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In traditional D&D 5e, each weapon has a set damage die, a greatsword has 2d6 while a dagger has 1d4,
but shouldn’t a skilled rogue be able to use a dagger more effectively than a lucky farmhand with a
greatsword. This system aims to fix this problem while also making weapon customization and having
players choose weapons based on tactical advantage rather than just straight damage dice. When
creating a weapon, it’s advised to talk with your DM while you create it so that if your concept doesn’t
work then he could flex the rules so that it can.
Before you give a weapon a property, pick a damage type from Bludgeoning, Piecing, or Slashing
and that will be your weapon’s damage type.
To create a weapon you need to give it properties, melee weapons regardless of if its heavy or light can
only have two properties max not including those that come with the category of weapon and these
properties determine the cost of your weapon. Different properties are available for both heavy and light
weapons, a weapon’s damage die isn’t static, instead, it scales with your ability modifier, so consult the
corresponding table to find out what damage die to use. Ranged weapons require you to pick between
Thrown or Ammunition, although nothing is saying you can’t pick both, both have different ranges, in
addition to those you can pick one additional property.
Heavy weapons are always assumed to be wielded in two hands, this goes for ranged heavy weapons as
well, thus they all have the two-handed property. Ranged weapons gain the loading property depending
on what ammunition they use.
After applying properties to your weapons consult the cost table to see how much your item costs to
either buy or commission to be created.
Example:
When creating a weapon, whether it is a heavy weapon or a light weapon you choose between
Here’s an example of how this system should function:
Tim is a fighter, Tim has a dexterity modifier of +2 and a strength modifier of +4, Tim still needs to create a
weapon. Tim decides that he wants to have a light weapon similar to a longsword so he gives his sword
the properties of versatile and precise. Tim named his sword Wolf’s Bane, Wolf’s Bane cost Tim 30 gold
during character creation because he picked two properties.
During combat, Tim decides to hit a goblin with Wolf’s Bane, he drops his shield and uses both arms to
swing at the goblin, he hits the goblin, Tim consults the light weapon damage table and rolls 2d6 damage
plus his strength modifier. Tim got a 13 for damage which would’ve been reduced by two because of the
goblin's salvaged plate but because Wolf’s Bane has the precise weapon property, he ignores the
damage reduction.
Damage tables:
1d4 +1
1d6 +2
1d8 +3
1d10 +4
2d6 +5
2d8 +6
1d6 +1
1d8 +2
1d10 +3
2d6 +4
2d8 +5
2d10 +6
Range Scaling:
Range Modifier
20/60 +1
50/100 +2
60/120 +3
200/400 +4
300/600 +5
425/850 +6
Properties:
Light Melee Weapon Properties:
Finesse:
When Making an Attack with a finesse weapon, you use the choice of your Strength or Dexterity modifier
when determining damage dice along with the Attack and Damage Rolls. You must use the same modifier
for both rolls.
Thrown:
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use
for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if
you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse
property. The range if the thrown property is on a melee or ranged weapon that already has the
ammunition property the range becomes 20/60 when throwing it.
Precise:
If a weapon has the precise property, it means that weapon needs to be used with great accuracy to be
effective. A weapon with this property ignores the damage reduction of armors.
Two-handed:
A weapon with the two-handed property requires two hands when you attack with it. Heavy weapons,
both ranged and melee require two hands to attack effectively due to their weight. A weapon with the
two-handed property also gives the user a firmer grip on their weapon, giving them advantage on any
save, check, or contest to disarm them.
Versatile:
A weapon with the versatile property can be wielded in one or two hands. If wielded in one hand, the
weapon scales off the light weapon damage die table, if wielded in two hands it scales off the heavy
weapon damage die table.
Heavy Melee Weapon Properties:
Reach:
This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach
for Opportunity Attacks with it. You can take this property again to gain an additional 5ft of reach
Thrown:
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use
for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if
you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse
property. The range if the thrown property is on a melee or ranged weapon that already has the
ammunition property automatically becomes 20/60 when throwing it.
Cleave:
A weapon with the cleave property allows damage to carry over from target to another, when you reduce
a target to 0 hit points but still have damage remaining, you can deal the remaining amount of damage to
a target within 5ft of the attack.
Pierce:
A weapon with the Pierce property, either by its design or by sheer force of impact negates the damage
reduction of armors.
Light Ranged Weapon Properties:
Ammunition:
A ranged weapon with the ammunition property can choose between one of three ammunition, bolts,
arrows, or bullets. These ammunition types determine whether or not your weapon has a loading property
or not.
If you picked the arrow ammo type, you can spend a minute after combat and find half of all expended
ammunition and do not gain the loading property.
If you picked the bolt ammunition type you can spend a minute after combat and find half of all expended
ammunition, and your weapon has the loading property with only one shot before needing to be reloaded.
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when
you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can
normally make.
If you picked the bullet ammunition type you cannot regain expended ammunition and gain the loading
property. The weapon can have between 1-6 shots before needing to be reloaded which takes an action
to do so. The weapon is considered a firearm and follows the normal firearm rules.
You can use a weapon that has the ammunition property to make a ranged attack only if you have
ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of
Ammunition. Drawing the Ammunition from a Quiver, case, or another container is part of the Attack (you
need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your
expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the
ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon (see
“Improvised Weapons” later in the section). A sling must be loaded to deal with any damage when used in
this way.
Two-handed:
A ranged weapon with the two-handed property can be rested on the knee or other surface for a more
accurate shot. You can’t move the turn you take a knee and can add +2 to the attack and damage roll of
your weapon. The weapon is longer than most others and harder to hide, any stealth roll is reduced by a
d4.
One-handed:
A ranged weapon with the one-handed property can be easily hidden and even dual-wielded.
Bayonet:
A ranged weapon with the Bayonet property has a melee weapon built into it, allowing it to be effectively
used in close-quarters combat. The weapon can scale off either off your dexterity or strength modifier, if it
scales off your dexterity modifier it uses the light weapon damage die table, if it scales off your strength
modifier it uses the heavy weapon damage die table.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use
for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if
you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse
property. The range if the thrown property in on a melee or ranged weapon that already has the
ammunition property automatically becomes 20/60 when throwing it.
If you picked the arrow ammo type, you can spend a minute after combat and find half of all expended
ammunition and do not gain the loading property.
If you picked the bolt ammunition type you can spend a minute after combat and find half of all expended
ammunition, and your weapon has the loading property with only one shot before needing to be reloaded.
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when
you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you can
normally make.
If you picked the bullet ammunition type you cannot regain expended ammunition and gain the loading
property. The weapon can have between 1-6 shots before needing to be reloaded which takes action to
do so. The weapon is considered a firearm and follows the normal firearm rules.
You can use a weapon that has the ammunition property to make a ranged attack only if you have
ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of
Ammunition. Drawing the Ammunition from a Quiver, case, or another container is part of the Attack (you
need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your
expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the
ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon (see
“Improvised Weapons” later in the section). A sling must be loaded to deal with any damage when used in
this way.
Piercing:
A ranged heavy weapon with the Piercing property is a weapon that shoots such a high-velocity projectile
that it pieces through any armor ignoring the damage reduction of armors.
Crank:
A ranged heavy weapon with the Crank property has a mechanism that allows it to be used to greater
effect. This mechanism can be Cranked as an action to increase the range of the weapon past its normal
limits, allowing it to be used at a range 1 higher than your normal range for the next attack before needing
to be cranked again. You can crank the mechanism up to 6 times, increasing its range by 1 per crank of
the mechanism. While the weapon is cranked, targets don’t gain the benefits of cover unless the target is
behind full cover, then the attack is made at disadvantage.
Bayonet:
A ranged weapon with the Bayonet property has a melee weapon built into it, allowing it to be effectively
used in close-quarters combat. The weapon can scale off either off your dexterity or strength modifier, if it
scales off your dexterity modifier it uses the light weapon damage die table, if it scales off your strength
modifier it uses the heavy weapon damage die table.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is
a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use
for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if
you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse
property. The range if the thrown property in on a melee or ranged weapon that already has the
ammunition property automatically becomes 20/60 when throwing it.
Armors:
Armors are crafted in different ways, some armors like light armor allow the user to move out of harm's
way, other armors like heavy and medium armor rely on a mix of dodging and absorbing blows. Heavy
armors, like plate and splint, have a flat damage reduction to all non-magical bludgeoning, piercing, and
slashing damage. Medium armors like chainmail have a similar damage reduction but it’s a lot less than
any heavy armor.
light -
medium 1
heavy 2
Light melee weapons property cost table:
Base cost: 5gp
Property Cost
Finesse 15gp
Thrown 15gp
Precise 20gp
Two-handed 20gp
Versitile 55gp
Reach 15gp
Thrown 15gp
Cleave 25gp
Pierce 20gp
Ammunition:
-arrow 10gp
-bolt 15gp
-bullet 25gp
Thrown 15gp
Bayonet 20gp
Two-handed 45gp
One-handed 20gp
Ammunition:
-arrow 15gp
-bolt 20gp
-bullet 30gp
Thrown 20gp
Bayonet 20gp
Pierce 20gp
Crank 50gp
Bedalziling 150gp
Folding 250gp