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Unos

Whistling Blades

A shop that specializes in daggers, blades and knives.

If you're vouched for, you might even sneak a peek of special behind-the-counter items such as toe-blades or hidden arm scabbards with fast releases.

Mundane Stock

Dagger

Simple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)


Khatar
Simple weapon, melee weapon
3 gp, 1 lb.
1d4 piercing - light, unarmed

Unarmed. When you make an unarmed attack, you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.


Knuckle Knives
Simple weapon, melee weapon
3 gp, 1 lb.
1d4 slashing - light, unarmed

Unarmed. When you make an unarmed attack you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.


Sickle
Simple weapon, melee weapon
1 gp, 2 lb.
1d4 slashing - light




Cestus

Martial weapon, melee weapon
2 gp, 1 lb.
1d4 bludgeoning - hidden, light, monk weapon, special

Special. Unarmed strikes deal 1d4 bludgeoning damage while wearing this glove-like weapon. Donning or doffing it requires an action.

Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.

Monk Weapon. This weapon can be used with the Monk's Martial Arts feature and Monks are proficient with this weapon in addition to their other weapon proficiencies.


Chakram
Martial weapon, melee weapon
10 gp, 4 lb.
1d4 slashing - light, thrown (100/300 ft.)


Hook sword
Martial weapon, melee weapon
15 gp, 4 lb.
1d6 slashing - defensive, special.

Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield.

Special. When using its hooked tip, this weapon grants a climbing speed equal to your movement and gives advantage on checks when climbing Difficult Terrain.


Sai
Martial weapon, melee weapon
2 gp, 4 lb.
1d4 bludgeoning - defensive, light

Defensive. While you wield one or more weapons with this property, you gain a +1 bonus to AC if you are proficient in the weapon and not using a shield.


Stiletto
Simple weapon, melee weapon
5 gp, 1 lb.
1d4 piercing - brutal, hidden.

Brutal. Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.

Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.


Hidden Blade
Simple weapon, melee weapon
100 gp, 1 lb.
1d4 piercing - finesse, hidden, light, special, thrown (20/60 ft.)

This weapon is attached to a specialized sleeve that runs up arm of its wielder, keeping it hidden in plain sight.

Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.

Special. This weapon requires an action to equip or remove. Additionally, one or more of the following may be applied to a hidden blade:

  • Arm Guard. 100 gp. Metal plating at the top of the blade's sheath allows you to block and deflect attacks more easily. This grants a +1 to AC, provided you are wearing Light or no armor.
  • Hook Blade. 100 gp. The hooked tip of your hidden plade allows you to climb vertical surfaces more easily. This grants a climbing speed equal to your movement and gives advantage on checks when climbing Difficult Terrain. It is incompatible with Phantom Blade and Poison Blade.
  • Phantom Blade. 250 gp.  1d6 piercing - loading, thrown (30/120 ft.). Requires proficiency with hand crossbows. A small crossbow attachment allows greater range when attacking. This one-shot weapon uses crossbow bolts as ammunition and requires you use an action to reload it. If you are Hidden, shooting with this weapon will not reveal your location. Incompatible with Hook Blade.
  • Poison Blade. 150 gp. Requires proficiency with a Poisoner's Kit. A small needle-like attachment to the hidden blade allows its wielder to administer a Contact, Ingested, or Injury-type poison to a target instead of dealing damage on a hit. If the blade was hidden when the target was struck, the target has Disadvantage on any saving throws to resist the effects of the poison. Incompatible with Hook Blade.

Magical Stock

Osben's Letter Opener
Weapon (dagger), common
Simple weapon, melee weapon

50 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

This sharped letter opener is curved to a fine point and ornate engravings into the handle and hilt depict a scholar tirelessly working away. Any letters opened with this blade are magically stored within it and youcan command the dagger to read aloud the contents of a letter in a disembodied voice.


Knives of Sparking
Weapon (dagger), uncommon (requires attunement)
Simple weapon, melee weapon
450 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

These magic daggers are always found in pairs.

While wielding one of these daggers in either hand, you may use an action to strike them against each other, sending out a flurry of sparks and cinders in a 10 foot cone. Creatures in the cone must make a DC 14 Dexterity saving throw. Creatures that fail the saving throw are blinded until the start of their next turn.


Tiger Claws
Weapon (dagger), rare
Simple weapon, melee weapon

2,950 gp. 2 lb.
1d4 slashing - light, unarmed

You gain a +1 bonus to attack and damage rolls made with these magical knuckle knives.

Additionally, this magic item has 3 charges. You can use your action and expend 1 or 2 charges to cast the polymorph spell on yourself, turning into a cat or tiger if you expended 1 charge or a saber-toothed tiger if you expended 2 charges. This item regains all expended charges at dawn.

Unarmed. When you make an unarmed attack, you can choose to deal the damage of this weapon instead of your normal unarmed attack damage.


Kiss of Steel
Weapon (dagger), rare
Simple weapon, melee weapon
4,765 gp. 2 lb.
1d4 piercing - brutal, hidden, light

This ornate stiletto dagger has the appearance of two androgynous figures entwined with one another leading to a sharp point. When you deal damage with this weapon, the target must succeed on a DC 15 Constitution saving throw or suffer 2d6 poison damage. In addition, their lips begin to swell blood red, and they telepathically confer their darkest secret to you.

As a bonus action, pushing the button tucked into the dagger's hilt casts the disguise self spell targeting you. However, this spell can only change your facial features and clothing over your head such as a mask, hat, or hood. Once this feature has been used, it cannot be used again until the next dawn.

Brutal. Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.

Hidden. You have advantage on Dexterity (Sleight of Hand) checks to conceal this weapon. A creature's Passive Perception must exceed your check to hide it, or make a Wisdom (Perception) or Intelligence (Investigation) check to detect the weapon.

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