Yaarel
🇮🇱He-Mage
This proposal for 5.5 weapons uses one standard for all weapons. In addition to the examples that use the standard here, you can create your own weapon. For best results, it helps to have a reallife historical weapon in mind to model the weapon statistics.
The proposal makes no distinction between simple and martial. All standard weapons are a viable choice, depending on style. Only the Fighter class is proficient with every possible weapon. Certain Fighter Fighting Styles can modify the traits of a weapon. All other classes choose two to five weapon proficiencies. Except, the Wizard class relies on cantrips, has no weapon proficiencies, but can swap a cantrip for one weapon proficiency.
WEAPON TRAITS
Each weapon uses the following formula.
Standard Weapon Damage = 1d8 base die size
Damage Die Sizes: 1 › 1d3 › 1d4 › 1d6 › 1d8 › 1d10 › 1d12 › 2d6
When you add a trait to a weapon make the comparable tradeoff in the die size of its damage. Note, here the Versatile trait is the same thing as the Twohanded trait except one can optionally use it onehanded. All weapons use Strength for their attack and damage, unless the Ammunition or Finesse trait uses Dexterity instead. Finesse means the weapon is precise and can benefit from subtle dexterous movements. You and your DM must agree if implementing a nonstandard Special trait.
Ammunition (range, only Dex): decrease die size twice
Finesse (Str or Dex): decrease die size once
Light (offhand, can use in grapple): decrease die size once
Loading (only once per round): increase die size once
Heavy (medium size only): increase die size once
Hook (hit can pull, some deal pierce damage): decrease die size once
Mount: when on charging mount and onehanded, increase die size twice
Reach: decrease die size once
Reach only (disadvantage within 5 feet): −
Special: nonstandard modification of die size
Throw (range): decrease die size once
Twohanded/Versatile: when twohanded, increase die size twice
WEAPON EXAMPLES
Ammunitions
Blowgun 1 pierce: ammunition, light, loading; special (can stay hidden)
Handbow 1d4 pierce: ammunition, light, loading
Heavy Crossbow 1d12 pierce: ammunition, heavy, loading, twohanded
Light Crossbow 1d6 pierce: ammunition, loading
Longbow 1d10 pierce: ammunition, heavy, twohanded
Shortbow 1d8 pierce: ammunition, twohanded
Sling 1d6 bludgeon: ammunition, loading
Axes
Battleaxe 1d8 slash: versatile (1d12)
Greataxe 2d6 slash: heavy, twohanded
Halberd 1d10 slash: heavy, hook (pull), reach, twohanded
Hatchet 1d6 slash: light
Throwing Axe 1d4 slash: light, throw
Blades (1 foot or less)
Dagger 1d4 pierce: finesse, light
Knife 1d6 slash/pierce: light
Shuriken 1d3 pierce: finesse, light, throw
Throwing Knife 1d4 pierce: finesse, throw
Blades (1 foot to 2 feet)
Glaive 1d12 slash: heavy, reach, twohanded
Khukuri (Kukri) 1d6 slash: light
Longknife 1d4 pierce: finesse, light
Seax 1d8 slash: −
Shortsword 1d6 slash/pierce: finesse
Blades (2 feet to 3 feet)
Katana 1d6 slash: finesse, versatile (1d10)
Scimitar 1d6 slash: light, mount (1d10)
Spatha 1d8 slash/pierce: −
Sword 1d8 slash/pierce: finesse, heavy
Blades (3 feet to 4 feet)
Longsword 1d8 slash: versatile (1d12)
Rapier 1d6 pierce: finesse
Blades (4 feet or more)
Greatsword 2d6 slash: heavy, twohanded
Twohander (zweihänder) 2d6 slash: heavy, reach only, twohanded; special (instead within 5 feet, halfsword 1d6 pierce)
Flexibles
Bolas 1d4 bludgeon: loading, throw; special (prone, Athletics versus DC 10 to free)
Flail (staff with hinged rod, threshing tool) 1d10 bludgeon: reach, twohanded
Meteor (chain with spiked ball) 1d8 pierce/bludgeon: finesse, reach, twohanded
Military Flail (rod with chain with spiked ball) 1d8 pierce/bludgeon: −
Net −: loading, throw; special (restrained, Athletics versus DC 10 to free)
Nunchaku 1d4 bludgeon: finesse, light, versatile (1d8)
Scourge (rod with cords each with metal weight) 1d8 slash: −
Whip 1 slash: finesse, light, reach
Hammers
Hammer (woodwork tool) 1d4 bludgeon: light, thrown
Maul (sledgehammer) 2d6 bludgeon: heavy, twohanded
Pickaxe (mining tool) 1d8 pierce: versatile (1d12)
Warhammer (rod or staff with hammerhead with spike) 1d6 bludgeon: hook (1d6 pierce, pull), versatile/mount (1d10)
Rods
Cane (shaft about 3 feet, 2 to 4) 1d4 bludgeon: finesse, light
Club (baseball bat, studded tetsuba) 1d6 bludgeon: light, versatile (1d10)
Greatclub 1d12 bludgeon: twohanded
Greatmace 2d6 bludgeon: heavy, twohanded
Mace 1d8 bludgeon: −
Morningstar (spiked mace) 1d8 pierce/bludgeon: −
Staff (shaft 4 to 10 feet) 1d6 bludgeon: finesse, versatile (1d10)
Throwstick 1d6 bludgeon: throw
Spears
Dart (thrown weighted arrow) 1d4 pierce: finesse, throw
Javelin (shaft 6 to 8 feet) 1d6 pierce: throw, versatile (1d10)
Lance (shaft 8 to 10 feet) 1d8 pierce: reach only, versatile/mount (1d12)
Longspear (shaft 8 to 10 feet) 1d8 pierce: heavy, reach, versatile (1d12)
Spear (shaft 6 to 8 feet) 1d8 pierce: heavy, throw, versatile (1d12)
Trident 1d6 pierce: throw, versatile (1d10)
The proposal makes no distinction between simple and martial. All standard weapons are a viable choice, depending on style. Only the Fighter class is proficient with every possible weapon. Certain Fighter Fighting Styles can modify the traits of a weapon. All other classes choose two to five weapon proficiencies. Except, the Wizard class relies on cantrips, has no weapon proficiencies, but can swap a cantrip for one weapon proficiency.
WEAPON TRAITS
Each weapon uses the following formula.
Standard Weapon Damage = 1d8 base die size
Damage Die Sizes: 1 › 1d3 › 1d4 › 1d6 › 1d8 › 1d10 › 1d12 › 2d6
When you add a trait to a weapon make the comparable tradeoff in the die size of its damage. Note, here the Versatile trait is the same thing as the Twohanded trait except one can optionally use it onehanded. All weapons use Strength for their attack and damage, unless the Ammunition or Finesse trait uses Dexterity instead. Finesse means the weapon is precise and can benefit from subtle dexterous movements. You and your DM must agree if implementing a nonstandard Special trait.
Ammunition (range, only Dex): decrease die size twice
Finesse (Str or Dex): decrease die size once
Light (offhand, can use in grapple): decrease die size once
Loading (only once per round): increase die size once
Heavy (medium size only): increase die size once
Hook (hit can pull, some deal pierce damage): decrease die size once
Mount: when on charging mount and onehanded, increase die size twice
Reach: decrease die size once
Reach only (disadvantage within 5 feet): −
Special: nonstandard modification of die size
Throw (range): decrease die size once
Twohanded/Versatile: when twohanded, increase die size twice
WEAPON EXAMPLES
Ammunitions
Blowgun 1 pierce: ammunition, light, loading; special (can stay hidden)
Handbow 1d4 pierce: ammunition, light, loading
Heavy Crossbow 1d12 pierce: ammunition, heavy, loading, twohanded
Light Crossbow 1d6 pierce: ammunition, loading
Longbow 1d10 pierce: ammunition, heavy, twohanded
Shortbow 1d8 pierce: ammunition, twohanded
Sling 1d6 bludgeon: ammunition, loading
Axes
Battleaxe 1d8 slash: versatile (1d12)
Greataxe 2d6 slash: heavy, twohanded
Halberd 1d10 slash: heavy, hook (pull), reach, twohanded
Hatchet 1d6 slash: light
Throwing Axe 1d4 slash: light, throw
Blades (1 foot or less)
Dagger 1d4 pierce: finesse, light
Knife 1d6 slash/pierce: light
Shuriken 1d3 pierce: finesse, light, throw
Throwing Knife 1d4 pierce: finesse, throw
Blades (1 foot to 2 feet)
Glaive 1d12 slash: heavy, reach, twohanded
Khukuri (Kukri) 1d6 slash: light
Longknife 1d4 pierce: finesse, light
Seax 1d8 slash: −
Shortsword 1d6 slash/pierce: finesse
Blades (2 feet to 3 feet)
Katana 1d6 slash: finesse, versatile (1d10)
Scimitar 1d6 slash: light, mount (1d10)
Spatha 1d8 slash/pierce: −
Sword 1d8 slash/pierce: finesse, heavy
Blades (3 feet to 4 feet)
Longsword 1d8 slash: versatile (1d12)
Rapier 1d6 pierce: finesse
Blades (4 feet or more)
Greatsword 2d6 slash: heavy, twohanded
Twohander (zweihänder) 2d6 slash: heavy, reach only, twohanded; special (instead within 5 feet, halfsword 1d6 pierce)
Flexibles
Bolas 1d4 bludgeon: loading, throw; special (prone, Athletics versus DC 10 to free)
Flail (staff with hinged rod, threshing tool) 1d10 bludgeon: reach, twohanded
Meteor (chain with spiked ball) 1d8 pierce/bludgeon: finesse, reach, twohanded
Military Flail (rod with chain with spiked ball) 1d8 pierce/bludgeon: −
Net −: loading, throw; special (restrained, Athletics versus DC 10 to free)
Nunchaku 1d4 bludgeon: finesse, light, versatile (1d8)
Scourge (rod with cords each with metal weight) 1d8 slash: −
Whip 1 slash: finesse, light, reach
Hammers
Hammer (woodwork tool) 1d4 bludgeon: light, thrown
Maul (sledgehammer) 2d6 bludgeon: heavy, twohanded
Pickaxe (mining tool) 1d8 pierce: versatile (1d12)
Warhammer (rod or staff with hammerhead with spike) 1d6 bludgeon: hook (1d6 pierce, pull), versatile/mount (1d10)
Rods
Cane (shaft about 3 feet, 2 to 4) 1d4 bludgeon: finesse, light
Club (baseball bat, studded tetsuba) 1d6 bludgeon: light, versatile (1d10)
Greatclub 1d12 bludgeon: twohanded
Greatmace 2d6 bludgeon: heavy, twohanded
Mace 1d8 bludgeon: −
Morningstar (spiked mace) 1d8 pierce/bludgeon: −
Staff (shaft 4 to 10 feet) 1d6 bludgeon: finesse, versatile (1d10)
Throwstick 1d6 bludgeon: throw
Spears
Dart (thrown weighted arrow) 1d4 pierce: finesse, throw
Javelin (shaft 6 to 8 feet) 1d6 pierce: throw, versatile (1d10)
Lance (shaft 8 to 10 feet) 1d8 pierce: reach only, versatile/mount (1d12)
Longspear (shaft 8 to 10 feet) 1d8 pierce: heavy, reach, versatile (1d12)
Spear (shaft 6 to 8 feet) 1d8 pierce: heavy, throw, versatile (1d12)
Trident 1d6 pierce: throw, versatile (1d10)
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