AlmirEldignor
Explorer
One last post of the homebrew stuff, this time its a collection of weapons that adds some variety and versatility to the game.
*These weapons require special training to become proficient with, and do not count as Martial weapons for the purposes of starting equipment (except the elf and dwarf weapons, for elves and dwarves specifically) Some can only be used by a specific race, but others you can learn to use. If you want to learn to use one of them, you can spend 45 days training with it (20 days if you can who is already proficient to teach you).
Special Properties:
Precise
Functions as a finesse weapon for everything except sneak attacks.
Massive
A Massive weapon is too big for normal beings to even hope to use. You can only use a weapon with this property if your Strength score is 18 or higher. You cannot use a Massive weapon at all while you are squeezing through a tight space.
Special Weapons:
Slingstaff
A slingstaff is just that: a sling on the end of a staff. This gives it a much longer range and more power. If you make a melee attack with this weapon, it does the same damage as a quarterstaff, and you add your proficiency bonus if you are proficient with quarterstaffs.
Brandistock
A brandistock is a regular quarterstaff. At least, until you extend the hidden blades. You can extend the blades as a free action, but you must spend a full action retracting them. While the blades are extended the brandistock looks like a spear and deals piercing damage, while they are retracted, it looks like a quarterstaff and deals bludgeoning damage.
Elven Weapons
The elven blades are specially crafted by the elves to penetrate the heavy armors that their enemies often favor. Both blades ignore 1 point of AC while the target is wearing armour, or has natural armour. Only elves and half-elves are proficient with these weapons, but others could learn to use them eventually.
Side Sword
Side swords are blades designed to both slash and stab. When you make an attack with a side sword, choose either slashing or piercing damage.
Boomerang
On a miss, the boomerang returns to the thrower if it has space to do so. With the Thrown Weapon Master feat, the boomerang will always attempt to return, even on a hit.
Chakram
A chakram is a thin metal ring with a razor edge along the outside. For this reason, a special glove (purchased with the chakram) must be worn to throw or catch it without injury. A creature that tries to throw a chakram or catch one out of mid-air without the glove takes 1d6 slashing damage. With the Thrown Weapon Master feat, you can try to bounce the chakram off of the first target into a second one within 5 feet of the first. Roll another attack roll with the weapon, with disadvantage, against the second target's AC.
Dwarven Weapons
The dwarven double axe and urgrosh (or spear-axe) are built by dwarves, for dwarves. A dwarf wielding one of these weapons gains a +1 bonus to AC. If you have the Polearm Master feat and are a dwarf, the second attack with the double axe does 1d6 slashing damage. The Urgrosh can be wielded either as an axe, dealing slashing damage with the main attack and piercing with the extra attack, or it can be wielded as a spear and do the reverse. Only dwarves and duergar can ever be proficient with these weapons.
Feats
Firearms Expert
Thanks to extensive practice with various firearms, you gain the following benefits:
• You ignore the loading quality of firearms with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with firearms.
• When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
Thrown Weapon Master
Thanks to extensive practice with various thrown weapons, you gain the following benefits, none of which apply to bombs:
• Double the range of all thrown weapons.
• Thrown weapons score a critical hit on a roll of 19 or 20 (Does not stack with other features that expand crit range).
• Boomerangs will try to return even if you hit the target.
• You can attempt to bounce a thrown chakram off the first target into a second.
Weapon Name | Price | Damage | Weight | Properties |
Simple Melee Weapons | ||||
Katar | 5gp | 1d4 piercing | 1lb | Finesse, Light |
Brandistock | 10gp | 1d8 piercing or 1d6 bludgeoning | 4lb | Special, Versatile |
Kukri | 6gp | 1d6 slashing | 2lb | Light, Finesse, Thrown (20/60) |
Scythe | 5gp | 1d10 slashing | 5lb | Heavy, Two-handed, Reach |
Simple Ranged Weapons | ||||
Slingstaff | 10gp | 1d6 Bludgeoning | 2lb | Ammunition, Range (60/180), Special |
Martial Melee Weapons | ||||
Katana | 50gp | 1d8 slashing | 3lb | Versatile (1d10), Precise |
Cutlass | 10gp | 1d8 slashing | 2lb | |
Broadsword | 15gp | 1d8 slashing | 4lb | |
Ninjato | 25gp | 1d6 slashing | 3lb | Light, Finesse |
Elven Lightblade* | 50gp | 1d6 slashing | 1lb | Finesse, Light, Special |
Elven Thinblade* | 75gp | 2d4 piercing | 1.5lb | Finesse, Special |
Elven Courtblade* | 125gp | 1d12 slashing | 4.5lb | Two-Handed, Special, Precise |
Einhander | 50gp | 1d8 slashing | 3lb | |
Dwarven Double Axe* | 90gp | 2d6 slashing | 10lb | Heavy, Two-handed, Reach |
Dwarven Urgrosh* | 50gp | 1d10 slashing | 9lb | Heavy, Two-handed, Reach |
Falchion | 10gp | 1d8 slashing | 3lb | |
Greatmaul* | 150gp | 3d6 bludgeoning | 45lb | Massive, Heavy, Two-handed |
Buster Sword* | 150gp | 2d8 slashing | 35lb | Massive, Heavy, Two-handed |
Heavy Flail | 20gp | 1d12 bludgeoning | 7lb | Heavy, Two-handed |
Saber | 35gp | 2d4 slashing | 3lb | Finesse |
Side Sword | 25gp | 1d6 slashing or piercing | 2.5lb | Light, Special |
Zweihander | 100gp | 2d6 slashing | 16lb | Heavy, Reach, Two-handed |
Martial Ranged Weapons | ||||
Bomb* | 75gp | 3d6 fire | 5lb | Thrown (60) |
Pistol* | 125gp | 1d10 piercing | 2lb | Loading, Range (60/90), Light |
Musket* | 250gp | 1d12 piercing | 10lb | Loading, Range (70/150), Two-handed |
Rifle* | 500gp | 2d8 piercing | 10lb | Loading, Range (150/500), Two-handed |
Boomerang | 2gp | 1d4 bludgeoning | 1lb | Special, Thrown (30/80), Light |
Chakram | 5gp | 1d8 slashing | 1lb | Special, Thrown (30/90) |
Special Properties:
Precise
Functions as a finesse weapon for everything except sneak attacks.
Massive
A Massive weapon is too big for normal beings to even hope to use. You can only use a weapon with this property if your Strength score is 18 or higher. You cannot use a Massive weapon at all while you are squeezing through a tight space.
Special Weapons:
Slingstaff
A slingstaff is just that: a sling on the end of a staff. This gives it a much longer range and more power. If you make a melee attack with this weapon, it does the same damage as a quarterstaff, and you add your proficiency bonus if you are proficient with quarterstaffs.
Brandistock
A brandistock is a regular quarterstaff. At least, until you extend the hidden blades. You can extend the blades as a free action, but you must spend a full action retracting them. While the blades are extended the brandistock looks like a spear and deals piercing damage, while they are retracted, it looks like a quarterstaff and deals bludgeoning damage.
Elven Weapons
The elven blades are specially crafted by the elves to penetrate the heavy armors that their enemies often favor. Both blades ignore 1 point of AC while the target is wearing armour, or has natural armour. Only elves and half-elves are proficient with these weapons, but others could learn to use them eventually.
Side Sword
Side swords are blades designed to both slash and stab. When you make an attack with a side sword, choose either slashing or piercing damage.
Boomerang
On a miss, the boomerang returns to the thrower if it has space to do so. With the Thrown Weapon Master feat, the boomerang will always attempt to return, even on a hit.
Chakram
A chakram is a thin metal ring with a razor edge along the outside. For this reason, a special glove (purchased with the chakram) must be worn to throw or catch it without injury. A creature that tries to throw a chakram or catch one out of mid-air without the glove takes 1d6 slashing damage. With the Thrown Weapon Master feat, you can try to bounce the chakram off of the first target into a second one within 5 feet of the first. Roll another attack roll with the weapon, with disadvantage, against the second target's AC.
Dwarven Weapons
The dwarven double axe and urgrosh (or spear-axe) are built by dwarves, for dwarves. A dwarf wielding one of these weapons gains a +1 bonus to AC. If you have the Polearm Master feat and are a dwarf, the second attack with the double axe does 1d6 slashing damage. The Urgrosh can be wielded either as an axe, dealing slashing damage with the main attack and piercing with the extra attack, or it can be wielded as a spear and do the reverse. Only dwarves and duergar can ever be proficient with these weapons.
Feats
Firearms Expert
Thanks to extensive practice with various firearms, you gain the following benefits:
• You ignore the loading quality of firearms with which you are proficient.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls made with firearms.
• When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded pistol you are holding.
Thrown Weapon Master
Thanks to extensive practice with various thrown weapons, you gain the following benefits, none of which apply to bombs:
• Double the range of all thrown weapons.
• Thrown weapons score a critical hit on a roll of 19 or 20 (Does not stack with other features that expand crit range).
• Boomerangs will try to return even if you hit the target.
• You can attempt to bounce a thrown chakram off the first target into a second.