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Expanded Weapons

Weapons
Simple Weapons Simple Ranged Weapons
NAME COST DAMAGE WEIGHT PROPERTIES NAME COST DAMAGE WEIGHT PROPERTIES
1d4 concealed, light, Ammunition, Range
Brass Knuckle 1 gp 1 lb
bludgeoning unarmed Crossbow 25 gp 1d8 piercing 5lb (100/400ft.), loading,
finesse, two-handed
1d4
Club 1 sp 2 lbs anti-armor, light
bludgeoning concealed, finesse,
Dart 5 cp 1d4 piercing 1/4 lb light, projectile,
concealed, thrown(20/60)
Dagger 2 gp 1d4 piercing 1 lbs finesse, light,
thrown(20/60) Ammunition,
Shortbow 25 gp 1d6 piercing 10 lb Range(80/320ft.),
1d8 anti-armor, two Finesse, Two Handed
Greatclub 2 sp 10 lb
bludgeoning handed
1d6 Ammunition, range
climb, light, Sling 1 sp -
Hand Axe 5 gp 1d6 slashing 2 lb bludgeoning (30/120ft.)
thrown(20/60)

Javelin 5 sp 1d6 piercing 2 lb thrown (30/120)

1d4 anti-armor, light,


Light Hammer 2 gp 2 lbs
bludgeoning thrown(20/60)

1d6 anti-armor,
Mace 5 gp 4 lbs
bludgeoning versatile(1d8)

1d4 illuminated, two-


Lanternstaff 2 sp 4 lbs
bludgeoning handed

brutal, light,
Lash 1 gp 1d4 slashing 1 lb
finesse

1d6 versatile(1d8),
Quarterstaff 2 sp 4 lbs
bludgeoning trip

Pick, Ice 5 sp 1d6 piercing 2 lb climbing, light

brace, reach, two-


Sharp Stake 5 sp 1d4 piercing 3 lb
handed

1d6 anti-armor,
Studded Club 5 sp 2 lbs
bludgeoning switch(piercing)

anti-armor,
1d8
Sledgehammer 5 gp 10 lbs heavy, siege, two
bludgeoning
handed

Sickle 1 gp 1d4 slashing 2 lb disarm, light

brace,
Short Spear 1 gp 1d6 piercing 3 lb thrown(20/60),
versatile(1d8)

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Martial Weapons Martial Weapons
NAME COST DAMAGE WEIGHT PROPERTIES NAME COST DAMAGE WEIGHT PROPERTIES
concealed, light, Katar 25 gp 1d6 piercing 2 lb finesse, light
Arm Blade 10 gp 1d4 pierce 1lb
finesse, unarmed
Khopesh 25 gp 2d4 slashing 2 lb keen, disarm, trip
Battle Axe 10 gp 1d8 slashing 4lb brutal, versatile
disarm, grapple,
climbing, concealed, Kusarigami 30 gp 1d4 slashing 2 lb finesse, light, reach,
Battle Claw 10 gp 1d4 slashing 1lb
grappling, unarmed technique(1d6)

Battle concealed, finesse, reach, heavy,


10 gp 1d4 slashing 1lb 1d12
Gauntlets unarmed Lance 40 gp 6 lb knockback,
piercing
mounted
2d4 heavy, knockback,
Battle Ram 50 gp 4lb
bludgeoning two-handed, siege brace, reach, two-
Long Spear 50 gp 1d8 piercing 6 lb handed,
disarm, finesse, thrown(20/60)
1d6
Battle Staff 20 gp 5lb reach, two handed,
bludgeoning
trip keen,
Longsword 10 gp 1d8 slashing 3 lb
versatile(1d10)
aerodynamic(2d4),
1d4
Boomerang 5 gp 1lb finesse, 2d6 anti-armor, heavy,
bludgeoning Maul 50 gp 10 lb
thrown(60/120ft.) bludgeoning two handed

aerodynamic(2d4), Morning anti-armor, brutal,


10 gp 1d8 piercing 4 lb
Chakram 10 gp 1d4 slashing 1 lb keen, light, finesse, Star switch (slashing)
thrown (30/60)
disarm, finesse,
1d6
Dual Chain dual blade, finesse, Nunchuck 10 gp 2 lb light,
50 gp 1d4 slashing 10 lb bludgeoning
Staff reach, two handed, technique(1d8)

dual blade brace, dual blade, 1d10 heavy, reach, two


50 gp 1d4 piercing 10 lb Pike 5 gp 18 lb
Spear reach, two handed piercing handed

dual blade dual blade, keen, finesse,


100 gp 1d6 slashing 15 lb Rapier 25 gp 1d6 piercing 2 lb
Sword finesse, two handed technique(1d8)

1d8 anti-armor, brutal, disarm, finesse,


Flail 20 gp 2 lb Sai 25 gp 1d6 piercing 3 lb
bludgeoning versatile(1d10) light

1d10 brace, keen, reach, Scimitar 25 gp 1d6 slashing 3 lb finesse, light


Glaive 20 gp 6 lb
slashing heavy, two handed
Shortsword 10 gp 1d6 piercing 2 lb finesse, light
1d12 brutal, heavy, two-
Greataxe 30 gp 7 lb
slashing hand disarm, reach,
Spiked
10 gp 1d8 slashing 3 lb grappling,
Chain
brutal, anti-armor, switch(piercing)
2d6 heavy,
Greatmace 40 gp 6 lb
bludgeoning switch(piercing), anti-armor, heavy,
Studded 1d10
two-hand 10gp 2 lbs switch(piercing),
Greatlub bludgeoning
versatile(2d6)
disarm, keen, heavy,
Greatscythe 50 gp 2d4 slashing 10 lb
hook, trip, two hand aquatic, disarm,
reach,
keen, heavy, two- Trident 5 gp 1d6 piercing 4 lb
Greatsword 50 gp 2d6 piercing 6 lb thrown(20/60),
handed versatile(1d8)

1d10 brace, hook, reach, Warpick 5 gp 1d8 piercing 2 lb brutal, versatile


Halberd 20 gp 6 lb
slashing two handed
1d8 anti-armor,
Heavy 1d6 light, knockback, Warhammer 15 gp 3 lb
20 gp 4lb bludgeoning versatile(1d10)
Gauntlets bludgeoning siege, unarmed
disarm, finesse,
keen, light, Whip 2 gp 1d4 slashing 3 lb
Katana 50 gp 1d6 slashing 5lb reach, grappling
versatile(1d8)

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Martial Ranged Weapons Martial Ranged Weapons
NAME COST DAMAGE WEIGHT PROPERTIES NAME COST DAMAGE WEIGHT PROPERTIES
1d4 Range (15/60ft.), ammunition,
Bola 1 gp 5lb Recurve 1d8
bludgeoning thrown, restrained 75 gp 2 lb range(150/600), keen,
Bow piercing
two-handed
loading, payload,
Blowgun 10 gp 1 piercing 1 lb
range(30/120), aerodynamic (1d6),
1d4 concealed, finesse,
ammunition, Shuriken 1 gp 1/4 lb
slashing light, projectile,
explosive(300), thrown(20/60)
Cannon, range(60/120), heavy,
750 gp 3d4 piercing 30 lb
Minigun heavy draw, high ammunition,
powered, reload(1), explosive(120),
2d4
spitfire, two-handed Repeater 300 gp 10 lb range(90/180), reload
piercing
(6), spitfire, two-
ammunition, handed
explosive(300),
Cannon, range(60/120), heavy, ammunition,
750 gp 3d4 piercing 30 lb
Heavy heavy draw, high 1d10 explosive(120),
Rifle 300 gp 10 lb
powered, reload(1), piercing range(240), reload (6),
siege, two-handed two-handed

ammunition, ammunition, brutal,


explosive(120), high Rifle, dual shot,
Cannon, 1d10 1d4
300 gp 3 lb powered, quick draw, Double 300 gp 10 lb explosive(300),
Hand piercing piercing
range(60/120), light, Barrel range(90/180), reload
reload(1) (6), two-handed

ammunition, dual ammunition, brutal,


shot, heavy, heavy Rifle, 1d10 explosive(300/600),
Crossbow, 500 gp 15 lb
100 gp 1d6 piercing 20 lb draw, loading, Sniper piercing reload(1), range(300),
Double
range(100/400), Scope, two-handed
reload(1), two-handed
Ammunition, burst
ammunition, light, (2d6/1d6),
Crossbow, 2d4
75 gp 1d6 piercing 3 lb loading, Shotgun 500 gp 10 lb range(10/20), explosive
Hand piercing
range(30/120ft.) (300), reload (6), scatter
(1d4), two-handed
ammunition, heavy,
Crossbow, 1d10 heavy draw, loading, light, payload,
50 gp 18 lb Wrist 1d4
Heavy piercing range(100/400), two- 100 gp 1lb range(20/60),
Launcher piercing
handed loading(6), unarmed

ammunition, finesse,
Crossbow,
Repeating
100 gp 1d6 piercing 8 lb range (100/400ft.),
reload(4), two-handed
Arcane Weapons
NAME COST DAMAGE WEIGHT PROPERTIES
Crossbow, ammunition, light,
Repeating 300 gp 1d4 piercing 5 lb reload(4), arcane, range(120),
Caduceus 200 gp 168 damage 10 lb
Hand range(30/120) two-handed, ward

Crossbow, ammunition, heavy, Scepter 150 gp 1d6 damage 5lb arcane, versatile(1d8)
Repeating 250 gp 1d8 piercing 25 lb heavy draw, reload(4),
Heavy range(100/400) Sigil
150 gp 1d4 damage 2lb arcane, light
Baton
ammunition, heavy
Longbow 100 gp 1d8 piercing 20 lb draw, range(150/600), arcane, focus,
two-handed Staff 200 gp 1d6 damage 10 lb range(120), two-
handed
ammunition,
explosive(60), quick Wand 150 gp 1d4 damage 2 lb arcane, range(90), light
Pistol 150 gp 1d6 piercing 2 lb draw, range(60/120),
high powered, light,
reload (6)

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Weapon Properties
Aerodynamic Anti-Armor
A weapon with this property is specifically made to be When dealing damage to an opponent in heavy armor or
thrown with extreme speed and accuracy. A damage value wielding a shield, you gain a +1 bonus to hit.
in parentheses appears with the property the damage when
the weapon is thrown to make a ranged attack. Brace
When you ready your Attack action wielding this weapon,
Ammunition you can deal an additional damage die of damage against a
Each time you attack with the weapon, you expend one creature that has moved at least half its movement speed
piece of ammunition. Drawing the ammunition from a before entering within your reach.
quiver, case, or other container is part of the attack. At the
end of the battle, you can recover half your expended Additionally, whenever you make an opportunity attack
ammunition by taking a minute to search the battlefield. If against a creature that has moved at least half its movement
you use a weapon that has the ammunition property to speed before provoking your attack of opportunity, you
make a melee attack, you treat the weapon as an can add an additional damage die to the total roll.
improvised weapon.
Brutal
Arcane When you score a critical hit with a weapon attack, you
Weapons with this property can deal only one of the can reroll 1s and 2s on the weapon's damage dice. You can
following damage types: acid, cold, fire, force, lightning, only use this feature once per attack
necrotic, poison, radiant, or thunder damage.
Burst
While wielding these weapons, you must choose to use
Ranged weapons with the scatter trait can deal increased
your spellcasting modifier to make attack and damage rolls
damage to a single target within range as its complete salvo
instead. Creatures without the spellcasting ability must use
strikes its target. the extra damage is specified in the
Intelligence as their modifier
parentheses associated with this feature.
These weapons can also serve as a focus.
Climbing
This weapon ceases to function in an antimagic field.
While wielding a weapon with this property, creatures
Aquatic have advantage on Strength (Athletics) or
Dexterity(Acrobatics) to climb.
Weapons with this property do not suffer any penalities
associated with underwater combat. Even if the creature
does not possess a swimming speed.
Concealed
While wielding this weapon, you have advantage on
Dexterity (Sleight of Hand) checks to conceal it. You are
able to draw and sheathe this weapon (no action required).

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Disarm Grapple
While wielding this weapon, you have advantage on While wielding this weapon, you have advantage on
Athletics (Athletics) checks or Dexterity (Sleight of Hand) Strength (Athletic) checks whenever you substitute a
checks whenever you substitute a weapon attack for a weapon attack for a grapple.
disarm action.
Heavy
Dual Shot Small creatures have disadvantage on attack rolls with
Upon hitting a creature with a ranged weapon attack, you heavy weapons. If the weapon has the ranged property, you
are able to hit it twice. You can only add your modifier to must use Strength instead of Dexterity for your attack rolls.
the first damage roll. If you score a critical hit, you can treat
both attacks as a critical hit. This feature expends two Heavy Draw
ammunition
Ranged weapons with this property must rely on Strength
Any additional damage bonuses such as Archery fighting instead of Dexterity when determining attack rolls and
style, Sneak Attack, or Sharpshooter can only be applied damage rolls within a ranged weapon.
once per attack.
However, this feature can benefit from features such as
High Powered
Hunter's Mark that activates upon each time a creature is Weapons with this property does not suffer disadvantage
damaged. when fired in melee range.

Explosive Hook
Weapon with this property create a thunderous boom that While wielding a weapon with this property, you have
can be heard in a radius specified by the parentheses advantage on Strength (Athletics) checks when you
accompanying this feature. substitute your weapon attack to shove a creature. When
you shove a creature in this manner, you must to pull it 5ft
Dual Blade towards you instead.

When making an attack with a weapon with this property, Illuminate


you can use your bonus action to make another attack with
this weapon Weapons with this property have a special container
attached that contains fuel to act as a source of light. This
light can be treated as a protected light source such as a
keen hooded lantern and must be refueled accordingly.
When dealing damage to an unarmored creature or a
creature wearing light armor, you gain a +1 bonus to While lit, the weapon can give off a bright light in a 10ft.
damage rolls. radius and dim light an additional 10ft. For the duration,
the weapon can deal additional damage die of damage
Finesse when it hits a creature with an attack. This additional
damage counts as fire damage.
When making an attack with a finesse weapon, you use
your choice of your Strength or Dexterity modifier for the
attack and damage rolls.
Knockback
While wielding a weapon with this property, you have
Focus advantage on Strength (Athletics) checks when you
substitute your weapon attack to shove a creature.
While wielding a weapon with this property, you gain a +1
bonus to saving throws to maintain concentration Light
A light weapon is small and easy to handle, making it ideal
for use when fighting with two weapons.

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Loading Reload
Because of the time required to load this weapon, you can Your weapon can hold a certain payload of ammunition
fire only one piece of ammunition from it when you use an before needing to reload. You are able to fire your weapon
action, bonus action, or reaction to fire it, regardless of the a number of times equal to your reload value before you
number of attacks you can normally make. must spend your action or bonus action to reload this
weapon.
Mounted
A mounted weapon can be used with one hand while Restrained
mounted. A Large or smaller creature hit by a weapon with this
property is restrained until it is freed. A weapon has no
Payload effect on creatures that are form less, or creatures that are
Huge or larger. A creature can use its action to make a DC
As a bonus action, this weapon can be loaded with a
10 Strength check, freeing itself or another creature within
particular payload. This payload can include a flask of
its reach on a success. Dealing 5 slashing damage to the
poison, or a potion. Upon a hit, creatures take the weapon's
weapon (AC 10) also frees the creature without harming it,
base damage and are subject to any effects of its payload.
ending the effect and destroying the weapon. When you
Projectile use an action, bonus action, or reaction to attack with this
weapon, you can make only one attack regardless of the
Weapons with this property can be used as a projectile for a number of attacks you can normally make.
weapon with the payload. You can add the base damage of
this weapon to the payload weapon's base damage die Scatter
when you make a ranged weapon attack. When
Weapons with this property require a Dexterity saving
determining range, you use the range of the weapon with
throw equal to 8 + your Dexterity modifier + your
payload.
proficiency bonus instead of an attack roll to hit. This
Quick Draw feature can affect creatures in a cone specified by the
weapon's range.
You can draw or stow two weapons with this property
when you would normally be able to draw or stow only On a failed saving throw, creatures in range take damage
one. equal to the weapon's damage die. You can add your
Dexterity bonus to this roll. On a successful save, it takes no
Range damage.

A weapon that can be used to make a ranged attack has a When fire a weapon at its extended range, your attack
range shown in parentheses after the ammunition or deals half damage to creatures within this range threshold.
thrown property. The range lists two numbers. The first is The damage die is decreased to that in the value in
the weapon’s normal range in feet, and the second indicates parentheses. However, you can still add your Dexterity
the weapon’s maximum range. When attacking a target bonus to the total damage roll.
beyond normal range, you have disadvantage on the attack
roll. You can’t attack a target beyond the weapon’s long Scope
range. Ranged weapons with this property are equipped with a
tool to allow the user to search over long distances. While
Reach wielding this weapon, you can substitute one of your attack
This weapon adds 5 feet to your reach when you attack actions to take the Search action.
with it
When you do so, you advantage on Wisdom(Perception)
checks that rely on sight over 30ft. from you. However, you
suffer disadvantage on Wisdom(Perception) checks that
rely on sight within 30ft. of you.

Siege
Weapons with this property deal double damage against
buildings and objects.

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While wielding a weapon with trait, your hands are
Spell Strike considered free to use of hold an object.
While wielding this weapon, you can make a melee
weapon attack without suffering disadvantage. When If a creature attempts to disarm you, it must take its action
determining damage, you can choose the base damage die. to do so. When a creature attempts to disarm you, you
have advantage on Strength(Athletics) or Dexterity
Spitfire (Acrobatics) checks to resist.

Weapons with this property are able to unleash a salvo of Versatile


ammunition. You can only use this feature if the weapon is
This weapon can be used with one or two hands. A
fully loaded.
damage value in parentheses appears with the property the
When used, creatures in a line that has a 5ft. width and a damage when the weapon is used with two hands to make
length equal to your weapon's maximum range must make a melee attack.
a Dexterity saving throw equal to 8 + your Strength or
Dexterity modifier (weapon dependent) + your proficiency Ward
bonus.
While wielding weapons with this property, you gain a +1
On a failed save, creatures take damage equal to the bonus to saving throws against spell effects.
weapon's damage die + your Strength or Dexterity bonus
(weapon dependent). On a successful saving throw,
creatures take no damage. Using this features fully uses any
ammunition rounds forcing you to reload.

Switch
Weapons with this property can deal its choice of an
additional weapon type as seen in parentheses.

Technique
This weapon can be used with one or two hands. A
damage value in parentheses appears with the property the
damage when the weapon is used with one hand while the
other hand is free while making a melee attack.

Thrown
If a weapon has the thrown property, you can throw the
weapon to make a ranged attack. If the weapon is a melee
weapon, you use the same ability modifier for that attack
roll and damage roll that you would use for a melee attack
with the weapon. For example, if you throw a handaxe,
you use your Strength, but if you throw a dagger, you can
use either your Strength or your Dexterity, since the dagger
has the finesse property.

Trip
While wielding a weapon with this property, creatures
have advantage on Strength (Athletics) when it substitutes
a weapon attack to shove a creature or to knock it prone.

Two Handed
This weapon requires two hands to use.

Unarmed
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Exotic Materials
T hese materials represent special materials and
methods weapons can be crafted. Depending on its
composition, weapons gain the following effects.
Crystal
Application (all weapon's and ammunition)

Adamantine Weapons Additional Cost 500% the weapon's original value


Application (All Weapons and Ammunition) These weapons are created by the finest of crystals such as
Additional Cost 300% the weapon's original value emeralds, rubies or diamonds.
These weapons are crafted from adamantine. These Whenever you deal a critical hit, you can treat your
weapons can overcomes resistances that many constructs weapon damage roll as its maximum. Additionally, the
and golems possess against weapons not crafted of this weapon can ignore effects that negates critical damage.
metal.
This effect only applies to the weapon damage die only, not
This weapon ignore resistance to bludgeoning, piercing, additional effects such as Sneak Attack or Divine Smite.
and slashing damage from non-adamantine weapons
Additionally, when dealing a critical hit, you can add one
Deep Iron Iron
additional damage die to the total damage roll. This ability Application (melee weapons and ammunition
can stack with other feature that add additional damage to a only)
Additional Cost: 300% the weapon's original
critical hit. value

Bramblewood These weapons are especially toxic to fey.

Application (all weapon's and ammunition) This weapon ignore any resistances that Fey possess
towards bludgeoning, piercing, and slashing damage.
Additional Cost 200% the weapon's original value
When you deal a critical hit against a Fey creature, it is
These weapons are made from harden bark and vegetation poisoned until the end of its next turn.
almost comparable to steel. As a result, these weapons
acquire a thorny appearance and gain the following traits. Dragonbone
Whenever weapons containing this property deal damage, Application (all weapons and ammunition)
they can treat the damage roll as piercing for the purposes Additional Cost 1000% the weapon's original value
of overcoming resistance, taking advantage of vulnerability
or other effects associated with dealing piercing damage. These weapons can only be crafted from the remains of a
dragon itself. These weapons are known to be much
Combined stronger than even the hardest of steel.

Application (specific) While wielding this weapon, whenever you deal maximum
weapon damage, you can add the weapon damage die
Additional Cost The combined cost of both weapons. again.
These weapons provide the perfect hybrid of martial and
ranged combat. These two weapons count as the same and
Dual Ore
you can freely alternate between ranged and melee attacks Application (all weapons and ammunition)
without having to draw or stow your weapons. Additional Cost varies

You can only combine one melee weapon with one ranged These weapons are crafted with two exotic weapons
weapon. If weapons have conflicting traits, such as light gaining both of their properties. The total cost of this item
and heavy, the traits cancel each other out. is equivalent to the combined cost of both effects.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Energy Moonsteel
Application (melee weapons and ammunition Application (All Weapons and Ammunition)
only) Additional Cost: 300% the weapon's original value

Additional Cost: 500% the weapon's original value These weapons are crafted with a special metal that seems
to resonate with the moon itself. Whenever this weapon is
Energy weapons are made completely of magical force. wielded at night or in the presence of moonlight, this
These weapons deal one of the following damage types weapon gives off a a dim light in a 10ft. radius.
while retaining its other weapon properties: acid, cold, fire,
force, lightning, necrotic, psychic, radiant, or thunder. If the weapon requires ammunition, this light lasts around
the target until the end of your next turn upon hitting that
Glass creature.
Application (all weapon's and ammunition) Creatures within range of this light cannot benefit from
Additional Cost: 200% the weapon's original value being hidden or invisible.

Despite their name, glass weapons are in fact incredibly


durable as they are crafted by subterranean crystals. These
Mithril
beautiful weapons have unique ability to absorb light Application (All weapon's and Ammunition)
energy. Additional Cost: 1000% the weapon's original value

Whenever a creature wielding this weapon takes radiant These weapons are crafted from one of the rarest and
damage, it can deal an additional die of damage on its next lightest metal, mithril. These weapons gain the following
weapon attack until the end of its next turn. This additional features.
damage counts as radiant damage.
• Weapon's possessing this trait, can ignore any penalties associated

Leadstone with the heavy property.


• One handed weapon with this trait gain the light property
Application (all weapon's and ammunition) • Light weapons gain the thrown property of (30/120)ft. If a melee
weapon already possesses the thrown property, its range is
Additional Cost: 500% the weapon's original value doubled.

These weapons are crafted from one of the heaviest metal


on the material plane, leadstone. These weapons gain the
Obsidian
following features. Application (Melee Weapons Only)
Additional
Cost: 200% the weapon's original value
• Weapons without the light or heavy property gain the heavy
property
Obsidian weapons are crafted from hardened lava giving
• Weapons already with the heavy property as well as any form of
ammunition gain the ability to push a creature back 10ft. or
them a glossy, black appearance. Whenever a creature
knock a creature at most one size larger than you prone upon wielding this weapon takes fire damage, it can deal an
dealing a critical hit. additional die of damage on it next weapon weapon attack
• When a creature wielding this weapon substitutes a weapon until the end of its next turn. This additional damage
attack to shove a creature, it can make the Strength (Athletics) counts as fire damage.
check with advantage.
Organic Weapons
Application (all weapon's and ammunition)
Additional Cost same weapon value

These weapons are made by non-metal materials such as


bone, or harden plants. These weapons do not suffer from
any features that affects metal.

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Wizards of the Coast. ©Wizards of the Coast LLC.
Platinum Siege Weapons
Application (All weapons and ammunition) Application (All Weapons and Ammunition)
Additional Cost: 300% the weapon's original value Additional Cost 200% the weapon's original value

In many regards, platinum is viewed as a superior metal. Weapons with this property deal double the weapon's
However, it is extremely expensive and hard to acquire. damage against buildings and objects. Upon dealing a
critical hit against a building or structure, the weapon can
Weapons crafted by this metal can deal a critical hit on a deal triple the damage die.
19-20.

Quicksilver Silver Weapons


Application (All Weapons and Ammunition)
Application (All Weapons and Ammunition)
Additional Cost 200% the weapon's original value
Additional Cost: 300% the weapon's original value
These weapons are crafted from silver. These weapons can
These weapons are made from a rare metal found deep in overcomes resistances that many fey, shapechangers,
the Underdark. These weapons are crafted specifically to therianthorpes possess against weapons not crafted of this
hinder a creature's connection to magic. metal.
Whenever you make a weapon attack against a creature Upon dealing a critical hit against shapechangers or
that is concentrating on the spell, it suffers disadvantage on creatures with resistance from non-silvered bludgeoning,
its saving throw to maintain concentration. piercing, and slashing damage, it can add one additional
damage die to the total damage roll.
Rimesteel
If a creature is under a magical effect to maintain its form, it
Application (all weapons and ammunition)
suffers disadvantage on saving throws to maintain
Additional Cost: 200% the weapon's original value concentration on its form

Rimesteel weapons are frozen crystal only found in the Starmetal


coldest of environments. Despite its name, this material is
Application (All Weapons and Ammunition)
actually a crystal and not a metal. In the presence of
Additional Cost 1000% the weapon's original value
extreme cold, these crystals have been known to
temporarily enlarge in size. Whenever a creature wielding Starmetal weapons are extremely rare as they have only
this weapon takes cold damage, it can deal an additional die been acquired from mysterious stones that periodically fall
of damage on it next weapon weapon attack until the end from the sky.
of its next turn. This additional damage counts as cold Weapons made of this material can reroll 1s and 2s on it
damage. damage roll.

Serrated Stormsilver
Application (All Weapons and Ammunition) Application (All Weapons and Ammunition)
Additional Cost 150% the weapon's original value Additional Cost 200% the weapon's original value
These weapons are made with jagged hooks and edges to This weapon is made of an extremely conductive material
make it more intimidating and lethal. that is able to temporarily store electrical energy
Whenever weapons containing this property deal damage, Whenever a creature takes lightning damage while
they can treat the damage roll as slashing for the purposes wielding this weapon, the creature can deal an additional
of overcoming resistance, taking advantage of vulnerability damage die of lightning damage on its next weapon attack
or other effects associated with dealing slashing damage. before the end of its next turn.

11

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Sunsteel Vridium
Application (All Weapons and Ammunition) Application (All weapons and ammunition)
Additional Cost 200% the weapon's original value Additional Cost: 200% the weapon's original value
Sunsteel weapons are made a special metal that glows in
the presence of the sun. This rare weapon is made from a radioactive crystal found
deep in the Underdark.
These weapons are crafted with a special metal that seems
to resonate in the presence of the sun Whenever this Whenever a creature deals a critical hit with this weapon,
weapon is wielded at night or in the presence of sunlight, that creature is poisoned until the end of its next turn.
this weapon gives off a a bright light in a 5ft. radius and
dim light and additional 5ft..
If the weapon requires ammunition, this light lasts around
the target until the end of your next turn upon hitting a
creature
Whenever dealing a critical hit under these conditions, the
weapon can an additional damage die as radiant damage.

Thunderstone
Application (All weapons and ammunition)
Additional Cost: 200% the weapon's original value

This weapon is made of a strange porous material that is


able to harness sonic energy for a temporary period of time
that can be released in a thunderous burst.
Whenever a creature takes thunder damage while wielding
this weapon, the sword lets off a high-pitched thrum that
can be heard in a 30ft. radius. Until the end of your next
turn, when you hit a creature at most one size Larger than
you on your next weapon attack, the target must succeed a
Strength saving throw equal to 8 + your Strength modifier
+ proficiency modifier or be knocked prone.

Vileroot
Application (All weapons and ammunition)
Additional Cost: 200% the weapon's original value

This weapon is made from the roots of a toxic plant that is


able to absorb corrosive acid and sap from swamps
Whenever a creature takes acid damage while wielding this
weapon, the weapon begins to ooze with toxic sap.
Whenever a creature wielding this weapon takes acid
damage, it can deal an additional die of damage on it next
weapon weapon attack until the end of its next turn. This
additional damage counts as acid damage.

12

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credits
Cover Art: Lake Hurwitz

Special
Special Thanks
Thanks to
to the
the following
following Patrons
Patrons

Valken
Valken

Jacob S.
Jacob S.

Razi
Razi R.
R.

Tallon M.
Tallon M.

Captain
Captain Blackwood
Blackwood

Douglas B.
Douglas B.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of
Wizards of the Coast. ©Wizards of the Coast LLC.
 
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