Better Weapons

by Swystem

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Rationale and Changelog

Yes, it's yet another "weapon expansion" supplement for D&D 5e made by some nobody on the internet.

People who make supplements like this are lovers of complexity and historical warfare. Unfortunately, that means such supplements are often convoluted and over-complicated, typically with mathematical design that does not line up with 5e's bounded accuracy.

Design Goals

With that in mind, I had several goals when creating this system:

  • First, simplicity. Weapons should feel different; most weapons should behave in an interesting way, but this must not over complicate their use.

  • Second, new weapons should be added that are not represented by 5e's base selection, particularly in light of the new properties added to make weapons feel different.

  • Third, buffs should be subtle - enough to make the weapon feel different and to be memorable without throwing off balance too much.

  • Fourth, Special weapons should be buffed so that they are more useful, as they are almost never used in their current form.

  • Fifth, this supplement should remedy some of the issues with nomenclature D&D has for weapons.

  • Finally, exotic weapon materials should be more diverse and more worthwhile without being too close in power to magical weapons.

Changelog

Version 6 completed.

  • Added the man-catcher.
  • Altered wording to be more concise.
  • Removed advice for using the DMG's optional Disarm rule.
  • Improved clarity of non-lethal damage rule.
  • Agile now increases chance to hit, not damage.
  • Altered behaviour of Sweeping to be more readily useful.
  • Buffed materials - instead of a flat +1, they now add 1d4 damage dice.
  • Mithral two-handed weapons can no longer be used one-handed.
  • Clarified intended Net behaviour.
  • Adjusted mithral and adamantine.
  • Added Special exception to the rapier that allows dagger/rapier to be mechanically viable.
  • Restored the default Club and adjusted baton and blackjack weights.
  • Adjusted bow nomenclature for accuracy.
  • Nerfed materials slightly
  • Renamed ranged tripping property to something catchier

Version 5 completed. Thanks to u/Azzu and @cubelith for helping refine the fourth draft.

  • Added missing property to hand crossbow.
  • Joint-locking renamed
  • Bolas wording adjusted to account for winged creatures
  • Estoc altered for feel.
  • Flail buffed
  • Shortbow now DEX only
  • Fixed incorrect Silvered wording

Version 4 complete. Thanks to u/Geckoarcher for helping refine the third draft.

  • Nerfed anti-armor.
  • Buffed bastard sword for balance.
  • Added throwing club
  • Removed errant properties

Version 3 completed. Thanks to u/SamuraiHealer for helping refine the second draft.

  • Concealed sheath added.
  • Concealable removed from hatchet.
  • Buffed scimitar for balance
  • Buffed shortsword for balance
  • Buffed trident for balance
  • Nerfed whip for balance
  • Removed club - superseded by blackjack and baton
  • Nerfed quarterstaff for balance
  • Buffed sickle for balance
  • Improved property consistency in similar weapons
  • Double-weapons rules altered due to balancing issues.

Version 2 completed. Thanks to u/SamuraiHealer for helping refine the first draft.

  • Fixed overlooked alphabetisation
  • Added the blackjack and restored the vanilla 5e club.
  • Added the special rule for the staff-sling
  • Concealable removed
  • Hold-out renamed to Concealable
  • Impactful removed.
  • Walked back the scimitar renaming.
  • Removed the "lobbed" property
  • Finesse added to the former Impactful weapons
  • Added the "Flat" property.
  • Tweaked bonuses.
  • Added explicit compatibility for Battlemaster Maneuvers and the Defensive Duelist feat.
  • Formatting changes for legibility.
  • Battleaxe's Sweeping replaced with Momentum.
  • Tuck renamed for recognisability.

Better Weapons for D&D 5e

This supplement is intended to be dropped into an existing D&D 5e campaign quickly and easily so that different weapons can behave differently. The intention is for players' choices to be more important and for martial characters to have more options on their turn in combat.


It can be used on its own or alongside Better Shields.

Supplement User Guide

To begin using Better Weapons, do the following in your game:

  • Replace the 5e Longsword with this supplement's Bastard Sword
  • Replace the 5e Greatsword with this supplement's Longsword
  • Replace the 5e Handaxe with this supplement's Hatchet

Non-lethal damage now requires dealing bludgeoning damage, but melee weapons that do not normally deal bludgeoning damage may do so by halving the damage dealt.


Weapon Properties


Agile. This weapon is nimble. When you make an attack of opportunity with this weapon, you gain a +1 bonus to your attack roll.


Anti-armor. This weapon is suited to attacking armored foes. When attacking a creature that is wearing non-hide medium or heavy armor, you gain a +1 bonus to your attack roll.


Binding. When you make a successful ranged attack with this weapon, you can use the attack roll against the target's Strength (Athletics) or Dexterity (Acrobatics) check, adding its damage die to the roll. If you win, the creature falls prone. Creatures that are not using limbs to move are immune.


Concealable. If this weapon is hidden on your person with a Dexterity (Sleight of Hand) check, it cannot be spotted from a distance. Checks made to physically search you for it are made at disadvantage.


Disarming. Using this weapon, you can use a weapon attack to knock a weapon or item from a target’s grasp. You make an attack roll contested by your target’s Strength (Athletics) or Dexterity (Acrobatics). If you win, the target drops the item. If a creature is holding the item with multiple hands, it has advantage on its roll. You have advantage if your size is larger than your target, but disadvantage if your size is smaller.

If you use this weapon when you perform the Disarm maneuver, you may impose disadvantage on the target's Saving Throw instead.


Flat. This ranged weapon's shape allows it to be easily used while prone. You make ranged attacks with this weapon without disadvantage from being prone.


Grappling. This weapon is especially useful when grappling. When using your action to grapple your enemy with this weapon equipped, you can add its damage die to your grapple check. If it has the Reach property, you may use that reach as your Reach for the grapple.


Momentum. This weapon can build momentum to hit harder. When you miss a melee attack with this weapon, add +1 to the next damage roll made with this weapon. This stacks with consecutive misses.


Parrying. This weapon is good for fighting defensively. When another creature hits you with a melee attack, you can use your Reaction to add +1 to your AC for that attack, potentially causing it to miss. If you have the "Defensive Duelist" feat, this +1 adds on to your existing parry bonus.


Shoving. When using a Shove attack to push an enemy away with this weapon equipped, you can add its damage die to the roll. If it has the Reach property, you may use that Reach as your reach for the Shove. Creatures that are not either riding a mount or moving using legs or wings are immune.


Sweeping. This weapon uses wide sweeping motions. When you hit with this weapon, you may choose instead to divide damage dealt between all creatures within your range. If a target within your range would not have been hit by your attack, they take a share of the overall damage but lose no hit points.


Tripping. When using this weapon to make a Shove attack to knock an enemy prone, you can add its damage die to the roll. If it has the Reach property, you may use that Reach as your reach for the Shove. Creatures that are not either riding a mount or using their legs to move are immune. If you perform a Trip maneuver using this weapon, you may impose disadvantage on the target's Saving Throw instead.


Unhorsing. When you hit a target with this weapon, they must make a Dexterity saving throw to avoid falling off their mount. The DC for the saving throw is equal to 8 + your Strength modifier + your proficiency modifier.

Part 1 | Usage & Properties

Weapons Tables

The following are the new weapons tables.

  • The Proficiency column is used for new or renamed weapons to indicate which weapon proficiency they fall under according to the standard 5e rules.

  • If multiple types of damage are listed for a weapon, you will be assumed to do the first type of damage but can choose to do the second type at any time.

  • The Materials column indicates the typical material used to make the striking surface of that weapon.

Simple Weapons & Ammunition

Simple Melee Weapons
Weapon Cost Damage Weight Properties Proficiency Material
Baton 1 sp 1d4 bludgeoning 1 lb. Grappling, light Club Wood
Blackjack 1 sp 1d4 bludgeoning 1 lb. Concealable, light Club Wood
Club 1 sp 1d4 bludgeoning 2 lb. Light Wood
Dagger 2 gp 1d4 piercing/slashing 1 lb. Concealable, finesse, light, thrown (range 20/60) Steel
Greatclub 2 sp 1d8 bludgeoning 10 lb. Momentum, two-handed Wood
Hatchet 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Handaxe Steel
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Steel
Light hammer 2 gp 1d4 bludgeoning 2 lb. Anti-armor, light, thrown (range 20/60), Steel
Mace 5 gp 1d6 bludgeoning 4 lb. Anti-armor Steel
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Shoving, tripping, versatile (1d8) Wood
Sickle 1 gp 1d4 slashing 2 lb. Light, sweeping Iron
Spear 1 gp 1d6 piercing 3 lb. Agile, thrown (range 20/60), versatile (1d8) Steel
War scythe 2 gp 1d8 slashing 6 lb. Sweeping, two-handed Spear Steel

Simple Ranged Weapons
Weapon Cost Damage Weight Properties Proficiency Material
Bolas 5 sp 1d4 bludgeoning 2 lb. Binding, special, thrown (range 20/60) Net Stone
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), flat, loading, two-handed Wood
Dart 5 cp 1d4 piercing 1/4 lb. Concealable, finesse, thrown (range 20/60) Steel
Harpoon 1 gp 1d4 piercing 3 lb. Thrown (range 10/30), special Javelin Steel
Hunting bow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed Wood
Sling 1 sp 1d4 bludgeoning Ammunition (range 100/400), concealable, finesse Rope
Throwing club 1 sp 1d4 bludgeoning 1 lb Thrown (range 30/120) Light hammer Wood
Ammunition
Type Cost Weight Material
Arrows (20) 1 gp 1 lb. Steel
Crossbow bolts (20) 1 gp 1 1/2 lb. Steel
Sling bullets (20) 4 cp 1 1/2 lb. Stone
Part 2 | Simple Weapons

Martial Weapons & Ammunition

Martial Melee Weapons
Weapon Cost Damage Weight Properties Proficiency Material
Arming sword 15 gp 1d8 slashing/piercing 2 lb. Agile Longsword Steel
Bastard sword 20 gp 1d8 slashing/piercing 3 lb. Agile, versatile (1d10) Longsword Steel
Battleaxe 10 gp 1d8 slashing 4 lb. Momentum Steel
Dueling dagger 5 gp 1d4 piercing 1 lb. Disarming, finesse, light, parrying Rapier Steel
Estoc 35 gp 1d10 piercing 4 lb. Agile, anti-armor, two-handed Longsword Steel
Fauchard 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, tripping, two-handed Glaive Steel
Flail 5 gp 1d6 bludgeoning 4 lb. Anti-armor, momentum Steel
Glaive 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, two-handed, momentum Steel
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, momentum, sweeping, two-handed Steel
Greatsword 50 gp 1d10 slashing/piercing 6 lb. Heavy, reach, sweeping, two-handed Greatsword Steel
Halberd 20 gp 1d10 slashing/piercing 6 lb. Heavy, reach, two-handed, unhorsing Steel
Lance 10 gp 1d12 piercing 3 lb. Reach, special, unhorsing Steel
Longsword 35 gp 2d6 slashing/piercing 4 lb. Agile, heavy, two-handed Greatsword Steel
Man-catcher 25 gp 1d4 bludgeoning 6 lb. Grappling, heavy, reach, shoving, special, two-handed, unhorsing Pike Steel
Maul 10 gp 2d6 bludgeoning 10 lb. Anti-armor, heavy, two-handed Steel
Military fork 20 gp 1d10 piercing 6 lb. Disarming, heavy, reach, two-handed Pike Steel
Morningstar 15 gp 1d8 bludgeoning 4 lb. Anti-armor Steel
Pike 5 gp 1d10 piercing 6 lb. Agile, heavy, reach, two-handed Steel
Rapier 25 gp 1d8 piercing 2 lb. Agile, finesse, special Steel
Sabre 25 gp 1d8 slashing 2 lb. Finesse, sweeping Steel
Scimitar 10 gp 1d6 slashing 3 lb. Finesse, light, sweeping Steel
Shortsword 10 gp 1d6 piercing/slashing 2 lb. Agile, finesse, light Steel
Trident 5 gp 1d6 piercing 4 lb. Agile, disarming, thrown (range 20/60), versatile (1d8) Steel
War pick 5 gp 1d8 piercing 2 lb. Anti-armor Steel
Warhammer 15 gp 1d8 bludgeoning 2 lb. Anti-armor, versatile (1d10) Steel
Whip 2 gp 1d4 slashing 2 lb. Disarm, finesse, reach, tripping Leather
Part 3 | Martial Melee Weapons

Martial Ranged Weapons
Weapon Cost Damage Weight Properties Proficiency Material
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/75), concealable, flat, loading Wood
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), concealable, flat, light, loading Wood
Crossbow, heavy 50 gp 1d10 piercing 8 lb. Ammunition (range 100/400), flat, heavy, loading, two-handed Wood
Net 1 gp 3 lb. Binding, special, thrown (range 5/15) Rope
Staff-sling 3 sp 1d6 bludgeoning 4 lb. Ammunition (range 150/600), finesse, special, two-handed Sling Wood
Warbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), finesse, heavy, two-handed Wood
Ammunition
Type Cost Weight Material
Arrows (20) 1 gp 1 lb. Steel
Blowgun needles (50) 1 gp 1 lb. Wood
Crossbow bolts (20) 1 gp 1 1/2 lb. Steel
Sling bullets (20) 4 cp 1 1/2 lb. Stone

Special Weapons

Some weapons have specific rules governing their use. Those will be described here.


Bolas. If you successfully trip a creature with a bolas, that creature's movement speed is reduced to 5ft until it uses an action to untangle itself. A bolas only affects creatures that are using limbs such as legs or wings to move.


Harpoon. A Huge or smaller creature hit by a harpoon is unable to move away from the wielder until it is freed. It can still move around or towards the harpoon's wielder. A harpoon has no effect on creatures that are incorporeal. While the creature is affected by the harpoon, you can use your action to make a Strength (Athletics) check contested against the target's Strength (Athletics) check. If you are successful, you can drag the creature a number of feet towards you equal to 5 times your Strength modifier, provided it is no more than one size larger than yourself.

A creature can use its action to make a DC 10 Strength (Athletics) check, freeing itself on a success. Dealing 5 slashing damage to the harpoon's tether (AC 10) also frees the creature, ending the effect and destroying the harpoon. When you attack with a harpoon, you can make only one attack regardless of the number of attacks you can normally make.


Lance. You have disadvantage when attacking a creature within 5ft of you. If you are not mounted, you must use two hands to wield a lance.


Man-catcher. When using this weapon to grapple, you have advantage on the checks made to grapple a target.


Net. When throwing a net at a target within five feet of you, they do not impose disadvantage from making a ranged attack within 5ft of an enemy.

A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are incorporeal or amorphous. A creature can use its action to make a DC 10 Strength (Athletics) check, freeing itself on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature, ending the effect and destroying the net. When you attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


Rapier. Due to its design and agility, the Rapier can be wielded alongside a dagger or dueling dagger.


Staff-sling. This weapon also functions as a Quarterstaff.

Part 4 | Ranged Martial & Special Weapons

Materials and Modifications

The weapons in this supplement are assumed to be in their most common form and made of typical materials. By including exotic materials in the weapon's construction or making modifications, it is possible to imbue it with extra effects.


Adamantine. A weapon or load of ammunition can be made from adamantine. Against objects, any hit from an adamantine weapon is a critical hit. Against creatures made of stone or wood, an adamantine weapon does 1d4 extra damage. The adamantine version of a weapon or ten pieces of ammunition costs 500 gp more than the standard version, and weighs 1.5 times as much. Additionally, adamantine weapons do not rust, tarnish, or corrode. A Light adamantine weapon loses that property, and a normal weapon gains the Heavy property.


Double-weapons. Some cultures have traditions of using weapons with two ends such as double-ended swords, typically for ceremonial purposes. Such weapons are rare, but may be based on any one-handed weapon without the versatile or reach properties. When a weapon is adapted to a double-ended form, it loses the following properties: light, concealable, grappling, and parrying.

A double-ended weapon allows its user to make a weapon attack as a bonus action, but requires two hands to be used and does not add an ability score modifier to its damage roll. Additionally, a user is not considered proficient in the use of such a weapon unless they are both proficient with martial weapons and from a culture in which the double-ended weapon in question features prominently.

Bonuses that apply to wielding two weapons also apply to double weapons.


Dragon-horn. A bow can be made from the horns of a dragon. Such bows are prized the world over. Bows of dragon-horn multiply both of their ranges by 1.5 but weigh twice as much. Dragon-horn bows are rarely sold due to the rarity of suitable horns and the difficulty of working with such materials.


Iron. A weapon that is normally made of steel or wood, or an ammunition that is normally made of steel or stone, can instead be made of iron. If usually made of wood or stone, the weapon doubles in cost when made in iron, but if usually made of steel the cost for an iron version of the item is the same. Fey creatures and creatures with the Fey Ancestry trait take 1d4 extra damage of the relevant type from iron weapons. If you roll a natural 1 when attacking with an iron weapon, it is bent or broken and useless until it can be repaired.


Mithral. A weapon that is normally made of steel can be made from mithral. Weapons made from Mithral are half their usual weight. Additionally, a Heavy weapon loses that property and a normal weapon gains the Light property. Mithral weapons cost 500 gp more than the standard version and do not rust, tarnish, or corrode.


Silvered. Any weapon or load of ammunition can be silvered by adding runes and glyphs to its striking surfaces or blades and using silver to filigree them, or in the case of ammunition, silver plating. A Silvered weapon is considered magical for the purposes of bypassing resistances or vulnerabilities. If an undead creature is not resistant to damage from non-magical weapons, they take 1d4 extra damage of the relevant type from silvered weapons. The silvered version of a weapon or load of ammunition costs 100 gp more than the standard version.


Tether. For 1 gp, you can attach a narrow rope tether to any weapon with the Thrown and Light properties. Once thrown, you may use a bonus action to retrieve the weapon, but the weapon's range is halved.


Concealed Sheath. For 5 gp, you can commission a sheath to be made for a specific Light Simple Weapon that belongs to you. This weapon is treated as though it has the Concealable property while it is in the sheath.


Part 5 | Materials and Modifications
 

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