Grod_The_Giant
2019-06-14, 07:02 PM
Weapons in 5e are, I think we can (mostly) agree, are a bit...lacking. Despite the length of the list, options are redundant: A battleaxe and longsword are identical weapons apart from weight, there's no reason to ever use a flail in place of a warhammer, and so on. There's a pretense at differentiating similar weapons, but the difference is never more than skin deep. It seems to me that the game should be pushed in one of two directions: either give up on the weapon table altogether and just say that a martial weapon has such stats regardless of form, or bring a little bit more complexity to things and make different weapons actually different.
Three guesses as to which I went with.
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Weapons come in all shapes and sizes. Every culture has their own spin on classics like "swords' and "axes." That said, there are certain commonalities:
Size
All weapons fall into one of three size categories: Light, Medium, or Heavy. Each size has its own special features:
Light Weapons are small and easy to handle. So easy to handle that they only require Simple Weapon proficiency, and so light that they can be used for two-weapon fighting, or thrown. You can use a Light Melee Weapon to make a ranged weapon attack, with a normal range of 20ft and a maximum range of 60ft.
Medium Weapons are versatile, capable of filling many roles. Medium Melee Weapons normally only require one hand to wield, but you may use both hands to gain a +2 bonus to damage rolls. Medium Ranged Weapons always requite two hands to wield, but their comparative ease of handling allows anyone with Simple Weapon proficiency to use one, and while wielding one you may ignore partial cover.
Heavy Weapons are large, ponderous, and deadly. They require both hands to wield effectively, and Small-sized characters have disadvantage on attack rolls when attempting to swing one. However, their weight gives them options: when wielding a Heavy Melee Weapon you are proficient in, you may add your Proficiency Bonus to either the attack roll or the damage roll.
Weapon Stats by Size
Light
Medium
Heavy
Melee
1d4
1d6
1d10
Ranged
1d4, 30ft/90ft
1d6, 80ft/320ft
1d8, 150ft/600ft
Type
There are, broadly speaking, seven different types of weapons, each with its own quirk.
Axes are particularly devastating against unarmored foes. When attacking a creature with no armor or natural armor, they deal one additional die of weapon damage. This extra die is not doubled by critical hits. Axes deal slashing damage.
Bows are quick in the hands of an expert. They possess the Ammunition property. Bows deal piercing damage.
Crossbows are slow but powerful. They possess the Loading property, but if you roll less than the average value on their damage die, you may round up to the average. For example, if you're wielding a Light Crossbow with a damage die of 1d6 and you roll a 2, you would round that up to 3. Crossbows deal piercing damage.
Dueling Blades are light and fast. They possess the Finesse property, allowing them to use either your Strength or Dexterity to attack. Dueling blades may deal either piercing or slashing damage, depending on their design.
Maces are clumsy, but absolutely brutal when they hit. You suffer a -2 penalty to attack rolls with maces, but may roll one additional damage die when you hit. Maces deal bludgeoning damage.
Polearms are long, allowing you to strike distant targets. They possess the Reach property. Polearms may deal any type of damage, depending on their design.
Swords are keen and deadly. You gain a +1 bonus to attack rolls when wielding a sword. Swords may deal either piercing or slashing damage, depending on their design.
Weapons
Any given weapon has a Size, a Type, and a set damage type. Beyond that, you may give them any name you wish. The following combinations are the most common types, but you should feel free to re-flavor weapons as you see fit--even changing the damage type, if your DM allows.
Light
Medium
Heavy
Axes
Handaxe
Battleaxe
Greataxe
Bows
Sling
Shortbow
Longbow
Crossbows
Hand Crossbow
Light Crossbow
Heavy Crossbow, Arbalest
Dueling Blades
Dagger
Rapier, Scimitar
Estoc
Maces
Club, Light Hammer, Sap
Morningstar, Warhammer
Maul
Polearms
Javelin, Pilum
Spear, Trident
Pike, Glaive, Halberd
Swords
Shortsword
Longsword, Katana
Greatsword
Special Cases
There are also a few unique weapons that don't easily fall into the above paradigm:
Blowgun: A blowgun is an assassin's tool. As an action, you may make a ranged weapon attack against a creature within 25ft, adding your proficiency bonus. If you hit, they take no damage but must make a DC 10 Insight check to notice that they've been struck. Despite causing no hit point loss, the wound is sufficient to deliver poison.
Darts are Light Melee Weapon with the Ammunition property, dealing 1d4 piercing damage. They have twice the range of a normal Light Weapon when thrown; however, their light design means melee attacks made with them are are disadvantage.
Flails are Medium Melee Weapons, dealing 1d6 bludgeoning damage. When wielding a flail, you have Advantage on attempts to disarm a foe or Shove them prone.
Lances are Heavy Melee Weapons with the Reach property, dealing 1d12 piercing damage. You have disadvantage when attacking adjacent foes with a lance; however, when mounted, you may wield a lance with only one hand.
Net: As an action, you may make a melee weapon attack against a Large or smaller creature within 5ft. If you hit, they are restrained until 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.
Quaterstaffs are a Medium Melee Weapon, dealing 1d4 bludgeoning damage. They are Simple Weapons, and may be used as Arcane Focuses
Weapon Feats
Finally, each Type of weapon has its own unique feat, granting unique abilities to those who devote themselves to a single instrument of death.
Arcane Warstaff
When wielding a Quaterstaff, you may use a bonus action to charge it with magical energy, granting the following benefits:
If you take the Attack action before the end of your turn, your first melee weapon attack uses your Intelligence, Wisdom, or Charisma (your choice when choosing this feat) in place of Strength.
If you cast a spell requiring a melee spell attack before the end of your turn, it does an additional 1d4 bludgeoning damage (or 1d4+2 if wielding the staff in two hands).
Blade Mastery
When wielding a Dueling Blade or Sword, you may take one of the following stances each turn:
Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss.
Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll
Bowman
When wielding a Bow, you may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow). In addition, you may use the following abilities as bonus actions:
Far Shot: You may over-draw your bow. The next bow attack you make before the end of your turn ignores disadvantage for firing at long range.
Manyshot: You may notch an extra arrow. The next bow attack you make before the end of your turn deals an extra die of weapon damage.
Precise Shot: You may take an extra second to aim. The next bow attack you make before the end of your turn ignores half and three-quarters cover.
Cleave
You gain +1 Str or Dex. In addition, when wielding an Axe you gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
If you hit an opponent with a melee weapon, you may use a bonus action to make a second melee attack against a creature who is both within your reach and adjacent to the original target. If you hit, you deal damage equal to your Strength modifier.
Crossbow Expert
When wielding a Crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
When you attack with a light or heavy crossbow, you gain a +2 bonus to damage.
Fell Handed
When wielding a Mace, you gain the following benefits:
If you hit an enemy with a melee attack, you may push them 5ft.
Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone if it is no more than one size larger than you.
Whenever you have Disadvantage on a melee attack roll and hit with just one die, the target takes damage equal to your Strength modifier.
Flail Mastery
When wielding a Flail, you gain the following benefits:
As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a reaction.
Spearman
When wielding a Polearm, you gain the following benefits
Your target provokes attacks of opportunity for entering your threatened range. If they took a Dash action or moved at least 20ft before doing so, they take an extra die of weapon damage
As a bonus action, you may attack with the butt of your weapon, dealing 1d4+Str damage.
Throwing Mastery
You've mastered the art of throwing knives, axes, and anything else you can imagine. When using a thrown weapon, you gain the following benefits
Double the range of thrown weapons
Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
You may draw a thrown weapon as part of the same action you use to attack with it.
You may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand
War Slinger
When wielding a sling, you gain the following benefits:
Increase the sling's damage die to 1d6
You may load and fire a sling without needing a free hand.
After successfully striking a target with your sling, you may cause the stone to ricochet. Make a second attack against a target within 10ft of the original; on a hit, you deal damage equal to your Dexterity modifier.
Three guesses as to which I went with.
-----------------------
Weapons come in all shapes and sizes. Every culture has their own spin on classics like "swords' and "axes." That said, there are certain commonalities:
Size
All weapons fall into one of three size categories: Light, Medium, or Heavy. Each size has its own special features:
Light Weapons are small and easy to handle. So easy to handle that they only require Simple Weapon proficiency, and so light that they can be used for two-weapon fighting, or thrown. You can use a Light Melee Weapon to make a ranged weapon attack, with a normal range of 20ft and a maximum range of 60ft.
Medium Weapons are versatile, capable of filling many roles. Medium Melee Weapons normally only require one hand to wield, but you may use both hands to gain a +2 bonus to damage rolls. Medium Ranged Weapons always requite two hands to wield, but their comparative ease of handling allows anyone with Simple Weapon proficiency to use one, and while wielding one you may ignore partial cover.
Heavy Weapons are large, ponderous, and deadly. They require both hands to wield effectively, and Small-sized characters have disadvantage on attack rolls when attempting to swing one. However, their weight gives them options: when wielding a Heavy Melee Weapon you are proficient in, you may add your Proficiency Bonus to either the attack roll or the damage roll.
Weapon Stats by Size
Light
Medium
Heavy
Melee
1d4
1d6
1d10
Ranged
1d4, 30ft/90ft
1d6, 80ft/320ft
1d8, 150ft/600ft
Type
There are, broadly speaking, seven different types of weapons, each with its own quirk.
Axes are particularly devastating against unarmored foes. When attacking a creature with no armor or natural armor, they deal one additional die of weapon damage. This extra die is not doubled by critical hits. Axes deal slashing damage.
Bows are quick in the hands of an expert. They possess the Ammunition property. Bows deal piercing damage.
Crossbows are slow but powerful. They possess the Loading property, but if you roll less than the average value on their damage die, you may round up to the average. For example, if you're wielding a Light Crossbow with a damage die of 1d6 and you roll a 2, you would round that up to 3. Crossbows deal piercing damage.
Dueling Blades are light and fast. They possess the Finesse property, allowing them to use either your Strength or Dexterity to attack. Dueling blades may deal either piercing or slashing damage, depending on their design.
Maces are clumsy, but absolutely brutal when they hit. You suffer a -2 penalty to attack rolls with maces, but may roll one additional damage die when you hit. Maces deal bludgeoning damage.
Polearms are long, allowing you to strike distant targets. They possess the Reach property. Polearms may deal any type of damage, depending on their design.
Swords are keen and deadly. You gain a +1 bonus to attack rolls when wielding a sword. Swords may deal either piercing or slashing damage, depending on their design.
Weapons
Any given weapon has a Size, a Type, and a set damage type. Beyond that, you may give them any name you wish. The following combinations are the most common types, but you should feel free to re-flavor weapons as you see fit--even changing the damage type, if your DM allows.
Light
Medium
Heavy
Axes
Handaxe
Battleaxe
Greataxe
Bows
Sling
Shortbow
Longbow
Crossbows
Hand Crossbow
Light Crossbow
Heavy Crossbow, Arbalest
Dueling Blades
Dagger
Rapier, Scimitar
Estoc
Maces
Club, Light Hammer, Sap
Morningstar, Warhammer
Maul
Polearms
Javelin, Pilum
Spear, Trident
Pike, Glaive, Halberd
Swords
Shortsword
Longsword, Katana
Greatsword
Special Cases
There are also a few unique weapons that don't easily fall into the above paradigm:
Blowgun: A blowgun is an assassin's tool. As an action, you may make a ranged weapon attack against a creature within 25ft, adding your proficiency bonus. If you hit, they take no damage but must make a DC 10 Insight check to notice that they've been struck. Despite causing no hit point loss, the wound is sufficient to deliver poison.
Darts are Light Melee Weapon with the Ammunition property, dealing 1d4 piercing damage. They have twice the range of a normal Light Weapon when thrown; however, their light design means melee attacks made with them are are disadvantage.
Flails are Medium Melee Weapons, dealing 1d6 bludgeoning damage. When wielding a flail, you have Advantage on attempts to disarm a foe or Shove them prone.
Lances are Heavy Melee Weapons with the Reach property, dealing 1d12 piercing damage. You have disadvantage when attacking adjacent foes with a lance; however, when mounted, you may wield a lance with only one hand.
Net: As an action, you may make a melee weapon attack against a Large or smaller creature within 5ft. If you hit, they are restrained until 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.
Quaterstaffs are a Medium Melee Weapon, dealing 1d4 bludgeoning damage. They are Simple Weapons, and may be used as Arcane Focuses
Weapon Feats
Finally, each Type of weapon has its own unique feat, granting unique abilities to those who devote themselves to a single instrument of death.
Arcane Warstaff
When wielding a Quaterstaff, you may use a bonus action to charge it with magical energy, granting the following benefits:
If you take the Attack action before the end of your turn, your first melee weapon attack uses your Intelligence, Wisdom, or Charisma (your choice when choosing this feat) in place of Strength.
If you cast a spell requiring a melee spell attack before the end of your turn, it does an additional 1d4 bludgeoning damage (or 1d4+2 if wielding the staff in two hands).
Blade Mastery
When wielding a Dueling Blade or Sword, you may take one of the following stances each turn:
Parrying Stance: When you are hit by a melee attack, you may use your reaction to roll 1d4 and add it to your AC against that attack, potentially turning the hit into a miss.
Aggressive Stance: Your first attack each round deals an extra 1d4 damage.
Opportunistic Stance: When making opportunity attacks, you may roll 1d4 and add it to your attack roll
Bowman
When wielding a Bow, you may use your bow as an improvised melee weapon with the Finesse tag, dealing 1d4 damage (for a shortbow) or 1d6 (for a longbow). In addition, you may use the following abilities as bonus actions:
Far Shot: You may over-draw your bow. The next bow attack you make before the end of your turn ignores disadvantage for firing at long range.
Manyshot: You may notch an extra arrow. The next bow attack you make before the end of your turn deals an extra die of weapon damage.
Precise Shot: You may take an extra second to aim. The next bow attack you make before the end of your turn ignores half and three-quarters cover.
Cleave
You gain +1 Str or Dex. In addition, when wielding an Axe you gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
If you hit an opponent with a melee weapon, you may use a bonus action to make a second melee attack against a creature who is both within your reach and adjacent to the original target. If you hit, you deal damage equal to your Strength modifier.
Crossbow Expert
When wielding a Crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
When you attack with a light or heavy crossbow, you gain a +2 bonus to damage.
Fell Handed
When wielding a Mace, you gain the following benefits:
If you hit an enemy with a melee attack, you may push them 5ft.
Whenever you have Advantage on a melee attack roll and hit with both dice, you can knock the target prone if it is no more than one size larger than you.
Whenever you have Disadvantage on a melee attack roll and hit with just one die, the target takes damage equal to your Strength modifier.
Flail Mastery
When wielding a Flail, you gain the following benefits:
As a bonus action, you may extend your reach by 5 feet until the start of your next turn.
If you use a Shove action and knock the target prone, you may immediate make a melee attack against them as a reaction.
Spearman
When wielding a Polearm, you gain the following benefits
Your target provokes attacks of opportunity for entering your threatened range. If they took a Dash action or moved at least 20ft before doing so, they take an extra die of weapon damage
As a bonus action, you may attack with the butt of your weapon, dealing 1d4+Str damage.
Throwing Mastery
You've mastered the art of throwing knives, axes, and anything else you can imagine. When using a thrown weapon, you gain the following benefits
Double the range of thrown weapons
Do not take Disadvantage for attacking with a thrown weapon when an enemy is within 5ft.
You may draw a thrown weapon as part of the same action you use to attack with it.
You may draw and throw a light thrown weapon as a bonus action, so long as you have at least one free hand
War Slinger
When wielding a sling, you gain the following benefits:
Increase the sling's damage die to 1d6
You may load and fire a sling without needing a free hand.
After successfully striking a target with your sling, you may cause the stone to ricochet. Make a second attack against a target within 10ft of the original; on a hit, you deal damage equal to your Dexterity modifier.