Eastern Weapons

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Eastern Weapons

T
his is almost certainly just a first pass at a
group of traditional Japanese weapons, but I
thought I'd throw it out here do collect
everyone's opinions on balance, variety, and
accuracy.

Eastern Weapons
Weapons Cost Damage Weight Properties
Simple Melee
Bō Staff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Claw Gauntlet 5 gp 1d4 slashing 2 lb Fist, light
Kama 1 gp 1d4 slashing 2 lb Finesse, light
Kunai 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Sai 2 gp 1d4 piercing 2 lb. Finesse, light
Tonfa 2 sp 1d4 bludgeoning 1 lb Light
Martial Melee
Katana 50 gp 1d8 slashing 3 lb. Finesse, versatile (d10)
Kusarigama 25 gp 1d6 slashing 4 lb. Two-handed, finesse, reach
Naginata 50 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Nunchaku 5 sp 1d6 bludgeoning 1 lb. Finesse, light
Ōdachi 100 gp 1d12 slashing 7 lb. Finesse, heavy, two-handed
Tetsubo 15 gp 1d12 bludgeoning 10 lb. Heavy, two-handed
Wakizashi 25 gp 1d6 slashing 2 lb. Finesse, light
Simple Ranged
Shuriken 5 cp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60)
Martial Ranged
Tanegashima 150 gp 2d8 piercing 10 lb. Ammunition (range 80/240), dry, loading, misfire, two-handed
Yumi 50 gp 1d8 piercing 2 lb. Ammunition (range 80/320), two-handed
Weapon Properties Misfire. When you roll a critical failure on an attack roll with
this weapon, it jams. A jammed firearm can't be used to make
The eastern weapons above share a number of special an attack until a creature uses its action to clear the weapon
properties. Of important exception is the Tanegashima which, malfunction.
as a firearm, does not add an ability score to its damage rolls. Range. A weapon that can be used to make a ranged attack
Other weapon properties are detailed here: has a range in parentheses after the Ammunition or Thrown
Ammunition. You can use a weapon that has the property. The range lists two numbers. The first is the
Ammunition property to make a ranged attack only if you weapon’s normal range in feet, and the second indicates the
have ammunition to fire from the weapon. Each time you weapon’s long range. When attacking a target beyond normal
attack with the weapon, you expend one piece of ammunition. range, you have disadvantage on the attack roll. You can’t
Drawing the ammunition from a quiver, case, or other attack a target beyond the weapon’s long range.
container is part of the attack (you need a free hand to load a Reach. This weapon adds 5 feet to your reach when you
one-handed weapon). At the end of the battle, you can recover attack with it, as well as when determining your reach for
half your expended ammunition by taking a minute to search opportunity attacks with it.
the battlefield. If you use a weapon that has the ammunition Thrown. If a weapon has the Thrown property, you can
property to make a melee attack, you treat the weapon as an throw the weapon to make a ranged attack. If the weapon is a
improvised weapon. Firearm ammunition is destroyed upon melee weapon, you use the same ability modifier for that
use. attack roll and damage roll that you would use for a melee
Dry. If this weapon is ever submerged in water or doused attack with the weapon. For example, if you throw a handaxe,
with a significant quantity of water, it jams. A jammed firearm you use your Strength, but if you throw a dagger, you can use
can't be used to make an attack until a creature uses its either your Strength or your Dexterity, since the dagger has
action to clear the weapon malfunction. the finesse property.
Finesse. When making an attack with a finesse weapon, Two-Handed. This weapon requires two hands when you
you use your choice of your Strength or Dexterity modifier for attack with it.
the attack and damage rolls. You must use the same modifier Versatile. This weapon can be used with one or two hands.
for both rolls. A damage value in parentheses appears with the property—
Fist. You can treat attacks with this weapon as unarmed the damage when the weapon is used with two hands to
strikes. make a melee attack.
Heavy. Small creatures have disadvantage on attack rolls
with heavy weapons. A heavy weapon’s size and bulk make it
too large for a Small creature to use effectively.
Light. A light weapon is small and easy to handle, making
it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this
weapon, you can fire only one piece of ammunition from it
when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.

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