Table of Contents

Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The weapons table shows the most common weapons available for use in Arcydea, their price and weight, the damage they deal when they hit, and any special Properties they possess. Every weapon is classified as either Melee or Ranged. A melee weapon is used to attack a target within range (usually 5 feet) of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two main categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the weapons table. Others may be found with additional properties that are unique to them.

Accurate. Accurate weapons are typified by precise sighting points or aerodynamic features. This weapon, when used to make ranged attacks, reduces by 1 point the Armor Class benefit an opponent derives 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 charging property 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. This weapon can, with no loss of efficiency, employ a damage type other than its default. Under normal circumstances, you automatically apply the available type that is most advantageous for harming your foe; you do not need to declare which damage type you are using ahead of each attack. But the DM can rule that the alternate type does not automatically apply in some situations. For example, while fighting skeletons that have been disguised using illusion magic, your fighter would not know to use the Alternate (B) damage property and so would not automatically gain the benefit of using bludgeoning damage against them.

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. 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). A sling must be loaded to deal any damage when used in this way.

Attunement (Prerequisite). You must form a bond with this weapon before you can benefit from its magical properties. Until you have attuned the weapon as described in the Dungeon Master’s Guide (Pg. 137-138), you cannot benefit from any of the item’s Magic traits (see below). If there are specific prerequisites before the item can be attuned, they are listed in parentheses.

Automatic. Regardless of the number of attacks you can normally make, you can fire as many shots per round as the rate of fire of the weapon supports. If your attack hits, at least one bullet strikes the target and there is a chance that additional bullets hit as well; if the roll exceeds the target's Armor Class by (Recoil) points, an additional bullet hits per (Recoil) points over Armor Class up to the number of shots fired. Additional bullets that hit add additional dice to the total damage of the attack. (If one shot inflicts 2d6 damage, two shots inflict 4d6 damage, etc.) If your unmodified attack roll is a 20 (a critical hit), at least one bullet hits but you must still compare your attack roll to the target’s Armor Class to determine the weapon’s total damage dice before doubling them. Recoil is at minimum 2 for most weapons, and may be higher.

Black Powder. Black powder weapons require require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need alchemist's supplies to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items. Black powder firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn’t been cleaned since then, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use a Use Item action to clear the jam before you can reload the weapon and fire again. Once you have spent at least an hour cleaning a weapon, you don’t need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five). Some abilities cause a weapon to misfire as part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.

Breach. Melee breach weapons have long, narrow piercing points while ranged breach attacks are propelled with exceptional force. If this property is applied to a weapon by its ammunition, it applies only for the attacks that make use of such ammunition. Breach allows attacks 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 does not affect AC bonuses derived from other sources like Dexterity modifiers, class features, or magical enhancements. If this property is noted with a number (as in the case of firearms), the breach effect ignores up to the stated number of points of the target’s protection from armor.

Burst Fire. When you would make a ranged weapon attack with a weapon with the burst property, you can instead spray a 10-foot-cube area within range with shots. Each creature in the area must make a Dexterity saving throw (DC = 12 + your proficiency bonus if proficient) or take the weapon’s normal damage. If the targeted area is beyond normal range but within long range, affected targets have advantage on the save. This action uses ten pieces of ammunition.

Charging. A weapon with the Charging property has a type of die in parenthesis after Charging. You can use an action to charge the weapon, increasing its next attack's damage by the die listed after the property. If you become incapacitated, prone, restrained, or your weapon is released by any other means, all the charged energy is depleted with no effect. You can hold a charge for a weapon for as many rounds as you want.

Concussive. These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Covert. A weapon with the covert property is designed to be easily concealed by the holder. If you have proficiency with a covert weapon you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.

CQB. You have advantage on attack rolls made against targets within 20 feet or less from you.

Cruel. Cruel weapons have malicious barbs or are built to 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 and are usually eschewed by goodly and noble societies. If this property is applied to a weapon by its ammunition, then it applies only for the attacks that make use of 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. Cruel ammunition is always destroyed when used; 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. With any successful attack, you can reroll up to one of the weapon’s damage dice if it rolls a 1. You cannot reroll any die that has already been rerolled with another effect (such as the Great Weapon Fighting class feature or the savage attacker feat) and vice versa.

Defensive. Defensive weapons are typified by 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 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 stack with the benefits of the defensive duelist feat.

Dire. If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.

Disarming. A disarming weapon has one or more entangling sections or small hooked protrusions designed to snag a weapon and pull it from the enemy’s grasp. The wielder of a weapon with this property gains a +1 bonus on her opposed attack roll to disarm. Increase this bonus to +2 if the weapon is two-handed or is versatile and used in two hands, or if the user is wielding two single-handed weapons that each have this property. (These benefits do not apply to a Disarming Attack maneuver, which uses unrelated techniques to both disarm and inflict damage with the same strike.) Even without this weapon property, a creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. The attacker has disadvantage on its 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 the attacking creature, or disadvantage if it is smaller. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. (This system is presented as an optional rule in the Dungeon Master’s Guide, page 271.)

Double Weapon (dX). When you take the Attack action and attack with the weapon, you can use a bonus action to make another attack with the weapon. If this attack hits, you deal damage in parentheses. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you have the double weapon master feat, you may gain additional bonuses based on the weapon.

Disintegrate. If this weapon's damage reduces a target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except for magic items, are reduced to a pile of fine gray dust. A disintegrated creature can be restored to life only by means of a true resurrection or a wish spell.

Dismounting. A weapon with the dismounting property is a polearm with a hook designed for pulling riders from their mounts. When you use a dismounting weapon to Shove a creature, you can choose to gain advantage on the ability check, but this also means deciding before you make the check that on success the target will be knocked prone, not pushed. If you still fail the check, you drop the weapon.

Entangle. Some weapons, particularly those with chains, are designed to wrap around a foe's weapon or limbs. A creature can use an attack with such a weapon to entangle the target's weapon or limbs. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. If the attacker wins the contest, the target takes no damage but becomes entangled by the attacker. An entangled creature has disadvantage on attack rolls until the attacker ends the entanglement with a bonus action; the attacker drops their weapon or is incapacitated; forced movement causes the attacker and target apart beyond the reach of the weapon; or the target uses its action to escape (as though grappled). While entangled, neither the attacker nor the target can move apart beyond the reach of the weapon. While the attacker is entangling the target's weapon, it has advantage on subsequent attempts to disarm the target (see DMG p. 271)

Exceptional (+X). The weapon is exceptionally well-made, crafted with the highest quality of materials, honed to perfection, and is very well balanced and easy to wield. This grants a bonus to hit and damage of +1 to +3 and increases value dramatically. This generally is found on magic weapons.

Fatal. Fatal weapons use the die listed for critical damage and inflict one extra die of damage when a critical hit is determined. For example, a pistol that inflicts 1d6 damage fatal d10 would inflict 3d10 damage on a critical hit.

Fatal Aim. It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn’t holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn’t slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with a Use Item action.

Fine. This weapon is produced from high-quality materials using exceptional techniques. Such items are hard to destroy. Double the weapon’s object hardness (if any) and its hit points.

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.

Fragile. An attack roll of a natural 1 made with a weapon of this material causes it to take a permanent and cumulative -1 penalty to damage rolls after inflicting damage. If its penalty drops to -5, the weapon is destroyed.

Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon.

Handgun. Attacks with weapons that have this property do not suffer disadvantage when made within 5 feet of a hostile creature.

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.

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 critical hit inflicts significant damage. Any damage dice rolled for the attack that come up as 1s are instead treated as 2s. This benefit does not apply to critical hits scored on d20 rolls other than 20, such as might occur with the Improved Critical class feature or similar effects.

Hindrance. This weapon always takes two hands to hold, even when not attacking with it.

Inferior (-X). The weapon is made of inferior materials, the workmanship is shoddy, the weapon is ill-cared-for, or the weapon is simply worn with use and age. This grants a penalty of -X to hit and damage. Cost is halved per -1.

Kickback. A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to stabilizers can lower or negate this penalty.

Knockout (dX). The impact from a weapon with the knockout property can cause a target to fall unconscious, without lasting harm. A cosh is an example of this. If you hit a creature with the weapon and you had advantage on the attack roll, you roll an additional die after the damage is dealt. The value of the die is shown in parenthesis after the knockout property. If the attack would deal extra damage from a critical hit, or a class feature that deals extra damage as a result of having advantage on the attack (such as a rogue's sneak attack), the extra damage is added to the knockout die (instead of reducing the target's actual hit points). If the knockout die roll is is equal to or greater than the target's remaining hit points, the target falls unconscious as though it had been reduced to 0 hit points. The targets actual hit points remain as they were. If the target would make death saving throws, it still makes the throw, but automatically succeeds. The throw is still made in case a 20 is scored. Constructs and undead are immune to the effect of a knockout weapon.

Light. Light. A light weapon is both lightweight and short, suitable for use in the off-hand. 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. 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.

Magic (Trait). The weapon is magical and the listed trait is the result of the armor’s enchantment. The weapon can be detected with the detect magic spell or similar abilities and its traits can be identified with the identify spell or with study during a short rest.

Masterwork. A masterwork weapon has 1 additional weapon property that the weapon does not normally possess: Melee weapons may add the alternate (one type), deadly, defensive, disarming, fine, high-critical, or tripping property. If it already has the thrown property, it may instead add accurate or aerodynamic. If it does not have the two-handed property, a melee weapon that normally inflicts 1d6 or more damage can instead be made versatile, increasing the normal damage die by one size or half size, as appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes a 1d10+1. A 2d4 becomes a 2d5. And so on.) Ammunition or charging weapons may only add accurate, aerodynamic, deadly, fine, or high-critical. A masterwork weapon costs an extra 300 gp.

Misfire. Weapons with the misfire property jam regularly, or at the very least are very difficult to clear after jamming. When an attack roll using the weapon is lower than the number listed in the parenthesis of the weapon's misfire property, it jams. While jammed, the weapon acts as an improvised weapon, rather than by its stat block. A creature proficient in the weapon may clear it as an action, causing the weapon to act as normal again.

Monk. Monk weapons increase in damage to the value of the monk's unarmed combat damage if greater than the normal damage of the weapon.

Oversized. This weapon is huge: several times larger than most small creatures. As such, Creatures of size Small or smaller cannot wield this weapon.

Powered (X). This weapon is powered by a battery, and draws energy from a standard energy cell (Light, Normal, or Heavy as the weapon.) It can run for 10/X hours on one full charge of mana, and recovers 10% of charge per two hours of inactivity.

Powered (X shots). This weapon is powered by a battery, and draws energy from a standard energy cell (Light, Normal, or Heavy as the weapon.) It can run for X attacks before being drained of mana, and recovers 10% of charge per two hours of inactivity.

Range. A weapon that can be used to make a Ranged Attack has a range listed in parentheses after the Ammunition or thrown property. The range lists two Numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long 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.

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.. Some weapons add more distance, as provided in their individual descriptions.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend an action or a bonus action to reload. You must have one free hand to reload a firearm.

Restraining. This weapon automatically causes a victim successfully struck with it to be Restrained if they fail a Dex check vs DC 12.

Returning. A weapon with the returning property has an aerofoil design that allows it to return to the thrower when thrown. If you make a ranged attack with a returning weapon you are proficient with and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) in a circle around the target of diameter equal to the distance to the target. Certain magical weapons have the Returning trait despite not having an aerofoil design.

Scatter. This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of an attack with a scatter weapon takes the listed damage, and the target and all other creatures within the listed radius around it take 1 splash damage per weapon damage die.

Semi-Automatic. Regardless of the number of attacks you can usually make, you can choose to fire three shots from this weapon at the target. If your attack hits, at least one bullet strikes the target and there is a chance that one or two additional bullets hit as well. If your attack roll, after considering all modifiers, exceeds the target’s Armor Class by at least (Recoil) points, a second bullet hits. If the roll exceeds the target’s Armor Class by at least (Recoil x 2) points, a third bullet hits. Additional bullets that hit add additional dice to the total damage of the attack. (If one shot inflicts 2d6 damage, two shots inflict 4d6 damage, etc.) If your unmodified attack roll is a 20 (a critical hit), at least one bullet hits but you must still compare your attack roll to the target’s Armor Class to determine the weapon’s total damage dice before doubling them. Recoil is at minimum 2 for most weapons, and may be higher.

Short. The weapon is short and may be drawn or stowed during a turn as a free action.

Slow Loading. A weapon with slow loading requires a full action to load one round of ammunition in it.

Special. A weapon with the special property has unusual rules governing its use. Those rules are detailed in the item’s individual description.

Stabilizing. A weapon with the stabilizing property is far too heavy or otherwise intensive to use casually, requiring some form of stabilization (whether by setting up a bipod or assuming a specific stance) in order to effectively attack with. In order to attack with a stabilizing weapon, it must first be set up as, which can be done as an action and lasts until you move more than 5 ft. on a single round. If you can make multiple attacks on your Attack action, you can forgo one or more attacks to set up the weapon. If this weapon uses ammunition, it must be reloaded as an action. A stabilizing melee weapon can not be used if your movement speed is 0.

Suppressing Fire. Every firearm can do suppressing fire. As an action, you can spray in a 10-foot-cube area within the firearm's normal range using up to ten pieces of ammunition. Each creature in the area must succeed on a Wisdom saving throw (DC equal to 8 + the number of bullets used) or be frightened of you until the end of your next turn. If a creature succeeds on its saving throw, it's immune to suppression fire for 24 hours.

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.

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 +1 bonus on your Strength (Athletics) checks for shoving a creature (Player’s Handbook page 195) if you are attempting to knock it prone. Increase this bonus to +2 if the weapon is two-handed or is versatile and used in two hands, or if the user is wielding two single-handed weapons that each have this property. (These benefits do not apply to a Trip Attack maneuver, which uses unrelated techniques to both trip and inflict damage with the same strike.)

Two-Handed. This weapon requires two hands to use.

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 quite heavy or bear sharp protrusions. This device modifies the wearer’s unarmed attacks. If this weapon property is noted (P) or (S), unarmed strikes using the device may inflict piercing or slashing damage instead of bludgeoning damage. (Unarmed attacks can be made with various body parts, so the wielder is not restricted to attacking with this device.) Devices with the unarmed property are not gripped in the hand so do not prevent the wearer from holding something else or otherwise using the affected hand. A device with this property requires an action to put on or remove, a task that requires both hands. It cannot be disarmed. Unarmed devices can be made magical as weapons can, or can be silvered or otherwise constructed of exotic materials, increasing the efficacy and versatility of the user’s unarmed strikes.

Undersized. A weapon with the undersized property is particularly small. They can be easily hidden, and are favoured by tiny races. An undersized one-handed weapon is considered to be a light weapon (PHB p. 147). This means a Tiny creature can wield an undersized weapon and use it with two-weapon fighting. Undersized melee weapons never also have the two-handed property, as this would simply be a normal one-handed weapon or weapon with the versatile property.

Unwieldy. Due to being incredibly oversized, having an awkward shape, or any other number of ergonomic problems, swinging or firing this weapon is an incredible commitment. You can only attack once with an unwieldy weapon in a single turn; you must switch to another weapon before you can make any additional attacks.

Versatile. Versatile weapons have longer handles than needed, or extra handles positioned at critical points on the weapon. A versatile weapon can be used with one or two hands. The damage value in parentheses that appears with this property is the damage when the weapon is used with two hands to make a melee attack.

Wounding. The sharp portions of a wounding weapon leave viciously-shaped injuries that are prone to bleeding. In addition to normal damage, a successful attack with this weapon inflicts a single (1) additional hit point of damage from bleeding, which occurs at the end of the target’s next turn. If the opponent receives any healing prior to that point, the bleeding damage is prevented. Likewise, an action taken to bandage the injuries — a Wisdom (Medicine) check against a DC of 8 or the expenditure of a healer’s kit charge — also prevents any then-existing wounds from inflicting their follow-up damage.

Improvised Weapons

An improvised weapon includes any object you can wield in one or two hands, such as a heavy rock, a writing quill, or a small table.

Often, an improvised weapon closely resembles an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were the weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

A handful of monsters are particularly affected by (or resistant to) different damage types. Likewise, some situations call for different damage types; if trapped in a net, you might be better served by having a slashing weapon in-hand than a bludgeoning weapon.

Sometimes, using a damage type does more than reduce efficiency, it can be downright dangerous! A black ooze struck by a slashing attack splits into multiple enemies!

The improvised weapons rules may apply when using a weapon in a way that it wasn’t intended, like trying to get a different damage type from it. The DM decides which of two forms applies based on the weapon and the situation.

The first use is “intended.” In this case, the weapon’s intended striking surfaces cover multiple damage types; it’s listed damage type simply reflects the most efficient use for the weapon. An “intended” attack can apply the user’s proficiency bonus on the to-hit roll because it is “similar to [identical to] an actual weapon.” Because this is not the most efficient use of the weapon, the DM should reduce the damage die size by one. Common damage die sizes are, in descending order: 1d12 (or 2d6), 1d10, 1d8 (or 2d4), 1d6, and 1d4.

The second type of off-use constitutes a true “improvised” weapon attack. Such attacks employ unintended striking surfaces and are often quite awkward. A truly “improvised” attack is so far from the weapon’s intended application that it cannot benefit from a proficiency bonus. The damage is usually 1d4, bearing no resemblance to a real weapon attack, but the DM can increase the damage die size for a particularly large or clever use. If the weapon is magical, the DM should usually not allow its magical benefits to apply to a truly improvised use.

For example, a longsword most efficiently attacks with its long, slashing edge. But the weapon also has a piercing tip intended for use in battle. Improvising piercing damage is an “intended” use and should include the user’s proficiency bonus. But the damage should probably be reduced to 1d6 (piercing). To make a bludgeoning attack with the longsword’s pommel, the improvised attack would not benefit from a proficiency bonus and would inflict a mere 1d4 (bludgeoning) damage.

Silvered Weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Technological Weapons

While guns are not universal in Arcydea, they are commonplace enough to make them weapons for people to use without special firearms proficiency required.

Weapon Upgrades

Normal: Normal damage.

Masterwork: Cost + 300 gp. Melee weapons may add the alternate (one type), deadly, defensive, disarming, fine, high-critical, or tripping property. If it already has the thrown property, it may instead add accurate or aerodynamic. If it does not have the two-handed property, a melee weapon that normally inflicts 1d6 or more damage can instead be made versatile, increasing the normal damage die by one size or half size, as appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes a 1d10+1. A 2d4 becomes a 2d5. And so on.) Ammunition or charging weapons may only add accurate, aerodynamic, deadly, fine, or high-critical.

Chainblade: Cost x5 + 100 gp. +1d damage, damage converted to slashing. Weapon becomes Powered (1), Breach (2). Dire weapons add +1d. Double weight.

Vibroweapon: Cost x10 + 250 gp. +2d damage, damage converted to slashing. Powered (2), Breach (4). Dire weapons add +1d. Double weight.

Monowire: Cost x20 + 500 gp. +3d damage, damage slashing or piercing. Breach (5). Dire weapons add +1d. Double weight.

Laser Weapon: Cost x50 + 1000 gp. +4d damage, damage radiant. Powered (3), Breach (3). Dire weapons add +1d. Double weight.

Force Weapon: Cost x100 + 2500 gp. +5d damage, damage force. Powered (4), Breach (2). Dire weapons add +1d.

Weapon Table

Basic Weapons

Aklys. A long leather thong attaches at one end to this weighted club and to the wielder’s wrist at the other end. The club can be used in melee but is also weighted for throwing. It takes an action to attach the thong to the wrist. Once attached, this weapon cannot be disarmed. If thrown with the thong attached, the wielder may use an action or bonus action to pull back the thong, bringing the club back into the hand.

Ankus. A long handle with a pointed end and a short perpendicular hook, used to guide elephants.

Atlatl. This tool extends the effective length of the thrower’s arm, allowing weapons to be hurled to greater distances. An atlatl is comprised of a handle with a cup or spur at the end into which a dart, greater trident, harpoon, javelin, spear, trident, or yklwa may be set, either at its butt or at a notched point on the shaft.

When such a weapon is launched from an atlatl, both its range increments are increased by a distance equal to the weapon’s normal range increment. Alternately, the atlatl can be used to throw grenades or vials, doubling their ranges.

Using an atlatl requires two hands. Because of the time required to attach the thrown weapon to this device, you can throw only one projectile with it when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.

Battleaxe. A medium-hafted weapon with a perpendicular, rounded blade at one or both ends, designed for chopping.

Blade, Hidden. This small, spring-loaded blade can be hidden in various objects. It is often hidden in stiff articles of clothing, like a leather bracer or the sole of a boot, but it can also be hidden at the end of a staff, at the bottom of a shield, or inside various innocuous tools.

A hidden blade can be “drawn” as an action or a bonus action, causing the blade to spring into position attached to the object it was concealed in. This typically requires some complex adjustment of the containing item to reveal the blade.

One classic example of a hidden blade is called a “toe spike.” This blade is concealed in the sole of a boot and “drawn” by pressing the heal sideways into the ground, causing the blade to appear, projecting from the toe of the boot.

A hidden blade is an improvised weapon that closely resembles a small dagger. It inflicts 1d4 piercing damage in combat. The DM decides if a weapon proficiency bonus applies, depending on where the blade is attached; at the end of a pole, the weapon might closely resemble a spear, while a version that projects from a bracer might resemble a punching dagger.

Blowgun. A straight tube of consistent or narrowing diameter, used to project blowgun needles. Blowgun needles do little damage but are often used in conjunction with poisons.

Blowgun, Greater. This longer version of the blowgun allows the user to project blowgun needles to slightly farther ranges.

A greater blowgun can also be used as a breathing tube, allowing the user to stay submerged in water.

Bolas. Bolas consist of three round weights at the end of three cords or ropes, tied together at their tails. This thrown weapon is designed to entangle the limbs of foes it hits.

A Large or smaller creature hit by bolas must make a DC 10 Dexterity saving throw or be restrained. A bipedal creature that fails the saving throw by 5 or more points is also knocked prone. A creature can use an action to automatically free itself or another creature within its reach. Dealing 2 slashing damage to the bolos (AC 10) also frees the creature, ending the effect and destroying the bolas. Bolas have no effect on formless creatures.

Boomerang. A boomerang is a curved wooden weapon, thrown end-over-end.

When thrown by a proficient wielder at a target beyond its normal range increment, it returns to the thrower if the attack misses. The boomerang lands on the ground within 10 feet of the thrower, at a location of the DM’s choosing.

Bhuj. Also called an “axe-knife,” the weapon’s blade is affixed to an axe-like haft. Although shaped like a knife, the large blade is heavy and slightly curved, designed primarily for chopping.

The pommel and last few inches of the weapon’s haft can be removed as a false bottom sheath. (See Part 2, below.) The removeable portion constitutes the handle of a stiletto, drawn from the hollow butt of the bhuj.

Cestus. This battle glove adds weights and spikes to the knuckles and the back of the hand.

Chatkcha. A triangular or three-pointed throwing blade. Traditional chatkchas are made of crystal but metal serves just as well. This weapon is favored by thri-kreen.

Clawed Gauntlet. Long, bladed claws extend from the back of the hand of this gauntlet. Club. A club is simply a heavy stick or rod used for clubbing. It is typically made of wood. Clubs come in many variations.

Crook. A staff with a large blunt hook at one end, used by shepherds to control flocks of sheep or goats.

Crossbow (any). A crossbow uses a horizontal bow attached to a wooden stock. The internal mechanism allows a bolt to be loaded and the weapon drawn, held in the firing position for much longer than a bow could be held manually. Crossbows are easier to aim and fire than traditional bows.

Crossbow, Blade Driver. The so-called “disk crossbow” resembles a crossbow except that it has no bow or string. Instead, the weapon bears a complex array of spinning gears.

In the same turn, prior to making attacks, the wielder must use a bonus action to pump the stock shuttle, spinning up the centrifugal driver. When the weapon is fired, multiple sharpened disks are dropped from the three-chamber magazine onto the spinning driver, which flings the disks at high speed. Every attack with the weapon thus expends three crossbow disks.

If your attack hits, at least one disk strikes the target and there is a chance that one or two additional disks hit as well. If your attack roll, after considering all modifiers, exceeds the target’s Armor Class by at least 2 points, a second disk hits. If the roll exceeds the target’s Armor Class by at least 4 points, a third disk hits. If one disk hits the target, the weapon’s damage is 1d4. If two hit, the weapon’s damage is 2d4. If three hit, the weapon’s damage is 3d4. If your unmodified attack roll is a 20 (a critical hit), at least 1 disk hits but you must still compare your attack roll to the target’s Armor Class to determine the weapon’s normal damage dice before doubling them.

Regardless of the number of dice, each damage roll constitutes no more than a single attack that has hit; do not double or triple the effect of poisoned ammunition, class features, or other effects that accrue per strike.

Blade driver crossbows have a built-on magazine that holds up to 30 crossbow disks. While the magazine contains any disks, the weapon is not affected by the loading property. Reloading up to 6 disks into the magazine requires an action. If fired with fewer than three disks remaining, the weapon’s damage is limited to 1d4 (for one disk loaded) or 2d4 (for two disks).

Crossbow, Heavy Double. A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each. You can fire only up to two pieces of ammunition from a double crossbow when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Crossbow, Hand. This small crossbow is light enough to be aimed and fired one-handed.

Crossbow, Hand Repeating. This hand crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon. The hand repeating crossbow’s magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action.

Crossbow, Heavy. This large crossbow has a heavy pull, often drawn with a crank or lever. It requires special training to manage and operate.

Crossbow, Heavy Repeating. This heavy crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.

The heavy repeating crossbow’s built-on magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action.

Crossbow, Light. This simple crossbow is lightweight and easy to manage.

Crossbow, Light Double. A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each. You can fire only up to two pieces of ammunition from a double crossbow when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Crossbow, Light Repeating. This light crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon. The light repeating crossbow’s built-on magazine holds up to 6 crossbow bolts. While the magazine contains any bolts, the weapon is not affected by the loading property. Reloading up to 6 bolts into the magazine requires an action. This weapon is favored by derro.

Crossbow, Pellet. This crossbow has a cupped shuttle attached to its string, used to project stones or other similar projectiles.

A pellet crossbow uses sling bullets instead of crossbow bolts for its ammunition.

Crossbow, Polybolos. The polybolos is a massive repeating crossbow fired by cranking a side-mounted windlass. The weapon is built onto a collapsible tripod or support frame.

It takes one action to place and set up the support frame, making the weapon ready to fire. The polybolos can only be set up on a stable surface but that can be a mobile surface like a wagon or howdah. The polybolos will not fire outside of its set-up state.

It takes one action to break down a polybolos, to fold its framework or support legs into a portable configuration. If the polybolos is moved without breaking down the supports, double the weapon’s weight for encumbrance purposes. Once moved, the weapon will not fire until it is set up again. A polybolos can only fire polybolos bolts, larger versions of crossbow bolts that have double the standard cost and weight. A polybolos has a built-on magazine that holds up to 12 polybolos bolts. Reloading up to 6 bolts into the top of the magazine requires an action. Loading is performed by the user or by an assistant. While the magazine contains bolts, the weapon is not affected by the loading property.

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 and have a pointed tip.

Dagger, Parrying. This category of daggers is typically used in the offhand. It incorporates a wider guard, sometimes with a basket hilt or a pair of long prongs angling away from the main blade.

Dagger, Poison. A well in the handle of this weapon is designed to hold liquid poison without it drying out; small, hidden channels connect the reservoir to various points along the blade. As a bonus action, you can depress a subtle switch on the handle and flick your wrist, forcing the stored dose of poison out of the reservoir, through the channels, and onto the blade.

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.

Dagger, Throwing. The blade and handle of this dagger are flat, without quillons or crossguard, and balanced for throwing. Because of this shape, carrying and drawing multiples of this weapon is easy. Up to 3 throwing daggers can be drawn as a single interaction with the environment (or a single action) and held in one hand. This allows characters with Extra Attack or similar class features to throw multiple throwing daggers in the same turn (using the other hand) without having to use a separate action to draw each one.

Dart. A sharp spike, about the length of a hand, weighted at one end and balanced for throwing.

Fustibalus. A long leather sling is attached to the end of this staff. The staff affectively adds length to the user’s arm, allowing the sling to be used at greater range.

The fustibalus can alternately be used as a quarterstaff. For an additional 5 gp, a fustibalus can be made as a “staff” arcane focus or a “wooden staff” druidic focus.

Flail. A short chain with a handle attached to one end and a small weight at the other end.

Flail Staff. A flail-headed chain attached to the end of a short staff.

Garrote. A garrote is a strangulation device, typically a strong length of cord or a wire with a handle on each end. It is designed to restrict a target’s intake of air and the flow of blood to its brain. A garrote can be used to make a grappling attack. This can only be attempted while you are hidden from the target or the target is otherwise prevented from using reactions, such as a round during which the target is surprised. If the initial grappling attack is successful with a garrote, the target is grappled. Further, on its next turn, the target begins suffocating. To maintain the suffocating effect, the grappler must use an action for strangulation on each of her turns. If the grappler fails to do so, the count of consecutive rounds of suffocation resets to 0. If the grapple is ever broken, by the target or by some other means, the garrote is removed from the target’s neck and the strangulation ends.

A creature can survive for a number of rounds of consecutive strangulation equal to its Constitution modifier (minimum of 1 round). During these rounds, the creature acts normally, except that it is grappled. At the start of the target’s turn following this period, it drops to 0 hit points. It cannot regain hit points until it can breathe again.

Monsters and unimportant characters that drop to 0 hit points die, or they can be left unconscious at the strangler’s option. Creatures that are normally allowed death saves take longer to kill. They automatically stabilize at 0 hit points if the strangulation stops; if the grapple is broken or the strangler stops using actions to maintain it. But if the strangulation continues, the target automatically fails each of its death saves until it dies.

Using a garrote requires two hands, both for the initial grappling attack and during the entire strangulation. A grappler using a garrote cannot initiate a pin with the grappler feat. Constructs, oozes, plants, and undead are immune to the suffocating effects of a garrote. At the DM’s discretion, certain other creatures may also be anatomically immune, perhaps by having no necks or possessing irregular circulatory systems.

Gauntlet, Armor. A metal gauntlet formed of overlapping plates, the type used with metal armors. Any suit of heavy armor or medium armor (other than hide or layered furs) comes with two of these. The parenthetical cost and weight are for buying and carrying the gauntlet separately.

Gauntlet, Spiked 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.

Any suit of heavy or medium armor with the armor spikes attachment (other than hide or layered furs) already comes with two of these. The parenthetical cost and weight are for buying and carrying the spiked gauntlet separately.

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.

Greatclub. A long, large version of a club, so big that it requires two hands to wield.

Hammer, Great. A great hammer is a large, longhafted weapon with an enormous double-sided hammer head. This weapon is so large that it requires two hands to wield.

Handaxe. A simple weapon with a small handle and a chopping blade at the end. A handaxe is suitably balanced for throwing.

Hand Razors. A series of rings, sometimes attached to one another, that fit over the fingers of one hand. Small, sharp blades are affixed to the rings. In combat, these are positioned upward, protruding from the knuckles or downward, concealed within the palm of the hand.

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.

Despite its standard range increments, a harpoon cannot be used to attack a creature that is farther away than the length of its attached rope. These special rules apply only if the harpoon is attached to such a trailing rope; otherwise treat the weapon in all ways as a javelin.

A harpoon attack that inflicts at least 5 damage binds the target. A harpooned creature is restrained except that it can still move its normal speed, provided it goes no further away from the attacker. This range can be shortened over time if the other end of the rope is attached to a winch.

A harpooned creature can use its action to make a Strength check to free itself from the weapon. The DC is 10, or the damage inflicted by the harpoon attack, whichever higher. A creature with an Intelligence of 7 or higher automatically succeeds at this check, understanding innately how to manipulate the weapon to free itself.

Alternately, the creature can attempt to pull free, dragging the weapon and rope with it. If you control the other end of the rope, this is an opposed check of Strength (Athletics). If the creature is two or more sizes larger than you, this check succeeds automatically. If the rope is tied to an object, the creature must instead try to burst the rope or drag the attached object.

Hatchet. This weapon resembles a handaxe, but with a smaller blade.

Hook. Hooks are often attached to handles to serve as tools for lifting bales of hay. They can also serve as weapons. In certain cultures, hooks are common prostheses for lost hands.

Javelin. A short, light spear balanced for throwing with significant range.

Knobkerrie. A club with a weighty head balanced for throwing.

A knobkerrie can be the subject of a shillelagh spell but, if the weapon is thrown, the spell ends before it can affect the attack or damage rolls.

Kukri. This large dagger has a heavy blade, curved slightly toward its cutting edge. The weapon is designed for chopping.

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 when you aren’t mounted.

Lance, Great. A great lance is an extra-long lance supported by a swiveling pintle mount.

The weapon is too large to use unless affixed to an exotic saddle or howdah on a Huge-size or larger creature. This weapon has a 15-foot reach. You have disadvantage when you use a great lance to attack a target within 10 feet of you.

Lance, Jousting (any). You have disadvantage when you use a jousting lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. A jousting lance has a blunt end and is made to break away on impact. A creature wearing heavy armor has resistance to damage inflicted by a jousting lance.

LONGER LANCES The following optional rules provide interesting complexities to mounted lance use.

VARIANT: UNHORSING A successful attack from a charging lancer against a mounted target has a chance to dismount the target.

To unseat another rider, a lance user must ride at least 20 feet in a direct line toward the target, doing so during the same turn and immediately prior to attacking with a lance. The attacker’s mount must also be larger in size than the enemy rider. (It does not need to be larger than the enemy mount.)

If the lance attack is successful, the enemy rider must make a Strength saving throw against a DC of 10, or the damage inflicted by the attack, whichever is higher. A rider using a military saddle has advantage on this saving throw. A rider with an exotic strap saddle succeeds automatically. If the check fails, the enemy rider falls to the ground suffering 1d6 falling damage and landing prone in a place determined by the DM. A flying rider instead takes damage based on its actual falling distance. An underwater rider sinks to the ground but does not take falling damage.

If two characters are jousting one another in a formal event, rather than during the confusion of combat, both riders roll their lance attacks simultaneously. It is possible that both riders fall under such circumstances.

VARIANT: MOUNT SIZES

The standard lance sizes are meant for use with Large mounts like horses. Using a combat lance or a jousting lance one-handed from the back of a Medium size creature (like a mastiff) applies disadvantage to the weapon’s attack rolls. The size and bulk of the combat lance and jousting lance make them too unwieldy to use effectively from the back of such a small mount. This penalty does not apply if the lancer is wielding a light combat lance or light jousting lance.

Lasso. A lasso is a knotted loop of rope used to entangle foes at short range.

A Large or smaller creature hit by a lasso suffers no damage but is restrained until it is freed. A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within reach on a success. A creature with an Intelligence of 7 or higher automatically succeeds at this check, knowing innately how to slip out of the tightened loop.

Alternately, the rope can be burst with a DC 17 Strength check or severed by dealing 2 slashing damage to it (AC 10). These options end the effect and permanently shorten the rope.

While you hold the other end of the rope to a restrained target, you can use the rules for shoving a creature (Player’s Handbook, page 195) to pull the creature 5 feet towards you (instead of pushing it away) or to knock it prone. If mounted and using a saddle, you can use your mount’s characteristics when making these checks.

Making a lasso out of the end of a rope shortens the rope’s effective overall length by 10 feet. A lasso cannot attack at a range longer than the rope’s remaining length. Because it is not a weapon, it does not add your proficiency bonus when making attacks. When you use your action, bonus action, or reaction to lasso a target, you can make only one attack regardless of the number of attacks you can normally make. This does not apply to attacks on an already-restrained target when invoking the rules for shoving a creature, described above.

Light Hammer. This lightweight hammer has a long handle to increase the power of its swings.

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.

Longbow, Composite. Composite bows are built with a composite of materials, each with various degrees of flexibility. They have exceptionally strong draws.

You can add your Strength modifier to damage rolls with a composite bow, instead of your Dexterity modifier. (But continue to use your Dexterity modifier for rolls to hit.)

Mace. A mace is a simple weapon, a blunt weight at the end of a handle. The head sometimes bears flanges or knobs to decorate the weapon or intensify its impacts.

Mace, Heavy. This weapon has a longer handle and heavier head than the normal mace.

Mace, Liturgical. This mace has a large, hollow reservoir for holding holy water. The head of the weapon contains dozens of holes that are normally covered by an internal bladder. When the mace strikes a target, the impact jars and compresses the internal bladder, exposing the holes and dousing the target with liquid.

If filled with holy water, the liturgical mace inflicts an additional 1d6 radiant damage against a fiend or undead. If filled with defoliant, the liturgical mace inflicts an additional 1d6 acid damage against a plant creature. A single flask of holy water or defoliant provides enough liquid to fill the mace, allowing the weapon to be used twice before it is empty. The internal components of the liturgical mace are too delicate to survive loading it with any harsh or volatile alchemies like acid and alchemist’s fire, or with poisons of any kind.

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.

Maulaxe. This heavy-hafted weapon boasts a double-headed combination of an axe blade facing one direction and a large hammer head facing the other.

Morningstar. A wood-handled clubbing weapon with a heavy, spiked weight at one end. Net. A net is mesh of interconnected lines designed to entrap targets.

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Net, Barbed. This net has dozens of razor-sharp spikes attached at various points.

The weapon functions as a net except that it also inflicts 1d3 piercing damage each time the restrained creature makes a check to free itself. Another creature can attempt to free the restrained target without inflicting damage.

Pick, Light. A pick consists of a handle with a perpendicular spike affixed across one end. Some picks have two such spikes, set parallel to one another. The pointed spikes of picks are ideal for punching through thin armor.

Pick, Footman’s War. This heavy pick is simply designed and cheaply manufactured for infantry use.

Pick, Horseman’s War. This double-spiked pick has an extra-long handle, suitable for use from horseback.

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.

System Change: The weapon on the chart is modified from its original form as a monster weapon to include the disarming, reach, tripping, and twohanded weapon properties. This is done to bring 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, Boarding Gaff. A long pole with one or more hooks at the end. This weapon is often used in ship-to-ship boarding actions.

When hooked to the top of a wall or gunnel no more than 15 feet above the wielder, the pole can be climbed like a rope.

Polearm, Glaive. A single-edged blade mounted on a long haft. The blade curves over at the tip to increase the cutting area.

Polearm, Gythka. A short-length polearm with a slashing blade at either end. Traditional gythka blades are made of crystal, but metal is equally effective. This weapon is favored by thri-kreen.

Polearm, Halberd. A polearm topped with an irregular head, forming a chopping surface and a piercing point.

Polearm, Pike. And extremely long spear-like weapon used primarily in formation fighting. Quadrens. This resembles a dagger except that in the place of a blade, four long, parallel spikes protrude from each corner of a square crosspiece. Quarterstaff. A quarterstaff is a long, straight stick, about as long as a Medium humanoid is tall, or even longer. Quarterstaffs can be banded with iron or made with other metals, but they are traditionally wooden.

Ritiik. This spear has a forward-facing hook, just below the spear head.

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.

Once per turn, you can use this weapon to attempt a sapping attack if you have not made (and will not make) a sneak attack that turn. This can only be attempted while you are hidden from the target or the target is otherwise prevented from using reactions, such as during a round in which the target is surprised.

If the sapping attack succeeds and the target is not reduced to 0 hit points, roll 2d6 to calculate a sapping number. If you have the Sneak Attack class feature, roll your Sneak Attack dice and add the result to your sapping number. If the number generated is equal to or higher than the target’s remaining hit points, the target gains the unconscious condition. Otherwise, the sapping roll has no effect. (Constructs, oozes, plants, and undead are immune to sapping.)

A sapped creature regains consciousness after 1d4 hours or when it is healed for at least 1 hit point. At the DM’s discretion, other effects can also relieve this unconsciousness.

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 tube to grasp the handle, located at the end near the blade. The tube protects the user’s forearm, allowing the wielder to block and quickly retaliate with a slash of the razorsharp blade.

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 is built onto an articulated arm piece that extends all the way up the arm and over the shoulder. It takes two actions to strap into an extended scissor or to take it off. When employing the defensive property, the wielder gains the benefit of having two defensive weapons. (This benefit is not cumulative with another defensive weapon.) When the extended scissor is strapped on, it cannot be disarmed.

Scourge. This short, multi-lash whip is the sort used for administering punishments. It is more intimidating than effective when used as a weapon. Any creature wearing armor (or with natural armor) has resistance to the damage inflicted by this weapon.

Scythe. A two-handed implement with a curled handle and a large, perpendicular, sickle-like blade.

Shortbow. A common weapon in most cultures, this consists of a springy stock or haft, bent into a bow shape by a shorter string connected to both ends. Holding the middle of the bow and pulling the string back increases the weapon’s tension; when the string is released, the recoil can rapidly project a missile attached to the string, pushing it past the bow. A shortbow has a shorter length relative to a longbow, better suited for mounted use.

Shortbow, Composite. Composite bows are built with a composite of materials, each with various degrees of flexibility. They have exceptionally strong draws.

You can add your Strength modifier to damage rolls with a composite bow, instead of your Dexterity modifier. (But continue to use your Dexterity modifier for rolls to hit.)

Shortbow, Pellet. The strings of this doublestrung shortbow connect at their centers with a cloth or leather cup. The cup seats its projectiles during the draw.

A pellet bow uses sling bullets instead of arrows for its ammunition.

Sickle. An agricultural tool with a hooked blade, used for harvesting plants.

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 firing. The weapon’s ammunition is flung from the pouch as one end of the thong is released.

Slungshot. A short length of rope tied to a round weight at one end. The weapon can be swung quite forcefully, and a proficient wielder can make attacks with it from unexpected angles.

A slungshot has a loop at the other end that can be attached to (or detached from) the wielder’s wrist with an action. If the slungshot is so attached, it cannot be disarmed.

Spear. A long-hafted weapon with a simple point affixed to one end.

Spear, Short Hooked. The backward-facing hook on this short-hafted spear is designed for tripping opponents.

System Change: The weapon on the chart is modified from its original form as a monster weapon to include the finesse and tripping weapon properties. This is done 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.

Spiked Chain. The spiked chain has various sharp protrusions at strategic points along its length. It is designed to entangle foes.

System Change: The weapon on the chart is modified from its original form as a monster weapon to include the disarming, heavy, reach, and tripping weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.

Tlincalli are par-ticularly skilled with this weapon and can use it to exceptional effect (Volo’s Guide to Monsters, page 193).

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 at the end of a long blade. A crosspieced usually separates blade and handle, protecting the wielder’s hand. The “longsword” is a quintessential version, the weapon to which most other swords are compared in their descriptions and functions.

Sword, Bastard Sword. This weapon is a cross between the longsword and the greatsword. The additional length makes the weapon useful to wield from horseback.

Sword, Broadsword. This weapon resembles a longsword but with a shorter handle and a wider, heavier blade.

Sword, Claymore. This weapon closely resembles a greatsword. The weapon has a heavier blade and it’s cross-guards are forward-angled with capped with round balls or quatrefoils. This configuration facilitates some techniques and maneuvers unique to the weapon.

Sword, Cutlass. A cutlass is a heavy chopping sword favored by sailors. It has a basket or cupped hilt that protects the wearer’s hand in battle.

Sword, Epee (Small Sword). This small, fast weapon is an evolution of the rapier. It’s lighter weight and elegant basket hilt make the sword ideal for dueling.

Sword, Estoc. A long-bladed sword that tapers to a narrow, dramatic point. This weapon is used primarily for thrusting.

Sword, Falchion. This weapon resembles a broadsword in function, but it has a heavier, slightly curved blade.

Sword, Falcata. The falcata is a larger version of the kukri. Its blade curves slightly forward and is wider at the end, providing greater chopping momentum.

Sword, Flamberge. This version of the greatsword has a wavy blade, sometimes with sharp protrusions along its length.

Sword, Gladius. This simple weapon is used primarily for thrusting, like a heavier version of the shortsword. Its weight is also suitable for heavy slashing attacks.

Sword, Greatsword. A large sword so big that it requires two hands to wield.

Sword, Khopesh. The blade of this sword curves into backward-facing sickle shape for the top half of its length.

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 it to be wielded two-handed.

Sword, Maca. The maca is a heavy wooden sword. Sharp pieces of obsidian, shark teeth, or other natural materials line the cutting edges.

System Change: The weapon on the chart is modified from its original form as a monster weapon to include the alternate (B), ersatz, deadly, heavy, and wounding weapon properties. This is done to bring the weapon in line with the capabilities available to player characters.

Reavers, the foot soldiers of the Crushing Wave cult, are particularly skilled with 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.

Sword, Saber. A curved, elegant sword with a basket hilt to protect the wielder’s hand. The curved blade makes the weapon excellent for fighting from horseback, where a straight blade might be more likely to catch in a body and be pulled from the wielder’s grip as she rides past.

Sword, Scimitar. A light, curved sword, excellent for cavalry use.

Sword, Shortsword. This weapon looks like a heavy dagger with a longer blade. The weapon is made primarily for short, vicious thrusts.

Sword, Shotel. The blade of this sword curves dramatically forward into a large hook. The weapon resembles an over-sized sickle.

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.

Sword, Talwar. This weapon resembles a scimitar, except that it has an elongated blade. In some versions, the blade widens near the tip for greater momentum when swinging.

Sword, Tegha. This large scimitar was designed for use as an executioner’s weapon. It must be wielded with two hands.

Stake, Wooden. This weapon is a short, sturdy wooden stick sharpened at one end. The other end is typically flat, suitable for hammering into the ground or into the heart of a resting vampire.

Stiletto. This long, thin blade is designed to slip between the plates of armor or the links of chain mail.

Tail Spikes. This is a ring that straps onto a creature’s tail and locks into place. The ring boasts an array of spikes and can be whipped about to great effect.

This device is only usable by creatures with long, articulate tails. Applicable player character races include lizard folk, tabaxi, tiefling, and any others as determined by the DM. A creature armed with tail spikes may attack with them using a bonus action as though armed with a light off-hand weapon. Do not add your ability modifier to damage when attacking with tail spikes, even if you have a trait or feature that would otherwise allow you to add the modifier to offhand attacks.

Tongi. A hafted weapon like a battle axe, but in place of a blade, the weapon has a fanning crescent of spikes.

Trident. A spear with three parallel prongs.

System Change: The weapon on the chart is modified from its original form to include the disarming weapon property. This is to distinguish the heavier, more expensive martial weapon from its simple cousin, the spear.

Trident, Greater. A longer version of the trident, its prongs are wider and are often bladed as well as being sharp-tipped.

Trombash. A trombash has a large, curved blade, bigger than a dagger, some with additional prongs. Its function is ceremonial as well as martial.

Waraxe. This weapon resembles a large battle axe. It has an impressive head with two opposite axe blades.

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.

Weighted Knuckles. Weighted knuckles consist of a set of connected rings. Sometimes the rings are connected to a handle, but typically they are just connected to each other in a row. Worn over the fingers, this device protects the wearer’s knuckles when punching and adds tremendous impact to such attacks.

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.

Whip, Basic. This leather whip is too long to be functional with the weighty additives that enhance a normal combat whip.

A basic whip is still useful in battle, providing a 15-foot reach rather than the normal 10. And in a pinch, a basic whip can substitute for a 15-foot rope. Creatures wearing armor (or with natural armor) have resistance to the damage inflicted by a basic whip. Because of the time required to draw back the entire length for another swing, you can attack only once with this weapon when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make. Stowing a basic whip is a timely process of coiling, taking an action and requiring both hands.

Yklwa. This short spear has a broad head of chipped stone or obsidian. The head is up to 18 inches long and sharp along its entire length. Because of its large head, the weapon is not sufficiently balanced to throw at the same range as a normal spear.

A steel-headed version of this weapon loses the ersatz property and costs 4 gp.

System Change: The weapon on the chart is modified from its original form to include the ersatz weapon property. This is to reflect the weapon’s commonly-primitive composition (as described in the source material) and to balance its cost against similar one-handed martial weapons.

Modern Weapons

Name Cost Damage Weight Properties
Simple Melee Weapons
Baton, expandable 15 gp 1d6 bludgeoning 2 lb. Covert, finesse, light This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton can't be used as a weapon and it gives the conceal property. Extending or collapsing the baton is a free action.
Baton, metal 10 gp 1d6 bludgeoning 2 lb. Finesse, light
Baton, stun 20 gp 1d4 lightning 1 lb. Finesse, light, special A stun baton has 5 charges. When you hit a creature with a stun baton, you can expend one charge. The target must make a Constitution saving throw (DC 10) or be paralyzed until the start of your next turn. The stun baton must be recharged using one battery after expending the last charge.
Ketch-All pole 10 gp 8 lb. Reach, special Ketch-All Pole. A Large or smaller creature hit by a ketch-all pole is restrained until it is freed. A ketch-all pole 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. When you use an action, bonus action, or reaction to attack with a ketch-all pole, you can make only one attack regardless of the number of attacks you can normally make.
Pocket knife 3 gp 1d4 piercing 1 lb. Covert, finesse, light, thrown (range 20/60)
Simple Ranged Weapons
Dart gun 150 gp Special 3 lb. Ammunition (range 40/120), reload 1 This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide.
Pistol, light 200 gp 2d6 piercing 3 lb. Ammunition (range 60/180), light, reload 12
Pistol, pocket 250 gp 2d4 piercing 1 lb. Ammunition (range 20/60), covert, light, reload 7
Revolver 250 gp 2d8 piercing 2 lb. Ammunition (range 50/150), reload 6 Since the character must insert every bullet one by one, reloading this weapon takes an action.
Rifle, hunting 500 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 1, two-handed
Shotgun, double-barrel 500 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 2, two-handed
Taser gun 100 gp Special 2 lb. Ammunition (range 15/35), special A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots.
Martial Ranged Weapons
Grenade launcher 750 gp Special 12 lb. Ammunition (range 40/120), heavy, reload 6, two-handed This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs.
Light machinegun 750 gp 2d10 piercing 20 lb. Ammunition (range 100/300), autofire, heavy, reload 120, two-handed
Machine pistol 350 gp 2d6 piercing 3 lb. Ammunition (range 60/180), burst fire, light, reload 20
Pistol, heavy 300 gp 2d8 piercing 3 lb. Ammunition (range 60/180), reload 7
Rifle, sniper 650 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 8, two-handed
Rifle, assault 600 gp 2d8 piercing 8 lb. Ammunition (range 100/300), burst fire, reload 30, two-handed
Shotgun, tactical 550 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 6, two-handed
Submachine gun 500 gp 2d8 piercing 6 lb. Ammunition (range 80/240), burst fire, reload 30, two-handed

Explosive Devices

Item Cost Weight
Flashbang 40 gp 1 lb.
Fragmentation 50 gp 1 lb.
Plastic explosive 50 gp 1 lb.
Smoke 25 gp 1 lb.
Tear Gas 40 gp 1 lb.
Thermite 40 gp 1 lb.
White Phosphorus 50 gp 1 lb.

Explosive Devices

Some of the explosives can be bought as a grenade or a planted explosive, giving them particular properties depending on how it’s used.

Grenades

When using a grenade, it’s considered a martial ranged weapon (range 30/60).

If a grenade requires a saving throw, the DC is 8 + your Dexterity modifier + your proficiency bonus. Tear gas grenades use its own DC.

Planted Explosives

You need a detonator for each explosive you use. The saving throw DC for planted explosives is 12.

Flashbang

A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud “bang” without causing permanent injury.

Grenade. As an action, a character can throw a flashbang at a point. Each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of your next turn.

Fragmentation

This explosives are designed to disperse lethal fragments on detonation. The body is generally made of a hard synthetic material or steel, which will provide some fragmentation as shards and splinters.

Grenade. As an action, a character can throw a grenade at a point. Each creature within 20 feet of the point must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Planted. When it's activated, each creature within 20 feet of the point must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.

Plastic Explosive

Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. It can be cut, formed, wrapped, and combined with others of its type.

Planted. Each creature within 5 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures.

You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). In addition, when you combine two or more units, you can change the burst radius to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it).

Smoke

Smoke grenades are used as ground-to-ground or ground-toair signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke grenade you can also select the color of the smoke.

Grenade. As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Tear Gas

Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, difficulty breathing, pain in the eyes, and temporary blindness.

Grenade. As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw or be incapacitated (DC 15). A creature wearing a gas mask automatically succeeds the saving throw.

Thermite

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the thermite is set.

Planted. Each creature that ends its turn in the same space of the thermite must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. It last for 1 minute and it provides bright light for a 5-foot radius and dim light for an additional 5 feet while burning. It deals double damage against objects and structures.

White Phosphorus

White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius.

Grenade. As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a heavily obscured area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw taking 1d6 fire damage on a failed save, or half as much damage on a successful one (DC 15).

Gear

Item Cost Weight Description
Firearms Accessories
Combined module 550 gp 1 lb.
Concealed holster 5 gp 1/2 lb.

help keep a weapon out of sight. In most cases, this is a shoulder holster or a waistband holster. While the weapon remains in the holster, it gains the covert property. A character can carry up to three concealed holsters (two shoulder holsters and one waistband holster). |

Deployable Bipod 100 gp 1 lb.
Laser sight 500 gp 1/2 lb. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. You can use a bonus action to turn the laser on or off.
Laser sight, infrared 600 gp 1/2 lb.
Speed loader 2 gp 1/2 lb.
Scope, x2 100 gp 1/2 lb. +50% to maximum range
Scope, x4 200 gp 1/2 lb. +100% to maximum range
Scope, x8 400 gp 1 lb. +200% to maximum range
Scope, thermal 1,000 gp 2 lb. The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This is considered a x4 scope and you can use it both in darkness and through light.
Suppressor 200 gp 1 lb. When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 20 feet from the weapon can still hear the gunshot, but not necessarily where it's originated. You can use your action to add or remove the suppressor from the weapon.
Tactical flashlight 10 gp 1/2 lb. While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. You can use a bonus action to turn the flashlight on or off.
Ammunition
Pistol bullets (20) 2 gp 1/2 lb.
Rifle bullets (20) 3 gp 1 lb.
Shotgun shells (20) 3 gp 1 lb.
Light machinegun bullets (20) 4 gp 1 lb.
Special ammunition
Acid (10) +100 gp
Breaching shotgun shells (10) +5 gp
Cold (10) +100 gp
Fire (10) +100 gp
Holy (10) +100 gp
Silvered (10) +100 gp
XREP shotgun shells (10) +50 gp
Detonators
Remote detonator, radio 20 gp
Remote detonator, wired 15 gp
Timed 5 gp
Trigger, pressure 10 gp
Trigger, proximity 15 gp
Trigger, trip 5 gp

Firearms Accessories

Most of the firearms can be equipped with one or more accessories to improve them. Every accessory has a weapon compatibility, showing which accessories are available for each firearm.

Combined Module. The Combined Module is a multifunctional gadget that combines a laser sight and a tactical flashlight. You can use a bonus action to toggle between the laser sight and the tactical flashlight. You can also use a bonus action to turn it off.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm.

While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet.

Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a laser sight or a tactical flashlight.

Concealed Holster. A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster or a waistband holster. While the weapon remains in the holster, it gains the covert property. A character can carry up to three concealed holsters (two shoulder holsters and one waistband holster)

Weapon compatibility: Dart guns, pistols, revolvers and Taser guns.

Deployable Bipod. Bipods are commonly used on weapons to provide a forward rest and reduce motion. They are also seen on other long-barreled weapons, such as sniper rifles. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability.

You must use your action to deploy or retract the bipod. While you have the bipod deployed, you gain advantage when shooting over 100 feet. To deploy a bipod you must be prone or in a stable shooting position. If you have the bipod deployed and shooting from the hip, you have disadvantage on the attack rolls.

Weapon compatibility: Rifles and light machineguns.

Laser Sight. This gadget is a small laser placed on a handgun or a rifle and aligned to emit a visible beam parallel to the barrel to assist in shooting. The laser color can be red or green.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. You can use a bonus action to turn the laser on or off.

Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a combined module or a tactical flashlight.

Laser Sight, Infrared. This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm if you are wearing infrared goggles. You can use a bonus action to turn the laser on or off.

Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a combined module or a tactical flashlight.

Scope. Scopes are used to increase the normal range of a weapon, allowing the user to shoot farther without having disadvantage on targeting. Depending on the scope you add to the weapon, you increase the normal range in a specific amount, as shown on the following table.

Scope Range Increment
x2 50%
x4 100%
x8 200%

Weapon compatibility: light machineguns, rifles, shotguns and submachine guns. You can only add one scope to a weapon.

Scope, Thermal. The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This is considered a x4 scope and you can use it both in darkness and through light.

Weapon compatibility: light machineguns, rifles, shotguns and submachine guns. You can only add one scope to a weapon.

Speed Loader. A speed loader holds 6 bullets in a ring, in a position that mirrors the chambers in a revolver cylinder, allowing the character to insert all bullets at once. Using a speed loader you can reload a revolver using a bonus action. You can use an action to put 6 bullets in an empty speed loader for future uses.

Weapon compatibility: Revolvers.

Suppressor. A suppressor is a device attached to or part of the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 20 feet from the weapon can still hear the gunshot, but not necessarily where it's originated. You can use your action to add or remove the suppressor from the weapon.

Weapon compatibility: Pistols, rifles, shotguns and submachine guns.

Tactical Flashlight. While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. You can use a bonus action to turn the flashlight on or off.

Weapon compatibility: Pistols, rifles, shotguns and submachine guns. You cannot add it to a weapon that already has a combined module or a laser sight (normal or infrared).

Special Ammunition

Each of these projectiles carries a load of some chemical (or alchemical) material inside, such as white phosphorus (fire) or ultraviolet fluid (holy). When it hits a target, the projectile's shatters, releasing the material directly onto the target. When you hit a creature with an acid, cold or fire ammunition, you deal an extra 1d4 damage. The damage type depends on the type of the ammunition. When you hit a fiend or undead creature with a holy ammunition you deal an extra 1d6 radiant damage instead.

Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or by flying on at lethal speed through the door, as traditional buckshot can. Each one of this shells deals double damage to doors.

Silvered ammunition follows the same rules detailed in the chapter 5 of the Player's Handbook.

XREP shotgun shells are a long-range wireless electroshock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn.

Detonators

Every planted explosive needs a detonator, and it can be detonated manually, automatically or after a determined time depending on the detonator used.

Remote Detonator, Radio. As an action, you can detonate the explosive remotely if you are within 3,000 feet from it.

Remote Detonator, Wired. As an action, you can detonate the explosive remotely if you are within 1,000 feet from it. Timed. When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated.

Trigger, Pressure. A planted explosive with a pressure trigger will explode when a creature stands on the detonator.

Trigger, Proximity. When your arm a planted explosive with a proximity trigger detonator, it explodes when a creature moves in the burst area. When planting the explosive, you can reduce the detection radius to a minimum of 5 feet of the explosive.

Trigger, Trip. The explosive is connected to a 20 feet trip wire, and when a creature pass through the wire, the explosive detonates. A creature can make a Wisdom (Perception) check to detect the wire (DC 12).

Tools

A tool helps you to do something you couldn't otherwise do. Here are new modern tools you can use.

Tools

Item Cost Weight Description
Engineering kit 50 gp 8 lb. This kit includes a soldering gun, wires, clips, wire cutters and various diagnostic tools. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to repair electrical devices and to disarm planted explosives.
Forensics kit 50 gp 8 lb. This kit includes bindle paper, sterile swabs, distilled water, evidence seals/tape, footwear casting materials, personal protective equipment, test tubes and various other tools for collecting evidence at crime scenes without contaminating it. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to investigate any area or body considered as a crime scene.
Hacking tools 80 gp 6 lb. This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices such as automatic port scanning, banner grabbing, footprinting, SQL Injection, web application vulnerability search, DDoS tools and data sniffing. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. You might need a computer, a smartphone or a tablet to use some elements of this kit.
Mechanic tools 50 gp 8 lb. This kit includes basic tools for repairing cars and motorcycles.
Spy kit 100 gp 12 lb. This kit includes items such as camera detectors, sound amplifier, small cameras and microphones, noise generators, frequency and cell phone detectors and tracers. You might need a computer, a smartphone or a tablet to use some elements of this kit.