Homebrew Weapons
When determining weapon choices use the list below instead of the Player Handbook.
Simple Melee Weapons
- Assassins Blade: 1d4 piercing Properties: Balanced, Concealed, Light 1GP 35SP, 1Lb
- Broad Axe: 1d6 slashing Properties: Light, Versatile (1d8) 1GP 25SP, 3Lbs
- Cleaver: 1d4 slashing Properties: Finesse, Light 25SP, 2Lbs
- Club: 1d6 bludgeoning Properties: Concealable, Light, Non-Lethal 20SP, 4Lbs
- Climbing Pick: 1d4 piercing Properties: Light, Thrown (20/60), Special (You have ADV on checks made to climb while wielding a climbing pick.) 50SP, 4Lbs
- Combat Bola: 1d4 bludgeoning Properties: Chained, Light, Thrown (20/60), Special (Follow the rules for Bolas) 1GP 25SP, 3Lbs
- Dagger: 1d4 piercing Properties: Finesse, Light, Special (You can dual wield with a dagger, even if the other weapon isn’t light), Thrown (range 30/90) 60SP, 1Lb
- Great club: 2d4 bludgeoning Properties: Two-handed 50SP, 8Lbs
- Handclaw: 1d4 slashing Properties: Light, Ensnaring, Special (Counts as unarmed for the purpose of unarmed attacks) 1GP, 1Lb
- Handaxe: 1d6 slashing Properties: Light, Thrown (range 30/90) 35SP, 4Lbs
- Javelin: 1d6 piercing Properties: Aquatic, Thrown (20/60) 25SP, 3Lbs
- Light Hammer: 1d6 bludgeoning Properties: Light, Thrown (30/90) 20SP, 1Lb
- Mace: 1d6 bludgeoning Properties: Non-Lethal, Versatile (1d8) 30SP, 2Lbs
- Machete: 1d6 slashing Properties: Light, Thrown (20/60) 75SP, 2Lbs
- Meteor Hammer: 1d6 bludgeoning Properties: Chained, Light, Versatile (1d8) 70SP, 4Lbs
- Nunchucks: 1d6 bludgeoning Properties: Light, Thrown (20/60) 80SP, 1Lb
- Quarterstaff: 1d6 bludgeoning Properties: Light, Non-Lethal, Versatile (1d8) 40SP, 4Lbs
- Shortspear: 1d6 piercing Properties: Finesse, Thrown (range 30/90) 60SP, 3Lbs
- Shortsword: 1d6 piercing Properties: Finesse, Light, Versatile (1d8) 75SP, 3Lbs
- Sickle: 1d4 slashing Properties: Light, Thrown (20/60), Special (You can add your ability modifier to the sickles damage even when you don’t have the Two-Weapon Fighting Style. 1GP 20SP, 2Lbs
- Snake Whip: 1d6 slashing Properties: Disarm, Light, Reach 45SP, 2Lbs
- Spear: 1d6 piercing Properties: Aquatic, Reach, Thrown (20/60), Versatile (1d8) 85SP, 5Lbs
- Spiked Gauntlet: 1d6 piercing Properties: Fierce, Light, Special (Counts as unarmed for the purpose of unarmed attacks) 1GP 50SP, 2Lbs
- Spiked Hammer: 1d6 piercing Properties: Light, Thrown (20/60) 1GP 75SP, 3Lbs
- Knife: 1d4 slashing Properties: Finesse, Thrown (20/60), Light 25SP, 1Lb
- Wakizashi: 1d6 slashing Properties: Finesse, Versatile (1d8) 2GP, 1Lb
- War Scythe: 1d8 slashing Properties: Reach, Two-handed 90SP, 7Lbs
- Whip: 1d4 slashing Properties: Disarm, Finesse, Light, Non-lethal, Reach 30SP, 2Lbs
Martial Melee Weapons
- Bastard Sword: 1d10 slashing Properties: Heavy, Parry, Versatile (1d12) 4GP, 9Lbs
- Battleaxe: 1d8 slashing Properties: Heavy, Versatile (1d10) 3GP 30SP, 5Lbs
- Battlestaff: 2d4 bludgeoning Properties: Balance, Parry, Versatile (1d10) 4GP 50SP, 5Lbs
- Bardiche: 1d6 slashing Properties: Charge, Forceful, Parry, Reach 2GP 75SP, 12Lbs
- Billhook: 2d6 piercing Properties: Charge, Disarm, Two-handed, Reach 7GP, 10Lbs
- Brass Knuckles/Gauntlets: 2d4 bludgeoning Properties: Concealed, Ensnaring, Light, Finesse, Special (Counts as unarmed for the purpose of unarmed attacks) 1GP, 1Lbs
- Boulder Gauntlets: 1d10 bludgeoning Properties: Heavy, Special (Counts as unarmed for the purpose of unarmed attacks- too bulky to effectively carry a weapon) 3GP 45SP, 5Lbs
- Bullwhip: 1d8 slashing Properties: Heavy, Finesse, Non-Lethal, Reach 2GP, 2Lbs
- Double-bladed Axe: 1d6 slashing Properties: Heavy, Thrown (20/40) 1GP 40SP, 6Lbs
- Double-bladed Scimitar: 2d6 slashing Properties: Finesse, Two-handed 3GP, 3Lbs
- Flail: 2d4 bludgeoning Properties: Disarm, Forceful, Messy 3GP 15SP, 2Lbs
- Glaive: 1d10 slashing Properties: Finesse, Heavy, Reach, Two-handed 7GP 50SP, 6Lbs
- Greataxe: 2d6 slashing Properties: Charge, Heavy, Two-handed 10GP, 8Lbs
- Greatclub: 2d4 bludgeoning Properties: Versatile (2d6) 8GP 75SP, 7Lbs
- Greatmaul: 2d6 bludgeoning Properties: Two-handed, Heavy 8GP, 8Lbs
- Greatstaff: 2d6 bludgeoning Properties: Two-handed, Heavy 9GP, 6Lbs
- Greatsword: 2d6 slashing Properties: Balanced, Charge Heavy, Two-handed 12GP, 7Lbs
- Halberd: 2d6 piercing/slashing Properties: Heavy, Reach, Two-handed 2GP, 6Lbs
- Lance: 2d6 piercing Properties: Aquatic, Reach, Special (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) 1GP 40SP, 6Lbs
- Katana: 1d10 slashing Properties: Balanced, Finesse, Versatile (1d12) 20GP, 2Lbs
- Khopesh: 1d6 slashing Properties: Disarm, Finesse, Light 1GP 45SP, 3Lbs
- Longspear: 2d4 piercing Properties: Heavy, Reach, Thrown (20/60), Versatile (1d10) 2GP, 5Lbs
- Longsword: 2d4 piercing/slashing Properties: Precise, Parry, Versatile (1d10) 1GP 50SP, 4Lbs
- Maul: 2d6 bludgeoning Properties: Charge, Heavy, Two-handed 1GP 40SP, 10Lbs
- Morningstar: 1d8 bludgeoning Properties: Messy, Versatile (1d10) 1GP 25SP, 5Lbs
- Parrying Dagger: 1d4 piercing Properties: Disarm, Finesse, Light, Parry, Precise 1GP 20SP, 1Lb
- Pike: 1d10 piercing Properties: Aquatic, Charge, Heavy, Non-Lethal (1d4), Reach, Two-handed 1GP 15SP, 10Lbs
- Rapier: 1d8 piercing or slashing Properties: Aquatic, Disarm, Finesse, Special (You can use either STR or DEX when making an attack) 2GP 50SP, 2Lbs
- Scimitar: 1d6 slashing Properties: Finesse, Light 2GP 25SP, 3Lbs
- Trident: 1d8 piercing Properties: Aquatic, Charge, Thrown (20/60), Versatile (1d10) 75SP, 4Lbs
- Warhammer: 1d8 bludgeoning Properties: Versatile (1d10) 1GP 50SP, 2Lbs
- War Pick: 2d4 piercing Properties: Messy, Reach, Versatile (1d10) 60SP, 2Lbs
- Warshovel: 1d6 bludgeoning/slashing Properties: Forceful, Versatile (1d8) 1GP, 4Lbs
- Whipblade: 1d8 slashing Properties: Finesse, Light, Thrown (20/60), Versatile (1d10) Special (While holding this weapon in two hands, you can use this weapon to grapple at a range of 10 feet. When doing this, use your dexterity bonus for the contested Stength (athletics) check.) 4GP 35SP, 4Lbs
Properties:
Many variants of weapons exist around the world, a regular greataxe from a blacksmith would be different than an Orcs greataxe forged from bone and crude metal, and again would be different to a Dwarven greataxe made by a master artisan.
- Adamantine: Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. Whenever this weapon hits an object, the hit is a critical hit.
- 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. At the
end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
- Aquatic: You do not have DisADV on Attacks made using Aquatic weapons as a result of being underwater.
- Balanced: An attack roll of 20 is made with this weapon, it is not a critical hit. This weapon does not automatically miss on a roll of 1.
- Brutal: Weapons that are heavier than normal or their swings are more top-heavy causes brutal hits to occur but at the cost of missing more often. When this weapon hits a creature and damages that creature for at least half its hit point maximum in one hit, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table (DMG pg. 273). On an attack made with this weapon, a roll of 1 or 2 always misses.
- Chained: This weapon has a chain attached to one or both ends. When thrown you can maintain grasp of the weapon by using your interaction on your turn, returning it to your hand.
- Charge: This weapon can be used to deal lethal damage on a charge. If you move at least 20 feet in a straight line before engaging an opponent, you may choose to take a -2 modifier on your first attack roll against that creature. If you hit with that attack, you roll an additional damage die, equal to that of the weapons usual damage die.
- Concealed: This weapon can be hidden beneath an article of clothing to escape detection. Small and easily hidden, you have ADV on Checks made to hide a Concealable weapon on your person. When you make an Attack against a creature using a hidden weapon that has the Concealable property, you have ADV on the Attack against that creature.
- Disarm: A creature can use this weapon to knock an item from the targets grasp. The attacker makes an attack roll contested by the targets Strength check. If the attacker wins the contest, the attack causes no damage or other ill affects, but the target drops the item. Shields cannot be disarmed.
- Crude: Poorly put together, this weapon suffers a -1 penalty to attack rolls.
- Ensnaring: You can attempt to grapple a creature with an Ensnaring weapon as if it were a free hand.
- Everbright: Any weapon applied with everbright, a compound discovered by dwarves, is incredibly shiny and nontarnishable. It is also immune to rust and corrosion.
- Fierce: All weapons are designed to hurt, but some are particularly good at inflicting long-lasting injuries. When you score a critical hit with this weapon, the creature hit suffers a random penalty determined from a roll on the Lingering Injuries table (DMG pg.272). This effect replaces one of the weapon's bonus damage dice when determining damage for the critical hit.
- 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.
- Forceful: When you score a critical hit with this weapon, the creature hit suffers the effects of a Shove action as if they failed. The user of the weapon picks between prone or 5ft knockback. This effect replaces one of the weapon's bonus damage dice when determining damage for the critical hit.
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
- Hidden: (see Concealed)
- 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.
- Magicite: A beautiful gem that looks as if it is swirling with colours is embedded in this weapon. You can use this weapon as an arcane focus. If you can cast spells, you can expend one 1st-level spell slot and spend 1 minute to magically charge this weapon. This charge lasts for 24 hours. While magically charged, you can expend the charge and use a bonus action to cast a 1st-level spell. After this weapon loses a charge roll a d20, on a roll of 1 this weapon loses this property as the gem cracks and loses its luster forever. Can contain 3 charges.
- Magnetic: Unattended metal objects are attracted to this weapon. If the weapon is held within 1 foot of anything made primarily out of metal, the object is attached to the weapon until pulled off using an Action. The weapon can hold up to 5x its weight. While an object is attached to this weapon, any attack made with this weapon suffers from disadvantage.
- Massive: This weapon is either very heavy or unwieldy to the point that it is always difficult to use. Attacks made with this weapon suffer from disadvantage. The damage die used for this weapon is one size bigger than regular damage die of a similar weapon of normal size.
- Masterwork: A weapon of masterwork quality is of the highest grade a non-magical weapon can be forged. This weapon gains a +1 bonus to attack rolls.
- Messy: Creatures hit by weapons that have spikes, serrated edges, and other such adornments are sometimes maimed or bloodied. This weapon can only do lethal damage but when you roll max damage for an attack you make with this weapon, the creature that was hit suffers a random effect determined by a 1d10 + 10 roll on the Lingering Injuries table (DMG pg. 272).
- Mithral: Weapons made out of this truemetal are unusually light. Any weapon with range has its normal range doubled and any weapon with no range can be Thrown(range 20/60).
- Non-Lethal: Some weapons can be used to incapacitate opponents as well as eliminate them, when striking with one of these weapons state weather the attack is intended to be lethal or non-lethal. When a non-lethal attack reduces a creature to O HP that creature is rendered unconscious but stable. At the DM’s discretion, unconscious but stable creatures regain 1 HP after no more than 10 minutes.
- Parry: When you are wielding a weapon with the parry property and a creature you can see hits you with a melee attack, you can use your reaction to add 1 to your AC for that attack.You must have a Dexterity score of 13 or higher to take advantage of this feature, which can be used in conjunction with the Defensive Duelist feat.
- Precise: When you score a critical hit with this weapon, the creature hit suffers the effects of a Disarm action as if they failed. This effect replaces one of the weapon's bonus damage dice when determining damage for the critical hit.
- 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 maximum 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.
- Reach: This weapon adds 5 feet to your reach when you attack with it.
- Silvered: This weapon is coated or made out of silver.
- 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.
- Two-Handed: This weapon requires two hands to use.
- Unwieldy: You have DisADV on Attacks against targets within 5ft of you.
- 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.
Simple Ranged Weapons
- Blowgun: 1 piercing Properties: Ammunition, (Range 25/100), Special (When you are hidden and make an Attack against a creature using a blowgun, the Attack doesn't reveal your position if you miss the target or break its AC by 5 or more. A dose of poison can cover 10 blowgun needles.) 25SP, 1Lb
- Boomerang: 1d6 bludgeoning Properties: Special, Thrown, (Range 20/60), (Any creature proficient with the javelin is also proficient with this weapon. On a miss, a boomerang returns to the throwers hand.) 20SP, 1Lb
- Dart: 1d4 piercing Properties:Finesse, Thrown (Range 20/60) 10SP, 1Lb
- Dense Rock: 1d6 bludgeoning Properties: Non-Lethal, Thrown (Range 15/30) 1SP, 6Lbs
- Light Crossbow: 1d8 piercing Properties: Ammunition, (Range 80/320), Aquatic, Loading, Two-handed 4GP, 5Lbs
- Shortbow: 1d6 piercing Properties: Ammunition, (Range 80/320), Two-handed 2GP 50SP, 2Lbs
- Simple Hand Crossbow: 1d4 piercing Properties: Ammunition, (Range 30/130), Aquatic, Light, Loading 4GP 35SP, 2Lbs
- Sling: 1d4 bludgeoning Properties: Ammunition, Non-Lethal, (Range 30/120) 10SP, 1Lb
Martial Ranged Weapons
- Atlatl: +1d6 piercing Properties: Ammunition, (Range 60/240) Special (The atlatl is a tool that uses leverage to achieve greater velocity, used with darts, javelins, and spears. Use Dexterity modifier when determining damage rolls) 75SP, 2Lbs
- Bolas: Small Creatures: 1d4, Medium Creatures: 1d6, Large Creatures: 1d8 Properties: Special (A Large or smaller creature hit by a thrown bolas as part of a Ranged Weapon Attack is Grappled by the weapon until it is freed. A bola has no effect on creatures that are formless. A creature can use its Action to make a DC 10 Strength or Dexterity Check. Success: It can free itself or another creature within its reach. Dealing 5 Slashing damage to the bola (AC10) ends the effect and breaks the bola, freeing the creature without harming it.) 1GP 25SP, 2Lbs
- Discus: 1d8 bludgeoning Properties: Finesse, Heavy, Thrown (Range 80/160) 2GP 50SP, 3Lbs
- Crossbow, Hand: 1d6 piercing Properties: Ammunition (Range 30/120) Light, Loading 7GP 50SP, 3Lbs
- Crossbow, Heavy: 1d10 piercing Properties: Ammunition (Range 100/400), Heavy, Loading, Two-handed 5GP 25SP, 18Lbs
- Greatbow: 1d10 piercing Properties: Ammunition (Range 150/600), Two-handed, Heaavy, Special, (You use your Strength Modifier for Attack and damage.)
- Light Ballista: 2d10 piercing Properties: Ammunition (Range 100/400), Aquatic, Two-Handed, Reload (1), Unwieldy, Special (This weapon takes an Action to deploy and must be in contact with the ground. Once deployed it cannot be moved unless you take another Action to undeploy it. In order to fire this weapon without deploying it you must have a STR of 20 or higher.) 8GP, 4Lbs
- Longbow: 1d8 piercing Properties: Ammunition (Range 150/600) Heavy, Two-handed 5GP, 2Lbs
- Net: Properties: Special (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.) 75SP, 1Lb
- Shot Put: 1d10 bludgeoning Properties: Heavy, Thrown (Range 30/60) 35SP, 10Lbs
- Shuriken: 1d6 piercing Properties: Finesse, Hidden, Light, Special, Thrown (Range 30/90), (you can draw up to three of these at a time with each hand, but you must make a separate Attack for each) 25SP, 1Lb
Ammunition Types
Arrows:
- Acid Arrow - The glass head of this arrow shatters upon impact spraying the target in corrosive acid. On a hit the target takes an additional 1d4 acid damage. 10SP
- Alchemists Fire Arrow - contains a small vial of alchemists fire, dealing an additional 1d4 fire damage. 10SP
- Barbed Arrow - This cruelly barbed arrow does normal damage going in, and 1D6+2 damage coming out. If carefully removed (takes 1D6+1 rounds, DEX check at DC 15), no damage; half damage if you fail the roll. If left in, 1 damage per round spent doing anything but remaining carefully still. 15SP
- Binding Arrow - Designed to explode on contact with a sticky goo that hardens almost instantly, DC 15 strength check to break. Can be used to stop or hinder movement. 5SP
- Choke Arrow - When the glass arrow makes contact with an object, it explodes into a cloud of noxious fumes in a sphere with a radius of 5 feet. Those inside choke as if you had casted the Stinking Cloud spell with DC 12. 5SP
- Glass Tipped Arrow - Either solid or hollow to fill with alchemist potions. 1SP
- Grappling Arrow - Arrow with a strong head that will hold up to 300 lbs of weight on an attached 100ft length of rope. 25SP
- Smokescreen Arrow - Tipped with a smokebomb. Causes a cloud of smoke that obstructs vision for 1d4-1 rounds, moves 10ft in the direction of the wind every turn. 20SP
- Non-lethal Arrow (blunt head) - Does blunt instead of piercing damage. 3SP
Darts:
- Acid Dart - A hollow dart filled with acid that explodes on impact. On a hit the target takes 1d6 additional acid damage. 10SP
- Barbed Dart - A heavy barbed dart, does normal damage going in, but coming out the target takes an additional 1d4+1 piercing damage. Cannot be carefully removed due to the size, and will cause 1 point of piercing damage every round spent doing anything but standing still. 15SP
- Poison Dart - A hollow dart filled with a poisonous fume that explodes on impact. On a hit the target takes 1d6 additional poison damage-immune on creatures that do not need to breathe. 15SP
Lingering Injuries:
- 1: Lost an Eye: You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
- 2: Lose an Arm or a Hand: You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
- 3: Lose a Foot or Leg: Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
- 4: Limp: Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.
- 5-7: Internal Injury: Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
- 8-10: Broken Ribs: This has the same effect as Internal Injury above, except that the save DC is 10.
- 11-13: Horrible Scar: You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
- 14-16: Festering Wound: Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
- 17-20: Minor Scar: The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
System Shock:
- 1 The creature drops to 0 hit points.
- 2-3 The creature drops to 0 hit points but is stable.
- 4-5 The creature is stunned until the end of its next turn.
- 6-7 The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.
- 8-10 The creature can't take reactions unti l the end of its next turn.
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