Resources
New WeaponsbyColin Chapman
Simple Weapons–Melee | Cost | Damage | Critical | Range | Weight | Type |
Tiny | ||||||
Bladed boots* | 15 gp | 1d4 | 19-20/x2 | 3 lb. | Piercing | |
Small | ||||||
Battle gauntlet* | 25 gp | 1d6 | x2 | 5 lb. | Bludgeoning | |
Large | ||||||
Telescopic staff* | 100 gp | 1d6/1d6 | x2 | 4 lb. | Bludgeoning | |
Simple Weapons–Ranged | ||||||
Small | ||||||
Spiked bullets*(10) | 5 sp | 1d4+1 | x2 | 5 lb. | Bludgeoning | |
Exotic Weapons–Melee | ||||||
Tiny | ||||||
Cat gloves* | 5 gp | 1d4 | x2 | 2 lb. | Slashing | |
Small | ||||||
Bladed fan* | 10 gp | 1d3 | x2 | 2 lb. | Slashing | |
Combat hook* | 10 gp | 1d6 | x3 | 3 lb. | Piercing | |
Pit talons* | 20 gp | 2d3 | 19-20/x2 | 4 lb. | Slashing | |
Medium-Size | ||||||
Double-bladed Sword* | 60 gp | 1d12 | 19-20/x2 | 8 lb. | Slashing | |
Double-bladed axe* | 40 gp | 1d12 | x3 | 10 lb. | Slashing | |
War cleaver* | 50 gp | 2d4 | 19-20/x2 | 10 lb. | Slashing | |
Whipslash | 50 gp | 1d8 | 19-20/x2 | 7 lb. | Slashing | |
Large | ||||||
Bane spear*++ | 50 gp | 1d8/1d8 | x3/x2 | 20 ft. | 7 lb. | Piercing or Bludgeoning |
Chrushing Axe*++ | 75 gp | 1d8/1d8 | x3/x2 | 25 lb. | Slashing or Bludgeoning | |
Exotic Weapons–Ranged | ||||||
Medium | ||||||
Duel Crossbow* | 150 gp | 1d8 | 19-20/x2 | 80 ft. | 9 lb. | Piercing |
Dueling cloak* | 15 gp | 10 ft. | 3 lb. | |||
Rope dart* | 5 gp | 1d4 | 19-20/x2 | 10 ft. | 2 lb. | Piercing |
Wrist Dart* | 120 gp | 1d3 | 19-20/x2 | 20 ft. | 2 lb. | Piercing |
* See notes below. ++ Is a double weapon.
Bane Spear: The bane spear is a durable shortspear, the butt end of which is set with long, solid, mace flanges that resembles an arrow’s fletching, giving the bane spear an appearance remarkably like that of a huge arrow. A bane spear is a double weapon, and can be used to stab like a spear, and bludgeon with the mace flanges. You can fight with it as if fighting with two weapons, but if you do so, you incur all of the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. (See "Attacking with Two Weapons", page 128 of the Players Handbook). A creature using a double weapon in one hand, such as an ogre using a bane spear, can’t use it as a double weapon. A bane spear may also be effectively thrown, the mace flanges/fletching acting to stabilize and spin the spear when thrown.
Battle Gauntlet: The battle gauntlet is a thick, heavy, oversized metal gauntlet, heavily padded inside, and reinforced with large studs on the knuckles. In addition to providing a handy striking implement, adding weight and protection to the user’s blow, it is also large and sturdy enough to effectively function as a buckler (+1 Armor Bonus, -1 Armor Check Penalty, 5% Arcane Spell Failure). Someone wearing a battle gauntlet can still hold and use a weapon, but the extra weight on the arm inflicts a -1 penalty on attack rolls, and negates the battle gauntlet’s use as a buckler for the rest of the round. This penalty stacks with those for fighting with an off hand weapon, or two weapons, if appropriate. Your opponent cannot use a disarm action to disarm you of a battle gauntlet. An attack with a battle gauntlet is considered an armed attack. The cost and weight given is for a single gauntlet.
Bladed Boots: These boots feature a retractable broad steel blade in each sole, and heel-click mechanism to spring the blade. Your opponent cannot use a disarm action to disarm you of bladed boots. An attack with a bladed boot is considered an armed attack. The cost and weight given is for a pair of bladed boots. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a bladed boot.
Bladed Fan: The elegant bladed fan remains a rare weapon, save for its use among a handful of courtesans, and female assassins and duelists. While these weapons appear to be ornate, attractive, folding ribbed fans, they are also useful weapons. The ribs of the fan are inevitably constructed of metal, the tip of each rib sharpened, allowing it to be used as a slashing weapon, and the "fabric" of the fan itself is commonly made of fine silk, heavily decorated. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a bladed fan.
Cat Glove: Cat gloves are tough yet supple leather gloves, each finger tipped with a small but sharp steel claw. These weapons are used to rake an opponent with a clawing action. There surreptitious nature makes them a favorite weapon of some assassins and rogues. Your opponent cannot use a disarm action to disarm you of cat gloves. An attack with a cat glove is considered an armed attack. The cost and weight given is for a single glove. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a cat glove.
Combat Hook: An unusual and cruel weapon, the combat hook is a 12" tall, wickedly sharp, curved hook, much like an oversized meathook, attached to a sturdy handle. Attacks with this weapon utilize a ripping action.
Crushing Axe: A crushing axe is a double weapon, consisting of strong shaft, with a heavy battle axe blade at one end, and a heavy mace head at the other. You can fight with it as if fighting with two weapons, but if you do so, you incur all of the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. (See "Attacking with Two Weapons", page 128 of the Players Handbook). A creature using a double weapon in one hand, such as an ogre using a crushing axe, can’t use it as a double weapon.
Double-Bladed Sword: The double-bladed sword resembles a longsword, save that it has two blades mounted parallel to each other, and a lengthened hilt. A double-bladed sword is too awkward to use in one hand without special training; thus it is an exotic weapon. A Medium-size character can use a double-bladed sword two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Double-Headed Axe: This unusual battleaxe has two axe-heads, both oriented in the same direction, so both heads hit with a single strike. A double-headed axe is too awkward to use in one hand without special training; thus it is an exotic weapon. A Medium-size character can use a double-headed axe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Dual-Crossbow: The dual-crossbow features the mechanisms of two light crossbows, mounted one atop the other, but attached to a single stock with two triggers. Each mechanism may be fired independently like a light crossbow, or both mechanisms may be fired simultaneously at a single target (make a single attack roll, with a -1 penalty, but roll damage for each bolt individually). A dual crossbow requires two hands to use, regardless of the user’s size. You draw a dual-crossbow back by pulling a modified lever. Loading a dual-crossbow is a move-equivalent action that provokes attacks of opportunity. Two such actions are required to reload both mechanisms. Due to its unusual nature and balance, a dual-crossbow is an exotic weapon.
A Small or larger character can shoot, but not load, a dual-crossbow with one hand at a -4 penalty. A Small or larger character can shoot a dual-crossbow with each hand as noted for heavy crossbows (see page 100 of the Player’s Handbook).
Dueling Cloak: This large, heavy, often elaborate cloak is weighted along the bottom edge with numerous small lead beads sewn into the seam. It is often used to parry with, wound around a character’s off-hand to act as a buckler (+1 Armor Bonus, -1 Armor Check Penalty, 5% Arcane Spell Failure), but may also be thrown like a net to entangle opponents.
When you throw a dueling cloak, you make a ranged touch attack against your target. The cloak’s maximum range is 10 feet, and you suffer no range penalties to throw it even to its maximum range. If you hit, the target is entangled. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15) to be able to cast the spell.
The entangled creature can escape with an Escape Artist check (DC 10) that is a full-round action. The cloak has 3 hit points and can be burst with a Strength check (DC 20, also a full-round action).
A dueling cloak is only useful against creatures between Tiny and Medium size, inclusive, and need not be folded to be thrown effectively.
Pit Talons: These savage weapons consist of three 12" long, dagger-like slashing blades, attached to the top of a sturdy leather gauntlet so that the blades protrude beyond the wearer’s knuckles. Your opponent cannot use a disarm action to disarm you of pit talons. The cost and weight given is for a single pit talon.
Rope Dart: The rope dart is a peculiar weapon, featuring a dagger attached to the end of a 10′ length of cord. When wielded by a skilled user, the rope dart can be used like a dagger, but can also be whipped out to entangle an opponent, limb, or weapon, or used to attack like a thrown dagger at short range (while continuing to hold the cord itself, allowing for easy and rapid retrieval). In emergencies, it can even be used as a short makeshift rope and grapple. Due to its versatile nature, and ease of concealment, the rope dart is popular with some assassins. You can use the Weapon Finesse feat (see page 86 of the Players Handbook) to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rope dart.
A skilled wielder can use a rope dart as a projectile weapon with a maximum range of 10 feet and no range penalties, although it is kept in hand.
Because the rope dart can wrap around an enemy’s leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the rope dart to avoid being tripped.
Spiked Bullets: These sling bullets are crafted with sharp studs covering their surfaces, with the result that they inflict more damage than standard sling bullets. However, their irregular shape means that they are not quite as accurate as standard sling bullets, so attacks with them suffer a -1 penalty.
Telescopic Staff: Resembling nothing more than a 12" long iron tube when retracted, the telescopic staff is a popular innovation, and is often disguised as a scroll tube. With the touch of a button, it instantly telescopes out at both ends to form a 6′ staff of tubular iron. Pressing the button again causes the internal spring mechanism to retract the staff.
A telescopic staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do so, you incur all of the normal attack penalties associated with fighting with two weapons: a one-handed weapon and a light weapon. (See "Attacking with Two Weapons", page 128 of the Players Handbook). A creature using a double weapon in one hand, such as an ogre using a telescopic staff, can’t use it as a double weapon.
War Cleaver, Hobgoblin: A war cleaver is a heavy-bladed, broad, curved, single-edged sword (as depicted on page 120 of the Monster Manual), favored by some of the most powerful and skilled Hobgoblin fighters. A war cleaver is too awkward to use in one hand without special training; thus it is an exotic weapon. A Medium-size character can use a war cleaver two-handed as a martial weapon, or a Large creature can use it one-handed in the same way.
Whipslash: The whipslash consists of an 18" long, double-edged blade, attached to an 18" length of sturdy chain mounted on a stout handle. With a whipslash, you get a bonus on your opposed attack roll when attempting to disarm an enemy (including the roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the whipslash to avoid being tripped.
Wrist Dart: This miniature crossbow mechanism is mounted on a sturdy forearm bracer, and fired by means of a wire that is looped around the character’s index finger. Although smaller and weaker than a hand crossbow, it utilizes the same bolts, and has the advantage that it can still be used even if the character is holding something in that hand, such as a sword. You draw a wrist dart back by hand. Loading a wrist dart is a move-equivalent action that provokes attacks of opportunity. Your opponent cannot use a disarm action to disarm you of a wrist dart.
Serrations
Any bladed weapon can be specially created with a serrated cutting edge or edges. Strikes with such weapons produce vicious, jagged wounds, and as a result, such weapons do an extra point of damage. For example, a serrated longsword does 1d8+1 damage, a serrated falchion does 2d4+1 damage, and so on.
Serrations are difficult to forge, requiring the talents of a highly-skilled smith, and as a result, serrated weapons are rare and expensive. Increase the cost of the weapon by 300 gp. If a serrated masterwork weapon is desired, both additional 300 gp charges must be paid, for a total cost of 600 gp plus the cost of the weapon. A serrated weapon’s bonus to damage does stack with an enchantment bonus to damage.