Weapons Remastered

by Aabrock

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Weapons Remastered

This document is a re-balance of the weapon choices in 5th edition. It is based on the Revised Martial Equipment Document by Commander Fayne (u/Veritoss43). It provides expanded and altered tables for weapons, new weapon properties and the abiltiy to specialize and gain mastery with particular weapons.

The goal of changing weapons is two-fold. First it is to make more of the weapons in the game viable choices. As it stands, a few select weapons will see more use than most of the others in the game. This supplement aims to make a wider range of weapons compelling choices for martial characters.

The second goal is to give martial characters a wider range of combat actions than simply hitting things round after round. Options to trip and disarm allow characters to think about their combat more tactically.

How to use this document

This document works best with campaigns that begin at low levels and advance in power. Players who begin with one or more masteries may find the number of options difficult to deal with. If you are looking to jump right into playing here is how I would look at the document:

  • Read the this page and the pages just below on weapon properties.
  • Skim the weapon tables to find a weapon you like that your character is also proficient in. There are many new weapons to choose from and even those from the Players Handbook have been altered.
  • Build your character as normal.
  • During play you may get a mastery perk as a reward. Talk to your DM about when this may occur (good tables always talk about expectations).
  • When you get ability score improvements, take a look at the prowess feats towards the back of the document as options to further improve use of your favored weapons.

Weapon Mastery

In addition to the expanded and altered weapon lists this system introduces a new level of proficiency: weapon mastery. Mastery of a weapon means that your character has specialized in it beyond the level of understanding that warriors normally achieve. A character with mastery of a weapon unlocks a special perk with that weapon and may also gain extra damage or new properties. Each weapon mastery benefit is listed at the end of that weapon's description a few pages down.

How do I get Weapons Mastery?

Obtaining Mastery in a weapon is not an easy feat and should not come as such. Your DM should decide exactly how Mastery is obtained in your game. In general characters should not gain mastery in more than 2 to 3 weapons over their careers. Here are a few suggestions for how to obtain weapon mastery:

  • DMs can use Weapon Mastery as an in-game reward, akin to awarding a magic item. This is especially effective if the player in question has been roleplaying their use of a favored weapon.
  • The Weapon Master Feat can be used to grant Mastery in a weapon that the character is already proficient in instead of it's normal effects.
  • If you, the DM, enjoy powerful campaigns you may deign to grant a Weapon Mastery as a reward for martial characters obtaining a certain level. I would suggest 10th level, but that depends on the game you are running. If you want more characters to have Mastery, consider expanding the list of classes to outside of the martial classes. After all, the wizard has gotten pretty good with his emergency boot dagger.

Weapon Properties

These properties include those listed in the Players Handbook, with some changes, as well as some new ones.

Weapon DC

When your enemy must make a save against your weapon DC, it is calculated with the following equation:


Weapon DC = 8 + your proficiency + your strength modifier.


You can substitute dexterity for strength if the weapon has the finesse property. If a weapon has any magic enhancement, this is added to your Weapon DC. In general you can attempt to trip, disarm, or entangle once per attack action. This does not apply to attacks of opportunity or to strikes you make on other characters' turns. If you somehow strike more than outside of your turn you may only attempt to trip/disarm/entangle once during those attacks. Engaging in two-weapon fighting allows you to make trip/disarm/entangle attempts once with each weapon.

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. 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” page 147 of the player's handbook). A sling must be loaded to deal any damage when used in this way.

Brace

You choose to hold your action to brace. On your turn, choose any targets you can see that is at least 20 feet away from you. If any target moves within your weapon’s reach before your next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, treat the attack as a critical hit, plus double your strength modifier.

Conceal

You gain advantage on sleight of hand checks made to conceal the weapon on your person. Some conceal weapons are not obviously weapons and require additional checks to identify as weapons after they are discovered (as the discretion of your DM).

Deflect

If struck by a melee weapon attack, you can use your reaction to roll your weapon’s damage, then subtract that total from the damage dealt to you for one attack. If you are dual wielding deflect weapons, you may do this to two attacks using the same reaction.

Disarm

You may only make a disarm attempt with weapons that have the disarm property. If your attack is successful, you can choose to deal no damage and instead force your enemy to roll a Dexterity Saving throw against your Weapon DC. On a failure, it drops one held object of your choice, landing at its feet. If the enemy is larger than you or is using a two-handed weapon, it gains advantage on this save. If it is smaller than you, it suffers disadvantage.

Disarm Mechanics

A disarm drops the item at the target's feet. On its turn, the target can pick up the item using its free object interaction, so be sure someone else grabs the disarmed item before its turn! A character who has disarmed an enemy may use their own object interaction to pick the weapon up if they have a free hand.

Double

If you choose to use a weapon's double feature, you must be within 5ft of your target, and you make an additional attack as a bonus action using the damage in (parentheses). Double attacks do not benefit from Reach. If no damage is given the double end does the weapons normal damage.

Entangle

If your attack is successful, you can choose to deal no damage and instead apply the grappled condition to your target. To escape, the entangled enemy must succeed a grapple check against your weapon DC, gaining advantage if it is larger than you. Creatures two size categories larger than you are immune to being entangled.

While you are holding the weapon entangling your target, on your turn, as an attack you can choose to deal damage equal to your strength modifier. You can release a foe from being entangled at any time. If you drop the weapon, the foe is automatically freed.

Finesse

Instead of Strength, you can add Dexterity bonus to your attack and damage if it is higher than your Strength. This weapon can also be used for sneak attack. Note that this is only an option, you can still use strength if you wish.

Heavy

Category size Small creatures always suffer disadvantage when wielding a heavy weapon. Tiny and smaller cannot wield a heavy weapon.

Light

This weapon is small or light enough that it allows the user to wield it in the off hand. While dual wielding, you can make a single attack with your off-hand weapon as a Bonus Action. If the attack is successful, you do not add your ability modifier to damage unless you have the Two Weapon Fighting Style.

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.

Lunge

You may use your reaction on your turn to overextend yourself in a lunge. When you do you may attack a foe up to 5ft further away than normal with all attacks for that turn. This extended reach ends at the end of your turn and cannot be used as part of an Opportunity Attack. This property may be combined with Reach (usually equating to 15 feet of reach for that turn).

Melee

Melee Weapons make a melee weapon attack to another creature up to 5ft away, and add strength modifier to Attack Roll and damage. A Melee weapon cannot be thrown as an attack unless it has the Thrown weapon property.

Ranged

Ranged weapons make a ranged weapon attack using dexterity for attack and damage. Your ranged weapon must be loaded with ammunition to use with that weapon to roll an Attack Roll. Range always lists two numbers. The first is the weapon's normal range, and the second indicates its maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack.

Reach

This weapon adds 5 feet to your reach when you make a melee weapon attack, as well as for determining your reach for opportunity attacks made with it. Note that if there is a creature between you and your enemy within reach, your enemy has half cover. Reach cannot be used to extend the range of a Double attack.

Thrown

Thrown weapons are melee weapons which can be used to make a ranged attack by throwing the weapon at the enemy, dealing their melee damage at range. Thrown weapons use Strength for attack and damage, unless the weapon has the Finesse property, in which case you may use Dexterity for the attack and damage. Thrown always lists two numbers. The first is the weapon's normal range, and the second indicates its maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack. A weapon with the Versaltile property uses the one-handed damage when you throw it.

Trip

If your attack is successful, you can choose to deal no damage and your enemy must succeed on a strength or dexterity saving throw against your weapon DC or be knocked prone. Enemies 1 size category larger than you and enemies that stand on more than 2 legs gain advantage on this save. Enemies two size categories larger than you are immune to being tripped in this way.

Two-Handed

This weapon requires two hands to wield, meaning your off hand cannot be used to wield another weapon, shield, or grapple. However, you may still use your off hand for the somatic components of spells. You cannot make an Attack Roll with a two handed weapon if you have only one hand to wield it. Weapons without this property may be used in a single hand.

Versatile

This weapon may be used with one or two hands. When used with two hands, the weapon will have a higher damage potential, as well as any other benefit from wielding a weapon with two hands. You may switch from two hands to one hand wielding the weapon at any time, and for any reason.

Revised and Expanded Weapon Tables

Part 2 | Your Introduction
Expanded Proficencies
Class Proficencies
Bard Weapons All simple weapons, Hand Crossbow, Longsword, Rapier, Saber, Scimitar, Shortsword, Smallsword, Tomahawk, and all weapons in the Throwing Weapons group.
Druid Weapons Bolas, Boomerang, Dagger, Dart, Flanged Mace, Gauntlet, Great Club, Harpoon, Heavy Club, Hook Sword, Javelin, Knuckle Axe, Kukri, Lance, Light Club, Mallet, Morningstart, War Scythe, War Spear, Wall Pick, Whip, Wrist Shot
Finesse Weapons Bladed Bow, Chakram, Dagger, Dart, Glaive, Hidden Blade, Hook Sword, , Katana, Lajatang, Light Club, Light Pick, Longsword, Meteor Hammer, Nunchaku, Punch Dagger, Rapier, Sai, Saber, Scimitar, Short Glaive, Shortsword, Smallsword, Stiletto, Throwing Star, Tomahawk, War Spear, Whip, Whip Dagger
Monk Weapons All Simple Weapons, Blowgun, Broadsword, Gauntlet, Katana, Knuckle Axe, Hook Sword, Interceptor, Lajatang, Meteor Hammer, Nunchaku, Punch Dagger, Sai, Shortsword, Whip Dagger
Rogue Weapons All Simple weapons, all weapons with the "Conceal" property, Hand Crossbow, Longsword, Rapier, Smallsword, Saber, and Shortsword
Underwater Weapons Blowgun, Dagger, Gauntlet, Godendag, Hand Crossbow, Heavy Crossbow, Harpoon, Hidden Blade, Lance, Light Crossbow, Javelin, Knuckle Axe, Mauler, Net, Pike, Punch Dagger, Ravenbeak, Sai, Shortsword, Spinner, Stiletto, Trident, Unarmed Strikes, War Spear, Wrist Shot, and any weapon with the thrown property used as a ranged attack
Simple Melee Weapons
Name Cost Damage Weight Properties
Bar Mace 3 gp 1d6 bludgeoning or piercing 3 lb. Disarm
Dagger 2 gp 1d4 piercing or slashing 2 lb. Conceal, finesse, light, thrown (20/60)
Flanged Mace 5 gp 1d6 bludgeoning, slashing 4 lb.
Gauntlet 10 gp 1d4 bludgeoning or piercing 1 lb.
Greatclub 2 sp 1d8 bludgeoning 8 lb. Two-handed, disarm, heavy
Handaxe 5 gp 1d6 slashing 2 lb. Thrown (20/60), light, trip
Heavy Club 1 sp 1d6 bludgeoning 3 lb. Thrown (10/30)
Javelin 1 sp 1d6 piercing 1 lb. Special, thrown (30/120)
Light Club 1 sp 1d4 bludgeoning 2 lb. Conceal, thrown (20/60), finesse, light
Light Flail 8 gp 1d6 bludgeoning, piercing 3 lb. Disarm, trip
Light Hammer 2 gp 1d6 bludgeoning 2 lb. Thrown (20/60), light
Light Pick 2 gp 1d4 piercing 1 lb. Thrown (20/60), finesse, light, trip
Mallet 3 sp 1d6 bludgeoning 3 lb. Thrown (20/60), Disarm
Punch Dagger 1 gp 1d4 piercing or slashing 1 lb. Conceal, finesse, light
Quarterstaff 5 sp 1d6 Bludgeoning 2 lb. Double (1d4)
Sickle 1 gp 1d4 piercing or slashing 2 lb. Light, trip
Side Baton 10 gp 1d6 bludgeoning 2 lb. Deflect, light
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8)
Stiletto 5 gp 1d4 piercing 1 lb. Conceal, finesse, light
Simple Ranged Weapons
Name Cost Damage Weight Properties
Dart 1 sp 1d4 piercing .25 lb. Thrown (30/60), finesse, light
Light crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning 0 lb. Ammunition (30/120), conceal
Throwing knife 1 sp 1d4 slashing or piercing .25 lb. Thrown (20/60), conceal, finesse, light
Throwing Star 1 sp 1d4 piercing .25 lb. Thrown (20/60), finesse, light
Ammunition Cost and Weight
Type Cost Weight For Use With
Arrow 5 cp 20/1 lb. Bladed Bow, Compound, Longbow, Shortbow, Recurve
Bolt 5 cp 40/1 lb. Hand Crossbow, Heavy Crossbow, Light Crossbow
Bullet 1 cp 20/1 lb. Sling, Wrist Shot
Needle 1 cp 100/1 lb Blowgun, Hidden Crossbow
Martial Melee Weapons
Name Cost Damage Weight Properties
Bastard sword 40 gp 1d12 piercing or slashing 4 lb. Two-handed, Heavy
Battleaxe 10 gp 1d8 slashing 4 lb. Trip, versatile (1d10)
Broadsword 20 gp 2d4 piercing or slashing 3 lb.
Double flail 20 gp 2d4 bludgeoning, piercing 7 lb. Heavy, versatile (2d6)
Glaive 20 gp 1d10 slashing or piercing 5 lb. Brace, finesse, heavy, reach, two-handed
Chakram 1 sp 1d4 slashing 10/1 lb. Finesse, light, thrown (40/120)
Godendag 2 gp 1d8 piercing or bludgeoning 5 lb. Thrown (20/60), trip, two-handed
Greataxe 30 gp 1d12 slashing 6 lb. Heavy, two-handed
Greatsword 50 gp 2d6 piercing or slashing 5 lb. Heavy, two-handed
Guisarme 10 gp 1d10 slashing 5 lb. Brace, reach, trip, heavy, two-handed
Halberd 35 gp 1d10 piercing or slashing 7 lb. Brace, heavy, reach, two-handed, trip
Harpoon 1 gp 1d6 piercing 3 lb. Thrown (20/60), special
Heavy flail 10 gp 1d8 bludgeoning, piercing 5 lb. Trip, versatile (1d10)
Hidden blade 50 gp 1d4 piercing 1 lb. Conceal, finesse, light, special
Hooksword 6 gp 1d6 slashing 2 lb. Disarm, finesse, trip
Katana 10 gp 1d6 piercing or slashing 2 lb. Deflect, finesse, versatile (1d8)
Khopesh 10 gp 2d4 piercing or slashing 3 lb. Disarm, trip
Knuckle axe 25 gp 1d6 slashing 1 lb. Deflect, light
Lajatang 75 gp 1d6 slashing or piercing 8 lb. Double, brace, finesse, reach, two-handed
Kukri 3 gp 1d6 slashing 2 lb. Disarm, light, trip
Lance 10 gp 1d12 piercing 6 lb. Brace, reach, special
Longsword 15 gp 1d8 piercing or slashing 3 lb. Finesse, versatile (1d10)
Lucerne 25 gp 1d10 piercing or bludgeoning 8 lb. Brace, heavy, reach, trip, two-handed
Maul 10 gp 2d6 bludgeoning 12 lb. Heavy, two-handed
Meteor hammer 5 gp 1d4 bludgeoning 5 gp Entangle, finesse, lunge, reach, two-handed
Montante 75 gp 2d6 piercing or slashing 5 lb. Heavy, reach, two-handed
Nunchaku 1 gp 1d4 1 lb. Conceal, deflect, double, entangle, finesse
Partisan 25 gp 1d12 slashing or piercing 6 lb. Brace, reach, heavy, two-handed
Pike 5 gp 1d10 piercing 8 lb. Brace, heavy, reach, two-handed
Pole flail 25 gp 1d10 bludgeoning 1 gp Heavy, reach, trip, two-handed
Poleaxe 40 gp 1d10 piercing, slashing 7 lb. Brace, deflect, heavy, trip, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse, lunge
Ravenbeak 5 gp 1d8 piercing or slashing 3 lb. Brace, entangle, heavy, reach, trip, two-handed
Saber 35 gp 2d4 piercing or slashing 2 lb. Finesse
Sai 5 gp 1d4 piercing 1 lb. Conceal, deflect, finesse, light
Scimitar 25 gp 1d6 slashing 2.5 lb. Finesse, light
Short glaive 45 gp 2d4 piercing or slashing 4 lb. Finesse, lunge, two-handed
Shortsword 10 gp 1d6 piercing or slashing 2 lb. Finesse, light
Martial Melee Weapons Cont.
Name Cost Damage Weight Properties
Smallsword 30 gp 1d6 piercing 1 lb. Finesse, light
Tomahawk 1 gp 1d4 slashing or piercing 1 lb. Thrown (40/120), finesse, light, trip
Trident 40 gp 1d8 piercing 3 lb. Thrown (20/60), versatile 2d4
Wall pick 3 gp 1d6 piercing 1 lb. Thrown (20/60), entangle, light, trip
War hammer 15 gp 1d8 bludgeoning 3 lb. Versatile (1d10)
War pick 5 gp 1d8 piercing 2 lb. Trip
War Scythe 5 gp 1d10 piercing or slashing 8 lb. Heavy, entangle, reach, trip, two-handed
War spear 25 gp 1d8 piercing 3 lb. Thrown (20/60), double (1d4), brace, finesse, versatile (1d10)
Whip 2 gp 1d4 1 lb. Disarm, finesse, reach (15ft)
Whip dagger 15 gp 1d4 piercing 3 lb. Conceal, entangle, finesse, reach
Martial Ranged Weapons Cont.
Name Cost Damage Weight Properties
Bladed bow 100 gp 1d6 piercing 5 lb. Ammunition (80/320), heavy, special, two-handed
Blowgun 1 gp 1d2 piercing 1 lb. Special
Bolas 1 gp 1d4 bludgeoning 2 lb. Entangle, thrown (20,30)
Boomerang 3 gp 1d6 bludgeoning or slashing 1 lb. Light, special, thrown (40/120)
Compound bow 500 gp 1d10 piercing 3 lb. Ammunition (200/800), loading, two-handed
Hand crossbow 75 gp 1d6 piercing 2 lb. Ammunition (30/120), light, loading
Heavy crossbow 50 gp 1d10 piercing 8 lb. Ammunition (range 80/320), heavy, loading, two-handed
Hidden crossbow 150 gp 1d4 piercing 1 lb. Ammunition (20/40), conceal, light, loading
Longbow 50 gp 1d8 piercing 5 lb. Ammunition (120/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (10ft)
Orc throwing shot 5 sp 1d10 bludgeoning 10 lb. Thrown (20/60), two-handed
Recurve Bow 100 gp 1d8 piercing 2 lb. Ammunition (80/320), two-handed
Wrist shot 5 gp 1d6 bludegoning or slashing 1 lb. Ammunition (40/160), two-handed

Weapon Descriptions

Bar Mace

A bar mace is a stout iron bar that can be lined with spikes, or itself flanged to increase its damage and threat. Typically designed for low-skilled military soldiers, a master with the bar mace has learned to use the weight and odd angles to pry weapons from his enemy's hands, or ruin the hands in the process.

Master Perk: When you wield a Bar Mace it gains the Deflect property. When you successfully disarm an enemy it gains disadvantage on melee attacks. At the end of its turn, it can attempt a Constitution saving throw, ending this effect on a success. You can apply this effect to any creature on success regardless of whether it is wielding a weapon.

Bastard Sword

The Bastard Sword is the child of the Longsword and the Greatsword, a weapon in length between the two that uses techniques from either parent. A master of the bastard sword learns to deal greater damage against larger targets, using the weapon’s leverage to create more powerful strikes.

Master Perk: You may wield a Bastard sword with a single hand and it gains the Versatile (2d6) property. Your Critical hit range is 19-20, unless it is 18-20.

Battle Axe

This is an axe about 2ft-3ft in length, with a longer beard designed for a wider slashing wound. This weapon is large enough to use with two hands for more powerful strikes, yet nimble enough to be used in one hand. Masters with the battle axe get more reliable damage out of the weapon.

Master Perk: Your attacks now deal 1d10 damage and the Versatile is now Versatile (1d12). When you roll maximum damage on your die you may add an additional 1d4 to the damage total.

Bladed Blow

A bladed bow has two curved blades affixed to its limbs. Though not nearly as stout as a quarterstaff due to the flexibility of the bow itself, it is nonetheless an easy way to protect yourself when the enemy closes. The bladed bow is very specialized and requires dedicated training to be anything but clumsy. In the hands of a master, the bladed bow is as dangerous as a dual wielder.

Special: You may make melee attacks with this weapon. As a melee weapon the bow does 1d6 damage and has the Finesse, Heavy and Two-handed properties. You must choose each round whether to use the melee or ranged version of the weapon.

Master Perk: You can seamlessly make ranged or melee weapon attacks without needing to decide which to use each turn. Additionally the bow gains the Double property when in used as a melee weapon.

Blowgun

Blowguns are used to deliver poison from a distance, as the needle-like dart is often too small to cause serious damage. They are nearly silent when shot, and do not reveal your location if you attack from stealth and miss. A blowgun can be shot with one hand but requires two to reload. A master uses the art of the flying viper, shooting two shots at once..

Master Perk: The blowgun can be loaded with two darts. Roll two attacks at the same target. Each dart deals 1d2 damage and applies their effect to the target, but you can only do this at your normal range.

Bolas

A bolas is a pair of weights, connected by a thin rope or cord reinforced with metal links to prevent the prey from simply biting or tearing the bolas to escape. The master learns to accurately target his prey, bringing them down by binding the legs.

A bolas has an AC of 15 and 2HP and is immune to bludgeoning damage. When your enemy succeeds at escaping (by succeeding on a grapple check opposed by your weapon DC) or reduces the bolas to 0hp, it is destroyed.

Master Perk: Bolas you wield gain the Trip property when you wield them. Any successful hit damages, entangles and trips.

Boomerang

A hooked piece of hardwood or metal, curved in a way which provides lift. Additionally, the weapon is stout enough to use in melee, and the master can curve the weapon to hit more than one target at a time.

Special: Every time you make a ranged attack you may make a DC10 Athletics or Acrobatics check. If you succeed, the weapon returns to you. You can make a melee weapon attack with a Boomerang. This attack does a 1d4 bludgeoning damage.

Master Perk: You ignore half and 3/4 cover and can target two separate targets within your normal range with one attack.

Broadsword

True broadswords have a wider, thicker blade to add power to the blow, and often have a single edge to give more weight to the blade, like the Falchion, Messer, Seax, or Chinese Dadao. Because of this the weapon performs much like an axe in the strike. A master learns to strike truer, and gain more damage dealt to soft targets.

Master Perk: Broadswords deal 1d10 damage when you wield them. When you score a critical hit, you add your ability modifier to the damage three times.

Chakram

The chakram is an elegant and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. Dangerous from all angles, the master can react quickly, throwing or slashing as a reaction to someone missing the mark.

Special: Every time you make a ranged attack you may make a DC10 Athletics or Acrobatics check. If you succeed, the weapon returns to you.

Master Perk: Chakrams deal 1d6 damage when you wield them. If a creature misses you with a ranged or melee attack, you can use your reaction to make a ranged or melee attack against that creature.

Compound Bow

A compound bow is about the size of a shortbow, but consists of two pulleys on its steel limbs which allow the user to load exponentially more force. Because of the added mechanical aspect, loading is a bit slower than loading a longbow. But, its stopping power is second to none. A master with the Compound can overdraw the impressive power of the Compound for devastating effect.

Master Perk: Compound bows do not have the Loading property for you. When you overdraw, you take the normal -5 to attack, but if you hit, you triple your weapon damage (1d10+dex) instead of adding +10.

Dagger

Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blinding fast attacks even while she focuses her attention elsewhere.

Master Perk: You can use a bonus action to make an attack with a dagger, even if you don't take the attack action.

Dart

More similar to a lawn dart than a pub dart, this throwing weapon is smaller than a javelin, typically fletched like an arrow and weighted with lead. It’s superior piercing capability and weighted tip allow the master to pin targets to walls if the conditions are right.

Master Perk: The range of Darts become 60/120 for you and Darts thrown by you deal 1d6 damage. When you make a successful hit, you can choose to deal no damage and instead pin the enemy to an adjacent wall or obstacle such as a tree or another creature. Your enemy is grappled, the escape DC is your weapon DC. It must use a bonus action to remove the darts to free itself. If you pin your enemy to another creature, that creature takes the weapons damage without your ability modifier.

Double Flail

This flail has two flail heads, each with a separate chain attached to a single handle, whether they are attached at opposing ends, or attached at the same end. The double flail is a difficult weapon to use effectively, and only the master really gets use out of individual heads, turning a potential miss into a new opportunity.

Master Perk: Double Flails have the Trip property for you. When you suffer disadvantage but one dice would have hit, you deal 1 of the weapon's damage dice plus your strength modifier, but this still counts as a miss. If you have advantage and both dice hit, add your ability modifier twice.

Flanged Mace

A mace is made up of a metal head with small bladed protrusions, attached to a simple wooden or metal shaft, designed specifically to hammer and shred armored enemies. This weapon deals slashing and bludgeoning damage at the same time, for the purpose of overcoming resistances or immunities. Masters with maces learn to punch through armor to damage those foes with ease.

Master Perk: Flanged maces do 1d6 damage for you. Against enemies wearing heavy or medium armor, you may roll damage twice and take the most favorable result. At the DMs discretion this may also apply to creatures with heavy natural armor.

Gauntlet

Any spiked or weighted glove, brass knuckles, or even clawed gauntlets fall into this category. Gauntlets of heavy armor are not weighted enough to count as this weapon. Putting on or taking off your gauntlets is an action, and they cannot be disarmed. A master can catch the enemy’s weapon on a miss, and attempt to hold onto the weapon for a counterstrike.

Master Perk: Gauntlets gain the Light property for you. As a reaction to a melee attack, you may attempt to catch the attack. If their attack misses, you may impose disadvantage on their next attack against you or another creature or give yourself advantage on your next attack against the creature.

Glaive

Perhaps the simplest of the polearms, a glaive is a sword blade, usually about 36-40 inches mounted on a 4-6 foot pole, creating a 6-8 foot weapon. A glaive can be used like a spear or like a greatsword. Sometimes referred to as a horse killer, the glaive was originally designed to be used by infantry against cavalry, but in the hands of a master adventurer, can be used quite effectively as a giant killer.

Master Perk: You deal 1d12 damage with a glaive. You instead deal 2d8 damage against creatures of Large category or larger with a glaive.

Godendag

A godendag is a spear from western europe with a thick socket holding the point, heavy enough to use as a bludgeon. The style of fighting with a godendag involves swinging and thrusting, both utilizing the spear's weighted head and pointed tip in combat. A master can stun his foe, and even uses the weapon's weight to trip or disarm.

Master Perk: Godendags have the Disarm property. On a critical hit, your foe is stunned until the end of your turn.

Greataxe

The greataxe is the classic barbarian axe but also includes more historical versions such as the bardiche, voulge, or Dane axe. The greataxe has incredible potential for damage, and the master greataxe wielder can fell even the stoutest of foes with reliability not seen in many other weapon styles.

Master Perk: Greataxes deal 2d8 damage for you. When you score a critical hit, roll the damage and any modifiers twice and take the most favorable result.

Greatsword

The greatsword is often as tall as its wielder, spanning in the 5ft-6ft range with a 2ft handle. The long blade, wide handle, and added weight make the greatsword one of the most damaging melee weapons in use, and can easily dispatch larger monsters with ease. A master finds the greatest weapon to use against a large enemy is the greatsword.

Master Perk: You deal 2d8 damage with a Greatsword and 2d10 damage to Large and larger enemies.

Greatclub

The greatclub is simply a heavy, two-handed club, though it can be refined like the Japanese Tetsubo. A master of the greatclub can render a weapon nearly useless.

Master Perk: You deal 1d10 damage with a greatclub and it gains the Deflect property. If you are successful in a disarm attempt, the enemy subtracts 1d4 for all damage rolls with that weapon until they take a short or long rest to repair it.

Guisarme

A guisarme is a modified pruning hook, developed as a peasant weapon from modifying a farm tool. The curved hook of the blade allows the guisarme to be used as a tripping weapon. A guisarme mster can perform a trip against mounted foes to pull them from the saddle to a prone position.

Master Perk: You deal 1d12 damage with a guisarme. You have advantage on trip attacks made to targets not adjacent to you. If you hit a mounted foe with a trip attack, it is automatically pulled from its mount to a prone position without making any additional saves.

Halberd

The halberd consists of an axe blade topped with a spike mounted on an 8ft long shaft. It always has a hook on the back side of the axe blade for grappling mounted combatants. It is especially effective at keeping larger monsters at bay.

Master Perk: You deal 2d6 damage with a Halberd and it gains the Entangle property. You may entangle, but not trip, foes up to two sizes larger than you, and you have advantage on this attack.

Mounted Combat Reminder

Remember the following while fighting mounted combatants!

  • If an effect moves a mount against its will, the rider must succeed on a DC10 Dexterity saving throw, or fall off the mount, landing prone within 5ft of it
  • If the rider is knocked prone while in the saddle, it must also make this save
  • If the mount is knocked prone, the rider can use its reaction to land safely on its feet within 5ft of the prone mount, otherwise it too falls prone.

Therefore, when you attempt a trip attack against a mounted foe and succeed, the foe can still succeed on a different save and stay in the saddle while the mount whisks them away to safety!

Handaxe

An incredibly versatile weapon and tool, the hand axe can be thrown, or used in melee, and can be used to trip your foe. The master learns the ability to bind and disarm.

Master Perk: Handaxes gain the Disarm property for you. You have advantage on attempts made to disarm enemies wielding one-handed weapons.

Hand Crossbow

A hand crossbow is a hand drawn bow released with a pistol trigger. The limbs are weaker than most other crossbows, and can only launch the bolt a short distance, but being able to pull the drawstring back without mechanical assistance means it can be reloaded very quickly. A master can reload one-handed using hook points on the bolt case, enabling him to dual wield hand crossbows if he wished.

Master Perk: Can be reloaded with one hand, and you may make an attack with this weapon as a bonus action, regardless of if you've taken the attack action.

Harpoon

The harpoon is a heavy, barbed throwing spear with a socketed head which has a shaped hook that embeds itself into the target of the attack. It is attached to a length of rope as long as the user wishes so that it can be retrieved on a miss with a bonus action.

Special: Each hit, your enemy must succeed on a strength saving throw or be impaled, while a critical hit always impales.

Master Perk: Your weapon range becomes (30/120) You may drag an enemy back to you as a bonus action and when you drag them back you drag them 30ft.

Harpoon Retrieval

When you impale an enemy, you may use your action to make a contested strength check with the impaled target. If you win you may pull the target towards you by 15 feet and cause the taregt to take the weapons base damage.

If your enemy moves out of your weapon's range, you may attempt to stop the motion with a contested strength check. If you win the target must stop at the edge of your weapon range. If you lose or choose not to contest, you must let go of the weapon.

Your enemy can spend an action to pull the weapon free. When the weapon is pulled free, it takes base damage from your weapon.

Heavy Club

A heavy club is a one-handed mass weapon, much like a bat or ball mace. A master can target the head more easily, giving stuns that the opponent can't shake off quite as easily.

Master Perk: Heavy clubs deal 1d8 damage and gain the Versatile (1d10) property for you. When you score a critical hit, the target must make a constitution saving throw or be stunned for until the end of your next turn. The target may repeat the save at the end of its turn to end the effect.

Heavy Crossbow

Heavy crossbows load a thousand pounds of force, allowing it to punch targets like a barbarian's axe. Because of this power, you must draw a heavy crossbow by turning a winch to pull the drawstring back. A master arbalist uses the crossbow's power to knock hard targets prone or flying creatures from the sky.

Master Perk: Heavy crossbows deal 1d12 damage for you. When you score a critical hit, your enemy must succeed on a strength saving throw or be knocked prone. Large creatures gain advantage on this save, and huge or larger creatures are immune. Flying creatures suffer disadvantage on this save while flying.

Heavy Flail

A heavy flail consists of a long handle with a spiked metal ball like the end of a morningstar, which is attached by means of chain or swivel. The heavy flail is an immense weapon, but the master learns to wield it one-handed, and can turn a failed trip or disarm attempt into a strike that still damages.

Master Perk: Heavy flails deal 1d10 damage for you and gain the Disarm property. The Versatile property becomes Versatile (1d12). If the enemy succeeds on their save against a trip or disarm attempt they take your strength modifier in damage.

Hidden Blade

The infamous hidden blade is a mechanical means to deploy a piercing dagger from under your wrist as part of an attack. A hidden blade master has mastered the surprise attack with this assassin's weapon.

The master can take full advantage of a surprise attack, ending a life as quickly as the battle starts.

Special: The hand this weapon is equipped to is open allowing it to wield a weapon, shield, grapple, or perform somatic components for a spell. However, you can’t wield a weapon or shield and also use the hidden blade from the same hand. This weapon cannot be disarmed but takes an action to equip or remove.

Master Perk: Any hit against a surprised creature takes maximum dice rolls from this weapon and any modifiers, instead of rolling for the damage.

Hook Sword

The hook sword is an uncommon weapon made famous by the northern Chinese master. It is a shortsword-length weapon on which the tip of the blade forms a prominent hook and the knuckle guard features a crescent-shaped blade. A hook sword can easily catch weapons and limbs, giving it superior control over an enemy's movements.

Master Perk: Hook swords gains the Light, Lunge and Entangle properties for you. When you are hit with a melee weapon attack, you can use your reaction to roll an attack to Entangle or Disarm that enemy. The damage from the enemy's attack resolves before the enemy is disarmed.

Javelin

The javelin is a light throwing spear built with low weight in mind which makes it somewhat fragile. Thrown javelins are subject to the same breakage chances as arrows.

Special: Javelin's are not meant to be used in melee. With each successful hit, it has a 50% chance to break.

Master Perk: Javelins deal 1d8 damage for you and gain the Light property. If you miss a shield wielding enemy, but would have hit him if he didn't have a shield, he loses the AC bonus from that shield until he takes an action to pry the remnants of the javelin from the shield. You can also target the shield by taking disadvantage on your attack.

Katana

The Katana, made famous by the Japanese, is a single edged, slightly curved sword with a minimal guard called a tsuba and a longer handle than western or middle eastern swords. the longer handle and curved edge provides different leverage and lends to more effective deflections. A master can dual wield with a Katana deflecting two attacks, or with two hands to single katana, deflect even powerful blows with ease.

Master Perk: You deal 1d8 damage with a Katana and it gains the Light property. The Versatile property becomes Versatile (1d8). Your deflect dice is 2d10 if you use this weapon with two hands.

Khopesh

This axe sword hybrid was made famous by ancient egyptians. It is a sword built with a large crescent shaped protrusion about one third from the tip, and a hooked tip, forming a sort of question mark shape. It acts in every way similarly to a battle axe, but is lighter and can more reliably cut with a larger surface area. A Master with the Khopesh has learned to use the hooked point to drag or trip enemies to the ground with ease.

Master Perk: Your trip attacks are made with advantage, and anytime you trip, your foe's speed is reduced by 10ft until it receives any healing. This reduction can only be applied once per enemy.

Knuckle Axe

Designed much like brass knuckles, but with a blade that sweeps back toward the forearm, either over the knuckles or over the side of the fist. The knuckle axe resembles an axe head with no handle, and either 4 finger holes or a curved handle to rest inside a closed fist. Masters with knuckle axes learn to slash through soft targets much like a real axe, attacking two targets at once.

Master Perk: When you score a critical hit, make an additional melee attack to another creature adjacent to you. This can continue as many times in a single attack action as you score critical hits.

Kukri

A large, curved blade, with the cutting edge on the inside of the curve. Performing much like a handaxe, the weapon has the potential for serious wounds in the hands of a master.

Master Perk: Kukri's deal 1d8 damage for you. When you score a critical hit, triple all damage dice total

Lajatang

A lajatang is a rare and unusual double weapon. It consists of a three to five foot shaft with a crescent blade fitted at each end with the points away from the center of the weapon. The rare masters of the Lajatang are a whirling dervish of blade and crescent points and are dangerous from all sides.

Master Perk: Lajatang's deal 1d8 damage with each end for you. You are so dangerous from all sides that you negate any bonus any enemy might have on you from flanking or having an ally near you, including bonuses such as Pack Tactics or Sneak Attack.

Lance

The lance is a long spear designed for use from horseback. It is weighted heavily in the pommel, making weapon unwieldy.. If used while mounted, the lance deals double damage on a successful hit. Masters of the Lance can hold steady, putting the mount's power into targets.

Special: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Master Perk: When mounted, successful attacks shove and damage. Additionally when mounted, you gain advantage in the athletics contest to shove.

Light Club

A light club might be a simple sap or a metal bar, and many clubs designed for combat are designed to be thrown. A master learns to be extremely accurate to target a foe's head and knock them off balance.

Master Perk: Light clubs deal 1d6 damage for you. You may choose to attack with disadvantage, but if you hit, the enemy is off balance and the next attack against it has advantage.

Light Crossbow

You draw a light crossbow back by pulling a lever. A master learns to move and shoot with the light crossbow so efficiently he can reactively shoot moving targets at melee range, threatening all squares near him as if he had a melee weapon.

Repeating light crossbow hold 6 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (part of the attack action). Loading a new case of 6 bolts takes an action that provokes Opportunity Attacks. A repeating light crossbow costs 250 gp.

Master Perk: You threaten 5ft around you as if you had a      melee weapon and you do not have disadvanatge on       attacks against adjacent targets.

Light Flail

The familiar handle with a spiked ball at the end of a chain, or two clubs linked by a rope like a nunchaku, which deals both bludgeoning and piercing damage at the same time, for the purposes of overcoming resistances or immunities. Masters with the light flail learns to carry the weapons speed and momentum into another attack if they miss.

Master Perk: Light flails gain the Light property for you. If you miss with an attack, you may use your reaction to make one extra attack

Light Hammer

The light hammer is a short-handled, blunt warhammer balanced for throwing. While a flanged mace may shred armor, a hammer is able to more precisely deliver blows that weaken the bearer of that armor, and a master can even weaken a user enough that movement seems impossible.

Master Perk: Against enemies wearing heavy armor roll damage twice and take the best result. If you score a critical hit, the enemy's speed is reduced to 0 until the end of its turn.

Light Pick

Though not as stout and easily able to puncture armor like the war pick, the light pick allows more agile maneuvers, as well as balanced throwing. A master has learned to look for the perfect opening, placing the pick into soft targets in armor.

Light picks deal 1d6 damage for you. You may spend your bonus action to gain advantage on your next attack against any enemy wearing armor (not natural armor).

Longbow

A longbow has a larger power stroke than a shortbow, meaning the arrow is drawn further and has a higher draw weight. This, combined with the larger size, usually 5ft-6ft long, mean the bow is much more powerful, but perhaps a bit more cumbersome in close combat and atop a mount. A master with a longbow has learned to steady his aim and ignore all distractions impeding accuracy.

Master Perk: Longbows deal 1d10 damage for you. If you suffer disadvantage for any reason, you can use your reaction to attempt a concentration check against DC10 or half your target's AC, whichever is higher. If you succeed, your disadvantage is negated.

Longsword

The longsword is a multipurpose cutting and thrusting weapon, with a wide guard for dueling, and includes the cruciform fencing sword, along with similar western european weapons. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Masters learn to become more rapier-like with more finesse overall.

Master Perk: Longswords deal 1d10 damage for you and the Versatile property becomes Versatile (1d12). When you score a critical hit your enemy must save against your weapon DC or be disarmed.

Lucerne

This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long shaft allows the wielder to put devastating force behind the head of this weapon. Lucerne masters learn to destroy shields and armor with relative ease.

Master Perk: Lucernes deal 1d12 damage for you. As an action, you can rend the shield or armor worn by the enemy. With a successful hit, your enemy must succeed on a Dexterity saving throw or have their AC reduced by 2. This attack does not deal damage. If they succeed on this save, nothing happens. An enemy can only suffer this reduction once.

Mallet

A mallet is typically a crafter's tool, but can be repurposed for war. It consists of a wood haft inset within a large wooden cylinder. The wood construction means the mallet can be wide and soft, allowing for creative attacks in combat. A master can use the lightness of a mallet for a quick strike that sends the enemy reeling.

Master Perk: You may attempt a shove as a bonus action. Any successful shove attempt also deals damage equal to your strength modifier.

Maul

The maul is a massive weapon; a great hammer able to move the stoutest of foes. The weapon’s weight adds to its damage, and the master finds he can use the weapon’s mass to smash foes to the ground or send them flying. Additionally, a maul always has advantage on attack rolls to damage objects and deals double damage to them.

Master Perk: Maul's deal 2d8 damage for you. When you score a critical hit, you deal damage and the enemy must make a strength svaing throw. If they fail you may send them flying 10ft in any direction of your choosing.

Meteor Hammer

This weapon is a spherical or conical weight attached to a 15-foot rope. Used as a more brutal form of a rope dart, the meteor hammer is capable of using both circular movement as a weapon and as a bind and can be slung forward at great reach. A master with the meteor hammer finds great utility in the weapon, despite its difficulty of use and low damage.

Master Perk: Meteor Hammer's gain the Disarm and Lunge properties for you. As an action, you begin twirling the hammer around you in a 10ft radius. Until the start of your next turn, any creature of your choice which starts its turn or which enters this space must succeed on a dexterity save or be damaged by your weapon.

Net

A net an uncommon weapon is used
to capture enemies. It is often found in
gladiatorial matches or is used by bounty hunters.

Special A large or smaller creature hit by a net is restrained until 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 (AC10) also frees the creature without harming it, ending the effect and destroying the net. At the DM discretion nets made of stronger materials may be available for purchase.

Master Perk: The range of the Net becomes (15ft) and it gains the Trip property. You may use a net in your off hand regardless of the size of your other weapon.

Nunchaku

Made famous in Okinawa, the nunchaku are two rods bound by a rope or chain. By whipping around the body, it can make dizzyingly fast attacks, and use the chain to bind or trip. Nunchaku perform much like a Double ended weapon. The master can build such speed and momentum he can strike three times in the normal span of two.

Master Perk: Nunchaku's gain the Light and Disarm properties for you. If you are wielding a single Nunchaku, you may make an additional attack to your Double attack.

Orc Throwing Shot

An Orc Throwing Shot is a weighty, round ball used offensively as a thrown weapon. A creature must take time to wind up and throw the shot, and this reflects in the attack. Only one attack can be made with the shot, regardless of how many attacks your attack action allows. However, such a heavy weapon in flight is fearsome for certain; not many can stand up to the impact. A master is deadly accurate with the shot and is able to target an enemy's head to smash them stunned. A creature with Strength less than 13 cannot wield a shot at all, regardless of his or level of training.

Master Perk: Orc throwing shot loses the Two-handed property for you and deals 1d12 damage. If you gain advantage and both dice would have hit, your enemy must make a constitution save or it is incapacitated until the end of its next turn. If you have disadvantage and one dice would have hit, deal your strength modifier in damage to the target.

Partisan

A partisan is much like a Glaive in that the design is essentially a sword blade mounted to a long shaft. However, the partisan retains the crossguard, and is very effective at protection from range, though the guard prevents it from making sweeping, cleaving cuts like the glaive. The Master Partisan uses the crossguard of his weapon with great effect at a distance.

Master Perk: Partisan's deal 2d6 damage for you. You have +2AC against melee attacks from enemies that are 10ft away from you.

Pike

The pike is an 8-12ft
spear designed for use by
infantry in a phalanx formation
against an opposing line. A master
with the Pike learns to fight as a phalanx soldier,
using his ally as cover, but deftly striking around him without detriment.

Master Perk: Pike's deal 1d12 damage for you. No creature can benefit from half cover while at reach. You still benefit from half cover when you have a creature between you and an attacking creature.

Pole Flail

A weapon of hafted reach, though instead of an axe or blade, there is the spiked bar of the heavy flail, which deals bludgeoning and piercing damage at the same time. The pole flail is primarily designed for field warfare, for reaching over enemy lines, and thus the master learns to use its sweeping attack for getting around any guard, not just around shields.

Master Perk: Pole flails have the Entangle for you. As an action you may perform a sweep attack at all squares adjacent to you. Each enemy must make a dexterity save or take your weapon damage.

Poleaxe

A Poleaxe is an infantry weapon designed for use against armored foes. It is characterized by an axe on one side with a hammer on the other, while tipped with a dagger-like spike from the top. It is typically on a 6ft shaft shod with iron to protect it from damage. Though not long enough for a reach weapon, its style resembles that of a quarterstaff. A master learns to use the weapon's iron shodding more actively, blocking attacks that would normally chop through the wood shaft.

Master Perk: Poleaxes do 2d6 damage for you. While wielding a poleaxe, you gain +1 AC.

Punch Dagger

A punching blade is usually a small knife attached to a horizontal handle that projects out from the fist when held, but also describes wrist or fist mounted blades such as claws or daggers which extend out over the knuckles when equipped. A master with the punch dagger can find weaknesses when the enemy is distracted or moving.

Master Perk: You have advantage on opportunity attacks made with this weapon. Additionally, if this weapon is in your off hand, you may make an opportunity attack with your main hand and this weapon.

Quarterstaff

The simple staff is a useful double-ended bludgeoning weapon, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo like the Japanese bo. A master learns to strike with both ends so quickly and efficiently that they appear to be one strike.

Master Perk: The main attack of the Quarterstaff does 1d8 damage for you and the Double property becomes Double (1d6) While using the Double property, you may add your ability modifier to damage, and you may use the Double property when you make an Opportunity Attack.

Rapier

The rapier is a long, thin sword, designed with minimum weight for maximum accuracy with the tip. Prized as the pinnacle of finesse, masters learn how to strike decisively or use a off hand weapon for extra defense.

Master Perk: Rapiers gain the Deflect property for you. You may wield a light weapon in your off-hand and engage in two-weapon fighting as though your rapier had the light property. Your off hand weapon may not be another rapier. If you are wielding a rapier and nothing in your off hand, you can add 1d4 to your damage roll. If you are wielding a light weapon, instead add +1 to AC.

Ravenbeak

A ravenbeak is a spear that looks similar to a warspear but has a crescent shaped hook on one side of the tip, which can be used to hook or slash. The hook is often sharpened and can be devastating if used properly. A master is an expert at manipulating the enemy with the hook and tip.

Master Perk: Ravenbeaks gain the Disarm property for you. While at reach, you ignore AC bonuses granted by shields. Additionally, you deal damage on a successful disarm.

Recurve Bow

A recurve bow is usually shorter, in the 3ft-4ft range, but has a greater power stroke than a normal bow of its size. Due to the shorter overall size but higher draw, the master can quickly target close enemies without detriment.

Master Perk: Recurve bows deal 2d4 damage for you. You do not have disadvantage when shooting at enemies who are within 5ft of you. You still have disadvantage when shooting at any other target while an enemy is adjacent to you.

Saber

A saber describes a wide variety of weapons that all share a few properties in common; one-handed, single-edged, slight curve, and little or no counterweight to add cutting power to the blades. Examples are the cavalry saber, shamshir, and officer’s sword. The master finds the saber’s curve and hand protection give incredible defense.

Master Perk: Sabers gain the Deflect and Light properties for you. If an enemy hits you with a melee weapon attack, you can use your reaction to add your proficiency to your AC, possibly negating a successful hit. This added bonus to AC lasts for that enemy's turn only.

Sai

A sai is a dagger-sized weapon made famous in Okinawa, which consists of a sharpened metal rod with two forward-swept, elongated prongs for a hand guard, making it easy to block and trap enemy weapons This template can be used for any parrying dagger designed primarily to block. Since only the tip is sharpened, the sai suffers in regards to damage capability and versatility, but is easily the best light weapon for the duelist looking for a bit of protection. The master uses the parrying prongs to disarm blindingly fast, and even gains a passive protection from her stance.

Master Perk: Sai's have the Disarm property for you. You gain +1 AC if you are wielding a Sai in your off hand.

Scimitar

A single-handed, curved sword, similar in dimension to the longsword. Unfortunately, unlike the longsword, the scimitar is usually fitted with a handle too small to allow two-handed wielding. The master learns to use the curve as a means to deflect and is an expert at using the curve while mounted.

Master Perk: Scimitars deal 1d8 damage and have the Deflect property for you. When you choose to deflect, you may roll twice and take the better result. Additionally, if you travel at least 20ft while mounted before making an attack, your weapon deals an additional 1d8 slashing damage for that attack.

Shortbow

A shortbow is about 3 feet in length and usually very portable. It is more suited to close combat, as its smaller size lends itself to agile movement and quick targeting on either side of the body.

Master Perk: Shortbows deal 1d8 damage for you. You threaten the squares adjacent to you as if you had a melee weapon.

Short Glaive

A short glaive is a glaive weapon with a shorter handle. It is similar in length to a greatsword, but much lighter, as the metal blade is smaller and most of the weapon is wooden haft. A short glaive is favored among elven armies as an effective long weapon that is both heavy hitting and light enough to use with finesse. Masters of the short glaive find the weapon can swing through soft targets, converting the momentum into another attack if they’re lucky.

Master Perk: Short gliaves gain the Brace property for you. If you reduce an enemy to 0 hit points, you can use a bonus action to make an attack to any other foe that is within 5ft of you.

Shortsword

This category consists of any thrusting or chopping blade longer than a dagger, but shorter than a full-sized sword. Examples include a cutlass, wakizashi, or machete. The master learns to gain every bit of damage out of the shortsword.

Master Perk: Shortswords deal 1d8 damage for you. When you have advantage on the attack, you also have advantage on the damage roll.

Sickle

A wooden handle with a short, crescent-shaped blade with the cutting edge on the inside of the curve, derived from the farming tool. The crescent can be used to trip a target, and a master learns to use the curve of the weapon to grapple and bind enemies when the point sinks into a target.

Master Perk: Sickles deal 1d6 damage for you and gain the entangle property. When you score a critical hit, you can entangle and also deal damage.

Side Baton

Often called a Tonfa, Riot Baton, or Arm Club, the Side Baton is a defensive weapon designed for deflecting attacks with one's own forearm. It consists of a stout club with a perpendicular handle attached a third of the way down the length. A master may flip the side baton and grab it by the shaft to use the handle as a hook in combat.

Master Perk: Side Batons gain the Trip property for you. Your deflect roll is 3d6, rather than 1d6.

Sling

A sling is a simple leather cup with cords that allow the user to launch rounded bullets with circular momentum. One of the oldest range weapons known, it is both simple and effective at delivering a crushing blow at medium range. You can use rounded stones or small bits of anything that can fit into the leather cup, though these attacks are made with disadvantage.

Master Perk: Slings do 1d6 damage for you. You may roll a melee attack with a loaded sling. A successful melee attack still consumes a piece of ammunition, and the sling must be loaded in order to make a melee attack.

Smallsword

The smallsword is a light weapon designed for thrusting which evolved out of the longer and heavier rapier. It has a triangular profile and a pistol grip, giving the fullest control over the tip over any other weapon design. The master has such control over her thrusting tip, she can negate a detriment to her attack with focus.

Master Perk: Smallswords gain the Lunge property for you. If you have advantage on your attack, you may add 1d4 to your attack roll. If you have disadvantage on your attack, you may spend your bonus action to roll your choice of athletics or acrobatics to negate the disadvantage. The DC is equal to your target's AC.

Spear

Spears are unremarkable weapons made of a wooden haft with a metal tip. They are used mostly to outfit legions of untrained troops. Despite their simplicity, spears are brutally effective when used in formations.

Master Perk: Spears gain the Brace property for you. When an adjacent ally is subject to a melee attack, you may use your reaction to make an attack against the enemy.

Stiletto

The stiletto is a long, thin, dagger-like weapon made for puncturing armor with ease. Its thin, needle-like point and narrow profile make it perfect for fitting between armor plates, or outright puncturing through them, so deeply that it allows the user to stab and hold an enemy. A stiletto allows a user to find a weakness in even the most heavily armored foes, but a master has learned to use the needle-point with such accuracy that his foes may as well not even be wearing armor.

Master Perk: Stilettos gain the Entangle poperty for you. You gain advantage on attacks against foes wearing heavy armor.

Throwing Knife

These small pocket-knives are much smaller than any dagger, and more closely resemble utility knives or paring knives than real weapons. However, they can be easily hidden or explained away, and offer more range when thrown due to slightly more weight in their handles. A throwing knife master has the ability to dance in a quick circle, throwing knives at all foes around him, although this leaves him open to attack.

Master Perk: Your range for throwing knives becomes (40/120). As an action you may make attacks against all targets within 5ft of you, but the next attack against you before your next turn will have advantage.

Throwing Star

These small, pointed disks are constructed from thin, flat plates of metal derived from a variety of sources, including coins, carpentry tools, washers or nail-removers. They often have a hole in the center and possess a fairly thin blade sharpened mainly at the tip. The flat, small design of these weapons allows many to be palmed at once and thrown all together.

Master Perk: Your range for throwing stars becomes (40/120). Instead of an attack action, you can throw stars at all targets within a 15ft cone. These enemies must succeed on a dexterity save or take your weapon damage plus all modifiers as if you had hit them with an attack. If they succeed on the save they take no damage.

Tomahawk

The Tomahawk was invented and made famous by Native Americans, and featured a slimmer blade more balanced for throwing, and an opposing spike or small hammer so that even if the axe head missed, there was still a chance the weapon itself could deal some damage.

Tomahawks are balanced for throwing further distances than any other axe, and the master has learned to throw them with great force, using the hammer or spike's weight to drive the thinner axe head deeper into a target.

Master Perk: Tomahawks gain the Disarm property for you. If you successfully trip or disarm you may use your reaction to make an additional attack against that enemy.

Trident

Traditionally a fishing tool, the trident can be repurposed for war with some modification. Three prongs deal more reliable damage than a simple spear, and can trap and bind weapons. The master trident user makes devastating attacks while throwing it, and can disarm with ease.

Master Perk: Tridents deal 1d10 damage for you and their Versatile property becomes Versatile (1d12). They also gain the Disarm property. If an enemy misses you with a melee weapon attack, you may use your reaction to attempt a disarm.

Unarmed Strikes

A creature with martial training can properly land punches and kicks, doing small amounts of damage. However, a master of unarmed strikes is as well trained as a traditional monk, though lacking the ki focus and mysticism the monk possesses.

Your Unarmed strikes deal 1d4 damage (if they do not already deal more) and now count as weapons. Your Unarmed strikes gain the Disarm and Light properties. You may use your bonus action to perform a shove or disarm attack.

Rules Reminder!

According to PHB Errata; Unarmed Strikes deal 1+ your Strength modifier damage and all characters are consider proficent in unarmed strikes. However, unarmed strikes are not weapons and may not be used in conjunction with abilites that require a weapon. Attacks with them, however, are melee weapon attacks and can be used with abilities that call for such attacks, like Divine Smite or Stunning strike. I know, confusing.

Wall Pick

A wall pick is also called a climbing pick, and has been repurposed for combat. It is similar in size to a light pick, but has a longer spike at a more hooked angle to aid in climbing. In combat, this can be used to great effect to entangle an opponent or disarm them quite easily. While using a wall pick, you have advantage on climb checks. The master can swing and spike in the same motion, causing all his attacks to snag an enemy, and can even bind up her foe.

Master Perk: Wall picks deal 1d8 damage for you and have the Light property. Every successful hit Entangles and does damage unless you use the weapon to trip.

War Pick

The war pick is a weapon derived from a miner's pick, famously manufactured by militant mountain dwarves, but has since been refined and used the world over by militaries keen on facing heavily armored combatants. The pick comes in many forms but is usually a battle axe sized weapon with a reinforced spike on one end, and a widened, sharpened scoop or hammer opposite the spike. The shaft is often reinforced with iron banding.

Master Perk: War picks deal 1d10 damage for you. When you score a critical hit, your target takes piercing damage equal to your strength modifier at the start of their turn if the creature can bleed. A creature can attempt a Constitution saving throw at the end of their turn, ending the effect on a success. If the creature receives any healing, this also ends the effect.

War Scythe

Whether mounted horizontally like a traditional farming implement, or mounted vertically like a glaive, a war scythe has its roots in a peasant militia looking to arm itself in times of war. A scythe in the right hands can be useful in combat, though it takes a practiced user to be truly effective. The master uses the scythe's reaping motion to deal horrible slashing wounds to the foes he trips in combat.

Master Perk: War scythes deal 2d6 damage for you. When you successfully trip an enemy, that enemy takes damage equal to your ability modifier and has its speed reduced by 10ft until it heals at least as many hit points as it had taken from the trip. This speed reduction may only occur once per enemy.

War Hammer

The historical warhammer was a lightweight, long-handled weapon designed to damage armored enemies. The small, pronged hammer head is often backed with a military pick or different style of face. A master of the warhammer cares little for armor, blasting through it with ease.

Master Perk: Warhammers deal 1d10 damage for you and the Versatile property becomes Versatile (1d12) Against enemies wearing heavy armor, roll damage twice and take the best result.

War Spear

A war spear is different from a simple spear in two ways: its shaft is designed to resist cutting and it has a weighted pommel. These differences increase its durability and improve its balance for use in martial techniques. A war spear can be used as a throwing weapon, but not as effectively as a javelin.

Master Perk: War spears deal 1d10 damage for you and the Versatile property becomes Versatile (1d12). Additionally, the range of the war spear's thrown property becomes (30/120). If you hit the same target twice in a row, your second hit deals an extra 1d4 damage. As long as you continue to hit the same target, even between turns, you deal the extra damage. If you ever miss or change targets you must start this process over.

Whip

Whips are not often used as weapons and require a special type of person to use them. The whip is treated as a melee weapon with 15ft reach. A whip master has such good control over his grasping whip that he can manipulate objects at will.

Master Perk: Whips gain the Trip property for you. When you disarm any creature, you may to place the item anywhere within your reach or to use your reaction to catch it. You may also attempt to move unattended objects within your reach by targeting an AC of 10.

Whip Dagger

A dagger with a ring pommel at the end of a silk ribbon. The weapon can be used like a dagger in hand to attack creatures up to 5ft away, or swung about the end of the ribbon to attack creatures up to 10ft away. A master has learned the scorpion pull, able to impale up to 15ft away, then pull them with the attached ribbon.

Master Perk: Whip daggers gain the Lunge property for you. On hit, your entangle deals damage, and you can choose to force the enemy to succeed on a Strength saving throw or be pulled up to 10ft toward you. If your enemy succeeds on the save, it is no longer grappled.

Wrist Shot

Using stretchable or spring loaded materials, the wrist shot shoots rounded bullets much like a sling, but uses the elasticity of the material rather than gathered circular momentum to power the shot. Because projectiles launched using this weapon are more stable in flight, you may also use flat, bladed disks as ammunition. You can use debris or rounded stones as ammunition, but this imposes disadvantage on your attack. Masters with wrist shots can bounce shots around corners and off hard surfaces to attack enemies in even total cover.

Master Perk: Wrist shots deal 1d6 damage for you. You can measure distance from yourself to a piece of terrain that isn't the ground, and then to your target. If that range is within your long distance, you can ignore any cover the enemy has unless they are fully enclosed.

Prowess Feats

Prowess feats allow characters to gain special expertise in one group of weapons. Weapon groups are noted in the table below.

All Prowess feats apply to that group only. For example, if you have taken Combat Blade Prowess, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the opportunity attack.

All weapon perks apply to that weapon only. For example, if you have taken Combat Blade Prowess, which grants you advantage on opportunity attacks with a scimitar, you cannot wield a scimitar in one hand and have advantage on opportunity attacks from other weapons or effects. The advantage on opportunity attacks applies to the scimitar and its modifiers only.

For additional feats that work well with this system, please check out u/KibblesTasty's Kibbles Book of Feats for the Competent Hero on the Go.

Weapon Groups
Group Weapon
Ambush Weapons Gauntlet, Hidden blade, Knuckle axe, Side baton, Unarmed strike, Whip dagger
Axes Battle axe, Greataxe, Halberd, Handaxe, Hooksword, Khopesh, Poleaxe, Tomahawk
Bludgeons Bar mace, Flanged mace, Greatclub, Heavy club, Light club, Mallet, Quarterstaff
Bows and Slings Bladed bow, Compound bow, Longbow, Recurve bow, Shortbow, Sling, Wrist shot
Combat Blades Bastard sword, Broadsword, Greatsword, Longsword, Katana, Montante, Scimitar, Short glaive
Crossbows Blowgun, Heavy crossbow, Light crossbow, Hidden Crossbow, Hand crossbow
Dueling Blades Dagger, Kukri, Rapier, Saber, Sai, Shortsword, Sickle, Smallsword
Flails and Whips Double flail, Heavy flail, Light flail, Meteor hammer, Nunchaku, Pole flail, Whip
Hammers and Picks Light hammer, Light pick, Lucerne, Maul, Stiletto, Wall pick, War pick, Warhammer
Polearms Glaive, Guisarme, Latajang, Partisan, War scythe
Spears Godendag, Harpoon, Javelin, Pike, Ravenbeak, Spear, Trident, Warspear
Throwing Weapons Bolas, Boomerang, Chakram, Dart, Orc throwing shot, Net, Throwing knife, Throwing star

Ambush Weapon Prowess

  • You gain +1 to attacks with Ambush Weapons.
  • A successful hit to a creature that is surprised is a critical hit
  • You may use your reaction to make a single attack against a creature that has missed you with a melee attack.
  • Weapons with the Conceal trait count as ambush weapons for you.

Axe Prowess

  • You gain +1 to attacks with Axes.
  • On your turn, when you score a critical hit or reduce a target to 0 hit points with an axe, you can make another attack as part of the same action. This effect can happen multiple times as long as the criteria are met.
  • Before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
  • You count as one size category larger for the purpose of weapon properties, such as trip or disarm.

Bludgeon Prowess

  • You gain +1 to attacks made with Bludgeons.
  • When you score a critical hit, your enemy must succeed on a Constitution Saving Throw or be stunned until the end of your next turn.
  • If you deal more damage in a single attack than the enemy's AC, the enemy must succeed on a constitution saving throw or take a level of exhaustion. You may grant two levels of exhaustion per enemy this way.

Bow and Sling Prowess

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your attacks ignore half and three quarters cover
  • You can overdraw your shot, making the shot less accurate, but more powerful. Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

Combat Blades Prowess

  • You gain +1 to attack with Combat Blades.
  • On your turn, you can use your reaction to assume a parrying stance. Until your next turn or until you are no longer holding a Combat Blade, you gain a +2 to your AC against melee weapon or melee magic attacks that target you.
  • You have advantage on opportunity attacks.
These Feats and the PHB

This system is best when previous feats related to weapon training are removed or changed to the following:

  • The following feats are disallowed: Blade Master, Fell Handed, Flail Mastery, Great Weapon Master, Polearm Master, Sharpshooter, Spear Mastery, and Warhammer Master

  • The feat Weapon Master allows you to gain master training with a weapon of your choice.

Crossbow Prowess

  • You ignore the loading quality of of crossbows with which you are proficient.
  • If a target is within 10ft of you, you can choose another target within your crossbow's normal range in a straight line from you through your first target, and to the second. If you hit the closer target, you can also roll to attack the further target for free, hitting both targets with the same piece of ammunition.
  • Being within 5ft of a hostile creature does not impose disadvantage on your ranged weapon attack rolls.

Dueling Blade Prowess

  • You gain +1 to attacks with Dueling Blades.
  • If a creature within 5ft of you takes an attack action against another creature other than you, you may use your reaction to make one attack against that creature..
  • On your turn, if you land a critical hit, you can use your reaction to take another attack action with your dueling blade. This can only happen once per turn.

Flail and Whip Prowess

  • You gain +1 to attacks with flails and whips
  • You can use your bonus action to add +2 to attacks made using your flail or whip against a single enemy with a shield, as you sweep around the shield to hit. This effect lasts until the beginning of your next turn.
  • When you hit with an opportunity attack, the foe must succeed on a strength saving throw or be knocked prone.

Hammer and Pick Prowess

  • You gain +1 to attacks made with hammers or picks
  • Whenever you have advantage on attacks and both dice would hit, you knock the target prone or shove them 5ft
  • Whenever you have disadvantage on attacks and at least one roll would have hit but the other misses, you can deal your strength modifier in weapon damage to the target.

Polearm Prowess

  • You gain +1 to attacks with polearms
  • All Polearm weapons are treated as having the Double property. Your attacks granted by the double property deals 1d4 damage.
  • While you are wielding a polearm, other creatures provoke an opportunity attack from you when they enter the reach of your weapon.
  • The following weapons are part of the polearm group for you: Halberd, Lucerne, Morningstar, Pole flail, Short Glaive

Spear Prowess

  • You gain +1 to attacks made with spears
  • You may lunge with any spear, which does not use your reaction
  • Once per turn, if you have advantage on an attack roll, you can forgo the advantage for that roll to make an additional weapon attack against that target as part of the same action. You can do so once per turn. Any remaining attacks still have advantage.
Taking multiple prowess feats

There is no restriction to how many prowess feats you may take. However, you may only apply the effects of one prowess feat to any single type of weapon, regardless of how many weapon groups that weapon fits. So if you have the Axe Prowess feat and the Polearm Prowess feat you must choose one of them to apply to your Halberd.

Throwing Weapon Prowess

  • When you throw a weapon, you draw another weapon freely. Additionally, you may throw with your off hand, and add your ability modifier to the damage roll.
  • Throwing a weapon ignores half cover.
  • You threaten 10ft around you and can make an Opportunity Attack if an enemy leaves your threatened space.
  • You do not suffer disadvantage for throwing at long range and do not suffer disadvantage to ranged attacks made while an enemy is within 5ft of you.
  • This feat applies to all light weapons with the thrown property, in addition to those in the group.

Credits

  • Created by u/aabrock
  • This document is a revision and simplification of Revised Martial Equipment by Commander Fayne (u/Veritoss43). Credit for the new weapon properties and the additional weapons and most of the mastery perks goes to him. His material is used with permission.
  • A huge thank you to my wonderful copy editor DancingDruid, who did not sign up for this, but did it anyway. Without her help this document would not be readable.
  • Thanks to u/QalarValar for his guide Watercoloring in GM Binder
  • I would like to thank my table for their support and for allowing me to dump increasingly massive piles of homebrew content on them. Thanks DM_Pat, Eskel, Alba, Ataraxia, Khasara, Portia and Scottjohn.
Art Credits
  • Page one - Scout's Warning by Zoltan Boros & Gabor Szikszai. Copyright Wizards of the Coast.
  • Weapon properties- Bant Sojourners by John Avon. Copyright Wizards of the Coast.
  • Simple Weapon Table - Balduvian Horde by Daarken. Copyright Wizards of the Coast.
  • Martial Weapon Table - Clarion Ultimatum by Michael Komarck. Copyright Wizards of the Coast.
  • Chakram - Chakram Slinger by Dmitry Burmak. Copyright Wizards of the Coast.
  • Knuckle Axe - Ruthless Ripper by Clint Cearley. Copyright Wizards of the Coast.
  • Partisan - Strongarm Monk by Viktor Titov. Copyright Wizards of the Coast.
  • Dagger - Kwende, Pride of Femeref by Daarken. Copyright Wizards of the Coast.
  • Throwing Knife - Artful Takedown by Mike Bierek. Copyright Wizards of the Coast.
  • Warhammer - Devout Chaplan by Lucas Graciano. Copyright Wizards of the Coast.
  • Feats - Blur of Blades by Anna Steinbauer. Copyright Wizards of the Coast.

Appendix: F.A.Q.

Why did you make this?

As explained in the introduction the goal of this document is twofold. First I wanted more weapons in 5e to be considered viable from both a flavor and mechanics standpoint. I think the idea of a warpick wielding paladin is awesome, but I have never seen anyone use a warpick. Re-balancing the weapons helps to make more compelling options for players.

The second goal is to give martial characters more things to do in combat. The ranger now has to think tactically about whether it is worth tripping an opponent to set up the fighter's attack. This also helps prevent the game becoming a race for who can deal the most damage. Good players will see the value in occasionally sacrificing damage to make openings for other players. This should lead to more tactical battles and greater player satisfaction.

But X weapon is so much better than Y weapon!

I mean, yeah. in some ways I am sure it is. A greataxe deals a ton of damage, especially with mastery. If you as a player want to be the person maximizing their every round, then that is a great choice for them. Not all the weapons are perfectly equal, especially when it comes to mastery perks. This is because a lot of how combat goes is dependent on your table. If your DM runs only monsters and few humanoid enemies, weapons that disarm will be kind of useless to you.

The intent in this system is not for every weapon to be perfectly equal, but for all weapons to appeal to some type of player. Hopefully in this system someone will look at the flanged mace and go, "Hey, I want to make a character who is really good with that weapon!".

This is a buff!

Yes. It is. No question about it weapons have been made stronger. With mastery perks you can be dealing 2d10 per hit to the dragon. That is a lot of damage, especially with extra attacks. However, this consistent damage still does not compare to the burst potential of most casters. The fact that a fighter can do more damage round to round than a caster using cantrips is part of the goal. It helps ensure martial characters have a niche.

Most of the buff in this supplement comes from the increased versatility. Players now have more options, which makes them stronger. Using these additional options is often at the expense of doing damage in the short term. The tradeoff between hitting now and doing more hitting later helps keep these options powerful, but no overly so.

Additionally, the strongest abilities detailed in the document, the mastery perks, are behind the DM gate. Only the DM can allow players to get them (remember, feats are optional rules that require DM approval). If you treat masteries like giving out magic items, then you can account for how powerful they are. 2d10 damage per hit to large or larger creatures is a lot for a greatsword. However it is not more than a flame tongue greatsword does per hit.

Finally, most of the mastery perks are situational. Think the war hammer's mastery perk is overpowered? Send fewer enemies with heavy armor at players. Just remember, don't punish players for their choices, especially those you signed off on. Communication is key and if a player wants something you think is too powerful, just talk to them about it and find a solution that works for both of you. The solution could be nerfing the weapon, encouraging the player to make a different selection, or simply communicating that the conditions under which the perk performs best may not occur often.

Guns? Where are my guns?

If you are familiar with the homebrew this document is based on, you may be wondering where the firearm rules went. Well, the table I play at already has gun rules that we like. We use the Gunpowder Codex from Fey Rune Labs. They have my endorsement, but you can use whatever guns rules you want, there are a ton out there.

Being neutral to which firearm rules you use means that there are not mastery perks written for any guns from other supplements. If you want players to gain mastery in firearms you can either take inspiration from the original Revised Martial Equipment, or make up your own mastery perks. You may even decide that due to the power of firearms it is more difficult to master them. Whatever you do, make sure your players know before they create a gun-wielding character.

 

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