Weapons

The weapons table in the Player's Handbook has been replaced with the table and rules described in this section. There is a new list of weapons for players to choose from, as well as rules on how to create a balanced, custom weapon to help further define your unique character.

The weapon table includes several pieces of information for each weapon, as noted below.

Category: The header of the table defines the category of that collection of weapons. Categories are used to define weapon proficiencies for many classes.

Group: A group is a collection of similar weapons, which may include weapons from multiple categories. Groups are used to identify sets of weapons that work with features such as feats.

Name: This is a specific type of weapon. Some proficiencies for certain classes will specify weapons by name rather than category.

Cost: This is the market price for a new weapon.

Damage: This is the damage die or damage dice of the weapon. When you score a hit using a weapon of that type, you roll this die value to determine damage.

Weight: This is how much the weapon weighs.

Properties: Each weapon may have additional properties which affect how it is used. Refer to the full list of properties later in this section for an explanation of each one.

Categories

Each weapon belongs to a single category.

Simple Melee weapons are inexpensive, easy-to-use melee weapons that most classes can use with proficiency. Some of these weapons resemble tools, such as light hammers and handaxes, while others are simply refined versions of simple clubs and bludgeons.

Simple Ranged weapons are uncomplicated ranged weapons usable by almost all classes, including crossbows and shortbows.

Martial Melee weapons include most common medieval arms, including swords, heavy maces, axes, and most polearms, as well as some more exotic fare used by warriors from strange lands.

Martial Ranged weapons include longbows, heavy crossbows, and specialized weapons such as shuriken which require special training to use.


Groups

Each weapon belongs to one or more groups. Groups are used to define collections of weapons that each function similarly. Features such as feats use weapon groups to grant special abilities when you are wielding weapons that belong to certain groups.

Axe: Weapons in the Axe group are chopping or slashing weapons that have a cutting head mounted at the end of a shaft.

Blowgun: Blowguns are specialized weapons used to deliver poisoned darts at range.

Bow: Bows are ranged weapons consisting of a flexible length of wood or composite material with a string or cord connecting each end. They are used to fire arrows at distant opponents.

Chain: Chain weapons use flexible lengths of chain as part of their construction. They are difficult to wield, but can build momentum to cause great damage.

Club: These weapons are simply lengths of wood used to bludgeon opponents. Clubs are often simple to use and inexpensive.

Crossbow: Crossbows are hand-held weapons that use mechanical action to fire arrows at ranged targets.

Hammer: Hammers have a heavy, weighted head mounted to a metal or wooden shaft. Some weapons in this group add spikes to the head for additional penetrating power.

Knife: Knives are short, hand-held weapons with cutting blades. They are easy to conceal and inexpensive, but do not cause as much damage as their larger counterparts.

Long Polearm: Long polearms are military weapons designed to be used while mounted or against calvary. They can be anywhere from 6 to 13 feet long, and require two hands to be used effectively while on foot.

Medium Polearm: Medium polearms are military weapons usually used in formations. They are typically 4 to 6 feet in length and wielded with both hands.

Net: Nets can be thrown over an opponent to hinder or disable them.

Sickle: Sickle weapons have curved blades sharpened on the inside. They can be difficult to use effectively, but very intimidating.

Simple Polearm: Simple polearms include primitive spears and javelins, and are typically around 3 to 4 feet in length.

Short Polearm: Short polearms are military weapons used in mass combat. They are usually between 3 and 4 feet in length, and can be wielded in one hand and used with a shield or often thrown.

Staff: These weapons are lengths of wood or metal, intended to be used to bludgeon opponents and block blows.

    Sword: Swords are specially-made lengths of metal, often with a cutting edge on one or both sides. They can be used for cutting and slashing or for puncturing and piercing.

Thrown: Thrown weapons are balanced to be hurled at targets at range. They are usually smaller or lighter than their melee counterparts.

Unarmed: A character's unarmed strikes fall into this category.

Whip: Whips are long lengths of corded leather, sometimes studded or tipped with metal. They are swung in a specific way to cause injury with the tip at high speeds.

Properties

Some weapons may have one or more properties, keywords that denote specific rules or restrictions on their use. The weapon keywords are as follows:

Ammunition: Weapons with this property require ammunition to be used, and cannot be fired without it.

Double: A double weapon must be wielded in two hands, but the user can attack with either end of the weapon as they choose.

If the double weapon also has the light property, the user may use a bonus action to make an additional attack, as though the user was weilding two identical light weapons. No special bonuses or penalties apply for this attack and it is resolved exactly as though the user was fighting with two weapons with the light property.

If the user has the Dual Wielder feat, a double weapon without the light property can be used for Two Weapon Fighting.

A double weapon with the Heavy property cannot be used for Two Weapon Fighting, but the user may attack with either end.

Finesse: When wielding a weapon with this property, you may use either Strength or Dexterity for your attack and damage rolls.

Heavy: A heavy weapon is large and weighty, so Small creatures cannot use it normally without incurring disadvantage on attack rolls.

If a heavy weapon does not have the two-handed property, Small creatures can wield it in two hands without disadvantage, though they do not gain extra damage for doing so if the weapon also has the versatile property.

A heavy weapon cannot be used for Two Weapon Fighting even if the user has the Dual Wielder feat.

Light: A light weapon is small and lightweight. It can be used to fight effectively with two weapons. A user wielding two light weapons, one in each hand, can use the Two Weapon Fighting option to gain an additional attack with the second weapon as a bonus action.

Loading: Weapons with this property require time to load between attacks. Regardless of the kind of action used to fire them, they can only make a single attack at a time.

Long: A long weapon can only be used effectively while at reach. While using a long weapon, your reach is increased by 5 feet, but you suffer disadvantage on attack rolls against opponents within 5 feet of you. Long weapons require two hands to use when not mounted. A long weapon can also be set against a charge (see Chapter 5 - Combat). As with heavy weapons, Small creatures have disadvantage on attack rolls with long weapons.


    Ranged: A weapon with the ranged property can only be used to make a ranged attack.

Reach: A weapon with this property adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Repeating: Repeating weapons are ranged weapons that have an internal reservoir of ammunition. They can be fired a set number of times before they must be reloaded with new stock. Reloading a repeating weapon is an Action.

Shoddy: Shoddy weapons are generally poorly-constructed or improvised, or may simply be less refined than other options. They may be much less expensive than more well-constructed options.

If you roll a natural 1 when attacking with a weapon that has the shoddy property, the weapon breaks and can no longer be used to attack.

Special: A weapon with the special property has unusual rules governing its use, explained in the Special Weapons section below.

Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed: This weapon requires two hands when you attack with it.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

    Blowgun: A blowgun deals no damage on its own. However, it can be used to poison enemies by using ammunition coated with poison. See the poison rules in the Dungeon Master's Guide for more information.

Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless or creatures that are Huge or larger. A creature can use an action to make a DC 10 Strength check, freeing itself or another creature within its reach on success. Dealing slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack, regardless of the number of attacks you can normally make.

Spiked chain: When wielding a spiked chain, you have advantage on attempts to disarm an opponent.

Whip: When wielding a whip, you have advantage on attempts to disarm an opponent.

Other Weapon Rules

Rules for proficiency, improvised weapons, and silvered weapons are unchanged from those listed in the Player's Handbook.

Simple Melee Weapons
Name Group Cost Damage Weight Properties
Club Club 1 sp 1d6 bludgeoning 2 lb. light
Dagger Knife, Thrown 2 gp 1d4 piercing 1 lb. finesse, light, thrown (range 20/60)
Greatclub Club 2 sp 1d10 bludgeoning 10 lb. heavy, two-handed
Handaxe Axe 2 gp 1d6 slashing 2 lb. light, thrown (range 20/60)
Javelin Short Polearm,
Thrown
5 sp 1d6 piercing 2 lb. thrown (range 30/120)
Knife Knife 2 sp 1d2 piercing 1 lb. finesse, light, shoddy, thrown (range 20/60)
Hatchet Axe 5 sp 1d4 slashing 1 lb. shoddy
Light Hammer Hammer 2 gp 1d6 bludgeoning 2 lb. light, thrown (range 20/60)
Light Mace Hammer 1 gp 1d6 bludgeoning 3 lb.
Mace Hammer 5 gp 1d8 bludgeoning 5 lb. heavy
Quarterstaff Staff 2 sp 1d6 bludgeoning 4 lb. double, light
Scythe Simple Polearm,
Sickle
7 sp 1d6 slashing 5 lb. versatile (1d8)
Sickle Sickle 5 sp 1d6 slashing 2 lb. light
Spear Simple Polearm 5 sp 1d6 piercing 2 lb. thrown (20/60), versatile (1d8)
Tonfa Club 5 sp 1d6 bludgeoning 2 lb. light
Unarmed Strike Unarmed 1 bludgeoning
Simple Ranged Weapons
Name Group Cost Damage Weight Properties
Blowgun Blowgun 10 gp 1 lb. ammunition (range 25/100), loading,
ranged, special
Dart Thrown 5 cp 1d4 piercing 1/4 lb. light, ranged, thrown (range 20/60)
Light Crossbow Crossbow 25 gp 1d6 piercing 5 lb. ammunition (range 80/320), loading,
ranged, two-handed
Light Repeating
Crossbow
Crossbow 75 gp 1d6 piercing 8 lb. ammunition (range 80/320), repeating (5),
ranged, two-handed
Shortbow Bow 25 gp 1d6 piercing 2 lb. ammunition (range 80/320), ranged
two-handed
Sling Sling 1 sp 1d4 bludgeoning ammunition (range 30/120), ranged
Martial Melee Weapons
Name Group Cost Damage Weight Properties
Arming Sword Sword 25 gp 1d8 slashing 2 lb. finesse
Bardiche Medium Polearm 10 gp 1d10 slashing 4 lb. reach, two-handed
Battleaxe Axe 10 gp 1d8 slashing 4 lb. versatile (1d10)
Bastard Sword Sword 45 gp 1d10 slashing 4 lb. heavy, versatile (1d12)
Dwarven Urgrosh Axe 50 gp 1d8 slashing or
1d8 piercing
8 lb. double
Estoc Sword 40 gp 2d6 piercing 6 lb. heavy, two-handed
Falchion Sword 25 gp 2d4 slashing 2 lb. finesse
Flail Chain 10 gp 1d10 bludgeoning 3 lb. heavy
Greataxe Axe 30 gp 1d12 slashing 7 lb. heavy, two-handed
Greatsword Sword 50 gp 2d6 slashing 6 lb. heavy, two-handed
Guisarme Long Polearm 10 gp 1d12 slashing 6 lb. long
Gyrspike Sword, Chain 65 gp 1d10 slashing or
1d10 piercing
9 lb. double, heavy
Heavy Mace Hammer 15 gp 1d10 bludgeoning 6 lb. heavy
Lance Long Polearm 10 gp 1d12 piercing 6 lb. long
Longsword Sword 15 gp 1d8 slashing 3 lb. versatile (1d10)
Longspear Medium Polearm 10 gp 1d10 piercing 4 lb. reach, two-handed
Lucerne Hammer Long Polearm 10 gp 1d12 bludgeoning 10 lb. long
Maul Hammer 10 gp 2d6 bludgeoning 10 lb. heavy, two-handed
Morningstar Hammer 15 gp 1d10 piercing 5 lb. heavy
Orc Double Axe Axe 55 gp 1d10 slashing 14 lb. double, heavy
Pike Long Polearm 10 gp 1d12 piercing 10 lb. long
Rapier Sword 25 gp 1d8 piercing 2 lb. finesse
Scimitar Sword 25 gp 1d6 slashing 3 lb. finesse, light
Shortspear Short Polearm 10 gp 1d8 piercing 3 lb. thrown (range 20/60), versatile (1d10)
Spiked Chain Chain, Whip 15 gp 1d8 piercing 5 lb. finesse, reach, two-handed, special
Trident Short Polearm 15 gp 2d4 piercing 4 lb. thrown (range 20/60), versatile (1d10)
Two-bladed Sword Sword 50 gp 1d6 slashing 5 lb. double, finesse
War Pick Hammer 15 gp 1d8 piercing 2 lb. versatile (1d10)
Warhammer Hammer 15 gp 1d8 bludgeoning 3 lb. versatile (1d10)
Whip Whip 2 gp 1d4 slashing 2 lb. finesse, light, reach, special
Martial Ranged Weapons
Name Group Cost Damage Weight Properties
Hand Crossbow Crossbow 75 gp 1d6 piercing 3 lb ammunition (range 30/120), light, loading, ranged
Heavy Crossbow Crossbow 50 gp 1d10 piercing 18 lb ammunition (range 100/400), heavy, loading,
ranged, two-handed
Heavy Repeating
Crossbow
Crossbow 100 gp 1d10 piercing 20 lb ammunition (range 100/400), heavy, repeating (5),
ranged, two-handed
Longbow Bow 50 gp 1d8 piercing 2 lb ammunition (range 150/600), ranged, two-handed
Net Net 1 gp 3 lb ranged, thrown (5/15), special
Shuriken Thrown 1 sp 1d4 piercing 1/4 lb. finesse, light, ranged, thrown (range 30/80)
Throwing Knife Knife, Thrown 5 cp 1d4 slashing 1/4 lb. finesse, light, ranged, thrown (range 30/80)

Creating New Weapons

The following system describes a set of rules that can be used to create new weapons that are balanced and in-line with the revised tables above. You can create a new weapon by assigning it to a category (simple or martial) and a type (melee or ranged), and then assigning it a group as well as zero or more properties. You then adjust its damage die from a baseline depending on the selected properties.

Categories

Weapons are divided into simple and martial categories. Simple weapons are weapons that most classes can pick up and use without issue, and are intended to be somewhat inferior to their Martial counterparts. Martial weapons are better -- they deal more damage or have more favorable properties -- but require proficiency to use correctly. The damage die for simple weapons begins at 1d6, while Martial weapons begin at 1d8. Damage dice increase or decrease along a scale depending on properties applied to the weapon (refer to Tables 1 and 2).

Types

Once assigned to a category, a weapon is then assigned a type. Types include melee and ranged. A melee weapon is used to attack an enemy at close range, typically within 5 to 10 feet. A ranged weapon is a weapon designed to attack enemies at a distance. They may require some form of ammunition and always have the ranged property.

Groups

Weapon groups provide a way to classify weapons that work in a similar fashion. Groups allow you to designate your weapon's availability for feats and other abilities that require specific groups of weapons. For example, if you invent a two-handed variant of the morningstar, you may wish for your new weapon to still work with the Fell Handed feat, and so you would assign it to the same group -- hammer -- that the existing morningstar uses.

You may use more than one group, but you should try to use as few as possible to describe your weapon. When in doubt, think of the primary use of the weapon, and how it will most often be used in combat.

See the Weapon Groups and Properties table for guidelines on which properties to assign to weapons within each group.

Properties

Most weapons have one or more properties. These are the traits the weapon possesses that dictate how it is used in combat and what kinds of things can be done with it.

Properties affect the base damage die of the weapon. Some properties are beneficial, which adds an effect or ability to the weapon at the cost of a reduced damage die. Some properties are neutral, adding something that does not affect the weapon’s damage but indicates how it is intended to be used. Finally, some properties are detrimental, and represent a drawback to using the weapon, balanced by increased damage.

The properties of weapons can be seen in the following table. Items in bold face are new properties not covered in the Player's Handbook, or have been modified from what is listed in the Player's Handbook.

Some properties cannot be combined with others. For instance, a weapon with the heavy property cannot also benefit from the light property -- it wouldn't make sense to apply both to a single weapon. Similarly, a weapon that does not have the ranged property cannot have the ammunition property. The table Weapon Property Compatibility, found below, describes which properties are compatible with each other. Remember to compare all properties of your weapon against all others. You must have no incompatibilities for a weapon to be legal.

Damage Die

A weapon's damage die is a measure of how poweful it is or how much damage it is capable of inflicting. Smaller, lighter weapons have smaller damage dice, while larger, heavier weapons have comparably larger damage dice.

Damage die is based on weapon category, and then modified by properties that the weapon possesses. Simple weapons begin with a damage die of 1d6, while martial weapons begin with a damage die of 1d8.

Properties can change this value, making weapons less or more damaging in tradeoff for those properties' benefits and drawbacks. The Weapon Properties table lists the various properties as well as how they modify a weapon's damage die.

To calculate a weapon's final damage die, begin at the default based on the category of the weapon, apply properties (taking care to only add properties which are compatible), and then total up the damage die modifier values for each property. Drop any remaining fractional values from the total, and then apply the adjusted total to the base weapon die using the tables below. If two values are shown, either can be used. Multiple dice provide more consistent damage, while single dice provide a greater chance of high or low numbers. Weapons cannot deal less than 1 damage, and cannot go above 1d12 or 2d6.

Simple Weapon Damage Die
Modifier
Total
Damage Die
-3 or fewer 1
-2 1d2
-1 1d4
0 1d6
+1 1d8 or 2d4
+2 1d10
+3 or more 1d12 or 2d6
Martial Weapon Damage Die
Modifier
Total
Damage Die
-4 or fewer 1
-3 1d2
-2 1d4
-1 1d6
0 1d8 or 2d4
+1 1d10
+2 or more 1d12 or 2d6

Damage Type

A weapon's damage type can be any one of the three physical damage types: slashing, piercing, and bludgeoning. Select a damage type for your weapon that matches best with its description and intended use.

Slashing: Weapons that deal slashing damage inflict long cuts on enemies. They are typically effective against soft targets, less so against heavily-armored ones. Typical slashing weapons include swords and axes.

Piercing: Piercing weapons have sharp points, useful for puncturing through heavy armor or thick skin. They include weapons such as rapiers, morningstars, and polearms such as spears.

Bludgeoning: Bludgeoning weapons are blunt and often heavy, and are used to crush bones or heavy carapaces. They include weapons such as hammers, maces, and simple clubs.

Cost

Weapon cost does not necessarily follow a set system. In general, Simple weapons are much cheaper than Martial weapons, but no single weapon should be costed beyond the means of a 1st-level character. Weapons with the shoddy property should be less expensive than an equivalent weapon without the same property, but other than that, properties do not generally affect the cost of a weapon.

Adjudicating a weapon’s cost is a case where you will need to use discretion, but remember that making a weapon very expensive is not an excuse for increasing its damage die -- players tend to accumulate wealth quickly as they gain levels, and above levels 3 to 5, mundane equipment costs become more or less moot.

Weight

A weapon's weight should be reflective of its size. Larger, more damaging weapons generally weigh more than smaller, quicker weapons. Weight, like cost, does not follow a simple or defined system; you should simply choose a value that best reflects the intended size, construction, and function of your weapon.


Examples

Here are some example weapons built using the tables and rules described in this section.

Baton: A baton is a lightweight club, balanced for quick strikes. It is simple to use, so should not require martial training. It's lightweight, and a skilled user should be able to use one in each hand. In addition, it should be a weapon that lends itself to acrobatic performances and quick strikes, and so should be usable with Dexterity as well as Strength.

Based on the first criteria, our example baton would be a Simple Martial weapon. It is a close-range, striking weapon that isn't complicated to use. That sets the weapon's base damage die at 1d6.

Examining the Weapon Properties table, there are two properties that would apply to the baton. The first is light. Light weapons are designed to be used for two-weapon fighting, and also fits with the idea that the baton is a quick, lightweight weapon. This applies a damage die modifier of -1/2.

The second property is finesse. A finesse weapon allows the wielder to substitute Dexterity for Strength when wielding the weapon. This fits also with the description of the weapon. The finesse property applies a damage die modifier of -1/2.

Combining the damage die modifiers from all of the selected properties results in a total of -1 damage die. This sets the damage die of the baton, a Simple Martial weapon, at 1d4. This is comparable to another simple weapon, the dagger, which also possesses the light and finesse properties. The weapon closely resembles a club, and is not weighted like a hammer or mace, so it is assigned to the Club group. The cost should be fairly low, but not as low as the actual club, so it is set to 5 sp. Finally, an appropriate weight is chosen. Given the light nature of the weapon, 1 lb. seems appropriate.

Urumi: An urumi is a flexible, multi-bladed, whip-like sword. It is used in one hand and requires great finesse and training to learn.

The urumi will be a Martial Melee weapon because of the effort required to become proficient with it. The finesse property seems a good fit, due to the sword's quick striking power and whip-like design. In addition, given its length and the way in which it is used, the reach property also seems useful.

A Martial Melee weapon begins with a damage die of 1d8. The finesse property adds a penalty of -1/2, while the reach property does not modify the damage die. In total, there is only a -1/2 adjustment to the damage die. Since fractions are dropped after all modifiers have been tallied, the die is not adjusted, and the urumi deals 1d8 damage. It is priced expensively, since it is intended to be an exotic weapon, at 50 gp -- not completely unreasonable, but difficult to find and get ahold of. A weight of about 2 pounds feels about right, given its emphasis on speed.

The weapon's group is interesting – it could be placed in the Sword group, since it is a bladed weapon. However, given how it is used, it makes more sense to place it in the Whip group instead.

Weapon Properties
Property Description Damage Die Modifier
ammunition    As PHB; you can use a weapon with the ammunition property only if you have available ammunition to fire from it.
double A double weapon must be wielded in two hands, but the user can attack with either end of the weapon as they choose. If the double weapon has the light property, the user may use the Two Weapon Fighting action to make an additional bonus attack with it. No special bonuses or penalties apply for this attack and it is resolved exactly as though the user was fighting with two weapons with the light property. If the user has the Dual Wielder feat, a double weapon without the light property can be used for Two Weapon Fighting. A double weapon with the heavy property cannot be used for Two Weapon Fighting, but the user may attack with either end. A double weapon may deal two different damage types, one for each end. -1/2
finesse As PHB; you may use either your Strength or Dexterity modifier for attacks with this weapon. -1/2
heavy A heavy weapon is large and weighty, so Small creatures cannot use it normally without incurring disadvantage on attack rolls. If a heavy weapon does not have the two-handed property, Small creatures can wield it in two hands without disadvantage, though they do not gain extra damage for doing so if the weapon also has the versatile property.
A heavy weapon cannot be used for Two Weapon Fighting even if the user has the Dual Wielder feat.
+1
light As PHB; a light weapon is small and lightweight. It can be used to fight effectively with two weapons. -1/2
loading As PHB; loading weapons require time to load between attacks. Regardless of the kind of action used to fire them, they can only make a single attack at a time.
long A long weapon can only be used effectively while at reach. While using a long weapon, your reach is increased by 5 feet, but you suffer disadvantage on attack rolls against opponents within 5 feet of you. Long weapons require two hands to use when not mounted. A long weapon can also be set against a charge (see Chapter 5 - Combat). As with heavy weapons, Small creatures have disadvantage on attack rolls with long weapons. +2
ranged As PHB; a weapon with the ranged property can only be used to make a ranged attack.
reach As PHB; a reach weapon adds 5 feet to your reach.
repeating Repeating weapons are ranged weapons that have an internal reservoir of ammunition. They can be fired a set number of times before they must be reloaded with new stock. Reloading a repeating weapon is an Action.
shoddy Shoddy weapons are generally poorly-constructed or improvised. If you roll a natural 1 when attacking with a weapon that has the shoddy property, the weapon breaks and can no longer be used to attack. -1
special Some weapons have properties not covered here. See "Creating Special Properties" below. Varies
thrown As PHB; a thrown weapon can be hurled to make a ranged attack. Use the same ability modifier as you would when making a melee attack to make a ranged attack.
two‑handed As PHB; a two-handed weapon requires two hands to be used effectively. +1
versatile As PHB; a versatile weapon deals more damage when used in two hands, but can be used in one. When wielded in two hands, advance the damage die by one step. The adjusted damage die will be shown in the Weapons table in parentheses next to the versatile property.

Weapon Property Compatibility
  ammunition double finesse heavy light loading long ranged reach repeating shoddy special thrown two-handed versatile
ammunition X X O O O X O X O O O X O X
double X O O O X O X O X O O X X X
finesse X O X O X X O O X O O O O O
heavy O O X X O X * X O O O O O O
light O O O X O X O O O O O O X X
loading O X X O O X O X X O O X O X
long X O X X X X X X X O O X X X
ranged O X O * O O X X O O O O O X
reach X O O X O X X X X O O O O O
repeating O X X O O X X O X O O X O X
shoddy O O O O O O O O O O O O O O
special O O O O O O O O O O O O O O
thrown X X O O O X X O O X O O X O
two-handed O X O O X O X O O O O O X X
versatile X X O O X X X X O X O O O X

Table Key

The Weapon Property Compatibility table uses the following shorthand.

 

O - Indicates that the two properties are compatible.

X - Indicates that the two properties are not compatible.

* - Indicates a special rule. Weapons with the ranged property may also possess the heavy property, but if they do so, they must additionally possess either the loading or repeating properties.

Groups and Properties

The following table provides a list of properties commonly associated with each weapon group. Not every weapon in each group requires all or even any of the properties displayed here; instead, this table provides a guideline for how to assign your newly-created weapons to an existing group based in part on the properties they possess.

The third column is a damage type typically associated with the weapons in that group. An entry of "any" indicates that a weapon from this group can deal bludgeoning, piercing, or slashing damage.

If you create a new weapon group, consider the kinds of properties that should be associated with it.

Weapon Groups and Properties
Group Associated Properties Damage Type
Axe heavy, two-handed, thrown slashing
Blowgun ranged, special piercing
Bow ammunition, ranged, two-handed piercing
Chain finesse, special, reach bludgeoning or piercing
Club heavy bludgeoning
Crossbow ammunition, loading, ranged, repeating piercing
Hammer heavy, two-handed, thrown, versatile bludgeoning or
piercing
Knife light, finesse, thrown piercing or slashing
Long Polearm long any
Medium Polearm reach, two-handed any
Net special
Sickle light, versatile slashing
Simple Polearm thrown, versatile any
Short Polearm finesse, thrown, versatile any
Staff double, finesse bludgeoning
Sword light, finesse, heavy, two-handed, versatile piercing or slashing
Thrown thrown any
Unarmed bludgeoning
Whip light, finesse, reach, special any

Creating Special Properties

Some weapons can have the special property. Special properties are new properties not explicitly covered by the tables above. Usually, a special property falls into one of three categories.

 

• A beneficial property that provides an advantage in a specific combat situation. An example is a weapon that gives its wielder Advantage during a specific combat maneuver, such as tripping or disarming. These kinds of properties are generally worth -1 damage die.

• A drawback or complication of some kind. Weapons with these properties have some kind of trick to their use, or a risk associated with them, sometimes in exchange for a benefit of some variety. In general, do not allow these kinds of properties to add more raw damage to the weapon -- instead, provide an advantage that negates or justifies the drawback. These properties are generally worth either a -1 damage die adjustment, or no adjustment at all. It is tempting to allow a weapon to deal greater damage in exchange for a risk or drawback, but in practice, such changes tend to be unbalancing or problematic in-game.

• A property that negates the damage done by the weapon in exchange for performing some other function. Examples would be the net or the blowgun. Both weapons deal very little or no damage, but have other abilities which can be used to hinder or incapacitate enemies. These properties generally reduce the damage the weapon does to 0 or 1 entirely.

 

When creating any weapon with a special property, it is important to talk with your DM prior to bringing your custom weapon to the game -- such abilities may have unforeseen effects in-game, and need to be carefully balanced and tested.

Combat

Actions in Combat

The following section includes new rules for additional actions in combat, as well as changes to existing combat rules. The changes here supersede the rules in the Player's Handbook.

Disarming

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. Attempting to pick up or retrieve a weapon while within the threatened space of another creature provokes an attack of opportunity.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Set Against Charge

On your turn, you may choose to spend your action to set yourself against a charge if you are wielding a weapon with the long property. You brace yourself and your weapon to receive a charge by a non-allied creature you can see.

If the creature you chose during your action moves at least 20 feet into your threatened space, you may spend your reaction to interrupt its attack as soon as it enters your reach. Make a melee attack with the weapon you used to set yourself against the charge. If it hits, you deal one additional damage die in addition to your normal damage, and the creature’s attack fails. It stops its movement where it is, regardless of how much movement it has remaining.

If your attack misses, the creature continues normally.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee 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.

If you have the Extra Attack class feature from any source and are at least 11th level, you may make two attacks instead of one when you attack with your off-hand weapon using a bonus action.

Cover

Presented here is a simplified set of alternative cover rules using advantage/disadvantage instead of static penalties. It does away with the three-quarters cover rule and replaces half cover with partial cover.

 

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the other side of the cover.

There are two degrees of cover. If a target is behind multiple sources of cover, only the most protective degree applies; the degrees aren't added together. For example, if a target is behind a tree that gives partial cover, as well as a creature that gives partial cover, the target still has only partial cover.

A target with partial cover has advantage on Dexterity saving throws. Attacks againts a target in partial cover have disadvantage. A target has partial cover if an obstacle blocks at least half of its body, such as a tree trunk, a low wall, or another creature, whether that creature is an enemy or a friend.

A target with total cover can't be targeted directly by an attack or spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Critical Hits

When you roll a 20 on an attack roll, you score a critical hit. Your attack hits, regardless of the target's AC. In addition, you deal extra damage. Roll for damage normally, and then add the maximum value of your weapon's damage die to your total damage. For example, a character with a Strength score of 17, attacking with a greataxe, would deal 1d12 + 3 + 12 damage on a critical hit.

Some abilities allow you to roll additional damage dice on a critical hit. These additional dice are the same as your weapon's damage die, and are rolled along with your critical damage.

Character Options

Feats

Feats allow you to give up an Ability Score Increase to instead increase your versatility. Some of these feats are updated versions of existing feats from the Player's Handbook or Unearthed Arcana. Others are entirely new. You may select any of these feats in place of any Ability Score Increase granted by your class.

Some feats have been reworked to make use of the additional rules in Chapter 4 - Equipment. In particular, certain feats now refer to weapon groups, rather than specific weapons.

Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.

• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Blade Mastery

You master the art of using a blade. When using any weapon in the Sword weapon group, you gain the following benefits:

• You gain a +1 bonus to attack rolls you make with the weapon.

• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.

• When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.


Expert

You are particularly skilled in a given area. Choose one skill. You gain the following benefits:

• If you are proficient with the chosen skill, you double your proficiency modifier for rolls of that type. If you are not proficient with the chosen skill, you become proficient with it.

• You gain +1 to that skill's associated Ability Score.

Special: This feat cannot be selected for a skill for which you already possess the Expertise class feature. Likewise, the Expertise class feature cannot be applied to a skill for which you already receive double your Proficiency bonus due to this feat.

Fell Handed

You have mastered heavy weapons such as axes and hammers. When using any weapon in the Axe or Hammer weapon groups, you gain the following benefits:

• You gain a +1 bonus to attack rolls you make with the weapon.

• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

Flail Mastery

The flail and other such weapons are tricky weapons to use, but you have spent countless hours mastering them. When using any weapon in the Chain weapon group, you gain the following benefits.

• You gain a +1 bonus to attack rolls you make with the weapon.

• As a bonus action on your turn, you can prepare yourself to extend your weapon to sweep over targets’ shields. Until the end of this turn, your attack rolls with that weapon gain a +2 bonus against any target using a shield.

• When you hit with an opportunity attack using the weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

• As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.

• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Great Weapon Mastery

You have learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one you can make one melee weapon attack as a bonus action.

• When using the Attack action with a weapon that has the heavy property with which you are proficient, 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 must be wielding the weapon with two hands to take advantage of this benefit.

This feat replaces the Great Weapon Master feat in the Player's Handbook.


Polearm Mastery

You can keep your enemies at bay with reach weapons. When you are using a weapon in the Medium Polearm or Long Polearm groups, you gain the following benefits:

• When you take the Attack action and attack only with a weapon from the Medium Polearm group, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, its reach is 5 feet, and the attack deals bludgeoning damage.

• While you are wielding the weapon, other creatures provoke an attack of opportunity from you when they enter your reach.

• You may use the Set Against Charge action (see Chapter 5 - Combat) with your weapon, even it it does not possess the long property.

• If you are wielding a weapon from the Long Polearm group, you do not have disadvantage on attacks within 5 feet of you as long as you are mounted.

This feat replaces the Polearm Master feat in the Player's Handbook.

Savage Attacker

You attack with unbridled ferocity. You gain the following benefits.

• Increase your Strength score by 1, to a maximum of 20

• Once per turn, when you roll damage for a melee weapon, you can reroll the weapon's damage dice and use either total.

• Whenever you roll a 1 on a weapon's damage die, it is instead treated as that die's maximum value.

This feat replaces the Savage Attacker feat in the Player's Handbook.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. When using any weapon from the Simple Polearm or Short Polearm weapon groups, you gain the following benefits.

• You gain a +1 bonus to attack rolls you make with the weapon.

• When you use a weapon from the Simple Polearm weapon group, its damage die changes from a d6 to a d8, and from a d8 to a d10. If the weapon has the versatile property, it's two-handed damage die changes from a d8 to a d10. (This benefit has no effect if another feature has already improved the weapon’s die.)

• You may use the Set Against Charge action (see Chapter 5 - Combat) with your weapon, even if it does not possess the long property.

• As a bonus action on your turn, you can increase your reach with your weapon by 5 feet for the rest of your turn.