Significant Weapons for 5e by Panchi

by Panchiman

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Significant Weapons by Panchi

Introduction

The reason we took the time to do this, is that like many others we felt that the variety of weapons did not matter much, and that the "flavor" game for now did not justify using a greater variety of weapons. weapons that already exist. We think the game should encourage you to use them mechanically as well, so that's what we're trying to do, without drastically changing anything or trying to reinvent the wheel. Just the right changes for you to rebalance your weapons so that you care more about varying both the weapon and its type.

Benefits of Damage Types

This is the biggest change, as long as bludgeoning, slashing and piercing damage types from weapons start to matter we decided to add a buff to each one, based on what we think makes each one special.

Bludgeoning damage. These weapons crush, shatter, or pierce armor. When you attack a target wearing heavy armor, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells, metallic skins, and other creatures at your DM's discretion.

Slashing damage These weapons attack with wide movements. When you reduce an enemy to 0 hit points, you can target another creature within 5 feet of the first one in range of your weapon and, if the original attack roll could hit it, deal the remaining damage to it. If that creature also drops to 0 health, you can repeat this process, stacking any remaining damage until there are no valid targets, or until the transferred damage doesn't kill an enemy.

Piercing damage. These weapons especially damage enemies when they hit the right way. When you hit with a critical attack or it exceeds the creature's AC by 5 or more, you deal extra piercing damage equal to your proficiency bonus. This damage is applied only if the creature took any piercing damage from that attack.

Simple Melee Weapons
Name Cost Damage Weight Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light, versatile (1d6)
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, special, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. -
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light, special
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, special, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning --- Ammunition (range 30/120), special
Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. Special
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, special, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, special, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, special, two-handed
Lance 20 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Special
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, special, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), special, versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. Special
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 piercing 3 lb. Finesse, reach, special
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 gp 1d1 piercing 1 lb. Ammunition (range 25/100), loading
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), heavy, loading, special, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 25 gp --- 25 lb. Special, thrown (range 5/20)

New Special Weapons

These new special properties have the function of further differentiating the different weapons, giving a little incentive to the weapons that are used less, in addition to the fact that weapons that do the same type of damage and the same amount can be more than just simple "skins".

Dagger. You can use this weapon in conjunction with another weapon even if the other lacks the light property. If you do this, the attack as a two-weapon combat bonus action must be made with the dagger.

Dart. Being an especially small weapon it is easy to hide, you have advantages in the rolls to hide this weapon.

Flail. When you attack with this weapon, you ignore the AC bonus granted by shields.

Glaive. With this weapon the range that the other creature with the slashing damage buff must be is increased to 10 feet.

Greataxe. This weapon has the Bludgeoning damage benefit in addition to slashing.

Halberd. When you go to attack with this weapon you can decide whether to deal slashing or piercing damage (you decide before making the attack).

Heavy Crossbow. This weapon has the bludgeoning damage benefit in addition to piercing.

Morningstar. This weapon has the bludgeoning damage benefit in addition to piercing.

Pike. This weapon is especially useful for charging, if on your turn you move at least 15 feet in a straight line towards an enemy and hit them, it automatically applies the piercing damage buff.

Sickle. The first time in the turn that you can apply the slashing damage buff with this weapon, you gain bonus damage equal to your proficiency bonus for that attack

Sling. This weapon has the piercing damage benefit in addition to bludgeoning.

Trident. This weapon doubles the extra damage from the piercing damage buff.

War pick. If you hit a creature that could apply the bludgeoning buff with this weapon, you double the damage of the piercing damage buff.

Whip. You can grab a creature or object with this weapon as you would with your hand while it is in range of it (for the initial one you use your bonus to hit instead of athletics). You cannot attack with the whip while grappling.

Author

Thanks for taking the trouble to get to the end of the first homebrew project I decide to upload. You can call me Panchiman You can find me on reddit as u/PanchimanDnD I will probably upload more content soon, either the changes that 5e should implement for me to turn it into 5.5e or my crazy things.


Special Thanks!

u/haimurashoichi reddit post Expanded Weapons & Armor what inspired this creation, also some of the properties of his weapons can be seen like the benefits of the damage types and the special characteristic of the flail, and his gmbinder file served me as a template to make this one.


To the amazing artist Jason Kang for creating the illustration I used for the cover.


And last but not least Nata Metralleta Espindola for reading all my homebrew and always giving me his opinion.

Change Log

V1.0:

  • First version.

V1.1:

  • Fixed maul damage die (1d12 to 2d6)

v1.2:

  • Property finesse removed from the spear and sickle
  • Fixed the title of the Author section
 

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