Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Expanded Weapons & Armor (5E) - GM Binder

Download as pdf or txt
Download as pdf or txt
You are on page 1of 9
At a glance
Powered by AI
The document provides a detailed list and descriptions of various melee and ranged weapons including their damage, weight and special properties.

The document describes both simple and martial melee weapons like clubs, daggers, swords and polearms as well as simple ranged weapons like darts and bows.

Weapons are described with various properties that define their usage such as two-handed, finesse, thrown, versatile and more.

Expanded Weapons & Armor

Simple Melee Weapons


Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Brawler, light, versatile (1d6)
Dagger 2 gp 1d4 piercing 1 lb. Execute, finesse, light, thrown (range 20/60)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Brawler, heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, nimble, thrown (range 20/60)
Hidden knife 25 gp 1d4 piercing 1 lb. Execute, finesse, glove, hidden, light
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), versatile (1d8)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Bludgeon, light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Demolish, versatile (1d8)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Agile, versatile (1d8)
Scythe 5 gp 2d4 slashing 5 lb. Heavy, reach, two-handed
Sickle 1 gp 1d4 slashing 2 lb. Disarm, light, finesse
Shortspear 1 gp 1d6 piercing 3 lb. Finesse, thrown (range 20/60), versatile (1d8)
Spiked gauntlet 2 gp 1d6 piercing 1 lb. Glove, lacerate, light
Unarmed Strike --- 1d1 bludgeoning --- Light

Martial Melee Weapons


Name Cost Damage Weight Properties
Bastard sword 30 gp 1d10 slashing 6 lb. Heavy, variable, versatile (1d12)
Battleaxe 10 gp 1d8 slashing 4 lb. Lacerate, versatile (1d10)
Broadsword 30 gp 2d4 slashing 4 lb. Flexible (1d4), variable
Chain sickle 5 gp 1d6 slashing 4 lb. Finesse, flexible (1d6), reach, two-handed, variable
Clawed gauntlet 5 gp 1d6 slashing 2 lb. Finesse, glove, light
Double-bladed scimitar 100 gp 2d4 slashing 6 lb. Finesse, flexible (1d4), two-handed
Double-headed axe 100 gp 1d6 slashing 10 lb. Flexible (1d6), heavy, lacerate, two-handed
Double-headed hammer 100 gp 1d6 bludgeoning 10 lb. Bludgeon, flexible (1d6), heavy, two-handed
Flail 10 gp 1d8 bludgeoning 2 lb. Bypass, versatile (1d10)
Glaive 20 gp 1d10 slashing 6 lb. Finesse, heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Charge, heavy, lacerate, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Charge, heavy, two-handed, variable
Greatscythe 40 gp 3d4 slashing 6 lb. Heavy, reach, two-handed
Halberd 20 gp 2d6 piercing 6 lb. Heavy, reach, two-handed, variable
Hidden blade 25 gp 1d6 piercing 2 lb. Execute, finesse, hidden, light
Katana 25 gp 1d8 slashing 3 lb. Finesse, versatile (1d10)
Khopesh 25 gp 1d6 slashing 3 lb. Disarm, finesse, light
Longspear 25 gp 1d8 piercing 9 lb. Heavy, reach, thrown (range 20/60), versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Flexible (1d4), variable, versatile (1d10)
Maul 10 gp 1d12 bludgeoning 10 lb. Bludgeon, charge, heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Penetrate, versatile (1d10)
Parrying dagger 15 gp 1d4 piercing 1 lb. Disarm, finesse, light, parry
Pike 5 gp 1d10 piercing 18 lb. Charge, heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Defensive, finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light, nimble
Shortsword 10 gp 1d6 piercing 2 lb. Adaptable, finesse, light
Trident 5 gp 1d8 piercing 4 lb. Liquidate, thrown (range 20/60), versatile (1d10)
War pick 5 gp 1d8 piercing 2 lb. Demolish, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Bludgeon, versatile (1d10)

2
Name Cost Damage Weight Properties
Warclub 15 gp 3d4 bludgeoning 15 lb. Brawler, heavy, two-handed
Whip 2 gp 1d4 piercing 3 lb. Disarm, finesse, light, reach
Whipblade 25 gp 1d4 slashing 3 lb. Drag, finesse, light, thrown (range 20/60), special

Simple Ranged Weapons


Name Cost Damage Weight Properties
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning --- Ammunition (range 30/120)
Throwing star 5 sp 1d4 slashing 1/2 lb. Finesse, thrown (range 30/120)

Martial Ranged Weapons


Name Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), covert, loading
Composite bow 50 gp 1d8 piercing 2 lb. Ammunition (range 100/400), finesse, heavy, two-handed
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Crossbow, repeater 150 gp 1d6 piercing 7 lb. Ammunition (range 50/200), loading, repeater, two-handed
Greatbow 65 gp 1d10 piercing 5 lb. Ammunition (range 200/800), bulky, cumbersome, heavy, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp --- 3 lb. Special, thrown (range 5/15)
Throwing knife 5 gp 1d6 piercing 1 lb. Finesse, thrown (range 20/60)
Wristbow 100 gp 1d4 piercing 3 lb. Ammunition (range 30/120), glove, hidden, light, loading

Advanced Melee Weapons


Name Cost Damage Weight Properties
Cavalry hammer 500 gp 1d8 bludgeoning 3 lb. Armor piercing, charge, momentum (1d12), versatile (1d10)
Cutlass 500 gp 1d8 slashing 2 lb. Finesse, swift, versatile (1d10)
Lance 500 gp 1d8 piercing 6 lb. Charge, momentum (1d12), reach, versatile (1d10)
Quadflail 1000 gp 1d4 bludgeoning 2 lb. Bypass, heavy, special, unwieldy
Ranseur 500 gp 1d12 piercing 12 lb. Drag, guard, heavy, reach, two-handed
Ultragreatsword 1000 gp 3d8 slashing 50 lb. Brutal, charge, heavy, two-handed, unwieldy
Zweihänder 500 gp 2d6 slashing 7 lb. Brutal, charge, heavy, two-handed

Advanced Ranged Weapons


Name Cost Damage Weight Properties
Blackpowder 250 2d4
4 lb. Ammunition (range 25/100), blackpowder, loading, light
pistol gp piercing
Blackpowder 500 2d6
10 lb. Ammunition (range 80/300), blackpowder, loading, two-handed
rifle gp piercing
750 2d6 Ammunition (range 20/30), blackpowder, cumbersome, loading, scatter (line 10),
Blunderbuss 10 lb.
gp piercing two-handed
750
Flame bellows 2d6 fire 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
gp
750
Frost bellows 2d6 cold 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
gp
750 2d6
Storm bellows 11 lb. Ammunition (range 15), cumbersome, loading, scatter (cone 15), two-handed
gp lightning

3
Light Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Padded 10 gp 11 + Dex modifier Str 8 --- -1 8 lb.
Leather 50 gp 12 + Dex modifier Str 10 --- -1 10 lb.
Hide 100 gp 13 + Dex modifier Str 10 --- -1 12 lb.
Studded Leather 200 gp 14 + Dex modifier Str 10 --- -1 13 lb.

Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Chain shirt 50 gp 14 + Dex modifier (max 2) Str 10 --- -2 20 lb.
Scale mail 250 gp 15 + Dex modifier (max 2) Str 12 Disadvantage -2 45 lb.
Breastplate 500 gp 16 + Dex modifier (max 2) Str 10 --- -2 20 lb.
Half plate 1000 gp 17 + Dex modifier (max 2) Str 12 Disadvantage -2 40 lb.

Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Damage Reduction Weight
Ring Mail 100 gp 17 Str 14 Disadvantage -3 40 lb.
Chain mail 500 gp 18 Str 14 Disadvantage -3 55 lb.
Splint 1000 gp 19 Str 16 Disadvantage -3 60 lb.
Plate 2000 gp 20 Str 16 Disadvantage -3 65 lb.

Shields
Shield Cost Armor Class (AC) Damage Damage Reduction Properties Weight
Buckler shield 5 gp +1 1d4 bludgeoning -1 Light 2 lb.
Round shield 10 gp +2 1d6 bludgeoning --- --- 6 lb.
Spiked shield 200 gp +3 1d8 piercing --- --- 7 lb.
Tower shield 500 gp +4 1d10 bludgeoning --- Heavy 45 lb.

Unarmored Defense
Name Class Armor Class (AC) Damage Reduction
Unarmored Defense Barbarian 10 + your Dexterity modifier + your Constitution modifier -2
Unarmored Defense Monk 10 + your Dexterity modifier + your Wisdom modifier -2
Natural armor --- --- -1
Other --- 10 + your Dexterity modifier ---

Revised & New Spells


Description: For the duration of the spell, the base armor class of a willing creature of your choice within range who isn't
wearing armor becomes 10 + its Dexterity modifer + your spellcasting modifier, if it isn't higher already. The spell ends if the
target dons armor or if you dismiss the spell as an action.

Spell Damage
Name Class Level School Time Duration Range Components Reduction
Druid, 1 V, S, M (a handful of
Barkskin 1 Transmutation 8 hours Self -2
Ranger action oak bark)
Inspiring Bard, 1 Self (10-foot- V, S, M (a feather of a
1 Enchantment 8 hours ---
Visage* Paladin action radius) griffon)
Sorcerer, 1 V, S, M (a piece of
Mage Armor 1 Abjuration 8 hours Touch -2
Wizard action cured leather)
Otherworldy Cleric, 1 V, S, M (a shard of
1 Divination 8 hours 30 feet ---
Favor* Warlock action stained glass)

4
Ammunition
Name Cost Weight
Ammunition
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1.5 lb.
Sling bullets (20) 4 cp 1.5 lb.
Paper Cartridge Bullets (20) 3 gp 2 lb.
Bellows Canister (20) 5 gp 4 lb.

Armor Improvised Weapons


The armor table shows the cost, weight, and other Sometimes characters don't have their weapons and have
properties of the common types of armor worn in the to attack with whatever is at hand. An improvised weapon
worlds of D&D. includes any object you can wield in one or two hands,
Armor Class (AC). Armor protects its wearer from such as broken glass, a table leg, a frying pan, a wagon
attacks. The armor (and shield) you wear determines your wheel, or a dead goblin. Often, an improvised weapon is
base Armor Class. similar to an actual weapon and can be treated as such.
Armor Proficiency. Anyone can put on a suit of armor For example, a table leg is akin to a club. At the DM's
or strap a shield to an arm. Only those proficient in the option, a character proficient with a weapon can use a
armor's use know how to wear it effectively, however. Your similar object as if it were that weapon and use his or her
class gives you proficiency with certain types of armor. If proficiency bonus.
you wear armor that you lack proficiency with, you have An object that bears no resemblance to a weapon deals
disadvantage on any ability check, saving throw, or attack 1d4 damage (the DM assigns a damage type appropriate
roll that involves Strength or Dexterity, and you can't cast to the object). If a character uses a ranged weapon to
spells. make a melee attack, or throws a melee weapon that does
Damage Reduction. While you are wearing armor or not have the thrown property, it also deals 1d4 damage.
are affected by a spell with damage reduction, An improvised thrown weapon has a normal range of 20
bludgeoning, piercing or slashing damage that you take feet and a long range of 60 feet.
from nonmagical weapons is reduced by the number
stated in the damage reduction column. The damage Special Weapons
reduction of a creature benefitting form unarmored
defense includes nonmagical and magical bludgeoning, Weapons with special rules are described here.
piercing and slashing damage from any source. Should Net. A Large or smaller creature hit by a net is
you gain the damage reduction from both an armor and restrained until it is freed. A net has no effect on creatures
unarmored defense, you can choose which one you use, that are formless, or creatures that are Huge or larger. A
they do not stack. creature can use its action to make a DC 10 Strength
Shields. A shield is made from wood or metal and is check, freeing itself or another creature within its reach on
carried in one hand. Wielding a shield increases your a success.
Armor Class by the amount stated in the armor class Dealing 5 slashing damage to the net (AC 10) also frees
column. They count as simple melee weapons for the the creature without harming it, ending the effect and
purposes of two weapon fighting and deal the damage destroying the net. When you use an action, bonus action,
stated in the damage column. For the purposes of or reaction to attack with a net, you can make only one
increasing your Armor Class, you can benefit from only attack regardless of the number of attacks you can
one shield at a time. If your character starts with a shield, normally make.
that shield is a round shield. Quadflail. When you hit an attack with this flail, roll a
Stealth. If the Armor table shows "Disadvantage" in the d4. The number rolled determines how many heads will hit
Stealth column, the wearer has disadvantage on Dexterity the target. You roll the damage die and add your ability
(Stealth) checks. modifier as well as any other modifiers a number of times
Strength. Armor can interfere with the wearer's ability equal to the number rolled on the d4.
to move quickly, stealthily, and freely. If the strength score Whipblade. When you make a thrown ranged attack
is less than the score in the Strength column for an armor with the Whipblade, the blade gets pulled back into your
type, the armor reduces the wearer's speed by 10 feet hand as part of the attack.
unless the wearer has a Strength score equal to or higher
than the listed score.

5
At the end of the battle, you can recover half your
Uncommon Weapons expended ammunition by taking a minute to search the
    Adamantine. An adamantine weapon or piece of battlefield. If you use a weapon that has the ammunition
ammunition overcomes resistance and immunity to property to make a melee attack, you treat the weapon as
nonmagical bludgeoning, piercing or slashing damage that an improvised weapon. A sling must be loaded to deal any
isn't adamantine. Any hit made with an adamantine damage when used this way.
weapon against an object is a critical hit, and adamantine Armour Piercing (E). When you roll to hit a creature
armor is treated as normal armor. The adamantine version with an Armour Piercing weapon or ammunition, if the
of a melee weapon or of ten pieces of ammunition costs target is wearing armour or has natural armour, then you
500 gp more than the normal version, whether the receive +2 on your attack roll to hit that target.
weapon or ammunition is made of the metal or coated Blackpowder. Blackpowder weapons fire projectiles
with it. with ear-splitting noise, shredding armour with deadly
Advanced. Advanced weapons are difficult to master, force. When fired, Blackpowder weapons emit a deafening
and as a result require more specialised training than even crack audible 300 feet away. Unfortunately, Blackpowder
martial weapons. Characters gain proficiency in Advanced weapons often become useless when wet. If a
Weapons when they have proficiency in all Martial Blackpowder weapon is exposed to heavy rain,
Weapons. If a character gains proficiency in Martial submerged, or drenched in water by a similar means, then
Weapons at a later level, then they also gain proficiency in it cannot fire. A character cannot use this weapon again
Advanced Weapons. If you gain the Weapon Master feat, until they complete a short rest in dry conditions.
you can also choose an advanced weapon as one of the Blessed (E). When a creature that is a fiend, fey, or
weapon proficiencies you gain. undead is hit with a Blessed weapon or ammunition, that
Firearms. In some worlds, firearms are common and creature’s speed is reduced by 10 feet until the end of their
widespread among those unaffine to magic. As an optional next turn. Additionally, they cannot take reactions until the
rule, they cost 1/100th of their cost in their respective table end of their next turn.
and deal an additional damage die instead of adding your Bludgeon. If you make an attack with this weapon and
ability modifier to the damage rolls. If you gain the Gunner score a critical hit against a creature wearing armor, you
feat, you also gain proficiency in the blackpowder pistol, can roll one additional damage die when determining the
blackpowder rifle and blunderbuss. extra damage it takes.
Enchanted. You can purchase or craft five pieces of Brawler. If you attack with this weapon as part of the
enchanted ammunition or a single enchanted weapon and attack action on your turn, you can use a bonus action
give it one weapon property with an (E) next to its name. immediately after to shove or grapple your opponent.
This property is applied when the ammunition is Brutal. Brutal weapons are designed to subject an
purchased or crafted, and cannot be changed. The cost for adversary to the most harm. When you score a critical hit
five pieces of enchanted ammunition equals 250 gp more against a creature with a Brutal weapon, you can add an
than the normal version, and 1000 gp more than the additional weapon damage die to the damage dealt.
normal version for a weapon. Bulky. When using this weapon to attack a target within
Silver. A silvered weapon or piece of ammuntion 10 feet, you have disadvantage on the attack roll.
overcomes resistance and immunity to nonmagical Bypass. When you attack a creature wielding a shield
bludgeoning, piercing or slashing damage that isn't with your weapon, you can ignore the bonus to its AC from
silvered. The silver version of a melee weapon or of ten its shield.
pieces of ammunition costs 100 gp more than the normal Charge. When you have moved 20 feet or more in a
version, whether the weapon or ammunition is made of straight line this turn, your next attack with the weapon
the metal or coated with it. deals an additional damage die when determining the
damage it takes.
Weapon Properties Covert. If you are hidden, a missed attack with a covert
weapon does not reveal you.
Many weapons have special properties related to their Cumbersome. Cumbersome weapons are difficult to
use, as shown in the Weapons tables. wield but are effective tools for those strong enough to
Adaptable. When you make an opportunity attack with wield them. When making an attack with a Cumbersome
this weapon, you have advantage on the attack roll. weapon, you must use your Strength modifier for both the
Agile. When making an attack with an agile weapon, you attack and damage rolls.
use your choice of your Strength or Dexterity modifier for Defensive. While you are wielding this weapon and no
the attack and damage rolls when you wield the weapon in other weapon or shield, you gain a +1 bonus to your AC.
two hands. You must use the same modifier for both rolls. You can add this bonus only once.
Ammunition. You can use a weapon that has the Demolish. On a hit, your weapon deals double damage
ammunition property to make a ranged attack only if you to structures and objects.
have ammunition to fire from the weapon. Each time you Disarm. You can use the Attack action to make a special
attack with the weapon, you expend one piece of melee attack with this weapon, a disarming attack. If
ammunition. Drawing the ammunition from a quiver, case, you're able to make multiple attacks with the Attack action,
or other container is part of the attack (you need a free this attack replaces one of them. The target of your
hand to load a one-handed weapon). disarming attack must be no larger than one size larger
than you and must be within your reach.

6
Make an attack roll contested by the target's Strength Hidden. Your weapon is hidden inside a boot, gauntlet,
(Athletics) check or Dexterity (Acrobatics) check. If you win sleeve, staff, hat, cane or another possible location on your
the contest, the attack causes no damage or other ill person and can be pulled out, ejected via a mechanism or
effect, but its weapon lands in an unoccupied square reinserted as a bonus action. The weapon remains hidden
within 10 feet of it. You have disadvantage on the attack unless a creature succeeds on a DC 20 Intelligence
roll if the target is holding the item with two or more (investigation) check to search you.
hands. The target has advantage on its ability check if it is Lacerate. If you make an attack with this weapon and
larger than you, or disadvantage if it is smaller. score a critical hit against an unarmored creature, you can
Drag. You can use the attack action to make a special roll one additional damage die when determining the extra
melee or ranged attack with this weapon, a dragging damage it takes.
attack. If you're able to make multiple attacks with the Light. A light weapon is small and easy to handle,
Attack action, this attack replaces one of them. The target making it ideal for use when fighting with two weapons.
of your dragging attack must be no larger than one size When you take the Attack Action and Attack with a light
larger than you and must be within your reach. Make an melee weapon that you’re holding in one hand, you can
attack roll contested by the target's Strength (Athletics) use a Bonus Action to Attack with a different light melee
check or Dexterity (Acrobatics) check. If you win the weapon that you’re holding in the other hand. You don’t
contest, the attack causes no damage or other ill effect, add your ability modifier to the damage of the bonus
but the target gets pulled up to 10 feet in a direction of Attack, unless that modifier is negative.
your choice. If either weapon has the Thrown property, you can
Elemental (E). When you hit a creature with an throw the weapon, instead of making a melee Attack with
elemental weapon or ammunition, the target takes an it..
additional 2d4 of one of the following damage types Loading. Because of the time required to load this
(chosen when gaining this property): Cold, Fire, Thunder, weapon, you can fire only one piece of ammunition from it
Lightning, Poison. when you use an action, bonus action, or reaction to fire it,
Execute. If you make an attack with this weapon and regardless of the number of attacks you can normally
score a hit against an incapacitated, unconscious or make.
surprised creature, you can roll one additional damage die Liquidate. If you make an attack with this weapon and
when determining the damage it takes. score a critical hit against a creature submerged
Finesse. When making an attack with a finesse weapon, underwater, you can roll one additional damage die when
you use your choice of your Strength or Dexterity modifier determining the extra damage it takes.
for the attack and damage rolls. You must use the same Momentum. Momentum weapons are designed to
modifier for both rolls. deliver devastating attacks as part of a charge. When you
Flexible. Some weapons allow you to use the other end hit a creature with a Momentum weapon, and you have
of the weapon or are meant to only be dual-wielded. When moved 20 feet or more in a straight line this turn, you can
you take the Attack action and attack with this weapon, upgrade the damage dice to the weapon’s momentum
you can use a bonus action to make another attack, dice value.
dealing bludgeoning, piercing or slashing damage (your Nimble. When you engage in two-weapon fighting with
choice) equal to the value in parentheses, on the property this weapon as your offhand weapon, you can add your
description. ability modifier to the damage of its attack.
Glove. A glove weapon is worn on your hand or Parry. While you are wielding this weapon and one
forearm, and you cannot be disarmed of it. You can hold other one-handed weapon, you gain a +1 bonus to your
objects, wield weapons, and cast spells with a hand fitted AC. You can add this bonus only once.
with a glove weapon, but you can only attack with the Penetrate. If you make an attack with this weapon and
glove weapon if that hand is unoccupied. It takes an action score a critical hit against a creature with natural armor,
to don or doff a glove weapon. you can roll one additional damage die when determining
Guard. Guard weapons are made to fight defensively, the extra damage it takes.
often designed with a long reach or flat surface for Range. A weapon that can be used to make a ranged
parrying. While wielding a Guard weapon, whenever a attack has a range in parentheses after the ammunition or
hostile creature moves within your reach, you can use a thrown property. The range lists two numbers. The first is
reaction to make a weapon attack with a Guard weapon the weapon's normal range in feet, and the second
against that creature. If the attack hits, then it deals no indicates the weapon's long range. When attacking a target
damage, the creature immediately stops and its speed beyond normal range, you have disadvantage on the
becomes 0 until the end of its turn. attack roll. You can't attack a target beyond the weapon's
Heavy. A heavy weapon's size and bulk make it too long range.
large for a Small or Tiny creature to use effectively. Small Reach. This weapon adds 5 feet to your reach when you
or Tiny creatures have disadvantage on attack rolls with attack with it, as well as when determining your reach for
heavy weapons. Small and Tiny creatures may craft opportunity attacks with it.
versions of these weapons that are more suited to them,
with the size of all damage dice reduced by one die size
(3d4/2d6/1d12 -> 1d10 -> 2d4/1d8 -> 1d6 -> 1d4 -> 1d1).

7
    Repeater. Repeater weapons fire rounds in quick
succession, either using multiple barrels or quick reloading
mechanisms. When you take the attack action with a
Repeater weapon, you can use a bonus action to attack New Additions (40)
again with the same weapon. You don’t add your ability
modifier to the damage of the second shot, unless that Simple Melee Weapons (3)
modifier is negative. You can make this bonus action even added the Hidden knife
if the weapon has the Loading property. added the Scythe
Scatter. When you take the attack action and added the Spiked gauntlet
successfully hit a creature with a Scatter weapon, measure
the weapon’s Scatter range from the square (or point of Martial Melee Weapons (15)
impact) that the target you hit occupies. All creatures other
added the Bastard sword
than the original target that fall within the weapon’s
added the Broadsword
scatter range must make a Dexterity saving throw against added the Chain sickle
your Scatter DC. Upon a failed save, they take damage added the Clawed gauntlet
equal to 1d6. Damage dealt this way is the same type as added the Double-bladed scimitar
the weapon that you hit with. added the Double-headed axe
A weapon’s Scatter range and shape are mentioned in added the Double-headed hammer
its statistics. For example, a Flame Bellows has a range of added the Katana
15 feet and a Scatter range of 15 feet. This means the added the Khopesh
weapon can hit a target within 15 feet, and upon a hit, a added the Greatscythe
15-foot cone extending beyond the target will determine added the Hidden blade
those hit by the Scatter effect, up to a total distance of 30 added the Longspear
feet.
added the Parrying dagger
added the Warclub
Scatter Save DC = 8 + your proficiency bonus + the added the Whipblade
ability score modifier that you use to determine damage
for this weapon. Advanced Melee Weapons (6)
Special. A weapon with the special property has
unusual rules governing its use, explained in the weapon's added the Cavalry hammer
description (see "Special weapons" earlier in this section). added the Sabre
added the Ranseur
Swift. Swift weapons are renowned for their utility in
added the Quadflail
recovering from missed attacks. When you miss an attack
added the Ultragreatsword
with a Swift weapon, you gain advantage on the next added the Zweihänder
attack roll you make with that weapon against the same
target. Simple Ranged Weapons (1)
Thrown. If a weapon has the thrown property, you can
throw the weapon to make a ranged attack. If the weapon
added the Throwing star
is a melee weapon, you use the same ability modifier for Martial Ranged Weapons (4)
that attack roll and damage roll that you would use for a
melee attack with the weapon. For example, if you throw a added the Composite bow
hand axe, you use your Strength, but if you throw a added the Greatbow
dagger, you can use either your Strength or your Dexterity, added the Repeater crossbow
since the dagger has the finesse property. added the Throwing knife
Two-Handed. This weapon requires two hands when
added the Wristbow
you attack with it. Advanced Ranged Weapons (7)
Unwieldy. Due to being incredibly oversized, having an
awkward shape, or any other number of ergonomic added the Blackpowder pistol
problems, swinging or firing this weapon is an incredible added the Blackpowder rifle
commitment. You cannot attack more than once in a single added the Blunderbuss
turn with this weapon, regardless of how many attacks you added the Flame bellows
could normally make, unless your strength score equals 20
added the Frost bellows
added the Storm bellows
or higher, in which case you can make a maximum of two
attacks per turn. Shields (4)
Variable. A variable weapon is multifaceted and lets
you use any part of it effectively to deal damage. You can added the Buckler shield
switch the damage type of the a variable weapon to added the Round shield
bludgeoning, piercing or slashing damage (your choice) added the Spiked shield
any time you attack with a variable weapon.
added the Tower shield
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.

8
Credits
Advanced Weapons: Ghostfire Gaming
Art: Kyle van wyk
All the rest: u/haimurashoichi

Changes
Simple Melee Weapons
Club: brawler, versatile (1d6)
Dagger: Execute
Greatclub: changed damage to 2d4 from
1d8, brawler, heavy
Handaxe: nimble
Javelin: versatile (1d8)
Light hammer: bludgeon
Mace: versatile (1d8), demolish
Quarterstaff: agile
Sickle: disarm, finesse
Shortspear: changed the name of the
spear to shortspear, finesse
Martial Melee Weapons
Battleaxe: lacerate
Flail: versatile (1d10), bypass
Glaive: finesse
Greataxe: charge, lacerate
Greatsword: charge, variable
Halberd: changed damage to 2d6, variable
Lance: removed the special property,
charge, momentum (1d12), versatile
(1d10), changed weapon type to advanced
from martial
Longsword: flexible (1d4), variable
Maul: changed damage to 1d12 from 2d6,
charge, bludgeon
Morningstar: versatile (1d10), penetrate
Pike: charge
Rapier: defensive
Scimitar: nimble
Shortsword: adaptable
Trident: changed damage to 1d8 from 1d6,
versatile (1d10), liquidate
War pick: versatile (1d10), demolish
Warhammer: bludgeon
Whip: light, disarm

You might also like