| 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)
|