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# Weapons Remastered, Revised The goal of this remaster is to increase the variety in weapons for the Fifth Edition of Dungeons and Dragons. While it enhances the power of martial weapons overall, it is not meant to be an overly large buff. Instead, it is to compensate for the current lack of variety in the feel and utility of weapons when used to attack, and to eliminate the existence of weapons which are objectively superior to others, which makes them almost universally popular (the most egregious being the rapier in comparison to other finesse weapons). To counter this unfortunate deficiency, several new properties have been created to apply to all weapons, which are listed in the first half of this document. Following them are a list of the weapons of 5th Edition supplemented with the new properties, but with entirely new weapons added as well. In a few cases, damage dice have been altered as well, as have some weights. Shields have also been included in this document, expanding on the single option available in the DMG. In order to adhere to the design philosophy of 5th edition, the weapon properties are relatively simple, and meant to be fairly straightforward, as well as easy to remember and reasonable for the design and historical purpose of the weapon. \columnbreak For instance, if a weapon provides a particular action on a hit, that action already exists in the system and can be performed other ways. Alternatively, it may provide static bonuses against certain types of enemies. In every case, these properties present diversified options in certain situations, and will always key off the statistics of the character using them or the creature suffering the attack. Those few weapons that scale rely upon the proficiency bonus of the user, scaling the in a simple and intuitive system which is easily-referenced. While at first glance this may be startling, the options available to weapon-centric characters are, frankly, anemic. Providing martial characters with rider effects equivalent to cantrips closes the gap in power between casters and martials and, more importanatly, makes those martial characters more fun to play by nature of expanded options and built-in strategizing. This is especially apparent in the martial weapons, which have benefitted far more than the simple weapons, in order to make them truly superior alternatives to simple weapons. Addendum: this work has been modified from its original version. Properties have been altered and more weapons have been added. The gunpowder and winged properties, the sections on ammunition, offensive adventuring gear, and siege engines were all added later, as were many weapons. The original can be found [here.](http://homebrewery.naturalcrit.com/share/H1vHNJOuG "Weapons Remastered original.")
\pagebreakNum ## Weapon Properties #### 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. #### Ensnaring The weapon features chain, rope, or other parts that can aid in entanglement. When you hit an attack with an ensnaring weapon, you may use your bonus action to attempt to grapple the target or shove them prone, using your weapon attack modifier in place of Strength (Athletics). If you grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that weapon. When you do not have a target grappled with an ensnaring weapon, you may replace one of your attacks with an attempt to disarm the target, using your weapon attack modifier in place of Strength (Athletics). #### Finesse The weapon lends itself to dexterous combat due to features that make aiming the weapon for precise strikes easier. When attacking 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. #### Finisher Finisher weapons are well-suited to executing enemies that are at your mercy. When you make an attack against a prone creature with a finisher weapon, you roll one additional damage die.
\columnbreak #### Gunpowder These weapons utilize volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons with this property cannot be used in overly damp conditions or underwater. When used, a gunpowder weapon expels a bright flash of light, a puff of smoke, and an explosion of sound that can be heard by all creatures within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder and a single bullet. It takes an action to reload a gunpowder weapon, and you must have one hand to hold the weapon and the other to reload during that action. #### Heavy These weapons are larger and unwieldier than most, lending them unique advantages and challenges. Small creatures makes attacks with heavy weapons at disadvantage, and heavy weapons cannot be used to make more than one attack per turn unless the wielder has a Strength score of 13 or higher. A Heavy weapon takes a bonus action to draw or stow. A heavy weapon allows you to make an attack relying upon on raw strength instead of accuracy. When you attack with a heavy weapon that you're proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. Finally, any attempts to disarm wielders of heavy weapons are made at disadvantage. #### Light A light weapon is small and easy to handle. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. #### 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. #### Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. Damage dealt with this weapon that reduces the target to zero hit points can immediately put the target in the unconscious state instead of killing them. They are considered stable in this state. All weapons may still be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value. #### Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry the attack, if you are wielding a parrying weapon. This parry adds +3 to your AC for that single attack, and must be declared before the result of the attack is known. \pagebreakNum #### Prone Fighting When you are prone and make a melee attack with this weapon, you do not suffer disadvantage for being prone. #### Range A weapon that can be used to make a ranged attack has a range 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. #### Reach This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. #### Special Special weapons have some entirely unique property. These are detailed in the weapon section for the individual weapons they apply to. #### Status Status weapons are particularly potent in maximizing their unique damage type. When a roll on an attack with a status weapon exceeds the AC of the target by 5 or more, it will inflict an additional status effect based upon the type of damage dealt. A critical hit will guarantee a status effect as well. Slashing weapons can inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals are immune to this damage, as may other creatures at the discretion of your DM. Bludgeoning weapons can hit with a singularly bone-shaking blow, dazing the target. Inflicting this status causes the target's next attack roll to be made with disadvantage. You cannot inflict status with the bonus action attack granted by the Polearm Master feat. Piercing weapons reward precise or focused attacks, punching holes in defenses or otherwise leaving a target more vulnerable. Inflicting piercing status allows the next attack roll against the target to be made with advantage. Improvised weapons may inflict status depending on their damage type and the discretion of your DM. #### Sundering The weapon features qualities that crush, pierce, or penetrate armor. When you attack a target wearing a breastplate, half plate, splint, or plate, you gain a +2 to the attack roll. You may also gain this bonus against creatures with thick shells, stiff carapaces, metallic hides, and other creatures at the discretion of your DM. #### Sweeping These weapons strike in broad, sweeping motions. When you make an attack with a sweeping weapon that deals slashing damage, you may use a bonus action to deal the weapon's damage die in damage against a second target within your reach that is adjacent to the first, provided that your attack roll would also hit that target. Additionally, when an attack you make with a sweeping weapon that dealt slashing damage reduces a creature to 0 hit points, any remaining damage applies to a target adjacent to the first if it is within your reach. If that target is also reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. #### 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. You may add 5 times your Strength modifier to the base and maximum range of a thrown weapon, unless your Strength modifier is negative. Drawing a thrown weapon is part of the attack you make with a thrown weapon so long as you have one free hand. #### Two-Handed The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. The weapon must be held in two hands to make an attack or to properly wield it. #### Versatile The weapon can be wielded in either a one-handed or two-handed stance. 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. #### Wind-up The weapon can be used to spend time preparing an attack to be even more effective. On your turn you can use an attack to wing up or set your weapon. On the next attack you make with the weapon you can add an additional weapon die to that attack if it hits. A weapon can only add one such damage die in this way. If no attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can spend an attack to keep the weapon wound up for a subsequent round. A weapon that is wound up can be used to make an opportunity attack when an enemy enters its range. #### Winged These weapons have specially-shaped heads that halt the movement of their target toward the user and can also be used to catch shields and weapons. When you deal piercing damage against a creature no greater than one size larger than you with a winged weapon, that creature cannot move toward you. If you make another attack roll or move away from the target, this condition ends as you remove weapon's head from the target's body. The target may freely move away from you, and may then approach you freely until you hit them again. When you have pierced a creature on the end of a winged weapon, you may use one of your attacks to attempt to shove the target prone, using your weapon attack modifier in place of Strength (Athletics). You may also replace one of your attacks with an attempt to disarm a target, using your weapon attack modifier in place of Strength (Athletics). This special attack also breaks contact with a winged weapon. \pagebreakNum ## Weapon Charts With the additional properties determined, they can now be applied to weapons. The new column "properties" includes all additions to the simple weapons, which remain largely the same. However, several new weapons have been added: Boar spear, cestus, goedendag, and short spear. Some weapons list multiple damage types. When attacking with one of those weapons, the player indicates which damage type they use before they make the attack, such as stabbing or slashing with shortsword. If a status weapon uses multiple damage types, use the status type corresponding to the type declared for the particular attack.
##### Simple Melee Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---:|:----:|:----:|:--:| |Boar Spear | 5 gp | 1d6 piercing | 5 lb. | Versatile (1d8), winged | Club | 1 sp |1d4 bludgeoning|2 lbs.|Light, nonlethal| |Cestus | 1 gp | 1d4 bludgeoning |½ lbs. |Light, special, status | Dagger | 2 gp |1d4 piercing|1 lb.|Finesse, finisher, light, prone fighting, thrown (20/60)| |Goedendag| 5 sp | 1d4 bludgeoning/piercing | 3 lbs. | Finisher, sundering | Greatclub | 5 sp |2d4 bludgeoning|10 lb.|Heavy, status, two-handed | | Handaxe | 3 gp |1d6 slashing|2 lb.|Light, thrown (20/75)| | Javelin | 5 sp |1d6 piercing|2 lb.|Thrown (30/120) | |Light Hammer|2 sp|1d4 bludgeoning|2 lb.|Light, status, thrown (20/60) | |Mace|5 gp|1d6 bludgeoning|4 lb.|Sundering | |Quarterstaff|2 sp|1d6 bludgeoning|4 lb.|Nonlethal, versatile (2d4) | |Sickle|1 gp|1d4 slashing|2 lb.|Light, status| |Short Spear|1 gp|1d6 piercing|3 lb.|Finisher, thrown (20/60) | |Spear|1 gp|1d8 piercing|4 lb.|Reach, two-handed |
##### Simple Ranged Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---|:----:|:----|:--| |Dart|5 cp|1d4 piercing|¼ lb.|Finesse, thrown (20/60) | Light Crossbow |25 gp|1d8 piercing|5 lb.|Ammunition (80/320), loading, two-handed |Shortbow|25 gp|1d6 piercing|2 lb.|Ammunition (100/150), two handed |Sling|1 sp|1d4 bludgeoning| ¼ lb.|Ammunition (30/120)
WEAPON TABLES
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##### Martial Melee Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---|:----:|:----|:-- |Battleaxe|10 gp|1d8 slashing|4 lb.|Status, sweeping, versatile (1d10) | Estoc | 20 gp | 1d8 piercing | 2 lb. | Finesse, parry, sundering |Falchion | 25 gp | 1d8 slashing | 2lb. | Finesse, parry, status |Flail|10 gp|1d8 bludgeoning/piercing |2 lb.|Ensnaring, wind-up |Garotte Wire| 5 gp | 1d6 slashing |¼ lb.| Finesse, light, special, two-handed |Glaive|20 gp|1d10 slashing|6 lb.|Heavy, reach, sweeping, two-handed |Greataxe|30 gp|1d12 slashing|9 lb.|Heavy, finisher, status, two-handed |Greatsword|50 gp|2d6 piercing/slashing|7 lb.|Heavy, status, sweeping, two-handed |Guisarme | 5 gp | 1d10 piercing | 8 lb. | Ensnaring, heavy, reach, two-handed |Halberd|20 gp|1d10 piercing/slashing|7 lb.|Heavy, reach, status, two handed |Lance|10 gp|1d12 piercing|6 lb.|Reach, special, status |Longsword|15 gp|1d8 piercing/slashing|3 lb.|Parry, status, versatile (1d10) |Lucerne | 20 gp | 1d10 bludgeoning/piercing | 7 lb. | Heavy, reach, sundering, two-handed |Maul|10 gp|2d6 bludgeoning|12 lb.|Heavy, status, sundering, two-handed |Morningstar|15 gp|1d8 bludgeoning/piercing |4 lb. |Status, finisher |Parrying Dagger|3 gp|1d4 piercing|1 lb.|Finesse, finisher, light, parry, prone fighting |Pike|5 gp|1d10 piercing|13 lb.|Heavy, reach, two-handed, wind-up |Pollaxe | 35 gp | 1d10 slashing | 10 lb. | Special, status, two-handed |Rapier|25 gp|1d8 piercing|2 lb. |Finesse, parry, status |Ranseur |25 gp | 1d10 piercing/slashing | 8 lb. | Heavy, reach, winged |Scimitar|20 gp|1d6 slashing|3 lb.|Light, finesse, status |Shortsword|10 gp|1d6 piercing/slashing|2 lb.|Light, finesse, finisher |Trident|5 gp|2d4 piercing|4 lb.|Finisher, versatile (1d10), winged |War Pick|5 gp|1d8 piercing|2 lb.|Status, sundering, versatile (1d10) |Warhammer|15 gp|1d8 bludgeoning|3 lb.|Finisher, sundering, versatile (1d10) |Whip|2 gp|1d4 slashing|3 lb.|Ensnaring, finesse, reach
##### Martial Ranged Weapons | Name | Cost | Damage | Weight | Properties | |:----:|:---|:----:|:----|:-- | Arquebus | 500 gp | 2d8 piercing | 10 lb.| Gunpowder (40/120), heavy, loading, sundering, two-handed |Blowgun |10 gp|1 piercing|1 lb.|Ammunition (25/100), loading, special |Hand Crossbow |75 gp|1d6 piercing|3 lb.|Ammunition (30/120), light, loading, prone fighting |Heavy Crossbow|50 gp|1d10 piercing|12 lb.|Ammunition (100/300), heavy, loading, status, sundering, two-handed |Longbow |75 gp| 1d10 piercing|2 lb.|Ammunition (200/600), heavy, status, two-handed | Matchlock handgun | 250 gp | 2d6 piercing |3 lb. | Gunpowder (30/90), loading, sundering |Net |1 gp|-|3 lb.|Special, thrown (5/15) |Recurve bow|50 gp|1d8 piercing|3 lb.|Ammunition (150/300), two-handed
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##### Shields | Name | Cost | +AC | Weight | Properties | |:----:|:---|:----:|:----: |:-:| |Buckler|12 gp|+1|2 lb.|Light, parry | |Shield|10 gp|+2|6 lb.| - |Tower Shield|50 gp|+2|20 lb.| Special
##### Ammunition | Name | Cost | Weight | Weapon | Properties |:----:|:---:|:----:|:----:|:-:|:-:| | Bodkin arrow | 20 cp | 1 oz. | Bow | Sundering | Blowgun needle | 2 cp | 1 oz. | Blowgun | - | Broadhead arrow | 20 cp | 1 oz. | Bow | Slashing damage, status | Bullet | 30 cp | 3 oz. | Gun | - | Field arrow | 5 cp | 1 oz. | Bow | - | Sling bullet | 1/5 cp | 1 oz. | Sling | - | Grapeshot | 10 gp | 8 oz. | Gun | Special | Quarrel | 5 cp | 1 oz. | Crossbow | -
### Offensive adventuring gear Included in this section are the other options that PCs might employ to deal damage. Each of these possesses their own properties and traits, which occupy too much space here. They have instead been listed to clarify which properties they gain under this set of homebrew rules. Unchanged items have been omitted. The full set of rules for these items can be found on pages 148-153 on the Players' Handbook and on pages 255 and 268 of the Dungeon Masters' Guide. Your dungeon master may determine that some items don't exist in the setting you are using—such as alchemist's fire, bombs, or cannon—or may function differently. Historical cannon, for example, took extensive time to load and clean, to the point they could only be used a few times per day. All siege engines are objects, and are immune to psychic and poison damage. All siege engines add their attack bonus to their damage rolls. ##### Offensive Gear | Name | Cost | Weight | Range | Target| Properties & Damage| |:----:|:----:|:------:|:-----:|:-----:|:-------------:| | Acid | 25 gp | 1 lb. | melee, 20 ft | 1 creature or object | 2d6 acid damage | Alchemist's Fire | 50 gp | 1 lb. | 20 ft | 1 creature or object | 1d4 fire/turn, DC10 DEX check to end | Bomb | 150 gp | 1 lb. | 60 ft | 1 point | 5ft radius, DC12 DEX save, 3d6 fire, Gunpowder | Caltrops | 1 gp | 2 lb. | - | 5ft square | DC15 DEX save or 1 piercing damage and -10 movement | Hunting Trap | 5 gp | 25 lb. | 0 ft | 1 creature | 1d4 piercing, Sundering, status
##### Siege Engines | Name | AC | HP | Attack Bonus | Range | Damage | To-load | To-aim | To-fire | Properties | |:---:|:---:|:--:|:------------:|:-----:|:------:|:-------:|:------:|:-------:|:----------:| | Ballista | 15 | 50 | +6 | 120/480 ft | 3d10 piercing | 1 action | 1 action | 1 action | Status, sundering | Cannon | 19 | 75 | +6 | 600/2400 ft | 8d10 bludgeoning | 1 action | 1 action | 1 action | Gunpowder, status, sundering | Mangonel | 15 | 100 | +5 | 200/800 ft| 5d10 bludgeoning | 2 actions | 2 actions | 1 action| Status,sundering | Trebuchet | 15 | 150 | +5 | 300/1,200 | 8d10 bludgeoning | 2 actions | 2 actions | 1 action | Status, sundering
\pagebreakNum ## Special Properties #### Blowgun Ammunition for this weapon is made up of small, fine needles that are especially potent when paired with a poison coating. When applying poison to ammunition for this weapon (blowgun needles), it can cover 10 pieces of ammunition instead of the usual 3. #### Cestus The weapon is not held in the hand, instead being wrapped around the wrist, held between the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy, using an item, or interacting with an object, but you cannot wield other weapons with that hand. #### Garotte Wire Garrote Wire can only be used on a creature the same size or smaller than the user, when the user has advantage against that creature. On a hit the target is automatically grappled. Until the grapple ends, the target cannot breath and begins to choke, and the user has advantage on attack rolls against it. Creatures that do not need to breath, such as undead, constructs, elementals, and some plants, may be immune to a garotte wire's choke at the discretion of the Dungeon Master. #### Grapeshot Instead of a single spherical bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing a piece of grapeshot ammunition, the projectiles fly in a straight line until they impact a creature or solid surface, dealing the gun's normal damage. You may target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature. Regardless of how many creatures you target, grapeshot cannot exceed the gun's normal range. #### Lance You have disadvantage when you use a lance to attack a target within 5 feet of you. 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. #### Pollaxe The head of this weapon is enormously versatile, and possesses an axe head, a hammerhead, and a large, pointed spike. Users of a pollaxe may use bludgeoning, piercing, or slashing damage on any single attack, deciding the damage type before the roll is made. \columnbreak #### Tower Shield To wield a tower shield, a creature must be medium or larger and have at least 15 strength or have their movement speed reduced by 10 feet, as with heavy armor. Creatures wielding this shield roll Dexterity(Stealth) checks with disadvantage. This enormous shield can be used for additional cover against magical areas of effect. A creature wielding this shield may use their reaction to hide behind their shield. This reaction provides 3/4 cover against harmful area-of-effects such as breath weapons or spells, so long as the effect does not travel around corners, such as *cloudkill*. If the wearer of the shield is directly between an adjacent creature and the point of origin of the effect, the adjacent creature is given 1/2 cover from the effect. The second creature must be of equal or smaller size to the wearer to gain this benefit. Tower shields may also be planted in the ground as an action. In this state they are no longer wielded and thus free both hands of the former user, but may stand on their own to act as 1/2 cover for an upright creature, or full cover for a prone one. ### Proficiencies Some classes or racial features grant proficiency in additional or alternate weapons: * Bard: Estoc, parrying dagger, sabre, buckler * Druid: Boar spear * Rogue: Estoc, garotte wire, parrying dagger, sabre, buckler * Elf weapon training: recurve bow proficiency replaces longbow proficiency * Arquebus and wheellock handgun require the Weapon Master feat or can be trained at half the normal time required. Classes with proficiency in all simple or all martial weapons gain access to every weapon on those respective lists, as normal. ### Feats With the addition of new weapons, many feats expand their range of effect. Feats that list properties, rather than individual weapons, apply as normal to the new weapons. * **Polarm Master** applies to boar spear, short spear, spear, guisarme, pollaxe, ranseur, and trident. * **Crossbow Expert** applies the second bullet point to guns and the third point to handgun as well as hand crossbow, but guns still require an action to reload regardless of the first point. * **Blade Mastery** applies to estoc and sabre. * **Fell Handed** applies to cestus, mace, and war pick. * **Spear Mastery** applies to boar spear, short spear, spear, and pike. \pagebreakNum ## Alternative Weapons Many weapons that existed in real life varied only slightly, enough that the abstraction provided by the weapons here is insufficient to differentiate them without adding more and more properties, most of which would never benefit actual play. The following table is meant to provide "reskins" for certain weapons, expanding the arms a character might choose. These alternatives use the weight, properties, and damage of the weapon they originate from, though the damage type may differ. Damage type changes are listed in parentheses with the first letter of that type. Additionally, many of these weapons originate from cultures and technology levels outside the European fantasy upon which Dungeons & Dragons 5th Edition is based, and may not be appropriate for every game. The DM is perfectly within their rights to not allow certain alternatives based on culture, time period, location, or tone of the game. This list includes the *wuxia alternate weapon names* table found on page 41 of the Dungeon Master's Guide. ### Artist Credits All known artists are credited - ***medieval fight*, Ivan Koltovich** - ***Kagur Blacklion*, Eric Belisle** - ***Matchlock Musket*, ARTIC** - ***Rivendell Bow*, Nick Keller** - ***Golden Knight*, Jake W Bullock** - ***Armory*, Likhacheva Elena**
|Default weapon | Alternative | |:---:|:-----------:| | Battleaxe | Fu, masakari | | Cestus | Bagh nakh (s), brass knuckles, push dagger (p), tekko | | Club | Bian, blackjack, cosh, tonfa | | Dagger | Bishou, kozuka, kukri, tamo, tanto | | Flail | Nunchaku (b), meteor hammer (b) |Glaive | Bill, bisento, bardiche, falx, fauchard, guandao, naginata, sovnya, voulge, war scythe |Greatclub | Peasant flail, kanabo, tetsubo |Greatsword | Claymore, changdao, flamberge, nodachi, zweihander |Halberd | Lochaber axe, rhomphaia, swordstaff |Handaxe | Chakram, ono |Javelin | Mau, uchi-ne |Lance | Umayari |Light Hammer | Chui |Longbow | Daikyu, greatbow |Longsword | Arming sword, broadsword, jian, katana |Lucerne | Bec de Corbin |Pike | Ahlspiess, sarissa, mao, nagaeyari |Quarterstaff | Gun, bo |Ranseur | Corseque, earspoon, partisan spontoon, rawcon |Scimitar | Liuyedao, machete |Shield | Aspis, ishlangu, pelte |Short Spear |Assegai, hasta |Shortbow | Hankyu |Shortsword | Dandpatta, gladius, katar, wakizashi |Sickle | Kama |Spear | Doru, qiang, yari |Trident | Cha, magariyari |Tower Shield | Pavise, scutum |War Pick | Fang, kuwa