Abyssal's Advanced Arms V2.1

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Abyssal's Advanced Arms V2.1

Abyssal's Advanced Arms

Weapons are one of the most important parts of fantasy, they are unique and can vary much from one another. 5th Edition brought about a change to the weapon system, it became simplified and easy to understand, which isn't a bad thing, however the pure variety of weapons and interesting properties from previous editions are missing. This document intends to bring a plethora of interesting weapons and unique properties into the game again, as well as give existing weapons some unique properties so they stand out from the rest.

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Variant Rule Class Proficiencies:

When using this Homebrew supplement, it is best to consider the original resources in mind. Most Classes would unfortunately get little use from this supplement, however when using this Variant rule they will get use out of them as it adds to their weapon proficiencies.

  • Artificer Weapon Proficiencies: Simple Weapons, Simple Firearms, Martial Firearms, Light Crossbows, Hand Crossbows, Heavy, Crossbows

  • Barbarian Weapon Proficiencies: Simple Weapons, Martial Weapons

  • Bard Weapon Proficiencies: Simple Weapons, Simple Firearms, Caneswords, Hand Crossbows, Longswords, Parrying Daggers, Rapiers, Shortswords, Weapons with the Musical Property

  • Blood Hunter Weapon Proficiencies: Simple Weapons, Simple Firearms, Martial Weapons

  • Cleric Weapon Proficiencies: Simple Weapons, Simple Firearms

  • Druid Weapon Proficiencies: Blowguns, Boomerangs, Cleavers, Clubs, Daggers, Darts, Frying Pans, Javelins, Khopeshes, Maces, Machetes, Macuahuitls, Quarterstaffs, All Scimitars, Scythes, Sickles, Slings



  • Fighter Weapon Proficiencies: Simple Weapons, Simple Firearms, Martial Weapons

  • Monk Weapon Proficiencies: Simple Weapons, Bladed Fans, Cestus, Chakrams, Katanas, Kusari-Gamas, Meteor Hammers, Monk's Spades, Nunchucks, Shortswords, Throwing Stars, Tonfas, Urumis

  • Paladin Weapon Proficiencies: Simple Weapons, Martial Weapons

  • Ranger Weapon Proficiencies: Simple Weapons, Simple Firearms, Martial Weapons, Martial Firearms

  • Rogue Weapon Proficiencies: Simple Weapons, Simple Firearms, Bladed Fans, Caneswords, Composite Bows, Hand Crossbows, Katanas, Longswords, Parrying Daggers, Rapiers, Shortswords, Throwing Stars

  • Sorcerer Weapon Proficiencies: Cleavers, Daggers, Darts, Flintlock Pistols, Light Crossbows, Quarterstaffs

  • Warlock Weapon Proficiencies: Simple Weapons, Simple Firearms

  • Wizard Weapon Proficiencies: Cleavers, Daggers, Darts, Flintlock Pistols, Light Crossbows, Quarterstaffs

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Weapon Charts

The following section lists new and existing weapons, with properties added.

Simple Melee Weapons
Name Cost Damage Weight Properties
Brass Knuckles 1 gp 1d4 bludgeoning 1 lb. Concealed, Light, Secure
Cleaver 1 gp 1d4 slashing 1 lb Brutal, Concealed
Club 1 sp 1d4 bludgeoning 2 lb. Light, Stout
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Light, Subtle, Thrown (range 20/60)
Fighting Claws 3 gp 1d4 slashing 2 lb. Finesse, Light, Secure, Vicious
Frying Pan 1 gp 1d6 bludgeoning 5 lb. Stout, Special
Greatclub 2 sp 1d8 bludgeoning 10 lb. Stout, Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Javelin 5 sp 1d6 bludgeoning 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d6 bludgeoning 2 lb. Light, Thrown (range 20/60
Mace 5 gp 1d6 bludgeoning 4 lb. Brutal
Machete 5 gp 1d6 slashing 2 lb. Special
Punching Dagger 2 gp 1d6 piercing 2 ld. Finesse, Light, Secure
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Stout, Versatile (1d8)
Scythe 8 gp 2d4 slashing 12 lb. Brutal, Two-handed, Unwieldy
Sickle 1 gp 1d4 slashing 2 lb. Brutal, Grappling, Light
Spear 1 gp 1d4 piercing 3 lb. Armor Pierce, Thrown (range 20/60), Versatile (1d8)
Spiked Gauntlet 5 gp 1d4 piercing 2 lb. Defensive, Grappling, Light, Secure
Trident 5 gp 1d6 piercing 4 lb. Defensive, Thrown (range 20/60), Versatile (1d8)
Unarmed Strike N/A 1 bludgeoning N/A N/A

Simple Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading, Subtle, Special
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), Loading, Two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Subtle, Thrown (range 20/60)
Harpoon 5 gp 1d6 piercing 6 lb. Armor Pierce, Thrown (range 20/60)
Net 1 gp N/A 3 lb. Special, Thrown (range 5/15)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), Two-handed
Sling 1 sp 1d4 bludgeoning N/A Ammunition (range 30/120), Special

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Bladed Fan 5 gp 1d6 slashing 1/2 lb. Concealed, Finesse, Light
Canesword 25 gp 1d8 slashing 3 lb. Concealed, Finesse, Special
Cestus 5 gp 1d6 bludgeoning 3 lb. Defensive, Light, Secure, Special, Stout
Chain 20 gp 2d4 bludgeoning 15 lb. Grappling, Reach, Reckless, Two-handed, Unwieldy
Chain, spiked 25 gp 2d4 piercing 15 lb. Reach, Reckless, Two-handed, Unwieldy, Vicious
Dagger, parrying 20 gp 1d6 piercing 2 lb. Defensive, Finesse, Light
Dire Scimitar 40 gp 1d10 slashing 5 lb. Brutal, Finesse, Heavy, Two-handed
Double-Bladed Scimitar 50gp 2d4 slashing 6 lb. Brutal, Finesse, Special, Two-handed
Flail 10gp 1d8 bludgeoning 2 lb. Brutal, Reach
Flute Blade* 35 gp 1d8 piercing 2 lb. Critical, Finesse, Musical
Glaive 10 gp 1d10 slashing 6 lb. Critical, Heavy, Reach, Two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Brutal, Heavy, Two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, Two-handed
Halberd 20 gp 1d10 slashing 6 lb. Brutal, Heavy, Reach, Two-handed
Hunting Horn* 35 gp 1d12 bludgeoning 8 lb. Stout, Musical, Two-handed
Katana 40 gp 1d8 slashing 3 lb. Finesse, Versatile (1d10)
Khopesh 10 gp 1d8 slashing 3 lb. Brutal, Grappling
Kpinga 25 gp 1d6 slashing 5 lb. Brutal, Defensive, Grappling
Kusari-Gama 15 gp 2d4 slashing 3 lb. Finesse, Grappling, Reach, Reckless, Two-handed
Lance 10 gp 1d12 piercing 6 lb. Armor Pierce, Defensive, Reach, Unwieldy, Special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Lute Axe* 35 gp 1d8 slashing 4 lb. Musical, Versatile (1d10)
Macuahuitl 25 gp 1d8 slashing 6 lb. Brutal, Vicious
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, Two-handed
Meteor Hammer 40 gp 2d6 bludgeoning 3 lb. Finesse, Reach, Reckless, Two-handed, Unwieldy
Monks Spade 30 gp 1d10 slashing 8 lb. Defensive, Reach, Two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Brutal, Stout
Nunchaku 10 gp 2d4 bludgeoning 2 lb. Finesse, Stout
Pike 5 gp 1d10 piercing 18 lb. Armor Pierce, Heavy, Reach, Two-handed
Rapier 25 gp 1d8 piercing 2 lb. Critical, Defensive, Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Brutal, Finesse, Light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light
Tonfa 5 gp 1d6 bludgeoning 2 lb. Defensive, Light, Stout
Urumi 15 gp 3d4 slashing 2 lb. Finesse, Reach, Reckless, Unwieldy, Vicious
War Pick 5 gp 1d8 piercing 2lb. Armor Pierce, Brutal
Warhammer 15 gp 1d8 bludgeoning 5 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, Grappling, Reach
Zweihander 80 gp 2d8 slashing 23 lb. Heavy, Special, Two-handed, Unwieldy
Martial Ranged Weapons
Name Cost Damage Weight Properties
Bola 1 gp 1d4 bludgeoning 2 lb. Grappling, Light, Thrown (20/40)
Boomerang 3 gp 1d6 bludgeoning 2 lb. Finesse, Light, Returning, Thrown (30/80), Special
Chakram 1 gp 1d6 slashing 1 lb. Finesse, Thrown (30/70)
Composite Bow 40 gp 1d8 piercing 2 lb. Ammunition (range 150/600), 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), Armor Pierce, Heavy, Loading, Two-handed
Crossbow, repeat 100 gp 1d8 piercing 16 lb. Ammunition (range 80/320), Heavy, Reload 6, Two-handed
Greatbow 100 gp 2d6 piercing 18 lb. Ammunition (range 300/1000), Heavy, Special, Two-handed
Longbow 50 gp 1d10 piercing 3 lb Ammunition (range 200/800), Heavy, Two-handed
Throwing Star 1 gp 1d6 piercing 1/4 lb. Finesse, Light, Subtle, Thrown (range 40/100)

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Firearms

Firearms are an integral part of more modern or steampunk fantasy settings, however they aren't for every setting and can easily be excluded from being used. However using them adds new the new weapons detailed above in the Firearms sections of this homebrew supplement, and a new Property down below in the Properties section.

  • Additionally, searching the battlefield for expended ammunition at the end of combat does not yield any ammo for Firearms. Firearms also do not suffer disadvantage on ranged attacks when used in melee range.













Simple Firearms
Name Cost Damage Weight Properties
Blunderbuss 60 gp 2d6 piercing 15 lb. Ammunition (range 15), Misfire, Loading, Scatter, Unwieldy
Flintlock Pistol 25 gp 1d8 piercing 3 lb. Ammunition (range 30/120), Light, Loading, Misfire
Flintlock Musket 50 gp 1d10 piercing 10 lb. Ammunition (range 80/320), Misfire, Loading, Two-handed


Martial Firearms
Name Cost Damage Weight Properties
Caoch Gun* 120 gp 2d8 piercing 8 lb. Ammunition (range 20), Brutal, Reload 2, Scatter, Unwieldy
Lever-Action Rifle* 100 gp 2d6 piercing 9 lb Ammunition (range 300/1000), Brutal, Reload 4, Two-handed
Portable Cannon* 150gp 2d10 Bludgeoning 30 lb. Ammunition (80/320), Brutal, Heavy, Loading, Misfire, Special
Revolver* 80 gp 1d10 piercing 4 lb. Ammunition (range 60/180), Brutal, Light, Reload 6

Weapons marked with an asterisk are much rarer than other weapons on this list and can only be found in specific areas, however this rule can be ignored if it doesn't fit your setting.

Weapon Properties

All the Basic Properties can be found in the PHB and DMG respectively, here I will jot down all the Properties introduced by this supplement

Armor Pierce

Weapons with this property are especially designed to punch through armor, when making an attack roll with a weapon with the Armor Pierce property against a target wearing armor, you gain a +1 to your attack roll. This number is considered a +2 if they are wearing heavy armor. This effect does not occur unless the enemy is wearing armor, or your DM says otherwise.

Brutal

Brutal weapons are designed to deal massive amounts of damage. When rolling damage dice for an attack made with a brutal weapon, you reroll 1s.

Concealed

Weapons with the concealed property are easily hidden or do not immediately appear to be weapons. You have advantage on checks made to hide the existence or nature of these weapons.

Critical

Critical weapons are especially effective at targeting the weak spots of creatures. When attacking with a Critical weapon your weapon attacks score a critical hit on a roll of 19 or 20. When using a Critical weapon in combination with an ability that makes it easier to score a critical hit, such as Improved Critical or Hexblade's Curse, your critical hit score is improved by one.

Defensive

Defensive weapons are designed to parry strikes, deflect, or catch attacks. While wielding a defensive weapon your AC against melee weapon attacks is increased by 1.

Grappling

Grappling Weapons have hooks, chains or other means of grabbing and holding a creature. When you make an attack with a grappling weapon, you may choose to deal no damage and instead attempt to grapple the target or knock it prone by making a grapple check using your attack roll in place of a strength (athletics) check.

Heavy

Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.




Heavy Variant Rule

If you are a creature of Small size, you may use a weapon with the Heavy property without Disadvantage on your attacks if your Strength score is 15 or higher. This however does not translate to the Zweihander, Greatbow, or Portable Cannon. You have Disadvantage on attacks made with those weapons regardless.

Musical

Weapons with this property are unique in the fact they are combined with a musical instrument, as such Bards can use them as a Spellcasting Focus for their spells.

Reckless

Reckless weapons are designed to be dangerous to their foes, but are also dangerous to their wielder. When attacking with a Reckless weapon, your weapon attacks score a critical fail on a roll of 1 or 2.

Reckless Variant Rule: If for some reason you don't use Critical Fails, you instead take the damage of said weapon, halved (minimum of 1) on a roll of 1 or 2.

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Reckless Variant: Misfire

Misfire is identical to Reckless, however it's only for Firearms. When attacking with a weapon that has the Misfire property, your weapon attacks score a critical fail on a roll of 1 or 2. Additionally if you do roll a critical failure, your firearm jams and cannot be used again until you use an action to clear it

Reload X

Weapons with this property are designed to fire multiple rounds of their ammunition before needing to be reloaded. You must spend 1 attack or 1 bonus action to reload, you must have one free hand to do this.

Scatter

Weapons with the scatter property trade accuracy for damage. When making an attack with a weapon that has this property instead of making an attack roll, creatures in a cone out to the maximum range of the weapon must make a Dexterity saving throw. A creature takes the weapons damage on a failed save, or half as much damage on a successful one.

The Save DC for this property is equal to 8 + your proficiency bonus (if proficient in the weapon), + your Dexterity modifier

Secure

Secure weapons are strapped to the body or held in such a way that they are difficult to remove. These weapons require a full action to equip or unequipped, but cannot be disarmed.

Stout

Stout weapons hit hard, even when they don’t deal damage. When you make an attack with a stout weapon, you may choose to deal nonlethal damage. A creature that has it's HP reach 0 when hit with a nonlethal attack is rendered unconscious instead of dead.

Subtle

Subtle weapons are designed to deliver their damage without giving away your position. Attacking with a subtle weapon while hidden does not end the hidden condition.

Unwieldy

Weapons with the unwieldy property or large, awkward, or otherwise difficult to use quickly. An Unwieldy weapon cannot be used to make opportunity attacks.

Vicious

Vicious weapons are designed to rip and tear, and leave painful wounds in your foes. When rolling damage dice for an attack made with a Vicious weapon, if you roll maximum damage on all the dice, you may roll another die and add it to the damage roll.

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

Special Weapons

Refer to the following properties when using Special weapons

Boomerang:

Boomerangs are weapons of quite exotic nature, a throwing weapon as well as a weapon which can be used in close combat. After throwing this weapon, if you are proficient with it, you may use a bonus action to return the weapon to your hand. Additionally you may either use the boomerang as a Ranged Weapon, or a Melee Weapon.

Blowgun

A blowgun deals little damage on it's own, but is particularly effective as a means of delivering poisons. Creatures hit by a poisoned blowgun needle have disadvantage on their first saving throw against the poison's effects.

Canesword

A canesword is a unique weapon made up of a thin blade hidden inside a sturdy sheath designed to look like a walking cane. While sheathed a cansword deals 1d8 bludgeoning damage, but when unsheathed it deals 1d8 slashing damage.

Cestus

This weapon covers the entire hand and is more like a gauntlet than it's real world counterpart. While using this weapon, if you engage in two-weapon fighting while using a cestus, the damage for this weapon becomes 1d8 instead of 1d6.

Double-Bladed Scimitar:

The double-bladed scimitar is a strange weapon that isn't easy to master as it has a blade on either end of it's handle instead of just one. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

Frying Pan:

The Frying Pan is a surprisingly competent weapon despite its origins as a cooking utensil, however as such you can still use it for cooking and preparing food. However, it has an additional use other than being used for cooking, if the Frying Pan has been recently exposed to fire, it deals an additional damage die of Fire Damage. This extra damage fades after 1 minute unless the Frying Pan is exposed to fire again, in which case the timer resets.

Greatbow

The greatbow is a bow of incredible, almost impractical size, it fires arrows across immense distances and with great force. As such the weapon is very hard to pull back and fire, you must have a Strength score of 13 or higher to use this weapon.

Lance

Refer to Page 148 of the Player's Handbook.

Machete

A machete is a weapon designed to slash through plants and undergrowth to clear paths for travel. When attacking a creature in the Plant category with a machete, add an additional damage die to your weapon damage rolls.

Net

Refer to Page 148 of the Player's Handbook.

Portable Cannon:

The portable cannon is a weapon in a similar vein to the zweihander and greatbow, where it's immense size and weight demands compensation from those that use it. You must have a Strength score of 15 or higher to effectively use this weapon, otherwise all of your attacks with this weapon are made at Disadvantage and you take 1/4th of the damage dealt (minimum of 2) if the attack hits.

Sling

A sling is a weapon designed to launch small rocks at foes to inflict damage, however it's also quite effective in close quarters combat when loaded as well. You can either use the Sling as a Ranged Weapon, or a Melee Weapon.

Zweihander

The Zweihander is similar to the Greatbow in terms of it's almost impractical size, they are known to be immensely heavy and require great skill and strength to wield. You must have a Strength score of 13 or higher to use this weapon.

 

Credits and thanks

  • This Weapon system was created by AbyssalLeviathan
  • And no aby, i will not give myself Vvix on gmbinder i'll make stuff sometimes credit :^)

Theme used:


Art Used:


  • Page 2 Lone Rider by Daarken on Art of Magic: the Gathering

  • Page 3 Expedition Champion by Bram Sels on Art of Magic: the Gathering

  • Page 6 Sword of Sinew and Steel by Chris Rahn on Art of Magic: the Gathering

  • Page 8 Balduvian Horde by Daarken on Art of Magic: the Gathering

  • Page 9 Ihsan’s Shade by Daarken on Art of Magic: the Gathering

  • Page 10 Timberwatch Elf by Yohann Schepacz on Art of Magic: the Gathering

Abyssal's Advanced Arms created by /u/AbyssalLeviathan

 

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