Eberron Weapons

The following (exotic) weapons are specific to this setting.

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2-HANDED MELEE Cost Dmg (s) Dmg (m) Type Crit Range Weight Tags
Valenar Double Scimitar 125 gp 1d4 1d6 Slashing 18–20/×2 15 lbs Double
Talenta Sharrash 18 gp 1d8 1d10 Slashing 19–20/×2 10 lbs Reach, Trip
Talenta Tangat 40 gp 1d8 1d10 Slashing 18–20/×2 8 lbs
RANGED Cost Dmg (s) Dmg (m) Type Crit Range Weight Tags
Talenta Boomerang 15 gp 1d3 1d4 Bludgeoning ×2 30 ft 1 lb. Returns
Xen'drik Boomerang 20 gp 1d4 1d6 B or Piercing ×2 20 ft 2 lbs Returns

Melee Weapons

Valenar Double Scimitar: The elves of Valenar use a dangerous and exotic double weapon with curving scimitar blades on each end.

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Talenta Tangat

Talenta Sharrash: Similar to a scythe, the Talenta sharrash developed by the halflings of the Plains consists of a sicklelike blade at the end of a long pole.

A sharrash has reach: You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Because of a sharrash’s curved blade, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sharrash to avoid being tripped.

Talenta Tangat: The tangat, developed by the halflings of the Talenta Plains, features a curved blade (like a scimitar’s) mounted on a short haft.

Ranged Weapons

Talenta Boomerang: The halflings of the Talenta Plains use traditional boomerangs—simple curved, polished sticks designed to return to the thrower.

Xen'drik Boomerang: The drow of Xen’drik use three-pronged boomerangs to hunt prey. Some adventurers and explorers learn to use the weapon while operating in the Xen’drik jungles, but few outside the drow communities ever master the intricacies of the Xen’drik boomerang.

General Info

●A wielder native to the region mentioned in a weapon’s name treats that weapon as a martial weapon rather than an exotic weapon.
●Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

●A boomerang of any sort returns to its thrower when it misses its target. To catch a returning one, the thrower must make an attack roll (as if he were throwing the boomerang) against AC 10. Failure indicates that the boomerang lands 10 feet away from the thrower in a random direction.

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