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Extended Weapons List

The weapons in this list include both weapons found in the Player's Handbook, but also a few homebrew weapons dedicated to this setting. This list aims to add more application for weapons in-game to give each more utility in combat. It also gives more reason to choose one weapon over another. New Weapon properties will have an Asterisks next to it.  

Simple Melee Weapons

Weapon Common Cost Damage Weight Property
Club 1sp 1d4 bludgeoning 2lbs Light
Dagger 2gp 1d4 piercing 1lb Finesse, Light, Thrown (20/60)
Greatclub 2sp 1d8 bludgeoning 10lbs Two-Handed
Handaxe 5gp 1d6 slashing 2lbs Light, Thrown (20/60)
Javelin 5sp 1d6 piercing 2lbs Thrown (range 30/120)
Light Hammer 2gp 1d4 bludgeoning 2lbs Light, Thrown (20/60)
Mace 5gp 1d6 bludgeoning 4lbs
Quarterstaff 2sp 1d6 bludgeoning 4lbs Versatile (1d8)
Sickle 1gp 1d4 slashing 4lbs Light, Trip*
Spear 1gp 1d6 piercing 3lbs Thrown (range 20/60), Versatile (1d8), *Jab
Punch Dagger 2gp 1d4 piercing 1lb Finesse, Light, *Conceal

Simple Ranged Weapons

Weapon Common Cost Damage Weight Property
Light Crossbow 25gp 1d8 piercing 5lbs Ammunition (range 80/320)
Dart 5cp 1d4 piercing 1/4lb Finesse, Thrown (range 20/60)
Shortbow 25gp 1d6 piercing 2lbs Ammunition (range 80/320), Two-Handed, Finesse
Sling 1sp 1d4 bludgeoning - Ammunition (30/120)
Martial Melee Weapons
Weapon Common Cost Damage Weight Property
Battleaxe 10gp 1d8 slashing 4lbs Versatile (1d10), *Armor Breach
Broadsword 65gp 1d10 slashing 6lbs Heavy, Special, Versitile (1d12)
Claw Bracers 30gp 1d6 slashing 2lbs Finesse, Light, *Hand
Wrist Dagger 6gp 1d4 piercing 1lb Finesse, Light, *Hand, *Execute
Flail 10gp 1d8 bludgeoning 2lbs -
Glaive 20gp 1d10 slashing 6lbs Heavy, Reach, Two-Handed
Greataxe 30gp 1d12 slashing 7lbs Heavy, Two-Handed
Greatsword 50gp 2d6 slashing 6lbs Heavy, Two-Handed
Halberd 20gp 1d10 slashing 6lbs Heavy, reach, Two-Handed
Katana 40gp 1d6 slashing 3lbs Finesse, Versatile (2d4)
Lance 10gp 1d12 piercing 6lbs Reach, **Special
Longsword 15gp 1d8 slashing 3lbs Versatile (1d10)
Maul 10gp 2d6 bludgeoning 10lbs Heavy, Two-Handed
Morningstar 15gp 1d8 bludgeoning 4lbs -
Num-chuk 4gp 1d4 bludgeoning 2lbs Finesse, *Disarming
Pike 5gp 1d10 piercing 18lbs Heavy, Reach, Two-Handed
Rapier 25gp 1d8 piercing 2lbs Finesse
Scimitar 25gp 1d6 slashing 2lbs Finesse, Light, *Armor Breach
Shortsword 10gp 1d6 piercing 3lbs Finesse, Light
Trident 5gp 1d6 piercing 4lbs Thrown (range 20/60)
War Pick 5gp 1d6 piercing 2lbs *Impale
Warhammer 15gp 1d8 bludgeoning 2lbs Versatile, *Kick
Whip 2gp 1d4 slashing 3lbs Finesse, Reach, *Wrap

Martial Ranged Weapons

Weapon Common Cost Damage Weight Property
Blowgun 10gp 1 piercing 1lb Ammunition (range 25/100), loading
Boomerang 10gp 1d4 bludgeoning 2lbs Finesse, Light, *Returning, Thrown (range 20/60)
Hand Crossbow 75gp 1d6 piercing 3lbs Ammunition (range 30/120), light, loading
Heavy Crossbow 50gp 1d10 piercing 18lbs Ammunition (range 150/400), heavy, loading, Two-Handed
Longbow 50gp 1d8 piercing 2lbs Ammunition (range 150/600), heavy, Two-Handed
Net 1gp - 3lbs Special, Thrown (range 5/15)
Not all weapons can be found at every shop in Humblewood. Most villages and small town blacksmiths (if any) would sell weapons found in the players handbook which don't include nunchuks and other culture different weapons. Hidden locations or locations with wildly different cultures may hold exotic weapons for players to purchase, though you may not be proficient in these weapons.   Unlike martial weapons, if you are not proficient with an exotic weapon, you will have to deal with the following issues:
  • Your critical fail chance increases (1-3)
  • It is considered a -1 weapon for you.
  • You do not add your proficiency bonus to attack rolls
  • You cannot attack more than once per turn, even if you have an ability that allows you to do so.
  • Exotic weapons require training for 35 days - 5x your intelligence modifier from a creature who has proficiency in the weapon you want to train with for each weapon you chose to learn about. It takes twice as much time if you and your teach do not share a language or cannot properly communicate with one another. Once you complete your training, you gain proficiency in the weapon you trained with.

    Weapon Property Descriptions

    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 the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. 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" late in the section). A sling must be loaded to deal any damage when used in this way.   *Armor Breach. The critical hit chance of this weapon is increased by 1 (19-20).   *Disarming. You have advantage on Disarming a target   *Execute. Advantage on attack rolls against a creature you are grappling   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.   *Impale. You deal an extra 1d6 damage on critical hits. This damage is calculated after max critical damage.   *Kick. Advantage on checks to shove a creature 5ft.   *Hand. You cannot be disarmed of this weapon   Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.   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.   *Jab. A single melee attack can be made with reach.   Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.   *Ranged Blade. You have disadvantage on attacks against enemies within 5ft of you.   Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.   *Returning. This weapon returns if you miss your target. Using your reaction, you can catch it with a successful DC 10 Dex check.   Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description   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 dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.   *Trip. Advantage on checks to shove a creature prone.   Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.   Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.   *Wrap. Instead of dealing damage on hit, you can choose to grapple the target.

    Special Weapon Properties

      *Broadsword. This weapon is too large to wield in one hand normally unless you have a Strength of 16 or higher, otherwise you suffer disadvantage on attack rolls using this weapon.   *Punch Dagger. You have advantage on Sleight of hand checks made while wielding this weapon.   Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.   Net. 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.. This weapon is too large to wield in one hand normally unless you have a Strength of 16 or higher, otherwise you suffer disadvantage on attack rolls using this weapon.

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