Homebrew Weapons in Waterfell | World Anvil
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Homebrew Weapons

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Simple Melee Weapons:
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Dagger: Hide as a bonus action. Attacks made with a hidden weapon have advantage   Greatclub: On a critical hit, the target must make a DC 13 Con save or be knocked unconscious.   Quarterstaff: If you can hold it with both hands, you may use your reaction whenever an enemy makes an attack roll against you and gain +1 to your AC until the start of your next turn.   Spear: Whenever you fight an enemy who is 10 feet away, you gain +1 to hit.  
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Martial Melee Weapons   _________________________________________________________________________________________________
Battleaxe: On a critical hit, this weapon deals 1d8+8, and gives 1d4 level of bleeding   Shortsword: On a critical hit, this weapon does 1d6 levels of bleeding   Longsword: On a critical hit, this weapon does 2d4 levels of bleeding   Greatsword: On a hit, this weapon does 1d4-3 levels of bleeding   Flail: Deals additional piercing damage, equal to your strength, to targets wearing Light or Medium armor equal to your Strength Modifier.   Glaive: On a critical hit, this weapon deals 1d10+10 slashing damage.   Greataxe: On a critical hit, this weapon does 2d4+1 levels of bleeding   Halberd: As one of your attacks, choose one target within reach. The target makes a Strength saving throw (DC 10 plus your STR mod). If the target fails, they are pulled to the ground and become prone.   Lance: If you hit a creature of the same size category or smaller, they must make a Dexterity saving throw (DC 10 plus your STR mod) or fall prone.   Morningstar: Deals additional piercing damage, equal to your STR mod, to targets wearing armor. Effect negated by shields.   Pike: If a mounted enemy would approach you to attack, you may use your reaction to impose disadvantage on that attack. If you have the Polearm Master feat, mounted creatures who don’t start their turn within 5ft of you have disadvantage to attack you when you wield this weapon.   Rapier: Whenever you are fighting a target, and there are no other enemies within 5 feet of you, you have advantage on that attack. Ineffective against enemies wearing metal armor (except Breastplate).   Trident: When you throw this weapon and hit an enemy, the target is pinned to a surface within 5 feet of it and they become restrained. They can use their action to escape with a Strength (Athletics) check (DC 12).    
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Martial Ranged Weapons:
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Crossbow, Heavy: This weapon deals one Tier of Bleeding on a hit.   Longbow: You may choose to hold your action and concentrate on a shot against a target in range. If you do, make your attack roll with advantage, and roll damage as a Reaction before the beginning of your next turn. The attack deals 2d8 piercing damage.

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