Some homebrewed Weapons

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.

Weapon NamePriceDamageWeightProperties
Simple Melee
Weapons




Katar5gp1d4 piercing1lbFinesse, Light
Brandistock10gp1d8 piercing or 1d6 bludgeoning4lbSpecial, Versatile
Kukri6gp1d6 slashing2lbLight, Finesse, Thrown (20/60)
Scythe5gp1d10 slashing5lbHeavy, Two-handed, Reach
Simple Ranged
Weapons




Slingstaff10gp1d6 Bludgeoning2lbAmmunition, Range (60/180), Special
Martial Melee
Weapons




Katana50gp1d8 slashing3lbVersatile (1d10), Precise
Cutlass10gp1d8 slashing2lb
Broadsword15gp1d8 slashing4lb
Ninjato25gp1d6 slashing3lbLight, Finesse
Elven Lightblade*50gp1d6 slashing1lbFinesse, Light, Special
Elven Thinblade*75gp2d4 piercing1.5lbFinesse, Special
Elven Courtblade*125gp1d12 slashing4.5lbTwo-Handed, Special, Precise
Einhander50gp1d8 slashing3lb
Dwarven Double Axe*90gp2d6 slashing10lbHeavy, Two-handed, Reach
Dwarven Urgrosh*50gp1d10 slashing9lbHeavy, Two-handed, Reach
Falchion10gp1d8 slashing3lb
Greatmaul*150gp3d6 bludgeoning45lbMassive, Heavy, Two-handed
Buster Sword*150gp2d8 slashing35lbMassive, Heavy, Two-handed
Heavy Flail20gp1d12 bludgeoning7lbHeavy, Two-handed
Saber35gp2d4 slashing3lbFinesse
Side Sword25gp1d6 slashing or piercing2.5lbLight, Special
Zweihander100gp2d6 slashing16lbHeavy, Reach, Two-handed
Martial Ranged
Weapons




Bomb*75gp3d6 fire5lbThrown (60)
Pistol*125gp1d10 piercing2lbLoading, Range (60/90), Light
Musket*250gp1d12 piercing10lbLoading, Range (70/150), Two-handed
Rifle*500gp2d8 piercing10lbLoading, Range (150/500), Two-handed
Boomerang2gp1d4 bludgeoning1lbSpecial, Thrown (30/80), Light
Chakram5gp1d8 slashing1lbSpecial, Thrown (30/90)
*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.
 

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I don't think the Precise Weapon Property is necessary, just make it that characters have to spend a feat to become proficient in these weapons. There's a feat in the PHB specifically for this. They spend a feat to gain proficiency in a few new, interesting weapons. Also, a lot of these are just flavor changes to weapons already in the PHB (Namely the Katana, Cutlass, and Ninjato.) They don't need to be their own separate weapons.
 

As much as I would like having some more weapons, I feel these are unnecessary in some cases, broken in others; especially the elven blades.
 

As much as I would like having some more weapons, I feel these are unnecessary in some cases, broken in others; especially the elven blades.

I agree. If you want to use some of these weapons, just rename an existing weapon, and you are done. As an example the Katar is nothing more than a dagger. Also a kukri is a bit to powerful if you make it a throwing weapon, I would make this either a reskinned dagger, if you wish to retain it as a ranged weapon, or just reskin a short sword and not allow it to be thrown.
 

I agree. If you want to use some of these weapons, just rename an existing weapon, and you are done. As an example the Katar is nothing more than a dagger. Also a kukri is a bit to powerful if you make it a throwing weapon, I would make this either a reskinned dagger, if you wish to retain it as a ranged weapon, or just reskin a short sword and not allow it to be thrown.

Yeah, reskinning is the way to go for 5e. Makes me wonder if anyone can think of a weapon that absolutely must have it's own mechanics.
 

Spiked Chain. The way I see it, it'd be a Reach, Finesse, Two-Handed weapon. I worked on a bit of homebrew for it. You'd learn how to wield it through a feat that would also give you the following:
A.) You can forego the weapon's damage to instead restrain the target. They must make a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your attack roll. If they fail, they are restrained until they escape. As long as the target remains restrained, you cannot attack with this weapon.
B.) If you hit with this weapon, you can forego the weapon's damage to knock the target prone. They must make a Strength (Athletics) or Dexterity (Acrobatics) check opposed by your attack roll. If they fail, they fall prone in their space.
 

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