New Weapons

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Weapon Changes

Simple Weapons
Name Cost Damage Weight Properties
Caestus 5sp 1d4 bludgeoning 1 lbs. Light
Iron Chain 5gp 1d6 bludgeoning 2 lbs. Reach, Two-handed
Club 1sp 1d4 bludgeoning 2 lbs. Light, Thrown (range 20/60)
Dagger 2sp 1d4 piercing 1 lbs. Finesse, Light, Thrown (range 20/60)
Greatclub 2sp 1d10 bludgeoning 10 lbs. Heavy, Two-handed
Hammer, Light 5sp 1d6 bludgeoning 2 lbs. Light, Thrown (range 20/60)
Handaxe 5sp 1d6 slashing 2 lbs. Light, Thrown (range 20/60)
Javelin 5sp 1d6 piercing 1 lbs. Thrown (range 30/120)
Quarterstaff 2sp 1d6 bludgeoning 2 lbs. Versatile (1d8)
Shortsword 10gp 1d6 bladed 2 lbs. Finesse, Light
Spear 1gp 1d6 piercing 3 lbs. Thrown (range 20/60), Versatile (1d8)
Simple Ranged Weapons
Name Cost Damage Weight Properties
Crossbow, Light 30gp 1d8 piercing 5 lbs. Ammunition (range 80/320), Loading, Two-handed
Dart 2sp 1d4 piercing 0.25 lbs. Finesse, Thrown (range 40/60)
Shortbow 20gp 1d6 piercing 2 lbs. Ammunition (range 80/320), Two-handed
Sling 1sp 1d6 bludgeoning 0.25 lbs. Ammunition (range 30/120), Special
Ammunition
Name Cost Weight For
Arrow 1gp x20 0.05 Bows
Bolt 1gp x20 0.05 Crossbows
Shot 2sp x20 0.1 Slings
Dart (ammo) 5sp x20 0.1 Blowguns
Weapon Properties
  • Bladed This damage type can be piercing or slashing.
  • Striking This damage type can be bludgeoning or piercing.
  • Parry When you are wielding a weapon that has the Parry feature and a creature hits you with a melee weapon attack, you can use your Reaction and gain bonus AC equal to your proficiency bonus against the attack, potentially causing it to miss you.
  • Light You can wield two weapons that have the Light property at one time and engage in Two-Weapon Fighting.
  • Dueling You can engage in Two-Weapon Fighting as long as the second weapon you are wielding is a Dagger.
  • Finesse You can use your Dexterity modifier in place of your Strength modifier for attack and damage rolls with a weapon that has the Finesse property.
  • Heavy A Heavy weapon cannot be effectively wielded by a creature with less than 13 Strength, and imposes disadvantage on their attack rolls with the weapon.
  • Two-Handed A weapon that is Two-Handed must be wielded with two hands to make attack rolls.
  • Thrown A weapon that has the Thrown property can be used to make Strength ranged weapon attacks.
  • Overhead Thrown A weapon that has the Overhead Thrown feature can be thrown as long as it is wielded in two hands.
  • Versatile A weapon that is Versatile can be wielded in two hands to improve its damage die by one step.
  • Reach A weapon that has the Reach feature increases the range you can make melee weapon attacks by 5ft.
  • Long This weapon has a +5 bonus to its Reach, but melee attacks made within 5ft of you have disadvantage.
  • Range A weapon's Range is the effective range of its ranged weapon attacks. The first range indicates the maximum range at which you can use the weapon normally, any distance beyond this imposes Disadvantage on the attack roll. The second range denotes the absolute maximum range of a weapon, any range beyond this automatically misses.
  • Ammunition The weapon requires Ammunition, such as bolts or arrows, to make a ranged weapon attack.
  • Special The weapon has a Special unique property.
  • Improvised Weapon Any weapon being used outside its intended purpose, such as throwing a sword or striking in melee with a bow, or an object that is not a weapon, such as a pot or candle stick, is an Improvised Weapon. You do not add your proficiency bonus to the attack roll, and the damage is equal to 1d4 (1d8 if the weapon has the Heavy property) + your Strength modifier.
Martial Weapons (Heavy)
Name Cost Damage Weight Properties
Greataxe 50gp 1d12 slashing 7 lbs. Heavy, Overhead Thrown (range 20/60), Two-handed
Greatsword 50gp 2d6 slashing 6 lbs. Heavy, Parry, Two-handed
Halberd 20gp 1d10 bladed 6 lbs. Heavy, Reach, Two-handed
Lance 50gp 1d12 piercing 5 lbs. Heavy, Long, Two-handed, Special
Maul 50gp 2d6 bludgeoning 10 lbs. Heavy, Parry, Two-handed
Pike 5gp 1d10 piercing 18 lbs. Heavy, Long, Reach, Two-handed
Martial Weapons (Finesse)
Name Cost Damage Weight Properties
Garrote 5gp 1d6 bludgeoning 0.5 lbs. Finesse, Two handed, Special
Katana 35gp 1d10 slashing 5 lbs. Finesse, Parry, Two handed
Parrying Dagger 5gp 1d4 piercing 1 lbs. Finesse, Light, Parry
Rapier 25gp 1d8 piercing 2 lbs. Dueling, Finesse
Scimitar 25gp 1d8 slashing 3 lbs. Dueling, Finesse
Whip 5 lbs. 1d4 slashing 1 lbs. Finesse, Light, Reach
Martial Weapons (Other)
Name Cost Damage Weight Properties
Battleaxe 10gp 1d8 slashing 4 lbs. Overhead Thrown (range 20/60), Versatile (1d10)
Flail 15gp 1d8 bludgeoning 4 lbs. Versatile (1d10), Special
Longsword 25gp 1d8 bladed 5 lbs. Parry, Versatile (1d10)
Mace 10gp 1d8 bludgeoning 4 lbs. Parry, Versatile (1d10)
Morningstar 15gp 1d8 striking 4 lbs. Parry, Versatile (1d10)
Trident 5gp 1d8 piercing 4 lbs. Parry, Thrown (range 20/60), Versatile (1d10)
War Pick 5gp 1d8 striking 2 lbs. Parry, Versatile (1d10)
Warhammer 15gp 1d8 bludgeoning 3 lbs. Parry, Versatile (1d10)
Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 2gp 1 piercing 0.25 lbs. Ammunition (range 25/100), Loading, Special
Bola 5gp 1d6 bludgeoning 2 lbs. Finesse, Thrown (range 20/60), Special
Composite Bow 75gp 1d8 piercing 3 lbs. Ammunition (range 120/400), Two-handed
Composite Warbow 200gp 1d10 piercing 5 lbs. Ammunition (range 180/700), Heavy, Two-handed
Crossbow, Hand 75gp 1d6 piercing 3 lbs. Ammunition (range 30/120), Light, Loading
Crossbow, Heavy 100gp 1d12 piercing 18 lbs. Ammunition (range 100/400), Heavy, Loading, Two-handed
Longbow 50gp 1d8 piercing 3 lbs. Ammunition (range 150/600), Heavy, Two-handed
Net 5gp - 5 lbs. Thrown (range 10/20), Special
Specials
  • Sling A Sling doubles as a Club.
  • Lance While you are mounted with a Lance, its Long feature no longer inflicts Disadvantage and it can be wielded in one hand.
  • Garrote You cannot make an attack roll with a Garrote unless you have Advantage on the attack. When you hit with a Garrote, a creature is also Grappled and Suffocating.
  • Flail The Flail has Reach, but attack rolls further than 5ft have Disadvantage.
  • Blowgun When you make a ranged weapon attack with a Blowgun while you are Hidden, you retain your Hidden status.
  • Bolas & Nets A Large or smaller creature hit by a Bola must make a DC 11 Dexterity saving throw or be Restrained until it is freed. A Large or smaller creature hit by a net is Restrained until it is freed. Both weapons have no effect on creatures that are formless. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. Dealing slashing damage to the net, strap, or chain also frees the creature without harming it, ending the effect and destroying the restraint. When you use an action, Bonus Action, or reaction to Attack with either weapon, you can make only one Attack regardless of the number of attacks you can normally make.

Base Weapon Changes


  • Basic Poison deals 1d4 poison damage when a weapon or arrow coated in it hits a target. If Basic Poison is imbibed the creature must make a DC 10 Constitution saving throw or take 4d4 poison damage and become Poisoned for 1 hour, or take half as much damage on a successful save.
  • Glaives are valid weapon choices for Kensei Monks 3rd level feature.
  • Heavy weapon drawbacks that would affect a Small creature do not affect them if the creature has Strength 13 or higher.
  • Heavy Crossbows have a 1d12 damage die.
  • Nets have a range of 10/20.
  • Tridents are 1d8 Versatile 1d10 weapons.
  • Whips are now a starting weapon proficiency for Bards, Monks, and Rogues.

New Weapons
  • Bola are weights attached to a short rope which, when thrown correctly and they hit a creature, can wrap around the limbs of a creature and ensnare them. Creatures proficient with martial weapons, Monks, and Rogues are proficient with bolas.
  • Caestus are reinforced gloves which both protect and improve the punches. All creatures are proficient with Caestus.
  • Composite Bows are complex and powerful shortbows made in a recurve design. This means the weapon has greater power, but also requires greater strength from its user as a result. Creatures proficient with martial weapons are proficient with Composite bows.
  • Composite Warbows are massive and complex longbows made in a recurve design. This means the weapon has greater power, but also requires greater strength from its user as a result. Creatures proficient with martial weapons are proficient with Composite Warbows.
  • Garrotes are a strong cord, usually made of leather or flax, used to silence unassuming targets. Creatures proficient with martial weapons, Bards, and Rogues are proficient with Garrotes.
  • Katanas are an exotic and terribly sharp yet hefty weapon. Creatures proficient with Longswords are proficient with Katanas.
  • A Parrying Dagger is a short blade designed to catch swords and other weapons to block or misdirect an attack. A creature can Parry as a reaction while wielding one, as well as use it to attack. Unlike more balanced daggers a parrying dagger is ill suited for being thrown. Creatures proficient with martial weapons, Rogues, Bards, Warlocks and Monks are proficient with Parrying Daggers.

Chains and Restraints
Name Cost AC DC HP Weight
Leather Straps 3sp 11 10 5 1(-) lbs.
Rope 1gp 11 15 5 5(n/a) lbs.
Iron Chain 5gp 18 19 10 10(2) lbs.
Steel Chain 15gp 19 20 10 9(2) lbs.
Mithril Chain 800gp 21 22 15 4(0.5) lbs.
Adamantium Chain 2000gp 23 25 20 15(3) lbs.

weight is halved for chains used as a weapon

weight in ( ) is weight added to a Bola if the leather straps are replaced

cost for chains is halved when added to a Bola


The DC of chains and restraints refers to the DC required to break them with a Strength (Athletics) check.

Creatures bound by them can also attempt a Dexterity (Acrobatics) check to escape with Disadvantage against the same DC.

Subsequent checks to break or escape the restraints after the first attempt incur one level of Exhaustion after, even if the result is successful. Successful Strength (Athletics) checks destroy the restraints, which can be repaired for 1/10th their cost. Successful Dexterity (Acrobatics) checks do not destroy them.

Shields
Name Cost Weight Properties
Buckler 8gp 2 lbs. +1 AC, Light, Parry
Pavise 30gp 15 lbs. +2 AC, Heavy
Shield 10gp 6 lbs. +2 AC
Spiked Shield 15gp 5 lbs. +1 AC, Light, Weapon
Tower Shield 50gp 45 lbs. +2 AC, Heavy

  • Buckler While wielding a Buckler your Armor Class increases by 1. You can Parry while wielding a Bucker, and you can don or doff a Buckler as a bonus action on your turn. Creatures proficient with light armor are proficient with Bucklers.
  • Pavise While wielding a Pavise your Armor Class increases by 2 but your movement speed decreases by 5ft. As a Bonus Action you can plant your Pavise on the ground. It counts as half cover while planted. You can pick it back up as an Action on your turn, or it can be knocked over by any creature as an Action by succeeding on a DC 10 Strength (Athletics) check. Creatures that are proficient with normal shields are proficient with a Pavise. The Shield Master feat negates the speed penalty.
  • Shield (Standard) A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
  • Spiked Shield While wielding a Spiked Shield your Armor Class increases by 1. A Spiked Shield doubles as a melee weapon which deals 1d4 piercing damage. When you take the Attack Action while holding a Spiked Shield you can make an attack with a Spiked Shield as a Bonus Action. Creatures that are proficient with regular shields are proficient with Spiked Shields both as shields and a weapon. The Shield Master feat allows you to deal the damage of a Spiked Shield each time you successfully shove a creature, and increases their damage to 1d6.
  • Tower Shield While wielding a Tower Shield your Armor Class increases by 2 but your movement speed decreases by 5 and you have Disadvantage on all Dexterity checks and saving throws. While holding a Tower Shield you are considered under the effect of half cover against ranged attacks, and count as 3/4ths cover for other creatures you block for purposes of ranged attacks. At the start of your turn, if you are not Grappled, Restrained, or Prone, you can use your action to brace against the shield, setting your speed to 0 until the start of your next turn, but gaining full cover against ranged attacks and causing melee attacks to have Disadvantage against you until the start of your next turn. Creatures that are proficient with heavy armor are proficient with Tower Shields. The Shield Master feat negates the speed penalty and Dexterity saving throw Disadvantage (but not for skill checks).

Special Equipment
Name Cost Modifier Weight Modifier
Adamantine Weapons x10 x2
Adamantine Equipment x4 x2
Mithril Weapons x8 x0.5
Mithril Equipment x3 x0.5
Orichalum Weapons x8 x1
Orichalum Equipment x3 x1

  • Adamantine Equipment Adamantine is considered effectively indestructible. It is a heavy pitch black material that still shines in the faintest light when polished. Armor and weapons made of it weigh twice as much, and only heavy armor and non Hide medium armor may be made of the material.
  • Adamantine Weapons Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
  • Adamantine Armor While you're wearing armor made of Adamantium any critical hit against you does not deal extra damage.
  • Mithril Equipment Mithril is a silvery and light metal, but still stronger than steel. Armor and weapons made of it weigh half as much.
  • Mithril Weapons and Ammunition A weapon made of mithral weighs half as much as a normal weapon of its kind. Mithral weapons gain the light property if they do not have the heavy property. Arrows or bolts crafted out of mithral increase the short range of bows and crossbows by 60 and 30 respectively. There is a minimum cost of 300gp to obtain Mithril weapons or armor.
  • Mithril Armor Armor creafted out of Mithril is lightweight and quiet. It does not impose Disadvantage on any Dexterity (Stealth) checks made while wearing or carrying it.
  • Orichalcum Equipment Orichalcum, sometimes referred to as phantom metal, is translucent and mint-green in appearance. Because of it's inherent properties, only certain weapons and armor can be made using the metal.
  • Orichalcum Weapon A weapon made of orichalcum must be a melee weapon that deals slashing or piercing damage. Such a weapon is considered magical for the purposes of overcoming the damage resistance and immunities of creatures with an Etherealness feature, and can strike creatures that are hidden on the Ethereal Plane as if they were on the Material Plane.
  • Orichalcum Armor While wearing armor composed of Orichalcum, creatures with the Etherealness feature have disadvantage when attacking you. Armor made from the substance must be heavy or non Hide medium armor.

Fantasy Firearms

Common Firearms Cost Damage Weight Properties
Pistol 250gp 1d8 3 lb. Ammunition, Range 20/90, loading
Musket 400gp 1d12 9 lb. Ammunition, Range 60/150, loading, two-handed
Blunderbuss 400gp 3d4 14 lb. Ammunition, Range 15/40, loading, two-handed, heavy
Rare Firearms Cost Damage Weight Properties
Rifled Gun 1200gp 1d12 10 lb. Ammunition, Range 120/500, loading, two-handed
Hand Cannon 2000gp 2d6 18 lb. Ammunition, Range 60/150, loading, two-handed, heavy
Gnomish Revolver 1000gp 1d4 2 lb. Ammunition, Range 40/120, Reload 6, light
Gnomish Carbine 3000gp 1d6 6 lb. Ammunition, Range 80/320, Reload 7, two-handed
Very Rare Firearms Cost Damage Weight Properties
Dwarven Repeater 5000gp 1d12 14 lb. Ammunition, Range 60/150, Reload 6, two-handed, heavy
Dwarven Thundercannon 6000gp 4d6 22 lb. Ammunition, Range 40/80, loading, two-handed
Dwarven Sniper 10000gp 2d8 19 lb. Ammunition, Range 300/800, loading, two-handed, heavy
Ammo Cost Weight For
Powder and Shot 1g per 5 0.3 each Pistol, Musket, Hand Cannon
Powder and Buckshot 1g per 5 0.4 each Blunderbuss, Thundercannon
Cartridge 1g per 2 0.5 each Rifled Gun, Revolver, Carbine, Repeater, Sniper

Reload: Guns which have the Reload feature can be fired multiple times within a creature's turn as long as they have a feature that grants them multiple attacks with the same weapon, such as Extra Attack. Once the weapon has been fired a number of times equal to the number stated they must be reloaded before they can be fired again, the same as if the weapon possessed the Loading feature.


Alternate Scattershot Rule: When you make an attack with a Blunderbuss or Thundercannon, instead of making an attack roll you force each creature in a 15ft/25ft cone respectively to make a Dexterity saving throw. On a failed save the creatures take 3d4/4d6 piercing damage, or no damage on a successful save.


Dwarven Sniper Because of the awkward bulk of this weapon, as well as the large crystal scope used to give it such its large range, ranged attacks within 30ft with the weapon have disadvantage.

Special Ammunition

Sometimes a round could be specially made, or enchanted. In that case the damage is amplified by special round. Here are a few examples.


  • Incendiary: On a hit, the shot explodes dealing 1d10 bonus fire damage to the creature hit. Any creatures within 5ft of the creature hit must make a DC 12 Dexterity saving throw or take the bonus fire damage as well.
  • Concussive: On a hit, the shot flattens, dealing 1d6 bonus bludgeoning damage and forcing the creature to make a DC 14 Strength saving throw or be knocked prone.
  • Stormcharged: On a hit, the shot deals 2d6 bonus lightning damage and arcs lightning from the creature hit to the nearest creature within 15ft. If multiple creatures are within range, the DM rolls a 1d4, starting north and moving in the cardinal directions to choose a creature. The creature must succeed on a DC 15 Dexterity saving throw or take the bonus lightning damage.
  • Freezing: On a hit, the shot deals 1d6 bonus cold damage and the creature must succeed on a DC 13 Constitution saving throw or else have their movement speed reduced by half for 1 minute, as ice chills their veins.
  • Poisoned: On a hit the shot deals 2d4 bonus poison damage, and the creature must make a DC 15 Constitution saving throw, or else be poisoned for 1 hour.
 

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