If you hit a creature no more than one size larger than you and roll the maximum value on this weapon’s damage die, the creature is knocked back 5 feet.
Siege. Damage to structures using this weapon is doubled.
When you hit a Large or smaller creature with a bola, it must make a DC 10 Dexterity saving throw or fall prone. A creature hit by a bola has its speed reduced to 0 until it spends an action to untie the bola or until the bola takes at least 1 point of slashing damage, which destroys it. A bola has no effect on creatures that are formless or that are Huge or larger.
When you throw this weapon and miss, it returns to your hand after succeeding a DC 10 Dexterity check. Creatures that are proficient with javelins are also proficient with boomerangs
When you attack with this weapon and hit, you can forgo damage to instead grapple the target if it is Large or smaller and is not formless. Until the grapple ends, the target can’t breathe, you have advantage on attack rolls against it, and you can only attack it with the garrote or an unarmed strike. Rogues are proficient with garrotes.
An exotic weapon, a sickle attached to a weight by a long chain. You can attack with either the sickle (1d4 slashing) or the weight (1d4 bludgeoning, with reach). When one end is wielded in each hand, they are both treated as light weapons.
Monks are proficient with the kusarigama and can treat it as a monk weapon
Disarm. Enemies have disadvantage on any saves from an attack that would allow you to disarm them when attacking with this weapon.
Trip. Enemies have disadvantage on any saves from an attack that would allow you to knock them prone when attacking with this weapon.