Weapons Remastered, edited

by Anonymous, /u/Wilhelm_III

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Weapons Remastered, Revised

The goal of this remaster is to increase the variety in weapons for the Fifth Edition of Dungeons and Dragons. I feel that the current list of arms is lacking in the following ways: lack of variety in the feel of weapons when used to attack, lack of utility options from different weapon options, and the existence of so-called “strictly better” armament that results in the near universal picking of certain weapons.

To counteract this, I will be presenting the following weapon list in two parts, much as it appears in the Player’s Handbook (PHB). First is a list of all the possible traits a weapon can have. There are many more options here than are included in the PHB, and not all of the traits from the base weapon list remain unchanged. Second is the list of weapons themselves.

Changes I have made include altered damage dice and damage type options, as well as weight in some instances. This section also includes a few new options of gear not previously included in the PHB. Shields are also included here, as I expand on the anemic single option offered in the PHB.

It is important to bear in mind the design philosophy I am approaching this task with. The first thing I will say is that I want to somewhat adhere to the principles of Fifth Edition. This is to say, I would like to keep weapon properties as relatively straightforward and intuitive as possible.

For instance, if a weapon allows an additional action to occur on hit, it will be an action that is already in the system such as a shove or opportunity attack, or will provide a static bonus or key off of the player character’s (or monster’s) stat modifier or proficiency bonus. This keeps it intuitive to check a character sheet and see where the numbers for an ability or effect come from.

Secondly, I believe that, as a whole, non-magical weapons leave a lot to be desired in terms of power, and an overall increase in versatility and damage is not unwarranted. I do, however, believe this applies mostly to the martial weapons, which by all accounts do not represent nearly a large enough improvement over simple weapons. My go-to example is the statistically identical spear and trident in the PHB, despite a trident weighing more and being considerably more difficult to wield in-game. As such, martial weapons will tend to be more effective, and I firmly believe that this is perfectly reasonable.

Addendum: this work has been modified from its original version. Properties have been altered and more weapons have been added. The gunpowder and winged properties, the sections on ammunition, offensive adventuring gear, and siege engines were all added later, as were many weapons. The commentaries are almost entirely the work of the first author, but some mechanical descriptions have been edited or changed, and pages explaining the reasoning behind some features have been removed. The original can be found here.

Introduction

Weapon Properties

Ammunition

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 other 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.

Ensnaring

The weapon features chain, rope, or other parts that can aid in entanglement. When you hit with an ensnaring weapon attack, you may use your bonus action to attempt to grapple the target, disarm them, or shove them prone, using your weapon attack modifier in place of Strength (Athletics). If you grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that weapon.

Finesse

The weapon lends itself to dexterous combat due to features that make aiming the weapon for precise strikes far easier. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Finisher

The weapon is particularly useful for making the most of advantageous situations or an enemy at your mercy. When the weapon is used to attack a prone creature, roll an additional weapon damage die on a hit.

Gunpowder

The weapon utilizes volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons with this property cannot be used in damp conditions or underwater. When used, a gunpowder weapon expels a bright flash of light, a puff of smoke, and an explosion of sound that can be heard by all creatures within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder and a single bullet. It takes an action to reload a gunpowder weapon, and you must have one hand to hold the weapon and the other to reload during that action.

Heavy

The weapon is heavier and larger than a standard weapon, lending it unique advantages and challenges. Small creatures makes attacks with heavy weapons at disadvantage, and heavy weapons cannot be used to make more than one attack per turn unless the wielder has a Strength score of 13 or higher. A Heavy weapon takes a bonus action to draw or stow.

A heavy weapon allows you to make an attack relying more on raw strength instead of accuracy. When an attack is made with a heavy weapon that you're proficient in, you can forego adding their proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. You must be proficient in heavy weapons to make use of this feature. Finally, any attempts to disarm wielders of heavy weapons are made at disadvantage.

Light

A light weapon is small and easy to handle. When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the 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 1d4+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.

Prone Fighting

When prone, attacks with these weapons are not made at disadvantage.

PROPERTIES

Range

The weapon can be used to make attacks at a range beyond melee. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach

The weapon has an extended length to it. 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.

Special

The weapon has some entirely unique property to it. These are detailed in the weapon section for the individual weapons they apply to.

Status

A weapon that is particularly potent in maximizing its unique damage type. When a roll on an attack with a status weapon exceeds the AC of the target by 5 or more, it will inflict an additional status effect based upon the type of damage dealt. A critical hit will guarantee a status effect as well.

Slashing weapons can inflict gaping wounds and profuse bleeding. Inflicting this status will cause the target to take additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals are immune to this damage.

Bludgeoning weapons can hit with a singularly bone-shaking blow, dazing the target. Inflicting this status causes the target's next attack roll to be made with disadvantage. You cannot inflict status with the bonus action attack granted by the Polearm Master feat.

Piercing weapons reward precise or focused attacks, punching holes in defenses or otherwise leaving a target more vulnerable. Inflicting piercing status allows the next attack roll against the target to be made with advantage.

Improvised weapons may inflict status depending on their damage type and the discretion of your DM.

Sundering

The weapon features qualities that crush, pierce, or penetrate armor, making it more effective against targets that employ such defenses. When you attack a target wearing a breastplate, half plate, heavy armor, or that has natural armor, you gain a +2 to the attack roll.

Sweeping

The weapon makes attacks in broad, sweeping motions. When making an attack the wielder can declare it to be a sweeping attack. When such an attack with this weapon reduces a creature to 0 hit points, you may deal the weapon’s die in damage to another creature adjacent to the slain creature. If there are two or more walls, friendly characters size medium or larger, or other such obstructions adjacent to the first target, a sweeping attack is made at disadvantage.

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. You may add an amount of 5 times your Strength score to the base range of a thrown weapon, unless your Strength score is negative. You may not exceed the maximum range of a thrown weapon with this bonus to range.

Two-Handed

The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. The weapon must be held in two hands to make an attack or to properly wield it.

Versatile

The weapon can be wielded in either a one-handed or two-handed stance. This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands.

Wind-up

The weapon can be used to spend time preparing an attack to be even more effective. On your turn you can take an attack action to begin winding up, such as spinning a flail to gain momentum. On the next attack you make with the weapon you can add an additional weapon die to that attack if it hits. A weapon can only add one such damage die in this way. If no attack is made by the end of the wielder’s next turn it is no longer wound up. The wielder can spend an attack action to keep the weapon wound up for a subsequent round. A weapon that is wound up can be used to make an opportunity attack when an enemy enters its range.

Winged

These weapons have specially-shaped heads that halt the movement of their target toward the user of the weapon, and can also be used to catch shields, weapons, and enemies. When you deals piercing damage against a creature no greater than one size larger than you with a winged weapon, that creature is grappled. While grappled in this way, that creature cannot move toward you until you make another attack roll or move away from the target, which removes the weapon's head from the target's body. The target may break the grapple on their turn by moving away from you. When grappling a creature in this way, you may use one of your attacks to attempt to shove the target prone, using your weapon attack modifier in place of Strength (Athletics).

When not grappling a creature with a winged weapon, a you may replace one of your attacks with an attempt to disarm a target, using their weapon attack modifier in place of Strength (Athletics).

Weapon Charts

Now that we have the properties squared away, it is time to apply them to weapons. Some weapons remain largely the same, while others are quite different. There are also some additional weapons added, though I’ve tried to keep that to a minimum, only adding those that I feel lack an equivalent already on the chart (a katana would really not need to have a mechanical difference from a longsword, for instance).

I have also included shields in this list, as I feel they are something that is wielded more than worn. This does not change them to being weapons, just that I think that is where they should be talked about. Proficiency with them is still required to use them. Also, some weapons have multiple damage types listed. In this instance, the player indicates which damage type they are using when making an attack, such as stabbing vs. slashing with a shortsword. We’ll start 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, versatile (1d6)
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/slashing 3 lb. Finisher, thrown (20/60)
Spear 1 gp 1d8 piercing 4 lb. Reach, two-handed
Simple Ranged Weapons
Name Cost Damage Weight Properties
Dart 5 cp 1d4 piercing ¼ lb. Finesse, thrown (20/60)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (100/150), two handed
Sling 1 sp 1d4 bludgeoning ¼ lb. Ammunition (30/120)
WEAPON TABLES
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, status, sweeping, two-handed
Greatsword 50 gp 2d6 piercing/slashing 7 lb. Finisher, heavy, 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. Finisher, 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
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
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
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
Bodkin arrow 20 cp 1 oz. Bow Sundering
Blowgun needle 2 cp 1 oz. Blowgun -
Broadhead arrow 20 cp 1 oz. Bow Slashing damage, status
Bullet 30 cp 3 oz. Gun -
Field arrow 5 cp 1 oz. Bow -
Sling bullet 1/5 cp 1 oz. Sling -
Grapeshot 10 gp 8 oz. Gun Special
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 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

Special Properties

Blowgun

Ammunition for this weapon is made up of small, fine needles that are especially potent when paired with a poison coating. When applying poison to ammunition for this weapon (blowgun needles), it can cover 10 pieces of ammunition instead of the usual 3.

Cestus

The weapon is not held in the hand, instead being wrapped around the wrist, held between the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy or interacting with an object, but you cannot wield other weapons with that hand.

Garotte Wire

Garrote Wire can only be used on a creature the same size or smaller than the user, when the user has advantage against that creature. On a hit the target is automatically grappled. Until the grapple ends, the target cannot breath and begins to choke, and the user has advantage on attack rolls against it. Creatures that do not need to breath, such as undead, constructs, elementals, and some plants, may be immune to a garotte wire's choke at the discretion of the Dungeon Master.

Grapeshot

Instead of a single spherical bullet, a large number of tiny projectiles compose a canister of grapeshot ammunition. Upon firing a piece of grapeshot ammunition, the projectiles fly in a straight line until they impact a creature or solid surface, dealing the gun's normal damage. You may target additional creatures in that line equal to your proficiency bonus, making new attack rolls for each creature. Regardless of how many creatures you target, grapeshot cannot exceed the gun's normal range.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Pollaxe

The head of this weapon is enormously versatile, and 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.

Tower Shield

To wield a tower shield, a creature must be medium or larger and have at least 15 strength. Creatures wielding this shield roll Dexterity(Stealth) checks with disadvantage, and the wielder's speed is reduced by 5 ft. As with heavy armor, dwarves may ignore this penalty.

This enormous shield can be used for additional cover against magical areas of effect. A creature wielding this shield may use their reaction to hide behind their shield. This reaction provides 3/4 cover against harmful area-of-effects such as breath weapons or spells, so long as the effect does not travel around corners, such as cloudkill. If the wearer of the shield is directly between an adjacent creature and the point of origin of the effect, the adjacent creature is given 1/2 cover from the effect. The second creature must be of equal or smaller size to the wearer to gain this benefit.

Tower shields may also be planted in the ground as an action. In this state they are no longer wielded and thus free both hands of the former user, but may stand on their own to act as 1/2 cover for an upright creature, or full cover for a prone one.

Proficiencies

Some classes or racial features grant proficiency in additional or alternate weapons:

  • Bard: Estoc, parrying dagger, sabre, buckler
  • Druid: Boar spear
  • Rogue: Estoc, Garotte wire, parrying dagger, sabre, buckler
  • Elf weapon training: recurve bow proficiency replaces longbow proficiency
  • Arquebus and Wheellock handgun require the Weapon Master feat or can be trained at half the normal time required.

Classes with proficiency in all simple or all martial weapons gain access to every weapon on those respective lists, as normal.

Feats

With the addition of new weapons, many feats expand their range of effect. Feats that list properties, rather than individual weapons, apply as normal to the new weapons.

  • Polarm Master applies to boar spear, short spear, spear, guisarme, pollaxe, ranseur, and trident.
  • Crossbow Expert applies the second bullet point to guns and the third point to handgun as well as hand crossbow, but guns still require an action to reload.
  • Blade Mastery applies to estoc and sabre.
  • Fell Handed applies to cestus and mace.
  • Spear Mastery applies to boar spear, short spear, spear, and pike.

Alternative Weapons

Many weapons that existed in real life varied only slightly, enough that the abstraction provided by the weapons here is insufficient to differentiate them without adding more and more properties, most of which would never benefit actual play. The following table is meant to provide "reskins" for certain weapons, expanding the arms a character might choose. These alternatives use the weight, properties, and damage of the weapon they originate from, and should not be changed or improved.

Additionally, many of these weapons originate from cultures and technology levels outside the European fantasy upon which Dungeons & Dragons 5th Edition is based, and may not be appropriate for every game. The DM is perfectly within their rights to not allow certain alternatives based on culture, time period, location, or tone of the game. This list includes the wuxia alternate weapon names table found on page 41 of the Dungeon Master's Guide.

This list is by no means exhaustive. Feel free to adapt the properties listed in this document in specific ways to the weapons in the setting of play. Damage type changes are listed in parentheses 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

Unless otherwise stated, the art was found on Pinterest but no artist name was given:

medieval fight, Ivan Koltovich

Kagur Blacklion, Eric Belisle

Matchlock Musket, ARTIC

Rivendell Bow, Nick Keller

Golden Knight, Jake W Bullock

 

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