Name Cost Damage Weight Properties Description add_circle_outline
Simple Melee Weapons
Club 1 Sp 1d4 Bludgeoning 2 Lighthelp
Dagger 2 Gp 1d4 Piercing 1 Finessehelp , Lighthelp , Thrownhelp
Greatclub 2 Sp 1d8 Bludgeoning 10 Two-Handedhelp
Handaxe 5 Gp 1d6 Slashing 2 Lighthelp , Thrownhelp
Javelin 5 Sp 1d6 Piercing 2 Thrownhelp
Light hammer 2 Gp 1d4 Bludgeoning 2 Lighthelp , Thrownhelp
Mace 5 Gp 1d6 Bludgeoning 4
Quarterstaff 2 Sp 1d6 Bludgeoning
1d8 Bludgeoning
4 Versatilehelp
Sickle 1 Gp 1d4 Slashing 0 Lighthelp
Spear 1 Gp 1d6 Piercing
1d8 Piercing
3 Thrownhelp , Versatilehelp
Saplite Dagger +1 300 Gp 1d4 Piercing 1 Finessehelp , Lighthelp , Thrownhelp Magicalhelp
+1 to initiative, attack rolls, and damage
The Staff 10,000 Gp 1d8 Bludgeoning
1d10 Bludgeoning
2d12 Elemental
4 Versatilehelp Magicalhelp
Speak command word to change the elemental damage type to: Cold, Fire, Force, Lightning, or Thunder
Staff of Good Luck 101-500 gp 1d6 Bludgeoning
1d8 Bludgeoning
4 Versatilehelp Magicalhelp
Provides +1 to all skill checks
Mace of Disruption 3,000 Gp 1d6 Bludgeoning
2d6 Radiant
Magicalhelp
Arcturus – The Staff of Stars 50001- gp 1d6 Bludgeoning
1d8 Bludgeoning
(within 150 feet of another tooth) 1d4
2 Finessehelp , Lighthelp , Versatilehelp Magicalhelp
Once per day, the wielder may cast Lightning Leaps (DC 14).
Butterfly Knife - Cobalt +1 800 Gp 1d6 Piercing 1 Finessehelp , Lighthelp Magicalhelp
This silver handled butterfly knife has a refined cobalt blade. Every time the knife is opened, the blade shows a different color. As a bonus action, the wielder can showfully flip the knife closed and open in order to change the color. When the wielder hits on their attack, the knife deals normal damage plus an additional effect based on the color of the blade.

Distractingly Dazzling Don Armor: Once per day, as a bonus action, you twirl the knife and pose. Everyone who can see you must make a DC 16 Charisma Saving Throw. On a failed save they are stunned and time is slowed to watch you. Your arcane servants dress you in armor like a magical girl.

See Invisibility: While wielding the knife, you see invisible creatures and objects as if they were ghostly and translucent.; you suffer no ill effects when targeting an invisible creature.

Roll a d6 for color and a d6 for effect on each hit
1. White
1. Target teleports 10ft to the left.
2. Fog erupts from the wound in a 20ft radius sphere around the target is now heavily obscured.
3. For next minute, you can teleport up to 20’ as bonus action
4. Every creature within 20ft radius is pushed 10ft away from the target
5. You heals 2d10 HP
6. You become invisible for 1 minute.
2. Blue
1. You and target create 2 illusory duplicates each. Attacks have dis-adv. If missed, it causes one of the illusions to disappear.
2. A modron appears within 5 feet for one minute.
3. The target is trapped in a glass sphere that shrinks down to the size of a marble. As long as the marble stays in tack, the target remains inside. The target does not age and does not need food or water. The marble has an AC of 17 and 3hp.
4. The wound explodes with arcane glitter. Everyone within a 10 foot radius must make a DC 14 dexterity saving throw. On a failed save, they are under the effect of the faerie fire spell for 1 minute
5. One randomly-chosen non-magical item in the target’s possession that weighs 1 pound or less is duplicated
6. Everyone in 30ft becomes invisible for 1 minute or till atk/cast.
3. Green
1. Mushrooms spontaneously sprout all over the target.
2. 1d6 flumphs appear for 1 minute in 60’; scared
3. A vine sprouts from the wound and wraps around the target before digging into the ground, anchoring the target. The target is restrained for until your next turn.
4. The target shrinks by 1 size category for 1 minute. The target also has disadvantage on Strength checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
5. A Swarm of Rats erupt from the wound. They are under your control and act on your initiative.
6. You and everything you are wearing become camouflage; as long as you stay still, you are invisible for 1 hour.
4. Red
1. The target is cursed For the next hour, the target is under the effects of the Hex spell. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. The target has disadvantage on Charisma ability checks.
2. The creature must succeed on a Constitution saving throw, or take 2d4 necrotic damage at the beginning of each of its turns for the duration. If the target succeeds, they take half as much damage and the effect ceases immediately.
3. The target bleeds excessively, taking an additional 1d6 Piercing damage.
4. The dagger sounds like a screeching violin as it stabs. Everyone in a 10ft radius makes a DC 14 WIS saving throw or cannot make reactions until the start of your next turn.
5. If the target dies in the next minute, they come back per reincarnate.
6. The target becomes invisible as an illusion of them exploding in blood and viscera takes their place.
5. Yellow
1. All creatures within a 15ft radius are vulnerable to piercing dmg, 1 min.
2. The target spends the rest of the round in a daze. They see a close loved one of the target as if using the scrying spell. They cannot make a reaction until their next turn.
3. An angel and demon version of the target appear on their shoulders. The target is confused and cannot take a reaction until his next turn. All attacks against the target have advantage until his next turn.
4. You gains Spectral shield, gaining +2 AC for the next minute.
5. Radiant light erupts from the dagger, blinding the target until the start of your next turn.
6. Everyone in 30ft can see invisible creatures and objects as if they were visible.
6. Black
1. Target takes 1d10 necrotic dmg and you heal that amount.
2. If you die in the next minute, they come back per reincarnate.
3. You increase by 1 size category for 1 minute. You also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deals 1d4 extra damage.
4. 3d6 random gems appear within 5ft of the target, worth 50gp each
5. A puddle of grease appears where you are standing, with a 10-foot radius. Everyone within 10 feet of you, except for you, must make a DC 14 DEX save or fall prone.
6. Target becomes permanently invisible. For the first hour, they are incorporeal and cannot interact with objects. A 4th level dispel magic will stop this effect.
Quarterstaff +1 300 Gp 1d6 Bludgeoning
1d8 Bludgeoning
4 Versatilehelp Magicalhelp
Dagger +1 300 Gp 1d4 Piercing Finessehelp , Lighthelp , Thrownhelp Magicalhelp
Dagger +2 501-5000 gp 1d4 Piercing Finessehelp , Lighthelp , Thrownhelp Magicalhelp
Mace +2 501-5000 gp 1d6 Bludgeoning Magicalhelp
Simple Ranged Weapons
Light Crossbow 25 Gp 1d8 Piercing 5 Ammunitionhelp , Loadinghelp , Rangehelp , Two-Handedhelp
Dart 5 Gp 1d4 Piercing 0.25 Finessehelp , Thrownhelp
Shortbow 25 Gp 1d6 Piercing 2 Ammunitionhelp , Rangehelp , Two-Handedhelp
Blunderbuss 50 Gp 1d8 Piercing 5 Ammunitionhelp , Loadinghelp , Rangehelp , Two-Handedhelp
The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip.
Arquebus 75 Gp 1d8 Piercing 7 Ammunitionhelp , Heavyhelp , Loadinghelp , Rangehelp , Two-Handedhelp
A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock.
Caliver 150 Gp 1d10 Piercing 9 Ammunitionhelp , Heavyhelp , Loadinghelp , Rangehelp , Two-Handedhelp
Essentially half-way between a musket and an arquebus, a caliver has a higher bore and heavier barrel than the arquebus, but is otherwise identical in design.
Martial Melee Weapons
Battleaxe 10 Gp 1d8 Slashing
1d10 Slashing
4 Versatilehelp
Flail 10 Gp 1d8 Bludgeoning 2
Glaive 20 Gp 1d10 Slashing 6 Heavyhelp , Rangehelp , Two-Handedhelp
Greataxe 30 Gp 1d12 Slashing 7 Heavyhelp , Two-Handedhelp
Greatsword 50 Gp 2d6 Slashing 6 Heavyhelp , Two-Handedhelp
Halberd 20 Gp 1d10 Slashing 6 Heavyhelp , Reachhelp , Two-Handedhelp
Lance 10 Gp 1d12 Piercing 6 Rangehelp , Reachhelp , Specialhelp
Longsword 15 Gp 1d8 Slashing
1d10 Slashing
3 Versatilehelp
Maul 10 Gp 2d6 Bludgeoning 10 Heavyhelp , Two-Handedhelp
Morningstar 15 Gp 1d8 Piercing 4
Pike 5 Gp 1d10 Piercing 18 Heavyhelp , Reachhelp , Two-Handedhelp
Rapier 25 Gp 1d8 Piercing 2 Finessehelp
Scimitar 25 Gp 1d6 Slashing 3 Finessehelp , Lighthelp
Shortsword 10 Gp 1d6 Piercing 2 Finessehelp , Lighthelp
Trident 5 Gp 1d6 Piercing
1d8 Piercing
4 Thrownhelp , Versatilehelp
War pick 5 Gp 1d8 Piercing 2
Warhammer 15 Gp 1d8 Bludgeoning
1d10 Bludgeoning
2 Versatilehelp
Whip 2 Gp 1d4 Slashing 3 Finessehelp , Reachhelp
Warhammer +1 300 Gp 1d8 Bludgeoning
1d10 Bludgeoning
2 Versatilehelp Magicalhelp
Talon +1 300 Gp 1d8 Slashing
1d10 Slashing
3 Versatilehelp Magicalhelp
Shortsword +2 501-5000 gp 1d6 Piercing 2 Finessehelp , Lighthelp Magicalhelp
Giant Slayer Scimitar +3 6,000 Gp 1d6 Slashing
+1 vs Giants Slashing
3 Finessehelp , Lighthelp Magicalhelp
+3 bonus to attack and damage rolls made with this weapon (+4 vs. Giants)
Necrotic Longsword +1 300 Gp 1d8 Slashing
1d10 Slashing
+2d8 Necrotic
3 Versatilehelp Magicalhelp
Farbane +3 5001-50000 gp 1d8 Bludgeoning
1d10 Bludgeoning
2 Versatilehelp Magicalhelp
+3 to aberrations. Once per day you may deal extra weapon dice of damage.
Spiked Shield 7,000 Gp 1d6 Piercing 6 Magicalhelp
As a bonus action you may make an attack with this shield or make an opposed athletic check to push a creature back 10 feet.
Frozen Deflector 350 Gp 1d6 Slashing
1d4 Cold
3 Finessehelp , Lighthelp Magicalhelp
Scimitar that has Turquoise inlay and a Turquoise pommel.
Gemini – The Hammer of Truth 50001- gp 1d8 Bludgeoning
1d10 Bludgeoning
(within 150 feet of another tooth) 1d4
5 Versatilehelp Magicalhelp
Polished Long Sword 300 Gp 1d8 Slashing
1d10 Slashing
1d6 Radiant
Finessehelp , Lighthelp , Pact Weaponhelp Magicalhelp
Long sword cries out to the warlock that wields it.
Longsword +2 501-5000 gp 1d8 Slashing
1d10 Slashing
Versatilehelp Magicalhelp
Rapier +2 501-5000 gp 1d8 Piercing Finessehelp Magicalhelp
Martial Ranged Weapons
Blowgun 10 Gp 1 Piercing 1 Ammunitionhelp , Loadinghelp , Rangehelp
Hand Crossbow 75 Gp 1d6 Piercing 3 Ammunitionhelp , Lighthelp , Loadinghelp , Rangehelp
Heavy Crossbow 50 Gp 1d10 Piercing 18 Ammunitionhelp , Heavyhelp , Loadinghelp , Rangehelp , Two-Handedhelp
Longbow 50 Gp 1d8 Piercing 2 Ammunitionhelp , Heavyhelp , Rangehelp , Two-Handedhelp
Net 1 Gp 0 3 Specialhelp , Thrownhelp
Pistol 250 Gp 1d10 Piercing 3 Ammunitionhelp , Lighthelp , Loadinghelp , Rangehelp
The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft.

Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs.
Musket 500 Gp 1d12 Piercing 15 Ammunitionhelp , Heavyhelp , Loadinghelp , Rangehelp , Two-Handedhelp
A marskman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms.
Handgunne 750 Gp 3d6 Bludgeoning 15 Ammunitionhelp , Heavyhelp , Rangehelp , Two-Handedhelp
he most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole.
Grax's Firestarter 1,200 Gp 1d8 Piercing
1d6 Fire
2 Piercing
2 Ammunitionhelp , Heavyhelp , Rangehelp , Two-Handedhelp Magicalhelp
Flaming +2 Bow with extra critical die (triple dice, not double)
Scorpius – The Reaper of Lies 50001- gp 1d10 Piercing
(within 150 feet of another tooth) 1d4
1 Ammunitionhelp , Lighthelp , Loadinghelp , Rangehelp Magicalhelp
Once per day, the wielder may cast Dominate Person (DC 15)
< ⚅