Expanded Weapons
Name | Cost | Damage | Weight | Properties | Proficiency |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Cestus | 1 gp | 1d4 |
1/2 lb. | Handy, light | Club |
Claws | 2 gp | 1d4 slashing | 1/2 lb. | Finesse, handy, light | Sickle |
Machete | 8 gp | 1d6 slashing | 2 lb. | Finesse | Scimitar |
Simple |
|||||
Throwstick | 10 gp | 1d6 bludgeoning | 4 lb. | Finesse, thrown |
— |
Throwing star | 2 sp | 1d4 slashing | 1/4 lb. | Finesse, thrown |
— |
Martial Melee Weapons | |||||
Bracer, bladed | 35 gp | 1d6 piercing | 1 lb. | Finesse, handy, light | Shortsword |
Buckler | 5 gp | 1d4 bludgeoning | 2 lb. | Light, parrying | — |
Dagger, parrying | 10 gp | 1d4 piercing | 1 lb. | Finesse, light, parrying | — |
Greathammer | 15 gp | 1d12 |
10 lb. | Heavy, two-handed | Maul |
Hammer, lucerne | 20 gp | 1d10 bludgeoning | 6 lb. | Heavy, reach, two-handed | Halberd |
Hook sword | 45 |
1d6 slashing | 2 lb. | Finesse, light, parrying, special | — |
Hook swords, linked | — | 2d4 slashing | 4 lb. | Finesse, reach, special, two-handed | — |
War fan | 15 gp | 1d4 slashing | 1/2 lb. | Finesse, light, parrying, | — |
Martial Ranged Weapons | |||||
Bolas | 3 gp | 1 bludgeoning | 3 lb. | Special, thrown (range 30/120) | — |
Chakram | 5 gp | 1d6 slashing | 1 lb. | Light, thrown (range 30/120) | — |
thrown (range 20/60)
Expanded Weapons
Expanded weapons provide a simplified baseline for weapons that fall outside the scope of the weapons described in the Player's Handbook. They are meant to encourage interesting combat experiences and diversify creature arsenals.
Expanded Weapon Proficiency
Some expanded weapons are similar to common ones. These weapons have an entry in the Proficiency column. If you have proficiency with the weapon listed there, then you also have proficiency with the expanded weapon. Otherwise, gaining proficiency with an expanded weapon requires being proficient in the weapon's general category (e.g. martial melee weapons) or using the Weapon Master feat.
Expanded Weapon Properties
Some expanded weapons have special properties related to their use, as shown in the Expanded Weapons table.
Handy. An arm, hand, or wrist fitted with a handy weapon still has a free hand. However, the hand must be empty in order to make an attack with the weapon. The weapon can only be put on or taken off with an action.
Parrying. A parrying weapon is made to deflect melee weapon attacks as well as inflict damage. See the rules for parrying at the end of the Expanded Weapons section.
Special Expanded Weapons
Expanded weapons with special rules are described here.
Bolas. A Large or smaller creature hit by a bolas has its speed halved until it is freed, and it must succeed on a DC 10 Strength saving throw or be knocked prone. 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 bolas (AC 10) also harmlessly frees the creature while destroying the bolas. When you attack with a bolas, you can make only one attack regardless of the number of attacks you can normally make.
Hook Sword. If a creature is holding two hook swords, it can either link them together or, if they are already linked, unlink them before taking the Attack action on its turn. The linked and unlinked versions have different properties as shown in the Expanded Weapons table. Hook swords are always unlinked while sheathed or stowed.
Combat Rule: Parrying
When you take the Attack action and attack with a melee weapon that you're holding in one hand, you can use a bonus action to prepare to parry with a parrying weapon that you're holding in the other hand. Once you do, you gain a +2 bonus to AC against melee attacks until the start of your next turn, until you are incapacitated, or until you stop wielding the parrying weapon. You must be proficient with the parrying weapon in order to gain this benefit.
Credits
Original Homebrew Content by Acenm5.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Made using GM Binder.