How do you get exotic weapon 5e proficiency in dnd?

exotic weapon 5e proficiency

Exotic weapon 5e dnd

5E does not have exotic weapons. The PHB is intended to have more general or category representations of weapons than a specific weapon representation. A katana, for example, would have the same stats that a long sword. It is part of the intention to simplify complexity from previous editions. There is homebrew stuff that various people have made for different weapons that you can find in places, and I have made a list from there. Welcome to the list of Exotic Weapon 5e

How do you get exotic weapon proficiency in 5E?

The only ways to be proficient with an exotic weapon are:

  • The exotic weapon is specified in your race description.
  • The exotic weapon is specified in your class description.
  • The exotic weapon is defined in your background.
  • Use of the Weapon Master feat.
  • Use of Downtime to Train in the weapon.

Exotic Weapons List

Name Type Proficiency Damage Cost Weight Properties Damage Type
Atlatl Ranged Simple Varies, Varied Varies, Varied Varies, Varied Exotic, Ammunition, Range, Range (2x/3x), Special Piercing
Chatkcha Ranged Martial 1d6 Light, Range (30/120), Thrown, Exotic Slashing
Light Repeating Crossbow Ranged Simple 1d8 5 Ammunition, Light, Special, Two-Handed, Exotic, Range (40/160) Piercing
Hidden Blade Melee Exotic 1d4 20 gp 2 Finesse, Light, Exotic Piercing
Kasa Melee Martial 1d6 1 gp 01-Feb Finesse, Light, Exotic Slashing
Mancatcher Melee Martial 1d6 30 gp 6 Reach, Special, Two-Handed, Exotic Piercing
Double-Bladed Scimitar Melee Martial 2d4 100gp 6 Special, Two-Handed, Exotic slashing
Hooked Shortspear Melee Martial 1d4 2 Light, Special, Exotic Piercing
Longspear Melee Martial 1d10 1 gp 4 Finesse, Reach, Two-Handed, Exotic Piercing


Most people are familiar with some weapons. No matter how much training one has with longswords, they are all standard. However, some weapons are so specific to one culture that an outsider would need to have special training to learn how to use them properly. These are the rarest weapons.

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Tiers of Fantasy

The weapons can be divided into three lists: Non-European, Basic, and High Fantasy. This list is for DMs who wish to include some but not all types of exotic weapons. Always consult your DM when creating your character. They will be able to tell you what homebrewed content is allowed in their games.

These primary exotic weapons are, except for the oxymoron, weapons that are relatively easy to use in an average society. These weapons include items such as scythes or gauntlets. Non-European exotic weaponry is historical weaponry used in Asian and African civilizations. High Fantasy exotic weapons refer to extremely rare, specialized, or unique to a fantasy culture. This category includes more exotic weapons than real, such as Gnomish hook hammers and Orcish war picks.

Gaining Proficiencies

Characters can acquire proficiency with exotic weapons in many ways. Chapter 8, “Adventuring” of the Player’s Handbook, offers a downtime activity that allows a character to train under a mentor for specific weapon or tool proficiency. Upon character creation, various exotic weapon proficiency may be offered by different races and classes.

The following list assumes your DM has allowed each category of exotic weapon in your campaign:

Elf: You gain proficiency with the Elven Bramblenet.

Dwarf: You gain proficiency with the Dwarven Warhammer.

Gnome: You gain proficiency with the Gnomish Hook Hammer.

Orc, Half-Orc: You gain proficiency with the Orcish War Pick.

Cleric (War, Forge Domain), Paladin, Paladin (Oath of Conquest),

Fighter: You can gain proficiency with the exotic weapons you choose. These proficiencies are available to Paladin and Cleric when you select the subclass.

Monk (Way of the Kensei). You can make any Kensei weapon you like. You still have to adhere to the restrictions of Finesse and Light.

Additionally, Suppose your character is proficient with martial weapons upon character creation. In that case, you may choose to lose proficiency with three martial weapons to gain mastery with one exotic weapon of your choice.

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New Mechanics

New properties and abilities may be associated with these new weapons. This document has five new capabilities: Stunning and Returning, Grappling Crit Boost, Double, and Grappling.

The most stunning weapons can be fast and powerful, with devastating hits that can send your opponent reeling. Suppose you attack an opponent with a Stunning weapon, and they make a critical hit. In that case, the target must succeed at a DC10 Constitution Savings throw, or it will be stunned until its next turn.

Returning weapons are designed so that if they are thrown, they will return to their owner. A returning weapon is a weapon that you throw at someone to end an attack. The attack includes the act of catching the weapon. You cannot throw a weapon that is not capable of returning to you if you don’t know how to use it.

Grappling weapons can be paired with reaching or ranged weapons. You may decide to grapple your target instead of causing damage by attacking with a Grappling weapon.

Crit Boost Weapons can be extremely dangerous. Attack rolls will result in a critical hit of a natural 19 or 20, making them particularly dangerous. It does not stack if an ability or effect would cause you to have that effect already.

Double weapons can be shaped so that they can deliver quick strikes and fluid movements. You may think of a double weapon as two light weapons even though the weapon’s properties say otherwise.


Enchanting weapons work the same way as they do in ParanoidK’s Custom 5e Armor Sheet 

A spellcaster can invest 500 gold pieces worth of gem dust, three day’s moderate attention, and a 5th-level spell slot to transform masterwork weapons into a +1 Weapon. You can then repeat the process with a 7th-level slot to create a +2 weapon and a 9th-level spell slot to create a +3 weapon.

Special Weapons

The Kukri, Macuahuitl, Gnomish Hooked Hammer, and Orcish War Pick have special properties:

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The Kukri can easily cut through the thickets of the jungle. Nonmagical attacks can be helpful to double the damage roll against plants creatures.

Several sharp, serrated knives line the Macuahuitl. A Macuahuitl’s weapon damage increases by 2d4 if the target of an attack with the weapon can bleed. The DM can decide if the target has a bloodstream and whether or not this ability works with any other “life-giving liquids” such as machine oil, sap from a tree, or oil from a plant. A blood flow is a common rule of thumb for Humanoids, Monstrosities Dragons Fey, Fiends Celestials, Beasts, Humanoids, and Celestials. Aberrations Elementals, Undead, and Plants don’t.

Gnomish Hooked Hammer has sharp and blunt sides. When rolling for damage, you can choose to deal with Piercing damage or Bludgeoning. Before damage can be rolled, you must call this number.

The Orcish War pick counts as a Siege Weapon and deals double damage to all structures.

Exotic Weapon (5e Variant Rule)

It is a Homebrew weapon property for 5th edition. Exotic weapons are uncommon weapons that aren’t commonly used. They are often used only by a particular species, in a specific area, by certain classes, or have a unique design. They are therefore not usually available to players’ characters.

  • Due to their unusual or obscure design, proficiency with these weapons is not granted by being proficient with simple or martial weapons.
  • You can use downtime to train in the weapon. You will need a skilled teacher to teach you how to use the exotic weapon. (See the Player’s Handbook (5e), p.187 “Training “).
  • Creatures that are not proficient in them use these weapons may not add their proficiency bonus.