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Exotic Weaponry_____________________________
These weapons are highly specialized tools of war. Without proper training, they are nearly useless, but in the right hands they are devastating.
All Exotic weapons require proficiency to use effectively. If you attempt to wield one without proficiency, treat it as an improvised weapon, with which you do not have proficiency.
The Weapon Master feat allows you to gain proficiency in Exotic weapons.
Exotic weapons are only sold and made by specialized smiths, and are not readily available.
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Urumi.
Attached to a guarded handle runs a long, thin, whip-like steel blade, measuring nearly 8ft in length.
Exotic Melee.
Cost: 50gp.
Damage: 1d8 Slashing.
Properties: Reach, Special.
Weight: 5lb.
Special: You must use your Dexterity modifier in place of your Strength modifier while making attacks with this weapon. You must have a Dexterity score of at least 12 to wield this weapon proficiently, if you do not, treat it as if you were not proficient.
Greatbow.
This immense longbow stands 5-6ft tall. A heavy recurve gives it the power necessary to fire mammoth arrows.
Exotic Ranged.
Cost: 70gp.
Damage: 1d10 Piercing.
Properties: Ammunition (Range: 200/800), Heavy, Two-Handed, Special.
Weight: 7lb
Special: You must have a Strength score of at least 12 to wield this weapon proficiently, if you do not, treat it as if you were not proficient.
Panabas.
Atop a hilt 1-2ft in length sits a wicked cleaver-like blade several feet in length. No more than an inch tall at the point of joining to the hilt, it gradually sweeps out to a couple inches near the end of the blade.
Exotic Melee.
Cost: 60gp.
Damage: 1d12 Slashing.
Properties: Heavy, Two-Handed, Special.
Weight: 6lb.
Special: When you score a critical hit with this weapon, deal an extra 1d6 damage.
Karambit.
This curved blade resembles the claw of some fearsome beast. 4-6 inches in length, the small hilt sits comfortably in the palm of a hand, while a finger slips into the ring at the top of the grip.
Exotic Melee.
Cost: 20gp.
Damage: 1d6 Slashing.
Properties: Finesse, Light, Special.
Weight: 1lb.
Special: While you have this weapon drawn, it cannot be disarmed unless you allow it.
Meteor Hammer.
Two metal weights, each the size of a child's head are connected by a 6ft iron chain. The weights are swung at high speeds before impacting with a target.
Exotic Melee.
Cost: 55gp.
Damage: 1d10 Bludgeoning.
Properties: Heavy, Two-handed, Special.
Weight: 10lb.
Special: When you make an attack with this weapon, you may spend a bonus action to make a single attack with the opposite end. This attack deals only 1d6 Bludgeoning.
Shotel.
A 3-4ft long blade curves dramatically, taking a half moon shape. It is attached to a simple, guard-less hilt.
Exotic Melee.
Cost: 34gp.
Damage: 1d8 Piercing or Slashing.
Properties: Versatile (1d10), Special.
Weight: 3lb.
Special: Attacks made with this weapon ignore any AC bonuses granted by shields or partial cover.
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