Weapon Keywords

by Blacklight85

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Revised Weapons

Weapon Keywords

To make the weapons in the game more meaningful, weapons now have attached keywords which change how they are used.

Simple Weapons
Weapon Cost Damage Weight Keywords
Club 1 sp 1d4 bludgeoning 2 lb. Blunt (1), Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Flick, Light, Ranged (Thrown 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Heavy, Two-Handed
Handaxe 5 sp 1d6 slashing 2 lb. Light, Ranged (Thrown 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Flick, Ranged (Thrown 30/120)
Light Hammer 2 gp 1d4 piercing 2 lb. Blunt (1), Light, Ranged (Thrown 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Blunt (2)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Counter, Finesse, Versatile (Counter, Parry (2), Two-Handed)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Pierce (2), Ranged (Thrown 20/60), Reach, Versatile (Pierce (2), Reach, Sweeping)
Simple Ranged Weapons
Weapon Cost Damage Weight Keywords
Dart 5 cp 1d4 piercing 1/4 lb. Ammo, Finesse, Flick, Ranged (Thrown 20/40)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammo, Loading, Mechanical Force (2d8), Ranged (Ammunition 80/320)
Shortbow 25 gp 1d6 piercing 2 lb. Ammo, Ranged (Ammunition 80/320), Two-Handed
Sling 1 sp 1d4 bludgeoning - Ammo, Finesse, Ranged (Thrown 30/120)
Martial Melee Weapons
Weapon Cost Damage Weight Keywords
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (Two-Handed)
Flail 10 gp 1d8 bludgeoning 2 lb. Blunt (2), Guard Break
Glaive 20 gp 1d10 slashing 6 lb. Cutting Edge, Heavy, Reach, Two-Handed, Sweeping
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, Two-Handed, Sweeping
Greatsword 50 gp 2d6 slashing 6 lb. Counter, Heavy, Parry (2), Two-Handed
Halberd 20 gp 1d10 slashing or piercing damage 6 lb. Heavy, Reach, Sweeping, Two-Handed, Versatile (Heavy, Reach, Pierce (1), Two-Handed)
Lance 10 gp 1d12 piercing 6 lb. Heavy, Pierce (2) Reach, Two-Handed
Longsword 15 gp 1d8 slashing 3 lb. Counter, Parry (1), Versatile (Counter, Parry (1), Two-Handed)
Maul 10 gp 2d6 bludgeoning 10 lb. Blunt (2), Guard Break, Heavy, Two-Handed
Morningstar 15 gp 1d8 piercing 4 lb. Blunt (1), Guard Break
Pike 5 gp 1d10 piercing 18 lb. Heavy, Pierce (2), Reach (Long), Two-Handed
Rapier 25 gp 1d8 piercing 2 lb. Counter, Finesse, Pierce (1)
Scimitar 25 gp 1d6 slashing 3 lb. Cutting Edge, Finesse, Light
Shortsword 10 gp 1d6 piercing 2 lb. Counter, Finesse, Light, Parry (1)
Trident 5 gp 1d6 piercing 4 lb. Pierce (2), Ranged (Thrown 20/60), Reach, Two-Handed
War Pick 10 gp 1d8 piercing 2 lb. Pierce (1), Guard Break, Versatile (Pierce (1), Guard Break, Two-Handed)
Warhammer 10 gp 1d8 bludgeoning 2 lb. Blunt (1), Versatile (Blunt (1), Two-Handed)
Whip 2 gp 1d4 slashing 2 lb. Dextrous Form, Finesse, Reach
Whip (Steel) 25 gp 1d6 slashing 4 lb. Cutting Edge, Dextrous Form, Finesse, Reach
Martial Ranged Weapons
Weapon Cost Damage Weight Keywords
Blowgun 10 gp 1 piercing 1 lb. Ammo, Flick, Loading, Ranged (Ammunition 25/100)
Hand Crossbow 75 gp 1d6 piercing 6 lb. Ammo, Flick, Light, Loading, Mechanical Force (2d6), Ranged (Ammunition 30/120)
Heavy Crossbow* 50 gp 1d10 piercing 18 lb. Ammo, Heavy, Loading, Mechanical Force (2d10), Two-Handed
Longbow 50 gp 1d8 piercing 2 lb. Ammo, Heavy, Ranged (ammunition 150/600), Two-Handed
  • Heavy Crossbow:
    Its Heavy Keyword is considered to always have 15 feet invested to its attack with a Strength Score of 16. Creatures hit must make a DC 16 Strength saving throw or be knocked back by 5 feet.
    Its Two-Handed Keyword is considered to have 16 Strength, which turns all damage rolls of 1 to 2 instead.

Ammo

This weapon makes use of ammunition which can range from basic ammunition without keywords to specialized ones with multiple keywords.

If an ammunition has keywords, you treat your attack as having the keywords of both the ammunition and the weapon. If the weapon and ammunition share a keyword, you use the stronger keyword.

Blunt (X)

This weapon deals bludgeoning damage and specializes in shattering stone and denting metal. Whenever you attack a creature that is made out of stone or metal or is wearing armor that is using that material, you treat their AC as lower by an amount equal to X.

This bonus is increased based on your Strength score:

Strength Bonus
18-19 1
20-21 2
22+ 3

Counter

This is a swift weapon that allows the user to deliver quick strikes when they successfully parry an enemy. If a creature that's attempting to hit you with a melee weapon miss their attack, you can use your reaction to make a single melee weapon attack with this weapon to that creature.

Cutting Edge

This weapon's sole purpose is to cut. It is not effective as a stabbing or poking weapon. It's best ability is to cut through flesh. When you're dealing damage to a creature that isn't wearing armor or has no natural armor, any damage roll that results in a 1, or 2 is considered as a 3 instead.

Dextrous Form

This weapon has the ability to bend and move in ways that a normal conventional weapon cannot do, allowing it to interact with objects or other creatures. As part of your attack action, you can switch one of your attacks for an interaction which can do the following but is not limited to:

  • Pull a medium or smaller creature up to 10 feet toward you.
  • Pull a tiny or small object toward you within reach.
  • Interact with a lever-like object
  • Disarm an armed individual

If your target is a creature, they can make a Strength or Dexterity saving throw (DM's Discretion) to avoid the effects of your interaction. The DC is the result of your roll to hit.

Finesse

You can use your Dexterity modifier for this weapon's attack and damage rolls. If you use Dexterity, you can choose to focus on attacking a target and moving around by spending 30 feet of your speed to receive the following bonuses until the end of the round:

  • You double the damage modifier based on your Dexterity (Example: Dex is 16 so your modifier is 3. Your attack deals Dice +6 damage instead of just Dice +3 damage)
  • You gain a +1 bonus to your AC. While this ability is active, you do not gain bonus AC from Parry.

Flick

This ranged weapon is usually small or does not require as much effort as other ranged or throwing weapons and can be used with minor effort.

  • You can choose to spend 15 feet of your speed and use your bonus action to make a single additional ranged weapon attack with this weapon when you take the attack action.

Guard Break

This weapon is very effective at destroying defenses. If the target is using a class, item, or weapon feature that is increasing their AC such as Parry, this weapon ignores that bonus.

Heavy

This weapon is not necessarily heavy but is unwieldy for small creatures to properly handle. Due to how it is used, this weapon can deliver powerful strikes.

  • You can choose to invest your movement in your attacks. For every 15 feet you invest in your attack, the creature you strike must make a Strength Saving Throw against your Strength Score or be knocked back by a number of feet equal to the invested movement divided by 3 (minimum of 5 feet).

Light

This weapon is small enough and easy to handle, allowing a creature to wield it as a secondary weapon. If a creature is wielding this as secondary dual weapon, the creature gains the following bonus and ability:

  • You gain a +1 bonus to your AC when you are being attacked by a melee weapon attack.
  • You can spend 30 feet of your speed, allowing you to make a single additional attack with your Light Weapon when you take the attack action.

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.

Mechanical Force

The weapon does not make use of natural muscles or the physical strength of the living body but it instead uses a mechanism to deliver a consistent amount of force to its targets.

  • You do not add your Strength or Dexterity modifier to the damage roll of this weapon. Instead, the weapon deals 2x of its base damage instead.

Parry (X)

This weapon is an effective tool to use in defending yourself against weapons. If you are wielding this weapon, you gain bonus AC equal to X when you are being attacked with a melee weapon. You do not gain bonus AC against ranged weapon attacks. In addition, this weapon reduces the effects of Blunt and Pierce targeting you by an amount equal to X.

Example: If you are wielding a longsword which has Parry (1), you gain a bonus +1 to AC. If someone with Blunt (1) attacks you while you are wearing metal armor, your Parry (1) reduces the enemy's Blunt keyword by 1 while still gaining a +1 to your AC.

Pierce (X)

This weapon deals piercing damage and specializes in piercing tough materials such as metal and striking the softer insides of your target. Whenever you attack a creature that is wearing an outer layer to protect themselves (ie. full plate or leather vests), you treat their AC as lower by an amount equal to X. If your target is made out of pure metal or a similar material, pierce does not work on them.

Ranged (Thrown)

This weapon's normal mode of attack is through melee but can be used as a ranged weapon as well. It has a normal and long range.

Reach

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.

Reach (Long)

This weapon adds 10 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. You have disadvantage when you attack a target within 5 feet of you.

Two-Handed

This weapon requires both hands to effectively use. Due to its way of use, you can leverage a higher than average amount of damage based on your Strength:

Strength Effect
16-17 When you roll for damage, you consider results of 1 as 2 instead.
18-19 When you roll for damage, you consider results of 1 and 2 as 3 instead.
20+ When you roll for damage, you consider results of 1, 2, and 3 as 4 instead.

Sweeping

When you make a weapon attack with this weapon, you can also make a weapon attack against 2 creatures of your choice that is adjacent to your main target.

Versatile

This weapon can be used in more than one way, allowing you to deal a different type of damage in exchange of other keywords. If you use the other form of a weapon, you use the versatile form's traits instead of the original ones.

Practice

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