D&D 5E Positing New Weapon Properties

Rapiers, at least the ones you fight with rather than the really long, thin ones used in the sport of fencing, were always cut and thrust weapons. As they grew longer they were used more and more for thrusting, but you could still cut with them if the opportunity arose. This is just another example of the people at TSR/Wizards ignoring 40+ years of people telling them to fix their weapon stats.

Well, if we really want to get into it, the Longsword is a Slashing, Piercing, and Bludgeoning weapon, the Axes should be doing Bludgeoning damage as well, Halberds are also all three, and so on and so forth.

The Rapier I feel is fine keeping it as Piercing, because it also fits the reflavor of other Finesse, Piercing weapons. I've used its stats to represent a short, stabbing spear, and that's fine to me. But if we have the Short Sword which is a 1d6 Piercing Finesse Light Weapon (which, again, something like a Gladius can most certainly cut as well as stab), and the Scimitar as a 1d6 Slashing Finesse Light Weapon, it stands to reason that we should have a 1d8 Slashing Finesse weapon that, like the Rapier, is not Light.
 

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Extra Crit I was trying to avoid a bit simply because that's a Half-Orc and Barbarian ability, so giving it to just anyone seemed a bit chincy. The same with expanding a critical threat range, since that's the Champion's ability.
Hey, I know:

Brutal Crit: When you score a critical hit, after you roll your damage you can reroll one die of your choice. You are not required to reroll any dice but if you do you must use the new result.

That's not too strong but interacts kind of nicely with other crit enhancing abilities.
 

Here are mine:

Grappling: You don’t need a free hand tograpple, trip or disarm a creature, while wielding this weapon. (add to whip,net, bola, rope dart. )

High Crit. Extra damage dice from a critwith this weapon are a die step higher.

Off-Hand. If paired with a one-handed,non-versatile weapon, gives +1 AC.. Two offhand weapons still only give +1AC.Some versatile and two handed weapons have this trait, usually double endedweapons and polearms. Such weapons with this property gain +1AC only when usedtwo handed. A weapon that is both Off-hand and Light can be used to Dual Weild with one handed weapons that don’t have theLight property, such as pairing a Rapier with a Parrying Dagger.

Concealed: Concealed weapons are easier to hide than other weapons. Any checks to hide such a weapon are made with Proficiency, even if you don't have proficiency in a relevant skill. These weapons can also be drawn more quickly, as part of the attack made with them. If you hide the weapon in a suitable place, such as up your sleeve, you may attack with them without having to draw them first. The weapon is not hidden again until you spend an Action to hide it.


Add Offhand to Parrying Dagger,Shortsword, and Sickle, and to Quarterstaff, Spear and Glaive.

Add High Crit to Dagger, Sickle, Rapier,Flail, Maul, Morningstar, War Pick, Dart, and Blowgun.

Add Finesse to Handaxe, Quarterstaff

UnarmedStrike isa Martial weapon with the Finesse and Light properties, and does 1d4 dmg. If acharacter is not proficient with Unarmed Strike, and does not possess a naturalweapon, they treat it as the PHB version.

New Weaons:

Parrying Dagger: 1d4, Off-hand, Light

Garrote: 1d4, Light, Finesse, Two-handed, Grappling

Spiked Chain: Martial, Finesse, d6, Versatile*, Grappling
*The Spiked Chain can be used as a reach weapon or a double ended weapon, just as other Versatile weapons can used one handed or two handed.

Rope Dart: Martial, 1d4 Light, Finesse, Thrown Range 15ft (special), Concealed
Special: The Dart can be recovered, when thrown, as a Bonus Action.
 

Well, if we really want to get into it, the Longsword is a Slashing, Piercing, and Bludgeoning weapon, the Axes should be doing Bludgeoning damage as well, Halberds are also all three, and so on and so forth.

The Rapier I feel is fine keeping it as Piercing, because it also fits the reflavor of other Finesse, Piercing weapons. I've used its stats to represent a short, stabbing spear, and that's fine to me. But if we have the Short Sword which is a 1d6 Piercing Finesse Light Weapon (which, again, something like a Gladius can most certainly cut as well as stab), and the Scimitar as a 1d6 Slashing Finesse Light Weapon, it stands to reason that we should have a 1d8 Slashing Finesse weapon that, like the Rapier, is not Light.

I'd rather swap the Scimitar and Rapier, in that case.

Of course, the Rapier really could be two weapons. The longer one should have some kind of ability to act as a reach weapon with a bonus action or something (lunge with a long rapier is very, very long), while the small sword is pretty much as fast and light as a sword can get without being a foil, and is strictly piercing.

The longsword should probably get Defensive, and be able to do all three damage types, but I'm not sure why most axes would do bludgeoning, unless you mean that every attack with one should do both slashing and bludgeoning? They definitely don't not do slashing damage.

Considering I've had my sword disarmed (not brute force style, but with a flick and a toss, like you'd do with a sword) by an opponent with a light glaive/fighting spear, I think there also aught to be at least one spear/polearm with finesse.

And a versatile, thrown spear.
 

Hey, I know:

Brutal Crit: When you score a critical hit, after you roll your damage you can reroll one die of your choice. You are not required to reroll any dice but if you do you must use the new result.

That's not too strong but interacts kind of nicely with other crit enhancing abilities.

That's actually a pretty cool idea. I think that stacks with like the 2-Hander Fighting Style and such, but if it's only 1 Die I don't see that as game breaking, and pretty thematic.



I'd rather swap the Scimitar and Rapier, in that case.

Of course, the Rapier really could be two weapons. The longer one should have some kind of ability to act as a reach weapon with a bonus action or something (lunge with a long rapier is very, very long), while the small sword is pretty much as fast and light as a sword can get without being a foil, and is strictly piercing.

The longsword should probably get Defensive, and be able to do all three damage types, but I'm not sure why most axes would do bludgeoning, unless you mean that every attack with one should do both slashing and bludgeoning? They definitely don't not do slashing damage.

Considering I've had my sword disarmed (not brute force style, but with a flick and a toss, like you'd do with a sword) by an opponent with a light glaive/fighting spear, I think there also aught to be at least one spear/polearm with finesse.

And a versatile, thrown spear.

Yes, I meant Axes would do both Slashing and Bludgeoning: a blow from an axe relies heavily on weight and force to deliver its damage.

And while I know that many weapons are used far more with skill, speed, and control over the hollywood-style "swing for the fences", there has to be a balance between Strength and Dex melee weapons, because Finesse is such a strong property. However, I do like the idea of a Glaive that does 1d8 and is a Finesse two-hander.


Also, the Spear is already Versatile and Thrown (20/60) ... >.>
 

Extra crit - When you crit with this weapon, you do an extra die of damage. Might be good for things like axes and picks.
I like it in theory, but as noted, this steps on the Half Orc a bit. I might add a set die to it (1d4?)

Tripping - If you try to shove an opponent prone while holding this weapon, you can apply your proficiency bonus to your Strength check even if you aren't proficient in Athletics. If the weapon has reach you can try to knock down an opponent within that reach. Good for flails and whips, and you could invent a hooked polearm like a billhook.
I like it, but rather than granting proficiency, I'd say grant Advantage if you are proficient. That way it benefits those who should be good at it.

Knockback - If you try to shove an opponent away from you while holding this weapon, you can apply your proficiency bonus to your Strength check even if you aren't proficient in Athletics. Good for hammers and mauls. You could invent a hammer polearm like a lucern hammer and let it shove at reach.
Same as above.

Defensive - While you are wielding a defensive weapon, you can take a -1 penalty on all your attack rolls for one round, but gain a +1 bonus to AC for one round. Good for swords.
Not a fan, for several reasons. I don't like fiddly numbers, and it's far to close to a Very Rare Weapon. Not sure how I'd go about it though.

Multi-purpose - The weapon can deal two types of damage. You choose which type when you hit. Good for morningstars and flails (bludgeoning and piercing) or swords and halberds (slashing or piercing).
Big fan, as it's not a really strong ability overall, but helps to distinguish certain weapons.

Reactive - If you ready an action to attack with this weapon, it does an extra die of damage. Good for spears and pikes.
Not bad, but as with the Extra Crit, I'd suggest a set die type (again 1d4?)

I like Shiroken's Off Hand property too.
Thank you. It's worked quite well in my game.

Also, the scimitar should have been a 1d8 slashing finesse weapon. The ONLY reason why it wasn't is because 3E decided to allow players to have Drizzt clones and set the weapon at a 1d6, which carried over to 5E. The cutlass and sabre used to be the equivalent of the scimitar, so I've upgraded them to the 1d8 slashing finesse weapon slot in my game.
 

Defensive - While you are wielding a defensive weapon, you can take a -1 penalty on all your attack rolls for one round, but gain a +1 bonus to AC for one round. Good for swords.
Not a fan, for several reasons. I don't like fiddly numbers, and it's far to close to a Very Rare Weapon. Not sure how I'd go about it though.
Fair, but note (1) Defender is also a +3 weapon which is already very rare. (2) the attack penalty with defender applies only to itself, your other attacks remain at full strength, (3) Defender is not really that great compared to other legendary weapons :)

But I agree about the fiddly part. Alternative might be that if you take the Dodge action you gain a +2 bonus to AC.
 

That's actually a pretty cool idea. I think that stacks with like the 2-Hander Fighting Style and such, but if it's only 1 Die I don't see that as game breaking, and pretty thematic.





Yes, I meant Axes would do both Slashing and Bludgeoning: a blow from an axe relies heavily on weight and force to deliver its damage.

And while I know that many weapons are used far more with skill, speed, and control over the hollywood-style "swing for the fences", there has to be a balance between Strength and Dex melee weapons, because Finesse is such a strong property. However, I do like the idea of a Glaive that does 1d8 and is a Finesse two-hander.


Also, the Spear is already Versatile and Thrown (20/60) ... >.>

Oops! lol You're absolutely right.

I agree that the stats need balance, but I'd rather add more weapons that use str, and/or find a secondary use for str that is optional for light fighters but useful for all weapon users, and have things like the handaxe be finesse. It's just weird to me that it isn't finesse.

I want the game to have a good tripping property, but IMO the game first needs good rules to tripping, throwing, and disarming outside of the fighter.

For me,
Disarm: When you hit a creature with a
weapon attack, try to disarm it with a bonus action,forcing it to drop one item
of your choice that it's holding. The target must make aStrength or Dexterity saving throw (it’s choice),
On a failed save, it drops the object you choose, Theobject lands at its feet. You may make a Sleight of Hand Check
if the attempt succeeds. If it is higher than the save result of the creature you disarmed +5, the item instead
ends up in your hard, or in a spot within 5ft of you. You must have a free hand to take possession of the item


Trip: When you hit a creature with a weapon
attack, you can use a bonus action to attempt
to knock the target down, if the target is Large or
smaller, it must make a Strength or Dexterity savingthrow (it’s choice), On a
failed save, you knock the target prone. If you areLarge, you can use this against a creature
ofsize Huge or smaller.

And then I'd make the Grappling property boost grappling and Tripping, and also include a Disarming property. Maybe have a Defensive property that boosts defense and Disarming, and a Grappling property that boosts Grappling and Tripping.
 

I like the tripping rules in the book, they work fine for me. And they don't require a free hand, so that's not really an issue.
 


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