Weapons Remastered, Revised he goal of this remaster is to increase the For instance, if a weapon allows an additional action to occur variety in weapons for the Fifth Edition of on hit, it will be an action that is already in the system such as Dungeons and Dragons. I feel that the current a shove or opportunity attack, or will provide a static bonus or list of arms is lacking in the following ways: key off of the player character’s (or monster’s) stat modifier or lack of variety in the feel of weapons when used proficiency bonus. This keeps it intuitive to check a character to attack, lack of utility options from different sheet and see where the numbers for an ability or effect come Tweapon options, and the existence of so-called from. “strictly better” armament that results in the near universal Secondly, I believe that, as a whole, non-magical weapons picking of certain weapons. leave a lot to be desired in terms of power, and an overall To counteract this, I will be presenting the following increase in versatility and damage is not unwarranted. I do, weapon list in two parts, much as it appears in the Player’s however, believe this applies mostly to the martial weapons, Handbook (PHB). First is a list of all the possible traits a which by all accounts do not represent nearly a large enough weapon can have. There are many more options here than are improvement over simple weapons. My go-to example is the included in the PHB, and not all of the traits from the base statistically identical and in the PHB, despite a weapon list remain unchanged. Second is the list of weapons trident weighing more and being considerably more difficult themselves. to wield in-game. As such, martial weapons will tend to be Changes I have made include altered damage dice and more effective, and I firmly believe that this is perfectly damage type options, as well as weight in some instances. reasonable. This section also includes a few new options of gear not Addendum: this work has been modified from its original previously included in the PHB. Shields are also included version. Properties have been altered and more weapons have here, as I expand on the anemic single option offered in the been added. The gunpowder and winged properties, the PHB. sections on ammunition, offensive adventuring gear, and siege It is important to bear in mind the design philosophy I am engines were all added later, as were many weapons. The approaching this task with. The first thing I will say is that I commentaries are almost entirely the work of the first author, want to somewhat adhere to the principles of Fifth Edition. but some mechanical descriptions have been edited or This is to say, I would like to keep weapon properties as changed, and pages explaining the reasoning behind some relatively straightforward and intuitive as possible. features have been removed. The original can be found here.

Introduction 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 The weapon utilizes volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons with this Ammunition property cannot be used in damp conditions or underwater. You can use a weapon that has the Ammunition property to When used, a gunpowder weapon expels a bright flash of light, make a ranged attack only if you have Ammunition to fire from a puff of smoke, and an explosion of sound that can be heard the weapon. Each time you attack with the weapon, you by all creatures within 300 feet. Each time you attack with a expend one piece of ammunition. Drawing the ammunition gunpowder weapon, you expend one pinch of powder and a from a quiver, case, or other container is part of the attack single bullet. It takes an action to reload a gunpowder (you need a free hand to load a one-handed weapon). At the weapon, and you must have one hand to hold the weapon and end of the battle, you can recover half your expended the other to reload during that action. ammunition by taking a minute to search the battlefield. Heavy Ensnaring The weapon is heavier and larger than a standard weapon, The weapon features chain, rope, or other parts that can aid lending it unique advantages and challenges. Small creatures in entanglement. When you hit with an ensnaring weapon makes attacks with heavy weapons at disadvantage, and heavy attack, you may use your bonus action to attempt to grapple weapons cannot be used to make more than one attack per the target, disarm them, or shove them prone, using your turn unless the wielder has a Strength score of 13 or higher. A weapon attack modifier in place of Strength (Athletics). If you Heavy weapon takes a bonus action to draw or stow. grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that A heavy weapon allows you to make an attack relying more weapon. on raw strength instead of accuracy. When an attack is made with a heavy weapon that you're proficient in, you can forego Finesse adding their proficiency bonus to the attack roll. If the attack The weapon lends itself to dexterous combat due to features hits, you add that proficiency bonus to the damage roll. You that make aiming the weapon for precise strikes far easier. must decide to do this before making the attack roll. You must When making an attack with a finesse weapon, you use your be proficient in heavy weapons to make use of this feature. choice of your Strength or Dexterity modifier for the attack Finally, any attempts to disarm wielders of heavy weapons are and damage rolls. You must use the same modifier for both made at disadvantage. rolls. Light Finisher A light weapon is small and easy to handle. When you take the The weapon is particularly useful for making the most of Attack action and attack with a light that you’re advantageous situations or an enemy at your mercy. When the holding in one hand, you can use a bonus action to attack with weapon is used to attack a prone creature, roll an additional a different light melee weapon that you’re holding in the other weapon damage die on a hit. hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. 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 1d4+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. Prone Fighting Sweeping When prone, attacks with these weapons are not made at The weapon makes attacks in broad, sweeping motions. When disadvantage. making an attack the wielder can declare it to be a sweeping attack. When such an attack with this weapon reduces a Range creature to 0 hit points, you may deal the weapon’s die in The weapon can be used to make attacks at a range beyond damage to another creature adjacent to the slain creature. If melee. A weapon that can be used to make a ranged attack there are two or more walls, friendly characters size medium has a range in parentheses after the ammunition or thrown or larger, or other such obstructions adjacent to the first property. The range lists two numbers. The first is the target, a sweeping attack is made at disadvantage. weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal Thrown range, you have disadvantage on the attack roll. You can't If a weapon has the thrown property, you can throw the attack a target beyond the weapon's long range. weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll Reach and damage roll that you would use for a melee attack with The weapon has an extended length to it. This weapon adds 5 the weapon. You may add an amount of 5 times your Strength feet to your reach when you attack with it, as well as when score to the base range of a thrown weapon, unless your determining your reach for opportunity attacks with it. Strength score is negative. You may not exceed the maximum range of a thrown weapon with this bonus to range. Special The weapon has some entirely unique property to it. These Two-Handed are detailed in the weapon section for the individual weapons 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 in two hands to make an attack or to properly wield it. Status A weapon that is particularly potent in maximizing its unique Versatile damage type. When a roll on an attack with a status weapon The weapon can be wielded in either a one-handed or two- exceeds the AC of the target by 5 or more, it will inflict an handed stance. This weapon can be used with one or two additional status effect based upon the type of damage dealt. hands. A damage value in parentheses appears with the A critical hit will guarantee a status effect as well. property–the damage when the weapon is used with two Slashing weapons can inflict gaping wounds and profuse hands. bleeding. Inflicting this status will cause the target to take additional slashing damage equal to your proficiency bonus. Wind-up Objects, Constructs, and Elementals are immune to this The weapon can be used to spend time preparing an attack to damage. be even more effective. On your turn you can take an attack Bludgeoning weapons can hit with a singularly bone- action to begin winding up, such as spinning a flail to gain shaking blow, dazing the target. Inflicting this status causes momentum. On the next attack you make with the weapon the target's next attack roll to be made with disadvantage. You you can add an additional weapon die to that attack if it hits. A cannot inflict status with the bonus action attack granted by weapon can only add one such damage die in this way. If no the Polearm Master feat. attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can spend an attack action to Piercing weapons reward precise or focused attacks, keep the weapon wound up for a subsequent round. A weapon punching holes in defenses or otherwise leaving a target more that is wound up can be used to make an opportunity attack vulnerable. Inflicting piercing status allows the next attack roll when an enemy enters its range. against the target to be made with advantage. Improvised weapons may inflict status depending on their damage type and the discretion of your DM. Winged These weapons have specially-shaped heads that halt the movement of their target toward the user of the weapon, and Sundering can also be used to catch shields, weapons, and enemies. The weapon features qualities that crush, pierce, or penetrate When you deals piercing damage against a creature no armor, making it more effective against targets that employ greater than one size larger than you with a winged weapon, such defenses. When you attack a target wearing a that creature is grappled. While grappled in this way, that breastplate, half plate, heavy armor, or that has natural armor, creature cannot move toward you until you make another you gain a +2 to the attack roll. attack roll or move away from the target, which removes the weapon's head from the target's body. The target may break the grapple on their turn by moving away from you. When grappling a creature in this way, you may use one of your attacks to attempt to shove the target prone, using your weapon attack modifier in place of Strength (Athletics). When not grappling a creature with a winged weapon, a you may replace one of your attacks with an attempt to disarm a target, using their weapon attack modifier in place of Strength (Athletics).

PROPERTIES 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. I have also included shields in this list, as I feel they are Weapon Charts something that is wielded more than worn. This does not change them to being weapons, just that I think that is where Now that we have the properties squared away, it is time to they should be talked about. Proficiency with them is still apply them to weapons. Some weapons remain largely the required to use them. Also, some weapons have multiple same, while others are quite different. There are also some damage types listed. In this instance, the player indicates additional weapons added, though I’ve tried to keep that to a which damage type they are using when making an attack, minimum, only adding those that I feel lack an equivalent such as stabbing vs. slashing with a shortsword. We’ll start already on the chart (a katana would really not need to have a with simple weapons. mechanical difference from a longsword, for instance). 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) 5 sp 1d4 bludgeoning/piercing 3 lbs. Finisher, sundering, versatile (1d6) Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, status, two-handed Handaxe 3 gp 1d6 slashing 2 lb. Light, thrown (20/75) Javelin 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/slashing 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 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, status, sweeping, two-handed Greatsword 50 gp 2d6 piercing/slashing 7 lb. Finisher, heavy, 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 Longsword 15 gp 1d8 piercing/slashing 3 lb. Finisher, 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 Sabre 25 gp 1d8 slashing 2lb. Finesse, parry, status Scimitar 20 gp 1d6 slashing 3 lb. Light, finesse, status Shortsword 10 gp 1d6 piercing/slashing 2 lb. Light, finesse, finisher Trident 5 gp 2d4 piercing 4 lb. Ensnaring, finisher versatile (1d10) War Pick 5 gp 1d8 piercing 2 lb. Status, sundering 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 Arquebus 500 gp 2d8 piercing 10 lb. Gunpowder (40/120), heavy, loading, sundering 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. Gun - 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 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. Creatures wielding this shield Blowgun roll Dexterity(Stealth) checks with disadvantage, and the Ammunition for this weapon is made up of small, fine needles wielder's speed is reduced by 5 ft. As with heavy armor, that are especially potent when paired with a poison coating. dwarves may ignore this penalty. When applying poison to ammunition for this weapon (blowgun needles), it can cover 10 pieces of ammunition This enormous shield can be used for additional cover instead of the usual 3. against magical areas of effect. A creature wielding this shield may use their reaction to hide behind their shield. This Cestus reaction provides 3/4 cover against harmful area-of-effects The weapon is not held in the hand, instead being wrapped such as breath weapons or spells, so long as the effect does around the wrist, held between the fingers, or covering the not travel around corners, such as cloudkill. If the wearer of knuckles. Wielding this weapon does not prevent you from the shield is directly between an adjacent creature and the grappling or shoving an enemy or interacting with an object, point of origin of the effect, the adjacent creature is given 1/2 but you cannot wield other weapons with that hand. cover from the effect. The second creature must be of equal or smaller size to the wearer to gain this benefit. Garotte Wire Tower shields may also be planted in the ground as an Garrote Wire can only be used on a creature the same size or action. In this state they are no longer wielded and thus free smaller than the user, when the user has advantage against both hands of the former user, but may stand on their own to that creature. On a hit the target is automatically grappled. act as 1/2 cover for an upright creature, or full cover for a Until the grapple ends, the target cannot breath and begins to prone one. choke, and the user has advantage on attack rolls against it. Creatures that do not need to breath, such as undead, Proficiencies constructs, elementals, and some plants, may be immune to a Some classes or racial features grant proficiency in additional garotte wire's choke at the discretion of the Dungeon Master. or alternate weapons: Grapeshot Bard: Estoc, parrying dagger, sabre, buckler Instead of a single spherical bullet, a large number of tiny Druid: Boar spear projectiles compose a canister of grapeshot ammunition. Rogue: Estoc, Garotte wire, parrying dagger, sabre, buckler Upon firing a piece of grapeshot ammunition, the projectiles Elf weapon training: recurve bow proficiency replaces fly in a straight line until they impact a creature or solid longbow proficiency surface, dealing the gun's normal damage. You may target Arquebus and Wheellock handgun require the Weapon additional creatures in that line equal to your proficiency Master feat or can be trained at half the normal time bonus, making new attack rolls for each creature. Regardless required. of how many creatures you target, grapeshot cannot exceed the gun's normal range. Classes with proficiency in all simple or all martial weapons gain access to every weapon on those respective lists, as Lance normal. You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when Feats you aren't mounted. With the addition of new weapons, many feats expand their range of effect. Feats that list properties, rather than Net individual weapons, apply as normal to the new weapons. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or Polarm Master applies to boar spear, short spear, spear, creatures that are Huge or larger. A creature can use its action guisarme, pollaxe, ranseur, and trident. to make a DC 10 Strength check, freeing itself or another Crossbow Expert applies the second bullet point to guns creature within its reach on a success. Dealing 5 slashing and the third point to handgun as well as hand crossbow, damage to the net (AC 10) also frees the creature without but guns still require an action to reload. harming it, ending the effect and destroying the net. Blade Mastery applies to estoc and sabre. Fell Handed applies to cestus and mace. Pollaxe Spear Mastery applies to boar spear, short spear, spear, The head of this weapon is enormously versatile, and and pike. possesses an axe 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.