Dnd 5e Weapons Revised

by Shadowmiere

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DND 5E WEAPONS REVISED

Weapon Name Cost Damage Weight Properties
Simple Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Light, thrown (20/60), Conceal
Dirk 4 gp 1d4 piercing 1 lb. Finesse, Mercy Strike, Light, Conceal
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-Handed, Smashing
Reinforced Greatclub 1 gp 2d4 bludgeoning 12 lb. Two-Handed, Staggering, Smashing, Heavy
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Knobbed Mace 5 gp 1d6 bludgeoning 4 lb. Light
Flanged Mace 5 gp 1d8 bludgeoning 4 lb. -
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8), Reliable
Reinforced Quarterstaff 1 gp 1d8 bludgeoning 6 lb. Two-Handed, Reliable, Trip
Sickle 2 gp 1d6 slashing 2 lb. Light, Finesse, Trip
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8), Precise
Scythe 4 gp 1d8 slashing 7 lb. Heavy, Two-Handed, Reach
Claws 6 gp 1d6 piercing/slashing 3 lb. Finesse, Light
Chakram 4 gp 1d4 slashing 2 lb. Light, Thrown (20/60)
Simple Ranged Weapons
Crossbow, Light 25 gp 1d8 piercing 5 lb. Ammunition (80/320), loading, Two-Handed, Puncturing
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (20/60), Silent
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (80/320), Two-Handed, Puncturing
Recurve bow 30 gp 1d6 piercing 3 lb. Ammunition (80/320), Two-Handed, Precise
Sling 1 sp 1d4 bludgeoning 1/2 lb. Ammunition (30/120), Staggering
Weapon Name Cost Damage Weight Properties
Martial Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10), Reliable
Flail 10 gp 1d8 bludgeoning 3 lb. Shield wrap, Versatile (2d4), Devious
Falchion 15 gp 1d8 slashing 3 lb. Versatile (1d6+1d4)
Glaive 20 gp 1d12 slashing 8 lb. Heavy, reach, Two-Handed, Reliable
Greataxe 30 gp 1d12 slashing 8 lb. Heavy, Two-Handed, Smashing
Greatsword 40 gp 2d6 slashing 7 lb. Heavy, Two-Handed
Halberd 30 gp 1d10 piercing/slashing 8 lb.
Pike 20 gp 2d6 piercing 10 lb.
Weapon Name Cost Damage Weight Properties
Lance 30 gp 2d8 piercing 7 lb. Reach, Lance Special, Heavy
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Broadsword 15 gp 2d4 slashing 3 lb. Reliable
Katana 30 gp 1d8 slashing 3 lb. Finesse, Versatile (1d10)
Claymore 30 gp 1d10 slashing 10 lb. Versatile (1d12), Super Heavy
Maul 30 gp 2d6 bludgeoning 10 lb. Heavy, Two-Handed, Smashing
Morningstar 15 gp 1d8 piercing 4 lb. Puncturing
Rapier 25 gp 1d8 piercing 2 lb. Finesse, Puncturing
Parrying Rapier 35 gp 1d6 piercing 2 lb. Finesse, Disarm, Parry
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, Light, Parry
Curved Scimitar 25 gp 1d6 slashing 4 lb. Finesse, Light, Disarm
Shortsword 10 gp 1d6 piercing/slashing 2 lb. Finesse, Light
Trident 10 gp 1d6 piercing 4 lb. Thrown (20/60), versatile (1d8), Puncturing, Precise
War pick 10 gp 2d4 piercing 3 lb. Puncturing
Warhammer 15 gp 1d8 bludgeoning 4 lb. Versatile (1d10), Smashing
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach, Devious, Trip, Pull
Kusagirama 10 gp 1d6 slashing 3 lb. Light, Finesse, Trip, Reach, Elegant
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (30/120), Light, loading, Puncturing
Crossbow, Heavy 50 gp 1d10 piercing 18 lb. Ammunition (100/400), Heavy, loading, Two-Handed, Puncturing
Longbow 50 gp 1d8 piercing 7 lb. Ammunition (150/600), Heavy, Two-Handed, Puncturing
Greatbow 80 gp 1d12 piercing 25 lb. Ammunition (300/800), Heavy, Two-Handed, Puncturing, Super Heavy
Net 1 gp - 3 lb. Special, thrown (5/15)
Bola 5 gp - 2 lb. Special, thrown (15/30)

Mercy Strike

These weapons are some of the thinnest and sharpest, making them ideal for assassinations and mercy kills. When you roll a natural 19 on an attack, you score a Critical Hit.

Staggering

If you are proficient with this weapon and you score a Critical Hit, the force of the weapon can cause the target to have -1 AC until the start of your next turn.

Reliable

Such weapons are generally rather sturdy and built for war. Thus they grant +1 to checks and saves for doing or resisting combat manuevers (Shove, Grapple etc.).

Trip

When you hit an enemy with an attack, you can use your bonus action to try to trip the target (STR check against STR/DEX).

Precise

Attacks with these weapons are particularly precise, causing all strikes to have a +1 to hit.

Parry

If not wielding a shield, you can use a Reaction to add +1 AC against a creatures attack/-s for the rest of the turn.

Puncturing

These weapons can more often than others cause a deeper wound. When you roll a natural 19, you can cause an extra 1d4 damage.

Unwieldy

These are exceptionally long weapons that simply cannot function within 5 feet. These weapons do 1d6 bludgeoning damage and have disadvantage when used at 5ft range.

Conceal

Advantage on all checks to conceal this weapon.

Disarm

Weight and curvature grant these weapons the finesse to wrap other weapons and disarm the opponent. When you hit an enemy with an attack, you can use your bonus action to try to disarm your opponent (STR check against STR/DEX). This trick can work only once per enemy.

Pull

When you hit an enemy with an attack, you can use your bonus action to try to pull the enemy 5 ft towards you.

Shield-wrap

These weapons have the potential to bend around shields granting a +1 to hit against all shield users.

Silent

Using this weapon causes no sounds to be made. The target creature needs to be combat alert or highly perceptive to notice the initial attack made with this weapon.

Devious

These weapons can hit in surprising ways and from odd angles, even after the initial strike has missed. After using an attack action, you can use your bonus action to automatically hit an opponent for 1d4 damage. This trick can only work once per enemy.

Smashing

When you score a Critical Hit, double your STR bonus for that weapon strike.

Lance Special

The Lance does its normal damage (2d8) only if used mounted and only after moving at least 10 feet in the direction of the target. If used dismounted or without prior movement, it becomes Unwieldy and must be used with both hands.

Heavy

A heavy weapons size and bulk make it too large for small and weaker creature to use effectively. Small creatures have disadvantage on attack rolls made with heavy weapons. Other creatures must have a STR score of 13+ to wield without disadvantage.

Super heavy

These are even more massive weapons that only the might can wield. They require a STR score of 16+ to wield without disadvantage.

Elegant

Finesse weapons that require even more skill than strength. Wielders must have a DEX score of 16+ to wield without disadvantage.

 

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