Reworked Weapons

A resource for a wider variety of weapons in D&D 5e for more careful tactical considerations and varied play styles.

### **New and altered weapon traits**

Weapon DC: some weapons may subject a creature to a saving throw in certain situations. This saving throw is equal to 8+your proficiency bonus+your Dexterity or Strength modifier, noted in brackets (DC modifier)+(Saving Throw stat)

*Reach*: Reach weapons have a melee range greater than the typical 5 ft. The new range is noted in brackets next to the trait, e.g *Reach*(10 ft) for the halberd, or *Reach*(15 ft) for the pike.

*Armor Piercing*: When facing a creature with armor that does not have a dexterity modifier as a component, you gain a +1 to attack rolls.

*Flexible:* When attacking an opponent with a shield, you may ignore up to +2 of the AC bonus granted by the shield.

*Distanced:* You have disadvantage on attack rolls made against creatures within 5 ft of you. Some distanced weapons have disadvantage on distances other than 5 ft, in which case it is noted in brackets.

*Concussive:*Whenever you land a critical hit, the target must make a Weapon Save (Str) (Con) or be stunned until the end of its next turn.

*Sweeping:* When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

*Brutal*: Whenever you land a critical hit, add a damage die of the noted size to the damage, after damage has been doubled.

*Backswing*: Whenever you miss an attack, the next you make with this weapon before the start of you next turn has a +1 bonus to attack and damage rolls.

*Trip*: You can use this weapon to attempt to knock someone prone with your action even if you have no free hand. You use the weapon's reach for this action.

*Parry*: You can use your bonus action or replace one of your attacks on your turn with the Parry action, adding +2 to your AC until the start of your next turn.

*Adaptable:* Whenever you make an attack, you can choose which damage type of its options you inflict. Damage type options noted per weapon, sometimes with damage dice differences.

*Charge:* Your damage dice increase whenever you move a certain noted distance on your turn before attacking, including movement of a mount.

*Concealable:* When not drawn, your weapon is not suspicious. Perhaps it is hidden like a small pocket knife, or hidden in a cane.

## Simple Weapons

*Greatclub* (2 sp), 1d10 bludgeoning, 15 lbs, *Two-Handed, Heavy, Concussive*

*Rope Flail* (1 GP), 1d4 bludgeoning, 1 lbs, *Reach*(10 ft)*, Flexible, Concussive, Light, Finesse, Concealable*

*Folding Blade* (20 GP), 1d6 slashing, 3 lbs, *Finesse, Versatile* (1d8 slashing), *Adaptable* (1d4/1d6 bludgeoning when blade is folded), *Concealable*

*Cane Sword* (6 GP), 1d6 piercing, 2 lbs, *Light, Finesse, Concealable*. The cane it is stored in has the following traits : 1d4 bludgeoning, *Finesse*, *Light*, *Concealable*.

*Staff Sword* (10 GP), 1d8 piercing, 4 lbs, *Finesse, Concealable*. The cane it is stored in has the same traits as the quarterstaff, but 1d4/1d6 bludgeoning.

*Quarterstaff* (1 GP), 1d6 bludgeoning, 4 lbs, Reach (10 ft, 1d6 bludgeoning), *Versatile* (1d8 bludgeoning). *Sweeping, Concussive.*

*Grappling Anchor* (6 GP), 1d8 bludgeoning, 6 lbs, Reach (15 ft), Heavy, Two-Handed, Distanced. *Special:* (When you hit a target one size larger than you, you can use your bonus action to pull yourself 10 ft closer. Alternatively, if you hit a target you may use your bonus action to initiate an Athletics (Str) contest, pulling the target 10 ft towards you on a success).

*Knuckle Dusters* (3 GP), 1 lbs, 1d4 bludgeoning, versatile (1d6 bludgeoning), *concussive, concealable*.

*Pickaxe* (5 GP), 1d6 piercing, 4 lbs, versatile (1d8 piercing), *Armor Piercing,* Siege Weapon (inflicts double damage on structures).

## Martial Weapons

*Estoc:* (45 GP), 1d10 piercing, 4lbs, *Two-Handed, Armor Piercing*

*Teutonic Estoc*: (60 GP), 1d10 piercing, 8lbs, *Heavy, Two-Handed, Armor Piercing, Adaptable (*bludgeoning).

*Koncerz* (55 GP), 1d8 piercing, 4 lbs, *Charge* (20 ft, 1d10)

*Lance* (35 GP), 1d10 piercing, 14 lbs, *Heavy, Reach* (10 ft), *Distanced*, *Charge* (+1 to dmg after moving 20 ft, +1 for every 10 ft more to a maximum of +5, applying only to one attack on your turn)

*Dueling Greatsword* (80 GP), 1d12 slashing, 6 lbs, *Heavy, Two-Handed, Adaptable* (1d8 Bludgeoning), (1d8 Armor Piercing Piercing), Parry

*Flamberge* (65 GP), 3d4 slashing, 5 lbs, *Heavy, Two-Handed, Brutal* (1d10)

*Greatsword* (50 GP), 2d6 slashing, 6 lbs, *Heavy, Two Handed, Adaptable* (1d8 bludgeoning) (1d8 Armor Piercing Piercing)

*Bastard Sword* (15 GP), 1d8 slashing, 3 lbs, *Versatile* (1d10), *Adaptable* (piercing)

*Cutlass* (10 GP), 1d6 slashing, light, finesse, 2 lbs, *Parry*

*Rapier* (15 GP), 1d8 piercing, finesse, 2 lbs

*Chu Jian* (25 GP), 2d6 slashing, 3 lbs, Two-Handed, Finesse

*Ram Dao* (50 GP), 1d12 slashing, 6 lbs, Heavy, Two-Handed, Brutal (1d10)

*Hooksword* (15 GP), 1d6 slashing, 2 lbs, parry, trip

*Blade Whip* (30 GP), 1d6 slashing, Reach (15 ft), *Two-Handed, Finesse, Trip, Sweeping*

*Halberd* (20 GP), 1d10 piercing, 6 lbs, *Heavy, Two-Handed, Reach* (10 ft)*, Adaptable* (1d10 slashing), Sweeping

*Bec de Corbin* (20 GP), 1d8 piercing, 8 lbs, *Heavy, Two-Handed, Reach* (10 ft), *Armor Piercing*, *Adaptable* (1d8 bludgeoning, Armor Piercing), Concussive

*Poleaxe* (15 GP), 1d8 slashing, 6 lbs, *Heavy, Two-Handed, Reach* (10 ft), *Adaptable* (1d8 bludgeoning, Armor Piercing), (1d8 piercing, Armor Piercing)

*Pike* (5 GP), 1d12 piercing, 12 lbs, *Heavy, Two-Handed, Reach* (15 ft), *Distanced*

*Sarissa* (15 GP), 1d12 piercing, 20 lbs, *Heavy, Two-Handed, Reach* (20 ft), *Distanced* (10 ft)

*Glaive* (20 GP), 1d10 slashing, 6 lbs, *Heavy, Two-Handed, Reach* (10 ft), Sweeping, Brutal (1d8)

*Trident* (25 GP), 1d8 piercing, 7 lbs, *Thrown* (Range 30/90 ft), *Versatile* (two-handed 2d4 piercing).

*Hand Flail* (10 GP), 1d6 bludgeoning, 3 lbs, *Flexible, Concussive*

*Pole Flail* (25 GP), 1d10 bludgeoning, 6 lbs, *Heavy, Two-Handed, Reach* (10 ft), *Flexible, Concussive*

*Double Moon Sickle* (45 GP), 1d6 slashing, 4 lbs, *Two-Handed, Reach* (10 ft), *Special* (After you make an attack with this weapon, you may use your bonus action to make a second attack)

*Battleaxe* (10 GP), 1d8 slashing, 4 lbs, Versatile (1d10), Brutal (1d8)