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clash
2022-04-01, 07:53 PM
Just posting this for anyone interested. Excuse the markdown. 2 can post the formula as well if there's any interest. They should be roughly balanced with the existing weapon table.

### Mellee Weapons

Name| Properties| Damage| Cost| Weight
---|---|---|---|---
Club| 1-handed, Light| 1d6 bludgeoning| 1 sp| 2 lb
Sickle| 1-handed, light| 1d6 slashing| 5 sp| 2 lb
Shortsword| 1-handed, light| 1d6 piercing| 6 sp| 2 lb
Dagger| 1-handed, light, finesse, thrown| 1d4 piercing| 5 gp| 1 lb
Light Hammer|1-handed, light, finesse, thrown| 1d4 bludgeoning| 5 gp| 2 lb
Mace| 1-handed| 1d8 bludgeoning| 10 gp| 4 lb
War Pick| 1-handed| 1d8 piercing| 10 gp| 3 lb
Whip| 1-handed, Finesse, Reach, Cheap| 1d4 slashing| 5 sp| 3 lb
Rapier| 1-handed, Finesse| 1d8 piercing| 15 gp| 2 lb
Scimitar| 1-handed, Finesse| 1d8 slashing| 15 gp| 3 lb
Nunchaku| 1-handed, Finesse| 1d8 bludgeoning| 15 gp| 2 lb
Handaxe| 1-handed, thrown| 1d6 slashing| 5 gp| 2 lb
Javelin| 1-handed, thrown| 1d6 piercing| 5 gp| 2 lb
Quarterstaff| Versatile, Cheap| 1d6(1d8) bludgeoning| 2 sp| 4 lb
Longsword| Versatile| 1d8(1d10) slashing| 20 gp| 3 lb
Warhammer| Versatile| 1d8(1d10) bludgeoning| 20 gp| 4 lb
Morningstar| Versatile| 1d8(1d10) piercing| 20 gp| 4 lb
Spear| Versatile, Heavy, Thrown| 1d8(1d10) piercing| 20 gp| 5 lb
Grand Spear|Versatile, Super-heavy, Thrown| 1d10(1d12) piercing| 40 gp| 12 lb
Battleaxe| 2-handed| 1d10 slashing| 20 gp| 4 lb
Greatclub| 2-handed, Heavy, cheap| 1d10 bludgeoning| 10 gp| 10 lb
Greataxe| 2-handed, Heavy| 1d12 slashing| 30 gp| 7 lb
Greatsword| 2-handed, Heavy| 2d6 slashing| 30 gp| 6 lb
Maul| 2-handed, Heavy| 2d6 bludgeoning| 30 gp| 10 lb
Halberd| 2-handed, Heavy, Reach| 1d10 slashing| 40 gp| 6 lb
Pike| 2-handed, Heavy, Reach| 1d10 piercing| 40 gp| 12 lb
Lance| 2-handed, Reach, Heavy, Long| 1d12 piercing| 30 gp| 6 lb
Portable Battering Ram| 2-handed, Super-Heavy, special(resist check or get shoved back 10 ft)| 1d12 bludgeoning| 45 gp| 40 lb
Fullblade| 2-handed, Super-Heavy| 2d8 slashing| 40 gp| 20 lb
Goliath Hammer| 2-handed, Super-heavy| 2d8 bludgeoning 40 gp| 30 lb
Zweihander| 2-handed, Super-heavy, Reach| 1d12 slashing| 50 gp|18 lb

### Ranged Weapons

Name| Properties| Damage| Cost| Weight
---|---|---|---|---
Shuriken| 1-handed, Light, Ranged(60/300)| 1d4 slashing| 5 gp| 1 lb
Dart| 1-handed, Light, Thrown, Mighty| 1d4 piercing| 1 sp| 1/4 lb
Sling| 1-handed, light, Ranged(30/150), Mighty| 1d4 bludgeoning| 1 sp| 1/2 lb
Hand Crossbow| 1-handed, Light, Short Range(30/150)| 1d6 piercing| 10 gp| 2 lb
Crossbow| 2-handed, Ranged(60/300), Mighty| 1d8 piercing| 30 gp| 5 lb
Shortbow| 2-handed, Ranged(60/300)| 1d8 piercing| 30 gp| 2 lb
Longbow| 2-handed, Long Range(150/600), Heavy| 1d8 piercing| 50 gp| 3 lb
Greatbow| 2-handed, Ranged(60/300), Heavy| 1d10 piercing | 40 gp| 8 lb
Heavy Crossbow| 2-handed, Ranged(60/300), Heavy, Mighty| 1d10 piercing| 40 gp| 10 lb
Portable Balista| 2-handed, Ranged(60/300), Super-heavy, Mighty| 1d12| 50 gp| 50 lb

### Siege Weapons

Name| Properties| Damage| Cost| Weight
---|---|---|---|---
Catapult| Siege, Ranged(240/1200)| 10d8 bludgeoning| 600 gp| 1000 lb
Balista| Siege, Long Range(600/2400)| 10d6 piercing| 800 gp| 1000 lb
Trebuchet| Siege, Ranged(480/2400), Massive| 20d8 bludgeoning| 1200 gp| 2000 lb
Battering Ram| Siege, Special(double damage against objects)| 10d8 bludgeoning| 500 gp| 1000 lb

olskool
2022-04-01, 08:31 PM
I have a question about your chart. It has the same issue as EVERY other RPG's weapons chart. Why do your weapons weigh so much?
Here are some weights of real-world weapons in pounds...

Shortsword 2lbs
Rapier 2lbs
Hand Axe 1lb
Arming Sword 2.4 to 3lbs
Broadsword 3lbs
No Western 1-handed sword weighed more than 3.5lbs
Warhammer 2.25 to 2.5lbs
Battle Axe 2 to 3lbs
Spear 2 to 4lbs
Halberd 6 to 7lbs

As you can see, the "sweet spot" for most 1-handed weapons is 2.5lbs and for most 2-handed ones it's 5lbs.

clash
2022-04-02, 01:19 AM
I have no experience with how much real weapons weigh so it's mostly based on the existing weapons table. As the weight didn't really eject anything I didn't bother trying to fix that

Argis13
2022-04-02, 08:07 PM
What is the formula?

Also, can you define the new terms: cheap, (whip, quarterstaff) super-heavy, (fullblade, portable ballista) mighty, (dart, crossbow) long, (lance) short range, long range (which the long bow and the ballista have, but not the trebuchet - so it can't purely be a matter of range), and seige.

Finally, what is your objective for this table? What does it add to the game, to make up for the additional complexity?

clash
2022-04-02, 09:14 PM
What is the formula?

Also, can you define the new terms: cheap, (whip, quarterstaff) super-heavy, (fullblade, portable ballista) mighty, (dart, crossbow) long, (lance) short range, long range (which the long bow and the ballista have, but not the trebuchet - so it can't purely be a matter of range), and seige.

Finally, what is your objective for this table? What does it add to the game, to make up for the additional complexity?

Excellent questions. I was going to add the formula and didn't get to it so I've added it below. Super heavy can only be used with a class ability. The rest door be defined. The main objective that this fulfills is that by having weapons follow a standard pattern you can use that pattern to generate any new weapon easily and I use it for a smithing system. I've also expanded the possible properties beyond those seen in this weapon table.

# Smithing #

When building a weapon, most weapons start with a base damage die of 1d8 and a base cost of 10gp. Below are a list of different types of properties a weapon can have. A weapon can only have one of each property installed on it. Each property affects the weapon's damage die and base cost in some way according to the tables below. As well, certain properties require a prerequisite property to already be applied to the weapon in order for it to added. Scroll down past the property types to see how specific and unique weapons are built.

**Note:** All weapons, once all properties have been added, have a minimum base cost of 1sp and a minimum damage die of 1, even if the properties would make it lower.

## Simple Properties ##

Name|Die Level Change|Cost Change|Prerequisite|Description
---|:---:|:---:|---|---
Ranged|-1|+10gp|--|The weapon uses projectiles fired at a range of 60ft/300ft, therefore using a creature's Accuracy score.
Thrown|-1|0|--|Weapon is throwable at a range of 20ft/60ft, regardless of other properties. To note: a weapon that has the Thrown property requires training to use, otherwise the thrown attack is at disadvantage.
2-Handed|+1|+10gp|Not Thrown|The weapon requires two hands to use.
Heavy|+1|+10gp|--|All creatures have disadvantage using Heavy weapons if they do not have the appropriate training from the Strength Training Path.
Light|-1|-10gp|--|Small and easy to handle, making it ideal for fighting with two weapons and easier to carry for smaller creatures.
Cheap|-1|-20gp|--|The weapon is noticeably of inferior quality, in an effort to reduce costs.
Long|+1|-10gp|Not Ranged|The weapon has disadvantage on attack against creatures within 5ft of it, but doesn't give the Reach property on its own.
Finesse|0|+5gp|Not Ranged|The weapon can use the Accuracy modifier when making attack or damage rolls.
Mighty|0|+5gp|Ranged or Thrown|The weapon can use the Strength modifier when making attack or damage rolls.
Quickdraw|0|+20gp|--|The weapon can be drawn without an item interaction.
Hardened|-1|0|Ranged|Allows the ranged weapon to be used in melee combat, therefore using a creature's Strength score. When used in melee, the weapon does bludgeoning damage.
___

## Moderate Properties ##

Name|Die Level Change|Cost Change|Prerequisite|Description
---|:---:|:---:|---|---
Long Range|-2|+20gp|Not Ranged and one of: Heavy, Super-Heavy, or Siege|The weapon uses projectiles fired at a range of 120ft/600ft.
Short Range|0|+10gp|Not Ranged|The weapon uses projectiles fired at a range of 30ft/150ft.
Versatile|0/-1|0|2-Handed|The weapon does one damage die less when being used in 1 hand.
Reach|-1|+10gp|Not Ranged|The weapon can attack any creature up to 10ft away.
Returning|0|+20gp|Thrown|The weapon returns to your hand after you throw it.
Retractable|0|+10gp|--|The weapon can be retracted or expanded for free once per turn. When retracted, it is not immediately recognized as a weapon.
Fire|-2|+50gp|--|Weapon or projectile damage is increased by 1d6 fire damage.
Frost|-2|+50gp|--|Weapon or projectile damage is increased by 1d6 cold damage.
Wind|-2|+50gp|--|Weapon or projectile damage is increased by 1d6 air damage.
Lightning|-2|+50gp|--|Weapon or projectile damage is increased by 1d6 lightning damage.
Earth|-2|+50gp|--|Weapon or projectile damage is increased by 1d6 earth damage.
Bane|-1|+10gp|--|Choose a specific creature type (such as: orcs, fiends, or arachnids). This weapon's damage die increases by 3 against that type of creature.
Armor-Piercing|-1|+10gp|--|This weapon's damage die increases by 2 against any armored opponent.
Double-Ended|-2|0|Not Ranged|When you make an attack with this weapon, you may, as a minor action, make another attack with the other end of the weapon. Each end can be different damage types.
___

## Complex Properties ##

Name|Die Level Change|Cost Change|Prerequisite|Description
---|:---:|:---:|---|---
Tripping|-1|+5gp|--|If the target takes damage from this weapon, they must succeed on a Resistance check against the weapon's appropriate Combat Aptitude score or else they fall prone.
Shoving|-1|+5gp|Not Ranged, Bludgeoning|If the target takes damage from this weapon, they must succeed on a Strength check against the weapon's appropriate Combat Aptitude score or else they get shoved 5ft away from the attacker.
Grappling|-2|+5gp|Not Ranged|If the target takes damage from this weapon, they must succeed on a Strength check against the weapon's appropriate Combat Aptitude score or else they become Grappled by the weapon. While grappled by the weapon, the target may repeat their Strength check as a action, breaking free on a success. If this weapon is grappling a creature, this weapon can only be used to attack the Grappled creature.
Super-Heavy|+2 dmg die|+20gp|Not Heavy or Not Light|A Super-Heavy weapon can only be used by a creature with appropriate training or else the attack cannot be made.
Keen|-1|+10gp|--|The weapon's or weapon projectile's critical range, and the range at which it automatically hits increases by 1 level.
Life-Stealing|-1dmg die|+50gp|--|When this weapon deals damage, the user receives temporary Hit Points equal to this weapon's damage die (rolled separately from the damage roll).
Death|-3dmg die|+50gp|--|Weapon or projectile damage is increased by 1d6 necrotic damage.
Radiant|-3dmg die|+50gp|--|Weapon or projectile damage is increased by 1d6 radiant damage.
Force|-3dmg die|+50gp|--|Weapon or projectile damage is increased by 1d6 force damage.
Silvered|-1|+50gp|--|This weapons is made of silver, useful for overcoming damage resistances and immunities of certain monsters.
___

## Extraordinary Properties ##

Name|Die Level Change|Cost Change|Prerequisite|Description
---|:---:|:---:|---|---
Siege|0|x20gp|Not Thrown|This weapon gains many effects useful for attacking structures: weight increases by +1000 lb, damage dealt is 10x the weapon's damage die, range for Ranged weapons increases by 4x the weapon's current range, size is increase to Large. If the weapon is Ranged, it must be reloaded as an action.
Massive|0|x2gp|Siege|This property expands on the existing Seige properties: weight, damage dealt, and range are all doubled, plus, the weapon's size is increased to Huge.
Prismatic|-4|+100gp|--|Weapon or projectile damage is increased by 1d6 of your choice of damage type each time the weapon deals damage.
Vanishing|0|+50gp|Ranged|The projectile of this weapon vanishes after coming to rest.
Ever-Sharp|-3|+75gp|--|When this weapon deals damage, the target starts to bleed out, taking this weapon's damage die in damage at the start of each of its turns. A creature within 5ft of it may use its action to stop the bleeding and end this effect. This condition can also be healed by any ability that can cure disease or poison.
___

## Basic Weapon Examples ##

**Dagger:** Thrown, Light, Finesse

* Damage Die: 1d8 -1 -1 +0 = 1d4 dmg
* Cost: 10gp +0 -10 +5 = 5gp

**Rapier:** Finesse

* Damage Die: 1d8 0 = 1d8
* Cost: 10gp +5 = 15gp

**Dart:** Thrown, Light, Mighty, Cheap

* Damage Die: 1d8 -1 -1 +0 -1 = 1d4
* Cost: 10gp +0 -10 +5 -20 = -15gp, but all weapons have a min cost of 1sp.

**Greataxe:** 2-Handed, Heavy

* Damage Die: 1d8 +1 +1 = 1d12
* Cost: 10gp +10 +10 = 30gp

**Light Crossbow:** Ranged, 2-Handed

* Damage Die: 1d8 -1 +1 = 1d8
* Cost: 10gp +10 +10 = 30gp

**Longbow:** Long Range, 2-Handed, Heavy

* Damage Die: 1d8 -2 +1 +1 = 1d8
* Cost: 10gp +20 +10 +10 = 50gp

**Heavy Crossbow:** Ranged, 2-Handed, Heavy, Mighty

* Damage Die: 1d8 -1 +1 +1 0 = 1d10
* Cost: 10gp +10 +10 +10 +5 = 45gp

**Hand Crossbow:** Short Range, Light

* Damage Die: 1d8 0 -1 = 1d6
* Cost: 10gp +10 -10 = 10gp

___

## Exotic/Custom Weapon Examples ##

**Spiked Chain:** 2-Handed, Heavy, Finesse, Reach, Tripping, Versatile

* Damage Die: 1d8 +1 +1 +0 -1 -1 +0/-1 = 1d8(1d6 with one hand)
* Cost: 10gp +10 +10 +5 +10 +5 +0 = 50gp

**Chakra:** Finesse, Thrown, Light, Returning

* Damage Die: 1d8 +0 -1 -1 +0 = 1d4
* Cost: 10gp +5 +0 -10 +20 = 25gp

**Lightsaber:** 2-Handed, Finesse, Returning, Versatile, Radiant, Retractable

**Ogre Axe:** Super-Heavy, Long, 2-Handed

* Damage Die: 1d8 +2 +1 +1 = 2d8
* Cost: 10gp +20 -10 +10= 40gp

Arkhios
2022-04-04, 02:14 AM
**Chakra:** Finesse, Thrown, Light, Returning

Ahem. a minor nitpick.

Chakram, with an m at the end is the weapon.

Chakra or chakras are various focal points used in a variety of ancient meditation practices, collectively denominated as Tantra, or the esoteric or inner traditions of Hinduism.