5e Weapons, Expanded - GM Binder

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Weapons, Expanded

a myriad of viable weapon options


for your 5e character
D&D 5e comes with a good variety of weapons to choose from, but there are a few redundancies, as well as
some combat styles that lack a good weapon.
Your DM may be fond of some, all, or none of these weapon options. Feel free to use this document in
whichever way is beneficial to your table.

Simple Weapons
Name Cost ‎‎‎‎ Damage Weight ‎ Properties
Simple Melee Weapons
Club* 1 sp 1d6 bludgeoning 2 lb. Light
Greatclub* 2 sp 2d4 bludgeoning 10 lb. Two-handed
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 20/60)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 30/90)
Mace* 5 gp 2d4-1 bludgeoning 4 lb. —
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Shortsword* 10 gp 1d4 piercing 2 lb. Finesse, light
Sickle+ 1 gp 1d4 slashing 2 lb. Light, special
Knife+ 1 gp 1d4 piercing 1 lb. Finesse, thrown (range 20/60)
Wakizashi+ 10 gp 1d4 slashing 3 lb. Finesse, versatile (1d6)
War Scythe+ 3 gp 1d8 slashing 5 lb. Reach, two-handed
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Simple Ranged Weapons
Blowgun+ 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, special
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Dense Rock+ 2 sp 1d6 bludgeoning 3 lb. Thrown (range 10/30)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 8 lb. Ammunition (range 80/320), two-handed
Simple Hand Crossbow+ 30 gp 1d4 piercing 4 lb. Ammunition (range 30/120), light, loading
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)

* Items with an asterisk indicate a weapon that has been altered in a way visible in the table.
+ Items with a plus indicate a weapon that does not appear in published 5e material or has been given the special property. More
details on these weapons are included below.

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Martial Weapons
Name Cost ‎‎‎‎Damage Weight ‎Properties
Martial Melee Weapons
Bardiche+ 10 gp 1d6 slashing 4 lb. Light, reach
Battleaxe* 10 gp 1d8 slashing 4 lb. Thrown (range 20/60)
Brass Knuckles+ 5 gp 1d4 bludgeoning 1 lb. Light, special
Bullwhip+ 5 gp 1d6 slashing 4 lb. Finesse, reach
Dagger+ 2 gp 1d4 piercing 1 lb. Finesse, light, special, thrown (range 30/90)
Flail* 10 gp 2d4-1 bludgeoning 2 lb. Versatile (3d4-1)
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe+ 30 gp 1d12 slashing 7 lb. Heavy, special, thrown (range 10/20)
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd* 20 gp 1d8 slashing 6 lb. Reach
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 30/90)
Katana+ 25 gp 1d10 slashing 3 lb. Finesse, two-handed
Poniard+ 3 gp 1d6 piercing 2 lb. Finesse, thrown (range 20/60)
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword* 15 gp 1d8 slashing 3 lb. Versatile (1d12)
Maul+ 10 gp 1d6 bludgeoning 10 lb. Heavy, versatile (1d12)
Morningstar* 15 gp 2d4 piercing 4 lb. —
Pike* 5 gp 1d8 piercing 18 lb. Heavy, reach (15 ft.), two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Spear* 5 gp 1d6 piercing 10 lb. Reach, thrown (range 20/60), versatile (1d10)
Stockwhip+ 5 gp 1d4 slashing 2 lb. Finesse, light, reach
Trident* 5 gp 1d6 piercing 4 lb. Finesse, thrown (range 20/60), versatile (1d8)
Warhammer+ 15 gp 1d8 bludgeoning 3 lb. Special
War Pick* 5 gp 1d8 piercing 2 lb. Light
Martial Ranged Weapons
Atlatl+ 1 gp 1d8 piercing 1 lb. Ammunition (range 60/180), finesse, loading
Discus+ 30 gp 1d8 bludgeoning 5 lb. Finesse, heavy, thrown (range 80/160)
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp — 3 lb. Special, thrown (range 5/15)
Shot Put+ 10 gp 1d10 bludgeoning 16 lb. Heavy, thrown (range 30/60)
Shuriken+ 5 gp 1d6 piercing 1/4 lb. Finesse, light, thrown (range 30/90)

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Shields
Name Cost AC Damage Weight Properties
Buckler+ 5 gp +1 1d4 bludgeoning 3 lb. Light
Heavy Shield+ 30 gp +2 1d8 bludgeoning 15 lb. Heavy, two-handed
Shield 10 gp +2 — 6 lb. —
Spiked Shield+ 15 gp +1 1d6 piercing 6 lb. —
Tower Shield+ 75 gp +2 — 18 lb. Heavy, special, versatile

Shields that inflict damage qualify both as martial weapons and as shields in reference to other game
mechanics.
Your Armor Class cannot benefit from more than one shield at a time. If heavy weapons impose disadvantage
on your attacks, you cannot wield a heavy shield.

Knife War Scythe


simple melee weapon, 1d4 piercing damage simple melee weapon, 1d8 slashing damage
Knives are great for cooking, throwing, and stabbing. The design of the war scythe is based on an agricultural hand
tool for mowing grass or gleaning crops. Many adventurers
Finesse, thrown (range 20/60) have grown accustomed to operating scythes and find it easy
When you would normally gain a dagger with your starting to use this weapon.
equipment, you can choose to instead gain a knife. Reach, two-handed

Sickle Blowgun
simple melee weapon, 1d4 slashing damage simple ranged weapon, 1 piercing damage
A sickle is a small weapon, most often used to harvest crops. A blowgun is a weapon consisting of a long narrow tube for
Light shooting light projectiles.
Special. You can add your ability modifier to the sickle's Ammunition (range 25/100), loading
damage even if you don't have the Two-Weapon Fighting Special. When you are hiding, missing with an attack roll
Style. does not reveal your location.

Wakizashi Dense Rock


simple melee weapon, 1d4 slashing damage simple ranged weapon, 1d6 bludgeoning damage
A wakizashi is a sword typically used by young monks and There isn't anything special about this rock, aside from how
samurai fighters. It has a design similar to the katana but is it's a bit heavier than you'd expect.
shorter and easier to wield effectively.
Thrown (range 10/30)
Finesse, versatile (1d6)
Unlike most ranged weapons, you add your Strength modifier
to a rock's attack and damage rolls.

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Simple Hand Crossbow Greataxe
simple ranged weapon, 1d4 piercing damage martial melee weapon, 1d12 slashing damage
This variation of the hand crossbow was designed to be less A tool used for felling the largest trees, and the largest foes.
expensive to create and easier to use.
Heavy, thrown (range 10/20)
Ammunition (range 30/120), loading
Special. You must use two hands when you make a melee
When you would normally gain a light crossbow as a weapon attack with this weapon.
proficiency or piece of starting equipment, you can choose to
instead gain a simple hand crossbow.
Katana
Bardiche martial melee weapon, 1d10 slashing damage
martial melee weapon, 1d6 slashing damage A katana is a sword characterized by a curved, single-edged
blade with a long grip to accommodate two hands.
A bardiche is a long, thin pole with an axeblade at the end. It
looks similar to a halberd but weighs a bit less. Finesse, two-handed
Light, reach The katana qualifies as a monk weapon.
The bardiche qualifies for the Polearm Master feat.
Poniard
Brass Knuckles martial melee weapon, 1d6 piercing damage
martial melee weapon, 1d4 bludgeoning damage A poniard is a long knife with a continuously tapering, acutely
pointed blade and crossguard.
Brass knuckles are pieces of metal shaped to fit around the
knuckles for hand-to-hand combat. Finesse, thrown (range 20/60)
Light
Special. If you have the Unarmed Fighting Style or belong to Maul
a race with natural weapons, this weapon's damage die martial melee weapon, 1d6 bludgeoning damage
increases to 2d4.
A maul is a long-handled hammer with a heavy head of wood,
Attacks made using brass knuckles are weapon attacks, not lead, or iron. It can be wielded with both hands for greater
unarmed strikes. leverage.
Heavy, versatile (1d12)
Bullwhip As a heavy weapon, the maul qualifies for the Great Weapon
martial melee weapon, 1d6 slashing damage Master feat, even when held in one hand.
A bullwhip is a single-tailed whip, usually made of braided
leather, designed as a tool for working with livestock. Stockwhip
Finesse, reach martial melee weapon, 1d4 slashing damage
A stockwhip is a type of whip made of a long, tapered length
Dagger of flexible, plaited leather with a stiff handle and thong able to
pivot along the handle easily.
martial melee weapon, 1d4 piercing damage
Finesse, light, reach
A dagger is a knife with a very sharp point and usually two
sharp edges, designed for both stabbing and throwing.
Finesse, light, thrown (range 30/90)
Special. You can dual wield with a dagger, even if the other
weapon isn't light.

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Warhammer Buckler
martial melee weapon, 1d8 bludgeoning damage shield (+1 AC), 1d4 bludgeoning damage
A warhammer is a long-handled weapon, often used to The buckler is a small, round shield, gripped in the fist with a
defend fortified walls and against mounted opponents. central handle behind the boss. Its lightweight design allows
its wielder to bash opponents while still using it defensively.
Special. Before you make an attack with a warhammer, you
can choose to attack using the hammer's maximum leverage, Light
provided you are proficient with the weapon.
You take a -2 penalty to the attack roll, and if the attack hits,
the damage die is increased to 1d12. Heavy Shield
shield (+2 AC), 1d8 bludgeoning damage
Atlatl Heavy shields are designed to have great defensive and
martial ranged weapon, 1d8 piercing damage offensive power.
An atlatl is a tool that uses leverage to achieve greater Heavy, two-handed
velocity in spear or javelin-throwing, and includes a bearing
surface which allows the user to store energy during the
throw. Spiked Shield
Ammunition (range 60/180), finesse, loading shield (+1 AC), 1d6 piercing damage
The atlatl uses spears and javelins as ammunition. This weapon has a design similar to an ordinary shield.
Sharp spikes made of wood or metal have been added so it
can be used for attacking.
Discus
martial ranged weapon, 1d8 bludgeoning damage Tower Shield
A discus is a heavy disc that can be thrown a great distance shield
using the proper technique.
This shield was built to be massive and maximally protective.
Finesse, heavy, thrown (range 80/160)
Heavy
Special. Using the tower shield blocks more than ordinary
Shot Put attacks. You receive a +2 bonus to Dexterity saving throws
martial ranged weapon, 1d10 bludgeoning damage when you wield it.
If you are wielding this shield, you cannot cast spells that
A shot put is a heavy spherical ball designed to be thrown require somatic or material components unless you have the
with great force. War Caster feat.
Heavy, thrown (range 20/40) Versatile. If you hold this shield in one hand, you can wield a
weapon in your other hand, but that weapon must have the
Unlike most ranged weapons, you add your Strength modifier light property. If you hold it in two hands, the shield's AC
to a shot put's attack and damage rolls. bonus increases to +3.
You can gain the benefit of holding the shield with two
hands whenever both of your hands are free. (For instance,
Shuriken you could throw a handaxe on your turn and still receive this
martial ranged weapon, 1d6 piercing damage benefit, or you could repeatedly draw and stow a war pick to
receive the benefit every other turn.)
A shuriken is a concealed weapon often used to distract or
misdirect. With the right technique, it can inflict deadly force.
Finesse, light, thrown (range 30/90)

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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Optional Rules Weapon Alterations
Archery. This fighting style only applies to weapons with the Club. Damage increased to 1d6.
ammunition property.
Greatclub. Damage increased to 2d4.
Dedicated Weapon. This is an optional feature found in
Tasha's Cauldron of Everything that improves a monk's Handaxe. Moved to martial melee weapons.
viability. Don't use this feature, as it would make the monk Mace. Damage increased to 2d4-1.
class too powerful.
Sickle. +2 damage bonus when wielded in the off-hand.
Heavy Weapons. Instead of imposing disadvantage on small
races, they impose disadvantage unless your Strength score Spear. Moved to martial melee weapons, added reach
is 13 or higher. This helps to improve balance, specifically property, two-handed damage increased to 1d10.
with shields and high-damage ranged weapons.
Battleaxe. Removed versatile property, added thrown
Hex Warrior. In order to mitigate abuse of the Hexblade property.
Warlock multiclass, implement one of the following rules:
1. Hex Warrior does not apply to versatile weapons. Flail. Added versatile (1d4+2/1d8+2) properties.
2. Hex Warrior is a part of Pact of the Blade, instead of a Greataxe. Added thrown property (only needs to be held in
level 1 Hexblade Patron feature. one hand when thrown).
3. Don't allow multiclassing.
Halberd. Removed heavy and two-handed properties, damage
Knives. Druids, sorcerers, and wizards start with proficiency reduced to 1d8.
in knives instead of daggers.
Longsword. Two-handed damage increased to 1d12.
Lunge. before making an attack with a shield, you can choose
to lunge. Doing so causes your shield's damage die to Maul. Removed two-handed property, added versatile
increase by 2 (1d4→1d6, 1d6→1d8, 1d8→1d10), and it (1d6/1d12) property.
causes the shield's AC bonus to drop to 0. Morningstar. Damage increased to 2d4.
These effects last until the start of your next turn.
Shortsword. Moved to simple melee weapons, damage
reduced to 1d4.
Trident. Added finesse property.
Pike. Added thrown property, damage reduced to 2d4.
War Pick. Added light property.
Whip. Moved to simple melee weapons.
Blowgun. Moved to simple ranged weapons, does not reveal
position on a miss.
Multiple small changes to the range of weapons with the
thrown property.

Made by Nate Wilson


Art by Wayne Reynolds – WayneReynolds.com
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