Armes Supplémentaires et Exotiques

Exotic weapons and armor require an incredible level of skill to wield or wear properly, as they are often unusually heavy, oddly balanced, or bizarre in construction. As such, no class (other than the craftsman) gains proficiency with the exotic weapons and armor presented in this chapter. For a member of another class to gain proficiency with exotic weapons and armor, they must take the Exotic Mastery feat (see Chapter 4).

Simple Melee Weapons

NameCostDamageWeightPropertiesMastery
Cestus5 gp1d4 bludgeoning2 lb.Fist, lightSlow
Claw Gauntlet5 gp1d4 slashing2 lb.Fist, lightNick
Fishhook1 gp1d6 piercing3 lb.Versatile (1d8)Slow
Hook Hand25 gp1d4 piercing1 lb.Finesse, light, specialVex
Kama1 gp1d4 slashing2 lb.Finesse, lightNick
Machete5 sp1d6 slashing4 lb.SpecialSap
Pickaxe5 sp1d8 piercing10 lb.Two-handedSap
Punching Dagger5 gp1d4 piercing2 lb.Fist, lightNick
Sai2 gp1d4 piercing2 lb.Finesse, lightNick
Scorpion on a Stick1 sp1d6 poison1/2 lb.Slow
Shovel2 gp1d8 slashing5 lb.Two-handedCleave
Tonfa1 sp1d4 bludgeoning1 lb.LightTopple

Martial Melee Weapons

NameCostDamageWeightPropertiesMastery
Bayonet2 gp1d4 piercing1 lb.Finesse, light, specialSlow
Double blayed scimitar100 gp2d46 lb.Two handed, spécialCleave
Catchpole15 gp1d6 piercing6 lb.Reach, special, two-handedTopple
Cutlass30 gp1d8 slashing2 lb.FinesseSlow
Estoc15 gp1d8 piercing3 lb.Versatile (1d10)Vex
Harpoon5 gp1d8 piercing4 lb.Special, thrown (range 20/60)Vex
Katana50 gp1d8 slashing3 lb.Finesse, versatile (1d10)Sap
Khopesh25 gp1d6 slashing4 lb.Finesse, light, tripNick
Naginata50 gp1d10 slashing5 lb.Heavy, reach, two-handedCleave
Nunchaku5 sp1d6 bludgeoning1 lb.Finesse, lightSap

Exotic Melee Weapons

NameCostDamageWeightPropertiesMastery
Assassin’s Blade75 gp1d10 slashing1 lb.Concealable, elegant, finesse, lightSlow
Bastard Sword65 gp1d10 slashing8 lb.Versatile (1d12)Cleave
Boomeraxe80 gp1d8 slashing5 lb.Light, returning, thrown (range 20/60)Slow
Chain Whip55 gp1d8 bludgeoning7 lb.Finesse, reachTopple
Dervish175 gp1d8 slashing6 lb.Double, finesseSap
Dire Flail60 gp1d10 bludgeoning7 lb.Sap
Double Sword165 gp1d10 slashing6 lb.Double, two-handedSap
Dwarven Waraxe100 gp2d8 slashing20 lb.Heavy, superheavy, two-handedCleave
Elven Foil75 gp1d8 piercing4 lb.Finesse, parryingSlow
Gnomish Hooked Hammer55 gp1d10 bludgeoning6 lb.Trip, versatile (1d12)Push
Greatspear55 gp1d12 piercing25 lb.Heavy, reach, two-handedSap
Grim Scythe65 gp1d10 slashing6 lb.Finesse, versatile (1d12)Cleave
Hook Sword60 gp1d10 slashing3 lb.Elegant, finesse, light, tripGraze
Meteor Chain75 gp1d12 bludgeoning8 lb.Heavy, reach, trip, two-handedPush
Mountain Cleaver200 gp2d10 slashing50 lb.Heavy, massive, superheavy, two-handedGraze (spécial)
Parrying Dagger55 gp1d6 piercing2 lb.Finesse, light, parryingNick
Rocket Fist55 gp1d6 bludgeoning2 lb.Fist, light, returning, rocket, thrown (40/120)Topple
Spiked Chain160 gp1d8 piercing15 lb.Double, reach, trip, two-handedSap
Spring Glove60 gp1d6 bludgeoning2 lb.Finesse, fist, reachSlow
Zweihander80 gp2d8 slashing16 lb.Heavy, superheavy, two-handedCleave

Simple Ranged Weapons

NameCostDamageWeightPropertiesMastery
Bolas3 gp2 lb.Special, thrown (range 20/60)Sap
Shuriken5 cp1d4 slashing1/4 lb.Thrown (range 20/60)Slow

Martial Ranged Weapons

NameCostDamageWeightPropertiesMastery
Atlatl5 sp1d6 piercing1 lb.Ammunition (range 30/120)Slow
Boomerang5 gp1d4 bludgeoning1/4 lb.Finesse, light, returning, thrown (range 60/180)Topple
Chakram2 gp1d4 slashing1 lb.Light, returning, thrown (range 20/60)Slow
Crossbow, Repeating75 gp1d8 piercing20 lb.Ammunition (range 100/400), heavy, reload (5), two-handedSlow
Dagger, Throwing2 gp1d4 slashing1 lb.Light, thrown (range 60/180)Nick

Exotic Ranged Weapons

NameCostDamageWeightPropertiesMastery
Bomb2 sp1d10 fire1 lb.Finesse, special, thrown (range 30/90)Sap
Crossbow, Automatic125 gp1d8 piercing25 lb.Ammunition (range 60/240), automatic, reload (10), two-handedSlow
Crossbow, Sniper110 gp1d12 piercing20 lb.Ammunition (range 150/600), heavy, loading, sighted, two-handedSlow
Crossbow, Wrist125 gp1d8 piercing6 lb.Ammunition (range 30/120), concealable, light, loadingVex
Demolition Bow200 gp1d8 fire4 lb.Ammunition (range 80/320), explosive, two-handedSap
Doomerang155 gp1d6 fire1/2 lb.Explosive, finesse, thrown (range 60/180)Sap
Edged Card5 gp1d6 slashingLight, thrown (range 20/60)Vex
Elven Longbow100 gp1d10 piercing3 lb.Ammunition (range 100/400), heavy, two-handedSlow
Goliath Sling155 gp1d10 bludgeoning1 lb.Ammunition (range 100/400), heavy, tension, two-handedPush
Greatbow200 gp1d10 piercing8 lb.Ammunition (range 100/400), heavy, tension, two-handedSlow
Portable Ballista500 gp2d8 piercing40 lb.Ammunition (range 100/400), heavy, loading, mounted, two-handedPush
Shotbow115 gp1d8 piercing8 lb.Ammunition (range 30/90), heavy, scatter (1d12), two-handedSlow
Twinbow200 gp1d10 piercing4 lb.Ammunition (range 100/400), heavy, twinshot, two-handedSlow

Simple Renaissance Firearms

NameCostDamageWeightPropertiesMastery
Flintlock75 gp2d6 piercing6 lb.Ammunition (range 30/120), dry, light, loading, misfireVex

Martial Renaissance Firearms

NameCostDamageWeightPropertiesMastery
Blunderbuss180 gp2d8 piercing8 lb.Ammunition (range 30/90), dry, heavy, loading, misfire, scatter (2d10), two-handedSlow
Musket175 gp2d8 piercing10 lb.Ammunition (range 80/320), dry, loading, misfire, two-handedSlow

Exotic Renaissance Firearms

NameCostDamageWeightPropertiesMastery
Duck’s Foot225 gp2d8 piercing12 lb.Ammunition (range 30/120), dry, light, loading, misfire, twinshotSlow
Volley Gun300 gp2d8 piercing40 lb.Ammunition (range 100/400), dry, heavy, misfire, reload (10; 2 actions), two-handedSap

Firearms

Firearms represent a paradigm shift in the art of warfare, fueling everything from powerful siege weapons to concealable, handheld guns. In many campaign settings, firearms supplant the traditional scheme of weapons, forcing arrows, swords, and battleaxes into obsolescence. They might even be commonplace, a staple tool for hunting and defense. Firearms follow slightly different rules to conventional ranged weapons and generally use two or more damage dice.

Blasters used in futuristic settings are considered firearms and use these rules as well.

– Firearm Damage Rolls: Unlike other weapons, you don’t add your ability modifier to the damage roll of a firearm unless otherwise stated.

– Two-Weapon Fighting with Firearms: When you engage in two-weapon fighting with two light firearms, you subtract 2 from the damage roll of the bonus attack, to a minimum of 1 damage.

– Firearm Ammunition: All firearms require special ammunition. Most firearms use bullets, but some require even more specialized projectiles. The ammunition of a firearm is destroyed upon use.

AmmunitionCostWeight
Blunderbuss shot (10)1 gp2 lb.
Bullets (10)2 gp2 lb.
Cannonball5 gp10 lb.
Dragon Bullet1 gp
Grenade5 gp3 lb.
Harpoon5 gp4 lb.
Musket balls (10)1 gp2 lb.
Rocket20 gp6 lb.
Shell (10)5 gp2 lb.
NameCostWeightDamage (Melee)Properties (Melee)Damage (Ranged)Properties (Ranged)
Bowblade115 gp3 lb.1d8 slashingMelee Weapon, Versatile (1d10)1d8 piercingAmmunition (range 150/600), heavy, two-handed
Brass Knuckle150 gp2 lb.1d6 bludgeoningMelee Weapon, Fist2d6 piercingRanged Weapon (Firearm), Ammunition (range 30/120), reload (6)
Crossbow, Axe130 gp18 lb.1d12 slashingMelee Weapon, Heavy, two-handed1d10 piercingAmmunition (range 100/400), heavy, loading, two-handed
Deckhammer80 gp10 lb.1d8 slashingMelee Weapon1d12 bludgeoningMelee Weapon, Heavy, reach, superheavy, two-handed
Gunsword165 gp4 lb.1d8 piercingMelee Weapon, Finesse, versatile (1d10)2d6 piercingRanged Weapon (Firearm), Ammunition (range 30/120), reload (6)
Hinge Spear160 gp15 lb.1d8 piercingMelee Weapon, Double, two-handed1d12 piercingMelee Weapon, Heavy, two-handed
Kusarigama85 gp10 lb.1d6 slashingMelee Weapon, Finesse, light1d8 bludgeoningMelee Weapon, Reach, trip, two-handed
Rifle Spear235 gp12 lb.1d8 piercingMelee Weapon, Finesse, versatile (1d10)2d8 piercingRanged Weapon (Firearm), Ammunition (range 100/400), heavy, loading, two-handed
Shotgun Axe280 gp15 lb.1d12 slashingMelee Weapon, Heavy, two-handed2d6 piercingRanged Weapon (Firearm), Ammunition (range 30/90), heavy, reload (10), scatter (2d8), two-handed
Split Staff50 gp4 lb.1d6 bludgeoningTwo Melee Weapons, Light1d8 bludgeoningMelee Weapon, Double, versatile (1d10)
Split Swords185 gp5 lb.1d6 slashingTwo Melee Weapons, Light, finesse

Weapon Properties Many weapons have special properties related to their use, as shown in the weapons tables.

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. The ammunition of a firearm is destroyed upon use. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks instead. These attacks are always made with disadvantage, regardless of circumstance. These attacks use twice the normal amount of ammunition.

Concealable. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.

Double. This weapon has two damage-dealing ends. When you take the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this bonus attack.

Dry. If this weapon is ever submerged in water or doused with a significant quantity of water, it jams. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.

Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.

Explosive. When this weapon’s projectile hits a target, it explodes in a 15-foot diameter sphere. The projectile can target an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a DC 14 Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.

Finesse. 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.

Fist. Attacks made with this weapon are treated as unarmed strikes.

Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal range increases by 50 feet and its long range increases by 200 feet.

Heat. This weapon gains 1 heat point whenever an attack is made with it, and it loses 1 heat point at the start of each of your turns. If the weapon has 3 heat points, it overheats and loses all heat points. An overheated weapon can’t be used to make an attack again until the end of your next turn.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Massive. You can only make an attack with this weapon on your turn. Once you make an attack with this weapon, you can’t attack again until the start of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an extra two dice of damage for each attack you forgo when using this weapon.

Misfire. When you roll a 1 on the d20 for an attack roll with this weapon, it jams. A jammed weapon can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.

Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.

Parrying. While wielding this weapon and not wielding a shield, you gain a +1 bonus to your AC.

Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining

your reach for opportunity attacks with it.

Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes a bonus action; otherwise, reloading it takes an action. Some weapons require an action or longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.

Returning. After being thrown, this weapon returns to your hand at the end of your turn.

Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an extra 1d4 damage to the target.

Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons”).

Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to wield a superheavy weapon.

Switch. This weapon has two forms. You can swap between which weapon is being used at any time, even between attacks.

Tension. When making a ranged weapon attack with a tension 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.

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. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.

Trip. You can make a shove attempt against any creature within this weapon’s reach. Furthermore, the creature has disadvantage on the saving throw to avoid beeing shoved by this weapon.

Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within this weapon’s range.

Two-Handed. This weapon requires two hands when you attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Equipment

Weapons with special properties are described here.

Bayonet. As an action, a bayonet can be mounted to any two-handed ranged weapon or removed from it. While mounted, you can use the bayonet to make a two-handed melee weapon attack, which deals 1d8 piercing damage on a hit.

Bolas. A creature hit by a bolas falls prone until it is freed. 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 bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. You can only throw one bolas on your turn.

Bomb. When a bomb hits a target, it explodes in a 15-foot diameter sphere and is destroyed. The bomb can be thrown at an unoccupied space within its range. Each creature other than the target within the blast radius (for a Medium or smaller target, each creature within 5 feet of it) must make a DC 11 Dexterity saving throw, taking half the damage rolled on a failed save, or no damage on a successful one. Additionally, as a bonus action, you can empty some of the bomb’s explosive material to permanently remove the blast radius from this bomb, dealing damage only to the bomb’s target.

Catchpole. This weapon is used to immobilize creatures at a distance. When you hit a creature of Large size or smaller with this weapon, you can attempt to grapple the creature instead of dealing damage. When you do so, you use your attack roll for the grapple check, rather than making a Strength (Athletics) check. While grappling a creature with this weapon, you can’t use the weapon on another target.

Double-bladed scimitar. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Harpoon. You can use an action to tie a rope to the end of a harpoon before it is thrown. If a ropetied harpoon hits a target, it becomes embedded in the target, and you can use an action on subsequent turns to hold fast to the rope and make an opposed Strength (Athletics) check against the target to pull it up to 10 feet closer to you. Additionally, when the target moves, you can use your reaction to make an opposed Strength (Athletics) check against it, preventing its movement on a success. If you use your action to do anything else, you lose your grip on the rope. If the target has hands, it can remove the harpoon as an action.

Hook Hand. This is a one-handed weapon, usable only if you are missing a hand or have a special cuff designed to fit over your hand. Any Humanoid that is missing a hand and regularly wears a hook has proficiency with this weapon.

Light Cannon. This weapon deals double damage to objects and structures.

Machete. This weapon deals double damage to Plants and vegetation.

Mountain Cleaver : Lorsque vous ratez une attaque avec cette arme et que vous disposez de sa maitrise d’arme vous l’appliquez un nombre de fois égale à votre nombre d’attaques.

Rocket Launcher. This weapon deals double damage to objects and structures.