Step By Step Guide Step 1 - Choose a Weapon Before you start playing with stats, features and special traits, the most important thing to have is an idea of the weapon. This can be an image or review of a real weapon, a mental picture of something that you always thought would be cool or an idea to fill a mechanical hole in the basic set. Slender Longsword - Step 1 For this example we are going to create a slim-line, lightweight longsword, designed to thrust between the joints of enemy armor. Many instances of these weapons have been documented and descovered in historical Europe. Step 2 - Choose a Damage Type The three physical damage types in D&D 5E are bludgeoning, representing blunt impacts, piercing, representing deep, narrow wounds that are created by thrusting attacks, and slashing, representing a cutting action common to swords and axes. If you are unsure of what type of damage your weapon should deal, you can consult the PHB for similar weapons or look up how similar weapons were used in actual historical combat. It is very different from the movies! Most monsters that are resistant to one of the physical damage types are resistant to all three, so unless you choose to alter that yourself, this choice is predominantly important for accuracy, roleplay and creative reasons. Slender Longsword - Step 2 Since this weapon is designed for use with thrusting attacks it is likely to cause precise, deep, narrow wounds. This is piercing damage. Step 3 - Weight Bracket The weight bracket of the weapon determines it's base damage dice. A weapon can only be one of the following weight brackets, as it cannot be both light and heavy at the same time. Weapon Weight Weight Initial Damage Dice Light 1d4 Balanced 1d6 Heavy 1d8 Balanced weapons are those with no weight modifier stated. Weight brackets are semi-arbitrary and dependant on the type of weapon. As such, you will sometimes find a light weapon of one type that is heavier than a heavy weapon of a different type. Heavy Weapons and Small Creatures Remember: Small Creatures have disadvantage on attack rolls with Heavy Weapons. If you are designing a weapon for a character who is small, you may want to consider making a lighter version of it. Slender Longsword - Step 3 Since the Slender Longsword has a much thinner blade, it weighs significantly less than a standard Longsword. I am choosing to make this weapon Light, with a base 1d4 damage die. Weapon Dice While following this guide, it can be useful to udersatnd the damage dice associated with the various weapons in the game. These values are: 1d4, 1d6, 1d8, 1d10 and either 1d12 or 2d6 2d6 is used by some weapons as an equivelent value to 1d12. Having multiple dice will result in fewer extreme rolls, either high or low. The resulting damage, while only 0.5 higher on average, will be more consistantly near average values than if rolling a single die. When this guide provides damage modifiers, they are refering to dice size, not to total damage. A +1 modifier to a 1d6 weapoin increases the dice size to 1d8. It does not increse the damage by 1. Step 4 - Weapon Category Melee Vs Ranged A Melee weapon is any weapon that can effectively be used in Melee. This includes purely Melee Weapons, Melee Weapons that can be Thrown with the Thrown (Melee) property and weapons that are designed for throwing but are still usable in a melee with the Thrown (Ranged) property. A Ranged Weapon is any weapon that cannot be used effectively in a melee, such as a blowpipe, bow or sling. Firearms are weapons that use gunpowder or other propelants to direct a projectile at great velocity. While a few samples are included in the DMG, and they are included in this guide, the compoendium will not contain any firearms due to the enormous variety of forms and functions. For further details, see the Firearms section of this guide.

Base Weapon Category Type Dice Size Modifier Melee 0 Ranged 0 Firearm +1 Simple Vs Martial A simple weapon is a commonly available, relatively easy to use weapon that any individual in the world might have some limited ability to use. A Martial Weapon is more complex, requiring specific training and familiarity to use effectively at all. They are less commonly found and are usually limited to martial classes, such as Fighter. A weapon can only be one of the following classifications, as it cannot be both simple and Martial. Worldly Skills The availability and popularity of weapons varies greatly depending on culture, location, era and worldly events, such as a recent war. In reality, there is no such distinction as simple or martial weapon, and to attempt to use one, as D&D does, introduces a great deal of ambiguity and arbitrariness. The classifications listed in the compendium are primarily there to create a balanced collection of Simple and Martial classes, similar to what the PHB does, however, this may not be arranged in what you consider to be a sensible fashion. Furthermore, your DM may decide that certain types of weapon are more or less common, and training for them be more or less common, than implied here. If in doubt negotiate with your DM. Base Weapon Skill Level Type Dice Size Modifier Simple 0 Martial +1 Slender Longsword - Step 4 The slender longsword is a Melee Weapon (no modifier) that requires proficiency in Martial Weapons (+1 Dice Size) Step 5 - Additional Properties Universal Properties There are a number of additonal properties and features that can be assigned to a weapon to further define what it does and how. Any weapon can have a combination of the Universal Weapon Properties. Additionally, a Ranged Weapon will have some properties from the Ranged Weapon Properties and a Firearm will have some properties rom the Firearm Properties. These sections can be found on the following two pages. Slender Longsword - Step 5 I am giving the slender longsword both the Finesse and Versatile Property. My choices provide the following results: Light (1d4) + Martial (+1 = 1d6) + Versatile (1d6 +1 = 1d8) Weapons Name Cost Damage Weight Properties Slender Longsword 15gp 1d6 piercing 2lb Finnese, light, versatile(1d8) Official Weapon Properties (Universal) Property Damage Dice Modifier Function Description and Typical Use Finesse 0 This weapon uses either Strength or Dexterity, player's choice. For weapons where precise aim and timing is more important than streangth. Typically only used for none two-Handed, Light Weapons. Reach -2 Increases attack range by 5ft. Weapons that are exceptionally long, such as spears and other polearms, are granted the Reach property. Two-Handed +1 Occupies both hands. This weapon is sufficiently large, or requires so much leverage that two hands are required to weild it effectively. It can only be used with two hands. Typically only used for Heavy Weapons. Versatile (+1) Can be weilded as a One-Handed Weapon or as a Two-Handed Weapon for additional damage. Typically used as a intermediary step between Balanced and Heavy Weapons.

Ranged Weapon Properties In addition to the Universal Features, ranged weapons have a number of specific features that further define their use. Thrown Weapons Thrown Weapons come in two distinct categories, each with its own version of the Thrown(x/y) property. Thrown (Melee) is used for melee weapons that are sufficiently aroedynamic for throwing. These weapons are only found in the Melee category, use strength as their ability score modifier and have a lower effective range. After being thrown, a throwable weapon is no longer in the possesion of the character who threw it. Their standard and disadvantage ranges are represented by a 1:3 ratio, meaning that you can throw it three times as far at disadvantage than without disadvantage. All of the Thrown (Melee) weapons in the PHB have ranges of 20/60. Thrown (Ranged) weapons is used for weapons that are specifically designed to be thrown. Some of these can also be used effectively in melee, and are found in the Melee category, while others cannot be effectively used in melee, and are found in the Ranged category. After being thrown, a throwable weapon is no longer in the possesion of the character who threw it. Their standard and disadvantage ranges are represented by a 1:4 ratio, meaning that you can throw it four times as far at disadvantage than without disadvantage. The typical range of Thrown (Ranged) weapons in the PHB is 30/120. Ammunition Weapons with the Ammunition property are designed to accelerate a projectile to greater speeds than is possible by throwing. In the PHB they are found exclusively in the Ranged category and have the highest effective ranges of all weapons, excluding firearms (example firearms are fouund in the DMG, not the PHB). Firing these weapons consumes a stock of ammunition, allowing the player to reload and reuse the weapon multiple times. Their standard and disadvantage ranges are represented by a 1:4 ratio, meaning that you can throw it four times further at disadvantage than without disadvantage. Their typical ranges vary widely. Dice Size Modifier - Ranged Weapons Weapons in the Ranged Category do not change dice sizes as quickly as other weapons. After choosing all of the various properties of the weapon, total the dice size modifier and devide it by 2, rounding down where you have a half modifier. Only after the devision do you apply the modifier to the weapon. Example Dice Size Opertaion - Crossbow, heavy Modifiers - Heavy (+1), Loading (+1), Martial (+1), Two Handed (+1).

Modifier Total - +4 dice sizes (1d14 which is not a valid dice size)

Actual Modifier - +(4/2) -> +2 (1d10) Official Weapon Properties (Ranged) Property Damage Dice Modifier Function Description and Typical Use Ammunition(x/y) 0 1:4 range ratio. For mechanical ranged weapons such as Bows, Crossbows, Arbalests, Slings and other devices. Highly variable ranges. Finesse 0 This weapon uses either Strength or Dexterity, player's choice. Most weapons in the Ranged category use Dexterity as the ability score modifier instead of strength. You can use Finesse to mark weapons that can be used with either. Loading +1 Maximum of 1 attack per action. For complex weapon systems with prolongued loading procedures, such as heavy crossbows and early firearms. Melee (Thrown) 0 1:3 range ratio. For melee weapons that are aerodynamic enough to throw effectively. Typically 20/60 Range. Ranged (Thrown) 0 1:4 range ratio. For ranged weapons that do not consume or propell seperate ammunition. Typically 30/120 Range. Such weapons may be usable in melee combat, in which case they are found in the Melee category.

Firearm Properties In addition to the Universal and Ranged Weapon Properties, there are some example properties listed in the DMG that apply to firearms. Firearms also change damage dice at half the normal rate (see Dice Size Modifiers under Ranged Weapon Properties). Common Properties Unlike Melee (Thrown) and Ranged (Thrown) weapons, firearms almost always require and consume Ammunition. Depending on weather the Ammunition is loaded individually or in magazines, Ammunition Firearms are generally either Loading or Reloading. Range The example firearms found on Page 268 of the DMG all follow the 1:3 ratio found in Melee (Thrown) weapons. This means that if they can be fired 30ft without disadvantage, they can be fired 90ft with disadvantage. Loading and Reloading The loading property requires the user to relaod between each shot, thus limiting the weapon to a single attack per round. The reload property limits the weapon to a fixed number of shots before requiring a reload. This is typically associated with more modern firearms, as early firearms were loaded with individual shots instead of magizenes. Official Weapon Properties (Firearms) Property Damage Dice Modifier Function Description and Typical Use Ammunition 0 1:3 range ratio. Ammunition for firearms. It is typically destroyed on use (may vary in science fiction settings - See Apendix 1). Highly variable ranges. Burst Fire 0 Enables an AoE attack Enables a multi-ammunition burst fire that effects all targets within a 10ft. cube. Reload 0 Batch-loads ammunition Multiple attacks can be performed prior to needing to reload. Representation of Firearms The introduction of firearms to the human arsenal lead to many changes in the art of warfare. While the vast majority of these changes didn't occur until more recently, early firearms and associated explosive weaponry introduced many new ways to kill, maim and demoralise the enemy. Due to this diversity of form, effect and use, it is extremely difficult to reduce firearms to fit within the D&D 5E system. This section is dedicated to explaining some of the issues associated with such an endeavour and to suggest a few possible ways to do so successfully. The potential solutions offered are only very simple and limited suggestions. There are many other ways to tackle these issues. Rate of Fire Extremely early firearms, such as the original ancient Chinese Fire-Lance, were made of materials that couldn't withstand repeated exposure to explosive forces, such as bamboo (a type of wood). These weapons were often mass produced, non-reloadable devices that were shipped onto the battlefield or stored near to the fortifications from which they were to be used and then discarded after use. This disposable nature would require a character in D&D 5E to constantly draw a new weapon, which, depending on your DM, may cost you an action each and every time, reducing your fire-rate to one shot every two rounds of combat. Even more modern muskets, such as those used in the English Civil War (1642-1651), were limited to one or two shots per minute. In in-game terms, that is one shot, followed by a five combat rounds long reload. Potential Solutions Assuming that you favour usability over historical accuracy, you could use the loading property as the minimum rate of fire of any firearm. This would ensure that your minimum rate of fire is one shot per round. Effectiveness Not only did many early firearms suffer from poor fire-rates, but they also suffered from poor accuracy and damage. The effectiveness of early firearms in harming the enemy is unknown, however, their overall effectiveness on a battlefield is not necessarily limited to these values, as they are in D&D 5E. The loud noise, bright flashes and flames brought forth by the ancient chinese fire-lance would have been an excellent distraction, possibly capable of disrupting entire formations when used on mass, and the barrage of light, sound and heat would be devastating to the moral and discipline of enemy soldiers. All in all, this may have been far more important than their direct damage value.

Potential Solutions Again, if you strictly care about usefulness to the character, then you could easily ignore these factors and create guns that are mathematically in-line, using the properties listed in this guide or others. If you would like greater historical accuracy, but still want to keep the weapon's accuracy high enough to be effective then you may consider making the target a 10 ft sphere. The bullet is guaranteed to hit a random creature within that sphere, so your accuracy is 100%, better than other ranged weapons in the D&D 5E system, but you cannot choose which creature the projectile hits. In regards to the low damage and demoralising effect, you could substitute the demoralising effect with psychic damage. This would increase the effectiveness of the weapon within the D&D 5E system, while maintaining a historical stylisation. You could also introduce an element of moral to your game, giving all PCs, NPCs and monsters a willingness to fight, and forcing them to surrender or flee when they become too demoralised. Formatting Because of the wide variety of effects that firearms and associated explosive weaponry can have, many of these weapons would require either a detailed description of what they are and how they work, or a Special property. This could lead to issues with the standard weapons-table, as it offers limited space to describe the item. Potential Solutions My recommended solution to this is to create a new formatting that closely mimics the formatting used for spells. This allows for a description of the item, what it is, how it is triggered, what sort of range it has, what sort of triggers it has and exactly what it does. My suggesting formatting template is as follows: Name

Trigger:

Range:

Ammunition:

Reload:

A description of what it does. Example - Dragon Pistol Dragon

Trigger: Attack Action - Instant

Range: Self (15ft Cone)

Ammunition: Lead Drop Bullets

Reload: Loading

When fired, the Dragon Pistol sprays a 15ft cone of lead pellets. All creatures within the area must make a DC 13 Constitution Saving Throw. On a failed saving throw they recieve 1d8 piercing damage, or, on a successful saving throw, they recieve half damage. Example - Fire-Lance Fire-Lance

Trigger: Attack Action - Instant

Range: Self (10ft line)

Ammunition: Gunpowder

Reload: Disposable

When ignited, a jet of flames and grit launch from the barrel of the weapon. The closest creature along the line takes 1d4 bludgeoning damage. All creatures in the area must then make a DC 13 Dexterity saving throw. On a failed saving throw they take 1d4 fire damage and 1d4 psychic damage, or, on a successful saving throw, they receive half damage. Example - Fragmentation Grenade Fragmentation Grenade

Trigger: Thrown - 1 round delay

Range: 30/120 (30ft Sphere)

Ammunition: Self

Reload: Disposable

All creatures in the target area must make a DC 13 Dexterity Saving Throw. On a failed saving throw, they take 1d6 force damage and 1d6 slashing damage, or, on a sucessful saving throw, they take no slashing damage.

Apendix 1 - Weapon Properties Ammunition You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. Ammunition (Firearms) The Ammunition of a firearm is detroyed upon use. Renaissance and modern firearms use bullets. Futruistic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make. Burst Fire A weapon that has the burst fire property can make a single normal attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses 10 pieces of ammunition. Finesse When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy Due to the weight of the weapon, you cannot wield this weapon if you are small size or lower. Also, when it is wielded in one hand you cannot do the following things: You cannot make Opportunity Attacks.

You cannot gain benefits from the Duelling Fighting Style.

You cannot wield an off-hand weapon. If the weapon has the Ranged Property, it cannot be fired without using two hands. Light A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. 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, regardless of the number of attacks you can normally make. Can only be applied to a Thrown or Ranged Weapon. Ranged A Ranged Weapon has a much longer range than a thrown weapon. There is a general range table at the end of the guide, but work with your DM to make adjustments where appropriate. Automatically gains the Ammunition Property. Reach This weapon adds 5 feet to your reach when you attack with it. Reload A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or bonus action (the character's choice). Thrown If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. If the weapon has the Ranged Property, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Automatically gains the Ammunition Property Martial This weapon is uniquely designed and balanced in such a way that attempting to use it without the correct proficiency means you suffer disadvantage on the attack.

Base Weapon Design - Compendium About this Compendium This comopendium of Base Weapons is designed for my, /u/ilovegoodfood, personal use, judging weapons by my own limited knowledge. My primary source of knowledge of historical weapons and weapons use is the Skallagrim Youtube channel. The decisions that I make in this compendium may not be the same as the ones you would have, and you may have very different knowledge on the topic. Duplicate Stats The weapons in this compendium are primarily designed to provide varied forms of weaponry, not new ways to play. Many of them will have similar or even identical stats to existing items in the PHB, DMG and each other. Weapon Proficiency If you wish to prevent a European-Themed Fighter from just randomly picking up and immediately being proficient with weapons from other cultures, such as the Chinese Lian Nu, more commonly known by the Romanization "Chu Ko Nu", you can optionally insert the region name into the proficiency. Martial Weapon proficiency will instead read as Martial [Regional] Weapon proficiency, and only apply to weapons from that region. All of the weapons providied in the PHB are considered Eurapean. Period Most of the weapons included in this list were developed and used by civilisations and peoples spread across their respective regions during the classical and medieval periods. Custom Weapon Properties There are a number of functional real-world weapons that have functions and uses not covered by the base weapon properties provided in the PHB or DMG. In order to facilitate their existance and accurate use, I will be designating a small list of additional weapon properties. Some of the weapons in this compendium will use these new weapon properties. Universal Properties Bound These weapons are attached or held in such a way that it very difficult to remove them from the weilder. The weilder has advantage on any saving throw required to avoid being disarmed. Switching weapons from a Bound weapon requires at least 1 action to unbind and store the weapon. Bulky These weapons are so large and heavy that they are difficult to handle in normal combat. While weilding any item that has the bulky property, your base movement speed is reduced by 5ft. Dice Size Modifier: +1 Concealed These weapons can be built into or concealed within other objects and garments. When someone checks you for weapons, they must suceed a contested Wisdom (Perception) skill check against your Intelligence (Deception) for each weapon with the concealed property. If they fail the skill check, they fail to detect the weapon. Interchangable These weapons are comprised of multiple interchangable parts, allowing the user to alter the physical damage type that it causes. If the weapon also has the Multiattack (X) property, it can be configured to deal up to as many damage types as it has multiattacks. Multiattack (X) These weapons are comprised of multiple seperate components, have multiple ends or fire multiple projectiles. The weapon performs a number of seperate attacks, equal to X. These attacks can be made against any combination of enemies, including all to the same target and all to different targets. Ranged weapons with the Multiattack (X) property fire all projectiles in one volley, at the same target, unless specified by a Speciel property. Most Multiattack Weapons have attack dice half the expected size. Poisonous These weapons have been specifically designed for the application and delivery of poisons. The target has disadvantage on any saving throws against poisons applied from weapons with the poisonous property. Dice Size Modifier: -1

Melee Only Properties Defensive If both hands are occupied with weapons that have the defensive modifier, you gain 1 bonus AC. Disarming These weapons can be used to quickly entangle or disarm an oponent, allowing for direct and unchallanged assault. Once per short or long rest, you may spend an action to attempt to disarm an opponent (having mutliple weapons with the Disarming property does not provide additional uses or benefits). Make an attack roll with the weaon that has the disarming property. If you hit the creature with the weapon attack, the target must pass a Strength Saving Throw with a DC equal to the damage they recieved. On a failed save, it drops one of the objects, of the attacker's choice, that it is holding. The objects lands at its feet. Dice Size Modifier: -1 Parrying When attacked, after the attack has been rolled but before it is resolved, you may take the block reaction to raise your AC by 2 for that attack only. Thrown (Melee and Ranged) Weapons Returning These throwable weapons can be thrown in precise arcs, returning to the user even after striking a target. The user must spend their bonus action to catch the weapon, or it falls to the ground at their feet. Only one attack can be made per attack action. Alternative Heavy Property Since my guide allows for Heavy weapons with any degree of handedness, a DM may find it useful to use an alternative ruling for the distinction between normal and heavy weapons. This optional change to the default property reads as follows: Heavy The weight of this weapon makes it exhausting and difficult to use. As a result, characters with less than 13 Strength are unable to effectively use this weapon. Small creatures require an additonal 2 Strength, total of 15 Strength, to effectively weild these weapons and Tiny are completely unable to. Africa The vast majority of African Empires date back to classical antiquity and older. Their territories, ways of life, politics and warfare are mostly unknown to our historians, as far as I am aware. Even for those that we do have significant historical and archaeological records of, the exact names, nature and methods of specific weapons is mostly unknown. Furthermore, much of African sociopolitical history is defined by tribal or blood related groups, social ethnicities that remain distinct, in some cases, to this day. Each of these myriad cultures have their own histories, weapons, martial arts and long forgotten conflicts. With my level of expertise in this area, practically none, and the amount of time I can devote to this project, it would be a great disservice to these peoples to try and include them in this compendium. If you wish to set your campaign or character in one of these many cultures, be sure to negotiate with your DM and/or players, research the martial arts and history of that specific culture and use the guide above to define the weapons in the D&D 5E system.

Australia Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Galarra Long Fishing Spear 2gp 1d8 piercing 6lb Heavy, reach, two-handed Gamai Spear 2gp 1d6 piercing 4lb Finesse, thrown (20/60), versatile (1d8) Mugu Stone Hatchet 5gp 1d6 slashing 4lb Thrown (20/60) Wuda Wooden Club 2gp 1d10 bludgeoning 8lb Heavy, two-handed Simple Ranged Weapons Wumara Spear Thrower 1gp +1d4 2lb Ammunition (30/120), finesse, light, special Martial Melee Weapons Gunang Combat Spear 5gp 1d8 piercing 4lb Finesse, thrown (20/60), versatile (1d10) Ngalangala Club 5gp 2d6 bludgeoning 8lb Heavy, two-handed Martial Ranged Weapons Bumarang Boomerang 10gp 1d8 bludgeoning 1lb thrown (30/120) Karli Large Hunting Boomerang 25gp 1d12 bludgeoning 2lb Heavy, thrown (80/320), two-handed Special Weapons with special rules are described here. Wumara The Wumara is an Aboriginal analogue to the Atlatl, a simple spear throwing mechanism that allows for extremely precise, hard throws. This weapon uses Gamai or other spears as ammunition and deals the damage of the launched spear plus an additional 1d4 damage. Notes Additional information, justifications and notes are described here. Weapon Names Between the various Aboriginal Tribes, there are a recorded 660-ish languages, most of which are very poorly understood and many of which are lost or are at risk of loss. As far as I am aware, the names used here will be predominantly from one region, the Sydney Aboriginal Groups, but that may not be the case.

China Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Feishi Slungshot 2gp 1d8 bludgeoning 6lb Bound, heavy, versatile (1d10) Liuyedao Curved Shortsword 5gp 1d4 slashing 2lb Finesse, light Niuweidao Saber 10gp 1d6 slashing 3lb — Podao Blade-Spear 10gp 1d6 slashing 3lb Finesse, versatile (1d8) Qiang Spear 2gp 1d6 piercing 3lb Thrown (20/60), versatile (1d8) Simple Ranged Weapons Hei Gong Shortbow 10gp 1d8 piercing 2lb Ammunition (80/320), two-handed Martial Melee Weapons Changdao Long-handled Saber 25gp 1d6 slashing 4lb Reach, versatile (1d8) Chui War Hammer 25gp 1d10 bludgeoning 12lb Heavy Dadao Shortsword 10gp 1d6 slashing 2lb Finesse, light Dao Sword 10gp 1d8 slashing 3lb — Emeici Piercing-Dagger 5gp 1d6 piercing — Bound, finesse, light Feng Huo Lun Wind and Fire Wheel 15gp 1d6 slashing 2lb Defensive, finesse, light, thrown (10/30) Guandao Blade-Spear 10gp 1d10 slashing 4lb Defensive, two-handed Gun Staff 5gp 1d6 bludgeoning 2lb Light, versatile (1d8) Hudie Shuangdoa Butterfly Sword 5gp 1d6 slashing 2lb Concealed, light Ji Polearm 5gp 1d6 piercing 6lb Reach, versatile (1d8) Jian Longsword 25gp 1d8 slashing 4lb Versatile (1d10) Jiujie Bian Chain Whip 15gp 1d4 interchangable 6lb Concealed, defensive, disarming, finesse, heavy, multiattack (2), reach, special, two-handed Piandao Scimitar 10gp 1d6 slashing 3lb Finesse, light Sanjiegun Three Piece Satff 10gp 1d8 bludgeoning 3lb Defensive, disarming, reach (1d6), special, two-handed Sheng Biao Rope Dart 2gp 1d4 peircing 2lb Concealed, finesse, multiattack (2), reach, two-handed Wodao Greatsword 50gp 2d6 slashing 6lb Heavy, two-handed Yanmaodao Saber 10gp 1d8 slashing 3lb — Zhanmadao Horse Cutting Sword 50gp 2d6 slashing 12lb Bulky, heavy, reach, special, two-handed

Weapons Name Description Cost Damage Weight Properties Martial Ranged Weapons Laba Gong Horn Bow 25gp 1d8 piercing 4lb Ammunition (100/400), heavy, two-handed Lian Nu Machine-Crossbow 25gp 1d6 piercing 6lb Ammunition (range 0/200), burst fire, heavy, multiattack (5), reloading (10), special, two-handed Nu Crossbow 50gp 1d10 piercing 6lb Ammunition (100/400), heavy, two-handed Manchu Bow Composite Longbow 50gp 1d8 piercing 2lb Ammunition (100/400), heavy, two-handed Special Weapons with special rules are described here. Lian Nu This weapon always fires at disadvantage. Sanjiegun This weapon can effectively be used in both close quarters and at extended reach. This weapon deals 1d8 bludgeoning damage against targets in melee range (5ft.) and 1d6 bludgeoning damage against targets attacked at reach (10ft.). Zhanmadao This weapon has advantage against mounted oponents or their mount and +1 to hit against large or larger targets. Due to this weapon's enormous size, you require a minimum of 18 streangth to use it effectively. If your strength is below 17 when trying to weild this weapon, all attack rolls are made at disadvantage and you are limited to no more than one attack per round, regardless of how many attacks you could otherwise perform. Notes Additional information, justifications and notes are described here. Jiujie Bian In this case I am using the Jiujie Bian to refer to all varieties of chinese chain weapon, including chain-spears, chain-knives and the meteor hammer. Many varieties have a handle, in which case the handle always deals bludgeoning damage and only 1 of the two attacks has the interchanagble property. Some varieties, specifically including the meteor hammer (Liuxingchui) have two distinct ends. Due to their use in the performing arts, it is also possible to find, buy or create flame or smoke ends for the Jiujie Bian, allowing the player to create elemental end-peices for the weapon. Daggers, Darts and Speartips, including enchanted varieties of these items, can also be used in place of the end pieces. Enchantments can be applied seperately to each end piece and, if your DM allows it, also to the chain itself. Lian Nu While it has a historically stated effective range of 80 meters, which, relative to the longbow, converts to 50ft in in-game mechanics, I have limitted it to always fire at disadvantage. This is because the weapon has an extremely low accuracy, low power and high rate of fire. It was historically used from behind fortifications or eleveated positions during seiges where the number of projectiles was more important than the accuracy or power of the projectiles. Their ammunition was often poisoned, to increase the amount of harm that they caused.

Egypt Weapons Name Cost Damage Weight Properties Simple Melee Weapons Cudgel 2gp 1d8 bludgeoning 4lb Heavy Dagger 2gp 1d4 piercing 1lb Finesse, light, thrown (20/60) Javelin 5gp 1d6 piercing 2lb Thrown (30/120) Mallet 1gp 1d6 bludgeoning 3lb — Spear 1gp 1d6 piercing 3lb Thrown (20/60), versatile (1d8) Simple Ranged Weapons Horn Bow 25gp 1d6 piercing 4lb Ammunition (80/320), two-handed Sling 1sp 1d4 bludgeoning — Ammunition (30/120) Throwing Stick 2gp 1d6 bludgeoning 3lb Thrown (30/120) Martial Melee Weapons Crescent Axe 30gp 1d8 slashing 4lb — Greataxe 50gp 1d12 slashing 7lb Heavy, two-handed Khopesh 50gp 1d6 slashing 2lb Finesse, light Mace 30gp 1d10 bludgeoning 4lb Heavy Pole-Axe 50gp 1d10 slashing 6lb Heavy, reach, two-handed Martial Ranged Weapons Composite Bow 50gp 1d8 piercing 2lb Ammunition (150/600), heavy, two-handed Wooden Bow 25gp 1d8 piercing 2lb Ammunitiona (80/320), two-handed Notes Additional information, justifications and notes are described here. A Wealthy Nation Egypt, home of the Pharaoh and the Nile. The cultural and material wealth of this north-african country, sometimes referred to as "The Gateway to Africa", and the fertile floodplains of the river Nile have seen it sought after as an economic and strategic trophy throughout most of its history. Rich in gold but almost completely devoid of military metals such as iron, the nation's military and martial development was slow. Most of the weaponry traditionally associated with the Egyptian peoples were taken from previous invaders, traded for directly or forged with traded metals. That is not to say that Egypt is not deserving of respect for its many military developments, forms and weapons, all of which served the Egyptian people very well. The modifications made to weapon designs from their enemies were a great display of technical capability, often producing far better, or more locally suitable war-machines and tools than the originals, and often allowing them to ultimate push out the invader.

Eurasian Steppe and the Middle East Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Crescent Axe — 5gp 1d6 slashing 2lb Light, thrown (20/60) Martial Melee Weapons Kontos Iranian Lance 15gp 3d6 piercing 12lb Bulky, heavy, reach, special, two-handed Langseax Long Dagger 10gp 1d8 slashing 2lb — Shashka Cassack Saber 15gp 1d8 slashing 2lb — Martial Ranged Weapons Manchu Bow Chinese Composite Bow 50gp 1d8 piercing 2lb Ammunition (150/600), heavy, two-handed Mongol Bow Composite Shortbow 50gp 1d6 piercing 1lb Ammunition (100/400), special, two-handed Special Weapons with special rules are described here. Kontos You have disadvantage when you use a Kontos to attack a target within 5 ft of you. Also, you are limited to a maximum of one attack per round, regardless of how many attacks you could otherwise perform, when not mounted. Mongol Bow While mounted, you may expend your bonus action to make an additional attack with the Mongol Bow. Notes Additional information, justifications and notes are described here. Eurasian Steppe The Eurasian Steppe is the vast steppe ecosystem of eurasia. It streatches from Romania and Moldova all the way through Ukraine, Russia, Kazakhstan, Xinjiang, Mongolia and Manchura. It includes regions of the Middle East, Southern Russia and Central, Northern and even Western Asia. This section includes weaponry used by, among many other empires and tribal peoples, the Achaemenid Empire, the Sasanian Empire and the Mogal Empire. Translations and distinctions between differing forms of these weapons are difficult to find, so most listed items will be listed with English terms. Russia and the Slavic States The modern superpower of Russia, previously the USSR, didn't form a distinct Empire until modern or near-modern times. Instead, the early history of Russia was dominated by Nomadic Peoples and the Empires of the Eurasian Steppe. It wasn't until the 9th Century that Kievan Rus' a unified slavic states, formed to the south-west of the Ural Mountains, a region that is now dominated by Poland and other Slavic Nations. It wasn't until the Grand Dutchy of Moscow began absorbing the surrounding provinces in the 14th century, and in so doing become the new capitol of Rus', that the modern Russia began to emerge. It wasn't proclaimed as an Empire until the 17th century. Russian weaponry is also covered by this section. The Persian and Mongol Empires The early and Classical Persian Empires of the Eurasian Steppe also extended to the south, frequently encompassing the Middle East and even Egypt. The weapons and tactics of the Middle East up to and including the Medieval period are closely related to and descended from those of the Persian Empires. As such, the weapons of the Middle East are included here, alongside the Eurasian Steppe Empires. It is worth noting that the Persian Empires, while some extendede deep into Central asia, never extended into Mongolia. The Player's Handbook The weapons available to the various cultures of the Eurasian steppe include most of the weapons available in Europe. As such, all of the weapons listed in the PHB are available to the empires and tribes of the Eurasion step along with the additional weapons in this table.

Europe Weapons Name Descritpion Cost Damage Weight Properties Simple Melee Weapons Baselard Heavy Dagger 4gp 1d8 slashing 3lb Heavy Brass Knuckles — 5gp 1d4 bludgeoning 1lb Bound, light Cleaver — 8gp 1d8 slashing 6lb Heavy Fauchard Blade-Spear 20gp 1d6 slashing 3lb Finesse, versatile (1d8) Fork Two-pronged Polearm 2gp 1d6 piercing 4lb Reach, two-handed Seax Germanic Dagger 4gp 1d4 slashing 1lb Finesse, light Slungshot — 1sp 1d8 bludgeoning 6lb Bound, heavy, versatile (1d10) Voulge Pole-cleaver 5gp 1d6 slashing 4lb Reach, two-handed Martial Melee Weapons Ahlspiess Thrusting Spear with Guard 10gp 1d8 piercing 4lb Defensive, reach, two-handed Bardische Austrian Pole-Axe 20gp 1d10 slashing 6lb Heavy, reach, two-handed Basket-hilted Sword — 50gp 1d10 slashing 5lb Heavy, special Claymore Scottish Greatsword 50gp 2d6 slashing 3lb Heavy, two-handed Cutlass — 25gp 1d8 slashing 3lb — Czeczuga Polish Saber 25gp 1d6 slashing 2lb Finesse, light Dane Axe Pole-Axe 10gp 1d8 slashing 4lb Versatile (1d10) Dusack German Cutlass 20gp 1d8 slashing 3lb — Estoc Edgeless Longsword 10gp 1d10 piercing 3lb Two-Handed Falchion Single-bladed Sword 20gp 1d6 slashing 2lb Finesse, light Francisca Germanic Throwing Axe 5gp 1d6 slashing 2lb Light, thrown (30/120) Gladius Hispanensis — 20gp 1d6 slashing 2lb Finesse, light, special Lucern Hammer Polearm Hammer 15gp 1d10 bludgeoning 6lb Heavy, reach, two-handed Falx Scythe-like Short Polearm 15gp 1d12 slashing 6lb Heavy, two-handed Flammenschwert Flame-bladed Sword 70gp 1d10 slashing 6lb Heavy, reach, two-handed Kriegsmesser German Great Knife 70gp 1d12 slashing 4lb Heavy, two-handed Messer German War Knife 10gp 1d8 slashing 3lb — Ordynka Polish Cavalry Saber 25gp 1d12 slashing 4lb Heavy, special Panzerstecher German Bastard Sword 15gp 1d8 piercing 4lb veratile (1d10) Plancon a picot Spiked Iron Truncheon 5sp 1d10 bludgeoning or slashing 8lb Heavy, special, versatile (1d12) Ranseur Spear with Cross-hilt 10gp 1d8 piercing 4lb Special, versatile (1d10) Saber — 15gp 1d8 slashing 3lb — Sica Sword-handled Falx 10gp 1d6 slahing 2lb Finesse, light Slender Longsword 15gp 1d6 piercing 2lb Finnese, light, versatile (1d8) Zweihander German Two-hander 70gp 2d6 slashing 5lb Heavy, two-handed

Special Weapons with special rules are described here. Basket-hilted Sword The Basket-hilted sword grants a bonus 1 AC. Gladius Hispanensis When used with a shield you gan a bonus 1 AC. Ordynka An Ordynka only deals 1d10 damage when used while you are not mounted and you are limited to no more than one attack per round, regarless of how many you could otherwise perform. Plancon a picot This weapon can deal either bludgeoning or peircing damage, player's choice per attack. Ranseur On sucessfully stricking a mounted opponent, they must make a Constitution Saving throw with a DC of 10 plus your strength modifier. On a failed saving throw, they fall from their mount. Notes Additional information, justifications and notes are described here. The Player's Handbook The weapons provided by WoTC in the PHB and DMG are considered to be European. They are available along with the additonal weapons in this table.

Japan Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Bisento Glaive 10gp 1d10 slashing 6lb Heavy, two-handed Kaiken Self-defence Dagger 5gp 1d4 slashing 1lb Concealed, finesse, light, thrown (20/60) Ono Axe 10gp 1d6 slashing 2lb — Tanto Dagger 5gp 1d4 piercing 1lb Light Tekkan Truncheon 10gp 1d6 bludgeoning 4lb — Tekko Knuckle Duster 10gp 1d6 bludgeoning 1lb — Yari Spear 5gp 1d8 piercing 6lb Heavy, reach, two-handed Simple Ranged Weapons Fukiya Blowpipe 5gp 1d4 piercing 3lb Ammunition (50/200), finesse, loading, poisonous Shuriken Improvised Throwing Weapon 2sp 1d4 piercing — Concealed, finesse, light, thrown (30/120) Martial Melee Weapons Bo Quarterstaff 15gp 1d10 bludgeoning 3lb Two-handed Chigiriki Flail 10gp 1d8 bludgeoning 2lb — Chokuto One-edged Sword 15gp 1d8 slashing 3lb — Hanbo Half-Staff 10gp 1d6 bludgeoning 2lb Light, versatile (1d8) Johyo Rope Dart 2gp 1d4 interchangable 2lb Concealed, finesse, multiattack (2), reach, two-handed Kama Sickle 10gp 1d6 shlashing 4lb Defensive Kanabo War Club 5gp 2d6 bludgeoning 6lb Heavy, two-handed Katana Curved Sword 25gp 1d6 slashing 2lb Finesse, light, versatile (1d8) Kodachi Curved Shortsword 15gp 1d6 slashing 2lb Finesse, light Kusarigama Cahin Sickle 25gp 1d4 slashing 6lb Defensive, disarming, heavy, multiattack (2), reach, two-handed Naginata Blade-Spear 20gp 1d10 piercing 18lb Heavy, reach, two-handed Odachi Curved Greatsword 70gp 2d6 slashing 4lb Heavy, two-handed Shobo Piercing-Dagger 2gp — — Bound, concealed, light, special Tachi Curved Sword 25gp 1d8 slashing 3lb Versatile (1d0) Tanbo Short Staff 5gp 1d6 bludgeoning 1lb Finesse, light Tessen War Fan 25gp 1d6 bludgeoning 1lb Concealed, defensive, light Tonfa Fighting Sticks 5sp 1d6 bludgeoning 1lb Defensive, finesse, light Tsurugi Sword 20gp 1d8 slashing 3lb Versatile (1d10) Uchigatana Curved Sword 20gp 1d6 slashing 2lb Light Wakizaki Shortsword 15gp 1d6 slashing 2lb Finesse, light

Weapons Name Description Cost Damage Weight Properties Martial Ranged Weapons Yumi Longbow 25gp 1d8 piercing 2lb Ammunition (150/600), heavy, two-handed Special Weapons with special rules are described here. Shobo On a successful strike against a humanoid creature up to CR2, the affected creature must make a Dexterity Saving Throw equal to or greater than your intelligence or be paralysed until the end of your next turn. Notes Additional information, justifications and notes are described here. Johyo In this case I am using the Johyo to refer to all varieties of japanese rope weapon, including rope-darts (Johyo) and rope-knives (Kyoketsu-shoge). Many varieties have a handle, in which case the handle always deals bludgeoning damage and only 1 of the two attacks has the interchanagble property. Some varieties, specifically including the meteor hammer (Liuxingchui) have two distinct ends. Due to their use in the performing arts, it is also possible to find, buy or create flame or smoke ends for the Johyo, allowing the player to create elemental end-peices for the weapon. Daggers, Darts and Speartips, including enchanted varieties of these items, can also be used in place of the end pieces. Enchantments can be applied seperately to each end piece and, if your DM allows it, also to the rope itself.

Mesoamerica Weapons Name Descritpion Cost Damage Weight Properties Simple Melee Weapons Cuahuitl Hardwood Baton 5gp 1d8 bludgeoning 6lb Heavy Mācuāhuitzōctli Small Club 5gp 1d6 bludgeoning 4lb — Tepoztōpīlli Spear 5gp 1d6 piercing 3lb Thrown (20/60), versatile (1d8) Tecpatl Knife or Dagger 2gp 1d4 slashing 1lb Light, finesse, thrown (20/60) Tlacochtli Throwing Spear 5sp 1d6 piercing 3lb Thrown (30/120) Simple Ranged Weapons Atlatl Spear Thrower 2gp +1d4 2lb Ammunition (30/120), finesse, light, special Tlacalhuazcuahuitl Blowpipe 10gp 1d4 piercing 3lb Ammunition (50/200), finesse, loading, poisonous Martial Melee Weapons Huitzauhqui Wooden Club 10gp 1d10 bludgeoning 6lb Heavy Macuahuitl Obsidian-Edged Wooden Sword 50gp 1d12 slashing 6lb Heavy, two-handed Quauholōlli Mace or Warhammer 30gp 1d8 bludgeoning 4lb Versatile (1d10) Tlāximaltepōztli Axe representative of the God Tepoztecatl 30gp 1d8 slashing 4lb Special, versatile (1d10) Martial Ranged Weapons Tēmātlatl Sling 1sp 1d4 bludgeoning — Ammunition (30/120) — Hunting Bow 50gp 1d8 piercing 2lb Ammunition (80/320), two-handed Tlahhuītōlli War Bow 50gp 1d8 piercing 3lb Ammunition (120/480), heavy, two-handed Special Weapons with special rules are described here. Atlatl The Atlatl is a simple spear throwing mechanism that allows for extremely precise, hard throws. This weapon uses spears as ammunition and deals the damage of the launched spear plus an extra 1d4 damage dice. Tlāximaltepōztli The Tlāximaltepōztli is a two-sided stone or copper axe. One side of the head is shaped like an axe, the other side is usually a spike or a blunt protrusion. At the DMs descretion, the Tlāximaltepōztli can be used to deal slashing damage or one of either bludgeoning or piercing damage. Notes Additional information, justifications and notes are described here. Language Most of the names assigned to the weapons in this list are translations to the Nahuatl language, the primary language of the Aztec Empire. The weapons included in this list originate both from the Mayan Peoples and the Aztec Peoples. Chert and Obsidian Flaked Chert and Obsidian made up the bulk of weaponry in the Central American geographical region. Arrowheads, knives, spearheads and swordblades were all commonly made of obsidian and set into an otherwise wooden weapon.

North America Weapons Name Descritpion Cost Damage Weight Properties Simple Melee Weapons Béésh Knife 2gp 1d4 slashing 1lb Finesse, light, Thrown (20/60) Tomahawk Metal Axe 25gp 1d6 slashing 2lb Thrown (20/60) Tsénił Wooden Axe 5gp 1d4 slashing 2lb Thrown (20/60) Tsiiʼdétáán Spear 2gp 1d6 piercing 2lb Thrown (20/60), versatile (1d8) Tsihał Club 2gp 1d6 bludgeoning 3lb — Simple Ranged Weapons Atlatl Spear Thrower 2gp +1d4 2lb Ammunition (30/120), finesse, light, special Bee aditłʼį́į́h Sling 1sp 1d4 bludgeoning — Ammunition (30/120) Bolas Thown Weights 5sp 1d4 bludgeoning 2lb Special, thrown (30/120) Gah Gish Throwing Sticks 2gp 1d6 bludgeoning 3lb Thrown (30/120) Martial Melee Weapons Bee atsidí Hammer 5gp 1d10 bludgeoning 6lb Heavy, versatile (1d12) Lansa Lance 5gp 1d12 piercing 3lb Reach, special Martial Ranged Weapons Ałtį́į́ Hunting Bow 30gp 1d8 piercing 2lb Ammunition (80/320), two-handed — War Bow 50gp 1d8 piercing 3lb Ammunition (120/480), heavy, two-handed Special Weapons with special rules are described here. Atlatl The Atlatl is a simple spear throwing mechanism that allows for extremely precise, hard throws. This weapon uses spears as ammunition and deals the damage of the launched spear plus an extra 1d4 damage dice. Bolas The Bolas is a cluster of small weights or stones tied together with rope. On a sucessful attack, the target must make an Dexterity Saving Throw of DC10 plus the dmaage they took or become Restrained. The target may spend an action to remove the Restrained condition. Lansa You have disadvantage when you use a Lansa to attack a target within 5 ft of you. Also, a Lansa requires two hands to wield when you aren't mounted. Notes Additional information, justifications and notes are described here. Language Most of the names assigned to the weapons in this list are translations to the Navajo language, part of the Na-Dene language group. It is one of the more widely spoken language groups among Native North American Tribes, including a number of distinct languages.

South Asia Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Barcha Lance-Spear hybrid 10gp 1d4 piercing — Light, finesse, reach, two-handed Dha-Hmyaung Dagger 5gp 1d4 slashing 1lb Light Dha-Ma Cleaver 10gp 1d6 slashing 3lb Finesse Katar Push Dagger 5gp 1d4 piercing 1lb Concealed, light, finesse Lathi Fighting Stick 1sp 1d4 bludgeoning 1lb Reach, versatile (1d6) Sarvayasam Iron Club 10gp 1d8 bludgeoning 6lb Heavy Tomara Javelin 10gp 1d6 piercing 2lb Thrown (30/120) Simple Ranged Weapons Chhota Dhanush Small Bow 25gp 1d6 piercing 2lb Ammunition (80/320), two-handed Valari Boomerang 10gp 1d6 bludgeoning — Thrown (20/80) Martial Melee Weapons Bagh Naga Tiger Claws 10gp 1d4 piercing — Bound, concealed, light, finesse, poisonous Bindipala Club 10gp 1d8 bludgeoning 8lb Versatile (1d10) Chakri Throwing Disc 15gp 1d6 slashing — Light, finesse, returning, thrown (30/120) Dha Sword 15gp 1d6 slashing 2lb Finesse, light Dha-shay Long Curved Sword 50gp 2d6 slashing 6lb Heavy, two-handed Firangi Cavalry Sword 50gp 1d10 4lb Heavy, versatile (1d12) Gada Mace 25gp 2d6 bludgeoning 16lb Heavy, two-handed Kaduthala Curved Sword 15gp 1d10 slashing 2lb — Kastane Ornate Ceremonial Dagger 200gp 1d4 slashing 1lb Light Khanda Sword 15gp 1d8 slashing 4lb — Maduvu Horn Dagger - Buckler hybrid 25gp 1d4 piercing 2lb Disarming, finesse, light, parrying Pata Gauntlet Sword 50gp 1d6 piercing 2lb Bound, defensive, finesse, light Talwar Saber 25gp 1d8 slashing 4lb Versatile (1d10) Trishula Trident 25gp 1d6 piercing 4lb Finesse, reach, thrown (20/60), versatile (1d8) Urumi Curling Whip-like Blade 50gp 3d4 slashing 4lb Finesse, special Vada Chakra Large Throwing Disc 25gp 1d10 slashing 1lb Heavy, returning, thrown (30/120) Vita Short Corded Lance 10gp 1d4 piercing 2lb Bound, light, finesse, reach, returning, special, thrown (20) Martial Ranged Weapons Dhanush Bow 50gp 1d8 piercing 2lb Ammunition (150/600), heavy, two-handed

Special Weapons with special rules are described here. Urumi Urumi is exceptionally difficult to master. If the weilder is not proficient in it's use or if their Dexterity is below 17, the weilder will recieve the damage instead of the target. The urumi's damage is not effected by ability score modifiers. This weapon does not fall under any general proficiency. It must be mastered seperately. Vita The Vita is tied to the user, so it cannot be thrown beyond 20ft. Notes Additional information, justifications and notes are described here. India (South Asia) The country currently known as India used to be a much larger series of empires that waxed and waned considerably throughout history. The weapons listed here originate from the regions with Indian heritage, however, it is considered more politically and historically neutral to say South Asia instead of India. Kastane The kastane, whilst most traditionally a dagger, actually refers to the style of hilt and the decorative forms that extend to the overal blade design. It is both possible to attach a Kastane hilt to many other bladed weapons and to make a Kastane that is another weapon. These items were sometimes used as status symbols or trophies among decorated officers or lords. If forging a Kastane based on another weapon, increase the value of the base weapon by a multiple of 40. Martial Weapon Proficiency The five major classes of Central Asian martial arts were widely practiced by both military personel and common people. Religous leaders and their followers not only developed many of the components of these martial arts, but were also skilled martial arts practitioners. Almost all character Classes listed in the PHB would, if they originated from South Asia, possess both simple and martial weapon proficiencies.

Southeast Asia Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Arit Sickle 2gp 1d4 piercing 1lb Disarming, light Badik Knife 1gp 1d4 piercing 1lb Finesse, light Blakas Cleaver 5gp 1d4 slashing 2lb Light Burusa Dagger 2gp 1d4 piercing 3lb Finesse, reach, thrwon (20/60) Kabeala Machete 5gp 1d6 slashing 3lb — Kujang Sickle-Knife 5gp 1d4 slashing 1lb Finesse, light Pring Lancip Sharp Bamboo 1sp 1d4 piercing 1lb Finesse, light, reach, thrown (30/120), versatile (1d6) Simple Ranged Weapons Paku Throwing Spike 5sp 1d4 piercing — Concealed, finesse, light, thrown (30/120) Martial Melee Weapons Alamang Sacred Cutlass 500gp 1d6 slashing 2lb Finesse, light, special Arbir Halberd 10gp 1d6 piercing 4lb Reach, versitile (1d8) Balato Sword 10gp 1d6 slashing 2lb Finesse, light, versatile (1d8) Cambuk Whip 2gp 1d4 bludgeoning 2lb Finesse, reach Chabang Short Trident-Truncheon 15gp 1d4 piercing 2lb Defensive, disarming, finesse, light Golok Machete 15gp 1d10 slashing 4lb Heavy Kalis Waveblade Dagger 25gp 1d6 slashing 1lb Finesse, light, thrown (20/60) Kampilan Sword 10gp 1d8 slashing 3lb — Kiam Longsword 15gp 1d8 slashing 4lb Finesse, versatile (1d10) Kipas War Fan 25gp 1d6 bludgeoning 1lb Concealed, defensive, light Klewang Longsword 20gp 1d8 slashing 3lb — Mandau Serrated "Headhunting" Knife 20gp 1d6 slahhing 2lb Finesse, light, special Niabor Cutlass 15gp 1d8 slashing 3lb — Rantai Chain Whip 15gp 1d4 interchangable 6lb Concealed, defensive, disarming, finesse, heavy, multiattack (2), reach, two-handed Topang Fighting Stick 5sp 1d6 bludgeoning 1lb Deffensive, finesse, light Toya Staff 5gp 1d6 bludgeoning 2lb Light, versatile (1d8) Martial Ranged Weapons Gandewa Bow 50gp 1d8 piercing 2lb Ammunition (150/600), heavy, two-handed Gelang Besi Throwing Disc 15gp 1d6 slashing — Light, finesse, returning, thrown (30/120) Sumpitan Blowpipe 5gp 1d4 piercing 3lb Ammunition (50/200), finesse, loading, poisonous

Special Weapons with special rules are described here. Mandau This weapon's distinct, many toothed blade was particularly effective at ripping jagged wounds in flesh. Against unarmored targets, this weapon deals 2d6 damage. Notes Additional information, justifications and notes are described here. Alamang This streight-edged sword is a powerful status symbol among its native peoples. As such, reporductions are generally forbidden and only a small number exist, either in the hands of high ranking members of society, or illegal reproductions. South East Asia The weapons listed in this section originate from South East Asia including both Mainland Southeast Asia (aka Indochina) and the Maritime Southeast Asia (sometimes known as East India). These regions contain a wide variety of complex cultures with wide variations in culture, language, resources and martial systems. This section is a compilation of various weapon forms that are found within the region. Some names, languages and cultures are no reprsented. Mandau The Mandau is a ceremonial single-edged cleaver of small size and low weight. It was predominantly used during the headhunting ceremony, when people would gather to attack opther tribes and gather their heads for use in various decerations and ceremonies.

South America Weapons Name Description Cost Damage Weight Properties Simple Melee Weapons Chuchna Chucuna Handaxe 5gp 1d6 slashing 2lb Light, thrown (20/60) Knife Stone Knife 2gp 1d4 slashing 1gp Finesse, light, thrown (20/60) Suchuc Chiqui Spear 1gp 1d6 piercing 3lb Versatile (1d8) Tcamahias Mace 5gp 1d6 bludgeoning 4lb — Tumi Ornate Ceremonial Dagger 200gp 1d4 slashing — Finesse, light Simple Ranged Weapons Bolas Thown Weights 5sp 1d4 bludgeoning 2lb Special, thrown (30/120) Estolica Spear Thrower 2gp +1d4 2lb Ammunition (30/120), finesse, light, special Martial Melee Weapons — Battleaxe 20gp 1d10 slashing 5lb Heavy, versatile (1d12) Chambi Club 2gp 2d6 bludgeoning 8lb Heavy, two-handed Long Spear — 2gp 1d10 piercing 6lb Heavy, reach, two-handed Macana Star Headed Spear 5gp 1d6 bludgeoning 3lb Reach, versatile (1d8) — Sharp Hardwood Sword 5gp 1d6 slashing 1lb Finesse, light Martial Ranged Weapons — Blowpipe 5gp 1d4 piercing 3lb Ammunition (50/200), finesse, loading, poisonous Huaraca — 1sp 1d4 bludgeoning — Ammunition (30/120) — Hunting Bow 30gp 1d8 piercing 2lb Ammunition (80/320), two-handed — War Bow 50gp 1d8 piercing 3lb Ammunition (120/480), heavy, two-handed Special Weapons with special rules are described here. Bolas The Bolas is a cluster of small weights or stones tied together with rope. On a sucessful attack, the target must make an Dexterity Saving Throw of DC10 plus the dmaage they took or become Restrained. The target may spend an action to remove the Restrained condition. Estolica The Estolica is a simple spear throwing mechanism that allows for extremely precise, hard throws. This weapon uses spears as ammunition and deals the damage of the launched spear plus an extra 1d4 damage dice. Notes Additional information, justifications and notes are described here. Andean Civilizations Four of the most advanced civilizations in South American pre-columbian history all occupied territories in the north-western Andes. I have used records these civilizations, including the Chimu, Inca Empire, Muisca Confederation and Timoto-Cuica, as a proxy for the state of weaponry on the South American continent. Weaponry and names from other cultural groups are included, but not exhaustively.

Additional Notes and Observations Cause and Effect As with most other aspects of human development, natural and social constraints often define the way that our cultures, technologies, practices and weaponry evolve. Areas with relatively low quantities of weaponizable metals, or limited knowledge of metalworking, often lead to fabric armor and simple wooden or wicker shields. In these areas, lighter, thinner blades that use up less material, such as in Japanese history, or the use of stone tools and weapons instead of metal ones, was more common. The same can be said for factors such as temperature and humidity, both of which would have destroyed horn, sinew and composite bows that many cultures relied on. Meanwhile, in areas with better access ot metals and metalworking, heavy plate armor became a powerful tool of war, and the dominant weapons shifted to compensate. Heavy warhammers, polearms and maces became extremely popular in medieval Europe, for instance. Even if an area in your campaign world is culturally based on a corresponding area in this list, the weapons that you grant that culture, and their respective prevalence, may not match if other physical and environmental factors do not match. If this is the case, it may be worth choosing a list of weapons from an area that is technologically and environmentally more similar, and then to rename the items to better suit the culture that you have associated with it. International Trade A common mistake made by modern peoples is to think of these cultures in isolation, as separate, static cultures that do not have long distance trade or relations. While working on this project, my research has reaffirmed how false that view really is. Many ancient Empires spanned areas far larger than modern ones and the current locations of the countries that have descended from these empires are often not in the locations from which these empires and cultures first emerged. The history of many weapons is one of connectivity and trade, extending across much of the world and in good time. If you consider all of the weapons of the chosen culture to be common in that country or region of your campaign world, then the weapons of all neighbouring countries and direct trade partners would be uncommon, but still fairly frequently available and usable. Empires with limited contact, or that are separated by several other cultural regions, will be rare, or even very rare to encounter within your region. This connectivity will also affect the weapons that evolve in your region, since they will be heavily influenced by the prevalent weaponry of their immediate neighbours and direct trade partners. If you wish to create a truly precise cultural representation, then you may be best designing the history of the region, it's neighbours, environmental factors and subsequent weaponry from scratch. Be aware that doing so is an enormous worldbuilding endeavour. Weapon Sizes and the Player's Hand Book In the player's Hand Book, developed by Wizards of the Coast, weapons are clearly sorted into a singular size scale, from light to heavy, two-handed, as opposed to the dual scale that I have optewd to use. This observation is further supported by the disambiguation made in the Sage Advice Compendium, a continuously updated collection of official rulings and clarifications on ambiguities and interpretations in the core ruleset of Dungeons and Dragons 5th Edition, where, on page 7 of the October 2017 edition, they specifically mention that all heavy weapons are also two handed. "Can my character wield two heavy weapons if she has the Dual Wielder feat? No. The Dual Wielder feat lets you wield two one-handed weapons. Every heavy weapon in the Player’s Handbook also has the two-handed property." As such, the official weapon size list is likely to look more like this: Official Weapon Size List (Estimate) Weapon Size Dice Size Modifier Light -1 Normal 0 Versatile 0 (+1) Two-handed +1 Heavy, two-handed +2 In this guide and compendium I have specifically chosen not to use this model. Not only is it limited to only 5 combinations, but it excludes certain very real weapon types and combinations. For example, Cleavers are real weapons, more often used for cutting meat than people (I hope) in the modern day, but an effective simple weapon. Compared to many single handed weapons of similar length, they are extremely heavy, but their being heavy doesn't limit them to two handed use, as it would under the D&D 5E system. In my guide I use a dual-size system based both on weight and handedness. This understandably allows certain weapons to maximise their values, making balancing more difficult, but it also allows for more varied forms of weapon and, as such, more options for a character to interact with the world.

Dual-Size System Weight Dice Size Modifier Handedness Dice Size Modifier Light -1 One-Handed 0 Balanced 0 Versatile 0 (+1) Heavy +1 Two-handed +1 Ultimately, this system produces 9 possible sizes of weapon instead of 5. These extra size options both blurr the line between Simple and Martial Weapons, as a Medium creature could weild either a Martial Weapon of balanced weight or a simple weapon of heavy weight to the exact same effect, and slightly reduce the gap between a spell-caster and a non-spellcaster at higher levels, by allowing for base weapons with higher maximum and avergae damages than those included in the Player's Handbook or Dungeon Master's Guide. Whether the extra features are cool enough or whether the reduced balancing is harmful enough to sway you either for or against this system is up to you, and you can always use the alternative weights table listed here, Official Weapon Size List (Estimate), in place of my system. Even if Wizards of the Coast came out and told us exactly how they design the base weapons, unless they provide very compelling reasons, I personally prefer the extra options and realism of my own system, obviously. Duel Wielder Feat Since I used it in the example above, it is only right to mention it here. If you are using this guide and/or compendium, there are two different ways to manage the Dual Wielder feat when interacting with heavy weapons. Yes, you can in fact wield two heavy weapons. Reword the feat so that instead of saying: "You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.", it reads "You can use two-weapon fighting even when the one-handed melee weapons you are wielding are of a balanced weight or lighter". The first option allows the character to deal more damage with the use of heavy weapons. The second option prevents them from using heavy weapons while dual-wielding and thus the feat remains as intended.