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Weapons

Weapons

Proficiency

There are Three categories of Weapon Proficiency
S - Simple
M - Martial
E - Exotic

Exotic

Exotic is a new category of weapon proficiency which holds a number of unique weapon types. Exotic weapons typically have slightly higher power level/versatility than other weapons, but in a more specific niche, and at the cost of higher prerequisites and unique downsides, where appropriate. Exotic weapons are not intended to be objectively better choices overall than martial or simple weapons, Instead they reward players for using a unique combat method as apposed to the normal Weapon experience.
Exotic Proficiencies are gained through races/ origins, or through classes such as fighters and ranger that can switch out a skill proficiency for one exotic weapon proficiency, or even the pact boon of the blade.

Prerequisites

Certain weapons have ability score prerequisites which a creature wielding the weapon must meet or exceed to wield the weapon normally. Otherwise:
- all attacks with the weapon have disadvantage
- the weapon deals half as much damage on a hit

Size

A weapon's size is relevant for effects such as parrying or disarming (when specifically noted)

Creatures may wield a weapon of their size with one hand, and a weapon no more than two sizes greater in two hands. (Great sized weapons count as a middle between large : 1 and Huge : 2, sitting at 1.5) Any weapon 2 or more size categories larger than the wielder is considered "titanic"
S - Small
M- Medium
L - Large
G - Great
H - Huge
U - Unique
Unique
Weapons with a unique size/shape include whips, nets, and certain bows. These weapons can not be parried.

Damage

There are a few very minor changes to how damage is listed and applied.
Abbreviations
B - bludgeoning
P - piercing
S - slashing
Multiple Damage Types(ex 1d4 P/S):
When one damage roll lists two different damage types, separated by a slash "/", the attacker can choose which damage type to use (doing so before or after rolling the attack, but before rolling damage)
Versatile Damage:
Damage for a versatile weapon when used with two hands is listed in (parentheses)
Dual-Ended Damage:
Damage for the Dual-Ended property of a weapon is contained in square brackets

Properties:

-2H. Shorthand for two-handed , weapons wielded in two hands add 1.5 your Str mod to damage
-Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a case or cocking a sidearm are all part of the attack (requiring a free hand for a one-handed weapon). If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in this section).
-Bolster. As a bonus action, you can bolster the weapon, winding up a strike or bracing it. Your next attack with the weapon before your next turn starts deals an additional die of damage (of the weapon's largest type) if it hits.
-Breach. Attacks with this weapon ignore the DR armor property.
-Brutal. On a critical hit or a hit that exceeds the target's AC by 5 or more, deal an additional die of this weapon's damage.
-Bypass. Attacks with this weapon ignore any AC bonus from Light and Medium shields and the Parry property
-Cleave. On a critical hit or a hit that exceeds the target's AC by 5 or more, you may choose another creature that is both within 5 feet of the target and within reach of your weapon. If the initial attack roll would also hit that creature, deal damage to them equal to another roll of the weapons damage dice.
-Concealed. The weapon is not initially obvious and may easily be hidden or disguised. When you attack with this weapon immediately after revealing it while it was concealed, you have advantage.
-Disarming. You have advantage on disarm attempts made with this weapon.
-Deft (X). If your Dexterity score meets or exceeds X, you wield with this weapon with a +1 bonus to attack and damage rolls.
-Dual-Ended. When you take the attack action and attack with a Dual Ended weapon using 2 hands, you can use your bonus action to make an extra attack, dealing the second damage value on a hit. You don't add your ability modifier to this attack roll, unless it's negative. Wielding a Dual-Ended Weapon counts as two weapon fighting for all associated rules.
-Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. If you meet the minimum str requirement with your dex score, but not your str score, you may only use dex to make attacks and vice versa.
-Fixed. A weapon with the fixed property is affixed to armor or similar equipment, and does not fill the hand, but you can’t use the weapon while the hand is full. You can't be disarmed of the weapon unless the armor it is affixed to is destroyed.
-Flurry. A flurry weapon gains its benefit when used to make offhand attacks. Allowing you to make the same amount of attacks as you did with your attack action as a bonus action, instead of just one.
-Grappling. When you make an attack with a grappling weapon, you may choose to deal no damage and instead attempt to grapple or shove the target using your attack roll in place of Strength (Athletics)
-Half-Finesse. You can use Dexterity for attack rolls with this weapon, though you still use Strength for damage rolls.
-Heavy. Any STR requirement for this weapon is increased by 2 for every size category smaller than the weapon you are beyond the first. Eg. Med char, L weapon, no penalty. Small char, L weapon +2 min str.
-Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
-Parry. If a creature hits you with a melee weapon attack while you are wielding a weapon/using a shield with the parry property that you are proficient with, you can use your reaction to add half your proficiency bonus (round down) to your AC for that attack, potentially causing it to miss. If you do so while wielding two parrying weapons, you add your entire proficiency bonus instead.
You can parry a weapon no more than one size category larger than your parrying weapon(s). While wielding two parrying weapons, use the size of the largest one.
-Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
-Shoving. You have advantage on shove attacks made with this weapon.
-Sundering. Attacks with this weapon ignore any damage reduction provided by armor. If such an attack is a critical hit or exceeds the target's AC by 5 or more, the armor's damage reduction property is reduced to 0 for 1 minute.
-Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a throwing knife, you can use either your Strength or your Dexterity, since the knife has the finesse property.
-Versatile. Attacks with this weapon deal the damage in parenthesis when wielded in both hands, doing so also applies the 1.5 Str mod to damage like a 2H weapon

Simple Melee Weapons

Name___Range__DamageSizePrereqsPropertiesTraits
Cleaver-1d4 SS-Brutal -
Club-1d4 BS-Light Add +1 to damage when you declare an attack with this weapon is non-lethal
Dagger1d4 P/SSDex 11Finesse , Light , Flurry -
Dirk-1d4+1 PS- Light , Sundering -
GreatClub-2d4 BGStr 132H , Heavy Add +2 to damage when you declare an attack with the weapon as non-lethal
Handaxe(20/60)1d6 SSStr 11Light , Thrown -
Javelin(30/120)1d6 PM-Thrown -
Light Hammer(20/60)1d4 BSStr 11 Light . Sundering , Thrown , Breach -
Mace-1d6+1 BM Str 11Sundering -
Parrying Dagger-1d4 PSDex 13Finesse , Light , Parry You can use this weapon in two-weapon fighting even when the second weapon doesn't have the Light property. When you do, attacks with this dagger have disadvantage.
Peasant FlailReach2d4 B/PLStr 132H , Heavy , Reach -
QuarterStaff-1d6(1d8)[1d4] BM-Dual-Ended, Finesse , Shoving , Versatile You must be wielding the weapon with two hands to use the Dual-Ended Trait
Scimitar-1d6+1 SS-Finesse , Light -
Short-Spear(20/60)1d6(1d8) PM-Thrown , Versatile -
Sickle-1d4+1 SS-Disarming , Light , Deft (13)-
StaffReach1d8[1d4] BM-2H , Dual-Ended , Reach , Shoving -
Throwing Dagger(20/60)1d4 PSDex 11Finesse , Light , Thrown , concealed Melee attacks with this weapon have disadvantage. You can draw this weapon as part of your attack with it.
WhipReach1d4 SUDex 11Bypass , Finesse, Grappling , Reach Shoving This weapon can only grapple targets size Medium or smaller. When you use this weapon to shove, you can either knock the target prone or pull them up to 5 feet closer to you (instead of pushing them away)

Simple Ranged Weapons

NameRange__DamageSizePrereqsPropertiesTraits
Blowgun25/501 P U-Ammunition, Loading , Concealed If you are hidden when you attack with this weapon, you do not automatically reveal your location.
Bola20/401d4 BU-Grappling , Light , Thrown A Large or smaller creature hit by this weapon is knocked prone and restrained by the bola until freed. The Bola can be removed by a DC 11 Strength check made as an action. It is also destroyed if it takes 1 point of damage (AC 10).
Light Crossbow60/1201d10 P SStr 132H , Ammunition , Loading -
Shortbow90/3601d6 PS-Ammunition -
Sling30/601d4 BS-Ammunition , Bolster -

Martial Melee Weapons

___Name___Range____Damage____SizePrereqsPropertiesTraits
BattleAxe-1d8(1d10) SLStr 13Versatile this weapon deals an additional 1d6 damage vs prone targets.
GlaiveReach1d10 SLStr 152H , Half-Finesse , Heavy , Reach , Deft (15)-
Greataxe-1d12 SGStr 152H , Cleave , Heavy this weapon deals an additional 1d12 damage vs prone targets.
GreatSword-2d6 P/SLStr 152H , Cleave , Heavy , Parry -
HalberdReach1d10 P/SLStr 152H , Disarming , Heavy , Reach , Shoving -
LongSword-1d8(1d10) P/SMStr 11Versatile , Parry -
Maul-2d4(2d4+2) BLStr 13Versatile , Sundering , Breach -
Morning Star-2d4 B/PMStr 11Sundering , Breach Use both listed damage types when determining whether a Specialist fighting style applies to an attack with this weapon.
PikeReach1d6 + 1d4 PLStr 152H , Bolster, Heavy , Reach , Breach -
PollaxeReach1d10 B/P/SLStr 132H , Heavy , Parry , Reach -
Rapier-1d8 PM Dex 13Finesse , Parry This weapon can not parry weapons of a larger size
Sabre-1d8 SM-Half-Finesse , Parry -
ScytheReach1d10 SLStr 152H , Cleave , Heavy , Reach -
ShortSword-1d6 P/SS-Finesse , Light , Parry , Deft (13)-
SpearReach1d8 (1d10) PMStr 11Reach , Versatile -
Trident-1d6 (2d4) PMStr 11, Dex 11Grappling , Thrown , Versatile When you hit with this weapon using a melee attack and exceed the target's AC by 5 or more, you can skewer your target. If the target is Large or smaller, it becomes grappled. The target is no longer skewered if you use this weapon to make another attack.
War Pick-1d8 (1d10) PMStr 11Sundering , Versatile This weapon deals an additional 1d4 damage vs prone targets.
Warhammer-3d4 BGStr 152H , Sundering , Heavy , Breach -
LanceReach1d10 PiercingGstr 152H , Bypass , Heavy , Bolster, Reach The first attack with this weapon deals an extra d4 damage if you have moved 15ft toward the target this turn. Attacks against creatures within 5ft are made at disadvantage.

Martial Ranged Weapon

__Name_____Range___DamageSizePrereqsPropertiesTraits
Hand Crossbow30/601d6 PS-Ammunition, Light , Loading -
Heavy Crossbow100/2002d6 PMStr 152H , Ammunition Heavy, Loading, Sundering -
Longbow200/ 8001d10 PLStr 13Ammunition, Heavy -
Net5/15-U-Thrown A Large or smaller creature hit by a net is restrained until it is 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. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Recurve Bow100/4001d8 P MStr 11 2H , Ammunition -

Exotic Melee Weapons

__Name___Range___Damage__SizePrereqsPropertiesTraits
Bastard Sword-1d8 (2d4) B/SMStr 11Versatile , Parry This weapon counts as Large while being used with two hands. Use both listed damage types when determining whether a Specialist fighting style applies to an attack with this weapon.
Harpoon(20/60)1d8 P/SM-Thrown Use both listed damage types when determining whether a Specialist fighting style applies to an attack with this weapon.
Katana-1d8 (1d10) P/SMStr 11Versatile , Finesse , Parry , Special Deft (13) >This weapon counts as Large while being used with two hands.
The deft property of this weapon is tied to wisdom instead of dexterity. It adds a +1 to parry AC bonus if you meet the wisdom score, in addition to attack and damage.
Chakram(40/80)1d8 SS-Finesse , Parry , Thrown , Flurry -
Claymore-2d8 P/SGStr 172H , Special Cleave , Heavy You have disadvantage on ability checks to avoid being disarmed of this weapon
You add your strength modifier to the damage dealt by the cleave property
Dual-bladed Sword-1d8[1d8] SMDex 132H , Dual-Ended, Cleave -
Gauntlet Blade-1d4 P/SUDex 13Concealed , Finesse , Fixed , Light, Flurry This weapon can be fixed stealthily to a piece of light, medium, or heavy armor and sheathed or unsheathed without requiring an action.
MancatcherReach1d6 PL-2H , Special Grappling >, Reach Once per turn, when dealing damage with this weapon to a creature, you may make a grapple attempt as a free action against that same creature.
Khopesh-2d4 SM-Special Bypass >, Disarming The bypass Property on this weapon Ignores all bonus's to ac provided by any shield, cover, or parry
Spiked ChainsReach2d4 B/PLStr 15, Dex 13Bypass , Grappling , Reach This weapon can only grapple targets of its size or smaller
Three Section Staff-2d4[1d4] BM-Dual-Ended, Special Flurry>After making a successful Dual-Ended attack, you also gain a +1 bonus to AC until your next turn ends. You lose this bonus if you are disarmed of the weapon, incapacitated, or once you are hit by an attack.
GreatFlail-3d4 B/PGStr 152H , Special Bolster>, Bypass , Disarming Heavy , Shoving When you use the bolster property with this weapon, you also gain 5 ft of reach on the first attack you make before your next turn.
Bladed Fan-1d4 SUDex 13Special Concealed , Finesse , Light , Deft (15)*See Below
Spiked Hammer (Lucerne)Reach1d10 B/PL Str 132H , Heavy , Reach , Special Sundering *See Below
Falchion-1d10(d6) MStr 11Special Versatile , Sundering , Parry , Heavy *See Below
Tribal Blade (Macuahuitl)-1d6 ( 1d8) S M Str 13Special Brutal , Versatile *See Below
Rope Dart (Meteor Hammer)301d8 P BMDex 15Finesse , Thrown , Special Dual-Ended ,*See Below

Bladed Fans:
When you wield two bladed fans with Two Weapon Fighting, each fan gains a +1 bonus to attack rolls. When you "reveal" a bladed fan with an attack, gaining the benefit of the concealed trait, you may immediately make a sleight of hand check against the defenders wisdom (perception) on success the weapons are still considered "concealed"
A bladed fan is partially destroyed if parried successfully by another weapon or shield, rendering it disabled until repaired over the course of a short rest.

Rope Dart: The rope dart can be wielded in two ways:
One handed - A simple Thrown weapon that is "retrieved" as a bonus action by pulling the attached rope.
Two Handed(Dual Ended Property) - When the meteor hammer is used in two hands, its true potential is realized. It uses two unique "threat zones" a 10ft wide loop which can be extended or retracted to be up to 25/30 ft around the player, or as short as 5/10 ft around the player and the area "within" the inner range of the loop, known as the "eye of the storm". Initiating this "Swinging" state takes a bonus action, and in order to maintain this state the player cannot occupy or move into an area which would impede any portion of the Ropes radius. The outer radius of the loop can be adjusted as a bonus action.
The Weapon has 2 attacks;
Arrow Head( the main attack made with the attack action)
-dealing 1d8 P
-has the Cleave property
-Uses the Loop Threat range
Counterweight (The bonus action attack through Dual-Ended)
-Dealing 1d12 B
-Has the Disarming Property
-Uses the Eye of the storm threat range

Falchion
The falchion has two ways to be wielded represented by its versatile trait
-One Handed(1d10): When wielded in one hand, the falchion has the Sundering, and Heavy Properties.
-Two handed(1d6): When wielded in two hands, the falchion loses its Sundering and Heavy Properties and instead gains the Parry trait. It is also treated as a Large Weapon for the purposes of parrying. If your parry reaction prevents the attack from hitting, deal 1d6 weapon damage to them as a part of the reaction.

Lucerne
The spiked hammer deals an additional damage die when attacking objects made of stone or metal. If you succeed on a disarm attempt against a non-magical weapon with this weapon and the roll exceeds the challengers by 5 or greater, you may choose to break the weapon, rendering it useless until repaired.

Tribal Blade
The tribal blade has a 5 "shards" of obsidian that represent its blade. The threshold needed to exceed a target's AC to activate the Brutal property is (6 - number of remaining shards), each time you deal the extra damage granted by the property, one shard "breaks off" in the creatures wound and is removed from the blade. Once the weapon has no remaining shards, its damage type becomes bludgeoning, and it loses the brutal property until at least one shard is reattached. Shards can be reattached over the course of a short rest by making a Wisdom (Survival) or (Woodworker's tools) Check, you reattach a shard for every 2 you exceed 10 on said check (16 = 3 shards, 12 = 1 shard, ect.)

Exotic Ranged Weapons

Name_Range_DamageSizePrereqsPropertiesTraits
GreatBow150/602d6 PGStr 172H , Ammunition , Heavy You must use Strength instead of Dexterity for ranged attack and damage rolls with this weapon.
This weapon counts as Huge for the purposes of Disrupting Attacks.
Spear-Thrower (Atlatl)100/2001d8 PS-Ammunition -
Sling-Staff(80/160) 1d6 BL-2H , Ammunition Functions as a quarterStaff with the Ranged attack able to be interchanged with either attack


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