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                                                      Art:
                                                       Art:
                                                       Art:
                                                       Art:
                                                       Art:
                                                       Art: Ivan
Ivan
IvanTroitsky
Ivan
Ivan Troitsky
Troitsky(2014)
Troitsky
Troitsky (2014)
(2014)
(2014)
(2014)

Gumtooth's Expanded
Weapons

Create
Create the
the perfect
perfect blade
blade for
for you
you with
with this
this dynamic
dynamic combat
combat toolset
toolset
Property Point Cost Notes
Creating a Custom Weapon Ammunition (range 150/600) 2     
This step-by-step system is intended to complement the
existing D&D 5e weapon rules to allow for flexibility and Choose a loading speed:
variety, with several new weapon properties and options for
using alternate damage types. Property Point Cost Notes
     2 Free if Thrown
1: Rarity & Weapon Points Loading          
Your weapon starts with a number of Weapon Points
determined by its rarity: Melee
Rarity Points
Choose all that apply:
Common / Nonmagical 19 Property Point Cost Notes
Uncommon 28 Cleaving* 1     
Rare 33 Finesse 2 Free if not Versatile

or Two-handed
Very Rare 38
Hooking* 2 Requires Tethered
Legendary 43
Major Guarding* 2 Requires Two-handed;

Cannot be Heavy

2: Proficiency or Relentless
Choose a proficiency type: Minor Guarding* 3 Requires Heavy;

Cannot be Relentless
Proficiency Point Cost
Parrying*      Requires Handy
Simple 2
Reach 3     
Martial     
Tethered*      Requires Thrown
3: Weight Thrown (range 20/60)      Cannot be Heavy
Choose a weight: *See New Properties
Weight Property Point Cost
1 lb. Handy*, Light 9 5: Attack Bonus
2 lbs. Light 7 Choose an attack bonus for your weapon, in addition to your
regular to-hit bonus:
3 lbs.      5
Attack Bonus Point Cost Minimum Rarity
6 lbs. Versatile 5
-2          
8 lbs. Two-handed 3
-1 2     
12 lbs. Heavy, Two-handed     
     4     
*See New Properties +1 7 Uncommon
+2 10 Rare
4: Type & Properties
+3 13 Very Rare
Choose all that apply:
Property Point Cost Notes 6: Damage Type
Crippling* 1      Choose a damage type:
Penetrating* 1 Requires Reach or Ranged Point Cost Damage Type
Relentless* 4 Requires Two-handed;
     Poison
Cannot be Heavy
1 Bludgeoning*, Piercing*, Slashing*, Fire
Choose Ranged or Melee: 2 Cold

Ranged 3 Acid, Lightning


Choose a range: 4 Necrotic, Thunder, Psychic
Property Point Cost Notes 5 Force, Radiant
Thrown (range 30/90)      Cannot be Heavy
*Costs 5 Weapon Points if the weapon is magical
Ammunition (range 50/200)          
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You may choose to combine multiple damage types in a single Crippling. When you hit a creature with an attack using this
weapon. If you do so, pay the cost of the most expensive type. weapon, you may reduce its movement speed by 10 feet until
the end of its next turn. This effect is not cumulative.
Exotic Damage Types
Handy. While wielding this weapon, when you make an
In low-magic settings, DMs may wish to restrict certain attack with a weapon you are wielding in another hand, you
damage types on Common weapons. can use a bonus action to make an attack with this weapon.
You do not add your ability modifier to the damage of this
7: Damage Dice attack, unless it is negative.
Combine damage dice as desired: Hooking. When you hit a creature with a ranged attack using
this weapon, you may use a bonus action to make a contested
Die Point Cost Die Point Cost Strength (Athletics) check against the target, pulling it up to
1 2 d8 9 15 feet towards you on a success. This movement does not
d4 5 d10 11
provoke opportunity attacks. The creature has disadvantage
on this check if it is at least one size category smaller than
d6 7 d12 13 you, advantage if it is one size category larger than you, and
succeeds automatically if it is two or more size categories
If a weapon has the versatile property, calculate its base larger than you.
damage as usual, then calculate its damage again as if it were
worth 2 more Weapon Points for wielding it with two hands. Lingering. When you hit with an attack using this weapon,
deal damage to the target as usual. The target then suffers
Caution with Low Damage additional damage of this weapon's type as specified in this
property at the end of its next turn. You do not add your
DMs should take extra caution allowing weapons that only
ability score modifier to this damage, unless it is negative.
deal 1 point of damage - they are potentially too powerful for This damage benefits from a critical hit on the initial attack
characters such as Rogues that use on-hit features regularly. roll as usual.
Major Guarding. While wielding this weapon, your AC
8: Lingering Damage increases by 2. Additionally, this weapon counts as a shield
You may choose to add the lingering property to your weapon. for the purposes of the Protection fighting style, the Shield
It costs one point less than the usual Weapon Point cost of Master feat, et cetera. You must have proficiency with shields
the damage that you add to it, which can be no greater than to benefit from this property.
the initial damage of the weapon. For example, if you have 11
points to spend on damage, you may choose to buy 1d6 Minor Guarding. While wielding this weapon, your AC
damage for the initial hit, costing 7 points, and add the increases by 1. You must have proficiency with shields to gain
lingering (1d4) property, costing 4 points. this benefit.
Parrying. While wielding this weapon and not wearing a
9: Special Properties shield, it counts as a shield for the purposes of the Protection
If the rules presented here still don't meet the goal you have fighting style, the Shield Master feat, et cetera, and your AC
for your weapon, work with your DM to create a unique increases by 2. You lose this benefit until the end of your next
property and assign it an appropriate cost in Weapon Points. turn if you make an attack using a weapon with this property.
You must have proficiency with shields to gain this benefit,
Weapon Cost and if you are wielding more than one weapon with this
property at once, you do not increase your AC by more than 2.
Work with your DM to establish an appropriate price for your
weapon. Common weapons tend to cost between 5 and 50 Penetrating. When you reduce a creature to 0 hit points with
gold pieces, depending on proficiency, size and complexity. an attack using this weapon, and the damage you dealt was
Magic items typically cost far more, and often aren't bought at more than enough to do so, your strike pierces the target and
all - instead, they can be found as relics of an ancient
continues on its path. If another creature is behind your
target and within your normal range, use the result from your
civilisation or masterworks of great smiths, or created using initial attack roll; if it hits the second creature's AC, deal any
rare and powerful materials. remaining damage from your initial attack to that creature.
Relentless. When you make an attack with this weapon, you
New Properties may use a bonus action to make an additional attack with it.
Cleaving. When you reduce a creature to 0 hit points with a You do not add your ability modifier to the damage of this
melee weapon attack using this weapon, and the damage you attack, unless it is negative.
dealt was more than enough to do so, you may continue your
blow to strike another creature within your reach. Use the Tethered. This weapon is attached to a rope or chain. You
result from your initial attack roll; if it hits the second may pull it back into your hand after you make a ranged
creature's AC, deal any remaining damage from your initial attack with it (no action required).
attack to that creature.
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Sample Weapons

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Special Common Weapons Oil Flask. When you hit a creature with this weapon, it is
Weapons with the special property are detailed here. coated in oil. The first time it takes fire damage before one
Gunsword. As part of the first attack you make on a given minute has passed, it takes an additional 1d6 fire damage and
turn with this weapon, you may choose to use it as a firearm. the oil burns away.
It becomes a ranged weapon, deals piercing damage instead Smokebomb. When you attack using this weapon, instead
of slashing damage, and gains the ammunition (50/200) and of making an attack roll against the target, the target must
loading properties. This lasts until the end of that turn. make a Dexterity saving throw with a DC of 8 + your attack
bonus with this weapon. On a failed save, the target is
blinded until the end of its next turn. The target has
advantage on the save if they are beyond your normal range.

Choose all that apply:


Custom Ammunition 4: B
Property Point Cost
In addition to customising a weapon, you may create special
or magical ammunition to use with a weapon with the Crippling* 1
ammunition property. Follow this step-by-step process: Penetrating* 1

1: Rarity & Weapon Points *See New Properties


Your ammunition starts with a number of Weapon Points
determined by its rarity: 3: Attack Bonus
Rarity Points Choose an attack bonus for your ammunition, in addition to
that of your normal weapon attack:
Common / Nonmagical 4
Attack Bonus Point Cost Minimum Rarity
Uncommon 13
-2          
Rare 18
-1 2     
Very Rare 23
     4     
Legendary 28
+1 7 Uncommon
2: Properties +2 10 Rare
+3 13 Very Rare

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Choose a damage type, if your ammunition deals bonus

damage:

Point Cost Damage Type

 1 Poison

     Bludgeoning*, Piercing*, Slashing*, Fire

1 Cold

2 Acid, Lightning

3 Necrotic, Thunder, Psychic

4 Force, Radiant

*Costs 4 Weapon Points if the ammunition is magical

You may choose to combine multiple damage types in a single

piece of ammunition. If you do so, pay the cost of the most

expensive type.

5: Bonus Damage Dice 7: Special Properties


Combine damage dice as desired, if your ammunition deals If the rules presented here still don't meet the goal you have
bonus damage: for your ammunition, work with your DM to create a unique
property and assign it an appropriate cost in Weapon Points.
Die Point Cost Die Point Cost
1 2 d8 9 Sample Ammunition
d4 5 d10 11
d6 7 d12 13

6: Lingering Damage
You may choose to add the lingering property to your
ammunition. It costs one point less than the usual Weapon
Point cost of the damage that you add to it, which can be no
greater than the initial bonus damage of the ammunition. For
example, if you have 11 points to spend on bonus damage,
you may choose to buy 1d6 bonus damage for the initial hit,
costing 7 points, and add the lingering (1d4) property, costing
4 points.

Art: Shutterstock

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.
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