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Weapons Remastered, Revised he goal of this remaster is to increase the For instance, if a weapon allows an additional action to occur variety in weapons for the Fifth Edition of on hit, it will be an action that is already in the system such as Dungeons and Dragons. I feel that the current a shove or opportunity attack, or will provide a static bonus or list of arms is lacking in the following ways: key off of the player character’s (or monster’s) stat modifier or lack of variety in the feel of weapons when used proficiency bonus. This keeps it intuitive to check a character to attack, lack of utility options from different sheet and see where the numbers for an ability or effect come Tweapon options, and the existence of so-called from. “strictly better” armament that results in the near universal Secondly, I believe that, as a whole, non-magical weapons picking of certain weapons. leave a lot to be desired in terms of power, and an overall To counteract this, I will be presenting the following increase in versatility and damage is not unwarranted. I do, weapon list in two parts, much as it appears in the Player’s however, believe this applies mostly to the martial weapons, Handbook (PHB). First is a list of all the possible traits a which by all accounts do not represent nearly a large enough weapon can have. There are many more options here than are improvement over simple weapons. My go-to example is the included in the PHB, and not all of the traits from the base statistically identical and in the PHB, despite a weapon list remain unchanged. Second is the list of weapons trident weighing more and being considerably more difficult themselves. to wield in-game. As such, martial weapons will tend to be Changes I have made include altered damage dice and more effective, and I firmly believe that this is perfectly damage type options, as well as weight in some instances. reasonable. This section also includes a few new options of gear not Addendum: this work has been modified from its original previously included in the PHB. Shields are also included version. Properties have been altered and more weapons have here, as I expand on the anemic single option offered in the been added. The gunpowder and winged properties, the PHB. sections on ammunition, offensive adventuring gear, and siege It is important to bear in mind the design philosophy I am engines were all added later, as were many weapons. The approaching this task with. The first thing I will say is that I commentaries are almost entirely the work of the first author, want to somewhat adhere to the principles of Fifth Edition. but some mechanical descriptions have been edited or This is to say, I would like to keep weapon properties as changed, and pages explaining the reasoning behind some relatively straightforward and intuitive as possible. features have been removed. The original can be found here.

Introduction 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Gunpowder Weapon Properties The weapon utilizes volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons with this Ammunition property cannot be used in overly damp conditions or You can use a weapon that has the Ammunition property to underwater. When used, a gunpowder weapon expels a bright make a ranged attack only if you have Ammunition to fire from flash of light, a puff of smoke, and an explosion of sound that the weapon. Each time you attack with the weapon, you can be heard by all creatures within 300 feet. Each time you expend one piece of ammunition. Drawing the ammunition attack with a gunpowder weapon, you expend one pinch of from a quiver, case, or other container is part of the attack powder and a single bullet. It takes an action to reload a (you need a free hand to load a one-handed weapon). At the gunpowder weapon, and you must have one hand to hold the end of the battle, you can recover half your expended weapon and the other to reload during that action. ammunition by taking a minute to search the battlefield. Heavy Ensnaring These weapons are larger and heavier than most, lending The weapon features chain, rope, or other parts that can aid them unique advantages and challenges. Small creatures in entanglement. When you hit with an ensnaring weapon makes attacks with heavy weapons at disadvantage, and heavy attack, you may use your bonus action to attempt to grapple weapons cannot be used to make more than one attack per the target, disarm them, or shove them prone, using your turn unless the wielder has a Strength score of 13 or higher. A weapon attack modifier in place of Strength (Athletics). If you Heavy weapon takes a bonus action to draw or stow. grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that A heavy weapon allows you to make an attack relying more weapon. on raw strength instead of accuracy. When an attack is made with a heavy weapon that you're proficient in, you can forego Finesse adding your proficiency bonus to the attack roll. If the attack The weapon lends itself to dexterous combat due to features hits, you add that proficiency bonus to the damage roll. You that make aiming the weapon for precise strikes far easier. must decide to do this before making the attack roll. Finally, When making an attack with a finesse weapon, you use your any attempts to disarm wielders of heavy weapons are made choice of your Strength or Dexterity modifier for the attack at disadvantage. and damage rolls. You must use the same modifier for both rolls. Light A light weapon is small and easy to handle. When you take the Finisher Attack action and attack with a light that you’re The weapon is particularly useful for making the most of holding in one hand, you can use a bonus action to attack with advantageous situations or an enemy at your mercy. When the a different light melee weapon that you’re holding in the other weapon is used to attack a prone creature, roll an additional hand. You don’t add your ability modifier to the damage of the weapon damage die on a hit. bonus attack, unless that modifier is negative. 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. Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. Damage dealt with this weapon that reduces the target to zero hit points can immediately put the target in the unconscious state instead of killing them. They are considered stable in this state. All weapons may still be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value. Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry the attack, if you are wielding a parrying weapon. This parry adds +3 to your AC for that single attack, and must be declared before the result of the attack is known.

2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Additionally, when an attack you make with a sweeping Prone Fighting weapon that dealt slashing damage reduces a creature to 0 hit When you are prone and make a melee attack with this points, any remaining damage applies to a target adjacent to weapon, you do not suffer disadvantage for being prone. the first if it is within your reach. If that target is also reduced to 0 hit points, repeat this process, carrying over the Range remaining damage until there are no valid targets, or until the The weapon can be used to make attacks at a range beyond damage carried over fails to reduce an undamaged creature to melee. A weapon that can be used to make a ranged attack 0 hit points. has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the Thrown If a weapon has the thrown property, you can throw the weapon's long range. When attacking a target beyond normal weapon to make a ranged attack. If the weapon is a melee range, you have disadvantage on the attack roll. You can't weapon, you use the same ability modifier for that Attack roll attack a target beyond the weapon's long range. and damage roll that you would use for a melee attack with the weapon. You may add an amount of 5 times your Strength Reach modifier to the base range of a thrown weapon, unless your The weapon has an extended length to it. This weapon adds 5 Strength score is negative. You may not exceed the maximum feet to your reach when you attack with it, as well as when range of a thrown weapon with this bonus to range. determining your reach for opportunity attacks with it. Two-Handed Special The weapon is large or cumbersome to the point of requiring The weapon has some entirely unique property to it. These two hands to fight with effectively. The weapon must be held are detailed in the weapon section for the individual weapons in two hands to make an attack or to properly wield it. they apply to. Versatile Status The weapon can be wielded in either a one-handed or two- A weapon that is particularly potent in maximizing its unique handed stance. This weapon can be used with one or two damage type. When a roll on an attack with a status weapon hands. A damage value in parentheses appears with the exceeds the AC of the target by 5 or more, it will inflict an property–the damage when the weapon is used with two additional status effect based upon the type of damage dealt. hands. A critical hit will guarantee a status effect as well. Slashing weapons can inflict gaping wounds and profuse bleeding. Inflicting this status will cause the target to take Wind-up The weapon can be used to spend time preparing an attack to additional slashing damage equal to your proficiency bonus. be even more effective. On your turn you can take the attack Objects, Constructs, and Elementals are immune to this action to begin winding up your weapon, spinning a flail to damage, as may other creatures at the discretion of your DM. gain momentum or setting a . On the next attack you Bludgeoning weapons can hit with a singularly bone- make with the weapon you can add an additional weapon die shaking blow, dazing the target. Inflicting this status causes to that attack if it hits. A weapon can only add one such the target's next attack roll to be made with disadvantage. You damage die in this way. If no attack is made by the end of the cannot inflict status with the bonus action attack granted by wielder’s next turn it is no longer wound up. The wielder can the Polearm Master feat. spend an attack action to keep the weapon wound up for a Piercing weapons reward precise or focused attacks, subsequent round. A weapon that is wound up can be used to punching holes in defenses or otherwise leaving a target more make an opportunity attack when an enemy enters its range. vulnerable. Inflicting piercing status allows the next attack roll against the target to be made with advantage. Winged Improvised weapons may inflict status depending on their These weapons have specially-shaped heads that halt the damage type and the discretion of your DM. movement of their target toward the user of the weapon, and can also be used to catch shields and weapons. When you Sundering deal piercing damage against a creature no greater than one The weapon features qualities that crush, pierce, or penetrate size larger than you with a winged weapon, that creature is armor, making it more effective against targets that employ grappled. While grappled in this way, that creature cannot such defenses. When you attack a target wearing a move toward you. If you make another attack roll or move breastplate, half plate, heavy armor, or that has natural armor, away from the target, the grapple ends as you remove you gain a +2 to the attack roll. weapon's head from the target's body. The target may also break the grapple, by moving away from you. When grappling Sweeping a creature in this way, you may use one of your attacks to These weapons strike in broad, sweeping motions. When you attempt to shove the target prone, using your weapon attack make an attack with a sweeping weapon that deals slashing modifier in place of Strength (Athletics). damage, you may use a bonus action to deal the weapon's You may also replace one of your attacks with an attempt to damage die in damage against a second target within your disarm a target, using your weapon attack modifier in place of reach that is adjacent to the first, provided that your attack roll Strength (Athletics). This special attack also breaks grapples would also hit that target. with a winged weapon.

PROPERTIES 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. I have also included shields in this list, as I feel they are Weapon Charts something that is wielded more than worn. This does not change them to being weapons, just that I think that is where Now that we have the properties squared away, it is time to they should be talked about. Proficiency with them is still apply them to weapons. Some weapons remain largely the required to use them. Also, some weapons have multiple same, while others are quite different. There are also some damage types listed. In this instance, the player indicates additional weapons added, though I’ve tried to keep that to a which damage type they are using when making an attack, minimum, only adding those that I feel lack an equivalent such as stabbing vs. slashing with a shortsword. We’ll start already on the chart (a would really not need to have a with simple weapons. mechanical difference from a , for instance). Simple Melee Weapons Name Cost Damage Weight Properties 5 gp 1d6 piercing 5 lb. Versatile (1d8), winged Club 1 sp 1d4 bludgeoning 2 lbs. Light, nonlethal Cestus 1 gp 1d4 bludgeoning ½ lbs. Light, special, status 2 gp 1d4 piercing 1 lb. Finesse, finisher, light, prone fighting, thrown (20/60) 5 sp 1d4 bludgeoning/piercing 3 lbs. Finisher, sundering Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, status, two-handed Handaxe 3 gp 1d6 slashing 2 lb. Light, thrown (20/75) Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120) Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, status, thrown (20/60) Mace 5 gp 1d6 bludgeoning 4 lb. Sundering 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4) Sickle 1 gp 1d4 slashing 2 lb. Light, status Short Spear 1 gp 1d6 piercing 3 lb. Finisher, thrown (20/60) Spear 1 gp 1d8 piercing 4 lb. Reach, two-handed Simple Ranged Weapons Name Cost Damage Weight Properties 1d4 Finesse, thrown Dart 5 cp lb. piercing ¼ (20/60) Ammunition Light 25 1d8 5 lb. (80/320), loading, Crossbow gp piercing two-handed Ammunition 25 1d6 Shortbow 2 lb. (100/150), two gp piercing handed 1d4 Ammunition Sling 1 sp lb. bludgeoning ¼ (30/120)

WEAPON TABLES 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Martial Melee Weapons Name Cost Damage Weight Properties Battleaxe 10 gp 1d8 slashing 4 lb. Status, sweeping, versatile (1d10) Estoc 20 gp 1d8 piercing 2 lb. Finesse, parry, sundering Flail 10 gp 1d8 bludgeoning/piercing 2 lb. Ensnaring, wind-up Garotte Wire 5 gp 1d6 slashing ¼ lb. Finesse, light, special, two-handed 20 gp 1d10 slashing 6 lb. Heavy, reach, sweeping, two-handed Greataxe 30 gp 1d12 slashing 9 lb. Heavy, finisher, status, two-handed Greatsword 50 gp 2d6 piercing/slashing 7 lb. Heavy, status, sweeping, two-handed 5 gp 1d10 piercing 8 lb. Ensnaring, heavy, reach, two-handed 20 gp 1d10 piercing/slashing 7 lb. Heavy, reach, status, two handed 10 gp 1d12 piercing 6 lb. Reach, special, status Longsword 15 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (1d10) Lucerne 20 gp 1d10 bludgeoning/piercing 7 lb. Heavy, reach, sundering, two-handed Maul 10 gp 2d6 bludgeoning 12 lb. Heavy, status, sundering, two-handed Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb. Status, finisher 3 gp 1d4 piercing 1 lb. Finesse, finisher, light, parry, prone fighting Pike 5 gp 1d10 piercing 13 lb. Heavy, reach, two-handed, wind-up Pollaxe 35 gp 1d10 slashing 10 lb. Special, status, two-handed Rapier 25 gp 1d8 piercing 2 lb. Finesse, parry, status 25 gp 1d10 piercing/slashing 8 lb. Heavy, reach, winged Sabre 25 gp 1d8 slashing 2lb. Finesse, parry, status Scimitar 20 gp 1d6 slashing 3 lb. Light, finesse, status Shortsword 10 gp 1d6 piercing/slashing 2 lb. Light, finesse, finisher Trident 5 gp 2d4 piercing 4 lb. Ensnaring, finisher, versatile (1d10) War Pick 5 gp 1d8 piercing 2 lb. Status, sundering, versatile (1d10) Warhammer 15 gp 1d8 bludgeoning 3 lb. Finisher, sundering, versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Ensnaring, finesse, reach

Martial Ranged Weapons Name Cost Damage Weight Properties Arquebus 500 gp 2d8 piercing 10 lb. Gunpowder (40/120), heavy, loading, sundering, two-handed Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), loading, special Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (30/120), light, loading, prone fighting Heavy Crossbow 50 gp 1d10 piercing 12 lb. Ammunition (100/300), heavy, loading, status, sundering, two-handed Longbow 75 gp 1d10 piercing 2 lb. Ammunition (200/600), heavy, status, two-handed Matchlock handgun 250 gp 2d6 piercing 3 lb. Gunpowder (30/90), loading, sundering Net 1 gp - 3 lb. Special, thrown (5/15) Recurve bow 50 gp 1d8 piercing 3 lb. Ammunition (150/300), two-handed

5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Shields Name Cost +AC Weight Properties Buckler 12 gp +1 2 lb. Light, parry Shield 10 gp +2 6 lb. - Tower Shield 50 gp +2 20 lb. Special Ammunition Name Cost Weight Weapon Properties 20 Bodkin arrow 1 oz. Bow Sundering cp Blowgun 2 cp 1 oz. Blowgun - needle Broadhead 20 Slashing damage, 1 oz. Bow arrow cp status 30 Bullet 3 oz. Gun - cp Field arrow 5 cp 1 oz. Bow - 1/5 Sling bullet 1 oz. Sling - cp 10 Grapeshot 8 oz. Gun Special gp Quarrel 5 cp 1 oz. Crossbow -

Offensive adventuring gear Included in this section are the other options that PCs might employ to deal damage. Each of these possesses their own properties and traits, which occupy too much space here. They have instead been listed to clarify which properties they gain under this set of homebrew rules. Unchanged items have been omitted. The full set of rules for these items can be found on pages 148-153 on the Players' Handbook and on pages 255 and 268 of the Dungeon Masters' Guide. Your dungeon master may determine that some items don't exist in the setting you are using—such as alchemist's fire, bombs, or cannon—or may function differently. Historical cannon, for example, took extensive time to load and clean, to the point they could only be used a few times per day. All siege engines are objects, and are immune to psychic and poison damage. All siege engines add their attack bonus to their damage rolls. Offensive Gear Name Cost Weight Range Target Properties & Damage Acid 25 gp 1 lb. melee, 20 ft 1 creature or object 2d6 acid damage Alchemist's Fire 50 gp 1 lb. 20 ft 1 creature or object 1d4 fire/turn, DC10 DEX check to end Bomb 150 gp 1 lb. 60 ft 1 point 5ft radius, DC12 DEX save, 3d6 fire, Gunpowder Caltrops 1 gp 2 lb. - 5ft square DC15 DEX save or 1 piercing damage and -10 movement Hunting Trap 5 gp 25 lb. 0 ft 1 creature 1d4 piercing, Sundering, status

Siege Engines Name AC HP Attack Bonus Range Damage To-load To-aim To-fire Properties Ballista 15 50 +6 120/480 ft 3d10 piercing 1 action 1 action 1 action Status, sundering Cannon 19 75 +6 600/2400 ft 8d10 bludgeoning 1 action 1 action 1 action Gunpowder, status, sundering Mangonel 15 100 +5 200/800 ft 5d10 bludgeoning 2 actions 2 actions 1 action Status,sundering Trebuchet 15 150 +5 300/1,200 8d10 bludgeoning 2 actions 2 actions 1 action Status, sundering

6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tower Shield Special Properties To wield a tower shield, a creature must be medium or larger and have at least 13 strength, and must have a strength score Blowgun of at least 15 or have their movement speed reduced by 10 Ammunition for this weapon is made up of small, fine needles feet, as with heavy armor. Creatures wielding this shield roll that are especially potent when paired with a poison coating. Dexterity(Stealth) checks with disadvantage. When applying poison to ammunition for this weapon (blowgun needles), it can cover 10 pieces of ammunition This enormous shield can be used for additional cover instead of the usual 3. against magical areas of effect. A creature wielding this shield may use their reaction to hide behind their shield. This Cestus reaction provides 3/4 cover against harmful area-of-effects The weapon is not held in the hand, instead being wrapped such as breath weapons or spells, so long as the effect does around the wrist, held between the fingers, or covering the not travel around corners, such as cloudkill. If the wearer of knuckles. Wielding this weapon does not prevent you from the shield is directly between an adjacent creature and the grappling or shoving an enemy, using an item, or interacting point of origin of the effect, the adjacent creature is given 1/2 with an object, but you cannot wield other weapons with that cover from the effect. The second creature must be of equal or hand. smaller size to the wearer to gain this benefit. Tower shields may also be planted in the ground as an Garotte Wire action. In this state they are no longer wielded and thus free Garrote Wire can only be used on a creature the same size or both hands of the former user, but may stand on their own to smaller than the user, when the user has advantage against act as 1/2 cover for an upright creature, or full cover for a that creature. On a hit the target is automatically grappled. prone one. Until the grapple ends, the target cannot breath and begins to choke, and the user has advantage on attack rolls against it. Proficiencies Creatures that do not need to breath, such as undead, Some classes or racial features grant proficiency in additional constructs, elementals, and some plants, may be immune to a or alternate weapons: garotte wire's choke at the discretion of the Dungeon Master. Bard: Estoc, parrying dagger, sabre, buckler Grapeshot Druid: Boar spear Instead of a single spherical bullet, a large number of tiny Rogue: Estoc, garotte wire, parrying dagger, sabre, buckler projectiles fill a canister of grapeshot ammunition. Upon firing Elf weapon training: recurve bow proficiency replaces a piece of grapeshot ammunition, the projectiles fly in a longbow proficiency straight line until they impact a creature or solid surface, Arquebus and wheellock handgun require the Weapon dealing the gun's normal damage. You may target a number of Master feat or can be trained at half the normal time creatures in that line equal to your proficiency bonus, making required. new attack rolls for each creature. Regardless of how many creatures you target, grapeshot cannot exceed the gun's Classes with proficiency in all simple or all martial weapons normal range. gain access to every weapon on those respective lists, as normal. Lance You have disadvantage when you use a lance to attack a target Feats within 5 feet of you. A lance requires two hands to wield when With the addition of new weapons, many feats expand their you aren't mounted. range of effect. Feats that list properties, rather than individual weapons, apply as normal to the new weapons. Net A Large or smaller creature hit by a net is restrained until it is Polarm Master applies to boar spear, short spear, spear, freed. A net has no effect on creatures that are formless, or guisarme, pollaxe, ranseur, and trident. creatures that are Huge or larger. A creature can use its action Crossbow Expert applies the second bullet point to guns to make a DC 10 Strength check, freeing itself or another and the third point to handgun as well as hand crossbow, creature within its reach on a success. Dealing 5 slashing but guns still require an action to reload regardless of the damage to the net (AC 10) also frees the creature without first point. harming it, ending the effect and destroying the net. Blade Mastery applies to estoc and sabre. Fell Handed applies to cestus, mace, and war pick. Pollaxe Spear Mastery applies to boar spear, short spear, spear, The head of this weapon is enormously versatile, and and pike. possesses an axe head, a hammerhead, and a large, pointed spike. Users of a pollaxe may use bludgeoning, piercing, or slashing damage on any single attack, deciding the damage type before the roll is made.

7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Additionally, many of these weapons originate from cultures Alternative Weapons and technology levels outside the European fantasy upon which Dungeons & Dragons 5th Edition is based, and may not Many weapons that existed in real life varied only slightly, be appropriate for every game. The DM is perfectly within enough that the abstraction provided by the weapons here is their rights to not allow certain alternatives based on culture, insufficient to differentiate them without adding more and time period, location, or tone of the game. This list includes more properties, most of which would never benefit actual the wuxia alternate weapon names table found on page 41 of play. The following table is meant to provide "reskins" for the Dungeon Master's Guide. certain weapons, expanding the arms a character might This list is by no means exhaustive. Feel free to adapt the choose. These alternatives use the weight, properties, and properties listed in this document in specific ways to the damage of the weapon they originate from, though the type weapons in the setting of play. may differ. Damage type changes are listed in parentheses with the first letter of that type. Default weapon Alternative Battleaxe Fu, masakari Cestus (s), brass knuckles, (p), tekko Club Bian, blackjack, cosh, tonfa Dagger Bishou, kozuka, , tamo, tanto Flail Nunchaku (b), meteor hammer (b) Glaive , , , , , , , sovnya, , Greatclub Peasant flail, kanabo, tetsubo Greatsword Claymore, , flamberge, nodachi, zweihander Halberd , rhomphaia, swordstaff Handaxe , ono Javelin Mau, uchi-ne Lance Umayari Light Hammer Chui Longbow Daikyu, greatbow Longsword Arming , broadsword, , katana Lucerne Pike , , mao, nagaeyari Quarterstaff Gun, bo Ranseur Corseque, earspoon, , rawcon Scimitar , Shield Aspis, ishlangu, pelte Short Spear Assegai, Shortbow Hankyu Shortsword Dandpatta, , , Sickle Kama Spear Doru, , Trident Cha, magariyari Tower Shield Pavise, scutum War Pick Fang, kuwa Whip Cat-o-nine-tails

Artist Credits Matchlock Musket, ARTIC Unless otherwise stated, the art was found on Pinterest but no Rivendell Bow, Nick Keller artist name was given: Golden Knight, Jake W Bullock medieval fight, Ivan Koltovich Kagur Blacklion, Eric Belisle

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.