Weaponry

## Bladed Weapons

### Swords

* ***Hooked Sword.*** On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
* ***Zweihander.*** On a hit with this weapon, the wielder can make the same attack against a target within 5 feet of the first.
* ***Hidden.*** A weapon with the "Hidden" property can be more easily concealed. You have advantage on checks made to hide this weapon from searches of your person or equipment.

### Daggers

* ***Hidden.*** A weapon with the "Hidden" property can be more easily concealed. You have advantage on checks made to hide this weapon from searches of your person or equipment.

### Axes

* ***Boarding Axe.*** If wielding a boarding axe in each hand, the user has a climbing speed of 15 ft on wooden surfaces.

## Fist Weapons

* ***Unarmed.*** A weapon with the "Unarmed" property allows you to deal the damage of the weapon instead of your normal unarmed attack damage when making an unarmed strike.
* ***Hidden.*** A weapon with the "Hidden" property can be more easily concealed. You have advantage on checks made to hide this weapon from searches of your person or equipment.

## Polearms

* ***Mounted.*** A weapon with the "Mounted" property can only be used when mounted. It rolls an additional dice of damage when making an attack after moving at least 40 feet towards the target.
* ***Harpoon.*** This weapon can be attached to a rope before being thrown. On a hit, the harpoon becomes lodged in the target object or creature, at which point the attached rope can be used.
* ***Twin-Bladed Glaive.*** When you take the Attack action with this weapon, you can make additional attacks with the alternate end of this weapon as though using Two-Weapon Fighting.
* ***Atgeir.*** This weapon can switch to an alternate grip where it loses the Reach property but increases its damage die to 1d10.
* ***Halberd.*** This weapon can switch to an alternate grip where it loses the Reach property but increases its damage die to 1d12.

## Ranged Weapons

### Throwing

* ***Returning.*** A weapon with the "Returning" property will return to the thrower if an attack made with it misses.

## Firearms

### Long Arms

*1* *This weapon can only be crafted by a specialist gunsmith, and not purchased otherwise.*

### Small Arms

*1* *This weapon can only be crafted by a specialist gunsmith, and not purchased otherwise.*

### Scatter Arms

When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first. Use the same attack and damage rolls for both targets.

*1* *This weapon can only be crafted by a specialist gunsmith, and not purchased otherwise.*

*2* *This weapon can also use Slugs, at which point it loses the Scatter property and gains a range of 60/120 ft.*

### Incendiary Arms

*1* *This weapon can only be crafted by a specialist gunsmith, and not purchased otherwise.*

* ***Drakenfyr.*** All creatures within the specified area must make a Dexterity saving throw against a DC of 8 + your Dexterity modifier + your proficiency bonus (if proficient) or take the specified damage, or half as much on a success.

## Artillery

### Cannonry

* ***Cannons.*** Cannons have three ranges to note, unlike other ranged weapons. Between 5 feet and the lowest range, attacks have advantage. Beyond this range up to the middle range, attacks are made at normal. Beyond this range up to the maximum range, attacks are made with disadvantage. If an attack misses, the projectile instead lands in a random direction form the target, 1d4 x 5 ft away. When used in naval combat, this is ignored.
* ***Mortars.*** Mortars have three ranges to note, unlike other ranged weapons. Between 5 feet and the lowest range, attacks cannot be made, due to an impossible trajectory for the mortar. Beyond this range up to the middle range, attacks are made at normal. Beyond this range up to the maximum range, attacks are made with disadvantage. If an attack misses, the projectile instead lands in a random direction form the target, 1d4 x 5 ft away. When used in naval combat, this is ignored.

### Explosives

* ***Explosive.*** A weapon with the "Explosive" property can be thrown as a ranged weapon attack towards a location within range. The AC of the location is 8 + 1 per 5 ft of distance from the thrower. On a miss, the explosive lands in a random space adjacent to the location. On a miss by 5 or more, the explosive lands short by 5 ft per 1 beneath the AC - 5 threshold. All creatures within the specified radius must succeed on a Dexterity saving throw against a DC of 12 or take the specified damage, or half as much on a success.
* ***Fuse.*** A weapon with the "Fuse" property requires a bonus action and a source of flame to light and will explode at the end of the creature's turn regardless of whether or not it is thrown.
* ***Smoke Bomb.*** This type of bomb can be filled with gas-producing material. Effects can vary depending on the type of smoke or gas produced. Effects are left up to the DM's discretion.

## Ammunition

### Standard

* ***Bodkin Arrow.*** A ranged weapon attack made with this type of arrow gains a +1 bonus to its attack roll when attacking a target wearing medium or heavy armour, or a creature that has natural armour.
* ***Broadhead Arrow.*** A target that can bleed hit by this type of arrow suffers a bleeding wound that deals 1d4 damage at the start of each of their turns. The wound can be closed as a bonus action. The effects of this arrow stack.
* ***Firecage Arrow.*** The curved metal bars that flare out from the shaft of this arrow create a cage that carries a burning coal through the air, which sheds dim light in a 5 ft. radius. When you hit with a firecage arrow, the damage you deal is fire damage, instead of piercing. If you miss with a firecage arrow, choose a space at random within 15 feet of the target. The arrow ignites objects in that space that aren't being worn or carried. You need a present source of fire within 5 feet of you to use these arrows.
* ***Barbed Quarrel.*** A target that can bleed hit by this type of quarrel suffers additional necrotic damage equal to half your proficiency bonus, rounded up.
* ***Concussive Cartridge.*** On a hit, the target must make a Constitution saving throw against a DC of 12 or else be stunned until the start of your next turn.
* ***Explosive Cartridge.*** On a hit, all creatures within 5 feet of the target must succeed on a Dexterity saving throw against a DC of 12 or else take 3d6 fire damage, or half as much on a success.

### Artillery

*1* *Is only usable by cannons with a poundage of 18 lb. or higher.*

### Amberglass

* ***Explosive Barrel.*** An object with the "Explosive Barrel" property contains explosive ammunition that, when lit, will immediately explode dealing damage in a radius around it. All creatures within the specified radius must succeed on a Dexterity saving throw against a DC of 12 or take the specified damage, or half as much on a success.

## Other Weapons

* ***Garotte Wire.*** On a hit, a Large or smaller creature is automatically grappled by the weapon. While the target is grappled in this way and you hold on to the weapon with both hands, the target is also Suffocating. A creature can attempt to escape the grapple as normal, but you can choose to make a Dexterity (Sleight of Hand) check to maintain the grapple.