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Commander_Xillian

Weapons Rework for 5e

Jun 9th, 2021 (edited)
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  1. Weapons Rework
  2.  
  3. Simple Melee Weapons: Simple Melee weapons have a +1 to hit if you are proficient with Martial weapons.
  4. ________
  5.  
  6. Club: 1sp 3cp; 3 Bludgeoning; 2lbs; Light
  7.  
  8. Dagger: 1gp, 1ep; 1d4 Piercing; 1lb; Finesse, Light, Thrown (range 20/60), Fencing
  9. Dagger's are very capable when used correctly. On a cit, they deal an additional 2d4 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
  10.  
  11. Greatclub: 8sp; 6 Bludgeoning; 10lb; Two Handed, Heavy
  12.  
  13. Handaxe; 3gp; 1d6 Slashing; 2lb; Light, Thrown (range 20/60), Axe
  14. When a Handaxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack. This can only occur in melee.
  15.  
  16. Javelin; 5sp; 1d6 Piercing; 2lb; Thrown (range 50/150)
  17.  
  18. Light Hammer; 2gp; 1d4 Bludgeoning; 3lb.; Light, Thrown (Range 20/60), Hammer
  19. When you make an attack with a Light Hammer against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
  20.  
  21. Mace; 4gp 5sp; 1d6 Bludgeoning; 4lb; Mace
  22. When you deal damage with a Mace, your additional ability modifier damage is force damage instead of Bludgeoning damage.
  23.  
  24. Quarterstaff; 3cp; 1d6 Bludgeoning; 4lb; Versatile (1d8), Reach(when two handed)
  25.  
  26. Sickle; 1gp; 1d4 slashing; 2lb; Light, Special
  27. The Sickle does double damage against plants.
  28.  
  29. Spear; 1gp; 1d6 Piercing; 3lb;Versatile (1d8), Reach(when two handed)
  30. ______
  31.  
  32. Simple Ranged Weapons: Simple Ranged weapons have a +1 to hit if you are proficient with Martial weapons.
  33. _____
  34.  
  35. Crossbow, Light; 50gp; 1d8 Piercing; 5lb; Ammunition (Range 80/320), Loading, Two-Handed, Crossbow
  36. Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
  37.  
  38. Dart; 5cp; 1d4 Piercing; 1/4lb; Finesse, Light, Thrown (30/120)
  39.  
  40. Shortbow; 30gp; 1d6 Piercing; 2lb; Ammunition (80/320); Two Handed
  41.  
  42. Sling; 1sp; 1d4 Bludgeoning; 3lb; Ammunition (range 120/400), Special
  43. A Sling that is loaded may be used in melee as a Simple Melee Weapon
  44.  
  45. Net; 1gp; No Damage; 3lb; Special, Thrown (range 5/15), Fencing
  46. See Players Handbook for special rules. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
  47.  
  48. _____
  49. Martial Melee Weapons
  50. _____
  51.  
  52. Battleaxe; 10gp; 1d8 Slashing; 4lb; Versatile (1d10), Axe
  53. When a Battleaxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creature's shield in addition to still missing the attack.
  54.  
  55. Flail; 10gp; 1d8 Bludgeoning; 2lb; Special
  56. When you attack with a Flail, you may attempt to disarm an opponent as part of the attack or ignore their shield AC bonus. You may not do both.
  57.  
  58. Glaive; 20gp; 3d4 Slashing; 6lb; Heavy, Reach, Two Handed
  59.  
  60. Greataxe; 30gp; 1d12 Slashing; 7lb; Heavy, Two Handed, Axe
  61. When a Greataxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack.
  62.  
  63. Greatsword; 50gp; 2d6 Slashing, Piercing, or Bludgeoning (declared on attack); 6lb; Heavy, Two Handed
  64.  
  65. Halberd; 20gp; 1d10 Slashing; 6lb; Heavy, Axe, Reach, Two Handed, Special
  66. When you deal damage to a mounted creature, you may attempt a grapple check to dismount the rider.
  67. When a Halberd would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack.
  68.  
  69. Light Lance; 5gp; 1d8 Piercing; 4lbs; Reach, Couching (2d8)
  70. When you move past a creature during a dash, you deal your additional Couching damage to the creature on any successful attacks. You may attack a creature that has left your reach during your turn.
  71.  
  72. Heavy Lance; 10gp; 1d6 Piercing; 6lb; Reach, Two Handed, Special, Couching (4d6)
  73. Heavy Lance may be wielded in one hand with a shield when mounted. When you move past a creature during a dash, you deal your additional Couching damage to the creature on any successful attacks. You may attack a creature that has left your reach during your turn.
  74.  
  75. Bastardsword; 15gp; 1d8 Slashing, Piercing, or Bludgeoning (declared on attack); 3lb; Versatile (1d10)
  76.  
  77. Maul; 10gp; 2d6 Bludgeoning; 10lb; Heavy, Two-Handed, Hammer
  78. When you make an attack with a Maul against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
  79.  
  80. Morningstar; 15gp; 1d4 Piercing, 1d4 Bludgeoning, 1 force; 4lb; Mace
  81. When you deal damage with a Morningstar, your additional ability modifier damage is force damage instead of Bludgeoning damage.
  82.  
  83. Pike; 1gp; 1d10 Piercing; 18 lb; Heavy, Two Handed, Reach, Special
  84. You may use a Pike one-handed if you are not mounted. Your move speed is reduced by 5 feet if you do so.
  85.  
  86. Rapier; 45gp; 1d8 Piercing; 3lb; Finesse, Fencing
  87. Rapiers are very capable when used correctly. On a crit, they deal an additional 2d8 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing
  88.  
  89. Scimitar; 20gp; 2d4 Slashing; 3lb; Finesse, Light
  90.  
  91. Arming Sword; 10gp; 1d6 Slashing, Piercing, or Bludgeoning (declared on attack); 2lb; Finesse, Light
  92.  
  93. Trident; 10gp; 1d8 Piercing; 4lb; Versatile (1d10), Reach, Fencing
  94. Tridents are very capable when used correctly. On a crit, they deal an additional 2d8 or 2d10 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
  95.  
  96. War Pick; 5gp; 1d8 Piercing; 2lb; Special
  97. When you deal damage to a construct or a creature in heavy armor, you deal an additional 1d8 (This damage cannot cit)
  98.  
  99. War hammer; 15gp; 1d8 Bludgeoning; 2lb; Versatile (1d10), Hammer
  100. When you make an attack with a War Hammer against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
  101.  
  102. Whip; 4gp; 1d4 Slashing; 3lb; Finesse, Reach, Special
  103. The Whip provides you with reach for any action you take, such as use item or grapple.
  104. _____
  105. Martial Ranged Weapons
  106. _____
  107.  
  108. Blowgun; 10gp; 1 piercing; 1lb; Ammunition(25/100), Light, Loading, Special
  109. The Blowgun requires the ability to breathe, and does not have disadvantage when attacking while prone. Additionally, attacks with it do not break hiding.
  110.  
  111. Crossbow, Hand; 75gp; 1d6 piercing; 3lb; Ammunition (Range 30/120), Light, Loading, Crossbow
  112. Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
  113.  
  114. Crossbow, Heavy; 50gp; 1d10 Piercing; 18lb; Ammunition(range 100/400), heavy, loading, two-handed, Crossbow
  115. Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
  116.  
  117. Longbow; 50gp; 1d8 Piercing; 6lb; Ammunition (range 150/600), Heavy, Two-Handed
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