Expanded Weapons

by Acenm5

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Expanded Weapons
Name Cost Damage Weight Properties Proficiency
Simple Melee Weapons
  Cestus 1 gp 1d4 bludgeoning 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 Ranged Weapons
  Throwstick 10 gp 1d6 bludgeoning 4 lb. Finesse, thrown (range 80/320)
  Throwing star 2 sp 1d4 slashing 1/4 lb. Finesse, thrown (range 20/60)
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 bludgeoning 10 lb. Heavy, two-handed Maul
  Hammer, lucerne 20 gp 1d10 bludgeoning 6 lb. Heavy, reach, two-handed Halberd
  Hook sword 45 gp 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.

EXPANDED WEAPONS
 

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