5e Weapon Breakdown
5e Weapon Breakdown
5e Weapon Breakdown
2
Introduction
T
he purpose of this exercise is to analyze the
weapons table in order to have a better
understanding of the structure behind it so
that we may have as informed of a
understanding of how to change/ create
homebrew weapons.
We will achieve this by first deconstructing the structural
identity of the weaponry to understand why each weapon has
the stats and properties that it does; to help us with this we
have taken the standard alphabetically listed chart and re-
organized it.
3
Initial Analysis
T
he first step in our analysis is to take a quick Flaws
overview of the above table and mark weapons
whose design is simulacra of one another; trident≤Spear:
Weapons can be said to be simulacra when They are the exact same weapon except that the trident is a
they deal the same damage dice and type (1d4, martial weapon meaning less chars are going to have easy
piercing), and have near identical properties. access to it, this also breaks the idea of martial weapons
There are many weapons which are identical being superior because here are two near identical weapons
to one another except for damage type; this is perfectly fine which begs the question why would you ever get the more
because it provides a mechanical choice in difference as expensive one.
opposed to the weapons mentioned hereafter which illustrate
flaws in the table. Glaive=halberd:
Flaws in this instance meaning a lack of meaningful Pretty self-explanatory, they are the exact same weapon.
mechanical choice when picking among these weapons; the
reason I consider this a flaw is because the purpose of the Dart<Dagger:
original weapons table was to keep it streamlined and simple At first glance these weapons appear similar; despite one
and whatever weapon isn’t on the list use a weapon which being a melee weapon and the other being a ranged weapon
you could consider it analogous to and just call it the weapon they both seem to have nearly identical mechanical functions,
you had originally wanted to use. (There is even an entire that is until you look deeper into the specifics of their few
section on this in the DMG PG41). So with that spirit in mind differences. Firstly, it should be noted that because the dart is
let us look at the following flaws, but first a couple of... a ranged weapon any attack made using that weapon with an
enemy that is not incapacitated at melee range is made with
Honorable Mentions disadvantage. This alone is enough to relegate the dart as
nothing more than an inferior dagger, however when coupled
Quarterstaff<spear: with the fact that the dagger also has the light property
The quarterstaff and spear are similar in that they both have effectively allowing it to be used as a 2nd attack as a bonus
the versatile trait and have the same dice code, the difference action, these things coupled together makes the dart wish
is that the quarterstaff can’t be thrown and deals a different that it was comparable to the dagger.
damage type. The damage type difference is enough to
distinguish the 2 weapons, with that said though if we ignore the best weapon
the damage type we see that it’s the exact same weapon
And Finally the pièce de résistance, what if I told you that the
lowest damage code for a weapon is 1, what if I also told you
except you can’t throw it meaning your potential options is
that the weapon that deals the least amount of damage was a
more limited than the spear, considering that both are simple martial weapon, what if I also told you it has the loading
weapons with the same damage amount, there should be property so meaning you could only take 1 shot with it per
something to compensate for that difference otherwise the round with it. Ladies and gentlemen, I give you the blowgun.
quarterstaff is flat-out inferior to the spear. Now you must be thinking as a martial weapon surly it has
Light-Crossbow ≤ Longbow: some redeeming qualities, perhaps like with the longbow it
outranges its non-martial weapon competition…. Nope.
On the surface they seem like similar weapons except that the
Except for the dart and net it is the shortest range ranged
Longbow outshines everything in terms or range, also the weapon, it beats out thrown melee weapons because ranged
Light-crossbow has the loading property meaning you’re only weapons have a better range efficiency, and even then it is
making 1shot/round with it; with that said how often can you outclassed by the javelin. Seriously though of all the weapon
make 2 or more attacks with a longbow. designs this one did drop the ball, it feels like the blowgun is
The reason I’m mentioning this relationship is different then supposed to fit its own specific niche and function but the
what follows in that unlike the rest this relationship does have
mechanics it has doesn’t lend it the opportunity to do that.
a mechanical choice albeit a forced one; the differences being
that the longbow breaks the mold in terms of the ranged
property being 50% better than the next best weapon (heavy-
crossbow) in terms of distance, that and the loading property
limiting the numbers of attack you can make per round. This
difference is further reinforced mechanically by showing that
the more limited weapon is a simple weapon and the more
effective one a martial weapon, this is why I say that it is a
forced difference. With that being said I want to clear the air a
bit by saying I actually like this “forced difference” because it
further reinforces the idea of a martial weapon being better
than a simple one, something that can’t be said about the first
item in our list of flaws.
Flaws
4
Further analysis Simple Melee Weapons
Moving on from the negative we can make some generalized Dice Damage
observations on the structure of certain properties most Name cost Code type Properties weight
notably the range property and dice code. with the ranged
property we can note that when the payload is thrown by Club 1sp 1d4 Bludgeoning Light 2lb.
hand the max range is 3 times the effective range, in Dagger 2gp 1d4 Slashing Finesse, light, 1lb.
comparison when using a mechanism to fire the payload the thrown,
max range is a 4x multiplier*. With the dice code we can see (range20/60)
that there are 5 degrees of variability when it comes to the Light 2gp 1d4 Bludgeoning Light, thrown, 2lb.
damage potential of the dice IE how much the max roll is, but Hammer (range20/60)
there are 6 degrees of variability when it comes to statistical Sickle 1gp 1d4 slashing Light 2lb.
average of said roll. specifically when we look at 1d12 vs 2d6
both have the same max potential damage(12), but the Handaxe 5gp 1d6 Slashing Light, thrown 2 lb.
average value of a 2d6 roll is higher than a 1d12 (7 and 6.5 (range 20/60)
respectively). Javelin 5sp 1d6 Piercing Thrown (range 2lb.
additionally all 6 of the weapons with the light property are 30/120)
found on the weaker end of the table with half of them having Mace 5gp 1d6 Bludgeoning - 4lb.
the thrown property, 2/3rd of them being the lowest dice
code, one of them has the finesse property, and another Quarterstaff 2sp 1d6 Bludgeoning Versatile(1d8) 4lb.
which has the loading property is the only martial weapon Spear 1gp 1d6 Bludgeoning Thrown, 3lb.
with the light property. Conversely looking at the 7 weapons (range20/60),
with the heavy property all of them exist at the bottom half of versatile(1d8)
the table. Almost the entire weaker half has the reach Greatclub 2sp 1d8 Bludgeoning Two-handed 10lb.
property, the exception being the heavy-crossbow which is a
ranged weapon with the loading property. The stronger half Analytic Description
has no additional properties aside from the two-handed
property which all heavy weapons have. And finally the Club:
versatile weapons exist evenly split between the 1d6 and 1d8 compared to the mace has the Light property; this lowers the
dice code, with the trident/spear weapons having the thrown dice code by one degree, halves the weight, and divides the
property. Besides that the only other weapon with reach is cost by 50.
the whip which is substantially weaker than the other
weapons with reach, but unlike them the whip is not a heavy Dagger:
weapon and also has the finesse property. No weapon within The Dagger compared to the mace has the Finesse property;
the lower half of the table has the finesse property. The this halves the weight.
ammunition and loading properties are exclusive to ranged
weapons, and finally the special property further Light Hammer:
distinguishes weapons which may initially seem similar. The Light Hammer compared to the club has all the same
stats, except that it also has the thrown property; this
DnD 5e weapons list re-organized multiplies the cost by 20. Comparing to the club we can see
categorically: firstly by weapon that the thrown property does not decrease dice code degree.
category (simple, Martial) followed by
dice code, and finally alphabetically. Sickle:
The Sickle is the Slashing damage equivalent to the club, but
This first table (see above) allows us to quickly rank each
costs 10x as much.
weapon among their peers and to notice patterns and
correlations between the weapons properties and its dice Handaxe:
code. Using this table as a reference we can create A list (see The slashing equivalent to the light hammer, except its dice
below) which is also categorized by dice code, but now we code is one degree higher and costs 2.5x more. Same damage
separate the simple weapons, martial, melee, and ranged code and price as a mace, half the weight and it can be
weapons from each other in order to: 1) be able to make exact
thrown.
comparisons among weapons within the same weapon type,
Javelin:
2) extrapolate logical "upgrades" between the weapons in The Javelin compared to the spear is half the cost, 2/3rds the
different weapon types and properties, 3) to present the list in weight, and an improved throwing range (both effective and
a way that is analogous to how it was originally presented. max) the weight change between the javelin, spear and
quarterstaff are noteworthy, especially when considering the
light and thrown properties.
Mace:
Your standard bludgeoning weapon; considering that it has
no extra properties, we can use this as a standard to compare
the other weapons to.
5
Quarterstaff:
The Quarterstaff compared to the mace has the versatile Martial Melee Weapons
property while dividing the cost by 25. important note, adding Dice Damage
the versatile property did not change the weight of the Name cost Code type Properties weight
weapon like the light property did, though the dice code does Whip 2gp 1d6 Slashing Finesse, light 2lb.
change. When two-handing this weapon it is equivalent to the
Great club. Scimitar 25gp 1d6 Slashing Finesse, light 3lb.
Shortsword 10gp 1d6 Piercing Finesse, light 2lb.
Spear: Trident 5gp 1d6 Piercing Thrown, 4lb.
Compared to the Quarterstaff the spear also has the thrown (range20/60),
property is 3/4 the weight and costs 5x as much. versatile(1d8)
Battleaxe 10gp 1d8 Slashing Versatile(1d10) 4lb.
Greatclub:
The Greatclub compared to the mace has the two-handed Flail 10gp 1d8 Bludgeoning - 2lb.
property; this ups code one degree higher, costs 25x less, and Longsword 15gp 1d8 Slashing Versatile(1d10) 3lb.
is 2.5 times the weight. From here we can infer that the two-
handed per increases the dice code by 1 degree. Morning 15gp 1d8 Piercing - 4lb.
star
Dice Damage
Name cost Code type Properties weight War 15gp 1d8 Bludgeoning versatile(1d10) 2lb.
hammer
Dart 5cp 1d4 Piercing Finesse, thrown, 1/4lb.
(range20/60) Glaive 20gp 1d10 Slashing heavy, reach, 6lb.
two-handed
Sling 1sp 1d4 Bludgeoning Ammunition, -
(range30/120) Halberd 20gp 1d10 Slashing heavy, reach, 6lb.
two-handed
Shortbow 25gp 1d6 Piercing Ammunition, 2lb.
(range80/320), Pike 5gp 1d10 Piercing heavy, reach, 18lb.
two-handed two-handed
L. 25gp 1d8 Piercing Ammunition, 5lb. Greataxe 30gp 1d12 Slashing Heavy, two- 7lb.
crossbow (range80/320), handed
loading, two-
handed Lance 10gp 1d12 Piercing Reach, special 6lb.
Greatsword 50gp 2d6 Slashing Heavy, two- 6lb.
Analytic Description handed
Dart: Maul 10gp 2d6 Bludgeoning Heavy, two- 10lb.
The most basic hand-thrown (max range is 3x the effective handed
range) ranged weapon, it is inferior to dagger due to being a
ranged weapon it has disadvantage on attacks within melee Analytic Description
range, Also it lacks the light property. Besides that it is whip:
substantially cheaper and 1/4th the weight. Compared to the scimitar the whip trades the light property
for reach, consequently the dice code goes down and is 12.5
Sling: times cheaper.
The most basic one handed mechanical (max range is 4x the
effective range) ranged weapon, uses stone or metal weights Scimitar:
as ammunition. Compared to the Dart we can see that the The Scimitar is identical to the shortsword except 1lb.
difference is in damage type and whether or not the payload heavier; and 2.5 x more expensive.
is propelled by one’s own strength or mechanical means.
Shortsword:
Shortbow: The shortsword compared to the dagger losses the thrown
The basic Bow: two-handed mechanical ranged weapon uses property while increasing its dice code, is double the weight
arrows for ammunition. Compared to the Sling the shortbow and 5x more expensive. The shortsword is identical to the
is two handed and its dice code increases by one degree. Scimitar except 1 lb. lighter; and 2.5 x cheaper.
Light Crossbow:
The standard crossbow: two-handed mechanical ranged
weapon uses bolts for ammunition. Compared to the
Shortbow the light crossbow gains the loading property; its
dice code is one degree higher, is 2.5 times heavier while
being the same cost. We can infer that the loading property is
what’s increasing the dice code.
6
Trident: Halberd:
The Trident is identical to the spear, except it requires Compared to the Greatsword the Halberd gains the reach
proficiency with martial weapons and is 5 times more perk and subsequently its dice code goes down by 1. It is
expensive, it is inferior to the spear as a whole. Also identical to the glaive and equivalent to the Pike.
considering the simple weapon martial weapons relationship
between the (cross)bow weapons it should be 1d8(1d10) if Pike:
melee weapons follow the same schema the ranged weapons Compared to the Greatsword the glaive gains the reach perk
do, they dont. and subsequently its dice code goes down by 1. It is the
piercing damage version of the heavy reach weapons.
Battleaxe:
Compared to the Warpick the Battleaxe gains the versatile Greataxe:
trait, and is 2x more expensive. The Battleaxe, Longsword, Compared to the Warpick, the Greataxe gains the heavy and
and warhammer are equivalent with the battleaxe being two-handed properties; subsequently its dice code goes up by
1/3rd cheaper than the other 2; the warhammer being the two degrees. It is almost identical to the Greatsword and
lightest. maul but the 2d6 dice code changes the average from 6.5 to 7.
Disregarding the slight average buff the maul is still the best
Flail: because it is 1/3rd or 1/5 the price of the other options.
Like the Mace we will use the flail, morning star, and warpick
as a basis to compare the other weapons to as the dice code Lance:
is the same among all these property-less weapons. It should to the warpick its dice code increased by 2 degrees gains the
be noted that the Morningstar is double the weight of the reach and special perks; costing 2x as much. When looking at
others, while the warpick is the cheapest with the others the special rules we can see that the weapon does require
being either 2x or 3x more expensive. being two-handed when one isn’t mounted. Taking this into
account we can compare the Lance and pike where we can
Longsword: see that the pike is half the price, a dice code degree smaller
Compared to the Warpick the Battleaxe gains the versatile while the lance has disadvatage at melee range.
trait, and is 2x more expensive. The Battleaxe, Longsword,
and warhammer are equivalent; with the battleaxe being Greatsword:
1/3rd cheaper than the other two, the warhammer being the Compared to the Warpick, the Greataxe gains the heavy and
lightest. two-handed properties; subsequently its dice code goes up by
two degrees. Is almost identical to the Greataxe and maul but
Morningstar: the 2d6 dice code changes the average from 6.5 to 7
Like the Mace we will use the flail, morning star, and warpick Disregarding the slight average buff the maul is still the best
as a basis to compare the other weapons to as the dice code because it is 1/3rd or 1/5 the price of the other options.
is the same among all these property-less weapons. It should
be noted that the Morningstar is double the weight of the Maul:
others, while the warpick is the cheapest with the others Compared to the Warpick, the Greataxe gains the heavy and
being either 2x or 3x more expensive. two-handed properties; subsequently its dice code goes up by
two degrees. It is almost identical to the Greataxe and
Rapier: Greatsword but the 2d6 dice code changes the average from
Compared to the warpick the rapier gains the finesse 6.5 to 7. Disregarding the slight average buff the maul is still
property. The rapier is one dice code degree higher than the the best because it is 1/3rd or 1/5 the price of the other
shortsword, and is subsequently 2.5x more expensive. options.
Warpick:
Like the Mace we will use the flail, morning star, and warpick Martial Ranged Weapons
as a basis to compare the other weapons to as the dice code Dice Damage
is the same among all these property-less weapons. It should Name cost Code type Properties weight
be noted that the Morningstar is double the weight of the Blowgun 10gp 1 Piercing Ammunition 1lb.
others, while the warpick is the cheapest with the others (range25/100),
being either 2x or 3x more expensive. loading
Hand 75gp 1d4 Piercing Ammunition 2lb.
Warhammer: Crossbow (range30/120),
Compared to the Warpick the Warhammer gains the versatile light, loading
trait, and is 3x more expensive. The Battleaxe, Longsword, Longbow 50gp 1d8 Piercing Heavy, (range 2lb.
and warhammer are equivalent with the battleaxe being 150/600), two-
1/3rd cheaper than the other 2, the warhammer being the handed
lightest. Heavy 50gp 1d10 Piercing Ammunition (range 18lb.
crossbow 100/400), heavy,
Glaive: loading, two-handed
Compared to the Greatsword the glaive gains the reach perk
and subsequently its dice code goes down by 1. It is identical Net 1gp - - Special, thrown
(range 5/15)
3lb.
to the halberd and equivalent to the Pike.
7
Analytic Description Heavy:
Blowgun: All heavy weapons are Melee have the two handed property;
Without a doubt the worst weapon on the surface, need deals the two highest dice code avg. (d10-2d6), the weaker
martial proficiency to use, has loading so can only make one half have another property associated with them. All heavy
attack per round, and it does one damage. Has potential when weapons are martial weapons
it comes to administering venoms or toxins to the target. Light:
Hand Crossbow: All light weapons are on the weaker side of the dice code avg.
comparatively loses the two-handed property, gains the light (d4-d6), and most of them have one or more extra properties.
property, cost 3x as much. This would mean that the hand Loading:
crossbow should be 2 dice code degrees less than the light All weapons with the loading property are ranged weapons.
crossbow which would make it 1 d4 damage, but the fact that All weapons with the loading property have the ammunition
it is a martial weapon increases it back to 1d6. property, they are found on all but the highest dice code avg.
Longbow: (d4-d10)
two-handed mechanical ranged weapon uses arrows for Range:
ammunition. Compared to the shortbow the longbow gains weapons with the range property are either melee weapons
the heavy property, its dice code increases by one degree, and or ranged weapons; melee weapons will have the thrown
it costs 2x as much. property and ranged weapons and ranged weapons will have
the ammunition property.
Heavy Crossbow:
Two-handed mechanical ranged weapon uses bolts for Reach:
ammunition. Compared to the light crossbow the heavy Almost all reach weapons have the Heavy property. The
crossbow gains the heavy property; its dice code is one exception to this (whip) is the only reach weapon with the
degree higher, and costs 2x as much. From this we can infer finesse property.
that the heavy property is providing a dice code increase. Special: special weapons have unique functions.
When compared to the long bow we can also see that the
loading property is also conferring a dice code increase. Thrown:
All weapons with the thrown property are Melee weapons
Net: (not the dart) and have a range property whose max range is
It is completely different compared to the other weapons due 3x its effective range (except for the javelin who has a 4x max
to its special property; the special rule gives a good primer range). They are in the bottom half of the dice code avg.(d4-
how special weapons for restraining can be structured. d6)
Lastly we will be taking a look at the properties themselves in
Two-Handed:
more detail. all Two-handed weapons are Melee have the Heavy property.
Deals the two highest dice code avg. (d10-2d6), the weaker
half have another property associated with them. All Two
Properties Handed weapons are martial weapons.
Ammunition: Versatile:
All weapons with the ammunition property are ranged All versatile weapons are melee weapons; they sit in the
weapons and have a range property whose max range is 4x middle of the dice code avg. (d6-d8) with the weaker half
its effective range. The property is found on all but the having one or more extra properties.
highest damage dice code avg.(d4-d10). Weight:
Dice code: How much the weapon weights (some things are just simple).
The dice rolled on a successful hit; It is important to
remember that the dice code is a representation of a fixes
statistical gradiant.
"not a spear fix"
Damage type: Finally with all the Information and patterns that have been
the type of damage the weapon deals observed in mind we will offer up some possible solutions for
Finesse: the flaws which were previously mentioned and see what
All finesse weapons are melee weapons (not the dart), most changes are the least invasive relative to functional difference
have one or more extra property associated with it. All but the we can achieve.
highest dice code avg. (d4, d10-d12). Has the finesse property. The first set of weapons we should look at is the
Almost all of them are martial weapons. quarterstaff, spear, trident. As noted earlier the quarterstaff
feels weaker than the spear as it has nothing to rivals the
spears ability to be thrown, and conversely the trident being a
martial weapon compared to the spear should feel stronger
even though they are the same.
Heavy:
8
Based on this we can assume that there wont be a need to and amazingly there is already a precedent set for a hand
change the spear, instead we should buff the quarterstaff so it thrown weapon which has a better range than the rest, that
becomes a side grade to the spear, and we should do a buff of being the Javelin. Unlike all other hand thrown weapons, the
similar strength though preferably with different type for the javelin has range that is comparable to certain simple and
trident; the reason a differnt type of buff would be preferred is martial ranged weapons; also the javelin has a 4x max range
because it increases variability thus increasing player choice. just as an ammunition based ranged weapon would. Using
Also, in order to make a change that serves its goal but is the javelin as a guide we can try to find a range buff that suits
also believable you need to consider the fictional and our needs.
narrative aspects of the weapon, that is to say the changes the easiest fix would be to simply use the same range code
you make to the weapons properties should be believable. that the javelin uses, this if the least invasive option but is
With all this in mind lets consider any properties which seems a tad lack luster so we can try upping the ante a bit
may make logical sense for the quarterstaff to have. a quick like so (40/160), I like the idea of the javelin having the
overview and we can see the some of the logical ones are highest thrown range because out of all the thrown weapons
Finesse, Light, and reach. it is the only martial one.
If we gave it finesse it would be comparable to the On the other hand the javelin is unique because of its
shortsword, and scimitar when held in one hand and would specific design is to be thrown as opposed to the other
effectively be the bludgeoning alternative to the finesse weapons which can be thrown as an additional option.
weapons at 1d6, or when two-handed it is comparable to the So compromising between these 2 ideas we go back to the
rapier with the 2 of them being the only finesse weapons at 3x efficiency but we increase the effective distance, doing this
1d8 one being piercing the other being bludgeoning. we get either (40/120) or (50/150)
Considering it fictionally the dexterous character with a It’s kind of convenient that the 40ft effective range has the
staff, broom, or other long stick using his ability to same max range as some of the ranged weapons, this way we
outmaneuver his opponent is a fairly common trope( think can make a comparison.
Aang from the last air bender). This seems like a very viable when we do this it may seem like the trident is encroaching
option. on the hand crossbow as they would be similar martial
Neither the Light nor reach property seem like viable ranged weapons with the trident having a the advantage of
options mechanically or narratively speaking. the light being a martial weapon vs. a ranged weapon very much the
property would mean that it could be used as a one handed same problem with the dagger and dart on top of also having
bonus action attack for 1d6 which is not unprecedented as the versatile trait. The difference to notice is that the hand-
shown by the handaxe, but the quarterstaff doesn’t fit the crossbow has the light property and as such can be taken as a
same profile as the other light weapons which all seem to be bonus action.
hand sized weaponry. Also while being a long weapon the so compared to the javelin the trident would have only
quarterstaff isn’t long enough to confer a reach bonus, also slightly better effective range, this buff seems pretty weak
aside from the whip it would break the mold of the weapons especially when we consider just how much stronger the
with reach having the two-handed and heavy property. longbow compared to the other ranged weapons, as the
So the most logical change would be to add the finesse martial thrown weapon the trident should have a similar
property, cementing the quarterstaff deeply into a niche of its effect, that’s why i prefer (50/150) it has a clear range
own. advantage over its competition, it also has an interesting
Now looking at the trident we can see that we hit a synergy with the longbow, that being that the tridents max
roadblock if we just try to add a property, as similarly to the range would then be the longbows effective range.
Quarterstaff no other property makes sense except finesse, The only downside to this is that the max range may seem
and even then a trident isn’t that functionally different from a absurdly high, but when you take into consideration that the
spear(point stabby end at enemy and thrust or throw). world record for distance thrown with a javelin is almost
So instead of adding a property to buff the weapon we're 350ft, less than half of that for equipment that’s not modern
going to need to do something else. looking at the properties seems decently fair.
it already has we know that it is a martial weapon meaning Dice Damage
we expect it to be more functional or effective than a simple Name cost Code type Properties weight
weapon, the versatile property meaning its dice code goes up
when two-handing, and the thrown property. Now considering Quarter 2sp 1d6 Bludgeoning Finesse, 4lb.
that it is a martial weapon, is there any property that the staff Versatile(1d8)
trident already has that can be improved. Trident 5gp 1d6 Piercing Range (50/150), 4lb.
short answer yes; long answer if we look at the versatile Versatile(1d8)
trait really quick it should be clear that the dice code going up
even higher doesn’t make much sense so improving that "there can only be one fix"
won’t work, this leaves the thrown properties range as the As the name implies, when it comes to the glaive/halberd
only option. there design and function are much too similar, for this
reason one of them will need to be voted off the island.
the other option is giving one of them finesse but that
doesn’t make much sense narratively, these are large
weapons which are difficult to maneuver.
9
That is unless we don’t take glaive to mean the historical It seems that this is what most people try to do with it in
weapon, but instead we interpret it as the glaive found in pop one way or another, but the lack of definition in how that
culture A.K.A the twin blade. if this is the case then we would functions leaves this weapon feeling pointless when looked at
remove the reach property and add the finesse property. from a purely mechanical perspective.
Dice Damage
So given that we will be creating a special property for the
Name cost Code type Properties weight blowgun to better define what its function is.
In order to do this well we should first read the 2 special
Glaive 20gp 1d10 slashing Finesse, Heavy, Two- 4lb. properties already present in the original table.
Handed We can see that in the case of the lance the special rules
indicates situations where the lance is less functional than
I leave the choice in the hands of each DM. normal; meanwhile the net special rules give a detailed
"Don’t throw your cutlery fix" description of how the net functions as it has no damage
So how can we go about improving the dart so that it is on based applicability in combat.
par with the Dagger? Before we continue a now important We want a special rule that is structured similarly to these,
topic that we've for the most part skipped is cost; cost of something like:
weapons for the most part is semi arbitrary as since Blowgun special property
inevitable you will have the gold to buy any item you could
want regardless of your proficiency or lack thereof, or even its The blowgun is a deathly quiet weapon which shoots out
availability. What is important to note though are a couple of hard to detect needles; while in stealth behind cover it is
simple analytic conclusions anyone who has gotten this deep possible to attack an enemy with this weapon and remain
in should have picked up. undetected.
Namely weapons with more properties tend to be more I order for this to happen you roll a stealth check when you
expensive, martial weapons tend to be more expensive, make the attack regardless of whether or not you hit; any
weapons get more expensive the higher the dice code. creatures who can see the trajectory of the needle when fired
Besides that, weapons which are primarily used for makes a perception check against the stealth check you
throwing such as the javelin or dart are cheaper because you rolled. On a fail they don’t see the needle, on a success they
are expected to lose them faster, a process similar t buying spot where the projectile was fired from but don’t necessarily
ammunition. so keeping its' cheaper price in the back of our see you. Additionally if a creature being hit is not looking at
heads let’s try to see how we can improve it. you it makes a perception check against the stealth roll. On a
Being a ranged weapon, its naturally going to have a fail he doesn’t notice the attack, and on a success the target
disadvantage in melee so perhaps in order to compensate for knows that he has been attacked but not where the attack
that we increase its potency. There are 2 main ways of going came from.
about this, we can improve the range like we did with the Dice Damage
trident, or we can increase the dice code. Name cost Code type Properties weight
increasing the range to that of the javelin seems like a good
idea, further cementing the idea that these are expendable Blowgun 10gp 1 piercing Ammunition, loading, 1lb.
weapons. range (25/100),
special
Increasing the dice code to 1d6 makes just makes it an
inferior javelin. Special
The minor buff of increasing its range to (30/120) seems
like a logical way to split them apart, still it feels lack luster. When making an attack roll with this weapon roll a stealth
Looking back at how we increased the tridents range check, any hostile target which has the opportunity to
property, after initially trying to give t the same efficiency as detect you rolls a WIS(perception) saving throw whose DC
is the result of your stealth roll made for the attack.
the javelin we instead reverted to the 3x efficiency and Hostile targets will have the opportunity to detect you if:
increase our effective range in a way that was analogous to they are looking in your direction when you make the
the efficiency change. With all this in mind I have settled on attack, or when you are hit by the attack. on a fail you go
altering the dart as follows. undetected, on a success they know what direction the
attack came from.
Dice Damage
Name cost Code type Properties weight
Now after having read all of this, we have hopefully
Dart 5cp 1d4 piercing Finesse, Range 1/4lb. garnered a better understanding of the weapons table. And if
(40/120), thrown choosing to use the patch for the weapons or make your own
homebrew content that you’ll have a better understanding of
giving it a a large effective range while keeping the max what you're doing with each change you make.
range similar puts the dart at a very good niche in between all Tune in next time( if we ever have a next time) when we will
the other thrown weapons most of whom would out class it if over analyze the armor table.
we simply increased it to (30/120).
And finally the “I can't believe it has a Credits
function" Official content is by Wizards of the coast, perturbations
All things considered i find this fix fairly easy, when i think of thereof is by pktenacious.
the blow gun I think of a stealthy weapon used to deliver Version 1.0
poison to people silently.
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