This post is a WIP. Contents are NOT official, and are subject to future change and balance. The purpose of this post is to encourage brainstorming over weapon choices and to expand player options and combat choices beyond simply dealing damage. Many options herein are taken directly from the Player’s Handbook, but with a Special property added to them in order to make the choices more attractive for non-conventional combat techniques.
40gp, 30 lbs.
2d8 slashing damage
Special: Requires 16 STR score to use without disadvantage.
25gp, 8 lbs.
1d10 slashing damage
Heavy, Reach, Two-handed
Special: If you attack a target 10 ft. away from you and miss, you can expend your bonus action to attempt to pull the target 5 ft. toward you (Athletics skill contest).
40gp, 16 lbs.
1d8 slashing/piercing/bludgeoning damage
Heavy, Two-handed, Exotic
Exotic: Requires Exotic Weapon Proficiency to be wielded without disadvantage.
1d6 piercing damage
Thrown (20/60), Versatile (1d8), Special
Special: When attacked by a hostile unit’s wielded weapon, but before being hit, you can spend your reaction to attempt to negate the attack and disarm your opponent (Athletics skill contest).
15gp, 18 lbs.
2d6 bludgeoning damage
Heavy, two-handed, Special
Special: Requires 14 STR to wield without disadvantage. On a confirmed hit against target wearing medium or heavy armor, reduce armor’s AC value by 1 (max 1 time) until it is repaired.
1d8 piercing/bludgeoning damage
Special: Ignores damage threshold of siege weapons and land vehicles.
1d4 slashing damage
Finesse, Reach, Special
Special: If you attack with advantage, or against a target that is denied bonuses to their movement, you can make a Trip attempt for free on a confirmed hit against the target to make them prone.
5gp, 18 lbs.
1d10 piercing damage
Heavy, Reach, Two-handed, Special
Special: Deals double damage against creatures of size Large or greater.
15gp, 4 lbs.
1d8 piercing damage
Special: On confirmed hit against target wielding a shield, spend bonus action to forego dealing damage and instead deny the target the AC bonus of their shield until the start of their next turn.
2sp, 10 lbs.
1d8 bludgeoning damage
Special: On a confirmed hit against target wearing light or no armor, spend bonus action to impose the Dazed condition on the target (CON saving throw, DC 8+your attack modifier).
More to come!