Item |
Cost |
Damage |
Weight |
Special |
Blowgun |
10 gp |
1 piercing |
1 lb. |
Ammunition (25/100), loading |
Blowgun, greater |
15 gp |
1 piercing |
2 lb. |
Ammunition (30/120), loading, special |
Bolas |
4 gp |
- |
2 lb. |
Finesse, special, thrown (20/60) |
Boomerang |
1 gp |
1d4 bludgeoning |
2 lb. |
Finesse, special, thrown (20/60) |
Chatkcha |
2 gp |
1d6 slashing |
1 lb. |
Finesse, thrown (30/120) |
Crossbow, blade driver |
300 gp |
1d4, 2d4, or 3d4 slashing |
19 lb. |
Ammunition (50/200), loading, special, two-handed |
Crossbow, hand |
75 gp |
1d6 piercing |
3 lb. |
Ammunition (30/120), light, loading, natatorial |
Crossbow, repeating hand |
375 gp |
1d6 piercing |
4 lb. |
Ammunition (15/60), light, loading, natatorial, special |
Crossbow, heavy |
50 gp |
1d10 piercing |
18 lb. |
Ammunition (100/400), heavy, loading, natatorial, two-handed |
Crossbow, double heavy |
100 gp |
1d10 piercing |
22 lb. |
Ammunition (75/300), heavy, loading, natatorial, special, two-handed |
Crossbow, repeating heavy |
250 gp |
1d10 piercing |
20 lb. |
Ammunition (50/200), heavy, loading, natatorial, special, two-handed |
Crossbow, polybolos |
550 gp |
2d8 piercing |
48 lb. |
Ammunition (150/600), loading, natatorial, special, two-handed |
Longbow |
50 gp |
1d8 piercing |
2 lb. |
Ammunition (150/600), heavy, two-handed |
Longbow, composite |
125 gp |
1d8 piercing |
3 lb. |
Ammunition (180/720), heavy, special, two-handed |
Net |
1 gp |
- |
3 lb. |
Natatorial, special, thrown (5/15) |
Net, barbed |
10 gp |
- |
3 lb. |
Natatorial, special, thrown (5/15) |
Descriptions
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’s pipe is long and thick enough to use as a breathing tube, allowing you 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, a boomerang returns to the thrower if the attack misses; it lands on the ground within 10 feet of the thrower, at a location of the Dungeon Master’s choosing.
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.
Crossbow, Blade Driver Heavy. The so-called “disk crossbow” resembles a standard crossbow except that it has no bow or string. Instead, the weapon bears a complex array of pulleys and spinning gears, either exposed or enclosed within the device.
This weapon cannot be fired unless it is primed, its centrifugal driver spun up to a sufficient speed. Priming a blade driver requires a bonus action, after which the weapon remains primed until the end of the wielder’s turn.
When 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 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, Double Heavy. A double crossbow has two separate bows, one positioned above the other. Separate triggers fire a bolt individually from each.
This weapon functions as a normal crossbow with the loading property except that it can be pre-loaded with two crossbow bolts using an action. Once, after the weapon has been pre-loaded, you can ignore the restrictions of the loading weapon property until both shots have been fired.
Crossbow, Hand. This small crossbow is light enough to be aimed and fired one-handed.
Crossbow, Heavy. A heavy version of the crossbow with a stronger draw power and a heavier stock to support the added strain. It is often drawn with a crank or sturdy lever which requires special training to operate safely.
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 surface can be mobile 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.
Crossbow, Repeating Hand. This hand crossbow has a built-on magazine that holds multiple crossbow bolts, facilitating quick loading of the weapon.
The hand repeating crossbow’s built-in 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, Repeating Heavy. 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.
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.)
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.