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Weapons Remastered, Revised he goal of this remaster is to increase the For instance, if a provides a particular action on a hit, variety in for the Fifth Edition of that action already exists in the system and can be performed Dungeons and Dragons. While it enhances the other ways. Alternatively, it may provide static bonuses against power of martial weapons overall, it is not certain types of enemies. In every case, these properties meant to be an overly large buff. Instead, it is to present diversified options in certain situations, and will compensate for the current lack of variety in always key off the statistics of the character using them or the Tthe feel and utility of weapons when used to creature suffering the attack. Those few weapons that scale attack, and to eliminate the existence of weapons which are rely upon the proficiency bonus of the user, scaling the in a objectively superior to others, which makes them almost simple and intuitive system which is easily-referenced. universally popular (the most egregious being the rapier in While at first glance this may be startling, the options comparison to other finesse weapons). available to weapon-centric characters are, frankly, anemic. To counter this unfortunate deficiency, several new Providing martial characters with rider effects equivalent to properties have been created to apply to all weapons, which cantrips closes the gap in power between casters and martials are listed in the first half of this document. Following them are and, more importanatly, makes those martial characters more a list of the weapons of 5th Edition supplemented with the fun to play by nature of expanded options and built-in new properties, but with entirely new weapons added as well. strategizing. This is especially apparent in the martial In a few cases, damage dice have been altered as well, as weapons, which have benefitted far more than the simple have some weights. Shields have also been included in this weapons, in order to make them truly superior alternatives to document, expanding on the single option available in the simple weapons. DMG. Addendum: this work has been modified from its original In order to adhere to the design philosophy of 5th edition, version. Properties have been altered and more weapons have the weapon properties are relatively simple, and meant to be been added. The gunpowder and winged properties, the fairly straightforward, as well as easy to remember and sections on ammunition, offensive adventuring gear, and siege reasonable for the design and historical purpose of the engines were all added later, as were many weapons. The weapon. original can be found here.

1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Gunpowder Weapon Properties These weapons utilize volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons Ammunition with this property cannot be used in overly damp conditions You can use a weapon that has the Ammunition property to or underwater. When used, a gunpowder weapon expels a make a ranged attack only if you have Ammunition to fire from bright flash of light, a puff of smoke, and an explosion of the weapon. Each time you attack with the weapon, you sound that can be heard by all creatures within 300 feet. Each expend one piece of ammunition. Drawing the ammunition time you attack with a gunpowder weapon, you expend one from a quiver, case, or other container is part of the attack pinch of powder and a single bullet. It takes an action to (you need a free hand to load a one-handed weapon). At the reload a gunpowder weapon, and you must have one hand to end of the battle, you can recover half your expended hold the weapon and the other to reload during that action. ammunition by taking a minute to search the battlefield. Heavy Ensnaring These weapons are larger and unwieldier than most, lending The weapon features chain, rope, or other parts that can aid them unique advantages and challenges. Small creatures in entanglement. When you hit an attack with an ensnaring makes attacks with heavy weapons at disadvantage, and heavy weapon, you may use your bonus action to attempt to grapple weapons cannot be used to make more than one attack per the target or shove them prone, using your weapon attack turn unless the wielder has a Strength score of 13 or higher. A modifier in place of Strength (Athletics). If you grapple a target Heavy weapon takes a bonus action to draw or stow. with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that weapon. A heavy weapon allows you to make an attack relying upon on raw strength instead of accuracy. When you attack with a When you do not have a target grappled with an ensnaring heavy weapon that you're proficient in, you can forego adding weapon, you may replace one of your attacks with an attempt your proficiency bonus to the attack roll. If the attack hits, you to disarm the target, using your weapon attack modifier in add that proficiency bonus to the damage roll. You must place of Strength (Athletics). decide to do this before making the attack roll. Finally, any Finesse attempts to disarm wielders of heavy weapons are made at The weapon lends itself to dexterous combat due to features disadvantage. that make aiming the weapon for precise strikes easier. When attacking with a finesse weapon, you use your choice of your Light A light weapon is small and easy to handle. When you take the Strength or Dexterity modifier for the attack and damage Attack action and attack with a light that you’re rolls. You must use the same modifier for both rolls. holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other Finisher hand. You don’t add your ability modifier to the damage of the Finisher weapons are well-suited to executing enemies that bonus attack, unless that modifier is negative. are at your mercy. When you make an attack against a prone creature with a finisher weapon, you roll one additional damage die. Loading Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or reaction to fire it, regardless of the number of attacks you can normally make. Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. Damage dealt with this weapon that reduces the target to zero hit points can immediately put the target in the unconscious state instead of killing them. They are considered stable in this state. All weapons may still be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value. Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry the attack, if you are wielding a parrying weapon. This parry adds +3 to your AC for that single attack, and must be declared before the result of the attack is known.

2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Additionally, when an attack you make with a sweeping Prone Fighting weapon that dealt slashing damage reduces a creature to 0 hit When you are prone and make a melee attack with this points, any remaining damage applies to a target adjacent to weapon, you do not suffer disadvantage for being prone. the first if it is within your reach. If that target is also reduced to 0 hit points, repeat this process, carrying over the Range remaining damage until there are no valid targets, or until the A weapon that can be used to make a ranged attack has a damage carried over fails to reduce an undamaged creature to range in parentheses after the ammunition or thrown 0 hit points. property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal Thrown If a weapon has the thrown property, you can throw the range, you have disadvantage on the attack roll. You can't weapon to make a ranged attack. If the weapon is a melee attack a target beyond the weapon's long range. weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee attack with Reach the weapon. You may add 5 times your Strength modifier to This weapon's extended length adds 5 feet to your reach when the base and maximum range of a thrown weapon, unless you attack with it, as well as when determining your reach for your Strength modifier is negative. Drawing a thrown weapon opportunity attacks with it. is part of the attack you make with a thrown weapon so long Special as you have one free hand. Special weapons have some entirely unique property. These are detailed in the weapon section for the individual weapons Two-Handed The weapon is large or cumbersome to the point of requiring they apply to. two hands to fight with effectively. The weapon must be held Status in two hands to make an attack or to properly wield it. Status weapons are particularly potent in maximizing their unique damage type. When a roll on an attack with a status Versatile The weapon can be wielded in either a one-handed or two- weapon exceeds the AC of the target by 5 or more, it will handed stance. This weapon can be used with one or two inflict an additional status effect based upon the type of hands. A damage value in parentheses appears with the damage dealt. A critical hit will guarantee a status effect as property–the damage when the weapon is used with two well. hands. Slashing weapons can inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals are Wind-up The weapon can be used to spend time preparing an attack to immune to this damage, as may other creatures at the be even more effective. On your turn you can use an attack to discretion of your DM. wing up or set your weapon. On the next attack you make with Bludgeoning weapons can hit with a singularly bone- the weapon you can add an additional weapon die to that shaking blow, dazing the target. Inflicting this status causes attack if it hits. A weapon can only add one such damage die the target's next attack roll to be made with disadvantage. You in this way. If no attack is made by the end of the wielder’s cannot inflict status with the bonus action attack granted by next turn it is no longer wound up. The wielder can spend an the Polearm Master feat. attack to keep the weapon wound up for a subsequent round. Piercing weapons reward precise or focused attacks, A weapon that is wound up can be used to make an punching holes in defenses or otherwise leaving a target more opportunity attack when an enemy enters its range. vulnerable. Inflicting piercing status allows the next attack roll against the target to be made with advantage. Winged Improvised weapons may inflict status depending on their These weapons have specially-shaped heads that halt the damage type and the discretion of your DM. movement of their target toward the user and can also be used to catch shields and weapons. When you deal piercing Sundering damage against a creature no greater than one size larger The weapon features qualities that crush, pierce, or penetrate than you with a winged weapon, that creature cannot move armor. When you attack a target wearing a breastplate, half toward you. If you make another attack roll or move away plate, splint, or plate, you gain a +2 to the attack roll. You may from the target, this condition ends as you remove weapon's also gain this bonus against creatures with thick shells, stiff head from the target's body. The target may freely move away carapaces, metallic hides, and other creatures at the from you, and may then approach you freely until you hit them discretion of your DM. again. When you have pierced a creature on the end of a winged weapon, you may use one of your attacks to attempt to Sweeping shove the target prone, using your weapon attack modifier in These weapons strike in broad, sweeping motions. When you place of Strength (Athletics). make an attack with a sweeping weapon that deals slashing You may also replace one of your attacks with an attempt to damage, you may use a bonus action to deal the weapon's disarm a target, using your weapon attack modifier in place of damage die in damage against a second target within your Strength (Athletics). This special attack also breaks contact reach that is adjacent to the first, provided that your attack roll with a winged weapon. would also hit that target.

3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Some weapons list multiple damage types. When attacking Weapon Charts with one of those weapons, the player indicates which damage type they use before they make the attack, such as stabbing or With the additional properties determined, they can now be slashing with shortsword. If a status weapon uses multiple applied to weapons. The new column "properties" includes all damage types, use the status type corresponding to the type additions to the simple weapons, which remain largely the declared for the particular attack. same. However, several new weapons have been added: Boar , cestus, , and short spear. Simple Melee Weapons Name Cost Damage Weight Properties 5 gp 1d6 piercing 5 lb. Versatile (1d8), winged Club 1 sp 1d4 bludgeoning 2 lbs. Light, nonlethal Cestus 1 gp 1d4 bludgeoning ½ lbs. Light, special, status Dagger 2 gp 1d4 piercing 1 lb. Finesse, finisher, light, prone fighting, thrown (20/60) Goedendag 5 sp 1d4 bludgeoning/piercing 3 lbs. Finisher, sundering Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, status, two-handed Handaxe 3 gp 1d6 slashing 2 lb. Light, thrown (20/75) 5 sp 1d6 piercing 2 lb. Thrown (30/120) Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, status, thrown (20/60) Mace 5 gp 1d6 bludgeoning 4 lb. Sundering 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4) Sickle 1 gp 1d4 slashing 2 lb. Light, status Short Spear 1 gp 1d6 piercing 3 lb. Finisher, thrown (20/60) Spear 1 gp 1d8 piercing 4 lb. Reach, two-handed Simple Ranged Weapons Name Cost Damage Weight Properties 1d4 Finesse, thrown Dart 5 cp lb. piercing ¼ (20/60) Ammunition Light 25 1d8 5 lb. (80/320), loading, Crossbow gp piercing two-handed Ammunition 25 1d6 Shortbow 2 lb. (100/150), two gp piercing handed 1d4 Ammunition Sling 1 sp lb. bludgeoning ¼ (30/120)

WEAPON TABLES 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Martial Melee Weapons Name Cost Damage Weight Properties Battleaxe 10 gp 1d8 slashing 4 lb. Status, sweeping, versatile (1d10) Estoc 20 gp 1d8 piercing 2 lb. Finesse, parry, sundering Falchion 25 gp 1d8 slashing 2lb. Finesse, parry, status Flail 10 gp 1d8 bludgeoning/piercing 2 lb. Ensnaring, wind-up Garotte Wire 5 gp 1d6 slashing ¼ lb. Finesse, light, special, two-handed 20 gp 1d10 slashing 6 lb. Heavy, reach, sweeping, two-handed Greataxe 30 gp 1d12 slashing 9 lb. Heavy, finisher, status, two-handed Greatsword 50 gp 2d6 piercing/slashing 7 lb. Heavy, status, sweeping, two-handed 5 gp 1d10 piercing 8 lb. Ensnaring, heavy, reach, two-handed 20 gp 1d10 piercing/slashing 7 lb. Heavy, reach, status, two handed 10 gp 1d12 piercing 6 lb. Reach, special, status 15 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (1d10) Lucerne 20 gp 1d10 bludgeoning/piercing 7 lb. Heavy, reach, sundering, two-handed Maul 10 gp 2d6 bludgeoning 12 lb. Heavy, status, sundering, two-handed Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb. Status, finisher Parrying Dagger 3 gp 1d4 piercing 1 lb. Finesse, finisher, light, parry, prone fighting 5 gp 1d10 piercing 13 lb. Heavy, reach, two-handed, wind-up Pollaxe 35 gp 1d10 slashing 10 lb. Special, status, two-handed Rapier 25 gp 1d8 piercing 2 lb. Finesse, parry, status 25 gp 1d10 piercing/slashing 8 lb. Heavy, reach, winged Scimitar 20 gp 1d6 slashing 3 lb. Light, finesse, status Shortsword 10 gp 1d6 piercing/slashing 2 lb. Light, finesse, finisher 5 gp 2d4 piercing 4 lb. Finisher, versatile (1d10), winged War Pick 5 gp 1d8 piercing 2 lb. Status, sundering, versatile (1d10) Warhammer 15 gp 1d8 bludgeoning 3 lb. Finisher, sundering, versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Ensnaring, finesse, reach

Martial Ranged Weapons Name Cost Damage Weight Properties 500 gp 2d8 piercing 10 lb. Gunpowder (40/120), heavy, loading, sundering, two-handed Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), loading, special Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (30/120), light, loading, prone fighting Heavy Crossbow 50 gp 1d10 piercing 12 lb. Ammunition (100/300), heavy, loading, status, sundering, two-handed Longbow 75 gp 1d10 piercing 2 lb. Ammunition (200/600), heavy, status, two-handed Matchlock handgun 250 gp 2d6 piercing 3 lb. Gunpowder (30/90), loading, sundering Net 1 gp - 3 lb. Special, thrown (5/15) Recurve bow 50 gp 1d8 piercing 3 lb. Ammunition (150/300), two-handed

5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Shields Name Cost +AC Weight Properties Buckler 12 gp +1 2 lb. Light, parry Shield 10 gp +2 6 lb. - Tower Shield 50 gp +2 20 lb. Special Ammunition Name Cost Weight Weapon Properties 20 Bodkin arrow 1 oz. Bow Sundering cp Blowgun 2 cp 1 oz. Blowgun - needle Broadhead 20 Slashing damage, 1 oz. Bow arrow cp status 30 Bullet 3 oz. - cp Field arrow 5 cp 1 oz. Bow - 1/5 Sling bullet 1 oz. Sling - cp 10 Grapeshot 8 oz. Gun Special gp Quarrel 5 cp 1 oz. Crossbow -

Offensive adventuring gear Included in this section are the other options that PCs might employ to deal damage. Each of these possesses their own properties and traits, which occupy too much space here. They have instead been listed to clarify which properties they gain under this set of homebrew rules. Unchanged items have been omitted. The full set of rules for these items can be found on pages 148-153 on the Players' Handbook and on pages 255 and 268 of the Dungeon Masters' Guide. Your dungeon master may determine that some items don't exist in the setting you are using—such as alchemist's fire, bombs, or cannon—or may function differently. Historical cannon, for example, took extensive time to load and clean, to the point they could only be used a few times per day. All siege engines are objects, and are immune to psychic and poison damage. All siege engines add their attack bonus to their damage rolls. Offensive Gear Name Cost Weight Range Target Properties & Damage Acid 25 gp 1 lb. melee, 20 ft 1 creature or object 2d6 acid damage Alchemist's Fire 50 gp 1 lb. 20 ft 1 creature or object 1d4 fire/turn, DC10 DEX check to end Bomb 150 gp 1 lb. 60 ft 1 point 5ft radius, DC12 DEX save, 3d6 fire, Gunpowder Caltrops 1 gp 2 lb. - 5ft square DC15 DEX save or 1 piercing damage and -10 movement Hunting Trap 5 gp 25 lb. 0 ft 1 creature 1d4 piercing, Sundering, status

Siege Engines Name AC HP Attack Bonus Range Damage To-load To-aim To-fire Properties Ballista 15 50 +6 120/480 ft 3d10 piercing 1 action 1 action 1 action Status, sundering Cannon 19 75 +6 600/2400 ft 8d10 bludgeoning 1 action 1 action 1 action Gunpowder, status, sundering Mangonel 15 100 +5 200/800 ft 5d10 bludgeoning 2 actions 2 actions 1 action Status,sundering Trebuchet 15 150 +5 300/1,200 8d10 bludgeoning 2 actions 2 actions 1 action Status, sundering

6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tower Shield Special Properties To wield a tower shield, a creature must be medium or larger and have at least 15 strength or have their movement speed Blowgun reduced by 10 feet, as with heavy armor. Creatures wielding Ammunition for this weapon is made up of small, fine needles this shield roll Dexterity(Stealth) checks with disadvantage. that are especially potent when paired with a poison coating. When applying poison to ammunition for this weapon This enormous shield can be used for additional cover (blowgun needles), it can cover 10 pieces of ammunition against magical areas of effect. A creature wielding this shield instead of the usual 3. may use their reaction to hide behind their shield. This reaction provides 3/4 cover against harmful area-of-effects Cestus such as breath weapons or spells, so long as the effect does The weapon is not held in the hand, instead being wrapped not travel around corners, such as cloudkill. If the wearer of around the wrist, held between the fingers, or covering the the shield is directly between an adjacent creature and the knuckles. Wielding this weapon does not prevent you from point of origin of the effect, the adjacent creature is given 1/2 grappling or shoving an enemy, using an item, or interacting cover from the effect. The second creature must be of equal or with an object, but you cannot wield other weapons with that smaller size to the wearer to gain this benefit. hand. Tower shields may also be planted in the ground as an action. In this state they are no longer wielded and thus free Garotte Wire both hands of the former user, but may stand on their own to Garrote Wire can only be used on a creature the same size or act as 1/2 cover for an upright creature, or full cover for a smaller than the user, when the user has advantage against prone one. that creature. On a hit the target is automatically grappled. Until the grapple ends, the target cannot breath and begins to Proficiencies choke, and the user has advantage on attack rolls against it. Some classes or racial features grant proficiency in additional Creatures that do not need to breath, such as undead, or alternate weapons: constructs, elementals, and some plants, may be immune to a garotte wire's choke at the discretion of the Dungeon Master. Bard: Estoc, parrying dagger, sabre, buckler Druid: Boar spear Grapeshot Rogue: Estoc, garotte wire, parrying dagger, sabre, buckler Instead of a single spherical bullet, a large number of tiny Elf weapon training: recurve bow proficiency replaces projectiles fill a canister of grapeshot ammunition. Upon firing longbow proficiency a piece of grapeshot ammunition, the projectiles fly in a Arquebus and wheellock handgun require the Weapon straight line until they impact a creature or solid surface, Master feat or can be trained at half the normal time dealing the gun's normal damage. You may target a number of required. creatures in that line equal to your proficiency bonus, making new attack rolls for each creature. Regardless of how many Classes with proficiency in all simple or all martial weapons creatures you target, grapeshot cannot exceed the gun's gain access to every weapon on those respective lists, as normal range. normal. Lance Feats You have disadvantage when you use a lance to attack a target With the addition of new weapons, many feats expand their within 5 feet of you. A lance requires two hands to wield when range of effect. Feats that list properties, rather than you aren't mounted. individual weapons, apply as normal to the new weapons. Net Polarm Master applies to boar spear, short spear, spear, A Large or smaller creature hit by a net is restrained until it is guisarme, pollaxe, ranseur, and trident. freed. A net has no effect on creatures that are formless, or Crossbow Expert applies the second bullet point to guns creatures that are Huge or larger. A creature can use its action and the third point to handgun as well as hand crossbow, to make a DC 10 Strength check, freeing itself or another but guns still require an action to reload regardless of the creature within its reach on a success. Dealing 5 slashing first point. damage to the net (AC 10) also frees the creature without Blade Mastery applies to estoc and sabre. harming it, ending the effect and destroying the net. Fell Handed applies to cestus, mace, and war pick. Spear Mastery applies to boar spear, short spear, spear, Pollaxe and pike. The head of this weapon is enormously versatile, and possesses an head, a hammerhead, and a large, pointed spike. Users of a pollaxe may use bludgeoning, piercing, or slashing damage on any single attack, deciding the damage type before the roll is made.

7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Default Alternative Weapons weapon Alternative Many weapons that existed in real life varied only slightly, Battleaxe Fu, masakari enough that the abstraction provided by the weapons here is Bagh nakh (s), brass knuckles, push dagger Cestus insufficient to differentiate them without adding more and (p), more properties, most of which would never benefit actual play. The following table is meant to provide "reskins" for Club Bian, blackjack, cosh, certain weapons, expanding the arms a character might Dagger Bishou, kozuka, kukri, tamo, tanto choose. These alternatives use the weight, properties, and damage of the weapon they originate from, though the Flail (b), (b) damage type may differ. Damage type changes are listed in , , , , , , Glaive parentheses with the first letter of that type. , sovnya, , Additionally, many of these weapons originate from cultures Greatclub Peasant flail, kanabo, tetsubo and technology levels outside the European fantasy upon which Dungeons & Dragons 5th Edition is based, and may not Claymore, , flamberge, nodachi, Greatsword be appropriate for every game. The DM is perfectly within zweihander their rights to not allow certain alternatives based on culture, Halberd , , swordstaff time period, location, or tone of the game. This list includes the alternate weapon names table found on page 41 of Handaxe Chakram, ono the Dungeon Master's Guide. Javelin Mau, uchi-ne Artist Credits Lance Umayari Light All known artists are credited Chui Hammer medieval fight, Ivan Koltovich Longbow Daikyu, greatbow Kagur Blacklion, Eric Belisle Longsword Arming , broadsword, , Matchlock Musket, ARTIC Lucerne

Rivendell Bow, Nick Keller Pike , , mao, nagaeyari Quarterstaff Gun, bo Golden , Jake W Bullock Corseque, earspoon, , Ranseur Armory, Likhacheva Elena rawcon Scimitar , machete Shield Aspis, ishlangu, pelte Short Spear Assegai, Shortbow Hankyu Shortsword Dandpatta, , katar, Sickle Spear Doru, , Trident Cha, magariyari Tower Pavise, scutum Shield War Pick Fang, kuwa

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.