Rebalanced 5e Weapons
The purpose of this section is to fill in missing options for various die/damage type combinations and create consistency in damages. All of my change to the table below have been highlighted in bold and explained further down.
Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Broadaxe | 5 gp | 1d6 slashing | 3 lb. | Versatile (1d8) |
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Finesse, light |
| Greatclub | 2 sp | 2d4 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, |
| Throwing axe | 2 gp | 1d4 slashing | 1 lb. | Light, thrown (range 20/60) |
| Javelin | 5 gp | 1d6 piercing | 2 lb. | Light, thrown (range 30/120) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Light |
| Pickaxe | 5 sp | 2d4 piercing | 5 lb. | Two-handed |
| Punching dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light |
| Scythe | 2 gp | 2d4 slashing | 8 lb. | Two-handed |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Finesse, light |
| Simple Ranged Weapons | ||||
| Blowgun | 1 gp | 1d4 piercing | 1 lb. | Ammunition (range 30/120), |
| Chakram | 5 sp | 1d4 slashing | ½ lb. | Finesse, thrown (range 20/60) |
| Thrown rock | ― | 1d4 bludgeoning | ½ lb. | Finesse, thrown (range 20/60) |
| Martial Melee Weapons | ||||
| Falcata | 15 gp | 2d4 slashing | 2 lb. | — |
| Falchion | 25 gp | 1d8 slashing | 4 lb. | Finesse |
| Flail | 10 gp | 2d4 bludgeoning | 2 lb. | — |
| Greatstar | 35 gp | 1d12 piercing | 8 lb. | Heavy, two-handed |
| Lucerne hammer | 15 gp | 1d10 bludgeoning | 10 lb. | Heavy, reach, two-handed |
| Morningstar | 15 gp | 2d4 piercing | 4 lb. | — |
| Nunchaku | 1 gp | 1d6 bludgeoning | 3 lb. | Finesse, light |
| Trident | 5 gp | 1d8 piercing | 4 lb. | Thrown (range 20/60), versatile (1d10) |
| War pick | 5 gp | 2d4 piercing | 2 lb. | — |
- Blowgun. Majorly changed this to make it into a piercing variant of the sling so that it's a viable option.
- Broadaxe. New slashing variant to the spear and quarterstaff.
- Chakram and Thrown rock. New slashing and bludgeoning variants to the dart, respectively. Provides proficiency when throwing a rock or similar improvised weapons.
- Club and Sickle. Added finesse property to set them apart from the 1d4 light, thrown weapons and to align with the punching dagger.
- Falcata. New slashing variant to the flail, morningstar, and war pick.
- Falchion. New slashing variant to the rapier.
- Flail, Morningstar, and War pick. Changed damage to set them apart from the 1d8 versatile weapons.
- Greatstar. New fictitious piercing variant to the greataxe. Essentially just a two-handed morningstar.
- Greatclub. Changed damage to set it apart from the 1d6 versatile weapons.
- Handaxe. Removed thrown property to align with other 1d6 simple weapons.
- Throwing axe. New slashing variant to the light hammer and dagger and a replacement for a thrown handaxe.
- Javelin and Mace. Added light property to set them apart from the 1d6 versatile weapons and to align with the updated handaxe.
- Lucerne hammer. New bludgeoning variant to the glaive, halberd, and pike.
- Nunchaku. New bludgeoning variant to the scimitar and shortsword.
- Pickaxe and Scythe. New piercing and slashing variants to the greatclub, respectively.
- Punching dagger. New piercing variant to the club and sickle. Inferior to the standard dagger, but provides an option for improvised daggers that wouldn't throw well, such as broken bottles.
- Trident. Changed damage to match the battleaxe, longsword, and warhammer and set it apart from the spear.