
(It is all set as one table, instead of being broken up into separate ones for simple/martial and melee/ranged weapons. These are described in the Properties section of the table.)
Weapons
Weapon Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Great-Trident* | 25 gp | 3d4 piercing | 20 lb. | heavy, reach, special, two-handed, thrown (range 10/20), martial melee weapon |
Greatspear* | 20 gp | 2d6 piercing | 18 lb. | heavy, reach, special, two-handed, thrown (range 10/20), martial melee weapon |
Saber | 30 gp | 1d8 slashing | 3 lb. | finesse, martial melee weapon |
Scythe* | 20 gp | 1d12 slashing | 8 lb. | Heavy, two-handed, martial melee weapon |
Throwing Sphere | 1 gp | 1d4 bludgeoning | 1 lb. | light, thrown (range 20/60), simple ranged weapon |
Katana | 200 gp | 1d6 slashing | 2 lb. | finesse, versatile (1d8), martial melee weapon |
Nunchuks*** | 5 gp | 1d6 bludgeoning | 1/8 lb. | finesse, light, martial melee weapon |
Three-Section Staff*, *** | 10 gp | 1d8 bludgeoning | 3 lb. | finesse, heavy, reach, two-handed, martial melee weapon |
Greatwhip | 10 gp | 1d8 bludgeoning | 10 lb. | finesse, heavy, reach, two-handed, martial melee weapon |
Brass-Knuckles | 3 gp | 1d4 bludgeoning | 1/2 lb. | finesse, light, special, simple martial weapon |
Baseball Bat** | 2 gp | 1d8 bludgeoning | 3 lb. | finesse, two-handed, simple melee weapon |
Ball-and-Chain | 10 gp | 1d8 bludgeoning | 5 lb. | finesse, martial melee weapon |
Ball-and-Longchain | 20 gp | 1d10 bludgeoning | 10 lb. | heavy, reach, two-handed, martial melee weapon |
Warchain | 5 gp | 1d6 bludgeoning | 2 lb. | finesse, light, martial melee weapon |
Greatchain | 5 gp | 1d8 bludgeoning | 2 lb. | finesse, heavy, reach, two-handed, martial melee weapon |
Throwing Star/Card*** | 5 cp | 1d4 slashing | 1/16 lb. | finesse, light, thrown (range 20/60), martial ranged weapon |
Greatpick | 12 gp | 2d6 piercing | 10 lb. | heavy, two-handed, martial melee weapon |
Three-Headed Flail | 18 gp | 2d4 bludgeoning | 3 lb. | special, two-handed, martial melee weapon |
** - eligible for the shillelagh spell
*** - counts as a monk weapon
Special Weapon Properties
Weapons with special rules are described here.Great-Trident. Melee weapon attacks made with this weapon against a creature not within 5 feet against you are made at disadvantage.
Greatspear. Melee weapon attacks made with this weapon against a creature within 5 feet of you are made at disadvantage.
Brass-Knuckles. Melee weapon attacks made with this weapon count as unarmed strikes. While wielding these weapon, they count as being worn instead of held, but still occupy the hand they are word in. In addition, spells and other effects requiring you to be holding a melee weapon still apply to this weapon while you are wearing it.
Three-Headed Flail. If you attack with the three-headed flail as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 bludgeoning damage on a hit, instead of 2d4.
Feats
Swift Blade
Prerequisites: Proficiency with the Katana and at least one level in the Fighter, Monk, or Rogue classYou gain the following benefits:
- Increase either your Strength or Dexterity score by 1, to a maximum of 20.
- While you are wielding a katana with one hand, its damage dice increases to 1d8. If you wield it with two hands using its versatile property, its damage dice increases it to 1d10.
- While holding a katana with one hand, your Armor Class increases by 1. While you are holding a katana with two hands, your Armor Class increases by 2.
Weapon Customizations
You may customize your weapons in certain ways, or can hire someone to do so for you. When you do so, it costs a certain amount of gold to do so. When you spend gold for these customizations, it adds to the weapon's base price, becoming its "total worth." The price of each customization varies depending on which one you choose, but it costs money and takes more time for magic items depending on their rarity, as shown below.Rarity | Customization Time and Money Multiplier |
---|---|
Common | 1.5 times the normal amount |
Uncommon | 2 times the normal amount |
Rare | 3 times the normal amount |
Very rare | 5 times the normal amount |
Legendary | 10 times the normal amount |
Barbed
Choose a weapon or piece of ammunition that deals piercing damage to add barbs to the weapon or piece of ammunition. In order to do so, you must have proficiency in tinkers' tools and must expend an amount of gold pieces equal to half the price of the weapon or piece of ammunition for the materials required for this transformation. This customization takes an amount of minutes equal to 10 minutes times the amount of gold pieces the weapon or piece of ammunition is worth (minimum of 10 minutes total), and requires you to have access to the materials required for this transformation and tinkers' tools.When you hit a creature with this weapon or piece of ammunition with an attack that's total to hit was at least 5 above their Armor Class, the piece of ammunition or piercing weapon becomes lodged in a part of their body determined by the DM (this does not work against oozes or incorporeal undead). While lodged inside their body, the creature's speeds are reduced by 5 feet. As a melee attack on their turn, they or any creature within 5 feet of them may pull out the barbed piece of ammunition or piercing weapon from their body, assuming they have an empty hand and succeed on a DC 10 Dexterity check. On a success, the piece of ammunition or piercing weapon is pulled from their body, and the creature that had it stuck inside them takes an amount of slashing damage equal to the damage dice the weapon plus the ability score modifier used for the weapon attack made for that weapon or piece of ammunition. If they have blood and are a living creature with flesh (no constructs, oozes, plants, or undead), they gain an internal injury, but it only takes 1d4 days of rest to get rid of (as shown on the lingering injury table in the DMG). Then, roll a d100. On a result of 1-50, the barbed weapon/piece of ammunition remains as it is and can be reused. On a 51-100, if it is a piece of ammunition, it breaks. If it is a weapon, the barbs break.
The piece of ammunition can be removed as described above, or it can be removed during a short or long rest, taking an amount of minutes equal to your proficiency bonus. Doing so requires a Dexterity (Medicine) check against a DC of 8 + your bonus to hit with the last attack made with this weapon/piece of ammunition. On a fail, they take damage as described above and gains an internal injury as described above. On a success, the piece of ammunition or weapon is safely removed and the barbs are still attached.
Serrated
Choose a weapon that deals slashing damage to add serrated edges to its blade. In order to do so, the weapon must be made out of metal, you must have proficiency in smiths' tools and access to smiths' tools, as well as spend an amount of gold pieces equal to half the weapon's worth. When you hit a creature with this weapon that has and needs blood to live with an attack that's total to hit was at least 5 above their Armor Class, they gain a cut and begin to bleed. Any creature may only have an amount of cuts this way from any creature equal to the proficiency bonus of the creature who gave them the first of their current cuts. At the start of a bleeding creature's turns for an amount of rounds equal to your proficiency bonus, they take an amount of slashing damage equal to the ability score modifier used for the attack roll that caused the creature to bleed.Spiked
Choose a melee weapon that deals bludgeoning damage to add spikes to. In order to do so, you must have proficiency in smiths' tools and must expend an amount of gold pieces equal to half the weapon's worth for the materials required for this transformation. This customization takes 1 hour for a simple weapon and 4 hours for martial weapons, and requires you to have access to smiths' tools and a forge. When you hit a creature with a weapon attack using this weapon, if the total you got for the attack's hit was at least 5 over their Armor Class, the weapon's damage for that attack increases by 1d4 piercing damage. If the total for the attack was at least 10 above the creature's Armor Class, this damage increases by an additional 1d4, to a total of 2d4 extra piercing damage.Bladed
Choose a weapon or piece of ammunition that deals either piercing or slashing damage to allow it to deal a different type of damage. In order to do so, you must have proficiency in and access to smiths' tools and must spend an amount of gold pieces equal to half the weapon's worth. When you attack with weapon, it does its normal damage dice and damage type, unless you choose to change its damage type (no action required). When you do so, if its damage type is piercing, for this attack it becomes slashing for this attack, if its damage type is slashing, it becomes piercing for this attack and its damage dice also decreases (applying to versatile damage dice as well). If the damage dice was 1d4, it becomes 1. If the damage dice was 1d6, it becomes 1d2. If it was 1d8 or 2d4, it becomes 1d4. If it was 1d10 it becomes 1d6. If the damage dice was 2d6 or 3d4, it becomes 2d4. If it was 1d12, it becomes 1d8.(I may add more weapons, feats, and customizations sometime while developing the product, but these are the current and base ones.)
Okay, thanks for reading. If you have any feedback, questions, or thoughts, I would really appreciate it.
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