Apsalar’s revision of weapons for D&D 5E Table of Contents New and altered weapon properties...... 3 Versatile...... 3 Double-Ended...... 3 Finesse...... 3 Light...... 3 Special...... 3 Two-Handed...... 3 Specialised Weaponry...... 3 Special...... 3 Weapons ...... 4 Simple melee ...... 4 Martial Melee ...... 4 Simple ranged ...... 5 Martial Ranged ...... 5 Specialised Weaponry ...... 5 Special Weapon Details...... 6 ...... 6 Net...... 6 Spiked Shield...... 6 Blowgun ...... 6 Feats...... 7 Dual Wielding Mastery – Replaces Dual Wielder ...... 7 Combat Reflexes – New – Prerequisites: Strength or Dexterity 13 or higher ...... 7 Defensive Duellist – Revised from original – Prerequisites: Dexterity 13 or higher ...... 7 Possibly Heroic Charge – New...... 7 Sword and Board – New – Prerequisites: proficiency with shields ...... 7 Towering Defence – Replace Shield Master – Prerequisites: proficiency with shields ...... 8 Precise Strikes– New ...... 8 Rapid Fire – New – Prerequisites: proficiency with short bows ...... 8 SampleFocused Aim – New ...... file 8 Spell Slinger – Replace Spell Sniper – Prerequisites: the ability to cast at least one spell ...... 8 Concentrated Mind – New – Prerequisites: the ability to cast a concentration spell ...... 8 Revised Weapons Whirling Defence – Replaces Revenant Blade – Prerequisites: proficiency with Double-Bladed ...... 9 Storm of Blades – New – Prerequisites: proficiency with Chain Darts ...... 9 Bypass Defences – New – Prerequisites: requires proficiency with Three Part Staffs ...... 9 Offense is Defence – New – Prerequisites: proficiency with Spiked Shields ...... 9 Lightly Armoured - Revised ...... 10 Moderately Armoured – Revised ...... 10 Heavily Armoured – Revised ...... 10 Light Armour Master – Revised – Prerequisites: Proficiency with light armour ...... 10 Medium Armour Master – Revised – Prerequisites: Proficiency with medium armour ...... 10 Heavy armour Master – Revised – Prerequisites: Proficiency with heavy armour ...... 10

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Revised Weapons New and altered weapon properties. Versatile. • This weapon can be used with one or two hands. The first damage die is when the weapon is used in one hand and the second damage die is used when the weapon is used with two hands. • Additionally while proficient in martial weapons or a martial weapon with this property and the weapon is being used with two hands it gains the Finesse property. Double-Ended. • When you take the Attack Action with this weapon you can make another attack as a bonus action but you don’t add the ability modifier to the damage roll.

Finesse. • When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. • A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9 of the Player’s Handbook. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section). Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Specialised Weaponry. Some weapons are neither simple nor martial and are only used by a select group of individuals. Proficiency with these weapons can either be obtained through racial variant options or through training under a master of the desired weapon. Such masters are hard to find and unlikely to willingly train outsiders without an incentive of at least 400 gp or a favour in kind. The training takes 300 days if skilled in some simple weapons, 200 days if skill in all simple weapons and 100 days if skilled in all martial weapons and once trained it will count as a martial weapon for you. • Double-Bladed : With any variation on Elven weapon training racial feature you can swap out the with the highest damage die and replace it with the double- bladed glaive. • Chain Darts: With a Tiefling’s Infernal Legacy feature you can exchange Thaumaturgy with proficiency in chain darts and swap Hellish Rebuke for Misty Step. • Three Part Staff: Variant Humans can exchange their free skill proficiency for proficiency in Three Part Staffs, Nunchaku and Kunai. • Spiked Shield: With a Dwarf’s Dwarven Combat Training feature you can exchange the weapon proficiencies for proficiency with spiked and regular shields. Special. SampleA weapon with the special property has unusual rules governing its use, explained file in the weapon's description. These rules are listed after the table of weapons.

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Revised Weapons Weapons Simple melee Name Cost Damage Weight Properties Club 1 sp 1d4 Bludgeoning 0.9 kg Light Light hammer 2 gp 1d4 Bludgeoning 0.9 kg Light, thrown (range 20/60) Dagger 2 gp 1d4 Piercing 0.4 kg Finesse, light, thrown (20/60) Tanto 2 gp 1d4 Slashing 0.4 kg Finesse, light, thrown (20/60) Sickle 1 gp 1d4 Slashing 0.9 kg Light Whip 2 gp 1d4 Slashing 1.4 kg Finesse, reach Handaxe 5 gp 1d6 Slashing 0.9 kg Light, thrown (20/60) Javelin 5 sp 1d6 Piercing 0.9 kg Thrown (20/60) 1 gp 1d6/1d8 Piercing 1.4 kg Versatile, thrown (range 20/60) Quarterstaff 2 sp 1d6/1d8 Bludgeoning 1.8 kg Versatile Mace 5 gp 1d6/1d8 Bludgeoning 1.8 kg Versatile Greatclub 2 sp 1d8 Bludgeoning 4.5 kg Two-handed, heavy Martial Melee Name Cost Damage Weight Properties Shortsword 10 gp 1d6 Piercing 0.6 kg Finesse, light Wakazashi 25 gp 1d6 Slashing 0.6 kg Finesse, light Scimitar 20 gp 1d6 Slashing 0.6 kg Finesse, light Small-Sword 25 gp 1d6 Piercing 0.6 kg Finesse, light Hand & Half Sword 10 gp 1d6/1d8 Slashing 0.9 kg Versatile, light, finesse Ninjato 10 gp 1d6/1d8 Piercing 0.9 kg Versatile, light, finesse 5 gp 1d6/1d8 0.9 kg Versatile, thrown (20/60) Arming Sword 15 gp 1d8 Slashing 0.9 kg Finesse Nunchaku 10 gp 1d8 Bludgeoning 0.9 kg Finesse Rapier 25 gp 1d8 Piercing 0.9 kg Finesse Shirasaya 25 gp 1d8 Slashing 0.9 kg Finesse Warscythe 10 gp 1d8 Slashing 1.8 kg Two-handed, reach 30 gp 1d8 Slashing 0.8 kg Two-handed, reach, finesse Battleaxe 15 gp 1d8/1d10 Slashing 1.6 kg Versatile Katana 40 gp 1d8/1d10 Slashing 1.2 kg Versatile Warhammer 15 gp 1d8/1d10 Bludgeoning 1.2 kg Versatile Warpick 15 gp 1d8/1d10 Piercing 1.2 kg Versatile Morningstar 15 gp 1d10 Piercing 1.8 kg Two-handed Flail 15 gp 1d10 Bludgeoning 1.4 kg Two-handed, finesse 35 gp 1d10 Piercing 1.4 kg Two-handed, finesse 35 gp 1d10 Slashing 1.4kg Two-handed, finesse Glaive 25 gp 1d10 Slashing 2.7 kg Two-handed, heavy, reach 5 gp 1d10 Piercing 8 kg Two-handed, heavy, reach Greataxe 30 gp 1d12 Slashing 3.2 kg Two-handed, heavy Nodachi 45 gp 1d12 Slashing 3.5 kg Two-handed, heavy Lance 10 gp 1d12 Piercing 2.7 kg Reach, special Greatsword 50 gp 2d6 Slashing 2.7 kg Two-handed, heavy SampleEstoc 50 gp 2d6 Piercing 2.7 kg Two- handed,file heavy Maul 10 gp 2d6 Bludgeoning 4.5 kg Two-handed, heavy

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Revised Weapons

Simple ranged Name Cost Damage Weight Properties Sling 1 sp 1d4 Bludgeoning - Ammunition (range 30/120) Dart 5 cp 1d4 Piercing 0.1 kg Finesse, thrown (range 20/60) Shortbow 25 gp 1d6 Piercing 0.9 kg Ammunition (range 80/320), two-handed Light Crossbow 25gp 1d8 Piercing 2.3 kg Ammunition (range 80/320), loading, two- handed Martial Ranged Name Cost Damage Weight Properties Blowgun 10 gp 1 Piercing 0.4kg Ammunition (25/100), special Kunai 3 sp 1d6 Piercing 0.15 kg Finesse, thrown (range 20/60) Hand Crossbow 75 gp 1d6 Piercing 1.4 kg Ammunition (30/120), light, loading Heavy Crossbow 50 gp 1d10 Piercing 8 kg Ammunition (100/400), heavy, loading, two- handed Longbow 50 gp 1d8 Piercing 0.9 kg Ammunition (150/600), heavy, two-handed Net 1 gp - 1.4 kg Special, thrown (range 5/15) Specialised Weaponry Name Cost Damage Weight Properties Double-Bladed 100 gp 2d4 S 2.5 kg Two-Handed, Glaive Finesse, Double- Ended Jōhyō, Chain Dart 85 gp 1d6 P 1.5 kg Two-Handed, Finesse, Double- Ended, Reach Sansetsukon, 60 gp 1d6 B 2 kg Two-Handed, Three-part Staff Finesse, Double Ended Spiked Shield 70 gp 1d6 P 3 kg Special

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Revised Weapons Special Weapon Details Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Net. 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 creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Spiked Shield. This weapon acts as a normal shield however when you take the Attack Action with a melee weapon you can make an attack with it as a bonus action. You don’t add your ability modifier to the damage roll of this attack and you forfeit its AC bonus until the start of your next turn. Any magical bonuses to the shield’s AC are instead converted to a magical bonus of equal magnitude that you can add to the attack and damage roll of the shield when you use it to make an attack. Blowgun When used with regular darts this weapon deals this weapon deals the usual 1 piercing damage plus your Dexterity modifier as usual. When used with needle darts this weapon deals no damage at all but can deliver a single dose of poison to the target. These needle darts cost the same as regular darts but can be filled with one dose of poison that lasts indefinitely until the dart is used.

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Revised Feats: Weapons Feats. Dual Wielding Mastery – Replaces Dual Wielder You master fighting with two weapons allowing you to draw faster, wield deadlier weapons and to parry incoming blows. While wielding a weapon in each hand you gain the following benefits:

• You gain half your proficiency modifier rounded down as a bonus to AC while you are wielding a separate melee weapon in each hand. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Combat Reflexes – New – Prerequisites: Strength or Dexterity 13 or higher Your mastery of moving your body with your weapon allows for quicker and more deadly strikes. While wielding a two-handed weapon with the Finesse property you gain the following benefits:

• When taking the Attack Action using a weapon with the Finesse property you can make an additional attack with the weapon as a Bonus Action provided that the weapon has the two- handed property or that you have a free hand when using a one-handed weapon. • Your increase your Strength or Dexterity score by 1 up to a max of 20. Defensive Duellist – Revised from original – Prerequisites: Dexterity 13 or higher You’ve mastered how to stay quick on your feet, defending yourself and waiting for the perfect opportunity to strike back at your opponent.

While wielding a one-handed melee Finesse weapon and have one hand free you gain the following benefits:

• You can take the Dodge Action as a Bonus Action. • When a creature within your melee reach makes an attack against you, you can use your reaction to make an Attack of Opportunity against them. Possibly Heroic Charge – New For honour and glory, reckless abandon and terror or whatever else is causing you to run and hit things as you go, you can make a mad and/or calculated dash accompanied by a flurry of attacks.

• When you take the Dash Action you can make a number of melee weapon or unarmed attacks along the way equal to your Attack action (including Extra attack or similar class features if applicable), as well as an additional attack provided that each attack during the Dash was against a different target. Sword and Board – New – Prerequisites: proficiency with shields You’ve mastered using your shield as a tool to create openings in your opponents defences and throw them off balance. While wielding a shield you gain the following benefits:

• You can take the Shove Action as a Bonus Action. Sample• file When you use the Shove action in this manor you can knock the target prone and knock them back 5 feet on a failed skill contest. • You count as one size larger when resolving the Shove Action.

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Revised Feats: Weapons Towering Defence – Replace Shield Master – Prerequisites: proficiency with shields You’ve mastered using your shield as a tool to stand your ground and defend against reactionary dangers, while wielding a shield you gain the following benefits:

• You add half your proficiency modifier rounded down to your Dexterity saving throws. • When you would be knocked back you can reduce the distance that you would be knocked back but your speed is reduced by the same amount until the end of your next turn. When your movement speed is reduced to, or below 0 feet your speed is set to 0 until the end of your next turn and you are unable to use this feature again until the end of your next turn when your speed is restored. • When you succeed on a Dexterity saving throw that would normally only deal half damage on a successful saving throw you instead take no damage. Precise Strikes– New Your aim is impeccable any you’ve a keen a for creature’s weak spots.

• Your current critical range is increased by 1. (If you previously scored a critical hit on a 19 or 20 on the dice you would now score it on an 18, 19 or 20 on the dice.) • When you score a critical hit you deal an additional weapon damage die worth of damage. Rapid Fire – New – Prerequisites: proficiency with short bows You’ve learnt that sometimes speed is more valuable than range is close combat situations.

• When you take the Attack Action with a short bow you can choose to halve range which allows you to make an additional short bow attack as a Bonus Action. • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Focused Aim – New • As a Bonus Action you can steady your aim granting your attacks advantage until the end of your turn and causing these attacks to deal additional damage equal to half your proficiency modifier rounded down. • Increase one Ability score of your choice by 1. Spell Slinger – Replace Spell Sniper – Prerequisites: the ability to cast at least one spell You’ve perfected the art of throwing around spells in the midst of battle.

• When you cast a spell that requires you to make an attack roll, the spell's range is doubled. • Your ranged spell attacks ignore half cover and three-quarters cover. • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Concentrated Mind – New – Prerequisites: the ability to cast a concentration spell You’ve learnt how to remain mindful and center yourself even in the chaos of combat.

• You can use a Bonus Action to steady your mind granting you a bonus to your Concentration checks equal to half your proficiency modifier rounded down until the start of your next turn. If you steady your mind on your next turn the Concentration bonus is maintained Samplewithout pause. file • When you fail a Concentration check you can use your reaction to re-roll it. You can use this feature a number of times equal to your proficiency bonus per long rest.

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Revised Feats: Specialised Weapons Whirling Defence – Replaces Revenant Blade – Prerequisites: proficiency with Double- Bladed Glaives Your skill with double bladed glaives allows you to attack with increased power and do so in a way that protects yourself by maintaining dynamic movement and whirling blades.

While wielding a double bladed glaive you gain the following bonuses:

• When you make the bonus action attack you can add your ability modifier to the damage roll. • You gain half your proficiency modifier rounded down as a bonus to your AC . • You gain half your proficiency modifier rounded down as a bonus to Acrobatics checks. Storm of Blades – New – Prerequisites: proficiency with Chain Darts Your skill with chain darts allows you to attack with increased power and do so in a way is graceful and artistic yet deadly at the same time.

While wielding a Chain Dart you gain the following bonuses:

• When you make the bonus action attack you can add your ability modifier to the damage roll. • You gain half your proficiency modifier rounded down as a bonus to your weapon damage rolls. • You gain half your proficiency modifier rounded down as a bonus to Performance checks. Bypass Defences – New – Prerequisites: requires proficiency with Three Part Staffs Your skill with three part staffs allows you to attack with increased power and do so in a way that wraps around your targets defences in an unexpected manor.

While wielding three part staff you gain the following bonuses:

• When you make the bonus action attack you can add your ability modifier to the damage roll. • You gain half your proficiency modifier rounded down as a bonus to your weapon attack rolls. • You gain half your proficiency modifier rounded down as a bonus to Athletics checks. Offense is Defence – New – Prerequisites: proficiency with Spiked Shields You’ve mastered using your shield as a weapon.

While wielding a spiked shield you gain the following benefits:

• You can add your ability modifier to your damage rolls with the shield. Sample• You gain half your proficiency modifier rounded down to your Intimidation file checks.

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Revised Feats: Armour Lightly Armoured - Revised You have trained to master the use of light armour and shields, gaining the following benefits:

• You gain proficiency with light armour and shields. • Increase your Dexterity by 1, to a maximum of 20. Moderately Armoured – Revised You have trained to master the use of medium armour and shields, gaining the following benefits:

• You gain proficiency with medium armour and shields. • If you are already proficient in light armour you can increase your Dexterity by 1, to a maximum of 20. Heavily Armoured – Revised You have trained to master the use of heavy armour and shields, gaining the following benefits:

• You gain proficiency with heavy armour and shields. • If you are already proficient in medium armour you can Increase your Strength score by 1, to a maximum of 20. Light Armour Master – Revised – Prerequisites: Proficiency with light armour • Increase your Dexterity score by 1, to a maximum of 20.

While you are wearing light armour you gain the following benefits:

• You can add half your proficiency modifier rounded down to Dexterity ability checks. • While your hands are free you can use Acrobatics instead of Athletics to climb. Medium Armour Master – Revised – Prerequisites: Proficiency with medium armour You have practiced moving in medium armour to gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20. • Wearing medium armour doesn't impose disadvantage on your Dexterity (Stealth) checks. • When you wear medium armour, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. Heavy armour Master – Revised – Prerequisites: Proficiency with heavy armour You’ve learnt to move skilfully with heavy armour to help deflect deadly blows and effects as well as reduce the sound you make while moving granting you the following benefits:

• Increase your Strength score by 1, to a maximum of 20. • Wearing heavy armour doesn't impose disadvantage on your Dexterity (Stealth) checks while moving. • While you are wearing heavy armour, any bludgeoning, piercing, and slashing damage that Sampleyou take is reduced by half your proficiency modifier rounded down . file

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