Weapon Overview

Weapon references that cover attacks, damage, properties, and magic weapon effects where available.

Weapon Browser

14 items

Weapon - Mundane

Brass knuckles

No attunement

1 gp; 1d4 bludgeoning; 1 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Mundane

Katar

No attunement

3 gp; 1d4 piercing; 3 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Mundane

Knuckle knives

No attunement

3 gp; 1d4 slashing; 2 lb.; Light, unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.

  • weapon
  • unarmed

Weapon - Legendary

Bonebreakers

Requires attunement

Weapon (brass knuckles), legendary, requires attunement by a pugilist. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can use your reaction to attempt to maim them; the target must succeed on a DC 16 Constitution saving throw or suffer the chosen maiming effect. The maimed condition ends only after medical treatment and one month of rest, or by greater restoration or similar magic.

  • weapon
  • brass knuckles
  • magic

Weapon - Rare

Club of Unconsciousness

Requires attunement

Weapon (club), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. The club has 5 charges; when you deal damage with it, you can expend charges to roll 5d8 plus 2d8 for each extra charge and knock a creature unconscious if the result equals or exceeds its remaining hit points. It regains 1d3 + 1 charges daily at dawn.

  • weapon
  • club
  • charges

Weapon - Very rare

Mage Mashers

Requires attunement

Weapon (brass knuckles), very rare, requires attunement. You gain a +2 bonus to attack and damage rolls. When you hit a creature with the spellcasting or pact magic trait, it takes an extra 1d6 force damage, and concentration saving throws caused by your damage have disadvantage.

  • weapon
  • brass knuckles
  • spellcasting

Weapon - Uncommon

Mugfist Knuckles

Requires attunement

Weapon (brass knuckles), uncommon, requires attunement. You gain a +1 bonus to attack and damage rolls. When you roll a 20 on an attack with the weapon, 1d6 gold pieces fall into the creature space.

  • weapon
  • brass knuckles

Weapon - Rare

Penitent Pummelers

Requires attunement

Weapon (brass knuckles, knuckle knives, or katar), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. When you hit a fiend or undead, the creature takes an extra 1d6 radiant damage.

  • weapon
  • radiant

Weapon - Rare

Prehensile Whip

Requires attunement

Weapon (whip), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. When you hit a creature or object, you may use your reaction to make a grapple attack against it using the whip instead of a free hand, treating your reach as 10 feet for that grapple.

  • weapon
  • whip
  • grapple

Weapon - Rare

Punchdrunk Punters

Requires attunement

Weapon (brass knuckles, knuckle knives, or katar), rare, requires attunement. You gain a +1 bonus to attack and damage rolls. Each time you damage a creature, it gains a toxin point for one hour; you can use an action to make a creature you can see take 1d8 poison damage per toxin point it has, then it loses all toxin points.

  • weapon
  • poison

Weapon - Very rare

Ramuh's Katar

Requires attunement

Weapon (katar), very rare, requires attunement. While attuned and wearing it, you have advantage on initiative rolls and your jumping distances are tripled. You gain a +2 bonus to attack and damage rolls, and a roll of 20 on an attack deals an additional 8 lightning damage.

  • weapon
  • katar
  • lightning

Weapon - Legendary

Ratbite

Requires attunement

Weapon (knuckle knives), legendary, requires attunement. You gain a +3 bonus to attack and damage rolls and are immune to disease. A damaged creature must succeed on a DC 11 Constitution saving throw or contract sewer plague, and a roll of 20 deals an additional 8 necrotic damage and imposes disadvantage on saving throws against diseases for one week.

  • weapon
  • knuckle knives
  • disease

Weapon - Very rare

Thunder Knuckles

Requires attunement

Weapon (brass knuckles), very rare, requires attunement. You gain a +2 bonus to attack and damage rolls. When you roll a 20 on an attack with the weapon, the target takes an additional 8 thunder damage and is knocked prone.

  • weapon
  • brass knuckles
  • thunder

Weapon - Uncommon

Winter's Bite

Requires attunement

Weapon (katar), uncommon, requires attunement. The glove can grow an icicle that functions as a katar or launch an icicle like a hand crossbow; both deal cold damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls, and a roll of 20 halves the target speed until the end of its next turn unless it is immune to cold damage.

  • weapon
  • katar
  • cold