5E Weapons Revised

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5E Weapons Revised 20/04/2019 The Homebrewery - NaturalCrit 5e Weapons Revised ver 1.1 More options for martials By anon https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 1/12 20/04/2019 The Homebrewery - NaturalCrit Why make this? I had nothing better to do and I actually have fun making this Common Criticism kind of stuff. Physical damage type means nothing I know that type of physical damage means jackshit in 5e and What's the point? from a certain point most monsters have the standart resistant To have a full complete weapon list that not only has almost to everything but magic. Sadly, that's a problem in the system every single weapon possible, but is made in a way so every separated to the Weapon Table. I can only do so much. single one is unique enough so you can justify using it. While some are still better than others, I tried my best and I'm always open to (explained) suggestions. Money is Worthless I also know value of things, outside of starting treasure, is This is too much/too slow. The meaningless. But just as damage types meaning nothing, this points of 5e is simplicity is a problem separated from the Weapon Table. Click Here Contents Complete Weapons Table This is the long and most complete table with all the simple and martial weapons. Almost every weapon that isn't crazy can be found here. → Tables • Simple Weapons (Page 3) • Martial Weapons (Page 4) • Ammunitions (Page 5) → New Weapon Properties (Page 5) → Weapon Descriptions (Page 6-7) Exotic Weapons Table The second table, which has stupid weapons with retarded rolls for fun. It's completely optional and you should consider every entry in this table individually. → Tables (Page 8) → Exotic Weapon Properties (Page 9) • Note about Exotic Weapons (Page 9) → Exotic Weapon Descriptions (Page 10) Revised PHB Only Melee Weapons Table It's a table that has the same melee weapons as the PHB, but removing some redundant ones and giving others an unique trait to justify its existence. If the Complete Table is too bloated for you, this one might please you more. → Table (Page 11) Other stuff → FAQ (Page 12) → Credits (Page 12) → Changelog and To-do List (Page 12) https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 2/12 20/04/2019 The Homebrewery - NaturalCrit Complete Table Simple Weapons Melee Name Damage Properties Cost Weight Alternate Name Unnarmed 1bludgeoning Versatile (2) - - Punches, Kicks, Headbutts BrassKnuckles 2bludgeoning + 1piercing Light 1gp 1lb Spiked Gauntlets Dagger 1d4slashing Finesse, thrown (20/60), light 2gp 1lb Bowie Knife, Wakizachi, Kukri Rondel 1d4piercing Light, anti-armor 2gp 1lb Bollocks Dagger, Screwdriver Sickle 1d4slashing Thrown (10/30), light 2gp 1lb Shotel Handaxe 1d4slashing+2bludgeoning Thrown (20/60) 2gp 3lb Horseman Axe Mace 1d6bludgeoning Light 2sp 2lb Scepter, Club, Bat Warpick 1d8piercing Anti-armor 5gp 3lb Pickaxe Flanged Mace 1d6+1bludgeoning Anti-armor 20gp 3lb Warhammer, Flail, Morningstar Mallet 2d6bludgeoning Twohanded, heavy, 14str 5sp 8lb Greatclub, Maul Quarterstaff 1d4bludgeoning Versatile(1d6), finesse, light 1sp 2lb Wooden Stick Javelin 1d4piercing Thrown (80/220) 1sp 1lb Throwing Spear, Pilum Spear 1d6piercing Versatile (1d8), thrown (20/60), 5sp 3lb Boar Spear, Pointed Stick reach Ranged Name Damage Properties Range Cost Weight Dart 1d4piercing Finesse 20/60 1sp ¼lb Pebble 1bludgeoning Finesse 10/40 - 1lb Sling 1d6(stone) Ammunition 30/120 1cp 1lb Blowgun 1(needle) Ammunition 30/70 1sp 1lb Crossbow, hand 1d4(bolt) Ammunition, loading 30/80 100gp 3lb Crossbow, light 1d6(bolt) Ammunition, anti-armor, loading, two-handed, heavy 80/320 50gp 10lb Crossbow, heavy 1d10(bolt) Ammunition, anti-armor, slow-loading, two-handed, heavy 100/500 50gp 12lb https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 3/12 20/04/2019 The Homebrewery - NaturalCrit Martial Weapons Melee Name Damage Properties Cost Weight Alternate Name Shortsword 1d6slashing Finesse, light 10gp 2lb Katzbalger, Gladius, Katar Arming Sword 2d4slashing - 10gp 2lb Broadsword, Messer, Sidesword Bastard Sword 1d8slashing Versatile(1d10) 15gp 3lb Katana Longsword 1d6slashing Versatile (1d12) 30gp 4lb - Claymore 2d6slashing Two-handed, heavy 30gp 5lb Warsword, Nodachi Greatsword 1d12slashing Two-handed, heavy, reach, 13 STR 50gp 6lb Odachi, Zweihander Ultra 2d4slashing + Two-handed, massive, 17str 120gp 16lb Bustersword, Guts Sword Greatsword 1d6bludgeoning Scimitar 1d8slashing Finesse, light 25gp 3lb Saber, Talwar, Tachi Smallsword 1d8piercing Finesse, light 20gp 2lb Spadroon Rapier 2d4piercing Finesse 50gp 4lb - Battleaxe 1d4slashing + Two-handed, thrown (20/40) 5gp 4lb War Axe, Danish Axe 1d6bludgeoning Double Axe 1d6slashing + Two-handed, heavy, 15str 20gp 6lb Winged Axe, Orcish Axe 1d6bludgeoning Greataxe 1d6slashing + Two-handed, massive, 17str 120gp 16lb Giant Axe, Minotaur Axe 2d4bludgeoning Greatmace 1d10+4bludgeoning Two-handed, massive, anti-armor, 17str 150gp 20lb Greathammer Pike 1d12piercing Two-handed, reach, heavy, lance (PHB 1gp 6lb Lance, Heavy Spear p.148) Halberd 1d6slashing Polearm, versatile(1d10), reach 30gp 6lb - Poleaxe 1d4slashing + Polearm, two-handed, heavy 30gp 6lb - 1d6bludgeoning Glaive 1d8slashing Polearm, two-handed, reach, disarm 25gp 4lb Billhook, Voulgue Bardiche 1d6slashing + Polearm, two-handed, heavy, reach 40gp 7lb War Scythe 1d4bludgeoning Lucerne 1d4piercing+ Polearm, two-handed, anti-armor 40gp 4lb Bec de Corbin 1d4bludgeoning Partisan 1d10slashing Polearm, two-handed, finesse 30gp 4lb Fauchard, Ranseur Whip 1d4slashing Finesse, reach, disarm 2gp 1lb - Ranged Name Damage Properties Range Cost Weight Boomerang 1d4bludgeoning Return if misses 20/50 5ep 1lb Shuriken 1d4 slashing - 20/60 1sp ¼lb Throwing Knife 1d6piercing Finesse 20/60 2sp 1lb Net - Net (PHB p.149) 5/10 1gp 3lb Shortbow 1d6(arrow) Ammunition, two-handed, 11str 80/320 2gp 2lb Longbow 1d8(arrow) Ammunition, two-handed, heavy, 15str 150/600 10gp 3lb Bow, Composite 1d8(arrow) Ammunition, two-handed, 13str 120/350 100gp 3lb Warbow 1d10(arrow) Ammunition, two-handed, heavy, 16str 300/800 50gp 3lb Greatbow 2d6(greatarrow) Ammunition, two-handed, massive, 19str 150/400 210gp 9lb https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 4/12 20/04/2019 The Homebrewery - NaturalCrit Ammunitions Needles, Arrows and Bolts (x20) Name Damage Type Property Cost(x20) Weight(x20) Needle piercing needle - 1ep ½lb Toxic piercing needle DC 20 Con Save. If fails, 1d8 poison damage and target is 5gp ½lb Needle poisoned. If suceeds, 1d4 poison. Feather piercing arrow - 1gp 1lb Arrow BroadArrow slashing arrow - 1gp 1lb BluntArrow bludgeoning arrow - 1gp 1lb HeavyArrow piercing arrow Adds anti-armor property, halves the range. 5gp 2lb FireArrow piercing arrow Can be lit for extra 1d6 fire damage. Sets things on fire 2gp 2lb Mercury piercing arrow DC 17 Con Save. If fails, 1d8 poison damage and target is 5gp 2lb Arrow poisoned. If suceeds, 1d4 poison. Bolt piercing bolt - 1gp 2lb Bullet Bolt bludgeoning bolt - 1gp 2lb Bladed Bolt slashing bolt - 1gp 2lb Light Bolt piercing bolt Removes anti-armor property, +50/+100 range 5gp 1lb Stones and Greatarrow (x1) Name Damage Type Property Cost Weight Small stone bludgeoning stone - - ½lb Sharp stone slashing stone - - ½lb Greatarrow piercing greatarrow - 1gp 1lb New Weapon Properties Anti-Armor Polearm Bonus +1 on attack rolls if target is wearing light, medium or Before calling your attack, you can choose to instead use this heavy armor. weapon to perform a thrust. If you do so, this weapon does Crossbow(heavy), Crossbow(light), Flanged Mace, 1d8 piercing damage and has the properties two-handed and Greatmace, Lucerne, Rondel, Warpick. reach. Bardiche, Glaive, Halberd, Lucerne, Partisan, Poleaxe. Disarm On a critical hit, you perform a sucessful Disarm (DMG Slow-loading p.271). Before making an attack with this weapon, you need to spend Glaive, Whip. both your action and your bonus action reloading it. If you have the Feat Crossbow Expert, you can spend only your Massive bonus action. All weapons that have the property Slow- loading also have Loading by default. On a failed attack roll, you have -1 AC until the start of your Crossbow(heavy). next turn. Does not stack on multiple misses. Counts as Heavy. Greataxe, Ultra Greatsword, Greatmace, Greatbow. https://homebrewery.naturalcrit.com/print/SyHS5-yd9E?dialog=true 5/12 20/04/2019 The Homebrewery - NaturalCrit Descriptions Mace Melee Weapons Simple bludgeoning weapon. Arming Sword A standart one handed sword. Mallet Big hammer with a long handle and a square striking head. Bardiche A polearm with a long, heavy wide blade alongside its pole. Partisan A spear with a broad blade made for both piercing and Bastard Sword slashing. One handed sword blade with two handed handle. Pike Battle Axe A very long spear, heavy spear. Axe for combat with a very long handle. Poleaxe Brass Knuckles A powerful heavy axe head on a spear. Knuckles made to assist punching. Quarterstaff Ultra Greatsword A simple staff made of hard wood. A giant sword with a thick blade, each hit has immense power, but leaves the user open. Rapier Slender sword optmized for dueling. Claymore As big as a longsword can be before becoming a greatsword. Rondel Small dagger ideal for piercing through armor gaps. Dagger Small dagger for cutting. Scimitar Curved, light one handed sword. Double Axe Heavy battle axe with two blades on its end for extra brutality. Shortsword The smaller a sword can be before it is considered a dagger. Flanged Mace Bludgeoning one handed weapon made for striking armor. Smallsword Small sword with a triangular blade for piercing. Glaive A long blade with a hook that can be used both offensively Spear and defensively. A stick with a point. Effective through all history. Greataxe Unarmed A gigantic axe that pushes the bondaries of human strength. Attacks combat using one's own body. It's size and weight requires full commitment of the user. Warpick Greatmace Piercing pickaxe modified for combat. Can pierce armor. Giant hammer or mace made for destroying armor.
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