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Chapter 1: Remastered, Revised he goal of this remaster is to increase the Secondly, I believe that, as a whole, non-magical weapons variety in weapons for the Fifth Edition of leave a lot to be desired in terms of power, and an overall Dungeons and Dragons. I feel that the current increase in versatility and damage is not unwarranted. I do, list of arms is lacking in the following ways: however, believe this applies mostly to the martial weapons, lack of variety in the feel of weapons when used which by all accounts do not represent nearly a large enough to attack, lack of utility options from different improvement over simple weapons. My go-to example is the Tweapon options, and the existence of so-called statistically identical and in the PHB, despite a “strictly better” armament that results in the near universal trident weighing more and being considerably more difficult picking of certain weapons. to wield in-game. As such, martial weapons will tend to be To counteract this, I will be presenting the following more effective, and I firmly believe that this is perfectly list in two parts, much as it appears in the Player’s reasonable. Handbook (PHB). First is a list of all the possible traits a Addendum: this work has been modified from its original weapon can have. There are many more options here than are version. Properties have been altered and more weapons have included in the PHB, and not all of the traits from the base been added, some of which are highly anachronistic but then, weapon list remain unchanged. Second is the list of weapons D&D is already a combination of multiple time periods and themselves. locations from the real world and fiction. The commentaries Changes I have made include altered damage dice and are almost entirely the word of the first author, but some damage type options, as well as weight in some instances. mechanical descriptions have been edited or changed, and This section also includes a few new options of gear not pages explaining the reasoning behind some features have previously included in the PHB. Shields are also included been removed. The "Equivalent Alternatives" section was here, as I expand on the anemic single option offered in the added later as well, and all errors and opinions are my own PHB. fault. The unrevised Weapons Remastered can be found at It is important to bear in mind the design philosophy I am this address. approaching this task with. The first thing I will say is that I want to somewhat adhere to the principles of Fifth Edition. This is to say, I would like to keep weapon properties as relatively straightforward and intuitive as possible. For instance, if a weapon allows an additional action to occur on hit, it will be an action that is already in the system such as a shove or opportunity attack, or will provide a static bonus or key off of the player character’s (or monster’s) stat modifier or proficiency bonus. This keeps it intuitive to check a character sheet and see where the numbers for an ability or effect come from.

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. Heavy Weapon Properties The weapon is more weighty and large than a standard weapon, lending it unique advantages and challenges. Small Ammunition creatures makes attacks with heavy weapons at disadvantage, You can use a weapon that has the Ammunition property to and cannot be used to make more than one attack per make a ranged Attack only if you have Ammunition to fire turnunless the wielder has a Strength score of 13 or higher. A from the weapon. Each time you Attack with the weapon, you Heavy weapon takes a bonus action to draw or stow. expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack A heavy weapon allows the wielder to make an attack (you need a free hand to load a one-handed weapon). At the relying more on raw strength instead of accuracy. When an end of the battle, you can recover half your expended attack is made with a heavy weapon that the attacker is Ammunition by taking a minute to Search the battlefield. proficient in, the attacker can forego adding their proficiency bonus to the attack roll. If the attack hits, the attacker may add Ensnaring that proficiency bonus to the damage roll. They must decide to The weapon features chain, rope, or other parts that can aid do this before making their attack roll. Any attempts to disarm in the entanglement of combatants. When you hit with a the wielder of heavy weapons are made at disadvantage. You weapon attack, you may use your bonus action to attempt to must be proficient in heavy weapons to make use of this grapple the target, disarm them, or shove them prone, using feature. your weapon attack modifier in place of the Strength (Athletics.) Light A light weapon is small and easy to handle, making it ideal for Finesse use when fighting with two Weapons. When you take the The weapon lends itself to dexterous combat due to precise Attack action and attack with a light that you’re blades or heads, grips that offer enhanced handling or control, holding in one hand, you can use a bonus action to attack with or features that make aiming the weapon for precise strikes a different light melee weapon that you’re holding in the other far easier. When making an attack with a finesse weapon, you hand. You don’t add your ability modifier to the damage of the use your choice of your Strength or Dexterity modifier for the bonus attack, unless that modifier is negative. If either attack and damage rolls. You must use the same modifier for weapon has the thrown property, you can throw the weapon, both rolls. instead of making a melee attack with it. Finisher Loading The weapon is particularly adept at making the most of The weapon requires a more complicated process of readying advantageous situations or an enemy at your mercy. When the a piece of ammunition or otherwise preparing an attack with weapon is used to attack a prone creature, roll an additional it. Because of the time required to load this weapon, you can weapon damage die on a hit. 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 immediately puts them in the unconscious state instead of killing them if the wielder declares it to be a nonlethal attack. They are considered stable in this state. Improvised weapons have this property if they can deal bludgeoning damage. All weapons may still be used to deal nonlethal strikes, but must deal 1+STR bludgeoning damage instead of their typical value. Weapons with the nonlethal property still deal their full damage. Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When the wielder is attacked by a melee weapon attack from a target they can see, they can use their reaction to attempt to parry the attack so long as they are wielding a parrying weapon. This parry adds +3 to the wielder’s 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 The weapon is able to be used while the wielder is laying on The weapon makes attacks in broad, sweeping motions. When the ground just as effectively as if they were standing. When making an attack the wielder can declare it to be a sweeping prone, attacks with this weapon are not made at disadvantage. attack. When such an attack with this weapon reduces a creature to 0 hit points, you may deal the weapon’s die in Range damage to another creature adjacent to the slain creature. If The weapon can be used to make attacks at a range beyond there are two or more walls, friendly characters size medium melee. A weapon that can be used to make a ranged attack or larger, or other such obstructions adjacent to the first has a range in parentheses after the ammunition or thrown target, a sweeping attack is made at disadvantage. property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the Thrown weapon's long range. When attacking a target beyond normal 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. The weapon has an extended length to it. This weapon adds 5 feet to your reach when you attack with it, as well as when Two-Handed determining your reach for opportunity attacks with it. The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. The weapon must be held Special in two hands to make an attack or to properly wield it. The weapon has some entirely unique property to it. These are detailed in the weapon section for the individual weapons Versatile they apply to. The weapon can be wielded in either a one-handed or two- handed stance. This weapon can be used with one or two Status hands. A damage value in parentheses appears with the A weapon that is particularly potent in maximizing its unique property–the damage when the weapon is used with two damage type. When a roll on an attack with a status weapon hands to make a melee attack. exceeds the AC of the target by 5 or more, it will inflict an additional status effect based upon the type of damage dealt. Wind-up A critical hit will guarantee a status effect as well. The weapon can be used to spend time preparing an attack to Slashing weapons can inflict gaping wounds and profuse be even more effective. On your turn you can take an attack bleeding. Inflicting this status will cause the target to take an action to begin winding up, such as spinning a flail to gain additional amount of necrotic damage equal to your momentum. On the next attack you make with the weapon proficiency bonus. Objects, Constructs, and Elementals are you can add an additional weapon die to that attack if it hits. A immune to this damage. weapon can only add one such damage die in this way. If no Bludgeoning weapons can hit with a singularly bone- attack is made by the end of the wielder’s next turn it is no shaking blow, dazing the target. Inflicting this status causes longer wound up. The wielder can spend an attack action to the target's next attack roll to be made with disadvantage. You keep the weapon wound up for a subsequent round. A weapon cannot inflict status with the bonus action attack granted by that is wound up can be used to make an opportunity attack the Polearm Master feat. when an enemy enters its range. Piercing weapons reward precise or focused attacks, punching holes in defenses or otherwise leaving a target more Winged vulnerable. Inflicting piercing status allows the next attack roll These weapons have specially-shaped heads that halt the against the target to be made with advantage. movement of their target toward the user of the weapon, and Improvised weapons may inflict status depending on their can also be used to catch both enemy shields and weapons. damage type and the discretion of your DM. When the wielder deals piercing damage against a creature no greater than one size larger than they with a winged Sundering weapon, that creature is grappled. While grappled in this way, The weapon features qualities that crush or pierce armor, that creature cannot move toward the user until they make making it more effective against targets that employ such another attack roll (removing the weapon's head from the defenses. When you attack a target wearing breastplate, half target's body), and may break the grapple by moving away. plate, heavy armor, or that has natural armor, you gain a +2 to When grappling a creature in this way, the user may use one the attack roll. of their attacks to attempt to shove the target prone, using their weapon attack modifier in place of Strength (Athletics). When not grappling a creature with a winged weapon, a wielder may also replace one of their attacks with a winged weapon 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 would really not need to have a with simple weapons. mechanical difference from a , 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 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) 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, versatile (1d8) Spear 1 gp 1d8 piercing 4 lb. Reach, thrown (20/60) 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 (80/320), loading, 5 lb. gp piercing prone fighting, 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) 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 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 25 gp 1d8 piercing 2 lb. Finesse, parry, status 25 gp 1d10 piercing/slashing 8 lb Heavy, reach, winged 25 gp 1d8 slashing 2lb. Finesse, parry, status 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, thrown (20/60), 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, prone fighting, reach

Martial Ranged Weapons

Name Cost Damage Weight Properties 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 (100/400), heavy, loading, prone fighting, two-handed Longbow 75 gp 1d10 piercing 2 lb. Ammunition (200/600), finesse, heavy, status, two-handed Net 1 gp - 3 lb. Special, thrown (5/15) Recurve bow 50 gp 1d8 piercing 3 lb. Ammunition (150/300), two-handed

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

WEAPON TABLES 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. 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 reactions provides 3/4 cover against harmful effects such as The weapon is not held in the hand, instead being wrapped breath weapons or spells, so long as the effect does not travel around the wrist, held between the fingers, or supplementing around corners, such as cloudkill. If the wearer of the shield is the knuckles. Wielding this weapon does not preclude you directly between an adjacent creature and the point of origin from grappling or shoving an enemy or interacting with an of the effect, the adjacent creature is given 1/2 cover from the object, but you cannot wield other weapons with it. 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, constructs, elementals, and some plants, may be immune to a Proficiencies garotte wire's choke at the discretion of the Dungeon Master. Some classes or racial features grant proficiency in additional or alternate weapons: Lance You have disadvantage when you use a lance to attack a target Bard: Estoc, parrying dagger, sabre, buckler within 5 feet of you. Also, a lance requires two hands to wield Druid: Boar spear when you aren't mounted. Rogue: Estoc, Garotte wire, parrying dagger, sabre, buckler Elf weapon training: recurve bow proficiency replaces Net longbow proficiency 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 Classes with proficiency in all simple or all martial weapons creatures that are Huge or larger. A creature can use its action gain access to every weapon on those respective lists, as to make a DC 10 Strength check, freeing itself or another normal. 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. Pollaxe 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.

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. Additionally, many of these weapons originate from cultures Alternative Weapons and technology levels outside the European fantasy upon which Dungeons & Dragons 5th Edition is based, and may not Many weapons that existed in real life varied only slightly, be appropriate for every game. The DM is perfectly within enough that the abstraction provided by the weapons here is their rights to not allow certain alternatives based on culture, insufficient to differentiate them without adding more and time period, location, or tone of the game. This list includes more properties, most of which would never benefit actual the alternate weapon names table found on page 41 of play. The following table is meant to provide "reskins" for the Dungeon Master's Guide. certain weapons, expanding the arms a character might This list is by no means exhaustive. Feel free to adapt the choose. These alternatives use the weight, properties, and properties listed in this document in specific ways to the damage of the weapon they originate from, and should not be weapons in the setting of play. Damage type changes are listed changed or improved. in parentheses with the first letter of that type. Default weapon Alternative Battleaxe Fu, masakari Cestus (s), brass knuckles, (p), Club Bian, blackjack, cosh, Dagger Bishou, kozuka, , tamo, tanto Flail (b), (b) Glaive , , , , , , , sovnya, , Greatclub Peasant flail, kanabo, tetsubo Greatsword , , nodachi, zweihander Halberd , , swordstaff Handaxe , ono Javelin Mau, uchi-ne Lance Umayari Light Hammer Chui Longbow Daikyu, greatbow Longsword Arming , broadsword, , katana Lucerne Pike , , mao, nagaeyari Quarterstaff , bo Ranseur Corseque, earspoon, , rawcon Scimitar , Shield Aspis, ishlangu, pelte Short Spear Assegai, Shortbow Hankyu Shortsword , , , patta, Sickle Spear Doru, , Trident Cha, magariyari Tower Shield Pavise, scutum War Pick Fang, kuwa Whip Cat-o-nine-tails Weapons artist credit Unless otherwise stated, the art was found on Pinterest but no artist name was given: Liao CJ, 练习 Eric Belisle, Kagur Blacklion

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.