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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