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Weapons Table
Name Cost Damage Weight Properties
Simple Melee Weapons
   Club 1 sp 1d4 bludgeoning 2 lb. Light
   Dagger 2 gp 1d4 piercing 1 lb. Light, thrown (20/60, covert), bandolier
   Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed, siege
   Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (20/60)
   Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120)
   Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60), siege
   Mace 5 gp 1d6 bludgeoning 4 lb. Versatile (1d8, Siege)
   Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
   Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
   War Pick 5 gp 1d6 piercing 4 lb. Siege
Simple Ranged Weapons
   Blowgun 10 gp 1d4 piercing 1 lb. Ammunition (25/100), loading, covert
   Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (80/320), loading, two-handed
   Dart 5 cp 1d4 piercing 1/4 lb. Light, thrown (20/60), bandolier
   Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (80/320), two-handed
   Sling 1 sp 1d4 bludgeoning Ammunition (30/120)
Martial Melee Weapons
   Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
   Flail (Morningstar) 10 gp 1d8 b or p 2 lb. Versatile (2d4, siege)
   Halberd (Pike / Glaive) 20 gp 1d10 s or p 6 lb. Heavy (1d8), reach, two-handed
   Greataxe 30 gp 1d12 slashing 7 lb. Heavy (1d10), two-handed
   Greatsword 50 gp 2d6 slashing 6 lb. Heavy (2d4), two-handed
   Lance 10 gp 1d12 piercing 6 lb. Reach, special
   Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
   Maul 10 gp 2d6 bludgeoning 10 lb. Heavy (2d4), two-handed, siege
   Shortsword (Sabre) 10 gp 1d6 p or s 2 lb. Light
   Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10, Siege)
   Whip 2 gp 1d4 slashing 3 lb. Light, reach, special
Martial Ranged Weapons
   Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (30/120), loading, versatile (1d8, covert)
   Heavy Crossbow 50 gp 1d12 piercing 18 lb. Ammunition (100/400), heavy (1d10), loading, two-handed
   Longbow 50 gp 1d10 piercing 2 lb. Ammunition (150/600), heavy (1d8), two-handed
   Net (Bolas) 1 gp 3 lb. Special, thrown (range 10/30)

See Page 2 for Weapon Properties

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.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" late in the section). A sling must be loaded to deal any damage when used in this way.

Bandolier. When making a thrown weapon attack with a bandolier weapon, you can draw the weapon as part of the attack. This does not use your object interaction.

Covert. When making a ranged attack with a covert weapon from hiding, a missed attack roll does not reveal your location.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. When making an attack with a light 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.

Heavy. Small creatures use the damage listed in parenthesis when attacking with a heavy weapon. A heavy weapon's size and bulk make it too large for a Small creature to use as effectively.

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.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's 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 adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Siege. A weapon with the siege property deals max damage when attacking an object or structure. Races with the Powerful Build trait gain the siege property on weapons with it listed under Versatile whether they use the weapon with one hand or two.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the light property.

Two-Handed. This weapon requires two hands to attack. This property is relevant only when you attack with the weapon, not when you simply hold it.

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. It also inherits any weapon properties listed in parentheses as well.

A small creature must make weapon attacks with versatile weapons using two hands, but does not gain the damage or properties listed.

Special Weapons

Weapons with special rules are described here.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

Net. A Large or smaller creature hit by a net is grappled by it until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Whip. A Large or smaller creature hit by a whip can be pulled towards you as well. A whip has no effect on creatures that are formless, or creatures that are Huge or larger. When hit, you can choose to have the target make a DC 10 Strength check, being pulled 5 feet closer to you on a failed save.

When you use an action, bonus action, or reaction to attack with a whip, you can make only one attack regardless of the number of attacks you can normally make.

Rules Change Summary

Finesse / Light

As a result of removing the Finesse property, any class or race feature that references Finesse can be read to instead read Light. This includes but is not limited to:

  • Sneak Attack (class feature)
  • Defensive Duelist (feat)
  • Dual Wielder (feat)
  • and so on

Siege, Versatile and Powerful Build

Races with the Powerful Build trait (Goliath, Orc, etc.) can treat weapons with the Versatile (siege) property as having Siege whether the weapon is used in one or two hands.

Siege is designed to give some weapons a distinction from otherwise similar counterparts (such as Maul and Greatsword).

Some weapons now gain additional properties when used Versatile, instead of just a damage die increase.

Small Races and Heavy Weapons

Rather than flat disadvantage on all weapons with the heavy property, I have given heavy a 'reverse' versatile mechanic. Small creatures deal less damage with heavy weapons but can wield them as normal.

Covert

I've given two weapons (Blowgun, Dagger) the covert property by default. This gives you some of the benefit of the Skulker feat baked right into the weapon, but I feel adds a bit of distinction to these weapons over similar counterparts. In addition, the Hand Crossbow has now been given a versatile option to be covert.

Bandolier

A mechanical representation of a house rule many tables use. This allows you to draw these weapons as part of the thrown weapon attack; giving them a bit of the Ammunition property while easing up on the action economy interaction.

Similar Weapons

I've given the name of some weapons a secondary name, and also given some weapons multiple damage types. These are all tools to flavour weapons as you see fit rather than having a mechanical representation of every weapon. For these weapons, p = piercing, s = slashing, b = bludgeoning.