted 
  and explained, making it 
  easy to adopt or to revert to 
  the original mechanics. 
  In line with our philosophy, we work hard to 
  hammer out the dents. Years of playtesting have gone 
  into honing this book’s contents, and we receive 
  frequent feedback from some of the four thousand 
  customers who purchased the equipment manual in 
  PDF, print, and Fantasy Grounds versions. The 
  reliability of this product rests on the years of testing 
  that have gone into it. 
   
   
   
  
   
  5 
   
   
   
  
   
  6 
   
  ULES CHANGES ARE NECESSARY FOR THE ADDITIONS 
  in this catalog. The greater variety of 
  weapons, with their wider range of 
  functionality, means new weapon properties 
  and weapon dice are necessary. Various 
  race, class, and feat rules also need modification to 
  contemplate the new weapons.  
  Most weapons have weapon properties. Standard and 
  new properties appear below, some of which are 
  available only through the masterwork weapons rules 
  at the end of this chapter. 
  This page restates the standard weapon properties. 
  Ammunition. You can use a weapon that has the 
  ammunition property to make a ranged attack only if 
  you have ammunition to fire from the weapon. Each 
  time you attack with the weapon, you expend one 
  piece of ammunition. Drawing the ammunition from a 
  quiver, case, or other container is part of the attack. At 
  the end of the battle, you can recover half your 
  expended ammunition by taking a minute to search 
  the battlefield. 
  Weapons with this property have two ranges shown 
  in parentheses. The first is the normal range in feet, 
  and the second indicates the weapon’s maximum 
  range. When attacking a target beyond normal range, 
  you have disadvantage on the attack roll. You can’t 
  attack a target beyond the weapon’s long range. 
  If you use a weapon that has the ammunition property 
  to make a melee attack, treat the weapon as an 
  improvised weapon. (See “Improvised Weapons” in 
  the Player’s Handbook.) A sling must currently hold a 
  bullet to deal any damage when used in this way. 
  Finesse. Finesse weapons are lightweight, designed 
  for fast, precise attacks. 
  When making an attack with a finesse weapon, you 
  use your choice of your Strength or Dexterity modifier 
  for the attack and damage rolls. You must use the 
  same modifier for both rolls. 
  Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. 
  Light. A light weapon is both lightweight and short, 
  suitable for use in the off hand. 
  Light weapons allow you to employ the rules for two-
  weapon fighting. When you take the Attack action and 
  attack with a light melee weapon that you’re holding 
  in one hand, you can use a bonus action to attack with 
  a different light melee weapon that you’re holding in 
  your other hand. You don’t add your ability modifier to 
  the damage of the bonus attack unless it is negative. If 
  either weapon has the thrown property, you can 
  throw the weapon instead of making a melee attack 
  with it. 
  Loading. You can fire only one piece of ammunition 
  from this weapon when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Reach. This weapon adds 5 feet to your reach when 
  you attack with it. Some weapons add more distance, 
  as provided in their individual descriptions. 
  Special. A weapon with the special property has 
  unusual rules governing its use. Those rules have 
  details in the item’s individual description. 
   Thrown. If a weapon has the thrown property, you 
  can throw the weapon to make a ranged attack. If the 
  weapon is a melee weapon, you use the same ability 
  modifier for that attack roll and damage roll that you 
  would use for a melee attack with the weapon. 
  Weapons with this property have two ranges in 
  parentheses. The first is the weapon’s normal range in 
  feet, and the second indicates the weapon’s maximum 
  range. When attacking a target beyond normal range, 
  you have disadvantage on the attack roll. You can’t 
  attack a target beyond the weapon’s long range. 
  Creatures do not have disadvantage on ranged 
  attacks with thrown weapons while submerged. (See 
  “Underwater Combat” in the Player’s Handbook.) 
  Two-Handed. This weapon requires two hands to 
  attack with. 
  Versatile. Versatile weapons have longer handles 
  than needed, or extra handles positioned at critical 
  points on the weapon. 
  You can attack with a versatile weapon using one or 
  two hands. The parenthetical damage value that 
  appears following this property applies when you use 
  the weapon two-handed to make a melee attack. 
  Versatile two-handed damage raises the weapon’s 
  die size one step on this track: 1 (1d2) … 1d3 (1d4) … 
  1d6 (2d3) … 1d8 (2d4) … 1d10 (2d5) … 1d12 (2d6). 
   
  
   
  7 
   
  Add these new weapon properties to those found in 
  the Player’s Handbook. 
  Accurate. Accurate weapons typically have precise 
  sighting points or other features to assist accuracy. 
  This weapon, when used to make ranged attacks, 
  ignores 1 point of the target’s Armor Class derived 
  from half cover or three-quarter cover. 
  Aerodynamic. This weapon has features 
  that improve its ability to fly (or project its 
  ammunition) over long distances. 
  A weapon with the ammunition 
  property adds +10/40 to its 
  range increments. A 
  weapon with the ballistic 
  property instead adds 
  +10/30 while a weapon 
  with the thrown 
  property adds +5/15. 
  Alternate (B), (P), 
  or (S). Alternate 
  weapons have multiple 
  effective striking surfaces, allowing 
  you to use the most beneficial impact. 
  When you wish, you can employ the 
  listed alternate damage type with no 
  change to the weapon’s damage dice. 
  Doing so does not reduce the 
  weapon’s efficiency or convert it 
  into an improvised weapon. 
  For ease of use, assume that 
  the weapon’s user always 
  applies the best damage 
  type, without having to 
  make a declaration in the attack. 
  Absent this property, you can 
  use a weapon to inflict an alternate damage type, 
  like attacking with the pommel of your sword, or the 
  tip of a blade made for chopping. This counts as an 
  improvised weapon; the attack might not use your 
  proficiency modifier and almost certainly uses a 
  smaller damage die. 
  Ballistic. If loaded, you can use a firearm that has 
  the ballistic property to make a ranged attack. Each 
  time you attack with the firearm, you expend one 
  piece of ammunition. A single piece of firearm 
  ammunition combines two components, a load (a ball 
  or a weight of shot pellets) and a charge (a measured 
  weight of gunpowder). Alternately, a cartridge of any 
  kind constitutes a single piece of ammunition. 
  A firearm without the magazine weapon property 
  can load only a single piece of ammunition in each of 
  its barrels. If you run out of loaded ammunition, you 
  cannot make additional attacks with the weapon, even 
  if you have a feature that allows you to make 
  additional attacks with that action, bonus action, or 
  reaction. 
  A firearm must be loaded 
  before you can use it. Weapons 
  with this property require two 
  hands to reload. Reloading one 
  barrel of a firearm with a piece 
  of ammunition (powder and 
  load) requires an action. 
  Weapons with this property 
  have two ranges shown in 
  parentheses. The first is the 
  weapon’s normal range in feet, 
  and the second indicates the 
  weapon’s maximum range. When 
  attacking a target beyond 
  normal range, you have 
  disadvantage on the attack 
  roll. You can’t attack a 
  target beyond the 
  weapon’s long range. 
  Each loaded barrel of a 
  firearm fouls if you submerge the 
  weapon, even if it lacks the misfire 
  property. (See misfire, below.) 
  If you use a weapon that 
  has the ballistic property to 
  make a melee attack, you 
  treat the weapon as an 
  improvised weapon. 
  Blast. Ranged blast attacks rely on the projection of 
  multiple tiny missiles, fired in a thin cone. 
  This property, when applied by ammunition, applies 
  only for the attacks that use such ammunition. Attacks 
  with such ammunition cannot use the deadly property. 
  Attacks that apply the blast property roll with 
  advantage. They do not apply your ability modifier to 
  damage rolls unless the modifier is negative. Nor are 
  these attacks subtle or precise enough to apply a 
  
   
  8 
   
  rogue’s Sneak Attack damage or the bonus damage of 
  the Sharpshooter feat. 
  Attacking a target within the weapon’s long range 
  increment (beyond its normal range), lets you 
  designate a secondary target within 5 feet of the 
  primary target and apply your attack and damage roll 
  to both. Choose both targets before rolling to hit. 
  Breach. Melee breach weapons have long, narrow 
  piercing points while ranged breach attacks propel their 
  shots with exceptional force. 
  This property, when applied by ammunition, applies 
  only for the attacks that use such ammunition. Breach 
  allows attack rolls to ignore up to 1 point of a target’s 
  protection from armor. The attack recalculates 
  accordingly the target’s armor benefit (AC points 
  derived from armor, natural armor, and shields). This 
  property gives no benefit if the target’s AC does not 
  contemplate any of those three factors. 
  If a parenthetical number follows this property, as in 
  the case of some firearms, the breach ignores up to the 
  listed number of the target’s AC points. 
  Cruel. Cruel weapons have malicious barbs or they 
  shatter or splinter in the wound in such a way that a 
  survivor of the attack will suffer additional pains and 
  have difficulty recovering. Such tools are the hallmark 
  of evil creatures; goodly and noble societies eschew their 
  use in the same way they revile poison. 
  This property, when applied by ammunition, applies 
  only for the attacks that use such ammunition. Each 
  successful attack with a cruel weapon leaves a piece 
  (or the entirety) of the weapon or ammunition in the 
  wound. Removing the object requires an action and a 
  successful DC 8 Wisdom (Medicine) check, with each 
  failure inflicting 1 additional point of damage. 
  For each piece of cruel ammunition currently in a 
  target, temporarily reduce its maximum hit points by 1 
  and increase the DC of any Wisdom (Medicine) checks 
  to stabilize it by 1. 
  Using cruel ammunition always destroys it (even if 
  crafted of special materials); you cannot recover any 
  intact pieces after a battle as you might with normal 
  ammunition. 
  Deadly. Deadly weapons often have high-quality 
  blades that hold keen, razor-sharp edges. In the case of 
  firearms, a deadly weapon uses precisely bored shot. 
  With any successful attack, you can reroll up to one 
  of the weapon’s damage dice if it rolls a 1. 
  This property becomes ineffective after you apply it 
  to a damage roll. In the case of a melee weapon, the 
  property becomes useable again if you apply a 
  whetstone during a short or long rest. In the case of a 
  firearm, the property becomes usable again if you 
  apply tinker’s tools during a long or short rest, if you 
  are proficient with those tools. 
  Defensive. Defensive weapons typically have 
  prominent parrying surfaces or protrusions that 
  prevent an enemy’s weapon from sliding down onto the 
  wielder’s hand during a clash. 
  If you are wielding a weapon with this property and 
  another creature hits you with a melee attack, you can 
  use your reaction to add a +1 bonus to your Armor 
  Class for that attack only, potentially causing the 
  attack to miss you. If you are wielding two weapons 
  that both have this property, or a double weapon with 
  this property, the bonus is instead +2. This bonus to 
  Armor Class is not compatible with the bonus from a 
  shield nor does it combine with the benefits of the 
  Defensive Duelist feat. 
  Disarming. A disarming weapon has one or more 
  entangling protrusions designed to snare a weapon and 
  pull it from the enemy’s grasp. 
  When wielding this weapon, you gain a +2 bonus on 
  attack rolls to disarm. Increase this bonus to +3 if the 
  weapon is two-handed or is versatile and used in two 
  hands, or if you are wielding two single-handed 
  weapons that each have this property. 
  These benefits do not apply to a Disarming Attack 
  Combat Maneuver, which uses unrelated techniques to 
  both disarm and inflict damage with the same strike. 
  The disarming rules are optional, appearing in the 
  “Combat Options” section of the Dungeon Master’s 
  Guide. Even without this property, you can use a 
  weapon attack to knock a weapon or another item 
  from a target’s grasp. To do this, make an attack roll 
  contested by the target’s choice of a Strength 
  (Athletics) or Dexterity (Acrobatics) check. You have 
  disadvantage on the attack roll if the target is holding 
  the item with two or more hands. The target has 
  advantage on its ability check if it is larger than you, or 
  disadvantage if it is smaller. If you win the contest, the 
  attack causes no damage or other ill effect, but the 
  defender drops the item. 
  Ersatz. These weapons use delicate materials in place 
  of iron, or materials less sturdy than normal. 
  
   
  9 
   
  If the d20 for your attack roll with this weapon 
  produces a 1, the weapon suffers significant damage; 
  in addition to the attack automatically missing, the 
  weapon suffers a permanent and cumulative –1 
  penalty to its damage rolls. If the penalty gets to –5, 
  this last reduction destroys the weapon. 
  A crafter using the applicable artisan’s tools can 
  repair this weapon if it has not yet destroyed. Repairs 
  cost 5% of the weapon’s normal value for each –1 of 
  the existing penalty. 
  Attacks made using ammunition that has the ersatz 
  property have a –1 penalty to damage. Whether it hits 
  or misses, using such ammunition destroys it; you can 
  collect none of it after the battle. 
  Fine. This weapon’s construction involved high-
  quality materials and exceptional techniques. Such 
  items are hard to destroy. 
  Double the weapon’s object hardness (if any) 
  and its hit points. 
  Gargantuan. These weapons suit Gargantuan 
  creatures. Huge or smaller creatures normally 
  cannot use them. 
  Handgun. Handguns are single-handed weapons 
  easily wielded in close combat. Any firearm with this 
  weapon property does not suffer disadvantage for its 
  use when a hostile creature is within 5 feet. 
  Light weapons with the handgun property allow you 
  to employ the rules for two-weapon fighting. When 
  you take the Attack action and attack with a light 
  weapon that you’re holding in one hand, you can use a 
  bonus action to attack with a light weapon that you’re 
  holding in your other hand if it has the handgun 
  weapon property. You don’t add your ability modifier 
  to the damage of the bonus attack unless it is negative. 
  High-Critical. These weapons are the type that make 
  deep wounds; the injuries inflicted are more likely to 
  reach vital organs. 
  If the d20 roll for an attack with this weapon is a 20, 
  your hit inflicts significant damage. Reroll any of that 
  attack’s damage dice that result in 1s. 
  This property doesn’t trigger for, or rely on, critical 
  hits; the Improved Critical class feature has no effect 
  on when this property applies. Likewise, it applies 
  even to creatures that are immune to critical hits. 
  Huge. These weapons suit Huge creatures. Large 
  or smaller creatures normally cannot use them. 
  Large. These weapons suit Large creatures. 
  Medium or smaller creatures normally cannot use 
  them. Medium creatures with the Powerful Build trait 
  can wield weapons with this property but have 
  disadvantage on their attack rolls. 
  Magazine. A weapon with this property can hold 
  pieces of ammunition, up to the number of rounds 
  listed parenthetically after this weapon property. A 
  magazine is not a detachable component, unless the 
  weapon’s description says otherwise. 
  You can fire the magazine’s contained ammunition 
  without restriction, until it runs out. With the 
  magazine empty, you can fire only one piece of 
  ammunition from this weapon when you use an action, 
  bonus action, or reaction to fire it, regardless of the 
  number of attacks you can normally make. 
  You can use an action to reload up to six pieces of 
  ammunition into a magazine. Unless otherwise noted 
  in its description, a 
  firearm’s magazine 
  holds only 
  cartridges. 
  Misfire. If the d20 
  for your attack roll 
  produces a 1, the 
  barrel of a 
  weapon with this 
  property fouls; 
  in 
  
   
  10 
   
  addition to the attack automatically missing, you 
  destroy the ammunition and render the barrel 
  inoperable. You must clean a fouled barrel and reload 
  it before you can use it again. Cleaning takes 10 
  minutes and requires tinker’s tools. 
  Some firearms list a number parenthetically after 
  the misfire property. If the d20 for your attack roll is 
  equal to or lower than the number indicated, prior to 
  any modifiers, you foul the weapon’s barrel. It is 
  possible for a low roll (other than a roll of 1) to hit its 
  target and still foul the barrel. 
  If you have a class feature that increases a weapon’s 
  misfire rating, and the firearm lacks this property, add 
  the misfire property with a rating equal to what the 
  increase would have been. Likewise, ignore the 
  property if a feature would reduce it to a 0 rating. 
  Natatorial. These weapons do not suffer 
  disadvantage on attack rolls when used under water. 
  All other restrictions apply as normal. See 
  “Underwater Combat” in the Player’s Handbook. 
  Note: The Player’s Handbook applies this property to 
  crossbows, daggers, javelins, nets, shortswords, 
  spears, tridents, and thrown weapons. It is not new; 
  the Expanded Weapon Manual simply plucks this effect 
  from its obscure corner of the rules and notes it in the 
  weapons tables. 
  Tiny. These weapons suit Tiny creatures. Wielders 
  of all sizes can use such weapons without penalty. 
  A Tiny creature cannot normally wield a weapon 
  that lacks this property. 
  Tripping. This weapon is well suited to hook or wrap 
  around your target’s supporting limbs, causing it to fall. 
  While wielding this weapon, you gain a +2 bonus on 
  your Strength (Athletics) checks for shoving a creature 
  if you are attempting to knock it prone. See “Shoving a 
  Creature” in the Player’s Handbook. Increase this 
  bonus to +3 if the weapon is two-handed (or is 
  versatile and used in two hands), or if you are wielding 
  two single-handed weapons that each have this 
  property. 
  These benefits do not apply to a Trip Attack Combat 
  Maneuver, which uses unrelated techniques to both 
  trip and inflict damage with the same strike. 
  Unarmed (B), (P), or (S). A device with this property 
  affixes to the knuckles, fingers, or the back of the hand. 
  It often takes the form of a glove. Sometimes it is a set of 
  finger rings (connected or unconnected) that are heavy 
  or bear sharp protrusions. 
  This device can modify your unarmed attacks. If this 
  weapon property includes a note of (P) or (S), 
  unarmed strikes using the device may inflict piercing 
  or slashing damage instead of bludgeoning damage, at 
  your discretion. This device doesn’t prevent your 
  unarmed attacks from inflicting bludgeoning damage 
  when desired; such attacks can use other body parts. 
  You wear items with the unarmed property; you do 
  not grip them in the hand. (You can still hold 
  something else or otherwise use that hand.) A device 
  with this property requires an action to put on or 
  remove, a task that requires both hands. An opponent 
  cannot disarm you of such a device. 
  Wounding. The sharp portions of a wounding 
  weapon leave viciously shaped injuries that are prone to 
  bleeding. 
  If a target takes damage from one or more wounding 
  attacks, it suffers 1 bonus point of damage from blood 
  loss at the end of its next turn. Any healing that occurs 
  between the injury and the end of the creature’s turn 
  prevents the damage. Binding the wound likewise 
  prevents the damage, requiring an action and either a 
  successful Wisdom (Medicine) check against a DC of 
  10 or the expenditure of one use of a healer’s kit. 
  Creatures without a circulatory system are immune 
  to this property. 
  This section addresses damage dice for weapons. 
  This publication revives two old traditions for the 
  damage ratings of some new weapons, damage kickers 
  and half dice. Applying these traditions gives players 
  more options to flavor their tools, letting new 
  weapons interact uniquely with the damage rules. 
  A damage kicker is an addition to, or subtraction from, 
  a weapon’s damage dice. For example, a weapon might 
  list “1d8+1” to give a range of 2 to 9 damage or list 
  “2d6-1” to give a range of 1 to 11 damage. 
  A kicker is part of the weapon’s damage dice and is 
  not a “bonus” or a “penalty.” This means that a critical 
  hit includes the effect of the kicker twice. For example, 
  a weapon listed as “1d6+1” inflicts 2d6 + 2 damage on 
  a critical hit, plus any bonuses or penalties to the 
  attacker’s damage roll. 
  
   
  11 
   
  Half dice are just standard 
  dice, rolled in such a way 
  as to generate numbers 
  within half their normal 
  ranges. The Player’s 
  Handbook gives rules for 
  half dice under “Game 
  Dice” in the Introduction. 
  To simulate the roll of a 
  d3, the official rules direct 
  players to “roll a d6 and 
  divide the number rolled 
  by 2 (round up).” This 
  works equally well for a 
  d2 (halve a d4 result and 
  round up) and a d5 (halve 
  a d10 result and round up). 
  Alternately, you can purchase dice in these ranges on 
  the Internet! 
  Standard weapons are sized for Small or Medium 
  Characters. Undersized or oversized weapons have 
  different damage dice; the dice are doubled for each 
  size increase, and halved for each size decrease. The 
  Weapon Damage by Size table appears on this page 
  because there are no matching dice for some of these 
  “doubling” and “halving” calculations. 
  If an entry lists two die modes, the Dungeon Master 
  determines which is appropriate to the weapon. 
  Generally, the fewer dice used, the better. However, 
  some weapons use two damage dice normally, 
  changing the average damage roll as a result, as in 2d4 
  instead of 1d8 or 2d6 instead of 1d12. This is an 
  intentional feature and resized versions of the weapon 
  should use at least two dice. 
  Undersized weapons are built for Tiny-sized creatures. 
  Each has the Tiny weapon property. 
  Undersized Damage. An undersized weapon 
  employs damage dice that are half the size of standard 
  versions of the same. A halved damage kicker is 
  rounded to the largest whole number, whether that is 
  a bonus or penalty 
  Undersized Reach. An undersized weapon loses the 
  reach property unless it applied more than 5 feet of 
  additional melee range. Shorten any other reach-
  granting property by 5 feet.  
  Oversized weapons are for creatures of Large, Huge, or 
  Gargantuan size. Each oversized weapon has the 
  matching Large, Huge, or Gargantuan property. 
  Oversized Damage. An oversized weapon uses 
  more damage dice than a weapon built for Small and 
  Medium creatures. Large weapons double the number 
  of damage dice, Huge weapons triple the dice and 
  Gargantuan creatures quadruple them. 
  Likewise, damage kickers double, triple, or 
  quadruple accordingly. 
  Oversized Reach. An oversized weapon with the 
  reach property doubles the weapon’s normal stated 
  range bonus. (A reach bonus of 5 feet would become 
  10 feet.) Oversized weapons without the reach 
  property do not gain additional range; those monster 
  stat blocks already included in longer attack reaches. 
  WEAPON DAMAGE BY SIZE 
  Tiny 
  Small or Medium 
  Large 
  Huge 
  Gargantuan 
  0 
  1 
  1d2 
  1d3 
  1d4 
  1 
  1d2 
  1d4 (2d2) 
  1d6 (2d3) 
  1d8 (2d4) 
  1d2 
  1d3 
  1d6 (2d3) 
  3d3 
  1d12 (2d6) 
  1d2 
  1d4 (2d2) 
  1d8 (2d4) 
  1d12 (2d6) 
  2d8 
  1d3 
  1d5 
  1d10 (2d5) 
  3d5 
  1d20 (2d10) 
  1d3 
  1d6 (2d3) 
  1d12 (2d6) 
  3d6 
  2d12 (4d6) 
  1d4 (2d2) 
  1d8 (2d4) 
  2d8 (4d4) 
  3d8 (6d4) 
  4d8 (8d4) 
  1d5 
  1d10 (2d5) 
  2d10 (4d5) 
  3d10 (6d5) 
  2d20 (4d10) 
  1d6 (2d3) 
  1d12 (2d6) 
  2d12 (4d6) 
  3d12 (6d6) 
  4d12 (8d6) 
  1d8 (2d4) 
  2d8 
  4d8 
  6d8 
  8d8 
  1d10 (2d5) 
  1d20 (2d10) 
  2d20 (4d10) 
  3d20 (6d10) 
  4d20 (8d10) 
   
  DM’S CORNER: WATERDEEP: DRAGON HEIST 
  The weapon size rules in this book expand upon 
  those in the Dungeon Masters Guide. They ignore 
  the discordant example of an oversized longbow 
  found in Waterdeep: Dragon Heist. That item seems 
  to use the size conversion system of a previous 
  edition. We therefore consider it a unique variant. 
  
   
  12 
   
  These rules address weapons crafted with alternate 
  materials or techniques.  
  A skilled smith with access to this rare material can 
  add adamantine components to a weapon to improve 
  its ability to break objects; a hit against an object with 
  an adamantine weapon is automatically a critical hit, 
  and the weapon is “adamantine” for the purpose of 
  affecting certain creatures through their resistances or 
  immunities. 
  Ammunition with this improvement does not break 
  in battle, allowing you to recover each piece after a 
  fight if you spend 2 minutes searching. 
  You can add adamantine to a single weapon for 500 
  gp (or 1 piece of ammunition for 50 gp.) This cost 
  represents the price of the material and the expertise 
  needed to add adamantine to the weapon without 
  making it less effective.  
  Some regions or cultures lack easy access to the 
  materials, tools, or techniques needed to fashion 
  weapons out of metal and similar high-grade 
  materials. Ersatz weapons use obsidian, bone, wood, 
  horn, antler, stone, or crystal in the place of metal. 
  Ersatz weapons cost one-quarter their normal, listed 
  prices. Such gear initially performs as well as the real 
  thing, but its fragility quickly shows through if used for 
  any significant period. An ersatz weapon has the 
  ersatz weapon property. 
  Weapons with the ballistic or ammunition weapon 
  properties cannot be ersatz weapons, but their 
  ammunition can be. 
  This material is specific to the Eberron campaign 
  setting. The dense, purple-sheened metal comes from 
  mines in the Byeshk and Graywall mountains. 
  A melee weapon crafted with byeshk costs 500 gp. 
  Byeshk ammunition costs 50 gp per piece. 
  Bludgeoning damage from a byeshk weapon is 
  magical for purposes of bypassing damage resistance 
  or immunity. 
  Bronze weapons usually appear as antiquities but are 
  available new in a few areas. Some cultures may prefer 
  bronze for its beauty and ease of maintenance. 
  Any normal weapon or piece of ammunition that 
  relies on iron or steel components can instead be 
  bronze. Such weapons have trouble holding a sharp 
  edge; you have a -1 penalty to damage rolls if those 
  weapons inflict piercing or slashing damage. 
  Bronze-made weapons costs three-quarters of the 
  price of normal, iron-made versions. 
  A skilled smith can add silver components to the 
  striking surfaces of a weapon without degrading the 
  weapon’s performance. Such weapons affect creatures 
  that are normally immune to or resistant to damage 
  from non-silver weapons.  
  You can silver a weapon for 100 gp (or a single piece 
  of ammunition for 10 gp). This cost represents more 
  than the price of the silver; it includes the time and 
  expertise needed to add silver to the weapon without 
  making it less effective. 
  If you provide the materials, a skilled smith can add 
  other metals to a weapon for 100 gp, or 10 gp for a 
  piece of ammunition. Alternately, a player character 
  can perform the craft using smith’s tools, taking 20 
  days for a weapon or 2 days for a piece of ammunition. 
  This option is useful if the characters encounter a 
  source of special metal, particularly if the Dungeon 
  master employs monsters with new and exotic 
  immunities, resistances, or vulnerabilities. For 
  example, the campaign might include fey creatures 
  that are vulnerable to cold iron or shadowlands 
  monsters that are resistant to nonmagical attacks 
  made with non-jade-infused weapons. 
  Whatever the case, the character must supply the 
  raw materials in addition to the smith’s fee. In the case 
  of metal, the process requires 2 pounds. In the case of 
  gemstones, it requires 20 standard gemstones, 
  powdered to integrate with the metal of the weapon. 
  Because it doesn’t make sense when an upgrade 
  uses more weight of metal than the entire weapon. 
  The DM can halve the material requirements above for 
  any weapon that weighs 1 pound or less, like a dagger. 
  Likewise, the Dungeon Master can peg the cost of an 
  alternate-material ammunition to its equivalent 
  
   
  13 
   
  weight in material (plus 10 gp) for each. For example, 
  a gold-treated arrow would cost 10 gp for the labor 
  and 25 sp for the material (1/20th of a pound of gold, 
  the same weight as a single arrow). 
  The DM can choose to apply these modifications to 
  silvered or adamantined weapons too. 
  Weapons can have improvements or significant 
  alterations of several types. For additional costs, a 
  weapon can have ornamentation, a masterwork 
  feature, or both.  
  For resale purposes, a weapon’s improvement is a 
  separate item in the nature of an object of art, crafted 
  with jeweler’s tools or smith’s tools. Although the base 
  item can be resold at half its purchase costs, 
  ornamentation and masterwork components fetch 
  their full value on resale if sold to the right buyer. For 
  example, a battleaxe has a base price of 10 gp and can 
  be resold as used for 5 gp. With 50 gp of 
  ornamentation, the resale value is 55 gp (half the 
  item’s value + the full value of the improvement). 
  Weapons crafted with ornamentation (or ornamented 
  later) have an additional component valued separately 
  from the item. 
  A crafter only needs proficiency with jeweler’s tools 
  to create ornamentation. However, if the crafter lacks 
  proficiency with smith’s tools, the weapon takes on the 
  ersatz property during this process. 
  Masterwork weapons are the product of exceptional 
  materials and artisanship. A masterwork weapon 
  gains a single, bonus weapon property during its 
  creation, one different from those it already possesses. 
  In addition to the restrictions below, the Dungeon 
  Master must agree that the affected weapon is suitable 
  for the masterwork property you desire. 
  Melee weapons can gain the alternate (one type), 
  defensive, disarming, fine, high-critical, or tripping 
  property. Melee weapons that inflict piercing or 
  slashing damage can add the deadly property. Melee 
  weapons that lack the two-handed property can gain 
  versatile. Melee weapons with the thrown property 
  can gain accurate or aerodynamic. 
  Weapons with the ammunition or ballistic weapon 
  properties can add accurate, aerodynamic, fine, or 
  high-critical. Weapons with the ballistic weapon 
  property can add deadly. 
  A masterwork component costs 300 gp. The smith 
  must add it during the weapon’s creation. 
  MASTERWORK: WHY NOT +1? 
  A previous edition gave masterwork weapons a 
  mundane +1 bonus to attack and damage rolls, as 
  though they were magic items. Various homebrew 
  products suggest the same. 
  The Expanded Weapon Manual does not use that 
  method because bonuses to attack rolls distort that 
  balance of the “bounded accuracy” design of D&D’s 
  fifth edition. Allowing mundane numerical bonuses 
  would let characters convert wealth directly into 
  mechanical (rolling) benefits without the balancing 
  restrictions placed on magic items. 
  More than this, the ability to customize the 
  function of a masterwork weapon is far more 
  interesting than adding a simple +1 bonus. It also 
  serves the core purpose of this product, to give 
  players more and interesting options for weapons. 
   
  
   
  14 
   
  This section provides updates to the standard feats 
  and to race and class proficiencies for weapons. 
  Note that some of these weapons are from limited lists 
  and might not be available in your campaign. 
  This section updates racial traits and class features. 
  Some racial traits provide proficiency with specific 
  weapons. This section updates these traits to include 
  additional, similar weapons from this product. 
  Drow Weapon Training. To this racial trait, add 
  proficiency with the cutlass, epee, hand repeating 
  crossbow, kotsurugi, koyumi, quadrens, repeating 
  koyumi, saber, and sword cane. 
  Dwarven Combat Training. This trait additionally 
  provides proficiency with the daiono, hatchet, 
  kidzuchi, masakari, maulaxe, nata, ono, otsuchi, tongi, 
  urgrosh, and waraxe. 
  Elf Weapon Training. This racial trait also gives you 
  proficiency with the composite daikyu, composite 
  hankyu, composite longbow, composite shortbow, 
  daikyu, gladius, hankyu, ninjaken, and tachi. 
  Some character classes provide proficiency with 
  specific weapons, rather than whole categories (like 
  simple or martial). This list updates such features to 
  include this book’s similar weapons. 
  Bard and Rogue. These classes gain proficiency 
  with the cutlass, epee, hand repeating crossbow, 
  koyumi, quadrens, repeating koyumi, saber, slungshot, 
  sword cane, plus all firearms with the handgun 
  weapon property. 
  Druid. Druids are additionally proficient with the 
  ankus, bo, crook, fustibalus, hanbo, jisho, kaiken, kama, 
  kunai, knobkerrie, liturgical mace, maca, poison 
  dagger, ritiik, short spear, short hooked spear, shotel, 
  scythe, shuriken, throwing dagger, trombash, 
  weighted spear, uchine, wooden stake, yari, and yklwa. 
  Monk. Monks gain proficiency with the bhuj, clawed 
  gauntlet, flail staff, fustibalus, and spiked chain. 
  These weapons are monk weapons, usable with the 
  Martial Arts class feature. A character that multi-
  classes into the monk class also gains proficiency with 
  these new weapons. 
  Monks can use their Martial Arts class feature in 
  combination with weapon-like devices that enhance 
  unarmed attacks. 
  Sorcerer and Wizard. These classes gain 
  proficiency with the bo, crook, fustibalus, jisho, kaiken, 
  kunai, light repeating crossbow, poison dagger, 
  shuriken, teppoyumi, throwing dagger, and wooden 
  stake. 
  This segment updates weapon proficiencies related to 
  class subtypes. 
  Arcane Archer. Features of this fighter archetype 
  also work with the composite daikyu, composite 
  hankyu, composite longbow, composite shortbow, and 
  daikyu. 
  Way of the Kensei. This monk tradition allows the 
  character to select any of the following for a kensei 
  weapon, despite them having the “special” weapon 
  property: basic whip, composite daikyu, composite 
  hankyu, composite longbow, composite shortbow, 
  deer horn knife, fustibalus, kunai, kusarigama, 
  kyoketsushoge, light shuriken, johyo, tekkokagi, 
  thrown dagger, tonfa, or tsukobu. 
  Weapon-like devices cannot be kensei weapons, nor 
  can firearms of any kind. 
  The following feats get updates in contemplation of 
  the new weapon rules available. 
  Two new feats serve as “genericized” versions of 
  feats that appear elsewhere, one from Eberron: Rising 
  from the Last War and another from Gunslinger: A 
  Martial Archetype. 
  The bonus action attack provided by this feat works 
  with the hand crossbow, koyumi, repeating hand 
  crossbow, and repeating koyumi. 
  If your campaign uses the Dual Weapons limited list, 
  this feat’s bonus of +1 to Armor Class applies while 
  wielding a dual weapon. 
  If your campaign uses one of the Firearms limited 
  lists, this feat lets you use two-weapon fighting with 
  firearms that have the handgun weapon property even 
  when those weapons aren’t light. 
  
   
  15 
   
  Prerequisite: Elf (if in Eberron) 
  You are a descendant of a master of the double-bladed 
  scimitar, and some of that mastery has passed on to 
  you. You gain the following benefits: 
  • Increase your Dexterity  or Strength score by 1, to a 
  maximum of 20. 
  • While you are holding a double-bladed scimitar with 
  two hands, you gain a +1 bonus to Armor Class. 
  • A double-bladed scimitar has the finesse property 
  when you wield it. 
  This feat is only available if the Dungeon Master allows 
  the Firearms limited lists from chapter 5. 
  Having practiced extensively with firearms of 
  various sorts, you gain the following benefits: 
  • You are proficient with all firearms and with tinker’s 
  tools. 
  • Being within 5 feet of a hostile creature doesn’t 
  impose disadvantage on your ranged attack rolls 
  with a firearm. 
  • While you possess tinker’s tools, treat any firearm 
  you use as having a misfire rating 1 lower than 
  normal for that weapon. 
  • Double the number of ammunition pieces you can 
  normally load into a single firearm with each action 
  or bonus action, up to the weapon’s magazine 
  capacity or its number of barrels. 
  This book introduces the heavy property to some one-
  handed weapons. The design of the Great Weapon 
  Master feat doesn’t contemplate this. Therefore, the 
  damage-boosting function of this feat now also 
  requires you to use a two-handed heavy weapon or a 
  versatile heavy weapon wielded in both hands. 
  This feat applies to every weapon listed on weapon 
  tables under the term “polearm” and to every weapon 
  from the Extra Polearms limited list in chapter 3, 
  including hybrid polearms. It further applies to the bo 
  and quarterstaff. 
  The Player’s Handbook errata changes this feat to 
  also work with spears. From this product, compatible 
  versions of the spear include the double spear, ritiik, 
  spear, weighted spear, and yari. Other spear types are 
  too short for use with this feat.  
  With the exception of the reach property, bonus 
  action butt attacks do not use the beneficial weapon 
  properties of weapons found in this supplement, 
  including new special properties. 
  There are some exceptions and modifications when 
  it comes to making Polearm Master butt attacks with 
  weapons from this product.  
  First, just like the pike, the ahlspiess, partisan, and 
  nagaeyari (and any hybrid polearms derived from 
  them) do not qualify for butt attacks; these weapons 
  are too long for such adroit use. 
  Second, when attacking with the butt of a 
  getsugasan, gythka, or lajatang, the base damage is 
  1d8 slashing rather than 1d4 bludgeoning. When 
  attacking with the butt of a double spear, the base 
  damage is instead 1d8 piercing. 
  This feat cannot add damage to  attacks with new 
  weapons that have damage ratings of 0, 1, or 1d2, nor 
  with items that do not inflict damage, like the lasso, 
  nor with attacks that use the blast property. 
   
   
  
   
  16 
   
   
   
   
  
   
  17 
   
  HIS CHAPTER VASTLY EXPANDS THE WEAPONS 
  available for customizing characters. The 
  variety of options here may intrigue both 
  players and Dungeon Masters alike. 
  This chapter differentiates weapon-like 
  devices, weapons, and adventuring gear you can use 
  for the care and operation of weapons. It describes 
  and illustrates every weapon listed. 
  Weapon-like devices are neither simple nor martial in 
  nature; they are not weapons at all, despite sharing 
  some of the features of weapons. These items enhance 
  your unarmed attacks or they allow you to make 
  alternate versions of grappling attacks. 
  Below are descriptions for weapon-like devices.  
  Atlatl. This tool extends the effective length of the 
  thrower’s arm, allowing thrown weapons to fly farther. 
  An atlatl consists of a handle with a cup or spur at the 
  end into which you can set a dart, greater trident, 
  harpoon, javelin, spear, trident, or yklwa, by the butt or 
  at a notched point on the shaft. (Page 22) 
  When you launch such a weapon from an atlatl, both 
  its range increments increase by a distance equal to 
  the weapon’s normal range increment. Alternately, 
  you can throw grenade-like items (adventuring gear) 
  with the atlatl, doubling the throwable range of items 
  that do not have two range increments. 
  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. 
  You cannot use an atlatl under water. 
  Cestus. This battle glove adds weights and spikes to 
  the knuckles and the back of the hand. (Page 19) 
  Garrote. A garrote is a strangulation device, typically 
  a strong length of cord or a wire with a handle on each 
  end. The device is difficult to apply if the target is not 
  surprised or distracted. When wrapped around a 
  target’s neck, the garrote constrains the flow of blood, 
  preventing oxygen from reaching the brain. (Page 27) 
  Using both hands, you can initiate a grapple with 
  this device. If successful, your target is grappled. 
  Unless your target uses its reaction immediately 
  following your successful grapple, preventing the 
  garrote’s contact with its neck, the target is also 
  garroted. The garroted condition ends when the 
  grapple ends or when you no longer hold the device 
  with both hands. 
  A garroted target suffocates at the start of its turn. 
  The creature’s ability to continue breathing or to hold 
  its breath is irrelevant to this process. If the creature’s 
  number of consecutive turns of suffocation reaches its 
  Constitution modifier + 1 (minimum of 2), it drops to 0 
  hit points and is dying. It can’t regain hit points or be 
  stabilized until the strangulation ends. Each further 
  turn of suffocation by the garrote applies an additional 
  death saving throw failure. 
  At the start of each of your turns, you must use an 
  action to maintain strangulation. If you fail to do so, 
  your grip relaxes and your target does not suffocate on 
  its next turn. You cannot use your action to maintain 
  strangulation if you are restrained. 
   
  WEAPON-LIKE DEVICES 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Atlatl 
  1 gp 
  — 
  2 lb. 
  Special, two-handed 
  Cestus 
  2 gp 
  — 
  1 lb. 
  Unarmed (P) 
  Garrote 
  4 sp 
  — 
  1/2 lb. 
  Special, two-handed 
  Gauntlet, armor 
  (3 gp) 
  — 
  (1 lb.) 
  Special, unarmed (B) 
  Gauntlet, spiked armor 
  (6 gp) 
  — 
  (1 lb.) 
  Special, unarmed (P) 
  Hand razors 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Lasso 
  — 
  — 
  — 
  Finesse, special, thrown (10/30), two-handed 
  Weighted knuckles 
  1 gp 
  — 
  1 lb. 
  Unarmed (B) 
   
   
  
   
  18 
   
  Constructs, oozes, plants, and undead are immune to 
  the strangulation of a garrote. At the Dungeon Master’s 
  discretion, other creatures may be immune for 
  anatomical reasons, perhaps by having overly-large 
  necks or no necks at all, or by possessing an irregular 
  circulatory system. 
  Gauntlet, Armor. A metal gauntlet formed of 
  overlapping plates, the type used with metal armors. 
  (Page 19) 
  Any metal suit of heavy armor or medium armor 
  comes with two of these. The parenthetical cost and 
  weight are for buying and carrying the gauntlet 
  separately. 
  Gauntlet, Spiked Armor. 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. (Page 19) 
  Any metal suit of heavy or medium armor with 
  spikes (the Battlerager’s spiked armor or a suit of 
  armor with the armor spikes attachment from the 
  Expanded Weapon Manual) already comes with two of 
  these. The parenthetical cost and weight are for 
  buying and carrying the spiked gauntlet separately. 
  Hand Razors. A series of rings, sometimes attached 
  to one another, that fit over the fingers of one hand. 
  Small, sharp blades sprout from the rings. Worn 
  concealed within the palm of the hand, these blades 
  make ideal tools to deliver poison. (Page 19) 
  Lasso. A lasso is a knotted loop of rope used to 
  entangle foes at short range. (Page 22) 
  Making a lasso out of the end of a rope shortens the 
  rope’s effective overall length by 10 feet while the 
  rope is so knotted. You cannot make a lassoing attack 
  at a range greater than the rope’s remaining length. 
  You can use a special Attack action to make a ranged 
  lassoing attack on a creature in range. You can make 
  only one lassoing attack with a lasso regardless of the 
  number of attacks you can normally make; you must 
  reel in the rope before you try again. 
  The target of a lasso must be no more than one size 
  larger than you. Using a free hand, you try to throw the 
  looped end of the rope over the target, making a 
  lassoing check instead of an attack roll, a Dexterity 
  (Acrobatics) check opposed by the target’s choice of its 
  Strength (Athletics) or Dexterity (Acrobatics) check. If 
  you succeed, the target is lassoed. 
  A lassoed creature can only move away from you as 
  far as the slack in the rope allows. You must designate 
  that length when you lasso the target, a minimum of 
  the current distance to your target and a maximum of 
  the rope’s length. You can change the designated 
  length by using your interaction with an object or 
  using your reaction, again to a minimum of the current 
  distance to the lassoed creature and a maximum of the 
  rope’s length. If an effect moves you or the lassoed 
  creature, like a thunderwave spell, to a distance 
  greater than the rope’s slack, you drop the rope if you 
  cannot then designate a new length that your resulting 
  distance allows. 
  You can take a special Attack action to try to yank 
  prone a creature you have lassoed or try to pull it 
  toward you. To do so, make a Strength (Athletics) 
  check contested by your target’s Strength (Athletics) 
  or Dexterity (Acrobatics) check. If you win, you can 
  pull the creature prone or you can spend up to half 
  your movement to pull the lassoed creature toward 
  you by that distance. In this contest, roll with 
  disadvantage if you have only one hand on the rope 
  and roll with advantage if the lassoed creature is two 
  or more sizes smaller than you. Additionally, if you are 
  on a mount that has a saddle, you can use your 
  mount’s size and its Strength (Athletics) check in place 
  of your own for these calculations. 
  A lassoed creature can use its action to escape. If you 
  actively hold the rope, the lassoed creature must 
  succeed on a Strength (Athletics) or Dexterity 
  (Acrobatics) check contested by your Strength 
  (Athletics) check. If the rope is unattended, or tied to 
  something, the escape is automatic if the lassoed 
  creature has an Intelligence of 6 or higher and has 
  appendages the Dungeon Master deems suitable to 
  pulling off the rope, like hands or tentacles. 
  A nonqualifying creature cannot remove the rope, 
  but can try to burst the rope with a DC 17 Strength 
  check if it is tied to something. If a lassoed creature is 
  not tied to something or the rope is unattended, you 
  can use your action to try to grab the trailing rope 
  while it is within your reach, making the normal 
  contested check for lassoing the target. 
  Weighted Knuckles. Weighted knuckles come in two 
  forms; either a set of heavy, connected rings worn over 
  the fingers, or a glove with lead weights sewn in, 
  covering the knuckles. These devices protect the 
  wearer’s knuckles when punching and add tremendous 
  impact to such attacks. (Page 19) 
  
   
  19 
   
  Standard weapons include categories for simple and 
  martial, each divided by ranged and melee. 
  Below are descriptions for standard weapons. 
  Aklys. A long leather thong attaches to one end of this 
  weighted club. Its other end ties to the wielder’s wrist. 
  The club end is useful in melee and its weight makes it 
  suitable for throwing. (Page 27) 
  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 
  
   
  20 
   
  an action or bonus action to pull back the thong, 
  bringing the club back into the hand. 
  Ankus. A long handle with a pointed end and a short 
  perpendicular hook. This weapon evolved from a tool 
  used to guide large creatures like elephants. (Page 22) 
  Battleaxe. A medium-hafted weapon designed for 
  chopping. It sports a single rounded blade mounted at 
  one end, perpendicular to the handle. (Page 33) 
  Bhuj. Sometimes called an “axe-knife,” this weapon 
  has a single-sided blade shaped like a large chopping 
  knife, attached to a long handle. Traditional versions 
  include a secret blade in the butt of the handle; a hidden 
  dagger to draw in emergencies. (Page 33) 
  The pommel and last few inches of the weapon’s 
  haft is removable, like a false bottom sheath. The 
  removeable cap portion constitutes the handle of a 
  stiletto; you can twist the end of the haft and pull this 
  hidden stiletto out as an interaction with an object. 
  Blade, Hidden. This small concealed blade is suitable 
  for inclusion as part of almost any object. Stiff articles of 
  clothing, like a leather bracer or the sole of a boot, can 
  hide such a blade, as can objects like the end of a staff, 
  the bottom of a shield, or various other tools. 
  You can draw a hidden blade (or reveal a spring-
  loaded blade mechanism) as an action or a bonus 
  action. This typically requires some complex 
  SIMPLE MELEE WEAPONS 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Club 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Crook 
  5 sp 
  1d8 bludgeoning 
  4 lb. 
  Tripping, two-handed 
  Dagger 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, natatorial, thrown (20/60) 
  Dagger, poison reservoir 
  30 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, natatorial, special, thrown (20/60) 
  Dagger, punch 
  10 gp 
  1d4 piercing 
  1 lb. 
  Deadly, finesse, light, natatorial 
  Dagger, throwing 
  1 gp 
  1d3 piercing 
  1/2 lb. 
  Finesse, light, natatorial, thrown (30/60) 
  Fustibalus (staff sling) 
  2 gp 
   
  4 lb. 
  Special 
     staff portion 
   
  1d6 bludgeoning 
   
  Versatile (1d8) 
     sling portion 
   
  1d4 bludgeoning 
   
  Ammunition (45/180), two-handed 
  Greatclub 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Hammer, light 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Handaxe 
  5 gp 
  1d6 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Hatchet 
  3 gp 
  1d4 slashing 
  2 lb. 
  Finesse, light, thrown (20/60) 
  Hook (baling hook, gaff, 
  or prosthetic hand) 
  4 gp 
  1d3 piercing 
  1 lb. 
  Disarming 
  Javelin 
  5 sp 
  1d6 piercing 
  2 lb. 
  Natatorial, thrown (30/120) 
  Knobkerrie 
  4 sp 
  1d4 bludgeoning 
  3 lb. 
  Light, special, thrown (10/20) 
  Mace 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Mace, liturgical 
  30 gp 
  1d6 bludgeoning 
  4 lb. 
  Special 
  Quarterstaff 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Sap 
  4 gp 
  1d4 bludgeoning 
  2 lb. 
  Special 
  Scourge 
  3 gp 
  1d3+1 piercing 
  3 lb. 
  Finesse, light, special 
  Scythe 
  5 gp 
  1d8 slashing 
  4 lb. 
  Tripping, two-handed 
  Sickle 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Spear 
  1 gp 
  1d6 piercing 
  3 lb. 
  Natatorial, thrown (20/60), versatile (1d8) 
  Spear, short 
  5 sp 
  1d4 piercing 
  2 lb. 
  Natatorial, thrown (30/90), light 
  Stake, wooden 
  1 cp 
  1d3 piercing 
  1 lb. 
  Ersatz, light 
  Stiletto 
  5 gp 
  1d3 piercing 
  1 lb. 
  Breach, finesse, light 
  War pick, light 
  3 gp 
  1d4+1 piercing 
  2 lb. 
  — 
   
  
   
  21 
   
  adjustment of the item. Some hidden blades remain 
  attached to the objects they are part of; others draw 
  free like a knife with a handle. 
  A hidden blade is an improvised weapon. Alone, it 
  inflicts 1d4 piercing damage. The DM decides if a 
  weapon proficiency bonus applies to attack rolls,  
  depending on where the blade attaches. At the end of a 
  pole, the revealed weapon might resemble a spear. A 
  version that projects from a bracer or boot sole might 
  resemble a punching dagger. A version that draws 
  clear of the object might work like a normal dagger. 
  Blowgun. A straight tube of consistent or narrowing 
  diameter, used to project blowgun needles. Blowgun 
  needles do little damage but often serve to apply poison. 
  (Page 28) 
  Blowgun, Greater. This longer version of the 
  blowgun allows the user to project blowgun needles to 
  slightly farther ranges. (Page 28) 
  A greater blowgun’s pipe is long and thick enough to 
  use as a breathing tube, allowing you to stay 
  submerged in water. 
  Bolas. Bolas consist of three round weights at the end 
  of three cords or ropes, tied together at their tails. This 
  thrown weapon can entangle the limbs of foes it hits. 
  (Page 28) 
  A Medium or smaller creature with legs must make a 
  DC 10 Dexterity saving throw if hit by bolas, or 
  become grappled. A bipedal creature that fails the  
  SIMPLE RANGED WEAPONS 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Crossbow, light 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, natatorial, special, 
  two-Handed 
  Crossbow, double light 
  50 gp 
  1d8 piercing 
  8 lb. 
  Ammunition (60/240), natatorial, special, two-
  handed 
  Crossbow, repeating 
  light 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), magazine (6), natatorial, 
  two-handed 
  Crossbow, pellet light 
  25 gp 
  1d6 bludgeoning 
  5 lb. 
  Ammunition (40/160), loading, special, two-
  handed 
  Dart 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, thrown (20/60) 
  Shortbow 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Shortbow, composite 
  70 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two-handed 
  Shortbow, pellet 
  25 gp 
  1d5 bludgeoning 
  2 lb. 
  Ammunition (40/160), special, two-handed 
  Sling 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
   
  
   
  22 
   
   
  
   
  23 
   
  saving throw by 5 or more points also falls 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. A boomerang is a curved wooden 
  weapon, thrown end-over-end. (Page 28) 
  When thrown by a proficient wielder at a target 
  beyond its normal range increment, a boomerang 
  returns to the thrower if the attack misses; it lands on 
  the ground within 10 feet of the thrower, at a location 
  of the Dungeon Master’s choosing. Alternately, the 
  thrower can use a reaction to catch the boomerang 
  before it lands. 
  Chatkcha. A triangular or three-pointed throwing 
  blade. Traditional chatkchas are composed of crystal 
  but metal serves just as well. (Page 28) 
  Thri-kreen favor this weapon. 
  Clawed Gauntlet. Long, bladed claws extend from the 
  fingers of this gauntlet. (Page 19) 
  Club. A club is simply a heavy stick or rod used for 
  clubbing. Typically wood, clubs come in a variety of 
  materials and designs. (Page 26) 
  Crook. A short staff with a large blunt hook at one 
  end, used by shepherds to control flocks of sheep or 
  goats. (Page 21) 
  Crossbow (any). A crossbow uses a horizontal bow 
  attached to a wooden stock. Some crossbows are easier 
  to aim and fire than traditional bows. 
  Crossbow, Blade Driver Heavy. The so-called “disk 
  crossbow” resembles a standard crossbow except that it 
  has no bow or string. Instead, the weapon bears a 
  complex array of pulleys and spinning gears, either 
  exposed or enclosed within the device. Firing the 
  weapon means first priming a spinning centrifugal 
  driver. (Page 39) 
  When fired, three thin, sharpened disks drop from 
  the magazine onto the spinning driver, which flings 
  the disks at high speed. Every attack with the weapon 
  thus expends three pieces of ammunition. 
  If your attack hits, at least one disk strikes the target 
  and there is a chance that one or both 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 it 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 you fire a blade 
  driver with fewer than three disks remaining, the 
  weapon’s damage caps at 1d4 (one disk loaded) or 2d4 
  (two disks loaded). 
  Regardless of the dice, each damage roll is a single 
  hit; do not double or triple the effect of poisoned 
  ammunition, class features, or other effects that accrue 
  per strike. 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 
  see if that attack’s base damage is greater than 1d4. 
  Gnomes favor this weapon. 
  Crossbow, Double Heavy. A double crossbow has 
  two separate bows, one positioned above the other. A 
  single mechanism draws both strings, while separate 
  triggers fire each bolt individually. (Page 39) 
  You can fire no more than two pieces of ammunition 
  from this weapon when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Durnan, the proprietor of the Yawning Portal, is 
  particularly skilled with heavy double crossbows and 
  can use them to exceptional effect (Waterdeep: Dragon 
  Heist, page 203). 
  Crossbow, Double Light. A double crossbow has two 
  separate bows, one positioned above the other. A single 
  mechanism draws both strings, while separate triggers 
  fire each bolt individually. (Page 39) 
  You can fire no more than two pieces of ammunition 
  from this weapon when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Crossbow, Hand. This small crossbow is light enough 
  to aim and fire one-handed. (Page 39) 
  Crossbow, Heavy. A heavy version of the crossbow 
  with a stronger draw power and a heavier stock to 
  support the added strain. A crank or sturdy lever pulls 
  the bow; a wielder otherwise needs special training to 
  operate the weapons safely. (Page 39) 
  Crossbow, Light. This simple crossbow is lightweight 
  and easy to manage. (Page 39) 
  Crossbow, Pellet Light. This crossbow has a cupped 
  shuttle attached to its string, used to project stones or 
  other similar projectiles. (Page 39) 
  
   
  24 
   
   
  MARTIAL MELEE WEAPONS (PART 1) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Aklys 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, special, thrown (10/15) 
  Ankus (elephant goad) 
  6 gp 
  1d6 piercing 
  3 lb. 
  Light, tripping 
  Battleaxe 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Bhuj 
  25 gp 
  1d8 slashing 
  4 lb. 
  Alternate (P), versatile (1d10) 
  Blade, hidden 
  20 gp 
  1d3 piercing 
  — 
  Special 
  Clawed gauntlet 
  6 gp 
  1d4 slashing 
  2 lb. 
  Deadly, finesse, light 
  Dagger, parrying 
  6 gp 
  1d4 piercing 
  2 lb. 
  Defensive, finesse, light 
  Dueling shield 
  12 gp 
  1d6 piercing 
  12 lb. 
  Special, two-handed 
  Flail 
  10 gp 
  1d8 bludgeoning 
  2 lb. 
  — 
  Flail staff 
  12 gp 
  1d8 bludgeoning 
  4 lb. 
  Reach, two-handed 
  Flail, twin 
  16 gp 
  2d4 bludgeoning 
  3 lb. 
  Heavy, tripping 
  Greataxe 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Hammer, great 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Harpoon 
  6 sp 
  1d6 piercing 
  2 lb. 
  Special, thrown (30/60) 
  Kpinga (mambele) 
  3 gp 
  1d4+1 slashing 
  2 lb. 
  Alternate (P), light, thrown (20/40) 
  Kukri 
  5 gp 
  1d4+1 slashing 
  1 lb. 
  High-critical, light 
  Lance 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special, two-handed 
     Jousting 
  10 gp 
  1d8 bludgeoning 
  6 lb. 
  Reach, special 
     Jousting, light 
  8 gp 
  1d6 bludgeoning 
  4 lb. 
  Reach, special 
  Mace, heavy 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Maul 
  10 gp 
  2d6 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Maulaxe 
  30 gp 
  1d8 slashing 
  6 lb. 
  Alternate (B), heavy, versatile (1d10) 
  Morningstar 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Pick, footman’s war 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Pick, horseman’s war 
  10 gp 
  1d6+1 piercing 
  3 lb. 
  Versatile (1d8+1) 
  Pincer staff 
  50 gp 
  1d6 piercing 
  7 lb. 
  [Disarming, reach, tripping, two-handed] 
  Polearm 
   
   
   
   
     Boarding gaff 
  5 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, special, tripping, two-handed 
     Glaive 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Halberd 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Pike 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
  Quadrens 
  8 gp 
  1d3+1 piercing 
  2 lb. 
  Disarming, light, natatorial 
  Ritiik (talon spear) 
  5 gp 
  1d6 piercing 
  4 lb. 
  Natatorial, thrown (15/45), tripping, versatile (1d8) 
  Scissor 
  8 gp 
  1d4 slashing 
  3 lb. 
  Defensive, light, special 
  Scissor, extended 
  14 gp 
  1d4 slashing 
  5 lb. 
  Defensive, light, special 
  Slungshot 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Disarming, finesse, special, tripping 
  Spear, short hooked 
  2 gp 
  1d4 piercing 
  2 lb. 
  [Finesse,] light, natatorial, [tripping] 
  Spear, weighted 
  7 gp 
  1d6 piercing 
  4 lb. 
  Alternate (B), natatorial, thrown (15/45), versatile (1d8) 
  Spiked chain 
  45 gp 
  1d6 piercing 
  4 lb. 
  [Disarming, heavy, reach, tripping,] two-handed 
   
  
   
  25 
   
  A pellet crossbow uses sling bullets instead of 
  crossbow bolts for its ammunition. It does not qualify 
  as a “crossbow” for the purpose of avoiding the 
  penalty for use under water. 
  Crossbow, Polybolos. The polybolos is a massive 
  repeating crossbow fired by cranking a side-mounted 
  windlass. The weapon includes a collapsible tripod or 
  support frame. (Page 39) 
  It takes one action to place and set up the support 
  frame, making the weapon ready to fire. The polybolos 
  requires a stable surface but that surface can be 
  mobile like a wagon or howdah. The polybolos will not 
  fire when not in its set-up state. 
  MARTIAL MELEE WEAPONS (PART 2) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Sword 
   
   
   
   
     Bastard sword 
  25 gp 
  2d4 slashing 
  4 lb. 
  Heavy, deadly, versatile (2d5) 
     Broadsword 
  10 gp 
  2d4 slashing 
  4 lb. 
  Heavy 
     Claymore 
  60 gp 
  1d12 slashing 
  7 lb. 
  Deadly, heavy, two-handed 
     Cutlass 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  Defensive, heavy 
     Epee (small sword) 
  30 gp 
  1d6 piercing 
  2 lb. 
  Defensive, finesse 
     Estoc 
  60 gp 
  1d10 piercing 
  3 lb. 
  Breach, heavy, two-handed 
     Falchion 
  18 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy 
     Falcata 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  High-critical 
     Flamberge 
  35 gp 
  1d10+1 slashing 
  5 lb. 
  Heavy, high-critical, two-handed 
     Gladius 
  12 gp 
  1d8 piercing 
  3 lb. 
  Alternate (S), natatorial 
     Greatsword 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
     Khopesh 
  15 gp 
  1d6 slashing 
  2 lb. 
  High-critical, tripping 
     Longsword 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Maca (macuahuitl or  
        shark-tooth sword) 
  20 gp 
  1d8 slashing 
  5 lb. 
  [Alternate (B), ersatz, deadly, heavy, wounding] 
     Rapier 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Saber 
  25 gp 
  1d6 slashing 
  3 lb. 
  Defensive, finesse 
     Scimitar 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Shortsword 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light, natatorial 
     Shotel 
  20 gp 
  1d6 slashing 
  3 lb. 
  Alternate (P), tripping, light 
     Sword cane 
  35 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light, special 
     Talwar 
  20 gp 
  1d8 slashing 
  3 lb. 
  Finesse 
     Tegha 
  60 gp 
  1d10 slashing 
  5 lb. 
  Deadly, Finesse, two-handed 
  Tail spikes 
  4 gp 
  1d3 piercing 
  1 lb. 
  Finesse, light, special 
  Tongi 
  10 gp 
  1d6+1 piercing 
  4 lb. 
  Versatile (1d8+1) 
  Trident 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarming], natatorial, thrown (20/60), versatile (1d8) 
  Trident, greater 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, natatorial, thrown (15/45), versatile (1d8+1) 
  Trombash 
  8 gp 
  1d5 slashing 
  2 lb. 
  High-critical, light, thrown (15/45) 
  Waraxe 
  20 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy, versatile (2d5) 
  Warhammer 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Whip 
  2 gp 
  1d4 slashing 
  3 lb. 
  Finesse, reach 
  Whip, basic 
  1 sp 
  1d2 slashing 
  2 lb. 
  Disarming, finesse, reach, special 
  Yklwa (iklwa assegai) 
  [4 gp] 
  1d8 piercing 
  2 lb. 
  [Natatorial], special, thrown (10/30) 
   
  
   
  26 
   
   
   
  
   
  27 
   
  It takes one action to break down a polybolos, to fold 
  its framework or support legs into a portable 
  configuration. Double the weapon’s weight for 
  encumbrance purposes if you move the weapon 
  without breaking down the supports. Once moved, the 
  weapon will not fire until you set it up again. 
  A polybolos can only fire polybolos bolts, a larger 
  version of crossbow bolts that have double the 
  standard cost and weight. Reloading the top-fed 
  magazine is a task that an adjacent assistant can 
  perform, in addition to the user. 
  Crossbow, Repeating Hand. This hand crossbow has 
  a built-on magazine that holds multiple crossbow bolts, 
  facilitating quick use of the weapon. (Page 39) 
  Crossbow, Repeating Heavy. This heavy crossbow 
  has a built-on magazine that holds multiple crossbow 
  bolts, facilitating quick use of the weapon. (Page 39) 
  Crossbow, Repeating Light. This light crossbow has 
  a built-on magazine that holds multiple crossbow bolts, 
  facilitating quick use of the weapon. (Page 39) 
  Derro favor this weapon. 
  
   
  28 
   
  Dagger. A dagger is a short blade on a handle, 
  typically with a cross-guard to protect the hand. Most 
  dagger blades are double-sided with a pointed tip. 
  (Page 19) 
  Dagger, Parrying. Users often wield this dagger 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. (Page 19) 
  Dagger, Poison Reservoir. A well in the handle of 
  this weapon can hold liquid poison, preventing the 
  substance from drying out. Small, hidden channels 
  connect the reservoir to various points along the blade, 
  deploying the poison with each hit. (Page 19) 
  As an action or 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. If the poison 
  is a type that might dry out after application to a 
  weapon, the drying time begins at that point, and only 
  for the dose now on the blade. 
  Dagger, Punch. 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. (Page 19) 
  Dagger, Throwing. The blade and handle of this 
  dagger are flat, without quillons or crossguard, and 
  
   
  29 
   
  balanced for greater throwing accuracy than a normal 
  dagger. Because of this thin shape, carrying and 
  drawing multiples of this weapon is easy. (Page 19) 
  When you use an interaction with objects to draw a 
  throwing dagger on your turn, you can draw up to 2 
  additional throwing daggers in the same turn without 
  using an interaction or an action to do so. 
  Dart. A sharp spike, about the length of a hand, 
  weighted at one end for throwing. (Page 28) 
  Dueling Shield. Rarely seen in war, this tall shield 
  serves primarily as a prop for dramatic ritual contests. 
  It has dangerous spikes at either end and requires both 
  hands to wield via the long, vertical post on the back 
  side. (Page 37) 
  While wielding the dueling shield with two hands, 
  you gain the benefit of have a shield equipped, 
  including a +2 bonus to Armor Class and any other 
  benefits you might derive from a shield. 
  Fustibalus. A long leather sling attaches to the end of 
  this staff. The staff affectively adds length to the user’s 
  arm, allowing the sling to project its ammunition to 
  greater ranges. (Page 26) 
  This weapon has two profiles, one when used as a 
  staff and the other for the sling. Weapon properties 
  with each profile apply only to that type of use.  
  Flail. A short chain with a handle attached to one end 
  and a small (usually-spiked) weight at the other end. 
  (Page 27) 
  Flail Staff. A flail-headed chain attached to the end of 
  a short staff. (Page 27) 
  Flail, Twin. This version of the flail uses two weighted 
  chains instead of a single chain. (Page 27) 
  Greataxe. 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. (Page 33) 
  Greatclub. A longer, larger version of a club, so big 
  that it requires two hands to wield. 
  Hammer, Great. A great hammer is a large, long-
  hafted weapon with an enormous double-sided hammer 
  head. This weapon is so large that it requires two hands 
  to wield. (Page 33) 
  Hammer, Light. A small hammer weighted for 
  throwing and shaped for devastating impact. (Page 33) 
  
   
  30 
   
   
  
   
  31 
   
  Handaxe. A simple weapon with a short handle and a 
  bearded chopping blade at the end. The balance of a 
  handaxe makes it suitable for throwing. (Page 33) 
  Harpoon. 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. 
  (Page 22) 
  These special rules apply only if the harpoon 
  connects to a trailing rope; otherwise treat this 
  weapon in all ways as a javelin. 
  Because of the time required to reel in the rope 
  between throws, you cannot make more than one 
  attack with this weapon when you use an action, 
  bonus action, or reaction, regardless of the number of 
  attacks you can normally make. Neither can you attack 
  a target farther away than the trailing rope’s length. 
  
   
  32 
   
  When you make an attack with this weapon, and the 
  modified attack roll exceeds the target’s AC by 5 or 
  more points, the harpoon binds in the target if it 
  inflicts at least 5 hp of damage. 
  A harpooned creature can only move away from you 
  as far as the slack in the rope allows. You must 
  designate that length when you harpoon the target, a 
  minimum of the current distance to your target and a 
  maximum of the rope’s length. You can change the 
  designated length by using your interaction with an 
  object or using your reaction, again to a minimum of 
  the current distance to the harpooned creature and a 
  maximum of the rope’s length. If an effect moves you 
  or the harpooned creature, like a thunderwave spell, to 
  a distance greater than the rope’s slack, you drop the 
  rope if you cannot then designate a new length that 
  your resulting distance allows. 
  You can take a special Attack action to try to yank 
  the harpoon effectively without pulling it free. To do 
  so, make a Strength (Athletics) check contested by 
  your target’s Strength (Athletics) check. If you win, 
  you inflict 1d6 + your Strength modifier in piercing 
  damage to the target as you wrench the harpoon. 
  Additionally, if the creature is no more than one size 
  larger than you, you can choose to pull it prone or you 
  can spend up to half your movement to pull it toward 
  you by that distance. In this contest, roll with 
  disadvantage if you have only one hand on the rope 
  and roll with advantage if the harpooned creature is 
  two or more sizes smaller than you. Additionally, if 
  you are on a mount that has a saddle, you can use your 
  mount’s size and its Strength (Athletics) check in place 
  of your own for these calculations. 
  A harpooned creature can use its action to escape. 
  The escape is automatic if the harpooned creature has 
  an Intelligence of 6 or higher and has appendages the 
  Dungeon Master deems suitable to pulling out the 
  harpoon, like hands or tentacles. 
  A nonqualifying creature cannot remove the 
  harpoon, but can try to burst the rope with a DC 17 
  Strength check if it the rope is tied to something. 
  Hatchet. This version of the handaxe has a smaller, 
  un-bearded blade and a lighter handle. (Page 33) 
  Hook. Hooks often include handles so they may serve 
  as tools for lifting bales of hay. They can also serve as 
  weapons. In certain cultures, hooks on cinched caps are 
  common prostheses for lost hands. (Page 21) 
  Javelin. A short, light spear balanced for throwing 
  with significant range. (Page 22) 
  Knobkerrie. A club formed from a naturally shaped 
  branch with a weighty head. The length of branch is cut 
  at a balance calculated for throwing. (Page 26) 
  A knobkerrie can be the subject of a shillelagh spell 
  but, if thrown, the spell ends before it can affect the 
  attack roll or damage roll. 
  Kpinga. A one-handed multi-bladed weapon used like 
  a knife or axe and balanced for throwing. (Page 27) 
  Kukri. This large dagger has a heavy blade, curved 
  slightly toward its cutting edge. The weapon’s design is 
  ideal for chopping. (Page 19) 
  Lance (any). A long-hafted weapon with a sharp 
  point, ideal for wielding from the back of a charging 
  mount. A lance is long enough to brace under the arm of 
  the wielding hand, allowing one-handed use if a mount 
  provides the strikes’ forward momentum. (Page 29) 
  Lance, Combat (any). 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 
  unless you are mounted. (Page 29) 
  Lance, Great. A great lance is an extra-long, 
  sharpened pole, supported by a swiveling pintle mount 
  set in an exotic saddle or howdah. 
  A great lance 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. 
  Lance, Jousting (any). You have disadvantage when 
  you use a jousting lance to attack a target within 5 feet 
  of you. Also, a jousting lance requires two hands to wield 
  unless you are mounted. (Page 29) 
  A jousting lance has a blunt end made to break away 
  on impact. A creature wearing heavy armor has 
  resistance to damage inflicted by a jousting lance. 
  Longbow. 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. (Page 40) 
  Longbow, Composite. Composite bows use a 
  composite of materials, each with various degrees of 
  flexibility, giving them exceptionally strong draws 
  weights. (Page 40) 
  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. 
  
   
  33 
   
  Mace. A mace is a simple metal 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. (Page 26) 
  Mace, Heavy. This weapon has a longer handle and 
  heavier head than the normal mace. (Page 26) 
  Mace, Liturgical. This mace has a large, hollow 
  reservoir intended for holy water. The head of the 
  
   
  34 
   
  weapon contains dozens of holes normally covered by 
  an internal bladder. When the mace strikes a target, the 
  impact jars and compresses the internal bladder, 
  momentarily exposing the holes and dousing the target 
  with liquid. (Page 26) 
  If filled with holy water, the liturgical mace inflicts 
  an additional 1d6 radiant damage against a fiend or 
  undead. Likewise, unholy water inflicts an additional 
  1d6 necrotic damage against a celestial. If filled with 
  defoliant, the liturgical mace inflicts an additional 1d6 
  acid damage against a plant creature.  
  A single flask of holy water, unholy water, or 
  defoliant provides enough liquid to fill the mace, 
  allowing the weapon to hit a target 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. 
  Maul. This weapon resembles a large hammer. 
  Instead of a metal head, the weapon has a much larger 
  wooden head with a huge striking surface. (Page 33) 
  Maulaxe. This heavy-hafted weapon boasts a double-
  headed combination of an axe blade facing one 
  direction and a wedged hammer head facing the other. 
  (Page 33) 
  Morningstar. A clubbing weapon, usually a wooden 
  handle with a spiked weight at one end. (Page 26) 
  Net. A net is mesh of interconnected lines designed to 
  entrap targets. (Page 28) 
  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. This net has dozens of razor-sharp 
  spikes attached at various points. (Page 28) 
  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. 
  Pincer Staff. 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. (Page 22) 
  System Change: This book modifies the pincer staff 
  from its original form as a monster weapon to include 
  the disarming, reach, tripping, and two-handed 
  weapon properties. This brings the weapon in line 
  with the capabilities available to player characters. 
  Kuo-toa whips are particularly skilled with this 
  weapon and can use it to exceptional effect (Monster 
  Manual, page 200). 
  Polearm (any). Polearms are long-hafted weapons, 
  usually with complex, multi-purpose heads at one end, 
  designed for war. 
  Polearm, Boarding Gaff. A long pole with one or 
  more hooks at the end. This weapon serves well in ship-
  to-ship boarding actions. (Page 35) 
  When hooked to the top of a wall or gunnel no more 
  than 15 feet above the wielder, the wielder can climb 
  the pole like a rope. 
  Polearm, Glaive. A single-edged blade mounted on a 
  long haft. The blade curves over at the tip to increase 
  the cutting area. (Page 35) 
  Polearm, Gythka. A short-length polearm with a 
  slashing blade at each end. Traditional gythka blades 
  use crystal, but steel serves equally well. (Page 35) 
  Thri-kreen favor this weapon. 
  Polearm, Halberd. A polearm topped with an 
  irregular head, forming a chopping surface and a 
  piercing point. (Page 35) 
  Polearm, Pike. And extremely long spear-like weapon 
  used primarily in formation fighting. The haft has metal 
  reinforcement that extends far below the weapon’s 
  head, protecting it from sundering. (Page 35) 
  Quadrens. This weapon is like a dagger except that in 
  the place of a blade, four long, parallel spikes protrude 
  from each corner of a square crosspiece. (Page 37) 
  Quarterstaff. A quarterstaff is a long, wooden stick, 
  about as long as a Medium humanoid is tall, or even 
  longer. Some quarterstaffs have iron banding at both 
  ends. (Page 26) 
  Ritiik. This spear has a forward-facing hook, just 
  below the spear head. (Page 22) 
  Sap. 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. (Page 27) 
  Once per turn, you can use this weapon to attempt a 
  sapping attack if you have not made (and will not 
  
   
  35 
   
  make) a Sneak Attack that turn. A sapping attack 
  requires a precise blow to a vulnerable portion of the 
  target’s head. The target of a sapping attack can use its 
  reaction to protect its head, automatically negating 
  any sapping attempts with such devices until the start 
  of its next turn. It is therefore prudent to use this 
  device only on targets that are surprised or otherwise 
  prevented from using reactions. 
  If your 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 becomes unconscious. Otherwise, the sapping 
  roll has no effect.  
  A sapped creature regains consciousness after 1d4 
  hours or when it is healed for at least 1 hit point. At 
  the Dungeon Master’s discretion, other effects can also 
  relieve this unconsciousness. 
  Constructs, oozes, plants, and undead are immune to 
  sapping effects. 
  Scissor. 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 other end of the tube 
  to grasp the handle, located in the blade end. The tube 
  protects the user’s forearm, allowing the wielder to 
  block and quickly retaliate with a slash of the razor-
  sharp blade. (Page 37) 
  You have advantage on any save or check you make 
  to avoid being disarmed of the scissor. 
  Scissor, Extended. As a scissor, except that the tube 
  attaches to an articulated arm piece that extends all the 
  way up the arm, often over the shoulder. (Page 37) 
  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. 
  Scourge. This short, multi-lash whip is the sort used 
  for administering punishments. It is more intimidating 
  than effective when used as a weapon. (Page 37) 
  Any creature wearing armor (or with natural armor) 
  has resistance to the damage inflicted by this weapon. 
  
   
  36 
   
  Scythe. A two-handed implement with a curled 
  handle and a large, perpendicular, sickle-like blade. 
  (Page 21) 
  Shortbow. A common weapon in most cultures, this 
  consists of a springy stock or haft, bent into a bow shape 
  and held by a shorter string connected to both ends. 
  Holding the middle of the bow and pulling back the 
  string increases the haft’s tension,. By releasing the 
  string, you allow the recoil of the bow to 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. (Page 40) 
  Shortbow, Composite. Composite bows use 
  composite materials to enhance their draw weights. 
  (Page 40) 
  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. The strings of this single- or 
  double-strung shortbow connect at their centers with a 
  cloth or leather cup. The cup seats its projectiles during 
  the draw. (Page 40) 
  A pellet bow uses sling bullets instead of arrows for 
  its ammunition. 
  Sickle. An agricultural tool with a hooked blade, used 
  for harvesting plants. (Page 21) 
  Sling. 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 attacking. The weapon’s ammunition 
  is flung from the pouch as one end of the thong is 
  released. (Page 28) 
  Slungshot. A short length of rope, looped at one end 
  and knotted around a stone or metal weight at the other 
  end. This weapon evolved from the weights used to 
  throw mooring lines between ships and shore. Sailors 
  and dock workers often carry these weapons in their 
  pockets. A slungshot can swing forcefully, and an 
  experienced wielder can make attacks with it from 
  unexpected angles. (Page 27) 
  MARTIAL RANGED WEAPONS 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Blowgun 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Blowgun, greater 
  15 gp 
  1 piercing 
  2 lb. 
  Ammunition (30/120), loading, special 
  Bolas 
  4 gp 
  — 
  2 lb. 
  Finesse, special, thrown (20/60) 
  Boomerang 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, special, thrown (20/60) 
  Chatkcha 
  2 gp 
  1d6 slashing 
  1 lb. 
  Finesse, thrown (30/120) 
  Crossbow, blade 
  driver 
  300 gp 
  1d4, 2d4, or 3d4 
     slashing 
  19 lb. 
  Ammunition (50/200), loading, magazine (30), 
  special, two-handed 
  Crossbow, hand 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading, natatorial 
  Crossbow, repeating 
  hand 
  375 gp 
  1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, magazine (6), natatorial, 
  special 
  Crossbow, heavy 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading, natatorial, 
  two-handed 
  Crossbow, double 
  heavy 
  100 gp 
  1d10 piercing 
  22 lb. 
  Ammunition (75/300), heavy, natatorial, special, 
  two-handed 
  Crossbow, repeating 
  heavy 
  250 gp 
  1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, magazine (6), 
  natatorial, special, two-handed 
  Crossbow, polybolos 
  550 gp 
  2d8 piercing 
  48 lb. 
  Ammunition (150/600), magazine (12), natatorial, 
  special, two-handed 
  Longbow 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Longbow, composite 
  125 gp 
  1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, two-handed 
  Net 
  1 gp 
  — 
  3 lb. 
  Natatorial, special, thrown (5/15) 
  Net, barbed 
  10 gp 
  — 
  3 lb. 
  Natatorial, special, thrown (5/15) 
   
  
   
  37 
   
  A slungshot’ loop can be attached to (or detached 
  from) the wielder’s wrist with an action. If the 
  slungshot is attached, it cannot be disarmed. 
  Spear. A long-hafted weapon with a simple point 
  affixed to one end, balanced for short-range throwing. 
  (Page 22) 
  Spear, Short. A hafted weapon with a simple point at 
  one end. A short spear is typically shorter and thicker 
  than a javelin and may be suitable for off-hand use. 
  (Page 22) 
  Spear, Short Hooked. The backward-facing hook on 
  this short-hafted spear is ideal for tripping opponents. 
  Some versions have a smaller opposite hook on the butt 
  end. (Page 22) 
  System Change: This book modifiers the short 
  hooked spear from its original form as a monster 
  weapon. It adds the finesse and tripping weapon 
  properties to bring the weapon in line with the 
  capabilities available to player characters. 
  Derro are particularly skilled with this weapon and 
  can use it to exceptional effect (Out of the Abyss, page 
  224). 
  Spear, Weighted. This spear has a heavy weight at 
  the butt, making it suitable for use as a spear or a long-
  handled club. (Page 22) 
  Spiked Chain. This chain has various weights and 
  sharp protrusions at strategic points along its length. Its 
  design is suited to entangling foes. (Page 27) 
  System Change: This book modifiers the spiked 
  chain from its original form as a monster weapon to 
  include the disarming, heavy, reach, and tripping 
  weapon properties. This brings the weapon in line 
  with the capabilities available to player characters. 
  Tlincalli are particularly skilled with this weapon 
  and can use it to exceptional effect (Volo’s Guide to 
  Monsters, page 193). 
  Stake, Wooden. This weapon is a short, sturdy 
  wooden stick sharpened at one end. The other end is 
  
   
  38 
   
  typically flat, suitable for hammering the shaft into the 
  ground or into the heart of a vampire. (Page 27) 
  Stiletto. This long, narrow blade is ideal for slipping 
  between the plates of armor or through the links of 
  chain mail. (Page 19) 
  Sword (any). 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 to the end of a long blade. A crosspiece 
  usually separates the blade from the handle, protecting 
  the wielder’s hand. 
  Sword, Bastard Sword. This weapon is a cross 
  between the longsword and the greatsword. It serves 
  the role of a longsword but with additional length well-
  suited for horseback use. (Page 31) 
  Sword, Broadsword. This weapon resembles a 
  longsword but with a shorter handle and a wider, 
  heavier blade. Older versions lack the weapon’s iconic 
  basket hilt. (Page 30) 
  Sword, Claymore. This weapon closely resembles a 
  greatsword. It has a heavier blade and it’s cross-guards 
  are forward-angled, often capped with round balls or 
  quatrefoils. This configuration facilitates some 
  techniques and fencing maneuvers unique to the 
  weapon. (Page 31) 
  Sword, Cutlass. A cutlass is a heavy, curved sword 
  favored by sailors for its efficiency in chopping. It has a 
  basket or cupped hilt that protects the wielder’s hand in 
  battle. (Page 31) 
  Sword, Epee. This small, fast weapon is an evolution 
  of the rapier. It’s lighter weight and basket hilt make the 
  sword ideal for dueling without interfering with casual, 
  fashionable wearing of the weapon. (Page 30) 
  Sword, Estoc. A long-bladed, two-handed sword that 
  tapers to a narrow, dramatic point. This weapon’s 
  primary function is thrusting, seeking out the gaps in 
  armor. (Page 31) 
  Sword, Falchion. This weapon resembles a 
  broadsword in function, but it has a heavier, slightly-
  curved blade more suitable to sweeping or passing 
  strokes. (Page 31) 
  Sword, Falcata. The falcata may be described as a 
  larger version of the kukri. Its blade curves slightly 
  forward and is wider at the end, providing great 
  momentum for chopping. (Page 31) 
  Sword, Flamberge. This version of the greatsword 
  has a wavy blade, sometimes with sharp protrusions 
  along its length. (Page 31) 
  Sword, Gladius. This simple weapon is used primarily 
  for thrusting, like a heavier shortsword, with a blade 
  that broadens at the end. The broader point weights the 
  weapon to aid slashing attacks. (Page 31) 
  Sword, Greatsword. A large sword so big that it 
  requires two hands to wield. (Page 31) 
  Sword, Khopesh. The blade of this sword curves into 
  a backward-facing sickle shape at the top half of its 
  length. (Page 31) 
  Sword, Longsword. 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 two-handed wielding. 
  (Page 31) 
  Sword, Maca. The maca is a heavy wooden sword. 
  Sharp pieces of obsidian, shark teeth, or other natural 
  materials line the cutting edges. (Page 31) 
  System Change: This book modifies the shark-tooth 
  longsword from its original form as a monster weapon 
  to include the alternate (B), ersatz, deadly, heavy, and 
  wounding weapon properties. This brings the weapon 
  in line with the capabilities available to player 
  characters. 
  Reavers, the foot soldiers of the Crushing Wave cult, 
  are particularly skilled with a version of this weapon 
  and can use it to exceptional effect (Princes of the 
  Apocalypse, page 205). 
  Sword, Rapier. A slender, sharply-pointed sword, 
  designed for fast, elegant fighting. (Page 30) 
  Sword, Saber. A slightly-curved 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 catch in a body 
  and pull free from a mounted wielder’s grip. (Page 30) 
  Sword, Scimitar. A light, curved sword with a heavier 
  end, excellent for fast, intricate attacks. (Page 30) 
  Sword, Shortsword. This weapon looks like a heavy 
  dagger with a longer blade. The weapon suits for short, 
  vicious thrusts. (Page 30) 
  Sword, Shotel. The blade of this sword curves 
  dramatically forward into a large hook. The weapon 
  resembles an over-sized sickle. (Page 30) 
  Sword, Sword Cane. 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. (Page 30) 
  
   
  39 
   
  The cane portion (sheath) can be wielded as a club, 
  whether or not the sword has been drawn from it. 
  Sword, Talwar. This weapon resembles a scimitar, 
  except that it has a thinner, elongated blade. In some 
  versions, the blade widens near the tip for greater 
  momentum when swinging. (Page 31) 
  Sword, Tegha. This large, curved sword was 
  originally designed as an executioner’s weapon. It 
  requires two hands to wield. (Page 30) 
  Tail Spikes. A ring strap that attaches to a creature’s 
  tail and locks or ties in place. A tail can whip the device’s 
  sharp protrusions at great speed. (Page 19) 
  Only creatures with long prehensile (or partially-
  prehensile) tails can use this device. Applicable player 
  character races include lizard folk, tabaxi, tiefling, and 
  any others the Dungeon Master designates. 
  Do not add your ability modifier to damage with tail 
  spikes, unless it is negative. Even if you are using the 
  
   
  40 
   
  two-weapon fighting rules, and you have a trait or 
  feature that would allow you to add your modifier to 
  off-hand attacks, do not do so with tail spikes. 
  Tongi. A hafted weapon like a battle axe, but in place 
  of a blade, the weapon has a fanning crescent of spikes. 
  (Page 33) 
  Trident. A spear with three parallel prongs or blades. 
  (Page 22) 
  System Change: This book modifies the much-
  maligned trident, adding the disarming weapon 
  property. This is to distinguish the martial weapon 
  from the lighter, cheaper simple weapon, the 
  otherwise-identical spear. 
  Trident, Greater. A longer version of the trident, its 
  prongs are wider and are often bladed. (Page 22) 
  Trombash. A trombash has a large, curved blade, 
  bigger than a dagger, sometimes with additional 
  prongs. Its function is ceremonial as well as martial. 
  (Page 27) 
  Waraxe. This heavy weapon resembles a battle axe 
  but it’s a bit larger and has a second, opposite axe blade. 
  The additional blade slightly increases the variety of 
  techniques available to the wielder and serves to 
  overawe opponents. (Page 33) 
  Dwarves favor this weapon. 
  Warhammer. 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. 
  (Page 33) 
  War Pick, Footman’s. This heavy pick’s long spike is 
  designed to penetrate the protection worn by armored 
  infantry. (Page 33) 
  War Pick, Horseman’s. This pick has an extra-long 
  handle, suitable for use on horseback, or for infantry 
  reaching and dragging a knight down from a horse. 
  (Page 33) 
  War Pick, Light. The smallest version of a war pick, 
  this  weapon consists of a handle with a perpendicular 
  spike affixed to one end. Picks are ideal for finding gaps 
  in armor or punching straight through it. (Page 33) 
  Whip. 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. (Page 37) 
  Whip, Basic. This leather whip is too long to be 
  functional with the weighty additives that enhance a 
  normal combat whip. (Page 37) 
  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 attack with 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. 
  
   
  41 
   
  Yklwa. Instead of a mere point, this short spear has a 
  heavy, bladed head, up to two feet long and sharp along 
  its entire length. (Page 22) 
  A common variant of this weapon has a blade of 
  chipped stone or obsidian instead of steel; it gains the 
  ersatz weapon property but costs only 1 gp. 
  System Change: The standard yklwa’s price is “1 gp,” 
  whether it has a “steel or stone” blade. (Tomb of 
  Annihilation, page 32). This book quadruples the price 
  of the steel version (4 gp), treating that as standard, 
  and adds the ersatz property to the stone version 
  (1 gp). This cost increase better justifies the weapon’s 
  exceptional characteristics relevant to standard one-
  handed martial weapons. 
  Bows require arrows, crossbows require bolts, slings 
  require bullets, and blowguns require needles. This 
  subsection lays out the various alternatives to these 
  normal types of ammunition. 
  Ammunition and containers for it appear below. 
  Arrow, Alchemical. The forward end of the shaft is a 
  blunt glass tube delicate enough to break on impact, 
  dispersing its liquid contents onto the target.  
  Any liquid that is effective on contact can fill an 
  alchemical arrowhead, including acid, alchemical 
  solvent, alchemist’s fire, defoliant, holy water, unholy 
  water, and all sorts of contact poisons. When fired 
  from a bow, an alchemical arrow halves the weapon’s 
  normal and long range increments and changes its 
  damage to 1d4 bludgeoning. In addition to damage, a 
  successful ranged attack applies the contained liquid, 
  as though splashed onto the target. 
  A substance contained in a vial fills is potent for such 
  a small amount. It fills one alchemical arrow. 
  Only half the substance that comes in a flask can fit 
  in an alchemical arrowhead. It can thus fill two arrows, 
  but splitting that dose dilutes it; any applied damage is 
  halved and any effect that requires a saving throw lets 
  the target roll with advantage. 
  Arrow, Barbed. This piece of ammunition has wicked 
  barbs that make it hard to remove from the target. 
  This applies the cruel weapon property to attacks 
  made with it. 
  Arrow, Fire. This arrowhead has a small, bulbous 
  cage just behind the tip. The cage holds flammable, 
  fibrous material soaked in an accelerant, like the 
  material used for torches. 
  You may spend a bonus action to nock this arrow 
  and dip the point into an active fire source prior to 
  shooting. A lit fire arrow adds 1 fire damage to the 
  bow’s attack. The arrow might also light highly-
  ADVENTURING GEAR (AMMUNITION) 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Arrows 
   
   
   
     Ketch 
  2 gp 
  2 lb. 
     Alchemical (10) 
  20 gp 
  1/2 lb. 
   
     Pouch 
  5 sp 
  1 lb. 
     Barbed (20) 
  10 gp 
  1 lb. 
   
     Quiver 
  1 gp 
  1 lb. 
     Fire (10) 
  5 gp 
  1/2 lb. 
   
  Crossbow Bolts 
   
   
     Flight (20) 
  2 gp 
  1 lb. 
   
     Broad-tip (standard bolt) (20) 
  1 gp 
  1½ lb. 
     Frog-crotch (10) 
  5 gp 
  1/2 lb. 
   
     Disk (30) 
  5 gp 
  1½ lb. 
     Grappling 
  2 gp 
  1½ lb. 
   
     Notch-tip (20) 
  10 gp 
  1½ lb. 
     Screaming (10) 
  10 gp 
  1/2 lb. 
   
     Grappling 
  2 gp 
  1½ lb. 
     Sheaf (standard arrow) (20) 
  1 gp 
  1 lb. 
   
     Inking 
  1 gp 
  1/2 lb. 
     Smoke (10) 
  15 gp 
  1/2 lb. 
   
     Stabilized (20) 
  2 gp 
  1½ lb. 
  Blowgun Needles 
   
   
   
  Sling Bullets 
   
   
     Hooked (50) 
  15 gp 
  1 lb. 
   
     Alchemical (10) 
  15 gp 
  1½ lb. 
     Steel (standard needle) (50) 
  1 gp 
  1 lb. 
   
     Dimpled (20) 
  5 gp 
  1½ lb. 
  Containers 
   
   
   
     Leaden (standard bullet) (20) 
  4 cp 
  1½ lb. 
     Bandoleer 
  2 gp 
  2 lb. 
   
     Razor glass (20) 
  10 gp 
  1½ lb. 
     Case, crossbow bolt 
  1 gp 
  1 lb. 
   
     Stone (20) 
  — 
  1½ lb. 
   
   
  
   
  42 
   
  flammable materials that it touches, like thatched 
  rooves, dry crops, and the like. 
  Arrow, Flight. This arrow’s construction improves its 
  aerodynamic properties. With lighter heads and 
  superior fletching, flight arrows are tremendously 
  accurate missiles. 
  When using this ammunition, increase both the 
  bow’s range increments by a distance equal to half the 
  weapon’s normal range increment. When firing a flight 
  arrow, apply a -1 penalty to the damage roll. 
  Arrow, Frog Crotch. The head of this arrow forms a 
  razor-sharp crescent, points facing forward, 
  theoretically allowing the archer to cut ropes from a 
  distance. 
  Targeting a rope is a difficult shot; apply 
  disadvantage to the attack roll unless the target is 
  within 10 feet of you. 
  Arrow, Grappling. The head of this heavy arrow has 
  four opposite claws that form a grappling hook. 
  This arrow allows you to use your attack roll and 
  weapon range in the place of the normal check and 
  mechanics when trying to place a grappling hook. 
  The head of a grappling arrow is attached to a 100-
  foot length of silk cord. The coiled cord is spooled such 
  that it unwinds as the arrow flies toward its target. 
  The line has loops knotted into it just large enough to 
  serve as footholds for a climber. The cord has 1 hit 
  point and can be burst with a DC 12 Strength check. 
  If used as a weapon, the grappling arrow reduces the 
  bow’s damage to 1d4 bludgeoning. 
  Arrow, Screaming. The head of this arrow makes a 
  screaming noise in flight. 
  The sounds this arrow emits in flight can be easily 
  heard within 100 feet of any point along its path. 
  Arrow, Sheaf. This is the most common type of arrow 
  used in combat, a sturdy shaft of reliable length, topped 
  by a heavy broadhead or bodkin point. 
  These are normal “arrows,” the same kind as found 
  in the Player’s Handbook. 
  Arrow, Smoke. A thin wrap of an alchemical material 
  encases the shaft of this arrow behind the head. 
  You may spend a bonus action to nock this arrow 
  and dip the point into an active fire source prior to 
  shooting, causing the material to smoke vigorously. 
  The arrow trails smoke as it flies and creates a 5-foot 
  cube of smoke wherever it hits. The smoke dissipates 
  in 1d4 rounds, or until dispersed by a wind of at least 
  10 mph. Smoke arrows are each crafted to emit a 
  specific color of smoke, useful for signaling. 
  Bandoleer. This leather strap is worn over one 
  shoulder and crosses diagonally over the torso. It has 
  small pouches or ties that can hold up to 6 tiny objects 
  along its length. 
  Contained objects must each weigh 1 pound or less. 
  Bandoleers are excellent for holding small thrown 
  weapons like darts and daggers. If you use an 
  interaction with an object to draw something from the 
  bandoleer, you can do so again up to two more times 
  that turn without using an interaction or an action. 
  VARIANT: RECOVERING AMMUNITION 
  The ammunition property says that characters can recover half the ammunition used after a combat by searching for 
  1 minute. Where did the rest go? This optional system assumes that the other pieces are harder to find or are broken 
  and unusable. However, a diligent archer can search longer to find or repair the missing half of those arrows. 
  Constraints. The ability to recover any ammunition assumes the party has time after a battle; that it is not being 
  pursued or racing after its goal. It also assumes that the battlefield is readily searchable; firing at a sea monster is 
  likely to mean missed shots are completely unrecoverable. 
  Repairs. Broken ammunition can be repaired with magic or tools. This allows careful archers to maintain their 
  stocks of ammunition on extended adventures. A mending cantrip is sufficient to fix each piece of broken ammunition, 
  requiring only one action per piece repaired. 
  Without magic, broken ammunition can be repaired using the appropriate artisan’s tools, as though the remnants 
  were craft components. Repairing requires about 1 minute of time per copper piece of the product’s value. (This 
  figure is a distillation of the 8-hour workday which allows up to 5 gp of total market value production.) This means 
  that it takes 5 minutes to repair a standard arrow, bolt, or sling bullet, since each has a 5-cp market value. 
  Example. A ranger fires 20 of her standard arrows in a battle. Afterward, she recovers 10 arrows in the first minute 
  of searching. In the second minute of searching, she recovers 5 more whole arrows and 5 broken ones. With the right 
  artisan’s tools, the ranger can repair the five broken arrows in 25 minutes. 
   
  
   
  43 
   
  Blowgun Needle, Hooked. This blowgun needle has 
  several small hooks behind the tip that make it hard to 
  remove from the target.  
  This applies the cruel weapon property to attacks 
  made with it. 
  Blowgun Needle, Steel. This is a lightweight needle, 
  about six inches in length, used as blowgun 
  ammunition. A puff of downy feather attached to one 
  end allows the projectile to be fired from 
  a blowgun with a firm blast of lung 
  power. Steel needles are often used 
  to deliver toxins, being dipped in a 
  vial of poison or other substance 
  just before firing. 
  These are normal “blowgun 
  needles,” the same kind as 
  found in the Player’s Handbook. 
  Case, Crossbow Bolt. A rigid 
  rectangular container designed to 
  be slung on a belt and carry 
  crossbow bolts. 
  This case holds up to 20 
  standard crossbow bolts, 5 grappling 
  crossbow bolts, or 5 inking crossbow 
  bolts. 
  Crossbow Bolt, Broad Tip. This 
  is the most common type of bolt 
  used in combat, a short shaft with a 
  razor-sharp broadhead at the tip. 
  These are normal “crossbow bolts,” the 
  same kind as found in the Player’s 
  Handbook. 
  Crossbow Bolt, Disk. These aerodynamic disks 
  are the only ammunition usable with a disk 
  crossbow. You cannot use them with any other 
  weapon. 
  A pouch can hold up to 30 disk crossbow bolts; the 
  disks will not fit in a normal crossbow bolt case. 
  Crossbow Bolt, Grappling. The head of this heavy 
  bolt has four opposite claws that form a grappling hook. 
  This bolt allows you to use your attack roll and 
  weapon range in the place of the normal check and 
  mechanics when trying to place a grappling hook. 
  The head of a grappling arrow is attached to a length 
  of silk cord. The coiled cord is spooled or is placed on 
  the ground before firing so it can unwind as the arrow 
  flies toward its target. The line has small loops knotted 
  into it at intervals, placed to serve as footholds for a 
  climber. 
  The cord weighs 2 pounds and is 100 feet long. It 
  has 1 hit point and can be burst with a DC 12 Strength 
  check. 
  If used as a weapon, the grappling crossbow bolt 
  reduces the crossbow’s damage to 1d4 
  bludgeoning. Because of their shape, 
  these bolts cannot be loaded into a 
  repeating crossbow magazine. 
  Crossbow Bolt, Inking. This heavy 
  crossbow bolt bears a large, spongy head 
  soaked in bright ink. A wax coating covers 
  the head to preserve the ink prior to use. 
  Such bolts allow spotters to mark 
  targets in battle, designating them 
  by prearranged signal as a focus 
  for the attention of archers and 
  war wizards. 
  You can remove the wax 
  coating on the head of this bolt 
  with a bonus action during 
  loading, making it ready to 
  fire. The missile splatters 
  its target with bright ink if 
  it hits, but its weapon 
  damage die is reduced to 
  1d2 bludgeoning. 
  Because of their shape, 
  these bolts cannot be loaded 
  into a repeating crossbow 
  magazine. 
  Crossbow Bolt, Notch-Tip. The long, 
  thin head of this piece of ammunition has a 
  pair of notches on opposite sides, about one inch 
  below the head. These weaken the shaft, causing it to 
  break on impact, leaving the tip inside the target. 
  This bolt applies the cruel weapon property to 
  attacks made with it. 
  Crossbow Bolt, Stabilized. This bolt is crafted with a 
  target tip and some small fletching. 
  When using this ammunition, increase both the 
  crossbow’s range increments by a distance equal to 
  half the weapon’s normal range increment. When 
  firing a stabilized crossbow bolt, apply a -1 penalty to 
  the damage roll. 
  Ketch. This large quiver hangs from the waist for 
  optimal use. A vertical slit allows the user to reach 
  
   
  44 
   
  deeper into the quiver, grabbing a javelin by its balance 
  point and drawing it in a ready-to-throw grip. 
  This container holds up to 4 javelins or light spears. 
  The wearer can draw up to four such weapons from 
  the ketch in a turn, counting this only as a single 
  interaction with an object. 
  Pouch. A pouch is a small sack or shaped container 
  typically made of leather and worn on a belt or a 
  harness. Pouches come in a variety of forms, designed 
  for a variety of uses. 
  A pouch holds up to 20 sling bullets, 30 crossbow 
  disks, or 50 blowgun needles. 
  Quiver. A quiver is a cylindrical container sized for 
  carrying arrows. 
  A quiver holds up to 20 standard arrows or 5 
  grappling arrows. 
  Sling Bullet, Alchemical. This spherical projectile is 
  made of clay or glass, designed to shatter on impact, 
  dispersing its liquid contents onto the target. It is larger 
  than a normal piece of sling ammunition. 
  Any liquid that is effective on contact can be placed 
  into an alchemical sling bullet, including acid, 
  alchemical solvent, alchemist’s fire, defoliant, holy 
  water, unholy water, and all sorts of contact poisons. 
  When fired from a sling, an alchemical sling bullet 
  halves the weapon’s normal and long range 
  increments. In addition to damage, a successful ranged 
  attack applies the contained liquid, as though it had 
  been splashed onto the target. 
  A substance contained in a vial fills is potent for such 
  a small amount. It fills one alchemical arrow. 
  Only half the substance that comes in a flask can fit 
  in an alchemical arrowhead. It can thus fill two arrows, 
  but splitting that dose dilutes it; any applied damage is 
  halved and any effect that requires a saving throw lets 
  the target roll with advantage. 
  Kobolds favor this ammunition, calling them “stink 
  pots.” 
  Sling Bullet, Dimpled. These bullets are carefully 
  molded for symmetry and drilled with dimples around 
  the circumference to improve flight characteristics. 
  When using this ammunition, increase both the 
  sling’s range increments by a distance equal to half the 
  weapon’s normal range increment. 
  Sling Bullet, Leaden. This is the most common type 
  of sling bullet, a simple lump or sphere of molded lead. 
  These are normal “sling bullets,” the same kind as 
  found in the Player’s Handbook. 
  Sling Bullet, Razor Glass. This piece of ammunition 
  is designed to shatter into sharp slivers that imbed 
  themselves in the target. 
  This design applies the cruel weapon property to 
  attacks with the ammunition. 
  Sling Bullet, Stone. In a pinch, a slinger can make use 
  of appropriately sized stones in the place of bullets. 
  Stones cost nothing to collect but are less effective 
  due to their irregular shapes; they apply a –1 penalty 
  to the weapon’s damage roll. 
   
   
   
   
  VARIANT: SILVER BULLETS 
  With this optional rule, player characters can make 
  silver sling bullets and firearm loads more easily. 
  When the story calls for it, collecting old silver 
  coins, eating utensils, and other odds and ends to 
  make ammunition from can add a compelling 
  scene. 
  This rule simplifies the “crafting” downtime 
  action; since very little skill is necessary for 
  molding lumps of soft metal, the characters simply 
  need to find silver of the ammunition’s weight. 
  When the party discovers they face a werewolf, 
  they ransack the manor kitchen and start smelting! 
  • A set of 20 leaden-type sling bullets requires 
  75 silver pieces (1.5 pounds of silver) and takes 
  half an hour to craft with jeweler’s tools or 
  smith’s tools. 
  • A set of 10 ball or shot loads requires 100 
  silver pieces (2 pounds of silver) and takes one 
  hour to craft using tinker’s tools. Making paper 
  cartridges under this rule requires no 
  additional time, just one existing charge of 
  powder per load. 
  • A set of 10 machine age cartridges needs the 
  equivalent of 100 silver pieces (2 pounds of 
  silver), while 10 loads of shotshell or slug need 
  75 silver pieces (1.5 pounds of silver). Crafting 
  these sets of ten takes one and a half hours. 
   
  
   
  45 
   
   
   
  
   
  46 
   
  OUBLE WEAPONS AND POLEARMS ARE THE SUBJECT 
  of this chapter. These dubious weapons suit 
  only campaigns of a particular sort, 
  thus their separation from the 
  primary list of weapons. 
  Double weapons appeared in the prior two 
  editions of DUNGEONS & DRAGONS, where the 
  desire to add new options drove the 
  game’s designers into realms of the 
  improbable. The historically dubious 
  implements here can lend an air of high-
  fantasy or bizarre novelty to your game 
  world. 
  With the return of the Valenar 
  scimitar to the fifth edition, double 
  weapons regain a place in the current 
  edition of the game. 
  These two-ended weapons require new rules for use. 
  When you attack with the Attack action using the 
  primary end of a double weapon, you can use a bonus 
  action to attack with the other end. Unless you have 
  the Two-Weapon Fighting feature, attacks with the 
  secondary end don’t add your ability modifier to their 
  damage rolls unless the modifier is negative. 
  Although you wield a double weapon as two distinct 
  weapons, it is only a single item for purposes of 
  crafting and targeting it with magic. Any weapon-
  affecting spells, like disintegrate, heat metal, and magic 
  weapon affect both ends of the weapon equally. 
  Likewise, magic item effects apply to both ends and 
  must be appropriate to both ends. For example, a 
  flame tongue enchantment applies to both striking 
  surfaces, and the DM must rule that both closely 
  enough resemble the flame tongue’s “any sword” 
  requirement to qualify. A double scimitar would 
  match, but not a double hammer or a gyrspike. 
  The 22 weapons on the Double Weapons tables have 
  some crossover with weapons from other parts of this 
  book. Weapons marked with an asterisk (*) also 
  appear in chapter 2. If your game includes double 
  weapons, you can wield these crossovers as standard 
  weapons or using the double weapons rules. 
  Weapons marked with two asterisks (**) appear as 
  standard weapons in chapter 4. They are not available 
  unless the Dungeon Master designates those weapons 
  (and these) as available in the campaign. 
  Each entry on this table has two lines, one for the 
  weapon’s primary end and another for its secondary 
  end. Each end of the weapon can only employ the 
  damage rating and weapon properties that appear on 
  its own line of the table. 
  This section describes new double weapons. For 
  descriptions and illustrations of the crossover 
  weapons, refer to chapters 2 and 4. 
  Dire Falcata. This moderate-length handle boasts 
  two heavy falcata blades that curve slightly forward; 
  either end serves well for chopping attacks. (Page 49) 
  Dire Flail. A second chain-and-flail head extends from 
  the butt end of this flail. (Page 49) 
   
  
   
  47 
   
    
  MARTIAL MELEE WEAPONS (DOUBLE WEAPONS) 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Chijiriki ** 
  18 gp 
  1d6 piercing 
  3 lb. 
  Reach, two-handed 
     … 
  — 
  1d6 bludgeoning 
  — 
  Disarming, reach, two-handed 
  Dire falcata 
  30 gp 
  1d6+1 slashing 
  6 lb. 
  High-critical, two-handed 
     … 
  — 
  1d6+1 slashing 
  — 
  High-critical, two-handed 
  Dire flail 
  30 gp 
  1d6 bludgeoning 
  4 lb. 
  Tripping, two-handed 
     … 
  — 
  1d6 bludgeoning 
  — 
  Tripping, two-handed 
  Double axe 
  50 gp 
  2d4 slashing 
  7 lb. 
  Deadly, heavy, two-handed 
     … 
  — 
  2d4 slashing 
  — 
  Deadly, heavy, two-handed 
  Double-bladed scimitar 
  50 gp 
  2d4 slashing 
  8 lb. 
  Special, two-handed 
     … 
  — 
  1d4 slashing 
  — 
  Two-handed 
  Double hammer 
  30 gp 
  1d8 bludgeoning 
  4 lb. 
  Two-handed 
     … 
  — 
  1d8 bludgeoning 
  — 
  Two-handed 
  Double spear 
  4 gp 
  1d8 piercing 
  5 lb. 
  Thrown (20/60), two-handed 
     … 
  — 
  1d8 piercing 
  — 
  Thrown (20/60), two-handed 
  Dueling shield * 
  12 gp 
  1d6 piercing 
  12 lb. 
  Special, two-handed 
     … 
  — 
  1d6 piercing 
  — 
  Special, two-handed 
  Getsugasan ** 
  25 gp 
  1d8 piercing 
  6 lb. 
  Heavy, reach, two-handed 
     … 
  — 
  1d8 slashing 
  — 
  Heavy, reach, two-handed 
  Gyrspike 
  30 gp 
  1d8 slashing 
  5 lb. 
  Two-handed 
     … 
  — 
  1d4 bludgeoning 
  — 
  Tripping, two-handed 
  Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     … 
  — 
  1d8 slashing 
  — 
  Two-handed 
  Hooked hammer 
  20 gp 
  1d6 bludgeoning 
  3 lb. 
  Two-handed 
     … 
  — 
  1d4 piercing 
  — 
  Tripping, two-handed 
  Kusarigama ** 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Disarming, reach, special, two-handed 
     … 
  — 
  1d4 piercing 
  — 
  Tripping, two-handed 
  Kyoketsushoge ** 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Reach, special, tripping, two-handed 
     … 
  — 
  1d4 slashing 
  — 
  Disarming, two-handed 
  Lajatang ** 
  25 gp 
  1d8 slashing 
  4 lb.  
  Two-handed 
     … 
  — 
  1d8 slashing 
  — 
  Two-handed 
  Meteor hammer ** 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping, two-handed 
     … 
  — 
  1d8 bludgeoning 
  — 
  Heavy, reach, tripping, two-handed 
  Quarterstaff * 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Two-handed, simple weapon 
     … 
  — 
  1d6 bludgeoning 
  — 
  Two-handed, simple weapon 
  Sang kauw ** 
  35 gp 
  1d6 piercing 
  5 lb. 
  Alternate (S), defensive, two-handed 
     … 
  — 
  1d6 piercing 
  — 
  Two-handed 
  Spiked chain * 
  45 gp 
  1d6 piercing 
  4 lb. 
  Disarming, heavy, reach, tripping, two-handed 
     … 
  — 
  1d6 piercing 
  — 
  Disarming, heavy, reach, tripping, two-handed 
  Swallow 
  35 gp 
  1d6 slashing 
  5 lb. 
  Two-handed, finesse 
     … 
  — 
  1d6 slashing 
  — 
  Two-handed, finesse 
  Two-bladed sword 
  30 gp 
  1d8 slashing 
  6 lb. 
  Two-handed 
     … 
  — 
  1d8 slashing 
  — 
  Two-handed 
  Urgrosh 
  20 gp 
  1d8 slashing 
  6 lb. 
  Deadly, heavy, two-handed 
     … 
  — 
  1d6 piercing 
  — 
  Heavy, two-handed 
   
  
   
  48 
   
  Double Axe. A waraxe with a second head at the butt 
  of the haft. (Page 48) 
  Orcs favor this weapon. 
  Double-Bladed Scimitar. Similar in configuration to 
  a swallow, this weapon uses two heavier, broader 
  falchion blades and a shorter handle. (Page 48) 
  While using double-weapon fighting, your 
  secondary end’s attacks are more efficient; this special 
  property allows you to add your ability modifier to 
  their damage rolls. 
  For the Valenar scimitar variant found in the 
  Eberron setting, see the sidebar on the following page. 
  Double Hammer. A warhammer with an elongated 
  handle and a hammer head at each end. (Page 48) 
  Double Spear. A spear with a head at each end, 
  originally for fighting in tunnels too tight to reverse the 
  direction of a long-hafted weapon. (Page 48) 
  Dwarves favor this weapon. 
  Gyrspike. A long-handled sword with a chain and 
  spiked ball attached to the handle. (Page 48) 
  Hooked Hammer. This war pick has a hammer head 
  at the opposite end of the handle. (Page 48) 
  Gnomes favor this weapon. 
  Swallow. A long-handled scimitar with a short, 
  curved blades at either end. The blades curve in opposite 
  directions. (Page 48) 
  Two-Bladed Sword. This weapon looks like two 
  longswords adjoined at the pommels, their blades 
  pointed in opposite directions. Some versions have a 
  longer handle between the two blades. (Page 48) 
  Urgrosh. This heavy battleaxe has a sharp spear 
  point at the butt of the handle. (Page 48) 
  Dwarves favor this weapon. 
  
   
  49 
   
  The polearm is the mark of a true soldier. While 
  swords are equally common in war, those weapons 
  adventurers, nobles at court, and even fortunate free 
  citizens also wear such weapons. However, only 
  military organizations train with polearm; the function 
  of these weapons is ill-suited to casual use or causal 
  users. Those who carry polearms proclaim themselves 
  military professionals, trained in the best tools of war. 
  The extra polearms limited list includes a notable 
  fixture of the game’s earliest editions, an expansive 
  array of polearms. One of the quirky hallmarks of the 
  early DUNGEONS & DRAGONS Roleplaying Game was a 
  collection of exotic-sounding pole-hafted weapons. 
  That was at a time when the Internet did not exist, 
  so only wargamers or hardcore historians could 
  recognize the look and function of such weapons. 
  While this doubtlessly titillated Gary Gygax and 
  his contemporaries, these hyper-technical 
  polearm distinctions were a considerable 
  source of confusion to new players.  
  The styles of the early edition polearms were also 
  hard to differentiate, even to those in the know. Some 
  were simply hybrids of two different polearms, and 
  were eventually done away with. The fifth edition 
  Player’s Handbook, for example, includes only three 
  polearms, and two of those are identical to one 
  another in all but name. 
  The guisarme is a common polearm with a sharp hook 
  and a spear point. It has many variants, including the 
  bill-guisarme, the glaive-guisarme, the guisarme-
  voulge, the fauchard-guisarme, and more. However, 
  only the guisarme appears on the table in this chapter. 
  Where are the hybrids so popular in the early editions 
  of DUNGEONS & DRAGONS? Those weapons are here, but 
  only when you make them. 
  To make a hybrid polearm, follow these steps. 
  Choose two polearms, designate one of them as the 
  base weapon, and connect their names with a hyphen. 
  Any polearm on the following table is fair game, except 
  the longspear and mancatcher. The glaive, halberd, 
  and pike (from chapter 3) also qualify but other 
  polearms from this book do not. 
  Add to the base weapon all properties of the second 
  polearm, ignoring any duplicates. If the second 
  polearm inflicts a different type of damage than the 
  base weapon, add an instance of the alternate weapon 
  property so the hybrid can inflict that type too. 
  A hybrid polearm weighs 1 pound more than what 
  the heavier of the two weapons normally weighs. For 
  the hybrid’s cost, add the two weapons’ costs 
  together and, if the second polearm added any 
  (non-duplicate) properties to the first, increase 
  that sum by another 100 gp. 
  Hybrid polearms cannot be made 
  masterwork. 
  THE VALENAR SCIMITAR (EBERRON VARIANT) 
  The Valenar scimitar is a special version of the double-bladed scimitar described in Eberron: Rising from the Last 
  War. Its rules mesh nicely with the double-weapon fighting rules in this chapter, except that it allows the wielder to 
  add an ability modifier to the secondary end’s damage roll. If you are playing in an Eberron campaign, a true Valenar 
  scimitar has a cost of 100 gp and automatically has the “fine” weapon property described in chapter 1. Carrying such 
  a weapon may draw the ire of the Valenar elves. 
  
   
  50 
   
  The extra polearm have descriptions here. 
  Ahlspiess. A very long polearm with a long, thin spike 
  designed to penetrate armor. (Page 51) 
  Bardiche. A short polearm with a long axe head at 
  the end. (Page 51) 
  Bill. A short, round-ended blade tops this polearm, 
  ending in a slight hook. Bills are commonly combined 
  with other polearm designs to create hybrid weapons. 
  (Page 51) 
  Boar Spear. This hunting spear has a perpendicular 
  cross-bar at least one foot below the point. The design is 
  thought to prevent an impaled target from approaching 
  the wielder by moving up the shaft. (Page 51) 
  Brandistock. A polearm with three spiked tines that 
  spread from the end. Some versions have retractable 
  tines. (Page 51)  
  Demi Lune. A polearm topped with a sharpened 
  “half-moon” crescent, its points aimed away from the 
  handle. (Page 51) 
  Earspoon. A long-shafted polearm with a socketed 
  spear head. Two lug-wings behind the head prevent 
  over-insertion of the weapon to keep it from being 
  caught or bound inside a target’s body. (Page 51) 
  Fauchard. A polearm with a long blade at the top, 
  often with an accompanying spike. The blade often 
  curves slightly forward over its cutting edge. (Page 51) 
  Guisarme. A spiked polearm with a blade that curves 
  dramatically over, forming a hook. (Page 51) 
  Longspear. A longer spear with a haft still light 
  enough for throwing. (Page 51) 
  Lucern Hammer. A polearm with a small hammer 
  and spike combination at the head. (Page 51) 
  Mancatcher. A mancatcher is a long-hafted weapon 
  with a flexible, U-shaped crescent at the end. The 
  interior of the crescent is hooked, designed capture an 
  opponent’s neck or limb and hold fast to it. (Page 51) 
  You can use a mancatcher to attempt a binding 
  attack on a Medium or smaller creature. This attack 
  has disadvantage due to the necessary precision of 
  targeting an appropriate limb. If the binding attack  
  MARTIAL MELEE WEAPONS (EXTRA POLEARMS) 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Ahlspiess 
  6 gp 
  1d8 piercing 
  15 lb. 
  Breach, heavy, reach, two-handed 
  Bardiche 
  15 gp 
  1d8+1 slashing 
  6 lb. 
  Heavy, reach, two-handed 
  Bill 
  25 gp 
  1d8 piercing 
  5 lb. 
  Alternate (S), heavy, reach, tripping, two-handed 
  Boar spear 
  10 gp 
  1d8 piercing 
  5 lb. 
  Defensive, heavy, reach, two-handed 
  Brandistock 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, reach, two-handed 
  Demi lune 
  15 gp 
  1d6+1 piercing 
  6 lb. 
  Alternate (S), deadly, reach, two-handed 
  Earspoon 
  15 gp 
  1d8 piercing 
  6 lb. 
  Defensive, heavy, high-critical, reach, two-handed 
  Fauchard 
  10 gp 
  2d4 piercing 
  9 lb. 
  Alternate (S), reach, two-handed 
  Guisarme 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, high-critical, reach, tripping, two-handed 
  Longspear 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two-handed 
  Lucern hammer 
  25 gp 
  1d8 bludgeoning 
  7 lb. 
  Alternate (P), heavy, high-critical, reach, two-handed 
  Mancatcher 
  20 gp 
  1d6+1 piercing 
  7 lb. 
  Deadly, heavy, reach, special, two-handed 
  Military fork 
  15 gp 
  1d6+2 piercing 
  6 lb. 
  Disarming, heavy, reach, two-handed 
  Ox tongue 
  20 gp 
  1d8+1 piercing 
  8 lb. 
  Heavy, reach, two-handed 
  Partisan 
  32 gp 
  1d10 piercing 
  16 lb. 
  Fine, heavy, reach, two-handed 
  Poleaxe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Alternate (P), deadly, heavy, high-critical, reach, two-handed 
  Ranseur 
  10 gp 
  1d8 piercing 
  11 lb. 
  Defensive, deadly, Heavy, reach, two-handed 
  Sovnya 
  15 gp 
  1d8 slashing 
  9 lb. 
  Alternate (P), deadly, heavy, reach, two-handed 
  Spetum 
  18 gp 
  1d8 piercing 
  7 lb. 
  Defensive, disarming, heavy, reach, two-handed 
  Spontoon 
  40 gp 
  1d8 piercing 
  6 lb. 
  Defensive, fine, heavy, reach, two-handed 
  Voulge 
  20 gp 
  1d10 slashing 
  6 lb. 
  Alternate (P), heavy, reach, two-handed 
  War scythe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Deadly, heavy, high-critical, reach, two-handed 
   
  
   
  51 
   
   
   
  
   
  52 
   
  hits, you have gripped the creature’s neck (or similar 
  limb) and the creature is grappled. 
  A bound creature that has a free hand 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 
  mancatcher attack, whichever is higher. A creature 
  with two free hands has advantage on this check. 
  Alternately, the opponent can attempt to pull away, 
  dragging the weapon with it. Unless you voluntarily let 
  go of the other end, this is an opposed check of 
  Strength (Athletics). If the grappled creature is two or 
  more sizes larger than you, its check succeeds 
  automatically. 
  While wielding the mancatcher, you cannot 
  voluntarily end a binding attack. You can do nothing 
  else with the mancatcher while a foe except to drop 
  the weapon. Neither can you use either hand for other 
  tasks without first letting go of the weapon. 
   Military Fork. This weapon resembles a double-tined 
  pitchfork. These tines are sometimes bladed. (Page 51) 
  Ox Tongue. A simple polearm topped by a long, very 
  sharp double-edged blade. (Page 52) 
  
   
  53 
   
  Partisan. A polearm topped by a short, wide, double-
  edged blade that extends from a forward-hooked 
  crossguard. The crossguards of some versions are 
  themselves bladed. (Page 52) 
  Poleaxe. A short polearm, usually blunt-topped, with 
  a perpendicular axe head opposite a spike or hammer 
  head. (Page 52) 
  Ranseur. A polearm topped with a narrow blade or 
  spike. The blade is flanked by two smaller, angled hooks. 
  (Page 52) 
  Sovnya. A rugged polearm with a slashing blade that 
  curves slightly, terminating in a sharp point. (Page 52) 
  Spetum. An elongated spear with outward-facing 
  angled blades, designed to attack formations of foes. 
  The weapon can wound as it is thrust forward and as it 
  is drawn back toward the wielder. (Page 52) 
  Spontoon. A short-bladed polearm with a small, 
  straight crosspiece. This weapon is often decorative or 
  ceremonial. (Page 52) 
  Voulge. A polearm with a broad axe-like 
  blade that elongates into a spike at the top. 
  (Page 52) 
  War Scythe. This long-hafted weapon 
  has a long blade at the end. The slightly-
  curved shape is designed for chopping. 
  The weapon’s name comes from its 
  resemblance to a harvesting 
  implement. (Page 52)  
   
   
   
   
   
   
   
  
   
  54 
   
   
   
   
   
   
   
   
  
   
  55 
   
  HIS CHAPTER ALLOWS PLAYERS THE CHANCE TO 
  use equipment that is not strictly 
  influenced by medieval European cultures. 
  The limited list here looks to some historic 
  East Asian cultures for its designs and 
  naming. The Dungeon Master can add this equipment 
  to the gear from the previous chapters or replace some 
  of that gear, perhaps to break out of the Western 
  paradigm. For example, it may serve as a standard 
  weapon list for games placed in the Kara-Tur region of 
  the Forgotten Realms campaign setting. 
  The Jade Throne list is larger than other limited lists, 
  allowing the Dungeon Master to use it multiple ways. 
  The DM can opt to allow access to equipment from this 
  chapter just as with any other chapter’s limited 
  list. 
  Additionally, because it covers a 
  comprehensive array of weapons, this selection 
  is vast enough for use as a “native list.” This 
  means characters can only take the weapons 
  here; everything else is restricted. This option is 
  better when you can use the other Jade Throne 
  equipment described in the 
  Comprehensive Equipment Manual, 
  instead of just the weapons. 
  When using the Jade Throne 
  weapons as a native list, the Firearms 
  1 limited list is particularly suitable 
  for inclusion as well. Consider adding 
  the handgonne (bajozutsu), hand 
  culverin (bo-hiya), arquebus 
  (tanegashima), and related 
  equipment. 
  Some weapons are 
  noted with 
  italicized, 
  parenthetical 
  names used as descriptors. 
  However, if another 
  weapon name is 
  given in [brackets], 
  the listed weapon 
  uses rules identical to that “standard,” bracketed 
  weapon. The basic description and art for that weapon 
  can be found in chapters 2 and 3, not this chapter, 
  bearing in mind that some visual differences may 
  apply. 
  Any feature, spell, or other effect that refers to a 
  “standard” weapon applies equally to the limited 
  versions here. For example, the shillelagh spell works 
  on a bo or hanbo as well as it does on a quarterstaff 
  or club. The Polearm Master feat applies to the 
  kamayari as well as it does to the halberd. 
  Jade Throne item descriptions are 
  provided below. These cover armor, 
  weapons, and musical instruments. 
  Ashikou. A metal gauntlet 
  covered in wicked spikes and 
  claws. (Page 57) 
  Bokken. This wooden practice 
  sword can be used as a fearsome 
  weapon in its own right. (Page 61) 
  Chakram. This flat metal disk 
  has a razor-sharp edge around its 
  entire circumference. Used for 
  throwing, the aerodynamic shape 
  makes this a potent ranged weapon in 
  close quarters. (Page 58) 
  Chijiriki. Not to be confused with 
  the blunt-handled “chigiriki” (flail), 
  this weapon has a slightly longer 
  shaft with a spear tip at one end. A chain 
  connects the other end to a blunt or 
  spiked weight. (Page 58) 
   
  STYLE, NOT CULTURE 
  The weapons in this chapter are based almost 
  entirely on feudal era Japanese weapons, as 
  perceived from a Western viewpoint. This is not an 
  historically-sound representation of the culture or 
  the traditional use of said weapons. The rules for 
  these items and their configurations reach no 
  further than the needs of a fantasy game and 
  should not be treated as anything historic, 
  authoritative, or representative. 
  
   
  56 
   
   
   
  WEAPON-LIKE DEVICES (JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Fukimibari (mouth darts) 
  4 cp 
  — 
  — 
  Special 
  Kakute (spiked rings) 
  3 gp 
  — 
  1/2 lb. 
  Unarmed (P) 
  Nekote (finger blades) 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Shimegoroshi [Garrote] 
  1 gp 
  — 
  1/2 lb. 
  Special, two-handed 
  Tekko (knuckle weights) 
  2 gp 
  — 
  1/2 lb. 
  Unarmed (B) 
   
  SIMPLE MELEE WEAPONS (JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo [Mace] 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Bo [Quarterstaff] 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Deer horn knife 
  3 gp 
  1d3 slashing 
  1 lb. 
  Finesse, light, special 
  Hanbo [Club] 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Jitte 
  6 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, light 
  Kaiken [Dagger] 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (20/60) 
  Kama [Sickle] 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Kanabo [Greatclub] 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Kidzuchi [Light hammer] 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Kohachiwari [Light pick] 
  2 gp 
  1d6 piercing 
  2 lb. 
  Light 
  Nata [Hatchet] 
  2 gp 
  1d4 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Nunchaku 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, light 
  Ono [Handaxe] 
  5 gp 
  1d6 slashing 
  2 lb. 
  Thrown (20/60) 
  Otanto 
  25 gp 
  1d4 slashing 
  1½ lb. 
  Fine, light 
  Sai 
  10 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, defensive, light 
  Siangham 
  4 sp 
  1d4 piercing 
  2 lb. 
  Light 
  Tessen (iron fan) 
  4 gp 
  1d3 bludgeoning 
  2 lb. 
  Defensive, light 
  Tonfa 
  1 gp 
  1d3 bludgeoning 
  2 lb. 
  Finesse, light, special 
  Uchine [Javelin] 
  5 sp 
  1d6 piercing 
  2 lb. 
  Thrown (30/120) 
  Yari [Spear] 
  1 gp 
  1d6 piercing 
  3 lb. 
  Thrown (20/60), versatile (1d8) 
  Yawara (short handle) 
  2 cp 
  1d2 bludgeoning 
  1/4 lb. 
  — 
   
  SIMPLE RANGED WEAPONS (JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Hankyu [Shortbow] 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Hankyu, composite 
  [Composite shortbow] 
  125 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two-handed 
  Jisho [Sling] 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
  Kunai [Throwing dagger] 
  4 sp 
  1d4 piercing 
  1/2 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken [Dart] 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken, light 
  6 cp 
  1d3 piercing 
  1/8 lb. 
  Finesse, special, thrown (10/30) 
  Teppoyumi [Light crossbow] 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, special, two-
  handed 
  Teppoyumi, repeating 
  [Repeating light crossbow] 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), loading, special, two-
  handed 
   
  
   
  57 
   
  Deer Horn Knife. This is a short, crescent piece with a 
  handle in the middle. The crescent prongs point away 
  from the wielder. A second crescent, prongs pointed 
  back toward the wielder, overlaps the first, protecting 
  the grip. The back of the outer crescent, and the 
  crisscrossed crescent tips, are bladed. (Page 57) 
  If wielded as a pair, you are considered to be using 
  two defensive weapons. Wielded singly, the defensive 
  property does not apply. 
  Fukimibari. This collection of tiny, weighted needles 
  is held in the mouth until used. (Page 57) 
  Only one collection can be loaded in the mouth at a 
  time. When using the Attack action, the wielder spits 
  the needles as one attack against an opponent within 5 
  feet. This is done by curling the tongue around the 
  needles in a tube shape and blowing a short, sharp 
  breath to project the needles. The needles can stick 
  into exposed flesh, providing a distraction. No attack 
  roll is required. The target must make a DC 10 
  Constitution saving throw or suffer disadvantage on  
  attacks and ability checks until the end of its next turn. 
  The target has advantage on this saving throw if 
  wearing medium or heavy armor. The needles are not 
  large enough for the “attack” to inflict any kind of 
  damage, nor are fukimibari suited to the delivery of 
  poisons. Constructs, oozes, plants, and undead are 
  immune to the distracting effect of fukimibari. 
  Jitte. A metal rod tapering to a dull point, with one 
  parallel prong curving forward from the handle, 
  suitable for trapping an enemy weapon. (Page 61) 
  Johyo. This heavy dart is attached to the end of a 15-
  foot, lightweight rope. (Page 58) 
  This can be swung to make melee attacks against 
  foes within five feet or it can be thrown up to 15 feet. 
  When thrown, a proficient wielder keeps ahold of the 
  end of the rope and, as part of the attack, can whip the 
  dart back into the hand after a throw. 
  Kakute. These rings each have two or three sharp, 
  sturdy spikes. They are worn in sets. (Page 57) 
  Kusarigama. This sickle-like weapon has a straight, 
  perpendicular blade. A length of chain connects the 
  bottom of the handle to a heavy weight. (Page 58) 
  This weapon has a reach of 15 feet. 
  Because of the time required to draw back the entire 
  length of the cord for another attack, 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. This restriction does 
  not apply when using the alternate (S) weapon 
  property. The alternate (S) weapon property can only 
  be used against targets within 5 feet. 
  If used as a double weapon, the primary end of the 
  weapon can attack only once when you use an action, 
  bonus action, or reaction, regardless of the number of 
  attacks you can normally make. (See chapter 9.) 
  Kyoketsushoge. This is a dagger with an additional 
  hooked blade. A length of rope connects the bottom of 
  the handle to a weighted ring or disk. (Page 58) 
  
   
  58 
   
   
  
   
  59 
   
  This weapon has a reach of 15 feet. 
  Because of the time required to draw back the entire 
  length of the cord for another attack, 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. This restriction does 
  MARTIAL MELEE WEAPONS (PART 1, JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo, heavy [Heavy mace] 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Ashikou 
  5 gp 
  1d3 slashing 
  1 lb. 
  Light 
  Bokken (practice sword) 
  2 gp 
  1d6 bludgeoning 
  2 lb. 
  Versatile (1d8) 
  Chigiriki [Flail] 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Chijiriki (javelin and chain) 
  18 gp 
  1d6 piercing 
  3 lb. 
  Alternate (B), disarming, reach, two-handed 
  Daiono [Waraxe] 
  20 gp 
  2d4 slashing 
  4 lb. 
  Deadly, heavy, versatile (2d5) 
  Daitsuchi [Great hammer] 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Johyo (rope dart) 
  2 gp 
  1d4 piercing 
  3 lb. 
  Finesse, special, thrown (10/15), two-handed 
  Kusarigama 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (S), disarming, reach, special, 
  tripping, two-handed 
  Kuwa [Horseman’s war pick] 
  3 gp 
  1d6 piercing 
  1½ lb. 
  — 
  Kyoketsushoge 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (P), disarming, reach, special, 
  tripping, two-handed 
  Magariyari [Trident] 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarming], thrown (20/60), versatile (1d8) 
  Magariyari, greater 
  12 gp 
  1d8 piercing 
  5 lb. 
  Thrown (15/45), versatile (1d10) 
  Manrikigusari (combat chain) 
  8 gp 
  1d4 bludgeoning 
  3 lb. 
  Disarming 
  Masakari [Battleaxe] 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Meteor hammer 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping, two-handed 
  No-ono [Greataxe] 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Okuwa [Footman’s war pick] 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Otsuchi [Warhammer] 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Polearm 
   
   
   
   
     Bisento [Glaive] 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Getsugasan (monk’s spade) 
  25 gp 
  1d8 piercing 
  6 lb. 
  Alternate (S), heavy, reach, two-handed 
     Jumonjiyari [Renseur] 
  10 gp 
  1d10 piercing 
  13 lb. 
  Heavy, reach, two-handed 
     Kamayari [Halberd] 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Katakamayari [Guisarme] 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, tripping, two-handed 
     Kumade (claw staff) 
  5 gp 
  1d4 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Lajatang 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Nagaeyari [Pike] 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
     Naginata 
  100 gp 
  1d10+1 slashing 
  6 lb. 
  Alternate (P), fine, heavy, reach, two-handed 
     Sasumata (spear fork) 
  8 gp 
  1d6 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Suyari [Longspear] 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two-handed 
     Sodegarami (sleeve tangler) 
  6 gp 
  1d4 piercing 
  5 lb. 
  Defensive, disarming, reach, two-handed 
     Tsukubo (pushing stave) 
  4 gp 
  1d6 bludgeoning 
  6 lb. 
  Reach, tripping, two-handed 
  Sang kauw 
  35 gp 
  1d6 piercing 
  5 lb. 
  Alternate (S), defensive, two-handed 
  Sansetsukon (sectional staff) 
  4 gp 
  1d8 bludgeoning 
  3 lb. 
  Reach, tripping, two-handed 
   
  
   
  60 
   
  not apply when using the alternate (P) weapon 
  property. The alternate (P) weapon property can only 
  be used against targets within 5 feet. 
  If used as a double weapon, the primary end of the 
  weapon can attack only once when you use an action, 
  bonus action, or reaction, regardless of the number of 
  attacks you can normally make. (See chapter 9.) 
  Manrikigusari. A short chain with a small weight at 
  one or both ends. (Page 58) 
  Meteor Hammer. A medium chain with large, heavy 
  weights at each end. (Page 58) 
  Nekote. These small caps fit over the end of each 
  finger with a sharp, curved claw on each cap. (Page 57) 
  MARTIAL MELEE WEAPONS (PART 2, JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Sword 
   
   
   
   
     Butterfly sword 
  10 gp 
  1d5 slashing 
  3 lb. 
  Defensive, light 
     Katana 
  100 gp 
  1d8 slashing 
  3 lb. 
  Fine, versatile (1d10) 
     Khanda [Broadsword] 
  12 gp 
  2d4 slashing 
  4 lb. 
  Versatile (2d5) 
     Kotsurugi [Rapier] 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Liuyedao [Scimitar] 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Nagamaki 
  75 gp 
  1d10 slashing 
  5 lb. 
  Fine, two-handed 
     Ninjaken [Shortsword] 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light 
     Nodachi 
  125 gp 
  1d12 slashing 
  5 lb. 
  Fine, heavy, two-handed 
     Shang gou (claw sword) 
  18 gp 
  1d5 slashing 
  4 lb. 
  Defensive, disarming, light, tripping 
     Shikomizue (sword staff) 
  25 gp 
  1d8 slashing 
  3 lb. 
  Special 
     Tachi [Longsword] 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Wakizashi 
  75 gp 
  1d6 slashing 
  2 lb. 
  Fine, light, versatile (1d8) 
     Zanbato [Greatsword] 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
  Tekko kagi (hand claws) 
  6 gp 
  1d3+1 slashing 
  2 lb. 
  Finesse, light 
  Umayari [Lance] 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special 
   
  MARTIAL RANGED WEAPONS (JADE THRONE) 
  Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Chakram 
  5 gp 
  1d4 slashing 
  1 lb. 
  Finesse, thrown (30/90) 
  Daikyu [Longbow] 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Daikyu, composite [Composite 
  longbow] 
  125 gp 1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, two-
  handed 
  Fukiya [Blowgun] 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Fukiya, greater [Greater blowgun] 
  15 gp 
  1d2 piercing 
  2 lb. 
  Ammunition (30/120), loading 
  Koyumi [Hand crossbow] 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading 
  Koyumi, repeating [Repeating 
  hand crossbow] 
  375 gp 1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, loading, special 
  Oyumi [Heavy crossbow] 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading, two-
  handed 
  Oyumi, repeating [Repeating 
  heavy crossbow] 
  250 gp 1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, loading, special, 
  two-handed 
   
  
   
  61 
   
  Nunchaku. The two wood or metal handles of this 
  weapon are connected by a chain or cord. (Page 58) 
  Otanto. A large dagger of exceptional quality with a 
  single cutting edge. (Page 61) 
  Polearm, Getsugasan. A short polearm with a 
  crescent blade affixed perpendicularly to one end, tips 
  pointed the same direction as the haft. The other end 
  has a broad, flat, shovel-shaped blade. (Page 58) 
  Polearm, Kumade. A long pole with a trio of hooks at 
  the end, like a claw. Resembling a pitchfork, his weapon 
  is ideal for covert activities. When the hooks are 
  attached to the top of a wall no more than 15 feet high, 
  the pole can be climbed like a rope. (Page 58) 
  Polearm, Lajatang. A short polearm with two 
  crescent shaped blades affixed perpendicularly to each 
  end, tips pointed away from the haft. (Page 58) 
  Polearm, Naginata. An iconic weapon, this pole is 
  topped by a short, high-quality blade with a single 
  slashing edge. (Page 58) 
  Polearm, Sasumata. A polearm used for nonlethal 
  restraint, the blunt crescent crosspiece can deflect 
  weapon attacks and it can hold attackers at range. 
  (Page 58) 
  Polearm, Sodegarami. Called a “sleeve tangler,” this 
  polearm’s barbs are designed to catch in the enemy’s 
  clothing. (Page 58) 
  Polearm, Tsukubo. A polearm used for nonlethal 
  restraint. A short, perpendicular bar sits atop the long 
  haft. (Page 58) 
  Sai. A rod tapering to a dull point, with one or two 
  parrying prongs that curve forward parallel to the 
  handle. (Page 61) 
  Sang Kauw. A short-hafted weapon with a point at 
  each end. The center of the handle has a parallel 
  crescent-shaped blade that protects the user’s grip, its 
  tips pointed away from the haft. (Page 58) 
  Sansetsukon. This sectional weapon is the same 
  length as a traditional quarterstaff, but the haft is 
  separated into three or more individual components, 
  each connected by a short chain or cord. (Page 58) 
  
   
  62 
   
  Shuriken, Light. Light shuriken are small, sharpened 
  projectiles thrown at short range. They are often made 
  from coins or similar scraps of metal. (Page 58) 
  Up to 6 light shuriken can be drawn as a single 
  interaction with an object and held in one hand. This 
  allows characters with Extra Attack or similar class 
  features to throw multiple light shuriken in the same 
  turn without a separate action to draw 
  each one. 
  Siangham. This simple thrusting 
  weapon resembles a short, metal 
  arrow with a sharp head and a 
  handle instead of fletching at the 
  base. (Page 61) 
  Sword, Butterfly. A butterfly 
  sword is a short weapon with a 
  broad, slashing blade, about the 
  length of a human’s forearm. 
  The handle is protected by 
  a half-circle guard. 
  (Page 61) 
  Sword, Katana. A 
  sword with a long 
  handle and a high-
  quality blade. The 
  blade is sharp on one 
  side and slightly curved. 
  (Page 61) 
  Sword, Nagamaki. A sword 
  with a long, high-quality blade 
  and a handle nearly equal in 
  length. This weapon is too long 
  to wear sheathed at the waist; it 
  is often carried over the 
  shoulder. (Page 61) 
  Sword, Nodachi. A two-
  handed sword with a very 
  high-quality blade. This 
  weapon is useful in an 
  anti-cavalry function; it is long 
  enough to attack mounted soldiers from the ground and 
  heavy enough to cripple a horse. (Page 61)  
  Sword, Shang Gou. This weapon is the length of a 
  traditional sword, but the end of the blade is curved 
  forward into a sharp-pointed hook. An outward-facing 
  crescent is set over the handle to guard the hand and to 
  help with blocking, trapping, and slashing. Only the 
  back of the blade, including the outer edge of the hook, 
  is sharpened. (Page 61) 
  Sword, Shikomizue. This covert weapon appears to 
  be a staff until the handle is separated from the haft, 
  drawing forth a deadly sword blade. (Page 61) 
  While the sword is sheathed, the weapon can be 
  used as a quarterstaff. Separated, the empty scabbard 
  can be used as a club and is often wielded in the 
  offhand. 
  Sword, Wakizashi. A sword with a long handle 
  and a short, high-quality blade, 
  sharp on only one side. 
  (Page 61) 
  Tekko kagi. A set of 
  long claw blades that 
  extend perpendicularly from a 
  handle, protruding from between 
  the user’s fingers. (Page 57) 
  Tessen. An iron fan, or war fan, 
  comes in two forms: a butterfly-shaped 
  sheet of metal attached to a handle, used to 
  deflect enemy attacks, or a true folding fan that has 
  heavy iron ridges and other components, allowing it to 
  be spread as a defensive weapon, or swung closed for 
  a heavier impact. (Page 57) 
  A subtle version of a tessen costs twice the listed 
  price. It appears to be nothing more than an 
  ordinary fan, perhaps slightly oversized, 
  unless the item is handled or scrutinized 
  from a very close distance. 
  Tonfa. This short club is wielded by its 
  perpendicular handle near one end. (Page 
  61) 
  If tonfa are wielded as a pair, you are 
  considered to have two defensive weapons. 
  Wielded singly, the defensive property does 
  not apply. 
  Yawara. This small, blunt handle isn’t much 
  longer than needed to grip it in one hand. 
  Some yawaras (called “tekko”) have a crescent 
  of metal guards the grip, often bearing dull 
  spikes or knobby protrusions. The yawara is used to 
  enhance the user’s hand strikes. (Page 57) 
  
   
  63 
   
   
   
  
   
  64 
   
  IREARMS ARE DIVIDED INTO THREE SEPARATE 
  limited lists to reflect the different levels of 
  gun technology common in fantasy worlds. 
  About a century separates each of these 
  lists in terms of real-world firearm 
  development. These lists significantly expand the 
  renaissance firearms rules found on pages 267-268 of 
  the Dungeon Master’s Guide. 
  The Firearms 1 list represents “medieval” firearms, 
  basic, front-loaded weapons fired by the literal 
  application of fire. These weapons are often more 
  expensive than their benefits justify. Very few 
  warriors make use of them, and they appear only as 
  curios or for very specialized battlefield roles. For 
  example, a squad of fusiliers might stand 
  ready to harass or defend against 
  enemy knights; firearms can punch 
  through metal armor and the noise 
  and fumes may unsettle horses.  
  The Firearms 2 list represents 
  “renaissance” development. 
  These weapons still fire by 
  igniting powder in a priming 
  pan, but advances in design 
  make them less susceptible to 
  the elements. Firearms of this 
  sort are common among 
  soldiers and genteel folk, 
  despite long loading times. 
  Musketeers might fire long 
  guns before advancing with 
  bayonets, or simply stand 
  off and fire in slow volleys. A 
  gallant caballero might fire a pistol 
  then drop it, closing with a rapier 
  and poniard to finish the fight. 
  The Firearms 3 list represents 
  “machine age” development, when 
  machine manufacture allows some 
  standardization of components. The 
  greatest evolution of this tier of 
  technology is a weapon’s ability to hold 
  more loads of ammunition than its number of 
  barrels, an advancement built on the 
  newfound reliability of metal alloy 
  cartridge casings. At this stage of 
  development, firearms are very common. Only the 
  high costs of their use and construction keep them 
  from overshadowing other weapons on the battlefield. 
  At this tier of development, a firearms-focused 
  character will make most attacks using firearms and 
  will only carry other weapons to use in an emergency 
  or when stealth is important. 
  The following rules may apply to any of the three 
  firearms limited lists in this chapter. 
  Different published campaign settings have their own 
  approaches to firearms.  
  The Ravenloft domain described in 
  Curse of Strahd is a gothic, pre-
  Victorian setting ideal for the 
  inclusion of firearms. Use the 
  Firearms 2 list for this purpose. 
  When using the other domains of dread 
  described in earlier editions of DUNGEONS 
  & DRAGONS, refer to each domain’s specific 
  technology level to determine what level 
  of firearms, if any, should exist there. 
  The Eberron setting does not have 
  traditional firearms. Because of the 
  prevalence and reliability of magic, 
  magical development far outpaces 
  technological development in this 
  world. As such, many of the predicate 
  technologies for firearms don’t exist 
  because magic easily fills those roles. 
  However, “arcane” firearms are a 
  feature of Eberron. 
  In this campaign setting, true 
  gunpowder has no 
  explosive capacity due to the 
  influence of Kossuth, the Lord of Flames. 
  Firearms are rare and instead use 
  smokepowder, a magical explosive substance. 
  It is different from, but on par with, 
   
  
   
  65 
   
  gunpowder. Firearms are most common among the 
  Lantanese, who originally learned this secret alchemy 
  from Gond, the god of crafts and invention. 
  Although they are rare, firearms in the Forgotten 
  Realms use the Firearms 2 limited list; the secrets of 
  their craft come directly from Gond, so firearms in this 
  world transcend the unsophisticated tools of the 
  Firearms 1 list. However, because of their rarity, this 
  setting should employ the Exotic Costs rule for 
  firearms (multiply standard costs by 5). 
  Firearms in Ravnica can exist in multiple contexts. 
  First, the chemisters and blastseekers of the Izzet 
  guild may create and employ strange and wondrous 
  firearms. Some will be magical, like the mizzium 
  mortar, while others are mundane, as described in this 
  product. However, even mundane devices are likely to 
  use magical methods to propel their projectiles. (See 
  the Magical Energy variant rule, below.) 
  Second, depending on your campaign’s relationship 
  with planeswalkers and the Rift Crisis, it might draw 
  any combination of magic or technology from any of 
  the worlds of the MAGIC: THE GATHERING card game and 
  beyond. Particularly, creatures from Caliman and 
  Phyrexia might carry firearms of the second or third 
  technology levels presented here. Additionally, 
  traditional DUNGEONS & DRAGONS cosmologies may 
  likewise be accessible, along with their own firearms 
  technologies. 
  This segment examines the way firearms normally 
  function at the three technology tiers. The Dungeon 
  Master can alter any of these aspects of firearms, 
  giving them a unique flavor in the campaign. 
  Guns of this technology level are those available in the 
  medieval period of real-world history. Even if 
  technology is more advanced in your campaign, the 
  presence of magic may have reduced the need to 
  develop explosive chemicals, leaving firearms in this 
  “early” state. 
  Guns of this era are unstable and unwieldly, but are 
  powerful and frightening on the battlefield. While not 
  particularly potent compared to crossbows and other 
  contemporary weaponry, firearms are notable for 
  their ability to penetrate armor, even against targets at 
  significant range. 
  THIRD-PARTY COMPATIBILITY: GUNSLINGER 
  MARTIAL ARCHETYPE FOR FIGHTERS 
  Matthew Mercer introduced a popular gun-
  wielding character option to the fifth edition of 
  DUNGEONS & DRAGONS. Titled Gunslinger: A Martial 
  Archetype for the Fighter Class, Mr. Mercer’s 
  product faithfully reflects the Gunslinger class of 
  the PATHFINDER ® Roleplaying Game from which it 
  was adapted. If your campaign uses that character 
  option, you will find the firearms rules in this book 
  to be fully compatible with it. Naturally, we prefer 
  our firearm lists to that supplement’s because we 
  offer a wider range of options. 
  When using these products in concert, consider 
  this clarification for one of the archetype’s features. 
  Lightning Reload. This 11th-level feature allows 
  the Gunslinger to reload as a bonus action. This can 
  mean different things depending on the tier of 
  firearms technology used, since these employ 
  different reloading speeds. To clarify, this feature 
  allows the character to use a bonus action to 
  duplicate any reloading function that would 
  otherwise require a normal action. 
  SMOKEPOWDER 
  Wondrous item, uncommon 
  This minor magic item appears in a waterproof 
  leather packet containing enough magically-
  explosive powder for 5 charges (uses) of a firearm. 
  Rarely, large kegs are available with 500 charges. 
  If this volatile substance is handled roughly, 
  dropped, or lit on fire, it explodes and deals fire 
  damage to creatures and objects within 20 feet. 
  The damage is 1d6 for a single packet, or 9d6 for a 
  large keg. An affected creature can attempt a 
  Dexterity saving throw against a DC of 12. Success 
  halves the damage. 
  A dispel magic targeting a container of 
  smokepowder (or a loaded firearm) renders the 
  contained smokepowder inert and nonmagical. 
  Smokepowder is a minor (consumable) magic 
  item with a market price of 1 gp per charge. 
   
  
   
  66 
   
  Shooting these firearms requires an application of 
  fire or live coals to ignite the powder with each shot; 
  the user must have a nearby source of flame and apply 
  it to the touchhole. A ready fusilier carries a coil of 
  slow match with one end burning. In a pinch, the user 
  might instead insert a thin stick, its end recently pulled 
  from a low fire where it became an ember. Without 
  such a nearby flame, these weapons are useless. 
  These firearms fit a post-medieval campaign, or one 
  set in a world or region where tinkering and alchemy 
  have combined to produce reliable explosives and 
  gunpowder-derived weaponry. 
  Firearms on this list often use flint sparkers and 
  similar contraptions to ignite gunpowder. Although 
  some still rely on the application of open flame, most 
  do not and therefore have no trouble firing in humid 
  conditions or in the rain. 
  Users still load these front-loading guns with loads 
  and powder carried separately. Alternately, paper 
  cartridges combine both elements to make loading 
  faster. An invention of this era, paper cartridges 
  include the bullet (or pellets) and the right weight of 
  gunpowder, twisted inside a cylinder of heavy paper 
  that holds everything together and serves as wadding. 
  These firearms easily fit a game styled for post-
  Renaissance or early Victorian eras. They may also be 
  suitable for any standard fantasy world that has a 
  focus on tinkering and technology, where gunslingers 
  are rare but powerful masters of the gun. Firearms in 
  this era can be widespread or limited to certain 
  cultures, regions, or races. 
  Weapons of this type might resemble real-world 
  firearms made prior to the mid-1800s, but they 
  probably have different shapes, magazine styles, and 
  firing mechanisms unique to the fantasy setting. 
  Firearms of this era have significant advantages over 
  earlier types. These weapons use machined metal 
  cartridges for their ammunition, rather than packing 
  powder and lead separately. These metal cartridges 
  supplement the rigidity of the weapon’s firing 
  chamber, making it practical to breach-load machine 
  age guns. 
  The uniformity and durability of this ammunition 
  allow weapons to have internal magazines and fire 
  multiple shots through the same barrel. This leads to 
  sustained firing, with fewer interruptions for 
  reloading. No longer are dashing cavaliers limited to a 
  single shot on the battlefield or carrying a brace of 
  loaded pistols alongside their melee weapons. Nor are 
  battle lines of fusiliers limited to slow volleys. 
  One of the characteristics of machine age firearms 
  and ammunition is their reliance upon machined 
  parts. The precision and durability of parts 
  necessitates using large presses, lathes, or other non-
  portable equipment in their crafting. Machine age 
  firearms require an entire workshop to craft, not just 
  the normal set of tinker’s tools. The same is true of 
  their loads, whether cartridges, shotshells, or slugs. 
  (For more information about workshops, see Wraith 
  Wright’s Expanded Wealth Manual.) 
  Descriptions for firearms of all three tiers, and their 
  accessories, appear below. The parenthetical notation 
  following each entry (1, 2, or 3) is a reminder as to 
  which technology tier the item is first available in. 
  Weapons and adventuring gear of earlier tiers are all 
  available when the higher tiers are available, but not 
  vice versa. Earlier firearms themselves may be present 
  when higher tiers are available, but these are typically 
  regarded as antiques. 
  Aiming Lenses (2). A set of lenses mounted on the 
  top of a firearm to aid with accuracy by sighting 
  through them. These lenses are often enclosed in a tube 
  called a scope. 
  By spending a bonus action to sight through the 
  lenses, your next attack with the weapon on the same 
  turn does not suffer the normal disadvantage from 
  attacking a target in its long range increment. Claiming 
  this benefit requires you to be proficient with the 
  firearm used and to perform no other movement or 
  other actions or reactions between aiming and firing. 
  Aiming lenses can be added to (or removed from) a 
  firearm using tinker’s tools. This careful process 
  requires one hour of work, which can be performed 
  during a short rest. Aiming lenses will only fit a 
  firearm with the two-handed weapon property. To 
  correctly calibrate their alignment, 10 shots must be 
  fired from the weapon as part of adding the lenses. 
  Ammunition Bandoleer (3). A thick leather strap or 
  thong worn diagonally across the chest. A series of 
  adjustable loops along its length can be sized to hold 
  ammunition cartridges of various types. 
  
   
  67 
   
  When using an action to load cartridges, shotshells, 
  or slugs into a weapon from an ammunition bandoleer, 
  you may add 1 to the number of rounds you can load 
  as part of that action. If you wear more than two 
  ammunition bandoleers at a time, you lose this benefit. 
  An ammunition bandoleer holds any combination of 
  up to 50 cartridges, shotshells, or slugs. 
  Ammunition Belt (3). A heavy belt with a series of 
  adjustable loops around its circumference that can be 
  sized to hold ammunition cartridges. 
  When using an action to load cartridges, shotshells, 
  or slugs into a weapon from an ammunition belt, you 
  may add 1 to the number of rounds you can load as 
  part of that action. If you wear more than one 
  ammunition belt at a time, you lose this benefit. An 
  ammunition belt holds any combination of up to 30 
  cartridges, shotshells, or slugs. 
  Asp (2). This small pistol is easily concealed. It is 
  unlikely to be noticed when carried in the palm or a 
  pocket. (Page 72) 
  This weapon loads ball or shot. 
  Apply disadvantage to Wisdom (Perception) checks 
  to notice this weapon if carried in a hidden fashion. 
  Ammunition Pouch (1). A leather belt pouch or case 
  with multiple interior pockets designed to hold lead 
  balls and shot. 
  An ammunition pouch can hold up to 20 loads of ball 
  or shot, including the paper or cloth wadding strips 
  MARTIAL RANGED WEAPONS (FIREARMS 1) 
  Name 
  Cost 
   Damage 
  Weight 
  Properties 
  Arquebus 
  50 gp 
   1d10 piercing 
  12 lb. 
  Ballistic (40/120), heavy, misfire (3), two-handed 
  Caliver 
  45 gp 
   1d10 piercing 
    9 lb. 
  Ballistic (30/90), misfire (3), two-handed 
  Hand culverin 
  30 gp 
   1d12 piercing 
    8 lb. 
  Ballistic (15/45), misfire (2), two-handed 
  Handgonne 
  25 gp 
   1d10 piercing 
    4 lb. 
  Ballistic (15/45), misfire (3), two-handed 
   
  ADVENTURING GEAR (FIREARMS 1) 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Ammunition pouch 
  2 sp 
  1/2 lb. 
   
  Loads, ball (10) 
  6 sp 
  2 lb. 
  Bayonet 
  3 gp 
  1 lb. 
   
  Loads, shot (10) 
  6 sp 
  2 lb. 
  Bomb 
  30 gp 
  2 lb. 
   
  Powder horn (empty) 
  1 gp 
  1 lb. 
  Gunpowder (30 charges) 
  6 gp 
  1 lb. 
   
  Powder keg (with 240 charges) 
  50 gp 
  20 lb. 
  Fuse (10 feet) 
  2 sp 
  — 
   
  Slow match (2 feet) 
  2 sp 
  — 
   
  
   
  68 
   
  needed to hold each round in place once loaded. 
  Alternately, it can hold up to 20 paper cartridges. 
  Arquebus (1). An early firearm, the first sort to be 
  mass produced for military use. This long-range gun has 
  a wooden stock. The stock often has a hook to brace the 
  weapon over a castle’s battlements or a fixture to mount 
  it on top of a bracing staff. (Page 67) 
  This weapon loads ball or shot. 
  Bayonet (1). This narrow metal spike is designed for 
  attachment to the end of a long gun. 
  A bayonet can be affixed to (or removed from) a 
  two-handed firearm as an action. If the firearm has 
  never had a bayonet attached before, it first requires 
  one hour of modification to the barrel using tinker’s 
  tools, a task that can be performed during a short rest. 
  An attached bayonet is an improvised two-handed 
  weapon that inflicts 1d6 piercing damage in melee. 
  You may add your proficiency bonus to attacks with 
  the weapon if you are proficient with spears. Used on 
  its own, the unattached bayonet makes a convincing 
  but awkward dagger. In this form, the improvised 
  weapon inflicts 1d4 piercing damage and can benefit 
  from proficiency as though it were a dagger. 
  A bayonet will not fit a weapon that has more than 
  one barrel. 
  Blunderbuss (2). This short, wide-mouthed musket is 
  a favorite of hunters. The weapon’s size makes it 
  convenient and easy to use in close proximity, and the 
  wide barrel allows pellets to spread at a closer range. 
  (Page 72) 
  This weapon loads shot only.  
  Bomb (1). A bomb is a hard, ceramic shell packed 
  with gunpowder and pierced by a fuse. 
  As an action, you can light a bomb and throw it to a 
  point up to 30 feet away. Each creature within 5 feet of 
  that point takes 3d6 fire damage (or half with a 
  successful DC 12 Dexterity saving throw). 
  Alternately, the fuse can be lit at a length allowing 
  detonation to occur up to 10 rounds later. The 
  Dungeon Master will secretly roll 1d20 to create an 
  initiative for the bomb; after the set number of rounds 
  goes by, the bomb explodes on that initiative count. 
  Bomb, Grenade (3). You can throw this 
  aerodynamic grenade to a point up to 60 feet away. 
  Each creature within 20 feet of that point takes 5d6 
  fire damage (or half with a successful DC 15 Dexterity 
  saving throw). 
  Bomb, Petard (2). This steel plate has a flat bomb on 
  one side of it and a pair of folding legs attached to the 
  other. 
  A petard takes one action to place, unfolding it, 
  leaning it against the targeted door or wall, and 
  igniting the fuse. The standard fuse can be lit to burn 
  for any period up to 10 rounds. The Dungeon Master 
  will secretly roll 1d20 to create an initiative for the 
  petard; after the set number of rounds goes by, the 
  petard explodes on that initiative count. 
  Upon detonation, the petard inflicts 7d6 damage on 
  any creature or object in contact with it. A petard 
  ignores the damage threshold of a normal wall or 
  door. A typical door has 18 hit points. If the door 
  suffers damage equal to or exceeding its hit points, the 
  door is blown to flinders. In the case of a wall (up to 1 
  foot thick) or a very large door, a section is blown 
  open sufficient to allow Medium-sized creatures to 
  pass through. 
  Caliver (1). A caliver is a lightweight version of an 
  arquebus. It has a shorter barrel and lighter stock, 
  making it more portable and more useful for Small-
  sized wielders. (Page 67) 
  This weapon loads ball or shot. 
  Combination Gun (2). This weapon sees many 
  configurations. It consists of a firearm of pistol caliber 
  attached to a melee weapon of some sort. Because of the 
  awkwardly-formed nature of these guns and their 
  propensity for getting jarred repeatedly in melee 
  combat, they are slightly less reliable than normal 
  firearms. (Page 72) 
  This weapon loads ball or shot. 
  A combination gun blends a single-barrel firearm 
  with a melee weapon. Using the weapon as a firearm 
  employs the combination gun stat line on the table, 
  except as described below. Using it as a melee weapon 
  employs the derived melee weapon’s normal statistics, 
  as modified according to the rules here. 
  To create a combination gun, select a melee weapon 
  that normally weighs 1 pound or more. Add 60 gp to 
  the melee weapon’s cost and add 2 pounds to its 
  weight. The melee weapon portion of a combination 
  gun loses its thrown property, if any. If the melee 
  weapon portion has the versatile or two-handed 
  property, the firearm portion loses its handgun 
  property. 
  Four example combination guns are provided on the 
  table: battle axe, dagger, glaive, and shortsword. 
  
   
  69 
   
  Coach Gun (3). This variant of the scattergun has 
  two breach-loading barrels that fire separately. The 
  action of opening the breach ejects spent casings for 
  easy and quick reloading. This weapon comes in normal 
  and short versions. (Page 76) 
  These weapons load shotshells or slugs, or one of 
  each. 
  Detonation Block (3). This narrow box has a folding 
  stand and a plunger or twist top that prevents 
  accidental activation. When activated, the device ignites 
  an attached fuse or detonation cord. 
  A detonation block is activated with an action. 
  Detonation Cord (3). This volatile type of fuse is 
  wrapped in a protective layer of cordage. Longer 
  lengths come wound around a large spool, handy for 
  stringing out across great distances. 
  When ignited at one end by activating an attached 
  detonation block, the fuse within a detonation cord 
  deflagrates at an incredible speed, instantly detonating 
  whatever explosives are attached at the other end. In 
  combat, the explosive detonates on the same initiative 
  count as the detonation block’s use. At 100 feet or 
  shorter, the detonation occurs in the same round (at 
  the same time). However, the explosion is delayed for 
  1 round for each full 100-foot section of the cord’s 
  length between the lit end and the explosive. 
  Dragon (2). A wide-mouthed handgun often used for 
  peppering close enemies. It is designed to allow shot 
  loads to spread at a close range. Dragons are common 
  firearms for horse soldiers, giving rise to the name 
  “dragoon.” (Page 72) 
  This weapon loads shot only. 
  Dynamite (3). More potent then gunpowder and 
  better suited for demolition, this alchemical blasting oil 
  stays stable in an absorbent packing of clay shavings. 
  The resulting mixture fits into narrow paper cylinders 
  and includes a fuse. 
  As an action, you can light a stick of dynamite and 
  throw it at a point up to 60 feet away. Each creature 
  within 20 feet of that point must make a DC 15 
  Dexterity saving throw, taking 5d6 bludgeoning 
  damage on a failed save, or half as much damage on a 
  successful one. This damage ignores the damage 
  threshold for structures and vehicles. 
  You can bind sticks of dynamite together, allowing 
  them to explode at the same time. Each additional 
  stick increases the damage by 1d6 (to a maximum of 
  10d6) and the affected radius by 5 feet (to a maximum 
  of 30 feet). 
  You can light the fuse on a stick of dynamite at 
  different points along its length to produce varying 
  delays before it explodes, up to 12 rounds. The 
  Dungeon Master will secretly roll 1d20 to create an 
  initiative for the dynamite; after the set number of 
  rounds goes by, the dynamite explodes on its secret 
  initiative count. 
  Fuse (1). Fuse is a type of heavy string treated with a 
  flammable chemical that burns reliably. 
  When lit, a fuse burns at a slow pace of about 1 foot 
  per minute. Fuse can be tied onto the existing fuses of 
  bombs, petards, and similar explosives to lengthen 
  their burn times. Or it can be used for simple arson, to 
  ignite other flammable objects after a set time. Fuses 
  have special timing rules when not built into explosive 
  devices. 
  When lighting a fuse, choose a number of rounds 
  you want the fuse to burn, up to 10 rounds per foot, 
  and light it at the indicated length. The Dungeon 
  Master will secretly roll 1d20 to create an initiative for 
  the fuse. On its initiative in the round indicated by its 
  lit length, the fuse ignites whatever it is attached to.  
  On an initiative roll of a 1, the fuse instead goes out 
  somewhere along its length, determined by the DM. On 
  an initiative roll of 20, the fuse burns faster than 
  intended, lighting its attached substance 1 round 
  sooner per foot of fuse length used, or fraction thereof. 
  Gunpowder (1). This fine-grain explosive powder is 
  crafted with alchemical tools and used to propel bullets 
  out of firearms. It is sold in water-resistant containers, 
  typically powder horns. 
  Setting fire to a charge or two of gunpowder causes 
  it to flare for 1 round, shedding bright light in a 30-
  foot radius and dim light for an additional 30 feet. Its 
  use leaves behind a thin haze of smoke and a 
  distinctive smell. 
  Setting fire to a tightly-packed weight of gunpowder 
  causes an explosion, affecting creatures in a 10-foot 
  radius. A pound of gunpowder, as contained in a 
  powder horn, inflicts 3d6 fire damage when it 
  explodes. Setting fire to 12 pounds of gunpowder, as 
  within a powder keg, inflicts 7d6 fire damage in a 40-
  foot radius. A successful DC 12 Dexterity saving throw 
  reduces the damage by half. 
  Gunpowder is destroyed when introduced to water; 
  the saltpeter content dissolves so that drying the 
  
   
  70 
   
  powder will not restore it. Leaving the powder 
  exposed to humid air (not within a container) for an 
  hour or more will cause the substance to degrade and 
  become unreliable, adding 1 to the misfire rating of a 
  firearm that employs it. 
  Hand Culverin (1). A short-barreled version of the 
  arquebus, fired while the notched butt rests on the 
  shoulder. This weapon has a very wide barrel, used for 
  firing clusters of pellets at short range. (Page 67) 
  This weapon loads shot only. 
  Handgonne (1). A simple firearm consisting of a 
  short tube mounted at the end of a rod. (Page 67) 
  This weapon loads ball only. 
  Holster, Concealed (3). This holster includes a 
  harness designed to affix a one-handed firearm to the 
  body in a hidden position, typically under the wearer’s 
  arm and concealed by a cloak or heavy coat. 
  A one-handed firearm hidden in a concealed holster 
  will not be automatically noticed if the user is properly 
  dressed to conceal it. A firearm with both the handgun 
  and light properties can be worn concealed with most 
  clothing. A weapon with the handgun property (but 
  lacking the light property) can be worn concealed only 
  with heavier clothing, like the cloak or coat that is part 
  of cold weather clothes or traveler’s clothes. 
  Someone examining you must succeed at a DC 20 
  Wisdom (Perception) check to spot a properly 
  concealed firearm. A person physically touching 
  (searching) you may substitute an Intelligence 
  (Investigation) check, with advantage. 
  Holster, Quickdraw (3). A holster for a one-handed 
  firearm, worn low-slung on the hip or the chest for fast 
  drawing. 
  This item holsters any firearm with the handgun 
  weapon property. Once on your turn, you may draw a 
  firearm from the quickdraw holster without using an 
  action or your interaction with an object for that 
  round. 
  Ladder Sight (3). This precision aperture sight 
  assists the user in making minute calculations of 
  windage and elevation, allowing the weapon to hit 
  targets at incredible range. 
  By spending an action to make calculations and 
  adjust this precision sight, your next attack with the 
  weapon can target a creature within the weapon’s 
  “extreme” range increment. To calculate the distance 
  for this new third increment, double the weapon’s 
  normal long range increment, not counting any other 
  modifications. Attacks at targets within extreme range 
  suffer disadvantage that cannot be negated by the 
  application of advantage or features from any source. 
  A ladder sight works only on two-handed weapons 
  from the Firearms 3 limited list. You must be 
  proficient with the weapon in question and use a 
  standard cartridge, not a shotshell or slug. To gain the 
  benefit, you can perform no other movement or other 
  actions, bonus actions, or reactions between 
  calculating and firing, nor can you have lost sight of 
  your target within that time. This benefit is 
  incompatible with other sighting accessories. 
  Loads, Ball (1). Ball loads are metal spheres loaded 
  into firearms as bullets. Some have modifications that 
  improve their flight characteristics. To create a stable 
  spin in flight, some ball loads have dimples on their 
  surfaces while others are cast in oblong shapes with one 
  convex end. 
  These ball loads apply the breach (2) property to 
  attacks made with them. Loads not in paper cartridge 
  form include the weight of paper or cloth wadding 
  strips. 
  Loads, (Ball or Shot) Paper Cartridge (2). At this 
  stage of development, ball and shot ammunition can be 
  purchased in paper cartridge form. Paper cartridges are 
  heavy paper packets containing both powder and load. 
  They are easier to carry and a bit faster to load. 
  You can load the barrel of a weapon from the 
  Firearm 1 or 2 lists with a paper cartridge using an 
  action or a bonus action, so long as the cartridge’s 
  contents match what the weapon can normally load 
  (ball or shot). Paper cartridges otherwise function as 
  ball or shot loads, described in this section, each with a 
  contained charge of gunpowder. 
  Loads, Cartridge (3). These cylinders are made of 
  resilient metal alloys. The open end of each is packed 
  with gunpowder, sealed, and plugged with a solid 
  projectile. 
  Cartridges only fit the types of gun they are made 
  for; they are interchangeable only as described below. 
  “High-power” cartridges fit the long rifle. “Rifle” 
  cartridges fit the rifle, repeater, and one barrel of the 
  mixed-use gun. “Carbine” cartridges fit the carbine, 
  howdah pistol, and short repeater. “Magnum” fit the 
  heavy pistol. “Pistol” and “small-caliber” fit the pistol 
  and palm pistol, respectively. 
  Shots with this ammunition apply the breach (2) 
  weapon property. 
  
   
  71 
   
  Loads, Shot (1). A shot load is a collection of tiny, 
  round pellets that spread out as they leave the muzzle. 
  Some shot loads consist of squared pellets held together 
  in a cylindrical form with a mild adhesive that is 
  vaporized as the shot is fired, allowing the pellets to 
  spread. 
  Shots with this ammunition apply the blast weapon 
  property. Loads not in paper cartridge form include 
  the weight of paper or cloth wadding strips. 
  Loads, Shotshell (3). This large-bore cartridge 
  contains multiple pellets instead of a single projectile. 
  The pellets spread after leaving the weapon, hitting 
  targets more easily or even hitting multiple targets. 
  Shotshells can be loaded into coach guns, 
  scatterguns, and their short versions, and into two of 
  the mixed-use gun’s barrels. 
  Shots with this ammunition apply the blast weapon 
  property. 
  Loads, Slug (3). This large-bore cartridge contains a 
  single, heavy projectile. 
  Slugs can be loaded into coach guns, scatterguns, 
  and their short versions, and into two of the mixed-use 
  gun’s barrels. 
  Shots with this ammunition apply the deadly 
  weapon property. 
  Long Gun (2). A long-barrel version of the common 
  musket, this weapon is suitable for hunting as well as 
  warfare. (Page 72)  
  This weapon loads ball or shot. 
  Mixed-Use Gun (3). This breach-loading weapon has 
  two scattergun barrels and a regular cartridge barrel. 
  Its versatility makes it popular for hunting. (Page 76) 
  MARTIAL RANGED WEAPONS (FIREARMS 2) 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Asp 
  25 gp 
  1d8 piercing 
    2 lb. 
  Ballistic (20/60), handgun, light, misfire 
  Blunderbuss 
  50 gp 
  1d12 piercing 
    7 lb. 
  Ballistic (15/45), light, special 
  Combination gun 
  – 
  1d10 piercing 
     — 
  Ballistic (25/75), handgun, misfire (2), special 
     Battle axe gun 
  70 gp 
  1d8 slashing 
    6 lb. 
  Versatile (1d10) 
     Dagger gun 
  62 gp 
  1d4 piercing 
    3 lb. 
  Finesse, light, simple weapon 
     Glaive gun 
  80 gp 
  1d10 slashing 
    8 lb. 
  Heavy, reach, two-handed 
     Shortsword gun 
  70 gp 
  1d6 slashing 
    5 lb. 
  Finesse, light 
  Dragon 
  150 gp 
  1d10 piercing 
    3 lb. 
  Ballistic (10/30), handgun, special 
  Long gun 
  150 gp 
  1d12 piercing 
  12 lb. 
  Ballistic (50/150), heavy, misfire, two-handed 
  Musket 
  100 gp 
  1d12 piercing 
  10 lb. 
  Ballistic (40/120), heavy, misfire, two-handed 
  Musketoon 
  75 gp 
  1d10 piercing 
    7 lb. 
  Ballistic (40/120), misfire, two-handed 
  Serpent 
  50 gp 
  1d10 piercing 
    3 lb. 
  Ballistic (30/90), handgun, light, misfire 
  Thunderbox 
  150 gp 
  3d8 piercing 
    5 lb. 
  Ballistic (30/90), handgun, misfire (5), special 
  Trinity gun 
  150 gp 
  2d10 piercing 
  11 lb. 
  Ballistic (20/60), heavy, misfire (3), two-handed 
  Volley gun 
  300 gp 
  3d10 piercing 
  15 lb. 
  Ballistic (40/120), heavy, misfire (5), two-handed 
   
  ADVENTURING GEAR (FIREARMS 2) 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Aiming lenses 
  100 gp 
  1 lb. 
   
  Modification 
   
   
  Bomb, grenade 
  40 gp 
  1 lb. 
   
     Open bore 
  0 gp 
  +0 lb. 
  Bomb, petard 
  50 gp 
  4 lb. 
   
     Rifled bore 
  50 gp 
  +0 lb. 
  Loads, ball paper cartridge (10) 
  3 gp 
  2 lb. 
   
     Second barrel 
  50 gp 
  +1 or 2 lb. 
  Loads, shot paper cartridge (10) 
  3 gp 
  2 lb. 
   
   
   
   
   
  
   
  72 
   
  The two scattergun barrels load shotshells or slugs 
  and use the shorter set of the listed range increments. 
  The third barrel loads a (rifle) cartridge and uses the 
  longer set of the listed range increments. 
  Modification, Cap and Ball System (3). This weapon 
  is designed to breach or slide open, allowing each 
  chamber of the internal magazine to be loaded 
  individually with powder and ball (or shot), then capped 
  to hold the ammunition in place. Reloading this weapon 
  is slow, but its ammunition can be crafted without the 
  large workshop tools needed to make metal casings. 
  This system is operated with gear from the Firearms 
  1 limited list. It uses ball loads or shot loads typically 
  carried in a bullet pouch, and gunpowder typically 
  carried in a powder horn. The weapon cannot make 
  use of paper cartridges. 
  It takes one action to open the weapon and make it 
  ready for reloading, or to close it afterward. While 
  opened, you can use an action to reload each chamber 
  of the weapon’s magazine. If you have the firearms 
  expert feat, you may use an action to reload up to two 
  chambers. Opening, closing, and reloading requires the 
  use of both hands.  
  The cap-and-ball system is not compatible with the 
  extended magazine modification. 
  Modification, Detachable Magazine (3). The 
  portion of this weapon that contains ammunition is 
  detachable, in the form of a box or cylinder. Carrying 
  
   
  73 
   
  several of these interchangeable magazines quickens 
  the reloading process. 
  A firearm with a magazine weapon property rated 
  higher than 1 can be manufactured with this 
  modification. It takes one action to replace a 
  detachable magazine with another, regardless of its 
  size or capacity. The process of reloading a magazine, 
  whether attached or separate, is the same as normal. 
  In addition to the extra cost to manufacture a 
  firearm with this feature, you can purchase separate 
  magazines or clips that fit the weapon for 5 gp each. 
  The detachable magazine modification is not 
  compatible with the extended magazine modification. 
  Modification, Extended Magazine (3). The portion 
  of this weapon that contains ammunition is 
  manufactured in an enlarged manner to hold additional 
  ammunition. 
  A firearm with the magazine property may add this 
  modification. It holds half-again as many rounds as 
  indicated by its magazine rating, rounded down. (A 
  magazine rating of 1 cannot be improved.) 
  The extended magazine modification is not 
  compatible with other modifications. A firearm with 
  this modification cannot benefit from a concealed 
  holster or a quick-draw holster. 
  Modification, Open Bore (2). This gun was made 
  with a smooth barrel interior, wider than normal 
  versions of the gun. The weapon is more forgiving of 
  poorly-measured loads of powder and less-susceptible to 
  fouling. 
  This modification can apply to weapons of the 
  Firearms 2 limited list. Reduce the misfire rating of 
  this weapon by 1, removing it altogether if that 
  property was not previously rated 2 or higher. 
  This modification is incompatible with rifled bore 
  barrels. 
  Modification, Rifled Bore (2). This weapon was 
  created with spiraling grooves on the barrel’s interior. 
  This modification can apply to weapons of the 
  Firearms 2 limited list. It imparts spin to fired 
  projectiles, improving their flight characteristics.  
  When fired with a ball load, both the weapon’s range 
  increments are increased by a distance equal to half its 
  normal range increment. 
  This modification is incompatible with open bore 
  barrels. 
  Modification, Second Barrel (2). This firearm was 
  crafted with a second barrel, including a secondary 
  trigger to fire it. 
  This modification can apply to weapons of the 
  Firearms 2 limited list. Each of the weapon’s two 
  barrels are fired separately. The barrels can be created 
  with different bore modifications. 
  Musket (2). The standard-issue weapon of firearm-
  wielding militaries, this smoothbore long arm is very 
  reliable in battle. (Page 72) 
  This weapon loads ball or shot. 
  Musketoon (2). This longarm is a shorter version of 
  the musket, used for hunting or household defense. 
  (Page 72) 
  This weapon loads ball or shot. 
  Pistol (3). Pistols are the most-varied firearm in 
  shape and composition, particularly in the way they 
  hold ammunition. Possible styles include revolving 
  cylindrical magazines, sliding block magazines 
  (horizontal or vertical), internal tube magazines that 
  reach into the handle, and more. (Page 76) 
  This weapon loads (pistol) cartridges. 
  Pistol, Heavy (3). A larger version of a standard 
  pistol, this weapon trades ease of handling for 
  additional stopping power. (Page 76) 
  This weapon loads (magnum) cartridges. 
  Pistol, Howdah (3). A heavy, four-barreled breach-
  loading pistol designed to stop large animals. (Page 76) 
  This weapon loads (carbine) cartridges. 
  Pistol, Palm (3). This small gun is easy to conceal. It 
  holds only two bullets at a time, either breach loading 
  them or inserting them into a rotating block magazine. 
  (Page 76) 
  This weapon loads (small-caliber) cartridges. 
  Apply disadvantage to Wisdom (Perception) checks 
  to notice this weapon if it is carried in a hidden 
  fashion. 
  Powder Horn (1). A hollow horn, typically from a 
  cow or similar beast, used to carry gunpowder. (Later 
  versions appear as metal flasks.) The stopper in the 
  larger end can be opened to fill the powder horn, while 
  the stopper in the narrow end is used to dispense a 
  precise measure of the contained gunpowder. A powder 
  horn is typically carried by a long strap worn over the 
  shoulder, keeping it handy for quick use. 
  A powder horn (with powder) is required to load a 
  firearm with loose ball or shot loads. A powder horn 
  can hold gunpowder sufficient for 30 shots. Powder 
  
   
  74 
   
  stored in a horn will stay dry in humid conditions and 
  will not spoil if submerged in water for up to 1 minute. 
  Powder Keg (1). This smallish, wooden cask is sealed 
  with wax to prevent sparks or water from contacting 
  the explosive powder within. 
  Powder stored in a powder keg will stay dry in 
  humid conditions, and even if the keg is completely 
  submerged in water. 
  Repeater, any (3). This firearm commonly uses a 
  cylindrical rotating magazine, or a lever-action that 
  feeds cartridges from an internal tube extending into 
  the stock. Some use other, more exotic mechanisms. This 
  weapon comes in normal and short versions. (Page 76) 
  A repeater loads (rifle) cartridges. A short repeater 
  loads (carbine) cartridges. 
  Rifle, any (3). Rifles are very powerful, long-range 
  firearms. They use bolt-action, falling block, or similar 
  mechanisms, loading only one cartridge at a time. They 
  come in normal, long, and carbine versions. (Page 76) 
  A long rifle loads (high-power) cartridges. A rifle 
  loads (rifle) cartridges. A carbine loads (carbine) 
  cartridges. 
  Scattergun (3). This firearm usually has a tube 
  magazine below the barrel. Shotshells or slugs are 
  advanced into the ready position by a shuttle attached 
  to a cranked windlass or a pump-action mechanism. It 
  comes in normal and short versions. (Page 76) 
  These weapons load shotshells or slugs, or a 
  combination thereof. 
  If loaded with a combination, keep track of the 
  sequence of ammunition types to determine the 
  effects of each shot. Disfavored ammunition can be 
  ejected as unspent rounds in order to skip to a later-
  loaded ammunition type. This requires no additional 
  effort in the firing process. 
  Serpent (2). A common, standard-sized handgun of 
  basic construction. (Page 72) 
  This weapon loads ball or shot. 
  Slow Match (1). A coil of cord dipped in saltpeter and 
  dried so that it burns at a steady rate. Long, slow-
  burning match cords allow gunners to light early 
  firearms or siege guns while operating away from other 
  sources of fire. Careful gunners light both ends of the 
  match, in case one end is blown out by the flash of 
  gunpowder in the pan. 
  A slow match burns at a rate of 1 foot per hour. It 
  can be used as a source of fire when shooting firearms, 
  lighting flame arrows, or the like. 
  Thunderbox (2). A heavy handgun with five barrels 
  arranged in a cluster, all of which fire simultaneously. 
  The weapon is very expensive and time-consuming to 
  load and use at full effect. (Page 72) 
  This weapon loads ball or shot. If loaded with 
  multiple ammunition types, the weapon’s shots use 
  the majority ammunition’s statistics. 
  Reduce the weapon’s damage to 2d8 piercing if fired 
  with only three or four barrels loaded, or 1d8 piercing 
  if fired with only one or two barrels loaded. Likewise, 
  reduce the weapon’s misfire rating to equal the 
  number of barrels loaded when fired. 
  If this weapon misfires, the (unmodified) number 
  rolled on the d20 indicates the number of barrels that 
  are fouled. The other barrels remain usable. 
  Trinity Gun (2). This smoothbore weapon has three 
  barrels that fire simultaneously, consuming triple the 
  normal shot and powder. (Page 72) 
  This weapon loads ball or shot. If loaded with 
  multiple ammunition types, the weapon’s shots use 
  the majority ammunition’s statistics. 
  Reduce the damage to 1d10 piercing if fired with 
  only one or two barrels loaded. Likewise, reduce the 
  weapon’s misfire rating to equal the number of barrels 
  loaded when fired. 
  If this weapon misfires, the (unmodified) number 
  rolled on the d20 indicates the number of barrels that 
  are fouled. The other barrels remain usable. 
  Volley Gun (2). A volley gun is a long arm with five 
  smoothbore barrels arranged in a cluster, all of which 
  fire simultaneously. The weapon is very expensive and 
  time-consuming to use at full effect. (Page 72) 
  This weapon loads ball or shot. If loaded with 
  multiple ammunition types, the weapon’s shots use 
  the majority ammunition’s statistics. 
  Reduce the weapon’s damage to 2d10 piercing if 
  fired with only three or four barrels loaded, or 1d10 
  piercing if fired with only one or two barrels loaded. 
  Likewise, reduce the weapon’s misfire rating to equal 
  the number of barrels loaded when fired. 
  If this weapon misfires, the (unmodified) number 
  rolled on the d20 indicates the number of barrels that 
  are fouled. The other barrels remain usable. 
   
  
   
  75 
   
  These optional rules exist to lend variety to the use of 
  firearms in your campaign worlds. 
  VARIANT: BROADER PROFICIENCY 
  Like crossbows, firearms make attractive warfare 
  tools because it is faster to train soldiers to their use 
  than to the bow. This optional rule makes it easy for 
  even a lay person to wield a firearm up close. 
  However, consistency at longer ranges still requires 
  extensive practice, knowledge of bullet physics, and 
  attention to environmental conditions. 
  Using this variant, firearms are treated as “simple 
  weapons” when used within their normal range 
  increments; a character proficient in “all simple 
  weapons” adds its proficiency bonus to firearms used 
  in that range. If the target is beyond the weapon’s 
  normal range increment, a wielder only adds a 
  proficiency bonus if proficient in martial weapons (or 
  in that particular firearm, perhaps through the 
  Weapon Mastery feat). 
  VARIANT: MAGICAL ENERGY 
  In some worlds, firearms have different appearances, 
  creation methods, or scientific principles behind their 
  use, despite functioning according to the rules in this 
  chapter. 
  MARTIAL RANGED WEAPONS (FIREARMS 3) 
  Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Coach gun 
  65 gp 
  1d12 piercing 
    7 lb. 
  Ballistic (20/60), magazine (2), two-handed 
  Coach gun, short 
  40 gp 
  1d12 piercing 
    5 lb. 
  Ballistic (15/45), handgun, magazine (2) 
  Mixed-use gun 
  150 gp 
  – 
  10 lb. 
  Special 
     shotshell barrels 
   – 
  1d12 piercing 
   – 
  Ballistic (20/60), heavy, magazine (2), two-handed 
     cartridge barrel 
   – 
  2d6 piercing 
   – 
  Ballistic (120/360), heavy, magazine (1), two-handed 
  Repeater 
  150 gp 
  1d10 piercing 
    8 lb. 
  Ballistic (100/300), heavy, magazine (10), two-handed 
  Repeater, short 
  115 gp 
  1d10 piercing 
    6 lb. 
  Ballistic (50/150), magazine (7) 
  Pistol 
  50 gp 
  1d10 piercing 
    3 lb. 
  Ballistic (30/90), handgun, light, magazine (6) 
  Pistol, heavy 
  75 gp 
  1d10 piercing 
    4 lb. 
  Ballistic (35/105), deadly, handgun, magazine (6) 
  Pistol, howdah 
  100 gp 
  1d12 piercing 
    5 lb. 
  Ballistic (40/120), handgun, heavy, magazine (4) 
  Pistol, palm 
  25 gp 
  1d8 piercing 
    1 lb. 
  Ballistic (15/45), handgun, light, magazine (2) 
  Rifle 
  145 gp 
  2d6 piercing 
    9 lb. 
  Ballistic (150/450), heavy, magazine (1), two-handed 
  Rifle, carbine 
  125 gp 
  2d6 piercing 
    7 lb. 
  Ballistic (120/360), magazine (1), two-handed 
  Rifle, long 
  185 gp 
  2d6 piercing 
  11 lb. 
  Ballistic (200/600), deadly, heavy, magazine (1), two-handed 
  Scattergun 
  80 gp 
  1d12 piercing 
    8 lb. 
  Ballistic (25/75), heavy, magazine (5), two-handed 
  Scattergun, short 
  60 gp 
  1d12 piercing 
    6 lb. 
  Ballistic (20/60), handgun, magazine (5) 
   
  ADVENTURING GEAR (FIREARMS 3) 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Ammunition bandoleer 
  1 gp 
  1 lb. 
   
  Loads 
   
   
  Ammunition belt 
  2 sp 
  — 
   
     Cartridge (box of 50) 
  5 gp 
  5 lb. 
  Detonation block 
  3 gp 
  2 lb. 
   
     Shotshell (box of 50) 
  5 gp 
  7½ lb. 
  Detonation cord (50 feet) 
  5 gp 
  2 lb. 
   
     Slug (box of 50) 
  5 gp 
  7½ lb. 
  Dynamite 
  50 gp 
  1 lb. 
   
  Modifications 
   
   
  Holster, concealed 
  4 gp 
  — 
   
     Cap and ball system 
  +25 gp 
  — 
  Holster, quickdraw 
  2 gp 
  — 
   
     Detachable magazine 
  +50 gp 
  — 
  Ladder sight 
  35 gp 
  — 
   
     Extended magazine 
  +25 gp 
  +1/2 lb. 
   
  
   
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  77 
   
   
  With this variant rule, gunpowder is removed from 
  the firearms limited lists, as are its accoutrements 
  (bombs, fuses, cartridge loads of all kinds, and the 
  horns, and kegs that gunpowder is normally stored in). 
  In the place of these is something else, something 
  designed by the Dungeon Master, typically as a magic 
  item. Requiring magical propellant devices allows the 
  DM to regulate firearms as magic items, creating 
  another axis to enforce their rarity. The Forgotten 
  Realms, for example, uses an exploding powder that 
  is almost identical to gunpowder; it is a minor magic 
  item rather than an alchemical compound. (See the 
  Smokepowder sidebar at the beginning of this 
  chapter.) Other propellent forces are more 
  esoteric; an example of which can be found 
  in the Arcane Accelerator sidebar at the 
  end of this chapter. 
  VARIANT: SPENT CASINGS 
  When creating Firearms 3 loads, only the 
  alloyed casings require a workshop to 
  make. These loads can be crafted 
  anywhere with simple tinker’s tools, so 
  long as the character possesses sufficient 
  pre-made casings of the correct type. 
  Under normal circumstances, the half-
  cost needed to craft ammunition covers the 
  purchase of casings, unformed lead, primers, 
  and gunpowder. Away from civilization, 
  machined casings are impossible to come 
  by, making it important for shooters to 
  collect spent casings after use. 
  The casings of spent loads are ejected 
  from a firearm as part of the action or 
  bonus action used to reload the 
  magazine. If one minute is spent 
  collecting these pieces after a battle, 
  they can be used as craft components 
  for crafting the same ammunition type. 
  Each casing has a craft component value of 2 cp. The 
  crafter can create no more loads than the number of 
  appropriate casings available to repack. (See the 
  description of cartridges to determine which casings 
  are appropriate to making each type of cartridge.) 
  The user of a firearm with the detachable magazine 
  modification can choose to remove the used magazine 
  without ejecting the spent casings. Due to the 
  limitation on interactions with objects each round, the 
  user will probably still drop the spent magazine 
  during the replacement process but can skip the one-
  minute collection time after the battle. 
  VARIANT: CANDLE CANTRIPS 
  The prestidigitation (and druidcraft) cantrips are 
  useful in worlds with firearms. The ability to light or 
  snuff out candles allows these cantrip-users to light 
  or snuff out fuses and slow matches, even from a 
  distance. At the Dungeon Master’s discretion, 
  these spells might also allow the spellcaster to 
  fire a firearm without a mundane source of 
  flame. 
  With this optional rule, you can use one of 
  these cantrips to ignite the priming 
  powder of a loaded firearm in your 
  possession, setting it off without a slow 
  match or similar device. This works only 
  on weapons from the Firearms 1 and 2 
  limited lists. Using a cantrip in this 
  fashion requires no additional actions, 
  but all other casing requirements 
  must be met, including spell 
  components. The action taken is still 
  the Attack action (not the Cast a Spell 
  action); no function of firing the weapon 
  is changed, save for the source of ignition.  
  VARIANT: EXOTIC COSTS 
  As a System Change, the prices of all 
  firearms and associated gear in this book 
  were reduced from their examples in the 
  Dungeon Master’s Guide. This is to suit a 
  game where firearms are readily available 
  and cost-effective. Because the Dungeon 
  Master is opting to include firearms, this 
  product assumes that costs should 
  not place firearms beyond the reach 
  of players, nor should costs make their use an 
  irrational prospect. Moreover, some gun prices, the so-
  called “starter” guns, are priced to allow players to 
  access them at character creation using the Item 
  Swaps variant rule from Wraith Wright’s 
  Comprehensive Equipment Manual. This is particularly 
  important in campaigns where some of the characters 
  are expected to possess firearms from the beginning. 
  
   
  78 
   
  If the Dungeon Master wishes to impose a greater 
  cost-based rarity, this option raises costs to match 
  those in the Dungeon Master’s Guide. This “exotic” cost 
  means that the weapons and adventuring gear in the 
  tables of this chapter have a base cost that is 5 times 
  what is shown. At “exotic” prices, firearms move away 
  from being cost-effective and are much less likely to be 
  used by players and non-player characters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARCANE ACCELERATOR (EXAMPLE VERSION) 
  Wondrous item, common (minor) 
  This item fits campaigns that use the Magical 
  Energy variant rule. It is one example of many 
  possibilities. This version is not well-suitable to 
  campaigns that use only the Firearms 1 limited 
  list; the existence of these magic items implies a 
  parallel degree of advancement in firearms 
  technology. 
  This expendable item attaches to a firearm to 
  power the weapon’s shots. Attaching the item (or 
  replacing an attached arcane accelerator with 
  another) requires an action. 
  An affected firearm’s ballistic property is 
  unchanged except that each use does not require a 
  charge of gunpowder. The weapon uses ball or 
  shot loads, without gunpowder, and it cannot 
  make use of any sort of cartridges. Although 
  powder is not needed, loading times for the bullets 
  are unchanged. 
  Each shot of a firearm with an arcane accelerator 
  is accompanied by a flash of bright light, followed 
  by a brief, ear-splitting whine, audible to 300 feet. 
  A firearm using an arcane accelerator is immune to 
  being fouled by submersion. 
  An arcane accelerator normally works with any 
  firearm designed to employ such magic. At the 
  Dungeon Master’s discretion, one might instead 
  work only on a short list of designated firearms. 
  An arcane accelerator costs 12 gold pieces and is 
  used up after 30 shots. 
   
  
   
  79 
   
   
   
   
   
   
   
  ARM YOURSELF 
  FOR VICTORY 
  This weighty tome is an essential 
  reference for new and expert 
  adventurers alike, those who wish to 
  arm themselves for any challenge. 
   
  These weapons come with full 
  descriptions and statistics for use in 
  fifth edition DUNGEONS & DRAGONS. 
  Explore hundreds of beautiful 
  illustrations by historic weapon 
  scholar Seth Graham, revealing and 
  clarifying the exact appearance of 
  these weapons. 
   
  This book combines weapons from 
  dozens of prior edition sourcebooks 
  and real-world history, giving your 
  game new style and functionality. 
   
   
   
  For use with the fifth edition 
  Player’s Handbook ®, Monster Manual ®, 
  and Dungeon Master’s Guide ® 
   
  Best when used with these additional 
  supplements: Volo’s Guide to Monsters ®, 
  Xanathar’s Guide to Everything ®, and 
  Mordenkainen’s Tome of Foes ® 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wraith Wright/Expanded Weapon Manual v4.2 {180718}.pdf