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Better Weapons - GM Binder
Better Weapons - GM Binder
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:
Changelog
Version 1 completed.
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.
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.
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 —