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Weapons, Expanded

a myriad of viable weapon options

for your 5e character


5e comes with a good variety of weapons to choose from, but there are a few redundancies, as well as

D&D

combat styles that lack a good weapon.

some

DM may be fond of some, all, or none of these weapon options. Feel free to use this document in

Your

way is beneficial to your table.

whichever

Items with a plus indicate a weapon that does not appear in published 5e material or has been given the special property. More

+

on these weapons are included below.

details

Weapons

Simple

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.

2


Weapons

Martial

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)

3


that inflict damage qualify both as martial weapons and as shields in reference to other game

Shields

mechanics.

Armor Class cannot benefit from more than one shield at a time. If heavy weapons impose disadvantage

Your

your attacks, you cannot wield a heavy shield.

on

you would normally gain a dagger with your starting

When

you can choose to instead gain a knife.

equipment,

You can add your ability modifier to the sickle's

Special.

even if you don't have the Two-Weapon Fighting

damage

wakizashi is a sword typically used by young monks and

A

fighters. It has a design similar to the katana but is

samurai

design of the war scythe is based on an agricultural hand

The

for mowing grass or gleaning crops. Many adventurers

tool

grown accustomed to operating scythes and find it easy

have

use this weapon.

to

blowgun is a weapon consisting of a long narrow tube for

A

light projectiles.

shooting

When you are hiding, missing with an attack roll

Special.

not reveal your location.

does

isn't anything special about this rock, aside from how

There

a bit heavier than you'd expect.

it's

most ranged weapons, you add your Strength modifier

Unlike

a rock's attack and damage rolls.

to

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

Knife

War Scythe

simple melee weapon, 1d8 slashing damage

simple melee weapon, 1d4 piercing damage

Knives are great for cooking, throwing, and stabbing.

Finesse, thrown (range 20/60)

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.

Light

Ammunition (range 25/100), loading

Style.

Wakizashi

Dense Rock

simple melee weapon, 1d4 slashing damage

simple ranged weapon, 1d6 bludgeoning damage

shorter and easier to wield effectively.

Thrown (range 10/30)

Finesse, versatile (1d6)

4


variation of the hand crossbow was designed to be less

This

to create and easier to use.

expensive

you would normally gain a light crossbow as a weapon

When

or piece of starting equipment, you can choose to

proficiency

bardiche is a long, thin pole with an axeblade at the end. It

A

similar to a halberd but weighs a bit less.

looks

knuckles are pieces of metal shaped to fit around the

Brass

for hand-to-hand combat.

knuckles

If you have the Unarmed Fighting Style or belong to

Special.

race with natural weapons, this weapon's damage die

a

made using brass knuckles are weapon attacks, not

Attacks

strikes.

unarmed

bullwhip is a single-tailed whip, usually made of braided

A

designed as a tool for working with livestock.

leather,

dagger is a knife with a very sharp point and usually two

A

edges, designed for both stabbing and throwing.

sharp

You can dual wield with a dagger, even if the other

Special.

isn't light.

weapon

You must use two hands when you make a melee

Special.

with this weapon.

attack

katana is a sword characterized by a curved, single-edged

A

with a long grip to accommodate two hands.

blade

poniard is a long knife with a continuously tapering, acutely

A

blade and crossguard.

pointed

maul is a long-handled hammer with a heavy head of wood,

A

or iron. It can be wielded with both hands for greater

lead,

a heavy weapon, the maul qualifies for the Great Weapon

As

feat, even when held in one hand.

Master

stockwhip is a type of whip made of a long, tapered length

A

flexible, plaited leather with a stiff handle and thong able to

of

Simple Hand Crossbow

Greataxe

simple ranged weapon, 1d4 piercing damage

martial melee weapon, 1d12 slashing damage

A tool used for felling the largest trees, and the largest foes.

Heavy, thrown (range 10/20)

Ammunition (range 30/120), loading

instead gain a simple hand crossbow.

Bardiche

Katana

martial melee weapon, 1d10 slashing damage

martial melee weapon, 1d6 slashing damage

Finesse, two-handed

The katana qualifies as a monk weapon.

Light, reach

The bardiche qualifies for the Polearm Master feat.

Brass Knuckles

Poniard

martial melee weapon, 1d6 piercing damage

martial melee weapon, 1d4 bludgeoning damage

Finesse, thrown (range 20/60)

Light

Maul

martial melee weapon, 1d6 bludgeoning damage

increases to 2d4.

leverage.

Bullwhip

Heavy, versatile (1d12)

martial melee weapon, 1d6 slashing damage

Stockwhip

Finesse, reach

martial melee weapon, 1d4 slashing damage

Dagger

pivot along the handle easily.

martial melee weapon, 1d4 piercing damage

Finesse, light, reach

Finesse, light, thrown (range 30/90)

5


warhammer is a long-handled weapon, often used to

A

fortified walls and against mounted opponents.

defend

Before you make an attack with a warhammer, you

Special.

choose to attack using the hammer's maximum leverage,

can

you are proficient with the weapon.

provided

take a -2 penalty to the attack roll, and if the attack hits,

You

atlatl is a tool that uses leverage to achieve greater

An

in spear or javelin-throwing, and includes a bearing

velocity

which allows the user to store energy during the

surface

throw.

discus is a heavy disc that can be thrown a great distance

A

the proper technique.

using

shot put is a heavy spherical ball designed to be thrown

A

great force.

with

most ranged weapons, you add your Strength modifier

Unlike

a shot put's attack and damage rolls.

to

shuriken is a concealed weapon often used to distract or

A

With the right technique, it can inflict deadly force.

misdirect.

buckler is a small, round shield, gripped in the fist with a

The

handle behind the boss. Its lightweight design allows

central

shields are designed to have great defensive and

Heavy

power.

offensive

weapon has a design similar to an ordinary shield.

This

spikes made of wood or metal have been added so it

Sharp

Using the tower shield blocks more than ordinary

Special.

You receive a +2 bonus to Dexterity saving throws

attacks.

you wield it.

when

you are wielding this shield, you cannot cast spells that

If

somatic or material components unless you have the

require

Caster feat.

War

If you hold this shield in one hand, you can wield a

Versatile.

in your other hand, but that weapon must have the

weapon

property. If you hold it in two hands, the shield's AC

light

increases to +3.

bonus

can gain the benefit of holding the shield with two

You

whenever both of your hands are free. (For instance,

hands

could throw a handaxe on your turn and still receive this

you

or you could repeatedly draw and stow a war pick to

benefit,

Warhammer

Buckler

martial melee weapon, 1d8 bludgeoning damage

shield (+1 AC), 1d4 bludgeoning damage

its wielder to bash opponents while still using it defensively.

Light

the damage die is increased to 1d12.

Atlatl

Heavy Shield

shield (+2 AC), 1d8 bludgeoning damage

martial ranged weapon, 1d8 piercing damage

Heavy, two-handed

Spiked Shield

shield (+1 AC), 1d6 piercing damage

Ammunition (range 60/180), finesse, loading

The atlatl uses spears and javelins as ammunition.

Discus

martial ranged weapon, 1d8 bludgeoning damage

can be used for attacking.

Tower Shield

shield

This shield was built to be massive and maximally protective.

Finesse, heavy, thrown (range 80/160)

Shot Put

Heavy

martial ranged weapon, 1d10 bludgeoning damage

Heavy, thrown (range 20/40)

Shuriken

martial ranged weapon, 1d6 piercing damage

receive the benefit every other turn.)

Finesse, light, thrown (range 30/90)

6

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.


This fighting style only applies to weapons with the

Archery.

property.

ammunition

Weapon. This is an optional feature found in

Dedicated

Cauldron of Everything that improves a monk's

Tasha's

Don't use this feature, as it would make the monk

viability.

too powerful.

class

Weapons. Instead of imposing disadvantage on small

Heavy

they impose disadvantage unless your Strength score

races,

13 or higher. This helps to improve balance, specifically

is

shields and high-damage ranged weapons.

with

Warrior. In order to mitigate abuse of the Hexblade

Hex

multiclass, implement one of the following rules:

Warlock

Hex Warrior does not apply to versatile weapons.

1.

Hex Warrior is a part of Pact of the Blade, instead of a

2.

1 Hexblade Patron feature.

level

Don't allow multiclassing.

3.

Druids, sorcerers, and wizards start with proficiency

Knives.

knives instead of daggers.

in

before making an attack with a shield, you can choose

Lunge.

lunge. Doing so causes your shield's damage die to

to

by 2 (1d4→1d6, 1d6→1d8, 1d8→1d10), and it

increase

the shield's AC bonus to drop to 0.

causes

Moved to martial melee weapons, added reach

Spear.

two-handed damage increased to 1d10.

property,

Removed versatile property, added thrown

Battleaxe.

property.

Added thrown property (only needs to be held in

Greataxe.

hand when thrown).

one

Removed heavy and two-handed properties, damage

Halberd.

to 1d8.

reduced

Removed two-handed property, added versatile

Maul.

property.

(1d6/1d12)

Moved to simple melee weapons, damage

Shortsword.

to 1d4.

reduced

Moved to simple ranged weapons, does not reveal

Blowgun.

on a miss.

position

small changes to the range of weapons with the

Multiple

property.

thrown

Optional Rules

Weapon Alterations

Club. Damage increased to 1d6.

Greatclub. Damage increased to 2d4.

Handaxe. Moved to martial melee weapons.

Mace. Damage increased to 2d4-1.

Sickle. +2 damage bonus when wielded in the off-hand.

Flail. Added versatile (1d4+2/1d8+2) properties.

Longsword. Two-handed damage increased to 1d12.

These effects last until the start of your next turn.

Morningstar. Damage increased to 2d4.

Trident. Added finesse property.

Pike. Added thrown property, damage reduced to 2d4.

War Pick. Added light property.

Whip. Moved to simple melee weapons.

Made by Nate Wilson

Art by Wayne Reynolds – WayneReynolds.com

6

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