Weapon Workshop
The following is an attempt to decouple player character weapon design from Dungeon Master arbitration and to provide a systematic ruleset by which any weapon can be created. The first section of this workshop will cover the step-by-step method of weapon creation and list the basic properties. This workshop relies on content from the Darker Dungeons supplemental rule set by /u/giffyglyph.
Overview
Integral to this step-by-step method is the modular approach to weapon properties. When following the steps below, you begin with a base weapon and then add basic properties to it; basic properties add special features and conditions to a weapon while also modifying the weapon's base statistics, such as cost or damage. The base statistics of a weapon are indicated by its type in the Base Weapon Statistics table.
Base Cost Steps
When a weapon property refers to increasing or decreasing the base cost by one or more steps, you change the gold cost for the weapon according to the following progression:
A basic property cannot apply to a weapon if it would cause its base cost to step below 1 gp or above 150 gp.
Damage Die Steps
When a weapon property refers to increasing or decreasing the damage die by one or more steps, you change the damage die for the weapon according to the following progression:
A basic property cannot apply to a weapon if it would cause its damage die to step below 1 or above 1d12.
Size Steps
When a weapon property refers to increasing or decreasing the size by one or more steps, you change the item size for the weapon according to the following progression:
A basic property cannot apply to a weapon if it would cause its size to step below Tiny or above XLarge. If a basic property makes a weapon Tiny, the base cost of the weapon is divided by 5.
Restrictions
Certain properties apply restrictions on the other properties that can be paired with it on a weapon. A property cannot apply to a weapon if that property is listed as a restriction on another property already present on the weapon.
Weapon Creation
The following steps will guide you through the weapon creation process.
Step 1. Weapon Concept
Envision your weapon. Consider its form and how it's used. Is your weapon a massive flail or a collection of small throwing blades? Can you shift stances with the weapon in order to attack with two hands or is the weapon small and nimble, able to catch an opponent with a follow-up strike?
Refer to this vision as you progress through the following steps and choose the properties that best mechanically represent the weapon. Additionally, determine the damage type of the weapon; bludgeoning, piercing, or slashing.
Step 2. Base Weapon Statistic
A sailor oils her cutlass. A peasant clubs the tax collector. A researcher frantically loads his crossbow. Regardless of your profession, it's an inescapable truth that you have had to fight to protect yourself. Your experience and training dictate the complexity and effectiveness of weapons you wield. In this step, determine if the weapon is a simple weapon or a martial weapon.
Your choice determines the base statistics of the weapon as shown below in the Base Weapon Statistics table. Simple weapons are generally smaller and deal less damage than martial weapons. Additionally, some properties, such as Dependable, can only apply to martial weapons.
Base Weapon Statistics
Type | Base Cost | Damage Die | Size |
---|---|---|---|
Simple | 5 gp | 1d6 | M, 2 |
Martial | 10 gp | 1d8 | L, 3 |
Step 3. Weapon Effective Range
A greatsword cleaves a cultist. A dagger flies from the darkness. A bolt pierces the charging knight's breastplate. The effective range at which you can use a weapon determines your general strategy in combat. In this step, determine if the weapon is a melee weapon or a ranged weapon.
Weapon Proficiencies
This workshop removes many of the (often arbitrary) distinctions between the different weapons of the Player's Handbook. Because of this, certain class and racial features may be affected when determining which weapons you can be proficient with when using this workshop. If you have a feature that grants you proficiency with certain weapons, like the High Elf's Elf Weapon Training or the Rogue's weapon proficiencies, you should work with your DM to determine which weapons you can create.
Having proficiency with longswords might mean you have proficiency with any slashing sword; or proficiency with hand crossbows might allow you to use any light ranged weapon. It might also be reasonable that proficiency with any martial weapon justifies proficiency with all martial weapons.
Melee weapons require you to get up close and personal in order to attack as they have an effective range of 5 feet. At your option, apply either the Ammunition or Thrown property to the weapon. In specific regard to melee and ranged weapon attacks, the weapon is considered a ranged weapon if it has the Ammunition property. You decide if the weapon is considered a melee weapon or a ranged weapon if you apply the Thrown property to it.
Ammunition
This weapon requires you to have ammunition to fire from it.
- Base Cost. The cost increases by 1 step.
- Damage Die. The damage die decreases by 1 step.
- Size Category. No change.
- Effects. This weapon has an effective range of (80/320). When you use this weapon to make a ranged attack, you must roll your ammunition's usage die.
- Restrictions. None.
Thrown
This weapon was made for throwing, either with a streamlined construction or an off-set weight for lobbing.
- Base Cost. The cost decreases by 1 step .
- Damage Die. The damage die decreases by 1 step.
- Size Category. The size of this weapon decreases by 1 step.
- Effects. When thrown, this weapon has an effective range of (20/60).
- Restrictions. None.
Step 4. Weapon Grip
In this step, determine the grip of the weapon.
At your option, apply either the Two-Handed or Versatile property to the weapon.
Two-Handed
This weapon requires two hands to use, either due to its heft or to the balance required to wield it.
- Base Cost. No change.
- Damage Die. The damage die increases by 1 step.
- Size Category. No change.
- Effects. This weapon requires two hands to use.
- Restrictions. None.
Versatile
You can use this weapon with one or two hands.
- Base Cost. The cost increases by 1 step.
- Damage Die. No change.
- Size Category. No change.
- Effects. When this weapon is used with two hands to make a melee attack, increase the damage die by 1 step.
- Restrictions. The Versatile property can only apply to melee weapons.
Step 5. Weapon Heft
In this step, determine the heft of the weapon.
At your option, apply either the Heavy or Light property to the weapon.
Heavy
This weapon is bulky and requires a fell-hand to use properly.
- Base Cost. The cost increases by 2 steps.
- Damage Die. The damage die increases by 1 step.
- Size Category. The size increases by 1 step.
- Effects. If the weapon also has the Ammunition property, its effective range is increased to (150/600).
- Restrictions. The Heavy property can only apply to martial weapons. This weapon requires a Strength score of 13 or higher to use.
Light
This weapon is smaller and easy to handle.
- Base Cost. The cost decreases by 1 step.
- Damage Die. The damage die decreases by 1 step.
- Size Category. The size decreases by 1 step.
- Effects. This weapon can be used for two-weapon fighting. If the weapon also has the Ammunition property, its effective range is decreased to (30/120).
- Restrictions. None.
Additional Properties
In this step, finish customizing the weapon with additional properties.
At your option, apply any of the following properties, abiding by any restrictions.
Dependable
This weapon will almost never disappoint when your strike finds its target.
- Base Cost. The cost increases by 2 steps.
- Damage Die. No change.
- Size Category. No change.
- Effects. The damage die for this weapon's base statistic changes to 2d4. When a weapon property refers to increasing or decreasing the damage die by one or more steps, you change the damage die for the weapon according to the alternate progression shown below.
- Restrictions. The Dependable property can only apply to martial weapons.
Finesse
This weapon is finely balanced and useful for fluid strikes.
- Base Cost. The cost increases by 2 steps.
- Damage Die. No change.
- Size Category. No change.
- Effects. When you make an attack with this 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.
- Restrictions. The Finesse property can not apply to a weapon if it also has the Ammunition property.
Loading
This weapon requires more time to operate its complex loading mechanism.
- Base Cost. The cost increases by 2 steps.
- Damage Die. The damage die increases by 1 step.
- Size Category. No change.
- Effects. You can fire only one piece of ammunition from this weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
- Restrictions. The Loading property can only apply to a weapon if it also has the Ammunition property.
Reach
You can take advantage of this weapon's length to strike an opponent that isn't adjacent to you.
- Base Cost. No change.
- Damage Die. The damage die decreases by 1 step.
- Size Category. No change.
- Effects. This weapon adds 5 feet to your reach when you make a melee weapon attack with it.
- Restrictions. The Reach property can only apply to melee weapons.
Basic Property Statistics
Property | Cost Step | Damage Die Step | Size Step | Requirement | Restricted |
---|---|---|---|---|---|
Ammunition | +1 | -1 | — | — | Thrown |
Dependable | +2 | — | — | Martial weapon | — |
Finesse | +2 | — | — | — | Ammunition |
Heavy | +2 | +1 | +1 | Martial weapon, Str 13 | Light |
Light | -1 | -1 | -1 | — | Heavy |
Loading | +2 | +1 | — | Ammunition | — |
Reach | — | -1 | — | Melee weapon | — |
Thrown | -1 | -1 | -1 | — | Ammunition |
Two-handed | — | +1 | — | — | Versatile |
Versatile | +1 | — | — | Melee weapon | Two-Handed |
Sample Weapons
Name | Cost | Damage | Size | Requirement | Properties |
---|---|---|---|---|---|
Simple Melee | |||||
Longspear |
5 gp | 1d6 piercing | M, 2 | — | Reach, Two-Handed |
Stiletto |
10 gp | 1d4 piercing | S, 1 | — | Finesse, Light |
Simple Ranged | |||||
Dart |
2 sp | 1 piercing | T, 0.2 | — | Light, Thrown |
Stone bow |
15 gp | 1d4 bludgeoning | S, 1 | — | Ammunition, Light, Loading |
Martial Melee | |||||
Breaching Axe |
15 gp | 1d10 slashing | L, 3 | Str 13 | Heavy, Thrown, Two-Handed |
Washing Pole |
50 gp | 1d6 slashing | L, 3 | — | Finesse, Reach, Versatile |
Martial Ranged | |||||
Chakram |
2 gp | 1d4 slashing | S, 1 | — | Light, Thrown |
Recurve bow |
110 gp | 1d6+1d4 piercing | XL, 6 | Str 13 | Ammunition, Dependable, Heavy, Two-Handed |