List of Exotic Weapons

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## Exotic Weapons, Shields, and Modifications

Exotic weapons are unwieldy, niche, novel, or revolutionary. Some are less effective weapons than popularly imagined or were designed for as tools used outside of combat, and so require expertise to use in combat with the same effectiveness as other, more efficient weapons. However, because they are still weapons, they work in the same way as simple or martial weapons whenever a class feature, spell, or other game mechanic requires one.

Characters can gain exotic weapon proficiency in one of the following ways:

* Characters with proficiency in all simple and martial weapons can spend downtime to train proficiency in an exotic weapon of their choice. Characters whose class, race, or background is listed in the 'Exotic Wielder' column for a particular exotic weapon can complete this training in half the time.
* Characters without proficiency in all simple and martial weapons can train for a particular exotic weapon only if their class, race, or background is listed as an 'Exotic Wielder' for that weapon. If the 'Exotic Wielder' is marked with Martial, the character must also have proficiency in at least one martial weapon before they can gain proficiency in the exotic weapon.
* Exotic weapons can be chosen for a Monk's Kensei Weapons. These do not count against the total number of exotic proficiencies known.
* A character can gain proficiency with exotic weapons using the proficiencies granted by the *Weapon Master* feat. These do not count against the total number of exotic proficiencies known.

Characters can gain exotic shield proficiency in one of the following ways:

* Characters with proficiency in all simple and martial weapons, as well as proficiency in shields, can spend downtime to train proficiency in an exotic shield of their choice. Characters whose class, race, or background is listed in the 'Exotic Wielder' column for a particular exotic shield can complete this training in half the time.
* Characters with proficiency in shields, but without proficiency in all simple and martial weapons, can train for a particular exotic shield only if their class, race, or background is listed as an 'Exotic Wielder' for that shield.
* A character that takes the Moderately Armored feat who is already proficient in shields can instead gain proficiency with one exotic shield or shield modification of their choice. This does not count against the total number of exotic proficiencies known. This does not count against the total number of exotic proficiencies known.

The maximum number of exotic proficiencies you can have is equal to your Intelligence modifier (minimum of 0) + your Proficiency Bonus.

## Exotic Weapons

To view the general weapon properties, see Weapons List: Rearmed.

## Exotic Shields

To view the general shield properties, see List of Shields.

## Special Properties

### Special Weapon Properties

***Alchemy Blade.*** This short sword is intentional hollow, from pommel to the groves along the blade. The pommel can be removed, allowing the contents of one splash weapon (alchemist fire, acid, holy water, etc) to be feed into the tube within the grip. Doing so is an action. So long as the Alchemy Blade is filled with one splash weapon, a successful hit also delivers the contents of the splash weapon to the target. No other creatures are affected by this splash weapon and if the Alchemy Blade has a critical hit, the splash weapon damage is not doubled. Once the splash weapon has been delivered, the Alchemy Blade must be refilled to be used again.

***Anchor.*** An anchor, although unwieldy, can serve as a makeshift shield due to its shear size and weight. The wielder gains a +1 bonus to their AC while wielding this weapon.

***Atlatl.*** The atlatl is a tool that uses leverage to achieve greater velocity in projectile-throwing. It may consist of a shaft with a cup or a spur at the end that supports and propels the butt of the ammunition. It is held in one hand, gripped near the end farthest from the cup. The Atlatl uses either darts, javelins, or shortspears as ammunition. The atlatl will be designed to work with only one of these types, and cannot be used with the other types of ammunition. When using an atlatl to launch a dart, javelin, or shortspear, the normal range is tripled, and the long range is doubled, and the ammunition's damage die is incremented by one *(1d4 becomes 1d6, 1d6 becomes 1d8).*

***Blowgun.*** The poison in a blowgun needle never dries.

***Boomerang.*** This weapon returns to your hand if you miss.

***Bowblade.*** The bowblade can be transformed into a bladed weapon (that deals slashing damage) or back again using a bonus action.

***Calculus, Gnome.*** This oversized sling is made to fire flasks filled with liquid. When throwing an improvised weapon, such as Alchemist's Fire, Acid Vial, or Holy Water, you can use this weapon's range and attack modifier to do so. Alchemical ammunition deals damage according to its properties. A gnome calculus can be attatched to a Sling Staff as if it were a sling if you are proficient in both weapons.

***Censer-Flail.*** A censer that has been attached to a rod by a chain, the censer is mainly used for religious practices but this censer has been outfitted to be used as a combat weapon as well. The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. You can use a bonus action to ignite the censor, which requires one block of incense (worth 1 sp) and lasts for 1 minute. For the duration, you deal an additional 5 fire damage on a hit. A creature can take this damage only once per turn.

***Clockwork Axe.*** This weapon is less of an axe, and more so a sharpened gear attached to a five foot haft. A wielder may wind a key in the haft as an action. For the next minute, the axe hums with energy violently spinning the axe head making it deal an additional 1d8 slashing damage. This property can not be activated again if the axe is spinning and once this property has been used, the user must refill the clockwork axe with 1d4 flasks of oil to use this property again.

***Double Bow.*** This double-stringed longbow can be used as a normal longbow by anyone proficient in that weapon. Characters proficient in the Double Bow can use the bow to fire two arrows at once. When you take the attack action and attack with the double bow, you can use a bonus action to make an additional attack with the double bow. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

***Fukimi-Bari (mouth darts).*** These slim, almost needle-like metal darts are concealed in the mouth and then spit at the target. Their effective range is extremely short, and they do little damage, but they are highly useful when taking an opponent by surprise. You can fire up to three mouth darts per attack (all at the same target). The cost and weight are for a single mouth dart.

***Garotte Wire.*** A garrote cannot be used on any creature more than 1 size larger than you, and you can only attack with a garotte if you have advantage. On a hit, the target is automatically grappled. Until the grapple ends, the target cannot breathe and chokes (*PHB* 183). Creatures that do not need to breathe are immune to a garotte wire's choke.

***Gauntlet, Scorpion Claw.*** This gauntlet are made from the pincers of adolescent giant scorpions. Because of the serration of the chitin used, if someone wields two (or more) scorpion claw gauntlets and hits a creature no more than one size larger than them with an attack, they can forgo damage for the attack and instead grapple the creature.

**Greatbow.** This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. An enormous bow with massive draw weight, you must use Strength instead of Dexterity for attack and damage rolls with this weapon.

***Harpoon.*** The harpoon is a broad-bladed spear forged with barbs. The shaft of the harpoon has a trailing rope attached to control harpooned opponents. Though designed for hunting drake turtles and other large sea creatures, the harpoon can be used on dry land. When you score a hit with a thrown ranged attack with the Harpoon against a Medium or larger creature, the creature must succeed a Dexterity saving throw with a DC equal to 10 + the damage dealt or have the harpoon lodge into them.

The harpooned creature moves at only half speed and cannot dash. If you control the trailing rope by succeeding at an opposed Strength (Athletics) check while holding it, the harpooned creature can move only within the limits that the rope allows (the trailing rope is 30 feet long). The harpooned creature can pull the harpoon from its wound if it has two free hands and it takes an action to do so, but it deals 1d8 piercing damage to itself unless they succeed on a DC 15 Wisdom (Medicine) check to pull it out safely.

***Hooksword.*** If a creature is holding two hook swords, it can either link them together or, if they are already linked, unlink them before taking the attack action on this turn. The linked and unlinked versions have different properties; the linked properties are listed in parentheses. While linked, the hooksword loses any unlinked properties.

**Lasso.** A Large or smaller creature hit by a lasso is grappled until it is freed. A lasso has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the lasso (AC 10) also frees the creature without harming it, Ending the effect and destroying the lasso.

**Net.** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

**Quadflail.** When you hit an attack with this flail, roll a d4. The number rolled determines how many heads will hit the target. You roll the damage die and add your ability modifier as well as any other modifiers a number of times equal to the number rolled on the d4.

**Shuriken.** When you take the attack action and attack with a shuriken, you can use a bonus action to attack with a different shuriken. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.

**Skiprock, Gnome.** These polished, perfectly weighted stones are prized by gnomes, for if thrown well enough, they ricochet off one target to strike a second. If the skiprock hits its target, it ricochets toward another target of the thrower’s choice adjacent to the original target (within 5 feet). The thrower immediately makes a second attack roll at disadvantage for the skiprock against the new target. You don’t add your ability modifier to the damage of the second Attack, unless that modifier is negative.

**Whipblade.** When you make a thrown ranged attack with the Whipblade, you can pull the blade back into your hand as a bonus action.

### Exotic Shield Properties

***Dastana.*** This pair of metal bracers can be worn in addition to some other types of armor to provide an additional bonus to armor class. You can wear dastana if you are unarmored or lightly armored, and not wielding another shield. Dastana do not require the use of your hands, and you cannot be disarmed of it.

***Gnome Battle Cloak.*** This exotic shield is not a shield in the typical sense, but rather a special cloak that can be used to foil an opponent's attacks. When used in combat, a gnome battle cloak occupies a hand, allowing you to carry other items in that hand but not wield a weapon with it. Gnome battlecloaks are retrieved and readied just like shields with Handle grips, but you cannot be disarmed of it. When you grapple an opponent, you can use a bonus action to wrap them in the battle cloak to blind them until start of your next turn, or until the grapple ends.

***Shield, Lantern.*** An apparatus combining a small shield, lantern, a gauntlet, and several blades. When wielded, it adds a +2 bonus to your AC like a normal shield, can be used for two-weapon fighting, and can store a lit bullseye lantern, which you wield while holding this shield. If you are disarmed of this shield or doff it, the lantern moves with it. A lantern can be added or removed from its container as an action.

***Shield, Tower.*** This massive shield is nearly as tall as you are. You cannot take the Dash action while wielding this shield. Using the Attack action, you can raise your shield to gain three-quarters cover in a chosen direction until the start of your next turn. If you’re able to make multiple attacks with the Attack action, this action replaces one of them. You can use this action only if you haven't moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.

### Eberron Weapons TODO:

Znir myrnaxe. The myrnaxe is the signature weapon of the gnolls of the Znir pact. It is a large hatchet-like axe mounted on the end of a long, curved handle, with a metal spike designed for thrusting mounted on the other end. The Znir gnolls do not sell myrnaxes, so they are exceptionally rare to see on the market.

war troll cleaver, Deneith Honor Blades, Znir myrnaxe. The myrnaxe is the signature weapon of the gnolls of the Znir pact. It is a large hatchet-like axe mounted on the end of a long, curved handle, with a metal spike designed for thrusting mounted on the other end. The Znir gnolls do not sell myrnaxes, so they are exceptionally rare to see on the market.

war troll cleaver, Deneith Honor Blades, Tratnyr