4.6 KiB
The weapon your character uses not only affects their actions and their role in combat, it adds flavor to their concept. Branching out from traditional Western fantasy weapons adds a wealth of interesting options to give your character a distinct style.
The weapons detailed here are in addition to the weapons described in the core rules. The boomerang, nunchaku, sai and tonfa can be considered monk weapons for purposes of the monk’s Martial Arts class feature.
The Martial Arts Weapons table shows the weapons found in this section, including their price, damage, weight, associated weapon options, and properties. This table is also split by the proficiencies required (simple or martial) to wield the weapons effectively. For descriptions of new weapon options, see the Weapon Options section.
Weapon Properties
Some of these martial arts weapons have new properties, described here:
- Hooked. This weapon has one or more hooks or prongs used for catching and trapping an opponent’s weapon.
- Shielding. A weapon with the shielding property is helpful for both blocking and attacking. If you take the Dodge action while wielding a weapon with this property, you gain a +1 bonus to your AC until the beginning of your next turn.
| Weapon | Cost | Damage | Weight | Weapon Options | Properties |
|---|---|---|---|---|---|
| Simple Melee Weapons | |||||
| Nunchaku | 2 sp | 1d6 bludgeoning | 2 lb. | Whirling Distraction | Finesse |
| Sai | 2 gp | 1d4 piercing | 2 lb. | Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap | Finesse, Hooked, Light |
| Tonfa | 2 sp | 1d4 bludgeoning | Disarming Parry, Disarming Twist, Forearm Block, Hook and Pivot, Weapon Trap | Finesse, Hooked, Light, Shielding, Special | |
| Boomerang | 5 sp | 1d4 bludgeoning | 1 lb. | Misdirect | Thrown (range 20/60 ft.) |
| Simple Ranged Weapons | |||||
| Shuriken | 5 cp | 1d4 piercing | 1/8 lb. | Misdirect | Finesse, Thrown (range 30/60) |
| Martial Melee Weapons | |||||
| Butterfly sword | 10 gp | 1d6 slashing | 2 lb. | Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap | Finesse, Hooked, Light |
| Ji | 15 gp | 1d10 piercing | 6 lb | Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap | Heavy, Hooked, Reach, Two-handed |
| Hook sword | 15 gp | 1d6 slashing | 3 lb. | Disarming Parry, Disarming Twist, Hook and Pivot, Weapon Trap | Hooked, Light, Special, Versatile (1d8) |
| Rope dart | 5 sp | 1d6 bludgeoning | Ensnare, Twine, Whirling Distraction | Finesse, Reach, Two-handed | |
| Lasso | 5 sp | 1d4 bludgeoning | 10 lb | — | Thrown (range 20/60 ft.) |
Special Weapons
Various weapons with special properties are detailed here.
- Hook Sword. A hook sword is a long blade with a flanged hook on the end, a sharpened end of the hilt, and a pointed, crescent-shaped crossguard. Typically wielded as a pair, a hook sword’s shape makes it handy for tripping an enemy, catching their weapons, and deflecting their blows.
As a bonus action, you can link or unlink two hook swords you are wielding by locking their hooked ends together to form a longer, flail-like slashing weapon. When wielding linked hook swords, you gain a reach of 10 feet, and the linked swords function as a single two-handed weapon that deals 1d10 slashing damage.
- Tonfa. A tonfa resembles a wooden club, roughly the length of the wielder’s forearm, with a perpendicular handle. This shape allows for versatility in combat, and the weapon can be used as a club for striking, can be gripped by the shaft for hooking and tripping, or can be tucked in along the forearm for blocking or for hard, precise jabs. Tonfa are typically wielded in pairs.
You can make unarmed strikes while wielding one tonfa in each hand.
- Boomerang. When you throw this weapon and hit, the weapon bounces off your target and returns to your hand. If you miss, the weapon sails past your target, then turns around to strike again. Make a second attack roll. On a miss, the weapon returns to your hand. On a hit, the weapon deals damage to your target, but then falls to the ground.
- Lasso. A Large or smaller creature hit by a lasso is grappled. A lasso has no effect on creatures that are formless or creatures that are at least two sizes larger than the wielder.
A creature can attempt to break itself or another creature free from the lasso’s grapple with a contested STR check against you. Dealing 8 slashing damage to the lasso (AC 10) also frees a grappled creature without harming it and destroys the lasso. When you attack with a lasso, you can make only one attack with the weapon regardless of how many attacks you normally have in a round. As an action, you can pull a creature grappled by your lasso toward you a number of feet equal to your STR score.