Exotic Weapons

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Exotic Weapons

Exotic Weapons
Name Cost Damage Weight Properties
Exotic Melee Weapons
Guisarme 25 gp 1d10 slashing 7 lb. Heavy, reach, special, two-handed
Kusarigama 10 gp 1d4 slashing 4 lb. Finesse, reach, special
Parrying Dagger 10 gp 1d4 piercing 1 lb. Finesse, light, special
Sarissa 15 gp 1d10 piercing 12 lb. Heavy, special
Shamshir 30 gp 1d8 slashing 2 lb. Finesse, special
Shotel 5 gp 1d6 slashing 3 lb. Special
Tekko 10 gp 1d6 slashing 1 lb. Light, special
Zhanmadao 75 gp 2d8 slashing 10 lb. Heavy, reach, special, two-handed
Exotic Ranged Weapons
Boomerang 5 gp 1d6 bludgeoning 2 lb. Thrown (range 30/120), finesse, special
Heavy Longbow 75 gp 1d10 piercing 10 lb. Ammunition (range 150/600), finesse, heavy, two-handed
Shuriken 5 gp 1d4 piercing 1/4 lb. Thrown (range 20/60), special

Exotic Weapons

Exotic weapons require even more advanced and specialized training to use properly than martial weapons.

Proficiency in exotic weapons can be gained through the Exotic Weapon Master feat, or by intensive training, at the DM's option.

Exotic weapons are more difficult to encounter in the markets and smithies of the world than their martial and simple counterparts. Magical versions of exotic weapons are therefore doubly rare. Obtaining a magical exotic weapon may require venturing to far-off lands.

New Feat: Exotic Weapon Master

Prerequisite: Proficiency with all martial and simple weapons


Your training with unorthodox and foreign fighting styles grants you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with exotic weapons.

Exotic Weapons

Boomerang. The boomerang is a thrown tool made of wood, favored by tribal peoples in some parts of the world. Famous for its use in hunting, boomerangs can also be wielded as clubs in a pinch, used to dig holes, or rubbed together to start a fire.

Once per turn, after making a ranged attack with a boomerang, you can choose for it to fly back to your hand immediately after the attack.

Guisarme. The guisarme is a special kind of bladed polearm, similar to a halberd or glaive, modified to include a hook and spike on the reverse side of the cutting edge. This addition allows the wielder to catch and throw enemies off-balance while engaging in melee combat.

When you take the Attack action and attack with a guisarme, you can use a bonus action to attempt to shove a creature with your guisarme. The reach property of the weapon also applies to shove attempts made with it in this manner.

The guisarme is included in the weapons that can be used in combination with the Polearm Master feat.

Heavy Longbow. The heavy longbow is a particularly powerful ranged weapon, owing to its humongous size. Due to the difficulty presented by drawing its string all the way back, strength is just as important to the proper use of a heavy longbow as is dexterity.

Kusarigama. The kusarigama, or chain-sickle, consists of a sickle attached to a long metal chain with a heavy iron weight at the end of it. Skilled practitioners of the kusarigama use the weighted chain to ensnare their opponent's limbs or weapons before striking them down with the sickle.

You may use a kusarigama to grapple or disarm a creature. The reach property of the weapon also applies to grappling attempts made with it. Furthermore, you may use your Dexterity modifier rather than your Strength modifier for attempts to grapple or disarm made in this manner.

Parrying Dagger. Similar in most respects to a normal dagger, a parrying dagger is designed to allow the wielder to block incoming attacks, incorporating a wide guard at the base of the blade to protect the hand.

While wielding this weapon and not wielding a shield shield, if you are hit by a melee attack, you can use your reaction to gain a +2 bonus to your AC against that attack.

Sarissa. The sarissa is a very long specialized spear, over 10 feet in length. Wielders of the sarissa often fight in tight formation to prevent their enemies from getting too close, as the weapon's staggering length makes it prohibitively difficult to strike opponents who have approached past its tip.

A sarissa adds 10 feet to your range when you attack with it. You have disadvantage when you use a sarissa to attack a target within 10 feet of you.

Shamshir. The shamshir is a curved one-handed sword.

All attack rolls made using a shamshir suffer a -1 penalty, and score a critical hit on a roll of 19 or 20.

Shotel. A shotel is a dramatically curved sword wielded in one hand. The curvature of the blade is such that it allows the wielder to reach around and enemy's shield to stab into unprotected vitals.

Melee attacks made with a shotel gain a +2 bonus against any target using a shield.

Shuriken. A shuriken is a type of small hidden blade, suitable for throwing. These blades often take the form of throwing stars.

You can draw and wield up to four shuriken in one hand simultaneously, throwing them one at a time.

Tekko. Tekko are unique bladed or blunt weapons, with wielders often sporting one in each hand. They can take the form of a rod held inside the fist, or of claws held in a ring.

Tekko are monk weapons. Melee weapon attacks you make with tekko are treated as unarmed strikes.

Zhanmadao. The zhanmadao is a huge single-bladed weapon, with a long handle that requires two hands to wield. It is designed to cut through charging cavalry with a single blow.

When you use an action, bonus action, or reaction to attack with a zhanmadao, you can make only one attack regardless of the number of attacks you can normally make.