D&D 5E Weapons Remastered
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D&D 5e Weapons Remastered By: Nathan C. Williams Sample file Dagger Melee Weapons Stab: 1d4 + mod piercing Cut: 1d4 + mod slashing I HIT THEM WITH THE SHARP EDGE, I HIT THEM WITH Hilt: 1 + mod bludgeoning THE HAMMER. SOMETIMES I EVEN HIT THEM WITH THE Finesse, light, thrown (range 20/60) HANDLE, IT DOESN'T MATTER AS LONG AS I HIT THEM. —Lulf The Barbarian Greatclub Bludgeon: 1d8 + mod bludgeoning Many weapons in the Fifth Edition weapons list could Hilt: 1 + mod bludgeoning have multiple uses when looked at a little closer. A Warhammer doesn’t just have hammer it also has a Handaxe spike so why can’t it do pieircing damage. A sword can Cut: 1d6 + mod slashing be used to bludgeon someone with the flat of the blade Bludgeon: +1 to hit, 1d4 + mod bludgeoning so why can’t it do a little bludgeoning damage. This Hilt: 1 + mod bludgeoning Fifth Edition companion will give you a set of optional Light, thrown (range 20/60) rules that allow you to make the weapons in your game a little more versatile. Javelin Stab: 1d6 + mod piercing Bludgeon: +1 to hit, 1d4 + mod bludgeoning Blunt Force Attacks Hilt: 1 + mod bludgeoning When a weapon is used to make a bludgeon Thrown (range 30/120) attack, it weilder does not have to worry about edge or point alignment. Therefore, bludgeoning Light Hammer attacks are easier to perform. Bludgeon: +1 to hit, 1d4 bludgeoning Spike: 1d4 + mod piercing Attack Types Hilt: 1 + mod bludgeoning Most weapons can be used in a variety of ways. Mace The weapons below have multiple attack types Bludgeon: +1 to hit, 1d6 + mod bludgeoning such as Cut attacks and Stab attacks. Whenever Hilt: 1 + mod bludgeoning you attack you must choose one attack type to Quarterstaff make from your weapon’s attack list. Attack type Bludgeon: +1 to hit, 1d6 + mod bludgeoning must be chosen before making the attack roll. Hilt: 1d4 + mod bludgeoning Versatile (1d8) Simple Weapons Sickle Just because it’s a simple weapon doesn’t mean you Cut: 1d4 + mod slashing have to use it like a simpleton. Bludgeon: +1 to hit, 1 + mod bludgeoning Hilt: 1 + mod bludgeoning Simple Melee Weapons Light Club Spear Bludgeon: +1 to hit, 1d4 + mod bludgeoning Stab: 1d6 + mod piercing Hilt: 1 + mod bludgeoning Bludgeon: +1 to hit, 1d4 + mod bludgeoning Light Hilt: 1d4 + mod bludgeoning SampleThrown (range 20/60), versatilefile (1d8, 1d6) Longsword Martial Weapons Cut: 1d8 + mod slashing Martial weapons are the tools of trained fighters, use Stab: 1d6 + mod piercing them like you know how to fight. Bludgeon: + 1 to hit 1d4 + mod bludgeoning Hilt: 1 + mod bludgeoning Martial Melee Weapons Versatile (1d10, 1d8, 1d6) Battleaxe Cut: 1d8 + mod slashing Maul Bludgeon: +1 to hit 1d4 + mod bludgeoning Bludgeon: +1 to hit, 2d6 + mod bludgeoning Hilt: 1 + mod bludgeoning Hilt: 1d4 + mod bludgeoning Versatile (1d10, 1d8) Heavy, two-handed Flail Morningstar Bludgeon: -2 to hit, 1d12 + mod bludgeoning Spike: + 1 to hit, 1d8 + mod piercing Hilt: 1 + mod bludgeoning Bludgeon: +1 to hit, 1d8 + mod piercing Hilt: 1 + mod bludgeoning Glaive Cut: 1d10 + mod slashing Pike Stab: 1d8 + mod piercing Stab: 1d10 + mod piercing Bludgeon: + 1 to hit, 1d6 + mod bludgeoning Cut: 1d8 + mod slashing Hilt: 1d4 + mod bludgeoning Bludgeon: +1 to hit, 1d6 + mod bludgeoning Heavy, reach, two-handed Hilt: 1d4 + mod bludgeoning Heavy, reach, two-handed Greataxe Cut: 1d12 + mod slashing Rapier Bludgeon: +1 to hit, 1d6 + mod bludgeoning Stab: 1d8 + mod slashing Hilt: 1d4 + mod Bludgeon: +1 to hit, 1d4 + mod bludgeoning Heavy, two-handed Hilt: 1 + mod bludgeoning Finese Greatsword Cut: 2d6 + mod slashing Scimitar Stab: 1d8 + mod piercing Cut: 1d6 + mod slashing Bludgeon: +1 to hit, 1d6 + mod bludgeoning Stab: 1d4 + mod piercing Hilt: 1d4 + mod Bludgeon: +1 to hit, 1d4 + mod bludgeoning Heavy, two-handed Hilt: 1 + mod bludgeoning Finese, light Halberd Cut: 1d10 + mod bludgeoning Shortsword Stab: 1d6 + mod piercing Stab: 1d6 + mod piercing Bludgeon: + 1 to hit, 1d8 + mod bludgeoning Cut: 1d4 + mod slashing Hilt: 1d4 + mod bludgeoning Bludgeon: +1 to hit, 1d4 + mod bludgeoning Heavy, reach, two-handed Hilt: 1 + mod bludgeoning Finese, light Lance Stab: 1d12 + mod piercing Trident Bludgeon: +1 to hit, 1d4 + mod bludgeoning Stab: 1d6 + mod piercing Hilt: 1 + mod bludgeoning Bludgeon: +1 to hit, 1d4 + mod bludgeoning Reach, special Hilt: 1 + mod bludgeoning SampleThrown (range 20/60), versatilefile (1d8, 1d6) War pick Stab: 1d8 + mod piercing Bludgeon: +1 to hit, 1d4 + mod bludgeoning Ranged Weapons Hilt: 1 + mod bludgeoning There are many types of arrows in the quiver, better hope you draw the right one. Warhammer —Vulwin Elfeye Bludgeon: +1 to hit, 1d6 + mod bludgeoning Spike: 1d8 + mod piercing Hilt: 1 + mod bludgeoning Throughout history bows, crossbows, and other Versatile (1d8, 1d10) ranged weapons evolved and improved and so did their ammunition. There are arrow heads for Whip armored and unarmored targets along with other Lash: 1d4 + mod slashing special cases. Below will be statistics for a variety Hilt: 1 + mod bludgeoning of ammunition types. Finese, reach Ammunition Shields Always make sure you chose the right weapon for a Shields are an important piece of equipment in a fight. soldier’s toolset. I wish I had realized that sooner. —Sigmond One-arm Arrows and Bolts Blunt: For practice There are many types of shields all with their This arrow does no damage if it hits a target. own advantages and disadvantages. Below is a list of a few types of shields to be used in your games. Broadhead: For lightly armored targets. Unarmored: +2 to hit Shields Light Armor: +0 to hit Buckler: A small shield for more elegaint fighters. Medium Armor: -1 to hit Heavy Armor: -2 to hit • +1 to AC • While wielding a buckler you can still Bodkin: For more heavily armored opponents. hold a dagger in your off hand. Unarmored: +2 to hit • 3 lbs Light Armor: +1 to hit Medium Armor: +0 to hit Kite Shield: The knights shield. Heavy Armor: +0 to hit • +2 to AC • 6 lbs Barbedhead: Inflict more damaging wounds. Unarmored: +2 to hit Tower Shield: a large shield for large people. Light Armor: +0 to hit • +3 AC Medium Armor: +0 to hit • -5 movement speed Heavy Armor: -1 to hit • 9 lbs Wounding: +2 piercing damage Pavise: A portable wall. Potionhead: For fun. • A pavise is too large to be held in hand. The head of this arrow can be filled with a potion. As an action you can stick the pavise into When this arrow hits a creature, it does no the ground. While within 5ft behind the damage but the potion effects the creature it hit. pavise a medium or smaller creature has Samplehalf cover while standing and full cover file while prone. • 12 lbs Whistlehead: For signals and moral. Fletcher A variation on any of the above arrow types. This You have become proficient at crafting arrows and arrow emits a loud high-pitched whistle as it soars bolts. You gain the following benefits: through the air. • You have advantage on ability checks made to craft arrows or bolts. Feats Shield Basher This Fifth Edition supplement gives two new You have learned to turn your shield into an feats for players to choose from and modifies one offensive weapon. You gain the following benefits: pre-existing feat to fit changes made to weapons in • While wielding a shield you can make the Fifth Edition. Shield Bash attack. • Shield Bash. Melee Weapon Attack: Strength Standard Weapon Master modifier, reach 5 ft., one creature. Hit: 1d4 + mod bludgeoning damage. If the target You’ve learned to turn a failed attack into an is Large or smaller, it must succeed on a opportunity. You gain the following benefits: Strength saving throw of DC 10 + strength • Twice times per short rest, when you miss modifier or be knocked prone. an attack with a weapon that lacks the • +1 to Strength or Constitution. heavy, two-handed, and reach attributes you can make a Hilt attack against the same target as the missed attacked. • While you are wielding a weapon that lacks the heavy, two-handed, and reach attributes, you have a +1 to hit on opportunity attacks against creatures who you hit with an attack during your last turn. Improvised Weapon Expert The world is your weapon and you know how to use it. You gain the following benefits: • You are proficient with all improvised weapons. • An improvised weapons damage die increases to 2d4. Polearm Master Modified You can keep your enemies at bay with reach weapons. You gain the following benefits: • When you take the attack action and attack with only a glaive, halberd, pike, quarterstaff, or spear, you can use a bonus action to make a Hilt attack with the opposite end of the weapon. • While you are wielding a glaive, halberd, Samplepike, quarterstaff, or spear, other creatures file provoke an opportunity attack from you when they enter your reach. .