New Weapon Rules

by BedrocksTheLimit

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Customizable Weapons

Guide to Weapons

Before you get started making your own weapons, you need to understand that this system is potentially very powerful. In order to make the system as open as possible, there are inevitable flaws with it. Whether you are a player or a GM, go through this guide in order to understand the do's and don'ts of weapon creation.

Imbalanced features

When making this system, I did my best to balance each feature when used in a normal Attack action. I did not think too much about any major bonuses characters might get from their classes such as rogue's sneak attack, barbarian's brutal critical, or paladin's divine smite. If a character has a feature which synergizes extremely well with a benefit, consider either banning that benefit for that character, or having the benfit cost more.

You could also remove the benefit entirely for all players, but I would rather have a smaller section of players have access to the options than none at all.

Standard 5e balance decisions

While everything should hopefully be balanced using these rules, there are still some design details from standard 5e which you should keep in mind. In general, weapons that are two-handed should do the most damage, simple weapons have no more than 2 or 3 features, and one-handed weapons rarely do more than 1d8 damage. Try to keep to this design unless you have good reason not to.

Custom weapon balance design

In order to curb some of the potential power, here are some suggestions while balancing your weapons.

  • You should try to only have 2 or 3 benefits which require much thought. Heavy and two-handed don't require much thought, but area, blunt, ranged, and rapid all will likely require double checking the specific rules. The more traits you have like this, the more you'll forget or get confused.
  • Try to keep the damage of a weapon below 2d10 unless you have limited uses of the weapon, with either the limited or recharge benefits, or if you can only attack once with the weapon each turn, such as with loading or slow.
  • There are three crit-based benefits: Brutal, increased critical, and killer. Having all three properties makes weapons to slightly more damage than intended, so only take two of the three benefits at a time.

Setting dependance

A lot of the benefits listed are only realistic in a modern or science fiction game. For example, ballistic weapons are usually not found in standard 5e. If you are in a typical fantasy game, ask your DM what types of weapons you might realistically be able to find. You may be able to buy potions that act as grenades, but be unable to buy an equivelant of a flamethrower.

Limited Ammunition

I built this system with each battle in mind. There is no tracking ammunition or total amount of grenades in your backpack. You can buy a set of grenades, and assume that you have enough grenades to use them every turn, or only use them a few times if you have the limited flaw. This is similar to a component pouch, which seems to have an infinite amount of material despite the one-time purchase.

If you want to buy each grenade or similar item individually, then turn the limited flaw into total uses instead of uses per short rest.

The DM has final say

The ultimate rule is that the DM has final say whether or not you can use a weapon, benefit, or flaw. This is a homebrew system that they approved, and they can make changes that they feel are appropriate. Maybe your DM doesn't want any condition or area weapons, or wants crits to be left alone. The DM may also want to be the one to create all the weapons, instead of allowing the players to customize their own.

Rule Changes

Booming and green-flame blade

Spells that require you to make an attack roll with a weapon follow all of the rulings of that weapon. If you usually must use an action and bonus action to attack with the weapon, you must use your action and bonus action to use the weapon with the spell.

Optional damage differences

In order to make physical damage types slightly different, you can add this rule:

Bludgeoning, piercing, and slashing each gain a small bonus on critical hits. Bludgeoning allows you to push the target 5 feet away, piercing allows you to reroll a damage die, and slashing allows you to deal damage to another creature within 5 feet of you equal to a damage dice of the weapon.

Alternates to +1 weapons

If your players wish to have more interesting weapons instead of standard +1 weapons, you can have them pay extra gold to add more benefits to a weapon. A benefit costs 500 gold, and the total price doubles for each additional benefit. It costs 500 gold for one benefit, 1000 gold for two benefits, 2000 gold for three benefits, 4000 gold for four benefits, and so on.

Pre-made "Settings"

To make changes to the system easy, here are some options you can set which restrict the use of certain features or removes them altogether. The GM should decide on any settings before anyone makes a weapon.

Fantasy

If you are playing in a standard fantasy world and only want to be able to wield swords, axes, spears, and bows, use these rules:

  • Area, condition, damage type, indirect, pointblank, rapid, and saving throw benefits are removed
  • Activated, ballistic, recharge, and reload flaws are removed

Simplistic

If you want to stick to the main 5e rules as much as possible, use these rules:

  • Only brutal, concealable, finesse, light, nonlethal, powerful, ranged, reach, siege, simple, thrown, and versatile benefits are allowed
  • Only heavy, loading, and two-handed flaws are allowed

Bounded Accuracy Fix

If you want to make sure that bounded accuracy doesn't get destroyed, use these rules:

  • Accurate, inaccurate, precision, reliable, spray are removed

Pure 5th Edition Feel

If you don't want to play with any mechanic that isn't normally in 5e, use these rules:

  • Area, alternate damage, armor piercing, cleave, condition, disarming, free hand, indirect, killer, modular, reliable, secure, silent benefits are removed
  • Activated, ballistic, bulky, clumsy, feedback, limited, recharge, reload, set up, slow are removed

Consumables

If you want to have some of your weapons be consumable, use these rules:

  • Weapons with the limited flaw must be repurchased to get back uses, instead of recharging after a short rest.

GM Control

If you want this system to only be used by the GM, use these rules:

  • Only the GM should look at the weapon creation rules
  • The GM can raise or lower the damage die to account for rarity of the item or its cost.

Reasonable Weapons

If you want your weapons to stay near the power of traditional weapons, use these rules:

  • The total number of flaws and benefits can not exceed 4.
  • The total benefits of a weapon provide no further benefits beyond -3 (2d8 damage).

Rare Magic/Tech

If you want some of the weirder traits to only be allowed on rarer items, use these rules:

  • Only the GM is able to make weapons with the following benefits: Area, condition, damage type, free hand, indirect, modular, saving throw, and secure
  • Only the GM is able to make weapons with the following flaws: Feedback, limited, recharge

Weapon Creation

Instead of using the normal weapons in the player handbook, you can create your own weapons using the rules below. You must get approval from your DM before using one of these weapons, and be reasonable with what benefits and flaws work together.

Basic Rules

You start with a 1d10 martial melee weapon. It can do either bludgeoning, slashing, or piercing damage. Choose benefits and flaws to create your weapon. Each flaw increases your weapon die by 1 and each benefit decreases your weapon die by 1.

Two half benefits count as one benefit, and two half flaws count as one flaw. If you end up with a lone half benefit, round the damage die down.

Total Benefits Weapon Die
4 1
3 1d4
2 1d6
1 1d8
0 1d10
-1 1d12
-2 3d4
-3 2d8
-4 4d4
-5 2d10
-6 5d4
-7 3d8
Total Benefits Weapon Die
-8 4d6
-9 6d4
-10 3d10
-11 5d6
-12 4d8
-13 3d12
-14 6d6
-15 4d10
-16 7d6
-17 4d12
-18 6d8
-19 8d6

Saving Throws

Some of the benefits require your target to make a saving throw to resist the weapons effects. The saving throw DC is calculated as follows:

Weapon save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever would be used normally)

Incompatibility

Some benefits and flaws cannot be on the same weapon. Check the Incompatible Benefits table to see which traits are incompatible before finalizing your weapon.

Standard Weapons

If you want to make a weapon that'll work in normal 5e, without much extra homebrew, use these benefits.

Benefits

Finesse

Melee weapons only

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Ranged

Counts as two benefits

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Weapon ranges start at (80/320)

Reach

Melee weapons only

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Simple Weapon

The weapon is a simple weapon, instead of martial.

Half Benefits

Increased Range

Ranged Weapons only

Increases the range of a ranged weapon to (120/480). You can take this benefit multiple times to increase the range by (40/160) for each additional half benefit.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

When you take the Attack action and attack with a light weapon that you're holding in one hand, you can use a bonus action to attack with a different light weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

You cannot take this benefit if the weapon does 4d4 or more damage.

Minor Change for Light

Light has been changed to allow you to do two weapon fighting with one handed ranged weapons. You can keep the original ruling if you prefer it.

Split Dice

1d8 and 1d12 only

Splits the damage into two separate dice. Only works for 1d8 and 1d12 weapons, turning into 2d4 and 2d6 respectively. When a feature mentions your damage die, you can use both of them.

Thrown

Melee weapons only

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. You use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. The range is (20/60). For an additional half benefit, you can increase the range to (30/120).

Versatile

When held in two hands, the weapons damage die increases by 1.

Example Weapons

Weapon Damage Properties
Glaive 1d10 piercing Reach, two-handed
Greatclub 1d10 bludgeoning Simple, two-handed
Greatsword 2d6 slashing Heavy, two-handed
Longsword 2d4 slashing Versatile (1d10)
Rapier 1d8 piercing Finesse
Shortsword 1d6 slashing Finesse, light, versatile (1d8)
Shuriken 2d4 piercing Ranged (30/120)
Spear 1d6 piercing Reach, simple
Whip 1d4 slashing Reach, finesse, light

Flaws

Two-Handed

This weapon requires two hands when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it.

Half Flaws

Decreased Range

Ranged Weapons only

Decreases the range of a ranged weapon to (40/160). Choosing this twice makes the range (20/80).

Heavy

Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

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.

Total List of Benefits

Benefit Cost Restrictions Summary
Accurate 1 - +1 to hit
Added Damage 2.5+ - Deals an extra 1d4 or more of damage
Alternate Damage 0.5 - The weapon can deal two types of damages, chosen between bludgeoning, piercing, and slashing
Area 1+ - The weapon deals damage in an area with a saving throw
Armor Piercing 2 - Gives advantage against creatures wearing medium or heavy armor or with natural armor
Brutal 0.5 - Add an additional damage die on a crit
Cleave 2+ - Deals damage to two adjacent creatures
Concealable 0.5 - Gives advantage on checks to hide the weapon from others
Condition 1 to 16 - Inflicts a condition on hit
Damage Type -0.5 to 1.5   - Changes the damage type of the weapon
Disarming 0.5 - After hitting, can use a bonus action to attempt to disarm
Finesse 1 Melee Use Str or Dex for attack and damage
Free Hand 0.5 - Doesn't use a hand to hold the weapon
Increased Critical 1 - Increases the crit range of the weapon by 1
Increased Range 0.5 or 1         Ranged Range increases to (150/600) or (200/800)
Indirect 2 Ranged Doesn't require line of sight
Innate 1.5 - Is a part of your body
Killer 0.5 - Increases the damage die by two before adding the additional dice on a critical hit
Light 0.5 - Can attack as a bonus action if you attacked with a different light weapon
Modular 0.5 or 1.5 - Can use a free action to switch forms into another weapon
Nonlethal 0 - Cannot kill with the weapon
Parrying 1 - Can use a reaction to gain a +2 bonus to AC against a melee attack
Pointblank 0.5 or 1 Ranged Being withing 5 ft of a creature doesn't give disadvantage on attacks
Powerful 1 - Pushes a creature 5 ft on a hit
Precision 4+ - Attacks with the weapon have advantage
Pull 0.5 Thrown or Ranged Pulls a target 5 ft closer to you
Rampant 0.5 Ranged Use Str or Dex for attack and damage
Ranged 2 - Can be used at range, starting at (80/320)
Rapid 2+ - Can attack with the weapon as a bonus action
Reach 1 Melee Can attack a creature 10 ft away
Reliable 3+ - Attacks deal half damage on a miss
Responsive 0.5 Melee Gives advantage on opportunity attacks
Saving Throw 0 - Requires a saving throw from the target instead of an attack roll
Secure 0.5 - Cannot be disarmed
Siege 0.5 - Deals double damage to objects
Silent 0.5 Ranged Missed attacks don't reveal your position while hiding
Simple 1 - The weapon becomes simple
Split Dice 0.5 - Turns 1d8 into 2d4 or 1d12 into 2d6
Stable 1 - Deals +1 damage
Thrown 0.5 Melee You can throw the weapon with a range of (20/60)
Versatile 0.5 - Damage die increases by 1 when held in two hands

Total List of Flaws

Benefit Cost Restrictions Summary
Activated -0.5 - Must use a bonus action to turn on the weapon, which lasts for 1 minute
Ballistic -0.5 Ranged Creatures with ballistic jackets have resistance against the damage
Blunt -3 - Doesn't add your ability modifier to damage
Bulky -1 or -2 Ranged Requires a 13 or 15 strength to use
Clumsy -0.5 to -3 - Deals the weapon's damage to use on a critical fail
Critless -0.5 - The weapon does not add additional dice on a critical hit
Decreased Range -0.5 or -1 Ranged Decreases the range to 30/120 or 20/60
Dueling -1 - Gives disadvantage if wielding a shield or other weapon
Feedback -1+ - Takes 1d4+ damage whenever you hit or whenever you attack
Heavy -0.5 - Small and tiny creatures have disadvantage on attacks
Inaccurate -0.5 - -1 to hit
Limited -2 to -6 - Can only be used one to four times
Loading -0.5 - Can only attack with it once per action
Off Guard -4 Melee Attacking with the weapon gives enemies advantage to hit you
Recharge -0.5 or -1 - Can only use the weapon for 5 or 10 rounds before needing to be recharged
Reload -0.5 or -1 - Can only be used 2 or 6 times before needing to be reloaded as a bonus action
Set Up -2 - Requires an action and a bonus action to attack with the weapon
Slow -8 - Can only attack once per turn. Must have Extra Attack to use
Spray -6 - Gives disadvantage on all attacks
Strength Based -0.5 Ranged Use Str instead of Dex for attacks and damage
Tactical -1 or -2 - Requires a 13 or 15 Intelligence to use
Two-handed -1 - Takes two hands to attack
Unresponsive -0.5 or 1 Melee Gives disadvantage to opportunity attacks, or can't make opporunity attacks
Wild -0.5 - Turns 2d10 into 1d20

Incompatible Benefits

Benefit/Flaw Incompatible Benefits Reasoning
Area/Saving Throw Accurate, armor piercing, brutal, clumsy, critless, dueling, increased critical, inaccurate, killer, pointblank, precision, responsive, spray, unresponsive Benefits only affect attack rolls
Area Blunt, cleave Area doesn't already doesn't use modifiers for damage, and area already hits multiple creatures
Dueling Light, two-handed You're not using a shield with two weapon or two handed fighting
Limited Recharge, Reload You'll be out of uses before recharge or reload matters.
Two-handed Dueling, free hand, light Is a free flaw, removes penalties of two-handed, and doesn't make sense
Precision Clumsy, improved critical Clumsy will never trigger and improved critical will trigger too much
Slow Loading Fulfill the same thing
Strength-based Bulky (15) Once you have 15 strength, you are likely using strength as your main modifier
Free Hand Versatile, two-handed Doesn't make sense
Heavy/Bulky Finesse, light, parrying Contradicts

More Options

Here are some more options, if you want your weapons to be very diverse.

Benefits

Accurate

Attacks with this weapon have a +1 on the attack roll. You can take this benefit up to three times.

Added Damage

Counts as two and a half benefits

The weapon deals 1d4 additional damage. You can increase the damage die by one for an additional benefit.

You can change the additional damage's type, follow the Changed Damage Type benefit.

Area

This weapon deals damage in an area, targeting a space instead of a creature and requiring a Dexterity or Constitution saving throw instead of an attack. On a failed save, creatures in the area takes the weapon's damage. You do not add your Strength or Dexterity to the damage roll.

Unless the weapon is ranged, the area originates from you. You are not affected by the area, though you can this benefit cost one less to be affected by it.

The areas are: 20 ft cone, 30 ft line, 5 ft radius sphere, or 15ft cube. For an additional benefit, you can increase the size to a 30 ft cone, 60 ft line, 10 ft radius, or a 25 ft cube.

If the target is in the long range of the ranged weapon, the area originates on a random adjacent space.

This benefit costs an additional half benefit for each die above 1d10 (turning a 3d4 into an area would be two benefits). Apply this benefit last while calculating the total benefits.

Armor Piercing

Counts as two benefits

Attacks with this weapon have advantage against creatures wearing medium or heavy armor. Attacks also have advantage against creatures with a natural armor of 14 or more (before adding Dexterity).

Cleave

Counts as two benefits

When you target a creature with an attack, you can also attack an additional creature in the weapons range within 5 feet of the target. You use the same attack roll for both of them.

This benefit costs an additional half benefit for each die above 1d10 (turning a 3d4 into a cleave would be three benefits). Apply this benefit last while calculating the total benefits.

Condition

When hit, the target must make a Strength, Dexterity, or Constitution saving throw or gain a condition. At the end of the target's turns, or as an action, they can reattempt the saving throw to end the condition. The condition and saving throw ability are chosen when this benefit is added.

Each condition has a different amount of benefits it provides, as shown in the table below.

Benefits Conditions
1 Deafened, Grappled
3 Poisoned
4 Prone
5 Blinded
7 Restrained
10 Unconscious

A prone creature does not need to attempt a saving throw at the end of their turn, and an unconscious creature wakes up after taking damage.

If you can't attack with the weapon while someone is affected by the condition, the benefit is worth one less (minimum half benefit).

This benefit is worth double if you have cleave or saving throw, and triple if you have area. Creatures only attempt one saving throw if you have condition and area or saving throw.

Damage Type

The weapon's damage type becomes a different type. It is a half flaw to change the damage to poison, a free benefit for cold, fire, or lightning, a half benefit for acid, a full benefit for necrotic, psychic, or thunder, and one and a half benefits for force or radiant.

Increased Critical

Attacks with this weapon critically hit on a 19 or 20. You can choose this benefit again to critically hit on an 18, 19, or 20. If you have a feature which increases your critical range, they bonus stacks with this benefit.

Indirect

Ranged Only. Counts as two benefits

You ignore half and three-quarters cover with attacks with this weapon, and you can attack creatures with full cover with disadvantage. There still must be a path for the attack to travel to reach the creature, and must generally know where they are.

Innate

Counts as one and a half benefits Innate weapons are a part of your body, or a piece of your being. You cannot be disarmed of the weapon, you have advantage on Stealth or Deception checks to hide the existence the weapon, and it doesn't take an action to draw or stow the weapon.

Innate in Play

Innate symbolizes natural abilities of a creature to act as weapons, or abilities gained later which cannot be taken away. This includes martial arts, conjured weapons, breath attacks, and more. While they are often completely unseen, people who are looking for weapons can attempt an Insight, Investigation, or Perception check to be aware of the fact that the character is in possession of an innate weapon, whether it be because of surgical scars, a magical aura, or undue confidence.

Because they are still weapons, innate weapons will need to be purchased or obtained as any other weapon. The money used to buy the weapon could be used to get extensive training, a surgery, or special ritual materials.

Parrying

When you are hit by a melee weapon attack while holding a parrying weapon, you can use your reaction to give yourself a +2 AC against the attack, potentially causing it to miss.

Powerful

When you hit with an attack with a powerful weapon, you can choose to push the target 5 ft away from you. The target must not be more than one size larger than you.

You can take this benefit multiple times, pushing the target an additional 5 ft each time.

Precision

Counts as four benefits

Attacks using a precision weapon have advantage.

This benefit costs an additional benefit if the damage dice is 4d4 to 3d8, two additional benefits if the dice is 4d6 to 5d6, three additional benefits if the dice is 4d8 to 7d8, and four additional benefits if the dice is 4d12 or more. Apply this benefit last, except for cleave or rapid.

Rapid

Counts as two benefits

When you take the attack action, you can attack an additional time with the weapon as a bonus action. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

This benefit costs an additional half benefit for each die above 1d10 (turning a 3d4 into rapid would be three benefits). This benefit also costs two more if you have area or cleave.

Apply this benefit last while calculating the total benefits, after area or cleave (if you have them).

You can make this cost an additional benefit to allow to make an attack with this weapon as a bonus action without needing to use the attack action.

Reliable

Counts as three benefits

When you miss an attack with a reliable weapon, or the target succeeds on the weapon's saving throw, the target takes half of the attacks damage.

This benefit costs an additional benefit if the damage dice is 3d8 to 3d12, and two additional benefits if the dice is 6d6 or more. Apply this benefit last, except for area, cleave or rapid.

Shielding

Counts as two benefits

You gain a +1 AC while wielding this weapon. You only gain this bonus if you are proficient with shields, and the bonus does not stack with a shield.

You can take this benefit an additional time to have a +2 AC bonus.

Stable

Attacks with this weapon deal an additional 1 damage. You can take this benefit multiple times. Apply this benefit last, even after area, cleave, and rapid.

Half Benefits

Alternate Damage

When you choose this benefit, you can choose an additional damage type between bludgeoning, piercing, and slashing. When dealing damage with the weapon, you can choose which of the damage types it deals.

Brutal

When you get a critical hit using a brutal weapon, you can add an additional damage die to the total. You can take this benefit twice.

Concealable

You have advantage on checks to hide the weapon from others.

Disarming

When you hit with this weapon, you can use your bonus action to attempt to disarm your opponent. Make an opposed attack roll versus the target's Athletics or Acrobatics (their choice). If you win, the target's held object falls to the ground. Objects held in two hands grant the defender advantage on the check.

Free Hand

Wielding this weapon does not require the use of a hand to wield it.

Secure

You cannot be disarmed of the weapon.

Silent

Ranged weapons only

When you are hidden from a creature and miss it with a silent weapon, making the attack doesn't reveal your position.

Killer

When you get a critical hit using a killer weapon, you can increase the damage die by two before adding the additional damage die to the total (Use the chart to determine damage die of 1d10+ killer weapons. 1d4 would become a 2d8 on a crit, 1d12 would become 4d8, 6d4 would become 10d6 ).

Modular

Choose a simple weapon. You can switch between the weapons as an object interaction. For one and a half benefits, you can choose a martial weapon.

The weapon should cost extra gold if it can switch into a different martial weapon, as it will always be better than that martial weapon alone.

Pointblank

Ranged weapons only

Attacks with this weapon do not have disadvantage while attacking an adjacent creature. For a full feat, attacks made with this weapon do not have disadvantage for being within 5 feet of a hostile creature, even if you are targetting a different creature.

Pull

Thrown or ranged weapons only

When you hit with an attack with a pull weapon, you can choose to pull the target 5 ft closer to you. The target must not be more than one size larger than you.

You can take this benefit multiple times, pulling the target an additional 5 ft each time.

Rampant

Ranged weapons only

When making an attack with a rampant 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.

Responsive

Melee weapons only

You have advantage on opportunity attacks made with responsive weapons.

Siege

This weapon deals double damage to objects.

Flaws

Blunt

Counts as three flaws

You don't add your ability modifier to damage rolls with this weapon. You cannot use a blunt weapon as an off hand attack unless you would normally add your ability modifier to the damage.

Bulky

Ranged Weapons only

Weapons with the bulky property require 13 strength to be able to use properly. Creatures with less strength have disadvantage on attack rolls using the weapon. You can take this flaw again to require 15 strength, and make it so that you have to use Strength on the attack rolls and damage rolls.

Clumsy

When you attack with this weapon and roll a 1 on the attack roll, you hit yourself with the weapon, affecting yourself as normal. This is a half flaw if the final damage die is 1d4 to 1d8, a full flaw at 1d10 to 2d8, two flaws for 4d4 to 5d6, and three flaws beyond that. Apply this benefit last while calculating the total benefits, except for except for area, cleave or rapid.

Dueling

Attacks with dueling weapons have disadvantage if you are holding a shield or weapon in your other hand.

Feedback

Counts as two flaws

When you hit with this weapon, you take 1d4 damage of any type. For additional flaws, it increases the damage die by one for each additional flaw.

You can double the amount of flaws this is worth to make it so you take the damage even if you miss.

Resistance

If a creature has resistance to the damage that the feedback weapon deals, count feedback as a half flaw. Because you round down on resistances, it will still be beneficial overall. If you are concerned about balance, you could also add an additional half flaw on top of the total.

Exotic

To be proficient with an exotic weapon, you must be proficient with simple and martial weapons, then gain another source of weapon proficiencies. When this happens, you can choose one exotic weapon to become proficient in.

Limited

This weapon can be used a limited amount of time before needing to be recharged during a short rest. It's two flaws to be limited to four uses, four flaws to be limited to two uses, and six flaws to be limited to one use.

Limited Arsenals

The limited benefit is for larger weapons with cool effects that don't get to be used often. Because they are more powerful than other types of weapon, a character shouldn't have more than two of them. If all of your weapons are limited, then the only penalty of limited is the object interaction it takes to put it away.

Off Guard

Melee weapons only. Counts as four flaws

When you attack with this weapon, creatures have advantage on attack rolls against you until the start of your next turn. You cannot use Reckless Attack with an off guard weapon.

Set up

Counts as two flaws

You need to use a bonus action and an action to use the Attack action with this weapon.

.

Slow

Counts as eight flaws

This weapon takes two attacks to use instead of one. If you have the Extra Attack feature, an attack with this weapon uses two of the available attacks. You can also use two attacks on different turns or actions. The actual attack is done on the second attack.

Slow weapons cannot be used in spells or features which have you make one attack as an action, such as booming blade. You cannot make an opportunity attack with a slow weapon unless you've used enough attacks to make the actual attack next.

You can take this flaw multiple times, increasing the amount of attacks it takes to use for each additional time take.

Spray

Counts as six flaws

Attacks using a spray weapon have disadvantage. If you have disadvantage from any other source, the attacks automatically miss.

Tactical

Weapons with the tactical property require 13 Intelligence to be able to use properly. Creatures with less Intelligence have disadvantage on attack rolls using the weapon. You can take this flaw again to require 15 Intelligence.

Half Flaws

Activated

You must use a bonus action to turn on the weapon before using it. The weapon stays on for 1 minute. You can take this flaw again for it to take an action, instead of a bonus action.

Ballistic

Ranged Weapons only

The weapon's damage becomes ballistic. It acts just like piercing damage, but is also resisted by people with ballistic jackets.

Ballistic damage in a fantasy world

If your world does not use ballistic jackets or other defenses against ballistics, then use piercing damage instead of ballistic, or have ballistic be a free benefit.

Critless

Attacks with this weapon do not add additional damage die when you score a critical hit. This only prevents the additional dice that normally are added on a critical hit, and does not stop other features such as brutal critical from adding dice.

Inaccurate

Attacks with this weapon have a -1 on the attack roll. You can take this benefit up to three times.

Recharge

The weapon has 10 charges, which automatically recharge during a short rest. When you make an attack with the weapon, it loses a charge, and cannot lose another charge until the start of your next turn. In simpler terms, you can attack for 10 rounds with the weapon.

You can take this flaw an additional time to reduce the amount of charges to 5.

Reload

This weapon can only be attacked with six times before needing to be reloaded with a bonus action. You can take this as a full flaw to need to reload after four attacks, one and a half flaws to reload after two, and two flaws to reload after one.

Additionally, you can double the cost of this flaw to require an action to reload.

Strength-based

Ranged weapons only

When making an attack with a strength-based weapon, you use your Strength modifier for the attack and damage rolls instead of Dexterity.

Unresponsive

Melee weapons only

You have disadvantage on opportunity attacks made with unresponsive weapons. You can take this flaw an additional time to be unable to make opportunity attacks with the weapon. This trait is obvious to creatures with at least 10 Intelligence.

Wild

2d10 only

The damage dice becomes 1d20.

Free Benefits

Nonlethal

The weapon cannot kill creatures when they reach 0 hit points, and they are automatically stabilized.

Saving Throw

Instead of making an attack roll, you can have the target make a Strength, Constitution, or Dexterity saving throw. If using a ranged weapon, the target has advantage on the save in long range, or if you are within 5 ft of a hostile creature. You can still make opportunity attacks with the weapon.

Examples of Custom Weapons

Simple Melee Weapons

Weapon Damage Properties
Brass Knuckles 1d6 + 1 bludgeoning Light, unresponsive 2, free hand
Boulder 1d10 bludgeoning Heavy, thrown (range 20/60), two-handed
Carpenter Axe 1d8 slashing Brutal 2, dueling
Club 1d8 bludgeoning -
Dagger 1d4 piercing or slashing Light, finesse
Dart 2d4 piercing Dueling, thrown (20/60)
Greatclub 1d10 bludgeoning Two-handed
Handaxe 1d4 slashing Brutal, killer, light, thrown (range 20/60)
Javelin 1d6 piercing Thrown (range 20/60), versatile (1d8)
Mace 1d4 bludgeoning Armor piercing
Pickaxe 1d10 piercing Dueling, inaccurate 1, versatile (1d12)
Quarterstaff 1d6 bludgeoning Responsive 1, versatile (1d8)
Sickle 1d4 piercing or slashing Improved critical 19-20, light
Spear 1d6 piercing Reach
Stun Baton 1d6 lightning Light

Simple Ranged Weapons

Weapon Damage Properties
Bolt-action rifle 1d8 ballistic Loading, ranged (150/600), two-handed
Bola 1d4 bludgeoning Critless, grappling (Str), limited (4), ranged (20/60), strength-based, tripping
Crossbow, light 1d8 piercing Loading, ranged (80/320), two-handed
Double-barrel shotgun 1d10 ballistic Pointblank, ranged (20/60), reload (2), strength-based, two-handed
Grenade 1d10 fire Area (5 ft radius, Dex), limited (4), rampart, ranged (20/60)
Palm Pistol 1d6 ballistic concealable, ranged (30/120), reload (6)
Pistol 1d4 ballistic Light, ranged (80/320)
Shortbow 1d4 piercing ranged (80/320), silent, two-handed
Sling 1d4 bludgeoning Killer, loading, ranged (30/120), silent

Martial Melee Weapons

Weapon Damage Properties
Battleaxe 1d8 slashing Brutal, Versatile (1d10)
Broad Axe 1d6 slashing Cleave
Flail 1d8 bludgeoning Clumsy, crit 18-20, unresponsive
Flamethrower 1d12 fire Area (20ft cone, Dex), bulky (15), two-handed, recharge (5 rounds)
Dueling Blade 1d10 slashing Dueling, finesse
Glaive 1d10 piercing or slashing Heavy, reach, two-handed
Greataxe 1d12 slashing Brutal, heavy, two-handed
Greatsword 2d6 slashing Heavy, two-handed
Greathammer 2d4 slashing Heavy, crit 19-20, powerful, two-handed
Great Javelin 2d10 piercing Grappling, heavy, off-guard, set up, thrown (range 20/60)
Halberd 1d8 bludgeoning, piercing or slashing Heavy, reach, responsive, two-handed
Longsword 2d4 slashing Versatile (1d10)
Machete 1d10 slashing Brutal 2, dueling
Maul 1d8 bludgeoning Armor Piercing, brutal, heavy, two-handed
Metal claws 2d4 slashing Free hand
Morningstar 1d8 piercing Brutal 2
Net 1 bludgeoning Blunt, critless, restraining, thrown (20/60)
Parrying Dagger 1d4 piercing Disarming, finesse, light, parrying
Pike 1d10 piercing Heavy, reach, responsive, two-handed
Plasma Cutter 2d8 fire Critless, blunt, light, finesse, recharge (5)
Rapier 1d8 piercing Finesse
Scythe 2d8 slashing Inaccurate 3, heavy, two-handed
Shortsword 1d6 slashing or piercing Finesse, light
Stungun 1d10 lightning Blunt, restraining, reach, light, limited (1), non-lethal
Throwing dagger 1d6 piercing Finesse, light, thrown (20/60)
Trident 1d6 piercing Grappling (can't attack while grappling), reach, thrown (20/60)
Warhammer 1d8 bludgeoning Brutal, versatile (1d10)
War pick 1d8 bludgeoning or piercing Brutal
Warscythe 1d8 slashing Reach
Whip 1d6 slashing Clumsy, finesse, light, reach

Martial Ranged Weapons

Weapon Damage Properties
Automatic Rifle 1d10 ballistic Precision, Ranged (80/320), reload (6), slow, two-handed
Bola Launcher 1d8 bludgeoning Blunt, critless, grappling (Str), heavy, loading, ranged (80/320), rampart, tripping, two-handed
Blowgun 1d6 poison Critless, loading, poisonous (Con) ranged (20/60)
Flashbang 1d12 radiant Activated, area (5ft radius, Con), Blinding (Con), Limited (1), Ranged (20/60), Set Up, Slow, Strength-based
Frag Grenade 1d12 slashing Area (5 ft radius, Dex), limited (4), ranged (20/60), set up, strength-based
Gatling Gun 6d4 ballistic Activated, bulky (15), spray, two-handed, ranged (80 ft), reload (2)
Greatbow 1d12 piercing Bulky (15), ranged (80/320), rampart, two-handed
Grenade Launcher 1d8 fire Area (5 ft radius), heavy, ranged (80/320), reload (6), two-handed
Hand Crossbow 2d4 piercing Loading, ranged (30/120)
Harpoon Launcher 1d10 piercing Heavy, loading, pull (10 ft), ranged (30/120) two-handed
Heavy Crossbow 2d6 piercing Bulky (15), loading, ranged (150/600), two-handed
Heavy Machine Gun 1d8 ballistic Bulky (15), ranged (80/320), rapid, reload (6), two-handed
Heavy Pistol 1d10 ballistic Bulky (13), Ranged (30/120)
Longbow 1d6 piercing Heavy, ranged (150/600), silent, two-handed
Plasma Annihilator 4d12 fire Bulky (15), ranged (200/800), slow 2, two-handed, Limited (4)
Plasma Blaster 1d6 fire ranged (80/320)
Plasma Rifle 1d8 fire Heavy, ranged (150/600), two-handed
Railgun 3d4 ballistic Area (60 ft line, Dex), bulky (15), off guard, strength-based, two-handed
Rocket Launcher 2d8 fire Area (10 ft radius), set up, bulky (15), ranged (80/320), reload (2), slow, two-handed
Shotgun 1d10 ballistic Pointblank, rampart, ranged (20/60), two-handed, reload (6)
Shuriken 2d4 piercing Ranged (30/120)
Six Shooter 1d8 ballistic Brutal, ranged (30/120), reload (6)
Sniper Rifle 4d6 ballistic Bulky (15), ranged (200/800), slow, two-handed, Reload (6)
Tranquilizer Gun 1d4 poison Activated, condition (Unconscious, Con), critless, limited (4), loading, ranged (30/120)
Uzi 1d10 ballistic Light, ranged (30/120), reload (6)

Exotic Melee Weapons

Weapon Damage Properties
Buster Sword 4d6 slashing Clumsy, heavy, off guard, two-handed, unresponsive 1
Breaker Axe 3d10 slashing Blunt, brutal 2, cleave, Crit 18-20, heavy, inaccurate 2, off guard, powerful, set up, siege, slow 2, two-handed, unresponsive 2
Death Axe 1d6 slashing + 1d8 necrotic Feedback (1d6 psychic each attack), light
Earthshock Hammer 6d4 thunder Area (5ft range, Con), feedback (1d12 thunder), modular (mace), set up, slow
Flamesabre 1d4 slashing + 1d4 fire Versatile (1d6)
Frostbow 1d4 piercing + 1d4 cold ranged(150/600), set up, silent, two-handed
Heart Piercer 1d4 piercing Brutal 34, finesse, killer 2 (d12), slow 2 (deals 36d12 on a crit. Broken if used in builds with higher crit rates or with friends with Hold Person, but balanced if used as a normal weapon)
Killer Combo 4d6 bludgeoning Free hand, limited (2), off guard, secure, unresponsive 2
Pointblank Shotgun 3d12 ballistic bulky (15), clumsy, pointblank, rampart, ranged (20 ft), spray, two-handed, reload (6)
Multi-Weapon 1d6 piercing Modular (stun baton, mace), reach
Neurotoxin 8d6 poison Activated, blunt, finesse, saving throw (Con), slow 2
Tear Gas 1d8 acid Critless, blunt, condition: Blinded (Con), limited (4) reach
Pepper Spray 1d12 acid Blunt, concealable, finesse
Poison Spray TM 2d8 poison Blunt, free hand, reach, saving throw (Con), unresponsive 2
Shardblade 1d8 slashing + 1d6 necrotic Activated, armor piercing, blunt, two-handed
Stability Rod 5 bludgeoning -
Stormhammer 1d6 bludgeoning + 1d4 lightning Heavy, thrown (20/60), two-handed
Whirlwind Staff 1d6 bludgeoning Area (10 ft radius, Str), modular (quarterstaff), pull 1
Blade of the Volcano 2d4 slashing + 2d4 fire Reach, increased crit (19-20), heavy, off guard, secure, two-handed, unresponsive 2

Exotic Ranged Weapons

Weapon Damage Properties
Air Cannon 1 bludgeoning Activated, bulky (15), critless, limited (2), powerful 12 (60 ft), two-handed
Beam Destroyer 7d6 plasma Blunt, Critless, Clumsy, Heavy, Feedback (1d4), Limited (1), Ranged (150/600) Activated, Slow, Reliable Two-handed
Bladed Pistol 1d6 ballistic Light, modular(dagger) ranged (30/120), reload (6)
Disintegrator 3d4 force Blunt, ranged (20/60), limited (4), siege
Eradicator 8d6 piercing Clumsy, Critless, Inaccurate 3, Spray, Set Up, Limited (1)
Fireball TM 8d6 fire Area (20 ft radius), blunt, feedback (15d6), free-hand, ranged (120/600), reliable, saving throw (Dex), slow 2
Freeze Ray 1d6 cold Activated, feedback (1d4 cold on attack), limited (2), ranged (30/120), restraining,
Gravity Gun 1 bludgeoning Bulky (13), pull 8 (40 ft) ranged (80/320), two-handed
Gunblade 1d12 slashing Heavy, modular (Bolt action rifle), two-handed
Noisy Cricket 6d8 thunder Activated, limited (1), ranged (30 ft), slow 1, spray
Paralyzer 1d10 lightning Bulky (15), condition: Paralyzed (Con), ranged (30/120), slow 2
Shotgun Scythe 3d4 slashing Crit 19-20, cleave, heavy, modular(Double-barrel Shotgun), two-handed, slow

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