TEXT: Revised Martial Equipment
  The weapons and armors of war
  A revised system of weapons, armor, shields and the ways to use them for 5e Dungeons and Dragons.
  1
  
  Realistic Equipment with a Fantasy Flair
  E
  quipment in this system has been
  categorized into groups, for example, axes,
  combat blades, or bows and slings. Often
  damage dice has been changed, from those
  listed in the core rules. In general, some
  effort was made for the equipment here to
  reflect those in historical use, while also
  blending fantasy concepts of using those weapons, such as
  chain swords, or boomerangs.
  Weapons are no longer classified as “simple” or “martial”
  rather all weapons can be used with varying degrees of skill
  based on the level of training a character has, either simple
  or martial training. In addition, a character can choose to
  become a master of a certain style or category of equipment.
  Armor has been made drastically lighter, and divided more
  evenly into the three categories of Light, Medium, and Heavy,
  as well as Shields, giving more variety than the simple shield.
  All weapons and shields have been given various unique
  properties to give each weapon a different combat theme and
  utility; flails can reach around shields, axes cleave through
  soft targets, rapiers are adept at precision, etc. However,
  many properties are shared among weapons and are given a
  name for simplicity on the Weapon Properties page.
  Using this system
  All proficiencies become martial training. If your class
  mentions you have proficiency in simple weapons, you use
  them at martial training. If your class or race mentions any
  weapons specifically, you use them with martial training. If
  your class mentions shields, you use all shields with martial
  training. Yes, this does mean wizards use daggers at martial
  training.
  When your character has the choice of a feat, you may
  choose to take a Weapon Group Master feat, and choose
  either one category of weapons, armor, or shields. Taking a
  Weapon Group Master feat gives you Master Training with all
  the weapons of that group.
  Becoming a master with a weapon group is a powerful feat,
  lending special attacks and abilities with the chosen weapon
  group. You may choose the Master feat for any weapon group,
  regardless of your proficiency with weapons. A Sorcerer can
  take Combat Blade Master, despite only being trained with a
  small handful of weapons.
  If your race gives you proficiency with a weapon, and your
  class gives you the same weapon proficiency, these
  proficiencies stack and you’re automatically Master training
  with the weapon. A high elven fighter, for example, can use
  longbows, shortbows, longswords, and shortswords at
  Master level, as High Elf starts with proficiency with these
  weapons, and fighter gives martial proficiency as well. This
  stacking also stacks with a class and subclass, if a weapon is
  named specifically.
  For example, College of Swords Bard gains proficiency
  with the scimitar, but since Bards in this system already have
  scimitar proficiency, they gain master training with scimitar.
  Additionally, if your class or background gives you proficiency
  with one weapon of your choice, you may choose a weapon
  you currently use with martial training to instead use with
  master training.
  You are also allowed to increase your training with a
  weapon group to martial instead of using a feat, provided you
  have the downtime and gold to pay for a trainer. For
  increasing your training with a weapon group to martial, you
  must find a training willing to teach you each day for 42 days
  (6 weeks) and will cost 1 gp per day. To increase training of a
  single weapon to master, you must be martially trained with
  it, and spend 250 days training with 1 gold per day.
  Everything is Important!
  Please read this document in its entirety (and
  perhaps several times) before using it in your in
  your campaign! There are a lot of nuanced rules,
  special notes, and sidebars for clarity that can
  perhaps be easily missed if you skim this brew.
  2
  INTRODUCTION
  
  Table of Contents
  2
  4
  5
  6
  7
  9
  11
  12
  15
  17
  19
  21
  23
  26
  28
  30
  32
  34
  36
  38
  Introduction and Best Practices
  Special Lists
  Weapon Groups
  Special Notes
  Ammunition
  Weapon Properties
  Groups
  Armor
  Shields
  Ambush Weapons
  Axes
  Bludgeons
  Bows and Slings
  Combat Blades
  Crossbows
  Dueling Blades
  Flails and Whips
  Hammers and Picks
  Polearms
  Spears
  Throwing Weapons
  Credits
  Best Practices While
  Using This System
  This system is best used with the following
  optional rules to combat:
  Attacking with the off hand does not use your
  bonus action; it is simply another attack that is
  part of your attack action
  Flanking an enemy with an ally gives advantage
  on your attack, but if you are flanked in the
  process, you lose this bonus.
  The following feats are disallowed: Blade
  Master, Crossbow Expert, Fell Handed, Flail
  Mastery, Great Weapon Master, Heavy Armor
  Master, Medium Armor Master, Polearm
  Master, Sharpshooter, Shield Master, Spear
  Mastery, Warhammer Master
  When you score a critical hit, double your dice
  damage, instead of rolling damage again.
  3
  CONTENTS
  
  Weapon Groups
  Shields
  Whether a target or tower, shields come in all shapes and
  sizes from kites to circles to teardrops to rectangles. There
  are obvious benefits to the size and shape of your shield, and
  the Master learns to use his shield to protect himself from
  even dragon's breath.
  Ambush Weapons
  Ambush weapons describe weapons not designed for
  combat, rather for ambush. They are easily hidden or
  mundane, and in the right hands can end a fight before it's
  even started. Masters in close quarters combat have learned
  to strike more vitally, taking full advantage of a surprise
  attack both from stealth and in combat.
  Axes
  Axes are typically slashing weapons that derive their force
  from weight rather than sharpness. An axe’s beard, or the
  underside of the head between the shaft, is just as effective as
  a weapon in the hands of an expert as the edge is. Mastering
  the axe means you learn to carry the weight of the head
  through soft targets and into others, and though sharply
  telegraphed, by taking a woodcutter’s stance you can swing a
  blow that can fell even the stoutest of enemies.
  Bludgeons
  Bludgeons described here are the more simple types of
  weapons that rely more on pure weight than anything else.
  Bludgeons allow for secondary effects, as getting smacked
  with a mass of metal to the head isn’t a simple matter of how
  much bruising you will have to show for it. A master with
  these brutish weapons more deftly causes stunning and
  exhaustion.
  Bows and Slings
  Our first invention, and likely the weapon the brought
  humans out of the caves and trees to the top of the food
  chain, the bow is as ancient as civilization. Bows require
  more training and skill than crossbows, but reload is part of
  the attack, making them still hold relevance in the age of
  mechanical winding or gunpowder. A master archer learns to
  place arrows as effortlessly as a master swordsman places
  his blade, and can even overdraw the shot to put more power
  into the arrow at decreased accuracy.
  Combat Blades
  Combat blades described here involve military weapons
  designed for war. Most of these weapons are long, powerful
  swords. In mastering the combat blade, you learn the
  defensive properties of the guard, as well as the best way to
  take advantage of a reflexive opening.
  Crossbows
  Crossbows take less training to operate than a bow and are
  often more powerful, but their reload time and specialized
  mechanisms keep them from making the former obsolete.
  Masters of the crossbows learn to shoot in combat without
  distraction, and can learn to punch soft targets accurately
  enough to hit targets even behind it.
  Dueling Blades
  Dueling blades describe smaller or lighter one-handed
  weapons, designed for civilian defense or judicial duels.
  These weapons deal lighter damage but have more
  specialized uses, often used with finesse. A dueling blade
  master learns to use the weapon’s speed to take advantage of
  a distraction to unleash a flurry of combo attacks.
  Flails and Whips
  Flails and whips are weapons of misdirection. They aren’t
  straightforward by design of circular momentum. The
  weapon may differ and the design not always optimal, but
  masters of flails and whips are masters of deception in
  combat itself. Masters with the flail and whip learn how to
  swing around shields, and use the chain of their weapon to
  knock prone foes unready for the attack.
  Hammers and Picks
  Hammers and picks share an anti-armor goal, and a
  concentrated force design, either by the point on a pick or
  face on a hammer. Differing from bludgeons in their
  specialization against armor and more refined technique, the
  hammer and pick are staples in any warrior needing to open
  some cans. Masters of the hammer and pick find ways to
  make the best of an advantage, and can even salvage
  something out of a disadvantageous situation.
  Polearms
  Polearms are weapons of reach, very usually an already
  existing weapon mounted on a lengthy pole. Many of these
  weapons are designed for use in standard infantries, and
  indeed, their reach and brace capabilities make them useful
  tools against opposing lines and charging cavalry. A master
  with a polearm has developed such precision with these
  hafted weapons that he can strike as a reaction even at reach
  and additionally learns to strike with the butt of the weapon
  in close quarters.
  Spears
  If a bow is as old as human civilization, a spear is as old as
  the human species. Our first tool, a feature in almost every
  military in history, and an efficiency hard matched in terms of
  production, training, and application. Masters with spears
  have mastered the lunge, and have learned such disciplined
  accuracy, they can make the smallest opportunity into a
  killing thrust.
  Throwing Weapons
  Throwing weapons allow a user to apply his strength to the
  attack and damage of the weapon. Throwing weapons are
  often paired with special abilities as well, giving them a very
  unique playstyle all on their own. In addition to the weapons
  listed below, master training with the throwing weapons
  group gives you master training with all weapons that have
  the thrown weapon feature, but not in melee. A master with
  throwing weapons has learned to curve throws around
  corners with ricochet and trajectory and can snap throw at
  any distracted enemy in an instant.
  Return to Top
  4
  WEAPON GROUPS
  
  Equipment Groups
  Group
  Equipment
  Armor
  Padded, Leather, Studded Leather, Lacquered Leather, Chain Shirt, Ring Mail, Breastplate, Banded Mail,
  Hauberk, Scale Mail, Splint, Plate
  Shields
  Buckler, Skirmish Shield, Tower Shield
  Ambush
  Weapons
  Punch Dagger, Whip Dagger, Gauntlet, Hidden Blade, Knuckle Axe, Side Baton, Unarmed Strike
  Axes
  Battle Axe, Hand Axe, Great Axe, Poleaxe, Halberd
  Bludgeons
  Great Club, Heavy Club, Light Club, Flanged Mace, Morningstar, Quarterstaff
  Bows and
  Slings
  Bladed Bow, Greatbow, Longbow, Shortbow, Sling, Wrist Shot
  Combat Blades Bastard Sword, Broadsword, Greatsword, Longsword, Scimitar, Short Glaive
  Crossbows
  Blowgun, Hand Crossbow, Heavy Crossbow, Hidden Crossbow, Light Crossbow, Mauler, Portable Ballista
  Dueling Blades Dagger, Kukri, sickle, Rapier, Shortsword, Smallsword
  Flails and
  Whips
  Heavy Flail, Light Flail, Meteor Hammer, Pole Flail, Whip, Chain Sword
  Hammers and
  Picks
  Maul, Light hammer, War hammer, Lucerne Hammer, War Pick, Light Pick
  Polearms
  Glaive, Guisarme, Halberd, Lajatang, Pike, Lucerne, Morningstar, Partisan, Pole Flail, Poleaxe, Short Glaive
  Spears
  Harpoon, Javelin, Lance, War Spear, Pike, Trident
  Throwing
  Weapons
  Bolas, Boomerang, Chakram, Dart, Net, Orc Throwing Shot, Throwing Star
  Special Notes and Lists
  To seamlessly integrate this system into 5e, the following lists
  have been prepared to aid you when the rules reference
  certain terms.
  All weapons have disadvantage while attacking
  underwater or targeting underwater enemies, and all
  ranged weapons automatically miss enemies beyond their
  normal range. Weapons in the Underwater list perform
  normally while underwater or against underwater targets.
  All weapon perks apply to that weapon only. For example,
  if you have taken Dueling Blade Master, which gives you
  advantage on damage rolls with a shortsword, you cannot
  wield a shortsword in one hand and have advantage on all
  damage rolls from other weapons or effects. The
  advantage on damage applies to the shortsword and its
  modifiers only.
  All Master feats apply to that group only. For example, if
  you have taken Combat Blade Master, which gives you
  advantage on opportunity attacks, you only have this
  advantage when using a Combat Blade to make the
  opportunity attack.
  The feat "Weapon Master" increases your training to
  master training with any four weapons of your choice.
  5
  SPECIAL LISTS
  
  Weapon
  Lists
  Simple
  Weapons
  Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Hand Crossbow, Handaxe, Heavy Club, Heavy
  Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Morningstar, Pike, Punch Dagger,
  Quarterstaff, Recurve, Shortbow, Shortsword, Sickle, Side Baton, Sling, Throwing Star
  Druid
  Weapons
  Bolas, Boomerang, Dagger, Dart, Flanged Mace, Gauntlet, Great Club, Harpoon, Heavy Club, Javelin, Knuckle Axe,
  Kukri, Lance, Light Club, Morningstar, Pike, Punch Dagger, Quarterstaff, Scimitar, Sickle, Sling, Trident, War
  Spear, Whip, Wrist Shot
  Monk
  Weapons
  All Simple Weapons, Blowgun, Broadsword, Gauntlet, Knuckle Axe, Lajatang, Meteor Hammer, Punch Dagger,
  Saber, Shortsword, Whip Dagger
  Rogue
  Weapons
  All Simple weapons, all weapons with the "Conceal" property, hand crossbows, longswords, rapiers,
  smallswords, sabers and shortswords.
  Bard
  Weapons
  All simple weapons, hand crossbows, longswords, rapiers, sabers, scimitar, shortswords, smallswords, and all
  weapons in the Throwing Weapons group.
  Finesse
  Weapons
  Bladed Bow, Chain Sword, Chakram, Dagger, Dart, Glaive, Hidden Blade, Lajatang, Light Club, Light Pick,
  Longsword, Meteor Hammer, Punch Dagger, Rapier, Saber, Scimitar, Short Glaive, Shortsword, Smallsword,
  Throwing Star, Unarmed Strike, War Spear, Whip, Whip Dagger
  Underwater
  Weapons
  Blowgun, Dagger, Gauntlet, Hand Crossbow, Heavy Crossbow, Harpoon, Hidden Blade, Lance, Light Crossbow,
  Javelin, Knuckle Axe, Mauler, Net, Pike, Punch Dagger, Shortsword, Spear, Trident, Unarmed Strikes, War Spear,
  Wrist Shot, and any weapon with the thrown property used as a ranged attack
  Amunittion Cost and Weight
  Type
  Cost
  Weight
  For Use With
  Arrow
  0.05
  0.05
  Bladed Bow, Longbow, Shortbow, Recurve
  Great Arrow
  0.1
  0.1
  Greatbow
  Bullet
  0.01
  0.5
  Sling, Wrist Shot
  Bolt
  0.05
  0.025
  Hand Crossbow, Heavy Crossbow, Light Crossbow, Mauler
  Needle
  0.01
  0.01
  Blowgun, Hidden Crossbow
  Return to Top
  6
  SPECIAL LISTS
  
  Weapon Properties
  Weapon DC
  When your enemy must make a save against your weapon
  DC, it is calculated with the following equation:
  Weapon DC = 8 + your proficiency + your strength
  modifier.
  You can substitute dexterity for strength if the weapon has
  the finesse property. If a weapon has any Magic
  enhancement, this is added to your Weapon DC.
  Conceal
  Conceal weapons are easily concealable. You have advantage
  on sleight of hand checks made to hide the weapon on your
  person. If it is discovered, some conceal weapons still require
  the searching creature makes a successful investigation
  check to identify it.
  Awkward
  This weapon requires martial training to use effectively, and if
  you only have simple training, you do not add your proficiency
  bonus while rolling an attack with this weapon.
  Brace
  You choose to hold your action to brace. On your turn, choose
  a target you can see that is at least 20 feet away from you. If
  that target moves within your weapon’s reach before your
  next turn, you can make a melee attack against it with your
  weapon as a reaction. If the attack hits, treat the attack as a
  critical hit, plus double your strength modifier.
  While bracing, if you move or are moved against your will,
  or you instead spend your reaction to do something else
  before the target moves into range, you forfeit the brace until
  your next turn. A Brace attack is not an Opportunity Attack.
  Deflect
  If struck by a melee weapon attack, you can use your reaction
  to roll your weapon’s damage plus your strength modifier,
  then subtract that total from the damage dealt to you for one
  attack. If you are dual wielding deflect weapons, you may do
  this to two attacks using the same reaction.
  Disarm
  You may only make a disarm attempt with weapons that have
  the disarm property, unless you have a feat that says
  otherwise. If your attack is successful, you can choose to deal
  no damage and force your enemy to succeed on a strength or
  dexterity saving throw against your weapon DC. On a failure,
  it drops one held object of your choice, landing at its feet. If
  the enemy is larger than you or is using a two-handed
  weapon, it makes this save with advantage. If it is smaller
  than you, it is at disadvantage.
  Disarm Mechanics
  A disarm drops the item at the target's feet. On its
  turn, the target can pick up the item using its free
  object interaction, so be sure someone else grabs
  the disarmed item before its turn!
  Double
  This weapon can make an additional attack during an attack
  action if the weapon is wielded with two hands and you are
  within 5ft of your target. The extra attack does not benefit
  from your ability modifier to damage, and the damage die for
  all attacks with the weapon if the extra attack is used is listed
  in Brackets [ ] Double attacks do not benefit from Reach.
  Entangle
  If your attack is successful, you can choose to deal no damage
  and instead apply the grappled condition to your target. To
  escape, the entangled enemy must use an action to succeed
  on an athletics or acrobatics check against your weapon DC,
  having advantage if it is larger than you.
  While the weapon is entangling a target and you are
  holding your entangling weapon, on your turn you can choose
  an attack to deal your weapon's damage equal to your
  strength modifier, without rolling an attack. You can release a
  foe from being entangled as long as you have one hand on the
  weapon. If you drop the weapon, the foe is automatically
  freed. Creatures two size categories larger than you are
  immune to being entangled.
  Finesse
  Instead of Strength, you can add Dexterity bonus to your
  attack and damage if it is higher than your Strength. This
  weapon can also be used for sneak attack.
  Heavy
  Category size Small creatures always have disadvantage
  when wielding a heavy weapon. Tiny and smaller cannot
  wield a heavy weapon.
  Light
  This weapon is small or light enough that it allows the user to
  wield it in the off hand. While dual wielding, you can make a
  single attack with your off-hand weapon as part of your attack
  action. If your attack is successful, you do not add your ability
  modifier to damage unless you have the two weapon
  fighting style.
  Lunge
  If you use an attack action, you attack a foe up to 5ft further
  than normal with all attacks for that turn, which can be
  combined with Reach. This ends with your turn and cannot
  be used as part of an Opportunity Attack. Performing a lunge
  uses your reaction.
  Melee
  Melee Weapons make a melee weapon attack to another
  creature up to 5ft away, and add strength modifier to attack
  and damage. A Melee weapon cannot be thrown as an attack
  unless it has the Thrown weapon property.
  One Handed
  A one-handed weapon requires only one hand to wield,
  leaving the off-hand open to wield another weapon, shield,
  grapple, or be used for the somatic component of a spell.
  7
  WEAPON PROPERTIES
  
  Ranged
  Ranged weapons make a ranged weapon attack using
  dexterity for attack and damage. Your ranged weapon must
  have ammunition to use with that weapon, and it is loaded
  into that weapon. Range always lists two numbers. The first
  is the weapon's normal range, and the second indicates its
  maximum range. When attacking enemies beyond the
  normal range, you have attack disadvantage for that attack.
  Reach
  This weapon adds 5 feet to your reach when you make a
  melee weapon attack, as well as for determining your reach
  for Opportunity Attacks with it. Note that if there is a creature
  between you and your enemy within reach, your enemy has
  half cover. Reach cannot be used to extend the range of a
  Double attack.
  Reload
  Some ranged weapons take time to reload, which is reflected
  as using a certain type of action to do so. More trained users
  can reload faster. Reload times in order from fastest to
  slowest are; part of attack, free object interaction,
  reaction, bonus, attack, action.
  All weapons with the reload property require two hands to
  load unless otherwise stated.
  Reload as a free object interaction means you spend 
  your free interaction reloading. This feels like a
  free reload, and in most cases it is, but in rare
  cases, for example, you are attempting to reload 
  and open a door, you will only be able to do one.
  Reloading with an attack means you take an
  attack action, and during the attack, one of your
  attacks is used to instead reload. If you have 3 
  attacks, you attack once, use an attack to reload,
  then attack again.
  If you took the attack action last turn, you always
  start your turn with your weapon loaded, even 
  if you ended your turn with it empty
  You have the choice of reloading your weapon
  with the fastest option available to you but can
  use any of the options that are slower. For
  example, a crossbow master using a light 
  crossbow is able to reload using a bonus action,
  a reaction, or a free object interaction.
  Thrown
  Thrown weapons are melee weapons which can be 
  used to make a ranged attack by throwing the 
  weapon at the enemy, using Strength for attack and
  damage, unless the weapon has finesse, in which 
  case you may use Dexterity for the attack and 
  damage. Thrown always lists two numbers. The 
  first is the weapon's normal range, and the second 
  indicates its maximum range. When attacking
  enemies beyond the normal range, you have attack
  disadvantage for that attack.
  Trip
  If your attack is successful, you can choose to deal no damage
  and your enemy must succeed on a strength or dexterity
  saving throw against your weapon DC or be knocked prone.
  Enemies 1 size category larger than you have advantage on
  this save. Enemies two size categories larger than you are
  immune to being tripped in this way.
  Two Handed
  This weapon requires two hands to wield, meaning your off
  hand cannot be used to wield another weapon, shield, or
  grapple. However, you may still use your off hand for the
  somatic component of spells.
  Versatile
  This weapon may be used with one or two hands. When used
  with two hands, the weapon will have a higher damage
  potential, as well as any other benefit from wielding a weapon
  with two hands. You may switch from two hands to one hand
  wielding the weapon
  at any time, and
  for any reason.
  Return to Top
  8
  WEAPON PROPERTIES
  
  Armor
  Light Armor
  Type
  Base AC
  Stealth Restriction
  Weight
  Gold Cost
  Padded
  11
  Disadvantage
  4
  5
  Leather
  11
  None
  5
  10
  Studded Leather
  12
  None
  6
  45
  Lacquered Leather
  13
  None
  6
  100
  Medium Armor
  Type
  Base AC
  Stealth Restriction
  Weight
  Gold Cost
  Chain Shirt
  13
  Disadvantage
  8
  50
  Ring Mail
  14
  None
  12
  100
  Breastplate
  15
  None
  10
  400
  Banded Mail
  16
  Disadvantage
  15
  750
  Heavy Armor
  Type
  Base AC
  Stealth Restriction
  Weight
  Gold Cost
  Hauberk
  14
  Disadvantage
  14
  100
  Scale Mail
  16
  Disadvantage
  18
  150
  Splint
  17
  Disadvantage
  24
  200
  Plate
  18
  Disadvantage
  34
  1500
  Light Armor
  Light armor is made from leather or other animal products,
  and is usually lighter, thinner, and less protective than the
  other armors, but also provides the most mobility and least
  restriction.
  Padded Leather made of quilted fabrics or furs. This is
  the padded jacket that many peasants and farmers would
  wear for a slight bit of protection from incidental contact
  with steel, but would not offer substantial protection from
  a direct blow.
  Leather This form of leather is usually clothing or utility
  thickness that is unhardened and offers only slightly
  better protection than raw skin. Because it is thinner than
  Padded, it is less restrictive and allows more mobility, but
  its material is usually more expensive.
  Studded Leather This leather is unhardened as well but
  has been studded with metal rivets or brackets to offer
  some resistance to metal blades. Its increased time taken
  to stud the leather and keep the same integrity adds to its
  manufacturing cost.
  Lacquered Leather This leather has been soaked in
  molten wax, boiled in water, or painted with lacquer to
  harden it as hard as modern plastics. It offers superior
  protection to other light armors without increasing
  weight, but the required technique to boil or otherwise
  harden leather without ruining it to burning it or over
  hardening to brittle adds to the cost.
  Light Armor Master
  You are able to nimbly duck and dive, but use your armor's
  light protection to cover your mistakes, deflecting blows that
  would have only barely hit you.
  Increase Dexterity score by 1 to a maximum of 20
  While you are wearing Light Armor, if you are subjected to
  an effect that allows you to make a Dexterity saving throw
  to take only half damage, you may use your reaction to
  instead take no damage if you succeed on the throw. You
  still take full damage if you fail.
  Light armor that you are wearing does not count toward
  your total encumberance
  9
  ARMOR
  
  Medium armor
  This armor is a combination of leather or animal products
  and metal. It covers less than Heavy armor using the same
  materials and usually costs less due to a lighter
  manufacturing process and less material.
  Chain Shirt This is a shirt of butted mail. It is easy to
  produce, due to less time simply twisting chain rings into
  place, rather than welding each link closed. As such, the
  chain shirt offers less protection than the hauberk but is
  lighter and more affordable.
  Ring Mail A series of closed rings stitched to a thick
  leather backing. This armor takes about as long as a
  Chain shirt to make and is similar in cost, but due to the
  combined protection of the leather backing and metal
  rings, offers greater protection than either one separately.
  Unfortunately, this combined armor is more restrictive.
  Breastplate Wearing just the breastplate of a suit of plate
  armor, this armor provides the easiest mobility of the
  medium armors and more protection than the chain shirt
  or ring mail. However, plate is expensive to make and thus
  has a greatly increased cost.
  Banded Mail The quintessential half-plate, also known as
  lorica, this armor is a series of metal ribbons banded
  together to form more complete protection. Banded mail
  is cheaper to produce than full plate, but is still quite a
  process, involving many steel plates and precise shaping.
  Medium Armor Master
  Combining the mobility of light armor, and the protection of
  heavy armor, you master movement and toughness while
  wearing medium armor.
  Increase Dexterity or Strength score by 1 to a maximum
  of 20
  Wearing medium armor doesn't impose disadvantage on
  your Dexterity (stealth) checks
  While wearing medium armor, all opportunity attacks
  against you suffer disadvantage
  Medium armor that you are wearing does not count
  toward your total encumberance
  Return to Top
  Heavy
  Heavy armor covers the most area, weighs the most, and
  costs the most, but is the most protective armor available
  without magic. Heavy armors are made almost entirely of
  metal and require extensive, professional manufacturing.
  Hauberk This is a full suit of chain armor made with
  riveted or welded rings, making the suit incredibly durable
  and protective. The Hauberk covers both sleeves and
  stops at about mid-thigh, offering near complete coverage
  at an added weight. Unfortunately, it is not silent in the
  least.
  Scale Taking chainmail and adding a scale to each ring
  gives a substantial increase to protection without much
  increase in the manufacturing process but adds quite a bit
  of weight. Scale armor is just as jingly and loud to move
  around in as the Hauberk. You must have a Strength score
  of at least 13 to wear this armor.
  Splint Splint armor, or Jack of Plates, can be described as
  the poor man’s Banded Mail. Instead of bands shaped to fit
  the wearer, a series of small, palm-sized plates and finger
  sized “splints” of metal are tied together to form a coat. It
  is cheaper to produce but is heavier, and not nearly as
  durable. You must have a Strength score of at least 13 to
  wear this armor.
  Plate The essential Knight’s armor. Plate is extremely
  difficult and costly to produce is the heaviest of the
  armors, and is not nearly as mobile as any other. However,
  no armor short of magic is more protective. All parts of
  the body are covered, even the joints and pits of the
  wearer. You must have a Strength score of at least 13 to
  wear this armor.
  Heavy Armor Master
  You are so adept at using the thick padding and stopping
  power of your armor that you absorb damage that would kill
  others.
  Increase Strength score by 1 to a maximum of 20
  All bludgeoning, piercing, and slashing damage you
  receive from non-magical sources is reduced by an
  amount equal to your Proficiency Bonus.
  Heavy armor that you are wearing only counts half its
  weight toward your total encumberance
  10
  ARMOR
  
  Shields
  Type
  AC Bonus
  Weight
  Gold Cost
  Buckler
  1
  3
  5
  Skirmish
  2
  6
  10
  Tower
  3
  20
  50
  Simple Training If you are not proficient with shields, you
  instead have simple training with shields and gain a flat +1
  shield bonus to AC, suffer disadvantage to all attack rolls and
  to all Strength and Dexterity checks.
  Shield Master
  If you take an attack action on your turn, you can use a
  bonus action to perform a shove action with your shield.
  If you aren't incapacitated, you can add your shield AC
  bonus to any dexterity saving throw you make against a
  spell or other harmful effect that targets only you.
  If you are subjected to an effect that allows you to make a
  Dexterity saving throw to take only half damage, you can
  use your reaction to take no damage if you succeed on the
  save, interposing your shield between yourself and the
  source of the effect.
  Buckler A buckler, or target shield, is a smaller sized shield
  that is strapped passively to the arm or carried in one hand.
  While it is strapped to the arm, you can use that hand to
  wield an off hand or help with a two handed weapon. The
  Master learns to use the shield's dueling ability to deflect with
  ease.
  Martial You may wield the buckler and a weapon in the
  same hand, however, you suffer -1 penalty to
  attack rolls. Your shield hand counts as open for
  somatic components if it is not wielding a
  weapon. If you are wielding nothing but the
  buckler in your shield hand, it has Deflect (d8)
  Master You no longer suffer -1 to attack for wielding a
  weapon with the buckler hand. You may add your
  proficiency to your deflect roll, and if this roll
  reduces your incoming damage to 0, you may
  immediately make an attack against your attacker
  as part of the same reaction.
  Skirmish Typically about the size of the user's torso and
  comes in a variety of shapes and overall sizes. You strap the
  shield to your forearm and grip it with your hand, or grasp it
  with a center grip, occupying your off hand. This means you
  cannot use your off hand for an attack, grapple, or a somatic
  component for a spell. A Skirmish shield is large enough to
  provide better passive protection than the buckler, while still
  providing the agility missing with a tower shield. The Master
  learns to extend this agility to even spell attacks.
  Martial You gain an additional +2AC bonus against ranged
  weapon attacks.
  Master You gain an additional +2AC bonus against ranged
  spell attacks, and your shove action deals d4 +
  strength modifer in bludgeoning damage if it is
  successful.
  Tower This massive wooden shield is nearly as tall as its
  wielder and just as wide; you more fight around it like a door
  than moving it with your body. It is essentially carrying a
  piece of mobile cover. You must have a Strength score of 13
  to wield a tower shield in combat, and while carrying one,
  you have disadvantage on stealth checks. The master
  shieldman has learned to fully cover himself, effectively giving
  the enemy no target.
  Martial You negate any flanking bonus an enemy might
  have on you. Additionally, you may use your
  reaction to gain half cover, possibly negating an
  attack, or granting you a bonus to your dexterity
  saving throw before you roll.
  Master While using the shield as cover, if you are
  subjected to an effect that allows you to make a
  dexterity saving throw, and you fail that save, you
  take only half damage.
  Return to Top
  11
  ARMOR
  
  Ambush Weapons
  Weapon
  Damage Types
  Simple Damage Martial Damage Master Damage Weight Gold Cost
  Punch Dagger
  Piercing or Slashing
  d4
  d4
  d4
  1
  1
  Whip Dagger
  Piercing
  d4
  d4
  d4
  3
  15
  Gauntlet
  Bludgeoning, Piercing, or Slashing
  d2
  d4
  Damage Scales
  1
  10
  Hidden Blade
  Piercing
  d4
  d4
  d4
  1
  50
  Knuckle Axe
  Slashing
  d4
  d6
  d6
  1
  25
  Side Baton
  Bludgeoning
  d4
  d6
  d8
  2
  10
  Unarmed Strike Bludgeoning
  d1
  d4
  Damage Scales
  0
  0
  Ambush Weapons Master
  +1 to attack with Ambush Weapons
  A successful hit to a creature that is surprised is a critical
  hit
  You may use your reaction to make a single attack against
  a creature that has missed you with a melee attack.
  Punch Dagger
  A punching blade is usually a small knife attached to a
  horizontal handle that projects out from the fist when held;
  but also describes wrist or fist mounted blades such as claws
  or daggers which extend out over the knuckles when
  equipped. A master with the punch dagger can find
  weaknesses when the enemy is distracted or moving.
  Simple One Handed, Melee, Conceal, Finesse, Light.
  Martial One Handed, Melee, Conceal, Finesse, Light
  Master One Handed, Melee, Conceal, Finesse, Light
  Master
  Perk
  You have advantage on opportunity attacks made
  with this weapon. Additionally, if this weapon is in
  your off hand, you may make an opportunity attack
  with your main hand and this weapon.
  Whip Dagger
  A dagger with a ring pommel at the end of a silk ribbon. The
  weapon can be used like a dagger in hand to attack creatures
  up to 5ft away, or swung about the end of the ribbon to attack
  creatures up to 10ft away. A master has learned the scorpion
  pull, able to impale up to 15ft away, then pull them with the
  attached ribbon.
  Simple Two Handed, Melee, Conceal, Awkward, Finesse,
  Reach
  Martial Two Handed, Melee, Conceal, Entangle, Finesse,
  Reach
  Master One Handed, Melee, Conceal, Entangle, Finesse,
  Lunge, Reach
  Master
  Perk
  On hit, your entangle deals damage, and you can
  choose to force the enemy to succeed on a
  Strength saving throw or be pulled up to 10ft
  toward you. If your enemy succeeds on the save, it
  is no longer grappled.
  12
  AMBUSH WEAPONS
  
  Gauntlet
  Any spiked or weighted glove or other means of adding
  weight, blades, or spikes, like brass knuckles, to a basic fist
  uses these statistics. Normal heavy armored gauntlets are not
  weighted enough to count as these weapons. Gauntlet
  weapons impose disadvantage on Dexterity checks that use
  hands to complete, such as picking locks or picking pockets.
  Putting on or taking off your gauntlets is an action, and they
  cannot be disarmed. A master with the gauntlet learns to
  block with their hands, perhaps even catching the enemy’s
  weapon. Your damage scales much like a monk's Martial
  Arts, according to the table below.
  This weapon can deal bludgeoning, piercing, or slashing
  damage, or any combination of the three, depending on
  design.
  Simple One Handed, Melee
  Martial One Handed, Melee
  Master One Handed, Melee, Light
  Master
  Perk
  As a reaction, you can declare that you try to catch
  the enemy's melee weapon attack. If their attack
  misses, you have advantage on your next weapon
  attack, athletics, or acrobatics check against that
  enemy, or you can elect to impose disadvantage
  on these checks your enemy makes in their next
  turn, unless they let go of their weapon.
  Hidden Blade
  The infamous hidden blade is a mechanical means to deploy
  a piercing dagger from under your wrist as part of an attack.
  While this weapon is equipped, you can count the hand it is
  equipped with as open, allowing it to wield a weapon, shield,
  grapple, or be part of a somatic component for a spell.
  However, you can’t wield a weapon or shield in this hand and
  also use the hidden blade; in such a case, the blade would
  become an inert piece of garb.
  The searching party must succeed an investigation check
  against your Weapon DC to determine what it is. This
  weapon cannot be disarmed but takes 1 minute to equip or
  remove. A hidden blade master has mastered surprise attack
  with this concealed weapon.
  Simple One Handed, Melee, Awkward, Conceal, Finesse,
  Light
  Martial One Handed, Melee, Conceal, Finesse, Light
  Master One Handed, Melee, Conceal, Finesse, Light
  Master
  Perk
  If you successfully hit a surprised creature, it takes
  maximum dice rolls from this weapon and any
  modifiers, instead of rolling for the damage.
  13
  AMBUSH WEAPONS
  
  Knuckle Axe
  Designed much like brass knuckles, but with a blade that
  sweeps back toward the forearm, either over the knuckles or
  over the side of the fist. The knuckle axe resembles an axe
  head with no handle, and either 4 finger holes or a curved
  handle to rest inside a closed fist. Masters with knuckle axes
  learn to slash through soft targets much like a real axe,
  attacking two targets at once.
  Simple One Handed, Melee, Awkward, Light
  Martial One Handed, Melee, Deflect, Light
  Master One Handed, Melee, Deflect, Light
  Master
  Perk
  When you score a critical hit, make an additional
  melee attack to another creature adjacent to you.
  This can continue as many times in a single attack
  action as you score critical hits.
  Side Baton
  Often called a Tonfa, Riot Baton, or Arm Club, the Side Baton
  is a defensive weapon designed for deflecting attacks with
  one's own forearm. It consists of a stout club with a
  perpendicular handle attached a third of the way down the
  length. In use, the Side Baton can swing out to the grip for a
  strike or thrust. A master may also flip the side baton and
  grab it by the shaft to use the handle as a hook in combat.
  Simple One Handed, Melee, Light
  Martial One Handed, Melee, Deflect, Light
  Master One Handed, Melee, Deflect, Light, Trip
  Master
  Perk
  Your deflect roll is 3d8, rather than d8, and you
  may add your proficiency to this roll
  Unarmed Strikes
  A creature with simple training can throw basic punches that
  are largely ineffective, while a creature with martial training
  can properly land punches and kicks, doing small amounts of
  damage. A master of unarmed strikes is as well trained as a
  traditional monk, though lacking the ki focus and mysticism
  the monk possesses. Your damage scales much like a monk's
  Martial Arts, according to the table below.
  Simple Unarmed, Melee
  Martial Unarmed, Melee, Finesse
  Master One Handed, Melee, Deflect, Disarm, Finesse,
  Light, Trip
  Master
  Perk
  Your unarmed strikes count as weapon attacks.
  You may use your bonus action to perform a shove
  or disarm attack.
  Proficiency
  Damage Die
  +2
  d4
  +3
  d6
  +5
  d8
  +6
  d10
  Return to Top
  Feat Synergy
  If you also have the Grappler or Tavern Brawler feat,
  you can make unarmed deflect, trip, and disarm
  attempts with unarmed attacks if you have martial
  training.
  14
  AMBUSH WEAPONS
  
  Axes
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Battle Axe Slashing
  d8
  d8 (d10)
  d10 (d12)
  4
  10
  Handaxe
  Slashing
  d6
  d6
  d6
  2
  5
  Greataxe
  Slashing
  d10
  d12
  2d8
  6
  30
  Khopesh
  Slashing or Piercing
  d8
  2d4
  2d4
  3
  10
  Poleaxe
  Bludgeoning, Piercing, Slashing
  d10
  d10
  2d6
  7
  40
  Halberd
  Piercing, Slashing
  d10
  d12
  2d6
  7
  35
  Axe Master
  +1 to attack with axes
  On your turn, when you score a critical hit or reduce a
  target to 0 hit points with an axe, you can make another
  attack as part of the same action. This effect can happen
  multiple times as long as the criteria are met.
  Before you make a melee attack, you can choose to take a
  -5 penalty to the attack roll. If the attack hits, you add +10
  to the attack's damage.
  You count as one size category larger for the purpose of
  weapon properties, such as trip or disarm.
  Battle Axe
  This is an axe about 2ft-3ft in length, with a longer beard
  designed for a wider slashing wound. This weapon is large
  enough to use with two hands for more powerful strikes, yet
  nimble enough to be used in one hand. Masters with the
  battle axe get more reliable damage out of the weapon.
  Simple
  Two Handed, Melee, Awkward
  Martial
  One Handed, Melee, Versatile, Trip
  Master
  One Handed, Melee, Versatile, Trip
  Master
  Perk
  When you score a critical hit, reroll damage if
  the dice is 1 or 2
  Handaxe
  An incredibly versatile weapon and tool, the hand axe can be
  thrown like the infamous tomahawk, or used in melee like a
  hatchet, and can be used to trip your foe. The master learns
  the ability to bind and disarm.
  Simple One Handed, Melee, Thrown (10/30)
  Martial One Handed, Melee, Thrown (20/60), Light, Trip
  Master One Handed, Melee, Thrown (20/60), Disarm,
  Light, Trip
  Master
  Perk
  You have advantage on attempts made to disarm
  enemies wielding a one handed weapons.
  15
  AXES
  
  Greataxe
  The greataxe is the classic barbarian axe but also includes
  more historical versions such as the bardiche, voulge, or
  Dane axe. The greataxe has incredible potential for damage,
  and the master greataxe wielder can fell even the stoutest of
  foes with reliability not seen in many other weapon styles.
  Simple Two Handed, Melee, Awkward, Heavy
  Martial Two Handed, Melee, Heavy
  Master Two Handed, Melee, Heavy
  Master
  Perk
  When you score a critical hit, roll the damage and
  any modifiers twice and take the most favorable
  result
  Khopesh
  This axe sword hybrid was made famous by ancient
  egyptians. It is a sword built with a large crescent shaped
  protrustion about one third from the tip, and a hooked tip,
  forming a sort of question mark shape. It acts in every way
  similarly to a battle axe, but is lighter and can more reliably
  cut with a larger surface area. A Master with the Khopesh
  has learned to use the hooked point to drag or trip enemies
  to the ground with ease.
  Simple
  One Handed, Melee, Awkward, Disarm
  Martial
  One Handed, Melee, Disarm, Trip
  Master
  One Handed, Melee, Disarm, Trip
  Master Perk Your trip attacks are made with advantage
  Poleaxe
  A Poleaxe is an infantry weapon designed for use against
  armored foes. It is characterized by an axe on one side with a
  hammer on the other, while tipped with a dagger-like spike
  from the top. It is typically on a 6ft shaft shod with iron to
  protect it from damage. Though not long enough for a reach
  weapon, its style resembles that of a quarterstaff. A master
  learns to use the weapon's iron shodding more actively,
  blocking attacks that would normally chop through the wood
  shaft.
  Simple
  Two Handed, Melee, Awkward, Heavy
  Martial
  Two Handed, Melee, Brace, Heavy
  Master
  Two Handed, Melee, Brace, Heavy, Trip
  Master Perk While wielding a poleaxe, you gain +1AC
  Halberd
  The halberd consists of an axe blade topped with a spike
  mounted on an 8ft long shaft. It always has a hook on the
  back side of the axe blade for grappling mounted combatants.
  With at least martial proficiency, a halberd can be used to
  perform a trip against mounted foes to pull them from the
  saddle to a prone position, and the master has advantage on
  this maneuver. Additionally, a master can entangle, but not
  trip, a creature up to two category sizes larger than them.
  Simple Two Handed, Melee, Awkward, Brace, Heavy
  Martial Two Handed, Melee, Brace, Heavy, Reach, Trip
  Master Two Handed, Melee, Brace, Heavy, Reach, Trip
  Master
  Perk
  Advantage on trip attacks made to mounted
  enemies and enemies up to two category sizes
  larger than the master. If you succeed against a
  mounted foe, it is automatically pulled from its
  mount to a prone position. You may entangle, but
  not trip, foes up to two sizes larger than you.
  Return to Top
  16
  AXES
  
  Bludgeons
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Greatclub
  Bludgeoning
  d8
  d8
  d10
  8
  0.2
  Heavy Club
  Bludgeoning
  d6
  d6
  d8 (d10)
  3
  0.1
  Light Club
  Bludgeoning
  d4
  d4
  d6
  2
  0.1
  Flanged Mace
  Bludgeoning and Slashing
  d6
  d6
  d8
  4
  5
  Morningstar
  Bludgeoning and Piercing
  d8
  d10
  d12 [d4]
  6
  15
  Quarterstaff
  Bludgeoning
  d6
  d8 [d6]
  d10 [d8]
  3
  0.5
  Bludgeon Master
  +1 to attacks made with Bludgeons
  When you score a critical hit, your enemy must succeed
  on a Constitution Saving Throw or be stunned until the
  end of your next round
  If you deal more damage in a single round than the
  enemy's AC, the enemy must succeed on a constitution
  saving throw or take a level of exhaustion. You may grant
  two levels of exhaustion per enemy this way.
  Greatclub
  The greatclub is simply a heavy, two-handed club, though it
  can be refined like the Japanese Tetsubo. A master of the
  greatclub can render a weapon nearly useless.
  Simple Two Handed, Melee, Heavy
  Martial Two Handed, Melee, Disarm, Heavy
  Master Two Handed, Melee, Deflect, Disarm, Heavy
  Master
  Perk
  If you are successful in a disarm attempt, the
  enemy can no longer add proficiency to attacks
  with that weapon.
  Heavy Club
  A heavy club is a one-handed mass weapon, 
  much like a bat or ball mace. A master can 
  target the head more easily, giving stuns that the 
  opponent can't shake off quite as easily.
  Simple
  One Handed, Melee
  Martial
  One Handed, Melee, Thrown
  (10/30)
  Master
  One Handed, Melee, Versatile, Thrown
  (20/40)
  Master
  Perk
  When you score a critical hit,
  your stun will last d4 rounds. 
  The enemy can repeat the
  save at the end of each round
  17
  BLUDGEONS
  
  Light Club
  A light club might be a simple sap or a metal bar, and many
  clubs designed for combat are designed to be thrown. A
  master learns to be extremely accurate with a simple
  throwing stick.
  Simple
  One Handed, Conceal, Finesse
  Martial
  One Handed, Conceal, Thrown (20/60), Finesse,
  Light
  Master
  One Handed, Conceal, Thrown (20/60), Finesse,
  Light
  Master
  Perk
  You do not suffer disadvantage when throwing
  beyond normal range
  Flanged Mace
  A mace is made up of a metal head with small bladed
  protrusions, attached to a simple wooden or metal shaft,
  designed specifically to hammer and shred armored enemies.
  This weapon deals slashing and bludgeoning damage at the
  same time, for the purpose of overcoming resistances or
  immunities. Masters with maces learn to punch through
  armor to damage those foes with ease.
  Simple One Handed, Melee
  Martial One Handed, Melee
  Master One Handed, Melee
  Master
  Perk
  Against enemies wearing heavy or medium armor,
  you may roll damage twice and take the most
  favoriable result, and also add your strength
  modifier to damage twice
  Morningstar
  This is an infantry weapon in the form of a thick wooden
  shaft up to 8 feet in length, slightly fluted toward the top, with
  a spiked head and topped with a stout iron spike. This
  weapon deals piercing and bludgeoning damage at the same
  time, for the purpose of overcoming resistances or
  immunities. A master with a morning star can absolutely ruin
  armor, rendering it less effective for its wearer.
  Simple Two Handed, Melee
  Martial Two Handed, Melee, Brace, Reach
  Master Two Handed, Melee, Brace, Reach, Double [d4]
  Master
  Perk
  When you score a critical hit against an enemy,
  you reduce the enemy’s AC by an amount equal to
  your Strength modifier.
  Quarterstaff
  The simple staff is a useful double ended bludgeoning
  weapon, whether shod and weighted like the English
  quarterstaff, or simply made of strong bamboo, like the
  Japanese bo. A master learns to to strike with both ends so
  quickly and efficiently that they appear to be one strike.
  Simple Two Handed, Melee
  Martial Two Handed, Melee, Double [d6]
  Master Two Handed, Melee, Double [d6]
  Master
  Perk
  While using the Double property, you may add
  your ability modifier to damage, and you may use
  the Double property when you make an
  Opportunity Attack.
  Return to Top
  18
  BLUDGEONS
  
  Bows and Slings
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Bladed Bow
  Piercing or Slashing
  d8
  d6, d8
  [d6], d8
  5
  100
  Greatbow
  Piercing
  d10
  d10
  d12
  5
  75
  Longbow
  Piercing
  d8
  d8
  d10
  2
  50
  Recurve
  Piercing
  d8
  2d4
  2d4
  2
  150
  Shortbow
  Piercing
  d6
  d6
  d8
  2
  25
  Sling
  Bludgeoning
  d4
  d4
  d6
  0
  0.1
  Wrist Shot
  Bludgeoning or Slashing
  d4
  d6
  d6
  1
  5
  Bow and Sling Master
  Attacking at long range doesn't impose disadvantage on
  your ranged weapon attacks rolls.
  Your attacks ignore half and three quarters cover
  You can overdraw your shot, making the shot less
  accurate, but more powerful. Before you make a ranged
  attack with a ranged weapon with which you are
  proficient, you can choose to take a -5 penalty to the attack
  roll. If you do so and the attack hits, it deals +10 damage.
  Bladed Blow
  A bladed bow has two curved blades affixed to its limbs.
  Though not nearly as stout as a quarterstaff due to the
  flexibility of the bow itself, it is nonetheless an easy way to
  protect yourself when the enemy closes. The bladed bow is
  very specialized and requires dedicated training to be
  anything but clumsy. In the hands of a master, the bladed bow
  is as dangerous as a dual wielder.
  Simple Two Handed, Ranged (100/500), Awkward, Heavy
  Martial Two Handed, Ranged (d8) (120/600), Melee,
  Finesse, Heavy
  Master Two Handed, Ranged (d8) (120/600), Melee,
  Double [d6], Finesse, Heavy
  Master
  Perk
  You can seamlessly make ranged or melee weapon
  attacks without needing to spend an action to
  switch weapons, and you may add your ability
  modifier in damage to attacks made with Double
  property
  Greatbow
  A greatbow is a bow much taller and stouter than the
  longbow, and fires specialized great arrows that are similar in
  size to a javelin. Due to its size, javelins and ballista bolts can
  be used as ammunition, but with disadvantage on the attack.
  Greatbow masters have learned to overdraw the stout
  poundage, sending enemies flying back. You must have a
  Strength score of at least 13 to wield a Greatbow.
  Simple Two Handed, Ranged (100/500), Awkward, Heavy
  Martial Two Handed, Ranged (200/800), Heavy
  Master Two Handed, Ranged (200/800), Heavy
  Master
  Perk
  When you score a critical hit, your enemy must
  succeed on a strength saving throw or be shoved
  5ft in a straight line away from you and knocked
  prone. Large creatures have advantage on this
  save, and larger creatures are immune. Creatures
  that are flying have disadvantage on this save.
  19
  BOWS AND SLINGS
  
  Longbow
  A longbow has a larger power stroke than a shortbow,
  meaning the arrow is drawn further and has a higher draw
  weight. This, combined with the larger size, usually 5ft-6ft
  long, mean the bow is much more powerful, but perhaps a bit
  more cumbersome in close combat and atop a mount. A
  master with a longbow has learned to steady his aim and
  ignore all distractions impeding accuracy.
  Simple Two Handed, Ranged (100/500), Awkward, Heavy
  Martial Two Handed, Ranged (120/600), Heavy
  Master Two Handed, Ranged (120/600), Heavy
  Master
  Perk
  If you have disadvantage for any reason, you can
  use your reaction to attempt a concentration
  check against DC10 or half your target's AC,
  whichever is higher. If you succeed, your
  disadvantage is negated.
  Recurve
  A recurve bow is usually shorter, in the 3ft-4ft range, but has
  a greater power stroke than a bow of its size. Due to the
  shorter overall size but higher draw, the master can quickly
  target close enemies without detriment.
  Simple Two Handed, Ranged (100/500)
  Martial Two Handed, Ranged (120/600)
  Master Two Handed, Ranged (120/600)
  Master
  Perk
  You do not have disadvantage when shooting at
  enemies who are within 5ft of you. Note you still
  have disadvantage when shooting at any other
  target while an enemy is adjacent to you.
  Shortbow
  A short bow is about 3 feet in length and usually very
  portable. It is more suited to close combat, as its smaller size
  lends itself to agile movement and quick targeting on either
  side of the body.
  Simple
  Two Handed, Ranged (60/240)
  Martial
  Two Handed, Ranged (80/320)
  Master
  Two Handed, Ranged (80/320)
  Master
  Perk
  You threaten 5ft squares around you as if you
  had a melee weapon.
  Sling
  A sling is a simple leather cup with cords that allow the user
  to launch rounded bullets with circular momentum. One of
  the oldest range weapons known, it is both simple and
  effective at delivering a crushing blow at medium range. You
  can use rounded stones or small bits of anything that can fit
  into the leather cup, though these attacks are made with
  disadvantage.
  Simple One Handed, Conceal, Ranged (30/120)
  Martial One Handed, Conceal, Ranged (30/120)
  Master One Handed, Conceal, Melee, Ranged (30/120),
  Light
  Master
  Perk
  You may roll a melee attack with a loaded sling. A
  successful melee attack still consumes a piece of
  ammunition, and the sling must be loaded in order
  to melee attack.
  Wrist Shot
  Using stretchable or springloaded materials, the wrist shot
  shoots rounded bullets much like a sling, though uses the
  power of the elasticity of the material rather than gathered
  circular momentum. Because of this added stability in flight,
  you may also use flat, bladed disks as ammunition. You can
  use debris or rounded stones as ammunition, but this causes
  disadvantage on your attack. Masters with wrist shots can
  bounce shots around corners and off hard surfaces to attack
  enemies in even total cover.
  Simple Two Handed, Ranged (40/160), Awkward
  Martial Two Handed, Ranged (40/160)
  Master Two Handed, Ranged (40/160)
  Master
  Perk
  You can ignore total cover if the target has
  obstacles that provide a means to bounce or
  ricochet shots around the cover, provided the
  enemy isn’t fully enclosed.
  Return to Top
  20
  BOWS AND SLINGS
  
  Combat Blades
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Bastard Sword
  Piercing or Slashing
  d10
  d12
  d12 (2d6)
  4
  40
  Broadsword
  Piercing or Slashing
  d8
  2d4
  3d4
  3
  20
  Greatsword
  Piercing or Slashing
  2d6
  2d6
  2d8
  5
  50
  Longsword
  Piercing or Slashing
  d8
  d8 (d10)
  d10 (d12)
  3
  15
  Scimitar
  Slashing
  d6
  d6
  d8
  2.5
  25
  Short Gliave
  Piercing or Slashing
  d8
  2d4
  2d4
  4
  45
  Combat Blade Master
  +1 to attack with Combat Blades
  On your turn, you can use your reaction to assume a
  parrying stance. Until your next turn or until you are no
  longer holding a Combat Blade, you gain a +2 to your AC
  against melee weapon or melee magic attacks that target
  you.
  You have advantage on opportunity attacks
  Bastard Sword
  The Bastard Sword is the child of the Longsword and the
  Greatsword, a weapon in length between the two that uses
  techniques from either parent. A master of the bastard sword
  learns to deal greater damage against larger targets, using
  the weapon’s leverage to create more powerful strikes.
  Simple Two Handed, Melee, Awkward, Heavy
  Martial Two Handed, Melee, Heavy
  Master One Handed, Melee, Versatile, Heavy
  Master
  Perk
  Your Critical hit range is 19-20, unless it is 18-20.
  You deal 2d8(2d10) to Large and larger enemies.
  Broadsword
  True broadswords have a wider, thicker blade to add power to
  the blow, and often have a single edge to give more weight to
  the blade, like the Falcion, Messer, Seax, or Chinese Dadao.
  Because of this the weapon performs much like an axe in the
  strike. A master learns to strike truer, and gain more damage
  dealt to soft targets.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee
  Master One Handed, Melee
  Master
  Perk
  When you score a critical hit, double your ability
  modifier to damage and roll all dice twice, taking
  the most favorable result.
  21
  COMBAT BLADES
  
  Greatsword
  The greatsword is often taller than its wielder, spanning in
  the 6ft-7ft range with a 2ft handle. It is similar in length to a
  polearm, has similar reach and can even use similar
  techniques thanks to a smaller handle above the crossguard
  called a Ricasso, just without the ability to brace as many
  polearms do. A master finds the greatest weapon to use
  against a large enemy is the greatsword.
  Simple
  Two Handed, Melee, Awkward, Heavy
  Martial
  Two Handed, Melee, Heavy, Reach
  Master
  Two Handed, Melee, Heavy, Reach
  Master
  Perk
  You deal 2d12 damage to Large and larger
  enemies
  Longsword
  The longsword is a multipurpose cutting and thrusting
  weapon, with a wide guard for dueling, and includes the
  cruciform fencing sword, along with similar western
  european weapons. Generally, the blade is between 3ft-4ft,
  with a 10"-12" handle. Masters learn to become more rapier-
  like with more finesse overall.
  Simple
  One Handed, Melee, Awkward
  Martial
  One Handed, Melee, Versatile, Finesse
  Master
  One Handed, Melee, Disarm, Versatile,
  Finesse
  Master
  Perk
  Your Critical hit range is 18-20.
  Scimitar
  A single-handed, curved sword, similar in dimension to the
  longsword. Unfortunately, unlike the longsword, the scimitar
  is usually fitted with a handle too small to allow two-handed
  wielding, but the master learns to use the curve as a means to
  deflect and is an expert at using the curve while mounted.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Finesse, Light
  Master One Handed, Melee, Finesse, Light, Deflect
  Master
  Perk
  When you choose to deflect, you may roll twice
  and take the better result. Additionally, while
  mounted, if you travel at least 20ft before you
  make an attack, your weapon deals an additional
  2d8 slashing damage.
  Short Glaive
  A short glaive is a glaive weapon with a shorter handle,
  usually in the range of length of a greatsword, but much
  lighter as the metal blade is smaller and most of the weapon
  is wooden haft. A short glaive is favored among elven armies
  as an effective long weapon that is both heavy hitting and
  light enough to use with finesse. Masters of the short glaive
  find the weapon can swing through soft targets, converting
  the momentum into another attack if they’re lucky.
  Simple Two Handed, Melee, Awkward
  Martial Two Handed, Melee, Finesse, Lunge
  Master Two Handed, Melee, Brace, Finesse, Lunge
  Master
  Perk
  If you reduce an enemy to 0 hit points, you can
  use a bonus action to make an attack to any other
  foe that is within 5ft of you.
  Return to Top
  22
  COMBAT BLADES
  
  Crossbows
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Blowgun
  Piercing
  d1
  d2
  d4
  1
  1
  Hand Crossbow
  Piercing
  d6+1
  d6+1
  d6+1
  2
  75
  Heavy Crossbow
  Piercing
  d10+3
  d10+3
  d10+3
  8
  50
  Hidden Crossbow
  Piercing
  d4
  d4
  d4
  1
  150
  Light Crossbow
  Piercing
  d8+2
  d8+2
  d8+2
  5
  25
  Mauler
  Piercing
  3d4
  3d4
  3d4
  5
  100
  Portable Ballista
  Piercing
  d12+4
  d12+4
  d12+4
  15
  1500
  Crossbow Master
  If a target is within 10ft of you, you can choose another
  target within your crossbow's normal range in a straight
  line from you through your first target, and to the second.
  If you hit the closer target, you can also roll to attack the
  further target for free, hitting both targets with the same
  piece of ammunition.
  Being within 5ft of a hostile creature does not impose
  disadvantage on your ranged weapon attack rolls.
  When you have advantage on an attack, you may roll 3d20,
  instead of 2, and take the most favorable result.
  Reload Times
  Remember that from fastest to slowest, reload
  times are: Part of Attack, Free Object, Reaction,
  Bonus, Attack, Action.
  Blowgun
  Blowguns are generally used to deliver poisons from a
  distance, as the needle-like dart is often too small to cause
  serious damage. They are nearly silent when shot, and do not
  reveal your location if you attack from stealth and miss. A
  blowgun can be shot with one hand but requires two to
  reload. A master has learned the art of the flying viper,
  shooting two shots at once, and reloading with a single hand.
  Simple One Handed, Ranged (25/40), Awkward. Reload
  Free Object
  Martial One Handed, Ranged (25/100). Reload Part of
  Attack.
  Master One Handed, Ranged (25/100). Reload Part of
  Attack. Light
  Master
  Perk
  The blowgun can be loaded with two darts. Roll
  two attacks. Each dart deals d4 damage and
  applies their effect to the target, but you can only
  do this at your normal range.
  23
  CROSSBOWS
  
  Hand Crossbow
  A hand crossbow is a simple hand drawn bow that is released
  with a pistol trigger. The limbs are very small, weaker than
  any other crossbow, and can only launch the bolt a short
  distance. But, being able to pull the drawstring back without
  mechanical assistance means it can be reloaded very quickly.
  You can shoot, but not load, a hand crossbow with one hand
  at no penalty. A master crossbowman learns to reload one-
  handed using hook points on his clothing, enabling him to
  dual wield hand crossbows if he wished.
  Simple
  One Handed, Ranged (20/60), Light. Reload
  Reaction
  Martial
  One Handed, Ranged (30/120) Light. Reload
  Free Object
  Master
  One Handed, Ranged (30/120) Light. Reload
  Part of Attack
  Master
  Perk
  Can be reloaded 
  with one hand
  Hidden Crossbow
  This is a mechanical means of deploying a wrist mounted
  crossbow, much like the hidden blade. While this weapon is
  equipped, you can count the hand it is equipped to as open,
  allowing it to wield a weapon, shield, grapple, or be part of a
  somatic component for a spell. You cannot wield a weapon or
  shield in this hand and also use the hidden crossbow; in such
  a case, the weapon would be an inert piece of garb.
  The searching party must succeed an investigation check
  against your weapon DC to determine what it is. This
  weapon cannot be disarmed, but takes 1 minute to equip or
  remove. A hidden crossbow master has mastered launching
  the bolt while in a melee.
  Simple One Handed, Ranged (10/30) Conceal, Awkward,
  Light, Reload Attack
  Martial One Handed, Ranged (20/40) Conceal, Light,
  Reload Bonus
  Master One Handed, Ranged (30/60) Conceal, Light,
  Reload Reaction
  Master
  Perk
  You may attack as a reaction when an enemy
  makes an attack against you and misses.
  Light Crossbow
  You draw a light crossbow back by pulling a lever. You can
  shoot, but not load, a light crossbow with one hand, with no
  proficiency to attack. A master learns to move and shoot with
  the light crossbow so efficiently he can reactively shoot
  moving targets at melee range, threatening all squares near
  him as if he had a melee weapon.
  Repeating crossbows hold 6 crossbow bolts. As long as it
  holds bolts, you can reload it by pulling the reloading lever
  (part of the attack action). Loading a new case of 6 bolts is an
  action (regardless of your level of training) that provokes
  Opportunity Attacks. Only light crossbows can be made
  repeating.
  Simple
  Two Handed, Ranged (40/200), Reload as an
  attack
  Martial
  Two Handed, Ranged (80/320), Reload with
  reaction
  Master
  Two Handed, Ranged (80/320), Reload Free
  Object
  Master
  Perk
  You threaten 5ft around you as if you had a
  melee weapon.
  Heavy Crossbow
  Heavy crossbows load a thousand pounds of force into your
  bolt, letting you punch targets with as much force as a
  barbarian's axe. Because of this power, you must draw a
  heavy crossbow by turning a winch to pull the drawstring
  back. You can shoot, but not load, a heavy crossbow with one
  hand, with no proficiency to attack. A master arbalist is able
  to use the crossbow's power to hit hard targets, possibly
  knocking them prone, or knocking flying creatures from the
  sky.
  Simple Two Handed, Ranged (50/200), Heavy, Reload
  Action
  Martial Two Handed, Ranged (100/400), Heavy, Reload
  attack
  Master Two Handed, Ranged (100/400), Heavy, Reload
  Bonus
  Master
  Perk
  When you score a critical hit, your enemy must
  succeed on a strength saving throw or be knocked
  prone. Large creatures have advantage on this
  save, but larger creatures are immune. Flying
  creatures have disadvantage on this save.
  24
  CROSSBOWS
  
  Mauler
  A crossbow with two bows mounted in an X shape. The
  drawstring is attached to a triangle mechanism that holds 3
  bolts at once. The complicated loading chambers mean this
  weapon takes much longer to reload than other weapons.
  Even with 4 limbs, the 3 bolts leave with less momentum
  than a hand crossbow and don’t have good grouping at long
  distances. Still, the mauler creates deadly wounds and is
  renowned for reliable damage. Mauler Masters learn to
  group the bolts to do massive shock by hitting multiple weak
  points at once.
  Due to the spread of the bolts over a distance, if the mauler
  is used on medium or smaller targets outside the normal
  range it only does d4 damage, as only the top bolt is on sights
  to hit. Targets Large and larger are big enough to take all
  bolts at any range.
  Simple Two Handed, Ranged (20/50) Awkward. Reload
  Action
  Martial Two Handed, Ranged (30/60) Reload Attack
  Master Two Handed, Ranged (40/80) Reload Bonus
  Master
  Perk
  When you score a critical against a target within
  30ft, roll 6d4 for your bonus damage.
  Portable Ballista
  A Portable Ballista is a 6ft-7ft version of the siege weapon it
  shares a namesake. Though this weapon takes you quite a
  long time to reload, you find that it’s well worth the wait. Your
  ballista is wound by turning a crank on the drawstring,
  providing several thousand pounds of force to your javelin. A
  Master Arbalist can use flanking surfaces to pin her target
  down. You use javelins as your ammunition.
  Simple Two Handed, Ranged (150/400) Awkward, Heavy,
  Reload Action
  Martial Two Handed, Ranged (150/600) Heavy, Reload
  Bonus Action
  Master Two Handed, Ranged (150/600)heavy, Reload
  Bonus Action
  Master
  Perk
  The range for your crossbow mastery that allows
  you to hit two targets with on shot is increased to
  50 feet, instead of 10 feet. You may also choose a
  wall, tree or other piece of hard terrain as your
  second target if it flanks your first target with you
  and is within 5ft of your target. If successful, you
  restrain your target by pinning it to the terrain,
  using your weapon DC as the escape DC
  Return to Top
  25
  CROSSBOWS
  
  Dueling Blades
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Dagger
  Piercing or Slashing
  d4
  d4
  d4
  1
  2
  Kukri
  Slashing
  d4
  d6
  d6
  2
  3
  Sickle
  Piercing or Slashing
  d4
  d4
  d6
  2
  1
  Rapier
  Piercing or Slashing
  d6
  d8
  d8
  2
  25
  Saber
  Piercing or Slashing
  d6
  d8
  2d4
  2
  35
  Shortsword
  Piercing or Slashing
  d6
  d6
  d8
  2
  10
  Smallsword
  Piercing
  d6
  d6
  d6
  1
  30
  Dueling Blade Master
  +1 to Attack with Dueling Blades
  If a creature within 5ft of you takes an attack action
  against another creature other than you, you may use your
  reaction to attack that creature.
  On your turn, if you land a critical hit, you can use your
  reaction to take another attack action with your dueling
  blade.
  Dagger
  Any weapon about forearm length and smaller can be called
  a dagger, and there are as many styles of daggers as there are
  cultures in existence. Nearly all daggers are weapons of
  opportunity, but some devote their lives to the style of cloak
  and dagger. The master can make blinding fast attacks even
  while she focuses her attention elsewhere.
  Simple
  One Handed, Melee, Finesse, Light
  Martial
  One Handed, Melee, Conceal, Finesse, Light,
  Thrown (20/60)
  Master
  One Handed, Melee, Conceal, Finesse, Light,
  Thrown (20/60)
  Master
  Perk
  You can use a bonus action to make
  an attack with a dagger, even if you 
  don't take the attack action
  Kukri
  A large, curved blade, with the cutting edge on
  the inside of the curve. Performing much like 
  a handaxe, the weapon has the potential for
  serious wounds in the hands of a master.
  Simple
  One Handed, Melee, Light
  Martial
  One Handed, Melee, Light
  Master
  One Handed, Melee, Light
  Master
  Perk
  When you score a critical hit, triple all damage
  dice total
  26
  DUELING BLADES
  
  Rapier
  The rapier is a long, thin sword, designed with minimum
  weight for maximum accuracy with the tip. Prized as the
  pinnacle of finesse, masters learn how to properly strike forth
  in a lunge, learn expert parries, and use a rapier in the off
  hand.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Finesse
  Master One Handed, Melee, Deflect, Finesse, Light, Lunge
  Master
  Perk
  If you are wielding a rapier and nothing in your off
  hand, you can add d4 to your damage roll. If you
  have advantage on your attack, you can also add
  d4 to the attack roll. If you are wielding a light
  weapon, instead add +1 to AC.
  Saber
  A saber describes a wide variety of weapons that all share a
  few properties in common; one-handed, single-edged, slight
  curve, and little or no counterweight to add cutting power to
  the blades. Examples are the cavalry saber, the katana,
  dueling saber, and officer’s sword. The master finds the
  saber’s curve and protection give incredible survivability.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Finesse
  Master One Handed, Melee, Deflect, Finesse, Light
  Master
  Perk
  If an enemy hits you with a melee weapon attack,
  you can use your reaction to add your proficiency
  to your AC, possibly negating a successful hit. This
  added bonus to AC lasts for that enemy's turn
  only.
  Sickle
  A wooden handle with a short, crescent-shaped blade with
  the cutting edge on the inside of the curve, derived from the
  farming tool. The crescent can be used to trip a target, and a
  master learns to use the curve of the weapon to grapple and
  bind enemies when the point sinks into a target.
  Simple
  One Handed, Melee, Light
  Martial
  One Handed, Melee, Light, Trip
  Master
  One Handed, Melee, Entangle, Light, Trip
  Master
  Perk
  When you score a critical hit, you can entangle
  and also deal damage
  Shortsword
  This category consists of any thrusting or chopping blade
  longer than a dagger, but shorter than a full-sized sword.
  Examples include a cutlass, wakizashi, or machete. The
  master learns to gain every bit of damage out of the
  shortsword.
  Simple One Handed
  Martial One Handed, Melee, Finesse, Light
  Master One Handed, Melee, Finesse, Light
  Master
  Perk
  When you have advantage on the attack, you also
  have advantage on damage, including any
  modifiers
  Smallsword
  The smallsword is a light weapon designed for thrusting
  which evolved out of the longer and heavier rapier. It has a
  triangular profile and a pistol grip, giving the fullest control
  over the tip over any other weapon design. The master has
  such control over her thrusting tip, she can negate a
  detriment to her attack with focus.
  Simple One Handed, Melee, Awkward, Finesse
  Martial One Handed, Finesse, Light
  Master One Handed, Finesse, Light, Lunge
  Master
  Perk
  If you have advantage on your attack, you may add
  d4 to your attack roll. If you have disadvantage on
  your attack, you may spend your bonus action to
  roll your choice of athletics or acrobatics to
  negate the disadvantage. The DC is equal to your
  targets AC.
  Return to Top
  27
  DUELING BLADES
  
  Flails and Whips
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Light Flail
  Bludgeoning
  d4
  d6
  d6
  3
  8
  Heavy Flail
  Bludgeoning and Piercing
  d8
  d8 (d10)
  d10 (d12)
  5
  10
  Pole Flail
  Bludgeoning
  d10
  d10
  d10
  10
  25
  Meteor Hammer
  Bludgeoning
  d4
  d4
  d4
  5
  5
  Whip
  Slashing
  d2
  d4
  d6
  1
  2
  Chain Sword
  Slashing
  d6 (d6)
  d8 (d6)
  d10 (d8)
  3
  250
  Flail and Whip Master
  +1 to attack with flails and whips
  As a bonus action, you add +2 to attack using your flail or
  whip against an enemy with a shield until your next turn,
  as you sweep around the shield to hit.
  When you hit with an opportunity attack, the foe must
  succeed on a strength saving throw or be knocked prone
  Light Flail
  The familiar handle with a spiked ball at the end of a chain,
  or two clubs linked by a rope like a nunchaku, which deals
  both bludgeoning and piercing damage at the same time, for
  the purposes of overcoming resistances or immunities.
  Masters with the light flail learns to carry the weapons speed
  and momentum into another attack if they miss.
  Simple One Handed, Melee
  Martial One Handed, Melee, Disarm
  Master One Handed, Melee, Disarm, Light
  Master
  Perk
  If you miss with an attack, you may use your
  reaction to make one extra attack
  Heavy Flail
  A heavy flail consists of a long handle with a spoked metal
  striking ball, rather like the end of a morningstar, which is
  attached by a means of chain or swivel, which deals both
  bludgeoning and piercing damage at the same time, for the
  purposes of overcoming resistances or immunities. The
  heavy flail is an immense weapon, but the master learns to
  wield it one-handed, and all disarm and trip attempts made by
  it deal damage if they are not successful.
  Simple Two Handed, Melee, Awkward, Heavy
  Martial One Handed, Melee, Versatile, Trip
  Master One Handed, Melee, Versatile, Disarm, Heavy, Trip
  Master
  Perk
  Trip and Disarm attempts turn into an attack if the
  enemy succeeds on their save. Roll an attack
  normally for any attempt the enemy succeeds
  against.
  28
  FLAILS AND WHIPS
  
  Pole Flail
  A weapon of hafted reach, though instead of an axe or blade,
  there is the spiked bar of the heavy flail, which deals
  bludgeoning and piercing damage at the same time, for the
  purpose of overcoming resistances or immunities. The pole
  flail is primarily designed for field warfare, for reaching over
  enemy lines, and thus the master learns to use its sweeping
  attack for getting around any guard, not just around shields.
  Simple Two Handed, Melee, Awkward, Heavy, Reach
  Martial Two Handed, Melee, Heavy, Reach, Trip
  Master Two Handed, Melee, Entangle, Heavy, Reach, Trip
  Master
  Perk
  Your sweeping attack may be used against any
  creature wielding a weapon, adding +2 to your
  attack.
  Meteor Hammer
  This weapon is a spherical or conical weight attached to a 15-
  foot rope. Used as a more brutal form of a rope dart, the
  meteor hammer is capable of using both circular movement
  as a weapon and as a bind and can be slung forward at great
  reach. A master with the meteor hammer finds great utility in
  the weapon, despite its difficulty of use and low damage.
  Simple Two Handed, Melee, Awkward, Finesse, Lunge,
  Reach
  Martial Two Handed, Melee, Entangle, Finesse, Lunge,
  Reach
  Master Two Handed, Melee, Disarm, Entangle, Finesse,
  Lunge, Reach, Trip
  Master
  Perk
  As an action, you begin twirling the hammer
  around you in a 10ft radius. Until the start of your
  next turn, any creature of your choice which starts
  its turn or which enters this space must succeed
  on a dexterity save or be damaged by your
  weapon.
  Whip
  The whip is treated as a melee weapon with 15ft reach. You
  can use a whip to grasp unattended small or tiny objects, or
  any reasonable handhold within 15 feet, provided you hit
  AC10 with a melee attack. You may release the item or
  handhold at any time. A whip master is truly a sight to behold,
  grabbing things with the tip and yanking things out of enemy
  hands, into their own possession.
  Simple One Handed, Melee, Awkward, Finesse
  Martial One Handed, Melee, Disarm, Finesse, Reach (15ft)
  Master One Handed, Melee, Disarm, Entangle, Finesse,
  Light, Reach (15ft), Trip
  Master
  Perk
  When you disarm an item from any creature, you
  can choose to place the item anywhere in your
  reach, or catch it as a reaction, instead of it falling
  to the ground beneath the creature.
  Return to Top
  Chain Sword
  Perhaps the most exotic weapon on this list, the chain sword
  can be both a sword or a whip-like weapon that is made of
  bladed chain links. As a bonus action, you can change
  between the two forms of your weapon. As a sword, it
  functions similarly to a longsword. Entering its Versatile hold,
  it becomes as long as a whip but has the added benefit of
  grappling and can continue to damage a creature while
  grappled. A master learns to quickly change between the rigid
  sword form and the flexible whip form as needed and can
  attack his bound target or any target next to it.
  Sword Form
  Simple
  One Handed, Melee, Awkward, Versatile
  Martial
  One Handed, Melee, Finesse, Versatile
  Master
  One Handed, Melee, Lunge, Finesse, Versatile
  Master
  Perk
  You freely change between weapon forms as a
  free object interaction.
  Whip Form
  Simple Two Handed, Melee, Awkward, Versatile, Reach
  Martial Two Handed, Melee, Entangle, Versatile, Reach. An
  entangled enemy takes d6 slashing damage at the
  start of its turn
  Master Two Handed, Melee, Entangle, Versatile, Reach. An
  entangled enemy takes d8 slashing damage at the
  start of its turn
  Master
  Perk
  While an enemy is entangled, you can still use your
  chain sword to attack your entangled enemy, or
  any enemy within 5ft of it
  29
  FLAILS AND WHIPS
  
  Hammers and Picks
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Light Hammer
  Bludgeoning
  d6
  d6
  d6
  2
  2
  War Hammer
  Bludgeoning
  d8
  d8 (d10)
  d10 (d12)
  3
  15
  Maul
  Bludgeoning
  d12
  2d6
  2d8
  12
  10
  Lucerne
  Blugeoning or Piercing
  2d6
  2d6
  2d6
  8
  25
  Light Pick
  Piercing
  d4
  d4
  d6
  1
  2
  War Pick
  Piercing
  d8
  d8
  d10
  2
  5
  Hammer and Pick Master
  +1 to attacks made with hammers or picks
  Whenever you have advantage on attacks with a hammer
  or pick, and both dice would hit, you knock the target
  prone or shove them 5ft
  Whenever you have disadvantage on attacks with a
  hammer or pick and at least one roll would have hit but
  the other misses, you can deal your strength modifier in
  bludgeoning or piercing damage to the target, whichever
  is appropriate.
  Light Hammer
  The light hammer is an especially short-handled, blunt-
  headed warhammer, balanced for throwing. It is different
  from a mace in that it focuses all force into a single face,
  resulting in more penetrating blows, but learning control of a
  single face requires martial training. While a flanged mace
  may shred armor, a hammer is able to more precisely deliver
  blows that weaken the bearer of that armor, and a master can
  even weaken a user enough that movement seems
  impossible.
  Simple
  One Handed, Melee, Thrown (10/40)
  Awkward, Light
  Martial
  One Handed, Melee, Thrown (20/60) Light
  Master
  One Handed, Melee, Thrown (20/60) Light
  Master
  Perk
  You have advantage on damage rolls
  against enemies wearing armor, and 
  if you score a critical hit, that
  enemy's speed is reduced to 0
  War Hammer
  The historical warhammer was a lightweight, long-handled
  weapon designed to damage armored enemies. The small,
  pronged hammer head is often backed with a military pick,
  but just as often, a different style of face. A master of the
  warhammer cares little for armor, blasting through it with
  ease
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Versatile
  Master One Handed, Melee, Versatile
  Master
  Perk
  Enemies wearing heavy armor are treated as being
  vulnerable to your bludgeoning damage. You
  ignore resistance to non-magical bludgeoning
  damage
  30
  HAMMERS AND PICKS
  
  Maul
  The maul is a weapon of immense mass; a great hammer
  able to move the stoutest of foes. The weapon’s weight adds
  to incredible damage, and the master finds he can use the
  weapon’s mass to smash foes to the ground or send them
  flying. Additionally, a maul always has advantage on attack
  rolls to damage objects and deals double damage to them.
  Simple Two Handed, Melee, Awkward, Heavy
  Martial Two Handed, Melee, Heavy
  Master Two Handed, Melee, Heavy
  Master
  Perk
  When you score a critical hit, you deal damage and
  also trip. Optionally, you may choose to send your
  enemy flying 10ft in any direction of your
  choosing if they fail the saving throw against your
  trip. When you use the Hammer and Pick Master
  perk with advantage and would knock a target 5ft,
  this extends to 10 ft.
  Lucerne
  This polearm has both a pronged hammer head for crushing
  blows and a spiked head for piercing and peeling armor. The
  long haft allows the wielder to put devastating force behind
  the head of this weapon. Lucerne masters learn to destroy
  shields and armor with relative ease.
  Simple Two Handed, Melee, Awkward, Brace, Heavy,
  Reach
  Martial Two Handed, Melee, Brace, Heavy, Reach, Trip
  Master Two Handed, Melee, Brace, Heavy, Reach, Trip
  Master
  Perk
  As an action, you may use your hammer to destroy
  the shield or armor worn by the enemy. With a
  successful hit, your enemy must succeed on a
  Dexterity saving throw or their AC reduced by 2. If
  they succeed on this save, they instead take
  damage.
  War Pick
  The war pick is a weapon derived from a miner's pick,
  famously manufactured by militant mountain dwarves, but
  has since been refined and used the world over by militaries
  keen on facing heavily armored combatants. The pick comes
  in many forms but is usually a battle axe sized weapon with a
  reinforced spike on one end, and a widened, sharpened scoop
  opposite the spike. Often the shaft is made with iron banding
  to reinforce.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Trip
  Master One Handed, Melee, Trip
  Master
  Perk
  When you score a critical hit, your target must
  succeed on a constitution save or take necrotic
  damage equal to your strength modifier at the
  start of their turn if the creature can bleed. A
  creature can repeat this save at the end of their
  turn, ending the effect on a success. If the creature
  receives any healing, this also ends the effect.
  Light Pick
  Though not as stout and easily able to puncture armor like
  the war pick, the light pick allows more agile maneuvers, as
  well as balanced throwing. A master has learned to look for
  the perfect opening, placing the pick into soft targets in
  armor.
  Simple
  One Handed, Melee, Thrown (10/40) Finesse,
  Light
  Martial
  One Handed, Melee, Thrown (20/60) Finesse,
  Light, Trip
  Master
  One Handed, Finesse, Thrown (20/60) Light,
  Trip
  Master
  Perk
  You have +2 attack against any enemy wearing
  armor.
  Return to Top
  31
  HAMMERS AND PICKS
  
  Polearms
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Glaive
  Slashing or Piercing
  d8
  2d6
  2d6
  5
  20
  Guisarme
  Slashing
  d8
  d10
  d10
  5
  10
  Lajatang
  Slashing or Piercing
  d6
  d8 [d6]
  d8 [d10]
  8
  75
  Partisan
  Slashing or Piercing
  d8
  2d6
  2d6
  6
  25
  Polearm Master
  +1 to attack with polearms
  All Polearm weapons are treated as having the Double
  property. Your normal attacks are made with the weapon's
  damage die, while your extra attack with Double is made
  with d4, unless the weapon lists a higher Double die. You
  may use a bonus action to strike with the butt of your
  polearm only if you've taken the attack action. This attack
  does not have reach.
  While you are wielding the polearm, other creatures
  provoke an opportunity attack from you when they enter
  the reach of your weapon
  Glaive
  Perhaps the simplest of the polearms, a glaive is a sword
  blade, usually about 36-40 inches mounted on a 4-6 foot pole,
  creating a 6-8 foot weapon. A Glaive can be used like a spear
  or like a greatsword, and the wide, sweeping slashes deal
  extra damage to creatures much bigger than the wielder.
  Sometimes referred to as a horse killer, the Glaive was
  originally designed to be used by infantry against cavalry, but
  in the hands of a master adventurer, can be used quite
  effectively as an giant Killer.
  Simple
  Two Handed, Melee, Awkward, Brace, Finesse,
  Reach, Heavy
  Martial
  Two Handed, Melee, Brace, Finesse, Reach,
  Heavy
  Master
  Two Handed, Melee, Brace, Finesse, Reach,
  Lunge, Heavy
  Master
  Perk
  You deal 3d6 slashing or piercing 
  damage against creatures of Large
  category or larger, with the main attack of 
  this weapon.
  Additional Polearm Training
  If you take the Polearm Master feat, the following
  weapons also count as Polearms for you
  Halberd
  Lucerne
  Morningstar
  Pole flail
  Short Glaive
  These weapons benefit from your Polearm
  Master perks and you may use them at their master
  level training.
  32
  POLEARMS
  
  Guisarme
  A guisarme is a modified pruning hook, developed as a
  peasant weapon from modifying a farm tool. The curved hook
  of the blade allows the guisarme to be used as a tripping
  weapon. With at least martial proficiency, a Guisarme can be
  used to perform a trip against mounted foes to pull them
  from the saddle to a prone position. Guisarme masters get
  advantage on trip maneuvers
  Simple Two Handed, Melee, Brace, Reach, Trip, Heavy
  Martial Two Handed, Melee, Brace, Reach, Trip, Heavy
  Master Two handed, Melee, Brace, Reach, Trip, Heavy
  Master
  Perk
  You have advantage on trip attacks made to
  targets at 10ft away from you, and if you succeed
  against a mounted foe, it is automatically pulled
  from its mount to a prone position without
  making any additional saves
  Lajatang
  A lajatang is a rare and unusual double weapon. It consists of
  a three to five foot shaft with a crescent blade fitted at each
  end with the points away from the center of the weapon. The
  rare masters of the Lajatang are a whirling dervish of blade
  and crescent points and are dangerous from all sides.
  Simple Two Handed, Melee, Awkward, Brace, Reach
  Martial Two Handed, Melee, Double d6, Brace, Finesse,
  Reach
  Master Two Handed, Melee, Double d10, Brace, Finesse,
  Reach
  Master
  Perk
  So dangerous at front and back with your weapon,
  you negate any bonus any enemy might have on
  you from flanking or having an ally near you,
  including bonuses such as Pack Tactics.
  Partisan
  A partisan is much like a Glaive in that the design is
  essentially a sword blade mounted to a long shaft. However,
  the partisan retains the crossguard, and is very effective at
  protection from range, though the guard prevents it from
  making sweeping, cleaving cuts like the glaive. The Master
  Partisan uses the crossguard of his weapon with great effect
  at a distance.
  Simple Two Handed, Melee, Awkward, Brace, Reach,
  Heavy
  Martial Two Handed, Melee, Brace, Reach, Heavy
  Master Two Handed, Melee, Brace, Reach, Lunge, Heavy
  Master
  Perk
  You have +2AC against melee attacks from
  enemies that are 10ft away from you.
  Mounted Combat Reminder
  Remember the following while fighting mounted
  combatants!
  If an effect moves a mount against its will, the
  rider must succeed on a DC10 Dexterity saving
  throw, or fall off the mount, landing prone
  within 5ft of it
  If the rider is knocked prone while in the saddle,
  it must also make this save
  If the mount is knocked prone, the rider can use
  its reaction to land safely on its feet within 5ft
  of the prone mount, otherwise it too falls
  prone.
  Therefore, when you attempt a trip attack against
  a mounted foe and succeed, the foe can still
  succeed on a different save and stay in the saddle
  while the mount whisks them away to safety!
  Return to Top
  33
  POLEARMS
  
  Spears
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Harpoon
  Piercing
  d6
  d6
  d8
  3
  1
  Javelin
  Piercing
  d6
  d6
  d8
  1
  0.1
  Lance
  Piercing
  d8
  d12
  d12
  6
  10
  War Spear
  Piercing
  d8
  d8 (d10) [d4]
  d10 (d12) [d4]
  3
  25
  Pike
  Piercing
  d8
  d12
  2d8
  8
  5
  Trident
  Piercing
  d6
  2d4
  3d4
  3
  40
  Spear Master
  +1 to attacks made with spears
  You may lunge with any spear, which does not use
  your reaction
  If you have advantage on your attack, you may forgo
  advantage and instead make another attack
  Harpoon
  The harpoon is a heavy, barbed throwing spear with a
  socketed head which has a shaped hook that embeds
  itself into the target of the attack. It is attached to a 
  length of rope as long as the user wishes so that it can
  be retrieved on a miss with a bonus action.
  Each hit, your enemy must succeed on a strength 
  saving throw or be impaled, while a critical hit always
  impales.
  Simple
  Two Handed, Thrown (10/40), Awkward
  Martial
  Two Handed, Melee, Thrown (20/60)
  Master
  One Handed, Melee, Thrown (30/120)
  Master Perk You may drag an enemy back to you
  at twice your climbing speed
  Harpoon Retrieval
  When you impale an enemy with your harpoon, you
  can pull it toward you an amount equal to your
  climbing speed as a bonus action.
  While impaled, at the beginning of its turn, your
  enemy takes damage from your weapon alone
  As a reaction, you can pull the harpoon free. If
  your enemy ever moves out of your rope's
  length, you must spend a reaction to pull the
  weapon free or to grapple contest, with a loss
  forcing you to let go of your weapon or move
  with your victim.
  Your enemy can also spend an action to pull
  your weapon out if it can reach it. When the
  weapon comes out, your enemy takes damage
  from your weapon alone
  While your enemy is impaled, the harpoon
  cannot be used.
  34
  SPEARS
  
  Javelin
  The javelin is a light throwing spear, built with low weight in
  mind which makes it somewhat fragile. Thrown javelins are
  subject to the same breakage chances as arrows. A Javelin
  can be used in melee, however, with each successful hit, it
  has a 50% chance to break.
  Simple One Handed, Melee, Thrown (20/60)
  Martial One Handed, Melee, Thrown (30/120)
  Master One Handed, Melee, Thrown (30/240)
  Master
  Perk
  If you miss a shield wielding enemy, but would
  have hit him if he didn't have a shield, he loses the
  AC bonus from that shield until he takes an action
  to pry the remnants from the shield. You can also
  specifically target the shield of an enemy by taking
  disadvantage on your attack. The shield targetting
  attack still damages if it hits
  Lance
  The lance is a long spear with ample hand protection
  designed for use from horseback. It is weighted heavily in the
  pommel, and as such when you choke up on the weapon to
  use it in melee against a foe adjacent to you, the weapon
  becomes unwieldy, imposing disadvantage on all attacks
  made to enemies who are within 5ft. If used from the back of
  a charging mount, however, the lance deals double damage
  on a successful hit. Masters with the Lance have learned to
  put even more power into bigger targets.
  Simple Two Handed Melee, Awkward, Brace, Reach
  Martial Two Handed Melee, Brace, Reach. While
  unmounted, the weapon imposes disadvantage on
  all attack rolls
  Master One Handed, Melee, Brace, Reach. Can be used
  unmounted normally.
  Master
  Perk
  2d12 against Large and larger enemies.
  Additionally, if you are mounted, your successful
  attacks automatically shove with damage, and you
  have advantage on your athletics check.
  War Spear
  A war spear is different from a simple spear in that it is
  designed to resist cutting its shaft, and has weight in the
  pommel, making it more balanced for martial techniques. A
  war spear can be used as a throwing weapon, but not as
  effectively as a javelin.
  Simple Two Handed, Melee, Awkward, Brace
  Martial One Handed, Melee, Thrown (20/60) Versatile,
  Double [d4], Brace, Finesse
  Master One Handed, Melee, Thrown (30/120) Versatile,
  Double [d4], Brace, Finesse
  Master
  Perk
  If you hit the same target you hit with your most
  recent attack, your second hit deals an additional
  d6 piercing damage. These consecutive hits can
  carry between turns.
  Pike
  The pike is a long weapon, varying in size, from 8 to 12 feet
  long, designed for foot soldiers in a phalanx formation, to be
  used against an opposing line. It has a wooden shaft shod in
  iron, with an iron or steel spearhead affixed. A master with
  the Pike learns to fight as a phalanx soldier, using his ally as
  cover, but deftly striking around him without detriment.
  Simple Two Handed, Melee, Brace, Reach, Heavy
  Martial Two Handed, Melee, Brace, Lunge, Reach, Heavy
  Master Two Handed, Melee, Brace, Lunge, Reach, Heavy
  Master
  Perk
  No creature provides half cover to your enemy if
  you attack it with reach. Your allies still provide
  half cover to you from this enemy.
  Trident
  The trident, traditionally a fishing weapon, can be
  repurposed for war with some modification. The three
  prongs deal more reliable damage than a simple spear, can
  trap and bind weapons. In particular, the master trident user
  finds particularly devastating attacks while throwing it.
  Simple One Handed, Melee, Awkward
  Martial One Handed, Melee, Versatile, Thrown (20/60)
  Master One Handed, Melee, Disarm, Versatile, Thrown
  (30/120)
  Master
  Perk
  If you throw this weapon and land a successful hit,
  the enemy must make a Constitution saving throw
  or have their speed reduced to 0 until the start of
  their next turn. If an enemy misses you with a
  melee weapon attack, you may use your reaction
  to attempt a disarm.
  Return to Top
  35
  SPEARS
  
  Throwing Weapons
  Weapon
  Damage Types
  Simple Damage
  Martial Damage
  Master Damage
  Weight
  Gold Cost
  Bolas
  Bludegoning
  d4
  d4
  d4
  2
  1
  Boomerang
  Bludgeoning or slashing
  d6
  d6
  d6
  1
  3
  Chakram
  Slashing
  d4
  d4
  d8
  0.1
  0.1
  Dart
  Piercing
  d4
  d4
  d6
  0.05
  0.1
  Net
  No Damage
  0
  0
  0
  3
  1
  Orc Throwing Shot
  Bludgeoning
  d8
  d10
  d12
  16
  0.5
  Throwing Star
  Piercing
  d4
  d4
  d4
  0.05
  0.1
  Throwing Weapon Master
  You may throw anything with proficiency
  Throwing a weapon ignores half cover
  You threaten 10ft around you and do not suffer
  disadvantage to ranged attacks made while an enemy is
  within 5ft of you
  You may apply these effects to all weapons with the
  Thrown property
  Bolas
  A bolas is a pair of weights, connected by a thin rope or cord.
  Usually, the cord is reinforced with metal links to prevent the
  prey from simply biting or tearing the bolas to escape. The
  master bolo learns to accurately target his prey, bringing
  them down by binding the legs. A bolas has an AC of 15 and
  2HP and is immune to bludgeoning damage. When your
  enemy makes a save to escape or reduces the bolas to 0hp, it
  is destroyed.
  Simple One Handed, Thrown (10/30) Awkward
  Martial One Handed, Thrown (20/30), Entangle
  Master One Handed, thrown (40/60), Entangle, Trip.
  Master
  Perk
  You can entangle and trip with the same attack
  and deal damage on a hit
  Boomerang
  The boomerang is primarily a hunting tool, but it is not
  uncommon to carry these versatile weapons into 
  battle. A boomerang is made of wood and is flat,
  with a long haft, a pronounced forward curve, and 
  a sharp backward bend at the head. If you miss with this
  weapon it will return to you as long as you succeed at a 
  DC10 Acrobatics check. A master learns the fabled hit
  and return, allowing a boomerang to return to the user
  even if it hits.
  Simple
  One Handed, Melee, Thrown (30/120),
  Awkward, Light
  Martial
  One Handed, Melee, Thrown (40/120), Light
  Master
  One Handed, Melee, Thrown (80/240, Light
  Master
  Perk
  You ignore half and three quarters cover, 
  and the weapon gains the Returning
  property. It will always return to you 
  after your attack, hit or miss.
  36
  THROWING WEAPONS
  
  Chakram
  The chakram is an elegant and highly portable thrown
  weapon. It is a flat, open-centered metal discus with a
  sharpened edge. A master with a chakram can bounce the
  discus between several targets, though the damage decreases
  with each hit, and additionally, the master can bounce the
  weapon back to themselves after a hit like the boomerang.
  Simple One Handed, Thrown (20/60), Awkward
  Martial One Handed, Thrown (40/120), Finesse, Light
  Master One Handed, Melee, Thrown (80/500), Finesse,
  Light
  Master
  Perk
  If there is a target within 10ft of the target you
  have hit, you can choose to roll d4 damage against
  that target as well, including your modifier. You
  can also choose yourself as the second target, and
  will catch it without damaging yourself with a
  successful Acrobatics Check against DC10.
  Dart
  More similar to a lawn dart than a pub dart, this throwing
  weapon is smaller than a javelin, typically fletched like an
  arrow and weighted with lead. It’s superior piercing capability
  and weighted tip allow the master to pin targets to walls if the
  conditions are right.
  Simple One Handed, Thrown, (20/60) Finesse, Light
  Martial One Handed, Thrown, (30/60) Finesse, Light
  Master One Handed, Thrown, (60/120) Finesse, Light
  Master
  Perk
  When you make a successful hit, you can choose
  to deal no damage and instead pin the enemy to
  an adjacent wall or obstacle such as a tree or
  another creature. Your enemy is restrained, escape
  DC is your weapon DC. It must use a bonus action
  to remove the darts to free itself. If you pin your
  enemy to another creature, that creature takes
  damage, but do not apply your ability modifier to
  damage.
  Net
  A net is used to entangle enemies. A large or smaller creature
  hit by a net is restrained until freed. Dealing 5 slashing
  damage to the net (AC10) also frees the creature without
  harming it, ending the effect and destroying the net. A net
  cannot be used against Huge or larger enemies.
  Simple Two handed, Thrown, Awkward.
  Martial Two Handed, Thrown (10ft) Entangle
  Master One Handed, Thrown (15ft), Entangle, Light, Trip
  Master
  Perk
  If you have advantage when you entangle your
  enemy, it has disadvantage on the check made to
  escape. If you are wielding a light weapon in
  addition to the net, you may use the net in deflect
  attempts, using [d6] as the deflect dice
  Orc Throwing Shot
  An Orc Throwing Shot is a weighty, round ball used
  offensively as a thrown weapon. A creature must take time to
  wind up and throw the shot, and this reflects in the attack.
  Only one attack can be made with the shot, regardless of how
  many attacks your attack action allows. However, such a
  heavy weapon in flight is fearsome for certain; not many can
  stand up to the impact. A master is deadly accurate with the
  shot and is able to target an enemy's head to smash them
  stunned. A creature with Strength less than 13 cannot wield
  an shot at all, regardless of his or level of training.
  Simple Two Handed, Thrown (10ft) Awkward
  Martial Two Handed, Thrown (20/60)
  Master One Handed, Thrown (30/90)
  Master
  Perk
  If you have advantage and both dice would have
  hit, your enemy is stunned until the end of its next
  turn. If you have disadvantage and one dice would
  have hit, deal your strength modifier in damage to
  the target. Finally, if you score a critical hit, the
  enemy is also stunned until the end of your next
  turn.
  Throwing Star
  These small pointed disks are constructed from thin, flat
  plates of metal derived from a variety of sources including
  coins, carpentry tools, washers or nail removers. They often
  have a hole in the center and possess a fairly thin blade
  sharpened mainly at the tip. The flat, small design of these
  weapons allows many to be palmed at once and thrown all
  together.
  Simple One Handed, Thrown (10/30), Finesse, Light
  Martial One Handed, Thrown (20/60) Finesse, Light
  Master One Handed, Thrown (40/120) Finesse, Light
  Master
  Perk
  Three Throwing Stars can be thrown at once in the
  same attack. All three Throwing Stars make
  separate attacks and can hit the same or different
  targets. Your ability modifier only applies damage
  to one attack.
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  37
  THROWING WEAPONS
  
  Credits
  Hombrew by Commander Fayne
  All rights reserved except which are copyright of their
  respective holders. All art used is credited without
  permission under "Fair Use." This material may not be sold,
  resold or profited from in any way, in accordance with Fair
  Use.
  Page Art Credit
  Cover Page Art - Wenjun Lin
  Stepan Alekseev
  Copyright Mortal Online
  Stepan Alekseev
  "Spartacus" Wenjun Lin
  Wenjun Lin
  "Shield of Faith" Steve Goad
  Kim Ha Yeong
  Designs copyright God of War, Weta Workshop, Jose
  Olmos
  "Brego" Manuel Castanon
  "Assassin" by Russell Dongjun Lu
  "Priest" by Russell Dongjun Lu
  "Wild Hunter" by Russell Dongjun Lu
  "A Dance for the Lord" by Gabriel Tan
  "Demon Hunter" copyright Blizzard
  "Penitent" Russell Dongjun Lu
  Copyright Wizards of the Coast
  "Baptism of Blood" by Xiaoyu Wang
  "Barbarian Ranger" by Russell Dongjun Lu
  "Bard Throwing Star" by Stefan Skellen
  "Viking Weapon Arrangement" Russell Dongjun Lu
  Return to Top
  38
  CREDITS
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Revised Martial Equipment.pdf