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Weapons Remastered, Revised

T
he goal of this remaster is to increase the For instance, if a weapon allows an additional action to occur
variety in weapons for the Fifth Edition of on hit, it will be an action that is already in the system such as
Dungeons and Dragons. I feel that the current a shove or opportunity attack, or will provide a static bonus or
list of arms is lacking in the following ways: key off of the player character’s (or monster’s) stat modifier or
lack of variety in the feel of weapons when used proficiency bonus. This keeps it intuitive to check a character
to attack, lack of utility options from different sheet and see where the numbers for an ability or effect come
weapon options, and the existence of so-called from.
“strictly better” armament that results in the near universal Secondly, I believe that, as a whole, non-magical weapons
picking of certain weapons. leave a lot to be desired in terms of power, and an overall
To counteract this, I will be presenting the following increase in versatility and damage is not unwarranted. I do,
weapon list in two parts, much as it appears in the Player’s however, believe this applies mostly to the martial weapons,
Handbook (PHB). First is a list of all the possible traits a which by all accounts do not represent nearly a large enough
weapon can have. There are many more options here than are improvement over simple weapons. My go-to example is the
included in the PHB, and not all of the traits from the base statistically identical spear and trident in the PHB, despite a
weapon list remain unchanged. Second is the list of weapons trident weighing more and being considerably more difficult
themselves. to wield in-game. As such, martial weapons will tend to be
Changes I have made include altered damage dice and more effective, and I firmly believe that this is perfectly
damage type options, as well as weight in some instances. reasonable.
This section also includes a few new options of gear not Addendum: this work has been modified from its original
previously included in the PHB. Shields are also included version. Properties have been altered and more weapons have
here, as I expand on the anemic single option offered in the been added. The gunpowder and winged properties, the
PHB. sections on ammunition, offensive adventuring gear, and siege
It is important to bear in mind the design philosophy I am engines were all added later, as were many weapons. The
approaching this task with. The first thing I will say is that I commentaries are almost entirely the work of the first author,
want to somewhat adhere to the principles of Fifth Edition. but some mechanical descriptions have been edited or
This is to say, I would like to keep weapon properties as changed, and pages explaining the reasoning behind some
relatively straightforward and intuitive as possible. features have been removed. The original can be found here.

Introduction
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Gunpowder
Weapon Properties The weapon utilizes volatile chemical powder as a propellant
Ammunition to fire projectiles or to create explosions. Weapons with this
You can use a weapon that has the Ammunition property to property cannot be used in overly damp conditions or
make a ranged attack only if you have Ammunition to fire from underwater. When used, a gunpowder weapon expels a bright
the weapon. Each time you attack with the weapon, you flash of light, a puff of smoke, and an explosion of sound that
expend one piece of ammunition. Drawing the ammunition can be heard by all creatures within 300 feet. Each time you
from a quiver, case, or other container is part of the attack attack with a gunpowder weapon, you expend one pinch of
(you need a free hand to load a one-handed weapon). At the powder and a single bullet. It takes an action to reload a
end of the battle, you can recover half your expended gunpowder weapon, and you must have one hand to hold the
ammunition by taking a minute to search the battlefield. weapon and the other to reload during that action.
Ensnaring Heavy
The weapon features chain, rope, or other parts that can aid These weapons are larger and heavier than most, lending
in entanglement. When you hit with an ensnaring weapon them unique advantages and challenges. Small creatures
attack, you may use your bonus action to attempt to grapple makes attacks with heavy weapons at disadvantage, and heavy
the target, disarm them, or shove them prone, using your weapons cannot be used to make more than one attack per
weapon attack modifier in place of Strength (Athletics). If you turn unless the wielder has a Strength score of 13 or higher. A
grapple a target with an ensnaring weapon, the grapple is Heavy weapon takes a bonus action to draw or stow.
automatically broken if you make another attack roll with that A heavy weapon allows you to make an attack relying more
weapon. on raw strength instead of accuracy. When an attack is made
with a heavy weapon that you're proficient in, you can forego
Finesse adding your proficiency bonus to the attack roll. If the attack
The weapon lends itself to dexterous combat due to features hits, you add that proficiency bonus to the damage roll. You
that make aiming the weapon for precise strikes far easier. must decide to do this before making the attack roll. Finally,
When making an attack with a finesse weapon, you use your any attempts to disarm wielders of heavy weapons are made
choice of your Strength or Dexterity modifier for the attack at disadvantage.
and damage rolls. You must use the same modifier for both Light
rolls.
A light weapon is small and easy to handle. When you take the
Finisher Attack action and attack with a light melee weapon that you’re
The weapon is particularly useful for making the most of holding in one hand, you can use a bonus action to attack with
advantageous situations or an enemy at your mercy. When the a different light melee weapon that you’re holding in the other
weapon is used to attack a prone creature, roll an additional hand. You don’t add your ability modifier to the damage of the
weapon damage die on a hit. bonus attack, unless that modifier is negative.
Loading
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.
Nonlethal
The weapon is designed to incapacitate or is otherwise
capable of delivering a hit that does not kill the target.
Damage dealt with this weapon that reduces the target to zero
hit points can immediately put the target in the unconscious
state instead of killing them. They are considered stable in
this state. All weapons may still be used to deal nonlethal
strikes, but deal 1+STR bludgeoning damage instead of their
typical value.
Parry
The weapon has some weapon catching or deflecting feature,
allowing it to be used to parry incoming attacks. When you are
attacked by a melee weapon attack from a target you can see,
you can use your reaction to attempt to parry the attack, if you
are wielding a parrying weapon. This parry adds +3 to your
AC for that single attack, and must be declared before the
result of the attack is known.

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Prone Fighting Additionally, when an attack you make with a sweeping
When you are prone and make a melee attack with this weapon that dealt slashing damage reduces a creature to 0 hit
weapon, you do not suffer disadvantage for being prone. points, any remaining damage applies to a target adjacent to
the first if it is within your reach. If that target is also reduced
Range to 0 hit points, repeat this process, carrying over the
The weapon can be used to make attacks at a range beyond remaining damage until there are no valid targets, or until the
melee. A weapon that can be used to make a ranged attack damage carried over fails to reduce an undamaged creature to
has a range in parentheses after the ammunition or thrown 0 hit points.
property. The range lists two numbers. The first is the Thrown
weapon's normal range in feet, and the second indicates the If a weapon has the thrown property, you can throw the
weapon's long range. When attacking a target beyond normal weapon to make a ranged attack. If the weapon is a melee
range, you have disadvantage on the attack roll. You can't weapon, you use the same ability modifier for that Attack roll
attack a target beyond the weapon's long range. and damage roll that you would use for a melee attack with
Reach the weapon. You may add an amount of 5 times your Strength
The weapon has an extended length to it. This weapon adds 5 modifier to the base range of a thrown weapon, unless your
feet to your reach when you attack with it, as well as when Strength score is negative. You may not exceed the maximum
determining your reach for opportunity attacks with it. range of a thrown weapon with this bonus to range.
Special Two-Handed
The weapon has some entirely unique property to it. These The weapon is large or cumbersome to the point of requiring
are detailed in the weapon section for the individual weapons two hands to fight with effectively. The weapon must be held
they apply to. in two hands to make an attack or to properly wield it.
Status Versatile
A weapon that is particularly potent in maximizing its unique The weapon can be wielded in either a one-handed or two-
damage type. When a roll on an attack with a status weapon handed stance. This weapon can be used with one or two
exceeds the AC of the target by 5 or more, it will inflict an hands. A damage value in parentheses appears with the
additional status effect based upon the type of damage dealt. property–the damage when the weapon is used with two
A critical hit will guarantee a status effect as well. hands.
Slashing weapons can inflict gaping wounds and profuse Wind-up
bleeding. Inflicting this status will cause the target to take The weapon can be used to spend time preparing an attack to
additional slashing damage equal to your proficiency bonus. be even more effective. On your turn you can take the attack
Objects, Constructs, and Elementals are immune to this action to begin winding up your weapon, spinning a flail to
damage, as may other creatures at the discretion of your DM. gain momentum or setting a pike. On the next attack you
Bludgeoning weapons can hit with a singularly bone- make with the weapon you can add an additional weapon die
shaking blow, dazing the target. Inflicting this status causes to that attack if it hits. A weapon can only add one such
the target's next attack roll to be made with disadvantage. You damage die in this way. If no attack is made by the end of the
cannot inflict status with the bonus action attack granted by wielder’s next turn it is no longer wound up. The wielder can
the Polearm Master feat. spend an attack action to keep the weapon wound up for a
Piercing weapons reward precise or focused attacks, subsequent round. A weapon that is wound up can be used to
punching holes in defenses or otherwise leaving a target more make an opportunity attack when an enemy enters its range.
vulnerable. Inflicting piercing status allows the next attack roll
against the target to be made with advantage. Winged
Improvised weapons may inflict status depending on their These weapons have specially-shaped heads that halt the
damage type and the discretion of your DM. movement of their target toward the user of the weapon, and
can also be used to catch shields and weapons. When you
Sundering deal piercing damage against a creature no greater than one
The weapon features qualities that crush, pierce, or penetrate size larger than you with a winged weapon, that creature is
armor, making it more effective against targets that employ grappled. While grappled in this way, that creature cannot
such defenses. When you attack a target wearing a move toward you. If you make another attack roll or move
breastplate, half plate, heavy armor, or that has natural armor, away from the target, the grapple ends as you remove
you gain a +2 to the attack roll. weapon's head from the target's body. The target may also
break the grapple, by moving away from you. When grappling
Sweeping a creature in this way, you may use one of your attacks to
These weapons strike in broad, sweeping motions. When you attempt to shove the target prone, using your weapon attack
make an attack with a sweeping weapon that deals slashing modifier in place of Strength (Athletics).
damage, you may use a bonus action to deal the weapon's You may also replace one of your attacks with an attempt to
damage die in damage against a second target within your disarm a target, using your weapon attack modifier in place of
reach that is adjacent to the first, provided that your attack roll Strength (Athletics). This special attack also breaks grapples
would also hit that target. with a winged weapon.

PROPERTIES
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I have also included shields in this list, as I feel they are
Weapon Charts something that is wielded more than worn. This does not
Now that we have the properties squared away, it is time to change them to being weapons, just that I think that is where
apply them to weapons. Some weapons remain largely the they should be talked about. Proficiency with them is still
same, while others are quite different. There are also some required to use them. Also, some weapons have multiple
additional weapons added, though I’ve tried to keep that to a damage types listed. In this instance, the player indicates
minimum, only adding those that I feel lack an equivalent which damage type they are using when making an attack,
already on the chart (a katana would really not need to have a such as stabbing vs. slashing with a shortsword. We’ll start
mechanical difference from a longsword, for instance). with simple weapons.

Simple Melee Weapons


Name Cost Damage Weight Properties
Boar Spear 5 gp 1d6 piercing 5 lb. Versatile (1d8), winged
Club 1 sp 1d4 bludgeoning 2 lbs. Light, nonlethal
Cestus 1 gp 1d4 bludgeoning ½ lbs. Light, special, status
Dagger 2 gp 1d4 piercing 1 lb. Finesse, finisher, light, prone fighting, thrown (20/60)
Goedendag 5 sp 1d4 bludgeoning/piercing 3 lbs. Finisher, sundering
Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, status, two-handed
Handaxe 3 gp 1d6 slashing 2 lb. Light, thrown (20/75)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120)
Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, status, thrown (20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Sundering
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4)
Sickle 1 gp 1d4 slashing 2 lb. Light, status
Short Spear 1 gp 1d6 piercing 3 lb. Finisher, thrown (20/60)
Spear 1 gp 1d8 piercing 4 lb. Reach, two-handed

Simple Ranged Weapons


Name Cost Damage Weight Properties
1d4 Finesse, thrown
Dart 5 cp ¼ lb.
piercing (20/60)
Ammunition
Light 25 1d8
5 lb. (80/320), loading,
Crossbow gp piercing
two-handed
Ammunition
25 1d6
Shortbow 2 lb. (100/150), two
gp piercing
handed
1d4 Ammunition
Sling 1 sp ¼ lb.
bludgeoning (30/120)

WEAPON TABLES
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Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Status, sweeping, versatile (1d10)
Estoc 20 gp 1d8 piercing 2 lb. Finesse, parry, sundering
Flail 10 gp 1d8 bludgeoning/piercing 2 lb. Ensnaring, wind-up
Garotte Wire 5 gp 1d6 slashing ¼ lb. Finesse, light, special, two-handed
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, sweeping, two-handed
Greataxe 30 gp 1d12 slashing 9 lb. Heavy, finisher, status, two-handed
Greatsword 50 gp 2d6 piercing/slashing 7 lb. Heavy, status, sweeping, two-handed
Guisarme 5 gp 1d10 piercing 8 lb. Ensnaring, heavy, reach, two-handed
Halberd 20 gp 1d10 piercing/slashing 7 lb. Heavy, reach, status, two handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special, status
Longsword 15 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (1d10)
Lucerne 20 gp 1d10 bludgeoning/piercing 7 lb. Heavy, reach, sundering, two-handed
Maul 10 gp 2d6 bludgeoning 12 lb. Heavy, status, sundering, two-handed
Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb. Status, finisher
Parrying Dagger 3 gp 1d4 piercing 1 lb. Finesse, finisher, light, parry, prone fighting
Pike 5 gp 1d10 piercing 13 lb. Heavy, reach, two-handed, wind-up
Pollaxe 35 gp 1d10 slashing 10 lb. Special, status, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse, parry, status
Ranseur 25 gp 1d10 piercing/slashing 8 lb. Heavy, reach, winged
Sabre 25 gp 1d8 slashing 2lb. Finesse, parry, status
Scimitar 20 gp 1d6 slashing 3 lb. Light, finesse, status
Shortsword 10 gp 1d6 piercing/slashing 2 lb. Light, finesse, finisher
Trident 5 gp 2d4 piercing 4 lb. Ensnaring, finisher, versatile (1d10)
War Pick 5 gp 1d8 piercing 2 lb. Status, sundering, versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 3 lb. Finisher, sundering, versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Ensnaring, finesse, reach

Martial Ranged Weapons


Name Cost Damage Weight Properties
Arquebus 500 gp 2d8 piercing 10 lb. Gunpowder (40/120), heavy, loading, sundering, two-handed
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/100), loading, special
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (30/120), light, loading, prone fighting
Heavy Crossbow 50 gp 1d10 piercing 12 lb. Ammunition (100/300), heavy, loading, status, sundering, two-handed
Longbow 75 gp 1d10 piercing 2 lb. Ammunition (200/600), heavy, status, two-handed
Matchlock handgun 250 gp 2d6 piercing 3 lb. Gunpowder (30/90), loading, sundering
Net 1 gp - 3 lb. Special, thrown (5/15)
Recurve bow 50 gp 1d8 piercing 3 lb. Ammunition (150/300), two-handed

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Shields
Name Cost +AC Weight Properties
Buckler 12 gp +1 2 lb. Light, parry
Shield 10 gp +2 6 lb. -
Tower Shield 50 gp +2 20 lb. Special

Ammunition
Name Cost Weight Weapon Properties
20
Bodkin arrow 1 oz. Bow Sundering
cp
Blowgun
2 cp 1 oz. Blowgun -
needle
Broadhead 20 Slashing damage,
1 oz. Bow
arrow cp status
30
Bullet 3 oz. Gun -
cp
Field arrow 5 cp 1 oz. Bow -
1/5
Sling bullet 1 oz. Sling -
cp
10
Grapeshot 8 oz. Gun Special
gp
Quarrel 5 cp 1 oz. Crossbow -

Offensive adventuring gear


Included in this section are the other options that PCs might employ to deal damage. Each of these possesses their own properties
and traits, which occupy too much space here. They have instead been listed to clarify which properties they gain under this set of
homebrew rules. Unchanged items have been omitted. The full set of rules for these items can be found on pages 148-153 on the
Players' Handbook and on pages 255 and 268 of the Dungeon Masters' Guide.
Your dungeon master may determine that some items don't exist in the setting you are using—such as alchemist's fire, bombs, or
cannon—or may function differently. Historical cannon, for example, took extensive time to load and clean, to the point they could
only be used a few times per day. All siege engines are objects, and are immune to psychic and poison damage. All siege engines add
their attack bonus to their damage rolls.
Offensive Gear
Name Cost Weight Range Target Properties & Damage
Acid 25 gp 1 lb. melee, 20 ft 1 creature or object 2d6 acid damage
Alchemist's Fire 50 gp 1 lb. 20 ft 1 creature or object 1d4 fire/turn, DC10 DEX check to end
Bomb 150 gp 1 lb. 60 ft 1 point 5ft radius, DC12 DEX save, 3d6 fire, Gunpowder
Caltrops 1 gp 2 lb. - 5ft square DC15 DEX save or 1 piercing damage and -10 movement
Hunting Trap 5 gp 25 lb. 0 ft 1 creature 1d4 piercing, Sundering, status

Siege Engines
Name AC HP Attack Bonus Range Damage To-load To-aim To-fire Properties
Ballista 15 50 +6 120/480 ft 3d10 piercing 1 action 1 action 1 action Status, sundering
Cannon 19 75 +6 600/2400 ft 8d10 bludgeoning 1 action 1 action 1 action Gunpowder, status, sundering
Mangonel 15 100 +5 200/800 ft 5d10 bludgeoning 2 actions 2 actions 1 action Status,sundering
Trebuchet 15 150 +5 300/1,200 8d10 bludgeoning 2 actions 2 actions 1 action Status, sundering

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Tower Shield
Special Properties To wield a tower shield, a creature must be medium or larger
Blowgun and have at least 13 strength, and must have a strength score
Ammunition for this weapon is made up of small, fine needles of at least 15 or have their movement speed reduced by 10
that are especially potent when paired with a poison coating. feet, as with heavy armor. Creatures wielding this shield roll
When applying poison to ammunition for this weapon Dexterity(Stealth) checks with disadvantage.
(blowgun needles), it can cover 10 pieces of ammunition This enormous shield can be used for additional cover
instead of the usual 3. against magical areas of effect. A creature wielding this shield
may use their reaction to hide behind their shield. This
Cestus reaction provides 3/4 cover against harmful area-of-effects
The weapon is not held in the hand, instead being wrapped such as breath weapons or spells, so long as the effect does
around the wrist, held between the fingers, or covering the not travel around corners, such as cloudkill. If the wearer of
knuckles. Wielding this weapon does not prevent you from the shield is directly between an adjacent creature and the
grappling or shoving an enemy, using an item, or interacting point of origin of the effect, the adjacent creature is given 1/2
with an object, but you cannot wield other weapons with that cover from the effect. The second creature must be of equal or
hand. smaller size to the wearer to gain this benefit.
Tower shields may also be planted in the ground as an
Garotte Wire action. In this state they are no longer wielded and thus free
Garrote Wire can only be used on a creature the same size or both hands of the former user, but may stand on their own to
smaller than the user, when the user has advantage against act as 1/2 cover for an upright creature, or full cover for a
that creature. On a hit the target is automatically grappled. prone one.
Until the grapple ends, the target cannot breath and begins to
choke, and the user has advantage on attack rolls against it. Proficiencies
Creatures that do not need to breath, such as undead, Some classes or racial features grant proficiency in additional
constructs, elementals, and some plants, may be immune to a or alternate weapons:
garotte wire's choke at the discretion of the Dungeon Master.
Bard: Estoc, parrying dagger, sabre, buckler
Grapeshot Druid: Boar spear
Instead of a single spherical bullet, a large number of tiny Rogue: Estoc, garotte wire, parrying dagger, sabre, buckler
projectiles fill a canister of grapeshot ammunition. Upon firing Elf weapon training: recurve bow proficiency replaces
a piece of grapeshot ammunition, the projectiles fly in a longbow proficiency
straight line until they impact a creature or solid surface, Arquebus and wheellock handgun require the Weapon
dealing the gun's normal damage. You may target a number of Master feat or can be trained at half the normal time
creatures in that line equal to your proficiency bonus, making required.
new attack rolls for each creature. Regardless of how many
creatures you target, grapeshot cannot exceed the gun's Classes with proficiency in all simple or all martial weapons
normal range. gain access to every weapon on those respective lists, as
normal.
Lance
You have disadvantage when you use a lance to attack a target Feats
within 5 feet of you. A lance requires two hands to wield when With the addition of new weapons, many feats expand their
you aren't mounted. range of effect. Feats that list properties, rather than
individual weapons, apply as normal to the new weapons.
Net
A Large or smaller creature hit by a net is restrained until it is Polarm Master applies to boar spear, short spear, spear,
freed. A net has no effect on creatures that are formless, or guisarme, pollaxe, ranseur, and trident.
creatures that are Huge or larger. A creature can use its action Crossbow Expert applies the second bullet point to guns
to make a DC 10 Strength check, freeing itself or another and the third point to handgun as well as hand crossbow,
creature within its reach on a success. Dealing 5 slashing but guns still require an action to reload regardless of the
damage to the net (AC 10) also frees the creature without first point.
harming it, ending the effect and destroying the net. Blade Mastery applies to estoc and sabre.
Fell Handed applies to cestus, mace, and war pick.
Pollaxe Spear Mastery applies to boar spear, short spear, spear,
The head of this weapon is enormously versatile, and and pike.
possesses an axe head, a hammerhead, and a large, pointed
spike. Users of a pollaxe may use bludgeoning, piercing, or
slashing damage on any single attack, deciding the damage
type before the roll is made.

7
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Additionally, many of these weapons originate from cultures
Alternative Weapons and technology levels outside the European fantasy upon
Many weapons that existed in real life varied only slightly, which Dungeons & Dragons 5th Edition is based, and may not
enough that the abstraction provided by the weapons here is be appropriate for every game. The DM is perfectly within
insufficient to differentiate them without adding more and their rights to not allow certain alternatives based on culture,
more properties, most of which would never benefit actual time period, location, or tone of the game. This list includes
play. The following table is meant to provide "reskins" for the wuxia alternate weapon names table found on page 41 of
certain weapons, expanding the arms a character might the Dungeon Master's Guide.
choose. These alternatives use the weight, properties, and This list is by no means exhaustive. Feel free to adapt the
damage of the weapon they originate from, though the type properties listed in this document in specific ways to the
may differ. Damage type changes are listed in parentheses weapons in the setting of play.
with the first letter of that type.
Default weapon Alternative
Battleaxe Fu, masakari
Cestus Bagh nakh (s), brass knuckles, push dagger (p), tekko
Club Bian, blackjack, cosh, tonfa
Dagger Bishou, kozuka, kukri, tamo, tanto
Flail Nunchaku (b), meteor hammer (b)
Glaive Bill, bisento, bardiche, falx, fauchard, guandao, naginata, sovnya, voulge, war scythe
Greatclub Peasant flail, kanabo, tetsubo
Greatsword Claymore, changdao, flamberge, nodachi, zweihander
Halberd Lochaber axe, rhomphaia, swordstaff
Handaxe Chakram, ono
Javelin Mau, uchi-ne
Lance Umayari
Light Hammer Chui
Longbow Daikyu, greatbow
Longsword Arming sword, broadsword, jian, katana
Lucerne Bec de Corbin
Pike Ahlspiess, sarissa, mao, nagaeyari
Quarterstaff Gun, bo
Ranseur Corseque, earspoon, partisan spontoon, rawcon
Scimitar Liuyedao, machete
Shield Aspis, ishlangu, pelte
Short Spear Assegai, hasta
Shortbow Hankyu
Shortsword Dandpatta, gladius, katar, wakizashi
Sickle Kama
Spear Doru, qiang, yari
Trident Cha, magariyari
Tower Shield Pavise, scutum
War Pick Fang, kuwa
Whip Cat-o-nine-tails

Artist Credits Matchlock Musket, ARTIC


Unless otherwise stated, the art was found on Pinterest but no Rivendell Bow, Nick Keller
artist name was given: Golden Knight, Jake W Bullock
medieval fight, Ivan Koltovich
Kagur Blacklion, Eric Belisle

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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