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Bio-Chakram

Bio-Chakram

(Special)

Bio-chakrams are sharp-edged discs designed to return to the wielder’s hand when thrown. All bio-chakrams come equipped with the biometric weapon augment. When you make a ranged attack with the bio-chakram, it returns to your hand whether the attack hits or misses and regardless of what space you are in.

Bolas

Bolas

On each end of this sturdy cord is a weighted metal ball. A creature hit by a ranged weapon attack using bolas takes damage and makes a Dexterity saving throw against maneuver DC or is grappled. On a critical hit, a creature that fails its save is both grappled and knocked prone.

Boomerang

Boomerang

(Aboriginal)There are many forms of boomerang. This club has the thrown property (range 100/300), and cannot be used as a melee weapon. A boomerang designed to flush out or distract prey goes a shorter distance (range 50/150), but on a miss it returns to the location it was thrown from at the end of the turn.

Chakram

Chakram

(Indian) This circular, bladed throwing weapon uses the statistics of a

Combat Knife

Combat Knife

These simple, mass-manufactured duranium blades are sturdy and practical, often carried by military forces as a backup weapon.

Energy Crossbow

Energy Crossbow

(Medium Caster; Plasma)

 This primitive-looking weapon fires condensed bolts of energy at the target. It has excellent range, and packs quite a punch.

(Reload 10 Shots)

Geared slingshot

Geared slingshot

Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.

Improvised Weapon

Improvised Weapon

Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. At the Narrator’s discretion, an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon.

Net

Net

A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage.

Netcaster

Netcaster

(Special)

Netcasters fire cartridges that break apart mid-flight, deploying a net made of sturdy carbon fiber. A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by ranged attack made with a netcaster is restrained until it is freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 15 hit points, and is immune to bludgeoning, poison, and psychic damage.

Quickbow

Quickbow

This gauntlet fits over the wrist, binding tightly with cords of leather, and one side of it is adorned with a winged silver contraption that has a taut wire connected on the ends and set perpendicular to the bracer. When you take the Attack action using this weapon, you may choose to attack with disadvantage until the start of your next turn to make two additional ranged weapon attacks.

Ratcheting crossbow

Ratcheting crossbow

This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts, or be constructed smaller (with statistics like a hand crossbow).

Revolver

Revolver

When a revolver is loaded, it holds up to 6 bullets. The revolver only needs to be loaded after all of its ammunition has been fired. Loading a revolver (which holds 6 bullets) requires an action. A revolver can be used to make one ranged attack per bullet loaded into it.

Ring blade

Ring blade

This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. It costs only 1 exertion point to use the Ricochet combat maneuver with this weapon. In addition, when you throw this weapon, you may make the attack with disadvantage, and on a hit it returns to your hand.

Rungu

Rungu

(Zambian) This club has the thrown property (range 30/150).

Shotgun

Shotgun

When this weapon is used to make an attack roll with advantage, the attack becomes a critical hit if both d20 rolls would result in a hit. When this weapon is used to make an attack roll with disadvantage and only one attack roll would result in a hit, you instead deal 1d4 piercing damage (adding no bonuses to damage from ability score modifiers or enchantments)

Shuriken

Shuriken

(Japanese) This weapon uses the statistics of a

Slingstaff

Slingstaff

(Halfling) This weapon can be used as a

Spear-thrower

Spear-thrower

A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range.

Stonebow

Stonebow

(Dwarven) This weapon functions as a

Sword pistol

Sword pistol

When this weapon is used to hit a target with a melee weapon attack, you can use your reaction to fire the gun in the handle, gaining a 1d6 expertise die on an immediate ranged weapon attack against the same target.

Tomahawk

Tomahawk

(Native American) A tomahawk uses the statistics of a