Weapons (Jujutsu Kaisen Supplement)

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Weapons

The following weapons are in addition to all official weapons (although they are much less commonly utilized), which count as Common items, and replace official firearms.

Simple Melee Weapons

Bat

Simple Melee Weapons

Weapon Cost Damage Weight Properties
Bat 5 sp 1d4 bludgeoning 3 lb. Brace, versatile (1d6)

This single piece of shaped wood is a little under 3 feet long. One end is thin and often wrapped in tape for gripping, while the other end is thicker to carry the weight of swings. A bat is typically designed to intercept balls and rocks thrown in "stickball" games, but one can be surprisingly effective at intercepting enemies too. In locales where weapons are banned, this mere "toy" can be the most reliable means of self-defense.

Brace. If you make a melee attack with a brace weapon as part of an attack you prepared with the Ready action, you have advantage on the attack roll. You must be proficient with the weapon to gain this benefit.

Machete

Simple Melee Weapons

Weapon Cost Damage Weight Properties
Machete 10 gp 1d6 slashing 20.5 ½ lb.

A machete is a chopping weapon mass-produced in modern society. However, when these weapons were first invented they were forged by swordsmiths.

Wakizashi

Simple Melee Weapons

Weapon Cost Damage Weight Properties
Wakizashi 5 gp 1d6 slashing 1 lb. Finesse, Versatile (1d8)

Similar in shape to other curved, single-bladed swords, wakazashi range between slightly shorter than a katana, referred to as an ō-wakazashi, to slightly longer than a tanto, referred to as a kō-wakazashi. They were primarily wielded alongside a katana as a status symbol to differentiate an average katana-wielding nobody with a samurai. This pair is referred to as a “daishō”, literally “big-little”.

320px-Wakizashiblade.jpg
A wakizashi, ([1])

Simple Ranged Weapons

Revolver

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Revolver Common 2d8 piercing 1 lb. Ammunition (range 30/300), long reload (6 shots)

Despite using rudimentary technology, revolvers have stood the test of time as reliable weapons capable of handling larger rounds without may chamber pressure limitations. Due to their simple design, they can typically take larger rounds than a handgun.

Handgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Handgun Common 2d6 piercing 1 lb. Ammunition (range 30/300), light, reload (12 shots)

Pistols are widely available across the world, from military and police to civilian use.

Handgun, Heavy

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Handgun, Heavy Uncommon 2d8 piercing 1 lb. Ammunition (range 30/300), reload (12 shots)

Heavy handguns fire larger rounds, typically .50 caliber, and make for a heavier sidearm than a typical handgun.

Pump Shotgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Pump Shotgun Common 1d8 piercing 7 lb. Ammunition (range 30/90), long reload (6 shots), spread (1d6), two-handed, loading

Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While initially introduced into the military, their simple production and the use of body armor have made them mostly a non-issue for military personnel, leading to them being widespread on the civilian market.

Double-Barrel Shotgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Double-Barrel Shotgun Common 1d6 piercing 7 lb. Ammunition (range 30/90), reload (2 shots), spread (1d6), two-handed

Even older than pump-action shotguns, double-barrel shotguns were some of the earliest handheld gunpowder weapons created, and as such have been outpaced in military use, making them exclusively civilian.

Stun Gun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Stun Gun Common 1d4 piercing 1 lb. Ammunition (range 15/150), long reload (1 shot), special

A taser is a less-lethal device primarily used by law enforcement that channels electricity into a target through a pair of barbs. If the target takes damage from a ranged attack with this weapon, they must attempt a DC 15 Constitution saving throw. On a failure, they are incapacitated and their movement speed is reduced to 0 until the end of their next turn. On a success, their movement speed is cut in half until the end of their next turn. If a creature fails by 5 or more, they are stunned until the end of their next turn instead. Creatures that are resistant to lightning damage have advantage on this saving throw, and creatures that are immune to lightning damage are immune to this effect.

Martial Melee Weapons

Ballistic Knife

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Ballistic Knife Rare 1d4 piercing 0.5 ¼ lb. Finesse, Hidden, Undersized, special

A ballistic knife looks and functions just like a normal knife, but it secretly has a high tension spring powered blade that can be shot up to 30 feet away with incredible velocity. It is illegal in most countries.

Special. You can press a switch on the knife to cause it shoot outwards, making a special melee attack with it with a reach of 30 ft. which deals 4d4 piercing damage on a hit instead of its normal damage. Hit or miss, once you make this attack the knife becomes unusable as a weapon until you spend an action to rewind it.

Bo Staff

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Bo Staff 6 gp 2d4 bludgeoning 6 lb. Heavy, reach, two-handed

The bo staff is a more effective approach to the staff weaponry. It is heavier than a quarterstaff but with more balance on each end allowing it to be whirled in battle to keep up momentum and deliver devastating blows.

Chainsaw

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Chainsaw Rare 2d12 slashing 45 lb. Heavy, Stabilizing, two-handed, reach

A massively large custom-built metal saw with a gigantic blade, designed for use by a person of unusual size or strength. A monster chainsaw runs for two hours on a full tank of 2 gallons of gasoline. A monster chainsaw that's not turned on can still be used as a club to beat down enemies, but only deals 2d8 bludgeoning damage.


Katana

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Katana 15 gp 1d8 slashing 3 lb. Finesse

In some cultures this strong, single-edged sword is a symbol of honor and prestige. The katana is intended for two-handed use, but it's light enough to be wielded one-handed.

Naginata

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Naginata 60 gp 1d6 slashing 5 lb. Finesse, versatile (1d8), heavy, reach, special

Similar to the glaive, the naginata is a pole weapon. Naginata were originally used by the samurai class of feudal Japan, as well as by ashigaru (foot soldiers) and sōhei (warrior monks). The naginata is the iconic weapon of the onna-bugeisha, a type of female warrior belonging to the Japanese nobility.

Special. This weapon only has the heavy and reach properties while being wielded in both hands.

NRS-2

Martial Melee Weapons

Weapon Cost Damage Weight Properties
NRS-2 Rare 1d4 slashing/2d6 piercing 3 lb. Finesse, Light, Thrown (range 20/60), Special, Ammunition (range 30/120), Loading

Known in its native language as the Нож Разведчика Стреляющий (literally Scout Firing Knife), and being catalogued under official GRAU index 6P25U, the NRS-2 is a survival knife similar to the America Ka-Bar Fighting/Utility knife with a barrel and firing mechanism capable of firing a single 7.62×42mm SP-4 (СП-4) cartridge built into the handle. Originally manufactured for the Soviet Union, it is still used by the modern Spetsnaz and certain Russian special law enforcement groups.

Special. When you make a melee attack with this weapon, it does not have the Ammunition or Loading properties, and it deals 1d4 slashing damage. When you make a ranged attack with this weapon, it does not have the thrown property and deals 2d6 piercing damage.

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[Source]

Nunchaku

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Nunchaku 1 gp 1d4 bludgeoning 2 lb. Finesse, Light, Special

This martial melee weapon is a derivative of a Flail and consists of two short clubs connected by a short cord or chain.

Special. When used by a wielder proficient with martial weapons or a Monk, against a small- or medium-sized humanoid creature, the wielder gains a +2 to his attack roll when attempting to disarm a creature (see Disarm, DMG 271).

Ōdachi

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Ōdachi 100 gp 2d6 slashing 5 lb. Reach, heavy, two-handed

This exceptional long and slightly curved blade lends itself to cutting and broad, sweeping, strikes. A proficient user can wield an Ōdachi as a finesse weapon, non-proficient users do not gain the advantage of this property.

Expensive. A character can never gain this weapon as starting equipment from their class.

Tantō

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Tantō 6 gp 1d4 slashing 1 lb. Finesse, light, thrown (range 20/60)

A Tantō is one of the traditionally made Japanese daggers that were worn by the samurai class of feudal Japan. The tantō dates to the Heian period, when it was mainly used as a weapon but evolved in design over the years to become more ornate. Tantō were used in traditional martial arts (tantojutsu). The term has seen a resurgence in the West since the 1980s as a point style of modern tactical knives, designed for piercing or stabbing.

Three-Section Staff

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Three-Section Staff 75 gp 2d6 Bludgeoning 6 lb. Versatile (2d6, Reach), Special

A staff with 3 sections connected by chains.

Special. You must gain proficiency with specifically Three-Section Staffs to add your proficiency bonus to attack rolls with this weapon, gaining proficiency with all martial weapons does not work.

Tonfa

Martial Melee Weapons

Weapon Cost Damage Weight Properties
Tonfa 7 gp 1d4 bludgeoning 3 lb. Finesse, Light, Special

A weapon that consists of a tough wooden stick with a perpendicular handle at the third of its length. Popular among martial artists who prefer a good mix of offense and defense.


Grip Style. Using an object interaction, you can change the way you're gripping your tonfa to one of the following:

  • Standard Grip: This weapon's damage dice becomes 1d6.
  • Reverse Grip: Your AC is increased by 1.
  • Special Grip: You have advantage in Strength (Athletics) throws to grapple or shove a creature.

Martial Ranged Weapons

Bolt Action Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Bolt Action Rifle Uncommon 2d8 piercing 8 lb. Ammunition (range 120/1200), long reload (5 shots), loading, two-handed

The primary weapon of most militaries during the early World Wars era, bolt action rifles boast the first full-power cartridges ever developed, capable of tearing through infantry armor and covering entire battlefields in the hands of skilled marksmen. However, their cumbersome manual cycling and the advancement of technology eventually resulted in the modern automatic rifle, leading to these weapons mostly being used by hunters.

Battle Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Battle Rifle Rare 2d10 piercing 8 lb. Ammunition (range 120/1200), long reload (20 shots), two-handed

An updated, semi-automatic variant to the now-outdated bolt action rifle, battle rifles are a direct upgrade, but cost significantly more to produce, and therefore buy.

Submachine Gun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Submachine Gun Uncommon 2d4 piercing 6 lb. Ammunition (range 60/600), reload (8 shots), spread (1d4)

Using pistol rounds, a submachine gun is able to fire a large number of rounds in a relatively short amount of time.

Automatic Shotgun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Automatic Shotgun Rare 1d8 piercing 7 lb. Ammunition (range 30/90), reload (10 shots), spread (1d6), two-handed

Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While most shotguns are largely civilian, automatic variants are typically significantly harder to obtain.

Automatic Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Automatic Rifle Rare 2d8 piercing 6 lb. Ammunition (range 60/600), reload (10 shots), spread (1d4)

Using low-power rifle rounds, automatic rifles have become the most effective way to deal large amounts of damage capable of overcoming armor.

Machine Gun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Machine Gun Very Rare 3d6 piercing 65 lb. Ammunition (range 60/600), long reload (10 shots), spread (1d4), stabilizing

This massive firearm spits out a barrage of full-size cartridges. Newer models use multiple rotary barrels to keep from overheating.

Rocket Launcher

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Rocket Launcher Legendary 24 lb. Ammunition (range 60/600), long reload (1 shot), heavy, loading, special, two-handed, stabilizing

Rocket launchers are military devices primarily used to destroy buildings and vehicles in a single shot using a self-propelled explosive projectile. Each creature within 30 feet of where you fire this weapon at must make a DC 20 Dexterity saving throw or take 10d6 fire damage. On a successful save, a creature takes half as much damage.

Siege Weapon

A rocket launcher deals twice as much damage against objects and structures.

Ammunition

Ammunition Types

Pistol Rounds (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into handguns, revolvers, submachine guns, and ballistic knives.

Heavy Pistol Rounds (10)

Cost: Uncommon
Weight: 1 lb.

These rounds can be loaded into revolvers and heavy handguns.

Shotgun Shells (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into pump action shotguns and double-barrel shotguns.

Automatic Rifle Rounds (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into automatic rifles.

Rifle Rounds (10)

Cost: Uncommon
Weight: 1 lb.

These rounds can be loaded into bolt action rifles, battle rifles, and machine guns.

Explosive Rocket

Cost: Rare
Weight: 1 lb.

This round can be loaded into a rocket launcher.

Special Ammunition Types

The following can be applied to any firearm's ammunition, and increase the ammunition's rarity by its own rarity (i.e. Common special pistol rounds are Uncommon, Rare special pistol rounds are Very Rare, Legendary special rocket rounds are Special Legendary).

Adventuring Gear Cost Weight
Armor Piercing Bullets (10) Rare 1 lb.
Armor Piercing Discarding Sabot Rounds (10) Very Rare 1 lb.
Explosive Bullets (10) Rare 1 lb.
Hollow Point Bullets (10) Common 1 lb.
Incendiary Bullets (10) Uncommon 1 lb.
Match Grade Bullets (10) Common 1 lb.
Rubber Bullets (10) Common 1 lb.
Semi-Armor Piercing Bullets (10) Uncommon 1 lb.
Shotgun Slugs (10) Uncommon
Subsonic Bullets (10) Rare 10.5 ¼ lb.
Tranquilizer Rounds (10) Legendary 1 lb.

Grenades

Weapon Cost
Grenade, Beehive Rare
Grenade, Concussion Uncommon
Grenade, Flare Common
Grenade, Fragmentation Common
Grenade, Incendiary Uncommon
Grenade, Nerve Gas Very Rare
Grenade, Smoke Uncommon
Grenade, Stun Rare
Grenade, Tear Gas Very Rare
5.00
(one vote)

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