COMMON WEAPONS
There are many types of weapons that are common throughout Tamriel. These weapons can be simple clubs or daggers, complicated mechanical crossbows, and or skillful rapiers. The Common Weapons table can be used as a starting point, but other types of weapons can enhance the flavor of your campaign or character. When creating new weapons, consider a which common weapon would be the most similar to the one you are creating and use those properties, as described.
ADDITIONAL WEAPONS
Some weapons, while not necessarily rare, are less common in the provinces of Tamriel. Akaviri style weapons and standard issue Legion arms might not be found in every town or sold by every merchant. The weapons found in the Additional Weapons table are inspired by many of these styles.
SPECIAL WEAPONS
Weapons with special rules are described here:
Bola. A large or smaller creature hit by a bola takes 1d4 Bludgeoning damage and is restrained until it is freed. A bola has no effect on a creature that is formless, or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destryong the net.
Lance. Same as described in the Player's Handbook on page 148.
Net. Same as described in the Player's Handbook on page 148.
WEAPON, +1, +2, OR +3
Weapon (any), uncommon (+1), rare (+2), or rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
When creating magical weapons, consider using rare materials to describe these powerful weapons. Of course, traditionally strong materials could be found in much lower quality. Use the following list as a guideline:
MAGIC WEAPONS
Uncommon (+1). Elven, Mithril, Dwarven
Rare (+2). Orcish, Adamantium, Ebony
Very Rare (+3). Daedric, Dragonbone
For more complicated weapon bonus', use the following guideline below:
