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Weapon Details and more
Gauntlet
Credit: Pathfinder
Benefit. This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Your opponent cannot use a disarm action to disarm you of gauntlets.
Note. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Unarmed
Credit: Random clipart
You know what fists are.
Battle Aspergillum
Credit: Pathfinder
Benefit. When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled.
Filling it with holy water is a standard action that provokes an attack of opportunity (like drinking a potion). A filled aspergillum is normally carried upright, otherwise the holy water leaks out as the weapon moves.
Brass Knuckles
Credit: Google
These close combat weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore magnifying the amount of force delivered by a punch.
Benefit. Brass knuckles allow you to deal lethal damage.
Drawback. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting).
Cestus
Credit: Pathfinder
The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists.
Benefit. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. Monks are proficient with the cestus.
Drawback. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).
Spring Blade
Credit: Google
This 4-inch blade is attached via a hinge to a wooden handle with a slot in the center, into which the blade can be folded. With a click of a switch, a spring thrusts the blade outward, where it locks into place until it is reset. Releasing the blade is a free action, and resetting it is a bonus action. The handle must be in your hand for the blade to be released; placing it in your hand requires the same type of action as drawing a weapon. A spring blade is easy to conceal: an observer must succeed at a DC 20 Perception check to notice the blade hidden within the wooden handle, and you gain a +4 bonus on Sleight of Hand checks to conceal a spring blade on your body.
Bayonet
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Bayonets are close combat weapons designed to fit into the grooves or muzzles of crossbows and firearms.
Benefit. Bayonets allow you to make melee attacks with these weapons but render them temporarily useless as ranged weapons.
Attach/Remove: Attaching or removing a bayonet is a bonus action.
Kumade, and Collapsible
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Adapted from a garden rake, the kumade consists of a wood or bamboo pole topped with a metal claw. The rake head doubles as a grappling hook. When a kumade is secured to a surface, such as a rafter or window sill, its handle can be climbed as a 5-foot length of rope.
Lantern Staff
Credit: Google
This long metal staff has reservoirs for lamp oil, and a lantern-like structure at its head. The lantern staff is fueled as and provides light as a hooded lantern. While lit, attacks with the lantern staff deal 1 point of fire damage in addition to the normal damage. Any effects that apply to a quarterstaff, except those that require it be used as a double weapon, also apply to a lantern staff.
Boar Spear
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This spear with a spiraling blade has a metal crossbar approximately halfway down its length.
Benefit. If you ready a boar spear against a charge and your attack hits, you get a +2 shield bonus to your AC against that creature until your next turn.
Stonebow
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Benefit(s) Instead of bolts, the stonebow shoots sling bullets. The bow has two strings with a leather pocket between them to hold the bullet. Loading a stonebow is a bonus action (a free action if you have the Crossbow Expert feat) that provokes attacks of opportunity.
You can shoot ordinary stones with a stonebow, but stones aren’t as dense or as round as bullets. When using stones, you take a –1 penalty on attack rolls and deal a damage die size smaller.
Boot Blade
Benefit. You can use a blade boot as an off-hand weapon.
Action. Releasing the knife is a swift action; rearming it is a full-round action.
Drawback. When the blade is extended, you treat normal terrain as difficult and difficult terrain as impassable.
Claw Blades
Race Tabaxi
These subtle blades can only be used by Tabaxi with the cat’s claws racial trait. Bought in a set of five, they fit over the wearer’s claws on one hand.
Benefit. The blades grant the wearer a +1 bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Tabaxi with the cat’s claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.
Dueling Dagger
This dagger is used in the off hand to block attacks. When you use the dodge action, your bonus to AC increases by 1. If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits. Any effects that apply to daggers apply to dueling daggers.
Scizore
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Benefit. The scizore grants a +1 shield bonus to AC, but if you attack with the blade, you lose the AC bonus that round and take a –1 penalty on attack rolls with the scizore. While wearing a scizore, you cannot use that hand for anything else. A scizore provides a +10 bonus to your check against being disarmed of your scizore. Donning a scizore is a action.
Sword Cane
Benefit. You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.
Bill
Credit: Google
When using the dodge action, this weapon gives you a +1 bonus to AC. A mounted opponent hit by a bill takes a –1 penalty on his Ride checks to stay mounted.
Glaive Guisarme
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A mounted opponent hit by a glaive-guisarme takes a –2 penalty on his Ride checks to stay mounted.
Syringe Spear
A successful hit with the spear injects the liquid contents of the container (typically poison) into the target.
Action. Refilling a syringe spear takes 1 minute.
Ammentum
An amentum is a long leather thong that attaches to a javelin.
Benefit. Before throwing, the amentum is wound about the javelin’s shaft. You then throw the javelin while gripping the amentum, imparting spin to the weapon and greatly improving its range. Attaching an amentum to a javelin is a bonus action, and winding it is a full-round action. Javelins can be stored with amenta already wound about them. A javelin wound with an amentum is considered a martial weapon.