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Rationale and Changelog

Y
es, it's yet another "weapon expansion"
supplement for D&D 5e made by some
nobody on the internet.
People who make supplements like this
are lovers of complexity and medieval
warfare. If they weren't, they wouldn't make
supplements like this.
Unfortunately, that means such supplements are often
convoluted and over-complicated, with far too many
modifiers possible at once that go against the established
design of 5e.

Design Goals
With that rationale in mind, I had several goals when
creating this system:

First, simplicity. Weapons should feel different; most


weapons should behave in an interesting way, but this
must not over-complicate their use.

Second, new weapons should be added that are not


represented by 5e's base selection, particularly in light
of the new properties added to make weapons feel
different.

Third, buffs should be as subtle as possible - enough to


make the weapon feel different without throwing off
balance.

Fourth, Special weapons in base 5e should be buffed so


that they are more useful, as they are almost never
used in their current form.

Finally, exotic weapon materials should be more


diverse and more worthwhile without being too close in
power to magical weapons.

Changelog
Version 1 completed.

First draft distributed for feedback and adjustment.


Better Weapons for D&D 5e

T
his supplement is intended to be dropped Holdout. If this weapon is hidden on your person, for
into an existing D&D 5e campaign quickly example with a Dexterity (Sleight of Hand) check, it cannot
and easily so that different weapons can be spotted from a distance. Any checks made to physically
behave differently. The intention is for search you for the weapon are made at disadvantage.
players' choices to be more important and
for martial characters to have more options Impactful. This weapon relies more on power than
on their turn in combat. accuracy. When making a damage roll for a ranged attack
with this weapon, add your Strength modifier.
It can be used on its own or alongside Better Shields.
Joint-locking. This weapon is especially useful when

Supplement User Guide grappling. When using your action to Grapple your enemy
with this weapon equipped, you can add this weapon's
To begin using Better Weapons, do the following in your damage die to your Grapple check.
game:
Lobbed. This weapon can launch projectiles in a stable
Replace the 5e Longsword with this supplement's arc, making them do additional damage from gravity equal
Bastard Sword to half your proficiency bonus when the target is in the
Replace the 5e Scimitar with this supplement's second range increment.
Backsword
Replace the 5e Greatsword with this supplement's
Momentum. This weapon can build momentum to hit
harder. When you miss a melee attack with this weapon,
Longsword
Replace the 5e Handaxe with this supplement's Hatchet add +1 to the next damage roll made with this weapon in
that turn. If you miss multiple times in a row, add +1 for
If you are using the optional Disarm action from the each miss.
Dungeon Master's Guide (p. 251), consider allowing
weapons with the Disarming property to have advantage Parrying. This weapon is good for fighting defensively.
on attempts to Disarm. When another creature hits you with a melee attack, you
can use your Reaction to add +1 to your AC for that attack,
Finally, all weapons with the Special property have been potentially causing it to miss.
tweaked. The new rules can be found in the Special
Weapons section. Shoving. When using a Shove attack to push an enemy
away with this weapon equipped, you can add its damage

Weapon Properties die to the roll. If it has the Reach property, you may use
that Reach as your reach for the Shove attack. Creatures
Agile. This weapon is nimble. When an enemy triggers an that are not moving using legs or wings are immune.
attack of opportunity, you gain a bonus on the attack roll
Sweeping. This weapon uses wide sweeping motions.
with this weapon equal to half your proficiency bonus.
When you use it to attack multiple times in one turn, you
Anti-armor. This weapon is suited to attacking armored gain a bonus equal to half your proficiency bonus on
foes. When attacking a creature that has natural armor or attack rolls against creatures that are not the first one you
that is wearing medium or heavy armor that is not hide hit.
armor, you gain a +1 bonus to your attack roll.
Tripping. When using a Shove attack to knock an enemy
Concealable. If this weapon is hidden on your person, for prone with this weapon equipped, you can add its damage
example with a Dexterity (Sleight of Hand) check, any die to the roll. If it has the Reach property, you may use
Wisdom (Perception) checks made to spot the weapon are that Reach as your reach for the Shove attack. Creatures
made with disadvantage. that are not using their legs to move are immune.

Disarming. Using this weapon, you can use a weapon Ranged Tripping. When you make a successful ranged
attack to knock a weapon or item from a target’s grasp. attack with this weapon, you can use the attack roll against
You make an attack roll contested by your target’s the target's Strength (Athletics) or Dexterity (Acrobatics)
Strength (Athletics) or Dexterity (Acrobatics). If you win, the check, adding its damage die to the roll. If you win, the
target drops the item. If they are holding the item with creature falls prone. Creatures that are not using their legs
multiple hands, you have disadvantage. You have to move are immune.
advantage if your size is larger than your target,
Unhorsing. When you hit a target with this weapon, they
disadvantage if it is smaller.
must make a DC10 Dexterity saving throw to avoid falling
off their mount.

Part 1 | Usage & Properties


2
Weapons Tables

T
he following are the new weapons tables.
The Proficiency column is used for new or
renamed weapons to indicate which
weapon proficiency they fall under
according to the standard 5e rules. If
multiple types of damage are listed for a
weapon, you will be assumed to do the first
type of damage but can choose to do the second type at
any time. The Materials column indicates the typical
material used to make that weapon. All martial melee
weapons are assumed to be made of steel except the
whip, which is made of leather.

Simple Weapons & Ammunition


Simple Melee Weapons
Weapon Cost Damage Weight Properties Proficiency Material
Club 1 sp 1d4 bludgeoning 2 lb. Concealable, light, — Wood
Dagger 2 gp 1d4 piercing/slashing 1 lb. Finesse, holdout, light, thrown (range 20/60) — Steel
Greatclub 2 sp 1d8 bludgeoning 10 lb. Momentum, two-handed — Wood
Hatchet 5 gp 1d6 slashing 2 lb. Concealable, light, thrown (range 20/60) Handaxe Steel
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) — Steel
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) — Steel
Mace 5 gp 1d6 bludgeoning 4 lb. Anti-armor — Steel
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Parrying, shoving, tripping, versatile (1d8) — Wood
Sickle 1 gp 1d4 slashing 2 lb. Disarming, light — Iron
Spear 1 gp 1d6 piercing 3 lb. Agile, thrown (range 20/60), versatile (1d8) — Steel
Baton 1 sp 1d4 bludgeoning 2 lb. Joint-locking, light, parrying, shoving Club Wood
Pitchfork 2 gp 1d8 piercing 10 lb. Disarming, two-handed Spear Steel
War-scythe 2 gp 1d8 slashing 6 lb. Sweeping, two-handed Spear Steel

Simple Ranged Weapons


Weapon Cost Damage Weight Properties Proficiency Material
1d4
Bolas 5 sp 2 lb. Ranged tripping, special, thrown (range 20/60) Net Stone
bludgeoning
Crossbow, 25
1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed — Wood
light gp
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60), holdout — Steel
Harpoon 1 gp 1d4 piercing 3 lb. Thrown (range 10/30), special Javelin Steel
25
Shortbow 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed, lobbed — Wood
gp
1d4 Ammunition (range 100/400), holdout, impactful,
Sling 1 sp — — Rope
bludgeoning lobbed

Ammunition
Type Cost Weight Material
Arrows (20) 1 gp 1 lb. Steel
Blowgun needles (50) 1 gp 1 lb. Wood
Part 2 | Simple Weapons
Crossbow bolts (20) 1 gp 1 1/2 lb. Steel 3
Sling bullets (20) 4 cp 1 1/2 lb. Stone
Martial Weapons
Martial Melee Weapons
Weapon Cost Damage Weight Properties Proficiency
Arming sword 15 gp 1d8 slashing/piercing 2 lb. Agile Longsword
Backsword 10 gp 1d6 slashing 3 lb. Finesse, light Scimitar
Bastard sword 20 gp 1d8 slashing/piercing 3 lb. Versatile (1d10) Longsword
Battleaxe 10 gp 1d8 slashing 4 lb. Sweeping —
Duelling dagger 5 gp 1d4 piercing 1 lb. Disarming, finesse, light, parrying, Rapier
Fauchard 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, tripping, two-handed Glaive
Flail 5 gp 1d6 bludgeoning 4 lb. Anti-armor —
Glaive 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, two-handed, momentum —
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, momentum, sweeping, two-handed —
Greatsword 50 gp 1d10 slashing/piercing 6 lb. Heavy, reach, sweeping, two-handed Glaive
Halberd 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, two-handed, unhorsing —
Heavy trident 20 gp 1d10 piercing 6 lb. Disarming, heavy, reach, two-handed Pike
Lance 10 gp 1d12 piercing 3 lb. Reach, special, unhorsing —
Longsword 35 gp 2d6 slashing/piercing 4 lb. Heavy, two-handed Greatsword
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed —
Morningstar 15 gp 1d8 bludgeoning 4 lb. Anti-armor —
Pike 5 gp 1d10 piercing 6 lb. Agile, heavy, reach, two-handed —
Rapier 25 gp 1d8 piercing 2 lb. Finesse —
Sabre 25 gp 1d8 slashing 2 lb. Sweeping —
Shortsword 10 gp 1d6 piercing/slashing 2 lb. Finesse, light —
Trident 5 gp 1d6 piercing 4 lb. Disarm, thrown (range 20/60), versatile (1d8), —
Tuck 35 gp 1d10 piercing/bludgeoning 4 lb. Anti-armor, two-handed Longsword
War pick 5 gp 1d8 piercing 2 lb. Anti-armor —
Warhammer 15 gp 1d8 bludgeoning 2 lb. Anti-armor, versatile (1d10) —
Whip 2 gp 1d4 slashing 2 lb. Disarm, finesse, reach, trip —

Martial Ranged Weapons


Weapon Cost Damage Weight Properties Proficiency Material
10
Blowgun 1 piercing 1 lb. Ammunition (range 25/75), holdout, loading — Wood
gp
Crossbow, 75
1d6 piercing 3 lb. Ammunition (range 30/120), concealable, light, loading — Wood
hand gp
Crossbow, 50 Ammunition (range 100/400), heavy, loading, two-
1d10 piercing 8 lb. — Wood
heavy gp handed
50 Ammunition (range 150/600), heavy, impactful, lobbed,
Longbow 1d8 piercing 2 lb. — Wood
gp two-handed
Net 1 gp — 3 lb. Special, thrown (range 5/15) — Rope
1d6 Ammunition (range 150/600), lobbed, special, two-
Staff-sling 3 sp 4 lb. Sling Wood
bludgeoning handed

Part 3 | Martial Weapons


4
Special Weapons Materials and Improvements
Some weapons have specific rules governing their use. The weapons in this supplement are assumed to be in
Those will be described here. their most common form and made of typical materials,
common wood and steel. By including exotic materials in
Bolas. If you successfully trip a creature with a bolas, that the weapon's construction somehow or adding
creature is knocked prone and its movement speed is attachments, it is possible to imbue them with extra
reduced to 5ft until it uses an action to untangle itself. A effects.
bolas only affects creatures that are walking or running.
Adamantine. A weapon can be made from adamantine,
Harpoon. A Huge or smaller creature hit by a harpoon is an ultrahard metal. Against objects, any hit from an
Grappled until it is freed. A harpoon has no effect on adamantine weapon is a critical hit. Against creatures
creatures that are incorporeal or amorphous. While the made of stone or wood, an adamantine weapon does 1
creature is grappled by the harpoon, you can use your point of extra damage. The adamantine version of a
action to make a Strength (Athletics) check contested weapon or ten pieces of ammunition costs 500 gp more
against the target's Strength (Athletics) check. If you are than the standard version, and weighs 1.5 times as much.
successful, you can drag the creature a number of feet Additionally, adamantine weapons do not rust or corrode.
towards you equal to 5 times your Strength modifier,
provided it is no more than one size larger than yourself. Dragon-horn. A bow can be made from the horns of a
A creature can use its action to make a DC 10 Strength dragon. Such bows are prized the world over. Bows of
(Athletics) check, freeing itself on a success. Dealing 5 dragon-horn multiply both of their ranges by 1.5 but weigh
slashing damage to the harpoon's tether (AC 10) also frees twice as much. Crossbow prods cannot be made from
the creature, ending the effect and destroying the dragon-horn. Dragon-horn bows are rarely sold due to the
harpoon. When you attack with a harpoon, you can make rarity of suitable horns and the difficulty of working with
only one attack regardless of the number of attacks you such materials.
can normally make.
Iron. A weapon that is normally made of steel or wood
Lance. You have disadvantage when using a lance on a can instead be made of iron. If usually made of wood, the
creature within 5ft of you. If you are not mounted, you weapon doubles in cost when made in iron, but if usually
must use two hands to wield a lance. made of steel the cost for an iron version is the same. Fey
creatures and creatures with the Fey Ancestry trait take 1
Net. When throwing a net at a hostile target within five point of extra damage from iron weapons. If you roll a
feet of you, you do not suffer the disadvantage from natural 1 when attacking with an iron weapon, it is bent or
making a ranged attack within 5ft of an enemy. broken and useless until it can be repaired.
A Large or smaller creature hit by a net is Restrained
until it is freed. A net has no effect on creatures that are Mithral. A weapon can be made from mithral, a light
incorporeal or amorphous. A creature can use its action to metal that is otherwise equal to steel, save that it is more
make a DC 10 Strength (Athletics) check, freeing itself on a lustrous and does not rust or corrode. Weapons made
success. Dealing 5 slashing damage to the net (AC 10) also from Mithral are half their usual weight. Additionally, a
frees the creature, ending the effect and destroying the Heavy weapon loses that property, a normal weapon gains
net. When you attack with a net, you can make only one the Light property. Two-handed weapons made of mithral
attack regardless of the number of attacks you can become usable in one hand, and Light weapons gain the
normally make. Finesse property if they do not already have it. Mithral
weapons cost 500 gp more than the standard version.

Double Weapons Silvered. Any weapon can be silvered by adding runes


and glyphs to its striking surfaces or blades and using
Some weapons have two ends made for striking enemies. silver to filigree them. Against undead, a Silvered weapon
A double weapon can be made from any two Light is considered magical for the purposes of bypassing
weapons, each end taking the damage die of the weapon it resistances or vulnerabilities. If an undead creature is not
was modeled after. Such a weapon typically takes the form resistant to damage from non-magical weapons, they take
of the two ends connected by a long haft. 1 point of extra damage from silvered weapons. The
When using a double weapon, use the usual rules for silvered version of a weapon or ten pieces of ammunition
fighting with two weapons. The two weapons used for the costs 100 gp more than the standard version.
ends create a new weapon that does not keep the Light
property, but does retain the other properties. Tether. For 1 gp, you can attach a narrow rope tether to
These weapons also gain the Versatile property, allowing any weapon with the Thrown and Light properties. Once
them to use the next largest damage die when wielded thrown, you may use a bonus action to retrieve the
with both hands. For example, a weapon made with two weapon, but the weapon's range is halved.
backswords would use a d8 damage die when used in
both hands. When used in this fashion, the weapon cannot
strike on a bonus action.

Part 4 | Special Weapons and Modification


5
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