List of Weapons

This page lists the types of weapons available in most worlds within the Extended Realms. Please note that **bolded and underlined texts** are both categories and the most common weapon within said category, and characters with proficiency using the bolded weapon is proficient in all the weapons listed in its category. Weapon attributes are explained at the bottom of the page.

All weapons categories have perks, special additional features that makes them more useful and viable in certain situations than any other weapons or tools.

## Exotic Weapons List

Exotic weapons are weapons that doesn't fit into any of the listed weapon categories above, and usually requires special training to become proficient in. Furthermore, almost no smithies would ever have exotic weapons in stock and must be custom ordered to be made; to complicate matters, most smiths lack the skills required to make exotic weapons, and those who do have the skill would likely charge far higher than the weapon's worth to compensate for the time it takes to craft such strange and rarely-seen items.

Almost all exotic weapons have certain requirements before one can even attempt to master them, as such, those who do can be few and far between, though such individuals are often lauded as master combatants by those fortunate (or unfortunate) enough to see them in action.

### Descriptions

**Cross Spear** - A "cross spear" is a weapon made from two smaller double-ended polearm-type weapons (such as glaive, halberd, pike, poleaxe, etc.) joined perpendicularly at the center to create a cross-shaped weapon. Most cross spears feature the "Separation/Combination" function, which allows a user to, as a bonus action, split the combined cross spear into its two polearm-like parts, or similarly, to combine the two halves into the whole, also as a bonus action. Note that the statistics given for the separated weapon in the table above is for each half, and most wielders would use each half in each hand (unless one was thrown or if the wielder has more than two hands).

**Blade Bow** - Blade bow, or bladed-bow, is a longbow whose arms are either crafted to have a sharp outer edge, or has bladed weapons fused or attached to it, to grant the archer a method of striking out at opponents who wander too close. The (R) and (M) indicates Ranged and Melee damage, respectively.

**Pistol** - A pistol is a one-handed ranged weapon of gnomish or deep-goblinoid design, unlike normal ranged weaponry that depends on the tensile strength of its strings, the pistol is a "firearm" it relies on a small explosive charge to propel its ammunition forward. Another major difference that differentiates firearms from more conventional ranged weaponry is the firearm's lack of a "long range", that is, they cannot be use to "throw" projectiles over fortification in the same way as a bow or crossbow. Projectiles launched from a firearm tends to only retain their lethality via the straight shot, and despite their relatively high damage a simple (preferably sturdy) barrier is enough to provide adequate protection.

The most common form of pistol, the matchlock, requires a small burning fuse to use, thus if the weapon gets wet (e.g. dropped in water, rained on) the fuse goes out and must be relit before the weapon can be used. The flintlock relies on the striking of a piece of flint to light the explosives, thus the weapon is usable as long as it is dry. The wheellock relies on friction against a wheel of flint that can reliably light the explosives even when wet, allowing it to remain useful in any situation except for when the weapon is completely submerged in water. A major downside of the pistol is the loud crack-like sound it produces when fired, with the noise generated audible from up to 100 feet away.

**Rifle** - The rifle is the two-handed equivalent of the pistol, and functions basically the same way except for their improved range and damage. Another major difference is the loudness of the sound produced when fired, as the noise is closer to a small explosion and can be heard clearly from up to 300 feet away. Due the rifle being often held close to the user's face, without ear protection a rifleman tends to go deaf in one ear within a decade of use.

## Weapon Modifications

Note that not all locals have blacksmiths or craftsmen will have the skills required for item enhancements. Also, magical items cannot be enhanced, and enhanced items cannot be enchanted into magical items.

## Weapon Attributes

Ammo - Weapons with the Ammo attribute can be used to make a ranged attack, the range of said attack is described via the *(AA/BB)* following this attribute. The value *AA* designates the Effective Range, that is, the range within which the weapon can be used accurately; the value *BB* designates the Maximum Range, that is, the furthest distance weapon could reach. Ranged attacks made against targets that are outside the Effective Range and within the Maximum Range are made with disadvantage. Weapons with this attribute requires the wielder to have at least one piece of the proper ammunition (arrows for bows, bolts for crossbows, etc.) to make an attack. If the wielder of such a weapon is out of the proper ammunition they cannot make a ranged attack with said weapon.

Finesse - Weapons with the Finesse attribute allows the character wielding it to attack using either its Strength modifier or its Dexterity modifier.

Heavy - Weapons with the Heavy attribute cannot be used by creatures whose size is Small or smaller, they also cannot be used with another weapon, though the wielder can still use a shield.

Hidden - Weapons with the Hidden attribute cannot be readily detected by creatures hostile to the wielder unless they have witnessed it being used in combat. The first time in a combat situation where a Hidden weapon is used, it counts as a Sneak Attack and deals an extra 1d6 damage on a hit. If the wielder of such a weapon has the Sneak Attack feature, their normal Sneak Attack damage replaces the amount of extra damage that such a weapon normally deals.

Jousting - Weapons with the Jousting attribute can be wielded one-handed if the wielder is mounted on a creature that lets the wielder ride it. Otherwise, this kind of weapon must be wielded two-handed. Also, when a Jousting weapon is used to attack a target within 5 feet of the wielder, the attack is made with disadvantage.

Light - Weapons with the Light attribute can be dual-wielded. A character wielding a Light weapon can make a single attack with the weapon as a Bonus Action.

Loading - Weapons with the Loading attribute take so long to reload that a wielder of said weapon can only make one ranged attack using said weapon when they attack as an Action, Bonus Action, or Reaction, regardless of the number of attacks they can normally make.

Monk Weaponry - Weapons with the Monk Weaponry attribute can be used by characters of the Monk class in conjecture with their Martial Arts class feature.

Reach - Weapons with the Reach attribute can be used to attack targets up to 10 feet away (instead of 5 feet) from the wielder.

Special - Weapons with the Special attribute can be used in a certain way unlike most other weapons. The details of each Special weapon is listed below:

* Atlatl. When this weapon is used to make a melee attack, the attack roll is made with disadvantage.
* Bec de Corbin. When this weapon is used to attack a heavily armored target, that attack is made with a +1 bonus to Hit.
* Bola. Creatures whose size are Large or smaller that are hit by this weapon has their walking speed reduced to 0 until the end of their next turn. Formless creatures are immune from the effects of this weapon.
* Boomerang. When this weapon is used to make a thrown ranged attack, on a miss, the missile returns to the thrower.
* Chakram. When this weapon lands a critical hit, it slices through its intended target and either flies to its maximum range or until it strikes another creature or object, dealing half as much damage as it dealt to its intended target to the creature/object.
* Chan Zhang. When this weapon lands a critical hit, the wielder can make one additional weapon attack for free. This effect cannot take place more than once per turn.
* Chu-Ko-Nu. When this weapon is used to make a ranged attack, it can be fired up to 10 times before it needs to be reloaded. While the weapon still has ammunition within it, the wielder of this weapon can fire as many times per Attack action as they are normally capable of doing. When reloading, this weapon must be reloaded with all ten pieces of ammunition at once.
* Claw. If this weapon deals at least 10 damage with a single hit, the creature it hits suffers disadvantage on the next d20 roll it makes until the end of its next turn.
* Clip-load Hand Crossbow. When this weapon is used to make a ranged attack, it can be fire up to 5 times before it needs to be reloaded. Reloading for this weapon takes the form of clips, which contains 5 pieces of ammunition per clip, which must all be loaded at once. Clips with fewer than the 5 pieces of ammunition may still be loaded into the weapon, though in this case it can only be fired a number of times equaling the amount of ammunition inside the clip before needing to be reloaded. As long as the clip contains more than one piece of ammunition this weapon can be fired repeatedly, even during the same Attack action (if the wielder is capable of doing so).
* Composite Bow. When this weapon is used to make a ranged attack, the wielder can use their Bonus Action to grant themselves a +5 bonus to hit for the first piece of ammunition fired from this weapon during the current turn.
* Cutlass. When this weapon is used during naval combat scenarios (either on or in water), it gains a +1 bonus to both Hit and damage.
* Flamberge. If the character wielding this weapon has a Strength score that is at least 18, they can wield this weapon one-handed with a -1 penalty to Hit and no reduction in damage.
* Flanged Mace. When this weapon lands a critical hit, it destroys the target's shield (if it is using one).
* Flying Claw. When this weapon successfully lands a hit on a creature of the same size as the wielder or smaller, the wielder can choose to make a Strength contest against the target. If the wielder wins the Strength contest, the target is pulled 10' towards the wielder in a straight line and falls prone.
* Gada. When this weapon is used to attack a heavily armored target, the attack is made with a +1 bonus to Hit.
* Golok. The wielder of this weapon receives a +1 bonus to Wisdom (Survival) checks.
* Grosse Messer. When this weapon's wielder is not wielding another weapon nor a shield together with this weapon, it receives a +2 bonus to both Hit and damage.
* Guandao. When this weapon lands a critical hit, the wielder can make one additional weapon attack for free. This effect cannot take place more than once per turn.
* Jitte. When facing a target wielding a martial weapon, the wielder of this weapon gains an extra +2 bonus to AC.
* Kagi Yari. When this weapon is used to attack a target that is mounted on another creature, the target must, on a hit, succeed on a DC [8 + this weapon's wielder's Strength modifier] Dexterity save or be knocked off their mount and falling prone in (or adjacent to) the space they were at when they were hit.
* Kanabo. When this weapon is used to attack a heavily armored target, that attack is made with a +1 bonus to Hit.
* Leister. When this weapon is used to attack a humanoid creature, the target of the attack must, on a hit, succeed on a DC [8 + this weapon's wielder's Dexterity modifier] Constitution save or become grappled. While grappled this way, a creature takes 1d4 piercing damage at the start of each of their turns. Grappled creatures can repeat the Constitution save at the end of each of their turns, ending the Grapple on themselves on a success.
* Ninjatou. The wielder of this weapon receives a +2 bonus to Dexterity (Stealth) checks.
* Pilum. When this weapon is used to attack a lightly armored or unarmored target, the attack gains a +2 to damage.
* Rapid Fire Heavy Crossbow. When this weapon is used to make a ranged attack, it fires three pieces of ammunition in quick succession. The wielder of this weapon must make a separate attack roll for each piece of ammunition fired. Regardless of how many attacks hit, the wielder can only apply their damage modifier once. If all three attacks miss the target, the wielder must roll an unmodified d20, on a roll of 5 or lower the weapon jams, which must be fixed as an Action before it can be used to attack again. When reloading, this weapon must be reloaded with all three pieces of ammunition at once.
* Repeating Light Crossbow. When this weapon is used to make a ranged attack, it fires three pieces of ammunition in quick succession. The wielder of this weapon must make a separate attack roll for each piece of ammunition fired. Regardless of how many attacks hit, the wielder can only apply their damage modifier once. If all three attacks miss the target, the wielder must roll an unmodified d20, on a roll of 5 or lower the weapon jams, which must be fixed as an Action before it can be used to attack again. When reloading, this weapon must be reloaded with all three pieces of ammunition at once.
* Riding Bow. When this weapon is used to make a ranged attack, it can be fire twice as many times as normal if the wielder of said weapon is mounted on a creature (e.g. Warhorse) that allows the wielder to ride it. The wielder must roll separate attack dice for each piece of ammunition fired this way.
* Smite Maul. When this weapon is wielded by a Paladin, it gains a +1 bonus to Hit and can be used as the Paladin's spellcasting focus.
* Sovnya. When this weapon's wielder is mounted on a creature that allows the wielder to ride it, it receives a +5 bonus to damage.
* Stiletto. When this weapon is used to attack a heavily armored target, the attack is made with a +1 bonus to Hit.
* Sword Breaker. When this weapon lands a critical hit, it destroys the target's slashing-type weapon (if it is wielding one).
* Weighted Net. When this weapon is used to hit a flying creature, it has disadvantage on Strength checks made to break out of the net. Furthermore, if the flying creature hit by this weapon cannot end its movement in midair (i.e. cannot hover), it immediately starts to fall once restrained by this weapon.
* Wolf Fang Maul. When this weapon is used to attack a medium or lightly armored target, the attack gains a +4 bonus to damage.

Thrown - Weapons with the Thrown attribute can be used to make a ranged attack, the range of said attack is described via the *(AA/BB)* following this attribute. The value The value *AA* designates the Effective Range, that is, the range within which the weapon can be used accurately; the value *BB* designates the Maximum Range, that is, the furthest distance weapon could reach. Ranged attacks made against targets that are outside the Effective Range and within the Maximum Range are made with disadvantage. Once a weapon with the Thrown attribute is used to make a ranged attack, it cannot be used again until the wielder picks it back up.

Trap - Weapons with the Trap attribute causes the creature that are hit by it to become restrained until freed. Weapons with the Trap attribute has no effect on creatures that are formless, or creatures whose size are Huge or larger. A creature restrained by a Trapping weapon can use its action to make a DC 10 Strength check, freeing itself or another creature within its standard melee range on a success. Dealing 5 slashing damage to the trapping weapon (AC 10) also frees the creature without harming it, ending the effect and destroying the weapon. When a creature attacks with a Trapping weapon, they can only make one attack regardless of the number of attacks they can normally make.

Two-handed - Weapons with the Two-handed attribute must be wielded with two hands and, for most humanoids would mean that they cannot dual wield or use a shield while wielding this kind of weapon.

Versatile - Weapons with the Versatile attribute can be wielded either in one or two hands. When it is wielded in one hand, it deals the normal amount of damage; when it is wielded in two hands, it deals the amount of damage as shown inside the brackets following this attribute. The damage type remains unaffected.