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 medieval warfare. If they weren't, they wouldn't make supplements like this.
Unfortunately, that means such supplements are often convoluted and over-complicated, with far too many modifiers possible at once that go against the established design of 5e.
Design Goals
With that rationale in mind, I had several goals when creating this system:
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First, simplicity. Weapons should feel different; most weapons should behave in an interesting way, but this must not over-complicate their use.
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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.
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Third, buffs should be as subtle as possible - enough to make the weapon feel different without throwing off balance.
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Fourth, Special weapons in base 5e should be buffed so that they are more useful, as they are almost never used in their current form.
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Finally, exotic weapon materials should be more diverse and more worthwhile without being too close in power to magical weapons.
Changelog
Version 1 completed.
- First draft distributed for feedback and adjustment.
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 Scimitar with this supplement's Backsword
- Replace the 5e Greatsword with this supplement's Longsword
- Replace the 5e Handaxe with this supplement's Hatchet
If you are using the optional Disarm action from the Dungeon Master's Guide (p. 251), consider allowing weapons with the Disarming property to have advantage on attempts to Disarm.
Finally, all weapons with the Special property have been tweaked. The new rules can be found in the Special Weapons section.
Weapon Properties
Agile. This weapon is nimble. When an enemy triggers an attack of opportunity, you gain a bonus on the attack roll with this weapon equal to half your proficiency bonus.
Anti-armor. This weapon is suited to attacking armored foes. When attacking a creature that has natural armor or that is wearing medium or heavy armor that is not hide armor, you gain a +1 bonus to your attack roll.
Concealable. If this weapon is hidden on your person, for example with a Dexterity (Sleight of Hand) check, any Wisdom (Perception) checks made to spot the weapon are made with 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 they are holding the item with multiple hands, you have disadvantage. You have advantage if your size is larger than your target, disadvantage if it is smaller.
Holdout. If this weapon is hidden on your person, for example with a Dexterity (Sleight of Hand) check, it cannot be spotted from a distance. Any checks made to physically search you for the weapon are made at disadvantage.
Impactful. This weapon relies more on power than accuracy. When making a damage roll for a ranged attack with this weapon, add your Strength modifier.
Joint-locking. This weapon is especially useful when grappling. When using your action to Grapple your enemy with this weapon equipped, you can add this weapon's damage die to your Grapple check.
Lobbed. This weapon can launch projectiles in a stable arc, making them do additional damage from gravity equal to half your proficiency bonus when the target is in the second range increment.
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 in that turn. If you miss multiple times in a row, add +1 for each miss.
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.
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 attack. Creatures that are not moving using legs or wings are immune.
Sweeping. This weapon uses wide sweeping motions. When you use it to attack multiple times in one turn, you gain a bonus equal to half your proficiency bonus on attack rolls against creatures that are not the first one you hit.
Tripping. When using a Shove attack to knock an enemy prone 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 attack. Creatures that are not using their legs to move are immune.
Ranged Tripping. 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 their legs to move are immune.
Unhorsing. When you hit a target with this weapon, they must make a DC10 Dexterity saving throw to avoid falling off their mount.
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 that weapon. All martial melee weapons are assumed to be made of steel except the whip, which is made of leather.
Simple Weapons & Ammunition
Simple Melee Weapons
| Weapon | Cost | Damage | Weight | Properties | Proficiency | Material |
|---|---|---|---|---|---|---|
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Concealable, light, | — | Wood |
| Dagger | 2 gp | 1d4 piercing/slashing | 1 lb. | Finesse, holdout, light, thrown (range 20/60) | — | Steel |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Momentum, two-handed | — | Wood |
| Hatchet | 5 gp | 1d6 slashing | 2 lb. | Concealable, 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. | Light, thrown (range 20/60) | — | Steel |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | Anti-armor | — | Steel |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Parrying, shoving, tripping, versatile (1d8) | — | Wood |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Disarming, light | — | Iron |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Agile, thrown (range 20/60), versatile (1d8) | — | Steel |
| Baton | 1 sp | 1d4 bludgeoning | 2 lb. | Joint-locking, light, parrying, shoving | Club | Wood |
| Pitchfork | 2 gp | 1d8 piercing | 10 lb. | Disarming, two-handed | Spear | 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. | Ranged tripping, special, thrown (range 20/60) | Net | Stone |
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | — | Wood |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60), holdout | — | Steel |
| Harpoon | 1 gp | 1d4 piercing | 3 lb. | Thrown (range 10/30), special | Javelin | Steel |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed, lobbed | — | Wood |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 100/400), holdout, impactful, lobbed | — | Rope |
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 |
Martial Weapons
Martial Melee Weapons
| Weapon | Cost | Damage | Weight | Properties | Proficiency |
|---|---|---|---|---|---|
| Arming sword | 15 gp | 1d8 slashing/piercing | 2 lb. | Agile | Longsword |
| Backsword | 10 gp | 1d6 slashing | 3 lb. | Finesse, light | Scimitar |
| Bastard sword | 20 gp | 1d8 slashing/piercing | 3 lb. | Versatile (1d10) | Longsword |
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Sweeping | — |
| Duelling dagger | 5 gp | 1d4 piercing | 1 lb. | Disarming, finesse, light, parrying, | Rapier |
| Fauchard | 20 gp | 1d10 slashing/piercing | 6 lb. | Heavy, reach, tripping, two-handed | Glaive |
| Flail | 5 gp | 1d6 bludgeoning | 4 lb. | Anti-armor | — |
| Glaive | 20 gp | 1d10 slashing/piercing | 6 lb. | Heavy, reach, two-handed, momentum | — |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, momentum, sweeping, two-handed | — |
| Greatsword | 50 gp | 1d10 slashing/piercing | 6 lb. | Heavy, reach, sweeping, two-handed | Glaive |
| Halberd | 20 gp | 1d10 slashing/piercing | 6 lb. | Heavy, reach, two-handed, unhorsing | — |
| Heavy trident | 20 gp | 1d10 piercing | 6 lb. | Disarming, heavy, reach, two-handed | Pike |
| Lance | 10 gp | 1d12 piercing | 3 lb. | Reach, special, unhorsing | — |
| Longsword | 35 gp | 2d6 slashing/piercing | 4 lb. | Heavy, two-handed | Greatsword |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | — |
| Morningstar | 15 gp | 1d8 bludgeoning | 4 lb. | Anti-armor | — |
| Pike | 5 gp | 1d10 piercing | 6 lb. | Agile, heavy, reach, two-handed | — |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | — |
| Sabre | 25 gp | 1d8 slashing | 2 lb. | Sweeping | — |
| Shortsword | 10 gp | 1d6 piercing/slashing | 2 lb. | Finesse, light | — |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Disarm, thrown (range 20/60), versatile (1d8), | — |
| Tuck | 35 gp | 1d10 piercing/bludgeoning | 4 lb. | Anti-armor, two-handed | Longsword |
| War pick | 5 gp | 1d8 piercing | 2 lb. | Anti-armor | — |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Anti-armor, versatile (1d10) | — |
| Whip | 2 gp | 1d4 slashing | 2 lb. | Disarm, finesse, reach, trip | — |
Martial Ranged Weapons
| Weapon | Cost | Damage | Weight | Properties | Proficiency | Material |
|---|---|---|---|---|---|---|
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/75), holdout, loading | — | Wood |
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), concealable, light, loading | — | Wood |
| Crossbow, heavy | 50 gp | 1d10 piercing | 8 lb. | Ammunition (range 100/400), heavy, loading, two-handed | — | Wood |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, impactful, lobbed, two-handed | — | Wood |
| Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) | — | Rope |
| Staff-sling | 3 sp | 1d6 bludgeoning | 4 lb. | Ammunition (range 150/600), lobbed, special, two-handed | Sling | Wood |
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 is knocked prone and its movement speed is reduced to 5ft until it uses an action to untangle itself. A bolas only affects creatures that are walking or running.
Harpoon. A Huge or smaller creature hit by a harpoon is Grappled until it is freed. A harpoon has no effect on creatures that are incorporeal or amorphous. While the creature is grappled 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 using a lance on a creature within 5ft of you. If you are not mounted, you must use two hands to wield a lance.
Net. When throwing a net at a hostile target within five feet of you, you do not suffer the 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.
Double Weapons
Some weapons have two ends made for striking enemies. A double weapon can be made from any two Light weapons, each end taking the damage die of the weapon it was modeled after. Such a weapon typically takes the form of the two ends connected by a long haft.
When using a double weapon, use the usual rules for fighting with two weapons. The two weapons used for the ends create a new weapon that does not keep the Light property, but does retain the other properties.
These weapons also gain the Versatile property, allowing them to use the next largest damage die when wielded with both hands. For example, a weapon made with two backswords would use a d8 damage die when used in both hands. When used in this fashion, the weapon cannot strike on a bonus action.
Materials and Improvements
The weapons in this supplement are assumed to be in their most common form and made of typical materials, common wood and steel. By including exotic materials in the weapon's construction somehow or adding attachments, it is possible to imbue them with extra effects.
Adamantine. A weapon can be made from adamantine, an ultrahard metal. Against objects, any hit from an adamantine weapon is a critical hit. Against creatures made of stone or wood, an adamantine weapon does 1 point of 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 or corrode.
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. Crossbow prods cannot be made from dragon-horn. 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 can instead be made of iron. If usually made of wood, the weapon doubles in cost when made in iron, but if usually made of steel the cost for an iron version is the same. Fey creatures and creatures with the Fey Ancestry trait take 1 point of extra damage 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 can be made from mithral, a light metal that is otherwise equal to steel, save that it is more lustrous and does not rust or corrode. Weapons made from Mithral are half their usual weight. Additionally, a Heavy weapon loses that property, a normal weapon gains the Light property. Two-handed weapons made of mithral become usable in one hand, and Light weapons gain the Finesse property if they do not already have it. Mithral weapons cost 500 gp more than the standard version.
Silvered. Any weapon can be silvered by adding runes and glyphs to its striking surfaces or blades and using silver to filigree them. Against undead, 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 1 point of extra damage from silvered weapons. The silvered version of a weapon or ten pieces 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.