```metadata title: 'Rule Variant: Alternate Weapons' description: >- An alternate set of rules for weapons and weapon attacks in Dungeons & Dragons 5th Edition, intended to make weapon selection more freeform. tags: '' systems: - 5e renderer: V3 theme: 5ePHB ``` ```css .coverHeader { position:absolute; transform:scale(2, 2) !important; font-weight:bold; font-size:32px; color:white; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; top:75px; text-align:center; } .coverDiamond { background-image:url("https://www.gmbinder.com/assets/img/DiamondDD.png"); background-size:400px; background-repeat:no-repeat; position:absolute; left:210px; top:115px; width:400px; height:12px; } .coverSplotch{ background-image:url('https://www.gmbinder.com/assets/img/UNR8ilF.png'); background-size:350px; position:absolute; left:0; bottom:180px; width:345px; height:56px } .coverFooter { position:absolute; font-size:25px; line-height:1.1; color:white; bottom:100px; right:55px; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; filter:opacity(100%); text-align:center; } ``` {{coverHeader Alternate Weapons}} {{coverDiamond}} {{coverSplotch}} {{coverFooter Craft new additions to your arsenal with this homebrewed variant ruleset for weapons in D&D 5th Edition!}} ![](https://cdnb.artstation.com/p/assets/images/images/052/673/509/large/mahx-nauman-last-tear-v10-grained-brightened.jpg?1660389874){position:absolute;top:0px;left:-450px;height:1060px} \page :::::::::::::::::::::::::::::::::::::::::::::::::::::::: # Rule Variant: Alternate Weapons ### What's wrong with weapons? ___ While generally serviceable, weapons have some issues holding them back: #### Imbalance Not all martial playstyles have stood the test of time. For instance, two-weapon fighting suffers among classes that make frequent use of bonus actions like the ranger or the rogue, which is unfortunate given that they are the most thematically suited for it. Some weapons dominate in popularity, such as the greatsword or longbow, whereas others such as the trident or morningstar offer no real reason to be picked, as directly better alternatives exist. #### Limitations It is not uncommon for a player to have a certain aesthetic in mind for their character, with mechanics following suit from their cosmetic choices. However, many aspects of weapons run counter to this: in addition to proficiencies constraining weapon choice, many weapon properties exist purely as a detriment. Small races cannot adequately wield heavy weapons, for example, which severely limits their build options. #### Rigidity *5e* aims to strike a balance between breadth of choice and simplicity with weapons, yet the end result is a weapon list that feels simultaneously full of redundancy, yet lacking in distinct options. Many a player has wanted a weapon included, only to have to contend with reskinning an existing option that doesn't quite give them the gameplay they were looking for. ### A way forward ___ Effectively, weapons could stand to use a bit more flexibility and diversity. This brew proposes several additions and alterations to the rules to enable the following: #### Simplicity of Weapon Use Doing away with proficiencies, this brew instead establishes simple, universally-applicable rules for making weapon attacks, while making sure martial classes have an edge over casters. #### Weapon Creation For those interested in playing with a more diverse, yet still balanced arsenal, this brew offers a simple and minimally disruptive method for coming up with new weapons. This includes the addition of a few, easily understandable properties, enabling the use of weapons that can alternate damage types, or be used with unarmed strikes. #### Expanded Features Rounding out this brew's weapon changes are optional features intended to capitalize on them, allowing Fighting Style users to specialize in a range of different weaponry. Among other benefits, this should make for more synergy when multiclassing. Additionally, alterations to racial traits, class features, and spells should allow players to transition smoothly to this new system, often at the benefit of greater versatility. ![](https://cdna.artstation.com/p/assets/images/images/042/899/030/large/hugh-pindur-mtg421129-armament-angel-1.jpg?1635766626){position:absolute;top:0px;left:0px;width:820px} ![](https://i.imgur.com/XzbbBU4.png){position:absolute;bottom:-250px;left:0px;width:820px} {{pageNumber,auto}} {{footnote PART 1 | INTRODUCTION}} \page # The Rules The following rules outline a system for creating weapons from a template, and so no longer makes a distinction between simple and martial weapons. All creatures, regardless of class, are considered proficient with weapon attacks, regardless of the weapon they're using. Altered features, traits, and spells are listed further below. ## Making a Weapon Attack ### Types of Weapon Attack ___ In addition to being melee or ranged, a weapon attack can be one of two types: - **Weapon.** When using a weapon held in one or two hands, an attack uses its damage dice and type when dealing damage on a hit. - **Unarmed.** An unarmed strike makes use of any part of the body. A creature using its body to make an unarmed strike deals 1d6 bludgeoning damage on a hit, though certain effects may alter this damage. ### Weapon Ability ___ Strength is your weapon ability, which you use when making a weapon attack, whether it be melee or ranged. The attack modifier for your weapon attacks is calculated as follows: ___ - **Weapon attack modifier** = your proficiency bonus + your Strength modifier You do **not** add your weapon ability modifier to the damage roll of your weapon attacks, unless an effect allows you to do so. If you do gain this benefit, you cannot add your weapon ability to the same damage roll more than once. Certain effects, such as a feature or a weapon's property, allow you to use other abilities as your weapon ability instead. ## Creating a Weapon To create any weapon, start with the base weapon template, listed below, and add properties to the weapon, which expand its capabilities. ### Base Weapon Template ___ The most basic form of weapon has the following characteristics: - Its damage die is a d12. - It is a melee weapon, and its range is 5 feet. - Attacking with it requires two hands. - Its damage type is bludgeoning, piercing, or slashing (your choice). ### Damage Dice Steps ___ Expanding a weapon's capabilities comes at the expense of its raw power. For each property a weapon has, its damage dice decrease by one step, meaning they instead becomes dice of the next smaller size. A d12 becomes a d10, a d10 becomes a d8, a d8 becomes a d6, a d6 becomes a d4, and a d4 becomes 1. The minimum size of a damage die is 1, and its maximum size is a d12. ### Improvising Weapons ___ Sometimes, a creature may attack with an object that bears no resemblance to a weapon, or may use a weapon in an unconventional way (for example, hitting something with the flat of a sword, or throwing a shield). The following can be used to determine the properties of the item used with such an attack: - If the object is not a weapon, treat it as one, using the base weapon template listed above. The DM determines the damage type dealt by this weapon. - Determine with the DM which properties the weapon would need in order to be used in the manner intended for the attack. Add these properties to the weapon for this attack, as well as the Improvised property, listed below, decreasing the weapon's damage dice as normal. Should the DM deem a property beyond the weapon's capacity for improvisation (for example, using a dagger to fire an arrow by giving it the Ranged property), the property is not added. - Make the attack with the weapon. The attack ignores the weapon's properties that are not relevant to its use (for example, a whip's Reach when thrown), though this does not affect their reduction to its damage dice. ## Weapon Properties The following properties can be added to a weapon: #### Finesse The wielder can use Strength or Dexterity as its weapon ability for the weapon. #### Grappling The wielder can use this weapon instead of a free hand to grapple a creature, using its range for the attack. If it does so, it can make an attack roll instead of a Strength (Athletics) check on grapple checks it makes with the weapon. #### Improvised The wielder is using the weapon unconventionally, and can bestow upon it additional properties when making an attack with it. {{pageNumber,auto}} {{footnote PART 2 | RULES}} \page #### One-Handed The wielder can attack with this weapon using one or both hands. If the wielder makes a one-handed attack, the weapon's damage dice decrease by one step on a hit. If the wielder is also wielding a weapon with this property in another hand, and the target is in range of both weapons, it can use both weapons as part of the same attack, without decreasing this weapon's damage dice on a hit. The attack gains no other benefit from the other weapon. #### Ranged The weapon can be used to make a ranged attack out to a range of 60 feet, typically by firing some sort of ammunition. Dexterity is the wielder's weapon ability for ranged attacks made with the weapon. Such a weapon is unsuited for melee combat, and cannot be used to make a melee attack unless used as an improvised weapon. #### Reach The weapon's base range is doubled. #### Shield As a reaction when hit by an attack, the wielder can roll the weapon's damage die as if it had made an attack with the weapon and hit, reducing the attack's damage by the amount. The wielder must be wielding the weapon with enough hands to be able to attack with it in order to use this reaction (minimum of one hand). If the roll reduces the damage to 0, the wielder can concentrate until the start of its next turn, subtracting the damage reduced from the roll. The wielder can continue reducing the damage from subsequent attack hits in the same manner, using the same roll, until the roll reaches 0 or the start of the wielder's next turn. At higher levels, the wielder can roll the weapon's damage die multiple times, reducing the attack's damage by the total: twice at 5th level, three times at 11th level, and four times at 17th level. #### Thrown The wielder can make a ranged weapon attack to throw the weapon out to a range of 60 feet. Additionally, the wielder can draw the weapon as part of the attack. #### Unarmed The wielder can wield the weapon without using its hands, and can use it to make an unarmed strike. Adding this property to a weapon decreases its damage dice by three steps, rather than one. #### Versatile The wielder can change the weapon's damage type to bludgeoning, piercing, or slashing. \column ## Example Weapons The following lists examples of weapons commonly used by creatures across the multiverse: {{classTable,frame ##### Example Weapons | Weapon | Damage | Properties | |:-:|:-:|:-| | Bow | 1d8 piercing | Ranged, Reach | | Club | 1d10 bludgeoning | One-Handed | | Crossbow | 1d10 piercing | Ranged | | Dagger | 1d6 piercing | Finesse, One-Handed, Thrown | | Dart | 1d6 piercing | Finesse, One-Handed, Ranged | Glaive | 1d10 slashing | Reach | | Grappling Hook | 1d8 piercing | Grappling, Ranged | | Greataxe | 1d12 slashing | — | | Halberd | 1d8 slashing | Grappling, Reach | | Handaxe | 1d8 slashing | One-Handed, Thrown | | Hand Crossbow | 1d8 piercing | One-Handed, Ranged | | Hooked Hammer | 1d10 bludgeoning | Grappling | | Light Hammer | 1d8 bludgeoning | One-Handed, Thrown | | Longsword | 1d10 slashing | One-Handed | | Mounted Crossbow | 1d4 piercing | Ranged, Unarmed | | Pike | 1d10 piercing | Reach | | Quarterstaff | 1d8 bludgeoning | One-Handed, Reach | | Rapier | 1d8 piercing | Finesse, One-Handed | | Scythe | 1d10 slashing | Grappling | | Shortsword | 1d8 slashing | Finesse, One-Handed | | Shield | 1d8 bludgeoning | One-Handed, Shield | | Sickle | 1d6 slashing | Finesse, Grappling, One-Handed | | Skewer Shield | 1d6 piercing | Grappling, One-Handed, Shield | | Sling | 1d6 bludgeoning | Finesse, One-Handed, Ranged | | Spear | 1d8 piercing | One-Handed, Thrown | | Staff | 1d10 bludgeoning | Reach | | Tower Shield | 1d10 bludgeoning | Shield | | Warhammer | 1d12 bludgeoning | — | | Whip | 1d6 slashing | Grappling, One-Handed, Reach | | Wrist Blade | 1d6 piercing | Unarmed | }} {{pageNumber,auto}} {{footnote PART 3 | PROPERTIES & EXAMPLES}} \page ## Racial Traits Whenever a racial trait gives you a benefit to your unarmed strike, you can replace it with the following trait. You gain no benefit from the replaced trait and don't qualify for anything in the game that requires it. - ***Natural Weapon.*** A part of your body is particularly adapted for combat. When you make an unarmed strike with it, you deal damage of the same type as that listed in the trait you replace with this one, and you add your weapon ability modifier to its damage roll if you do not do so already. ## Features Whenever an effect would grant proficiency with one or more martial weapons, it instead grants the Weapon Potency feature, listed below: #### Weapon Potency You are exceptionally apt at making weapon attacks. You add your weapon ability modifier to the damage roll of your weapon attacks, if you do not do so already. ### Optional Features ___ When you would gain one of the following features, you can replace it with an optional feature, listed below. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. - You can replace the Fighting Style feature with one of the following features listed below, depending on the class providing the feature: - A fighter can gain the Fighting Prowess feature instead. - A paladin can gain the Divine Prowess feature instead. - A ranger can gain the Primal Prowess feature instead. - You can replace the Martial Arts feature with the Martial Prowess feature, listed below. #### Divine Prowess You adopt a particular style of fighting as your specialty. Choose two of the following weapon properties: Grappling, One-Handed, Reach, Shield, or Thrown. Each time a weapon has one of the chosen properties, you increase its damage dice by one step while you wield it, if you do not do so already. Alternatively, you can forgo this benefit and choose a fighting style from the list in the paladin's Fighting Style feature. #### Fighting Prowess You adopt a particular style of fighting as your specialty. Choose two of the following weapon properties: Finesse, Grappling, Improvised, One-Handed, Ranged, Reach, Shield, or Thrown. Each time a weapon has one of the chosen properties, you increase its damage dice by one step while you wield it, if you do not do so already. Alternatively, you can forgo this benefit and choose a fighting style from the list in the fighter's Fighting Style feature. #### Martial Prowess Your practice of martial arts gives you mastery of unarmed combat. - You can use Dexterity as your weapon ability for your unarmed strikes. - You can roll a d6 in place of the normal damage of your weapon attack. This Martial Arts die increases to a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level. - When you make a weapon attack on your turn that uses your Martial Arts die for its damage roll, you can make an unarmed strike as a bonus action. #### Primal Prowess You adopt a particular style of fighting as your specialty. Choose two of the following weapon properties: Finesse, Grappling, One-Handed, Ranged, Reach, or Thrown. Each time a weapon has one of the chosen properties, you increase its damage dice by one step while you wield it, if you do not do so already. Alternatively, you can forgo this benefit and choose a fighting style from the list in the ranger's Fighting Style feature. ## Feats #### Crossbow Expert Thanks to extensive practice with the crossbow, you gain the following benefits: - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. - When you use the Attack action and make a one-handed attack, you can make a one-handed attack with a ranged weapon as a bonus action on the same turn. #### Great Weapon Master You’ve 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. - Before you make a melee attack with a melee weapon that lacks the One-Handed property, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. {{pageNumber,auto}} {{footnote PART 4 | FEATURES}} \page #### Polearm Master You gain the following benefits: - When you take the Attack action and attack with only a melee weapon that has the Reach property and lacks the One-Handed property, you can use a bonus action to make a melee attack with the opposite end of the weapon, which deals 1d4 bludgeoning damage on a hit. - While you are wielding a melee weapon that has the Reach property and lacks the One-Handed property, other creatures provoke an opportunity attack from you when they enter your weapon's melee range. #### Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: - The base range of your ranged weapon attacks is doubled. - Your ranged weapon attacks ignore half and three-quarters cover. - Before you make a ranged weapon attack, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. #### Shield Master *Prerequisite: medium armor proficiency* ___ You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a weapon with the Shield property: - If you take the Attack action on your turn, you can take the Shove action as a bonus action against a target within range of your shield. - If you aren't incapacitated, you gain a bonus to Dexterity saving throws you make against effects that target only you. This bonus equals your shield's AC bonus. - If you succeed on a Dexterity saving throw, you can use your reaction to take no damage from the effect that subjected you to it, interposing your shield between yourself and the effect's source. #### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You add your weapon ability modifier to the damage roll of your weapon attacks, if you do not do so already. \column ## Spells #### Flame Blade *1st-level evocation* ___ **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You evoke a fiery weapon in your hand, which lasts until the spell ends and has the following properties: * You can use your spellcasting ability as your weapon ability for the weapon. * The weapon deals 1d12 fire damage on a hit. * The weapon has the Finesse, One-Handed, and Thrown properties. * The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. * The weapon disappears at the end of the current turn if you let go of it. You can make the weapon reappear in your hand as a bonus action while the spell persists. : ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the weapon's damage dice increase based on the spell slot's level: to 2d12 (2nd or 3rd level), 3d12 (4th or 5th level), 4d12 (6th or 7th level), or 5d12 (8th level or higher). : ***Spell Lists.*** Druid #### Shadow Blade *1st-level illusion* ___ **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You create a shadow weapon in your hand, which lasts until the spell ends and has the following properties: * You can use your spellcasting ability as your weapon ability for the weapon. * The weapon deals 1d8 psychic damage on a hit. * The weapon has the Finesse, One-Handed, and Thrown properties. * You have advantage on attack rolls you make with this weapon against targets in dim light or darkness. * The weapon disappears at the end of the current turn if you let go of it. You can make the weapon reappear in your hand as a bonus action while the spell persists. \page ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the weapon's damage dice increase based on the spell slot's level: to 2d8 (2nd or 3rd level), 3d8 (4th or 5th level), 4d8 (6th or 7th level), or 5d8 (8th level or higher). : ***Spell Lists.*** Sorcerer, Warlock, Wizard #### Shillelagh *Transmutation cantrip* ___ **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S, M (a weapon you are holding) **Duration:** :: 1 minute The spell's material component is imbued with power. For the duration, or until you cast the spell again or let go of the weapon, it gains the following benefits: * You can use your spellcasting ability as your weapon ability for the weapon. * You can add your weapon ability modifier to the weapon's damage rolls if you don't already. * The weapon becomes magical if it isn't already. : ***Spell Lists.*** Druid #### Tenser's Transformation *4th-level transmutation* ___ **Casting Time:** :: 1 bonus action **Range:** :: Self **Components:** :: V, S **Duration:** :: Concentration, up to 1 minute You endow yourself with magically-fuelled prowess. Until the spell ends, you gain the following benefits: * Attack rolls against you have disadvantage. * You have advantage on weapon attack rolls you make. * You have advantage on Strength, Dexterity, and Constitution checks and saving throws you make. * You can use your spellcasting ability as your weapon ability, and can add your weapon ability modifier to the damage rolls of weapon attacks you make, if you don't already. : ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you gain the following additional benefits until the spell ends: * You gain 20 temporary hit points for each slot level above 4th, which are lost when the spell ends. * Your weapon attacks deal an additional 1d12 force damage on a hit for each slot level above 4th. : ***Spell Lists.*** Bard, Sorcerer, Warlock, Wizard ![](https://cdna.artstation.com/p/assets/images/images/019/605/620/large/christopher-hill-weps.jpg?1564243596){position:absolute;top:150px;right:-100px;mix-blend-mode:multiply;width:600px} {{pageNumber,auto}} {{footnote PART 4 | FEATURES}} \page # Acknowledgments ## Art This brew uses art assets created by a variety of talented artists. Gratitude and due credit go towards the following artists for their work, with indications on where their assets have been used. {{note #### Art Credits - [Background](https://imgur.com/a/SKmRN) [page](https://imgur.com/a/TW79K) [stains](https://imgur.com/a/OZt2m) by [Aeron Drake](https://www.reddit.com/user/AeronDrake/), [QalarValar](https://www.reddit.com/user/qalarvalar/), and [flamableconcrete](https://www.reddit.com/user/flamableconcrete) - [*Arsenal*](https://www.artstation.com/artwork/QnPw34), by [Mahad Nauman](https://www.artstation.com/mad_nam) (Cover) - [*Angelic Quartermaster*](https://www.artstation.com/artwork/o2XdBL), by [Hugh Pindur](https://www.artstation.com/pindurski) (Page 2) - [*Weapon Designs*](https://www.artstation.com/artwork/RY6Rye), by [Christopher Hill](https://www.artstation.com/chostophe) (Page 7) - [*Fantasy Weapons*](https://www.artstation.com/artwork/28J0RA), by [Zacharie Jobin](https://www.artstation.com/zach_jobin) (Page 8) }} \column ## Resources This brew was created using resources and guides written by dedicated individuals. Without their contributions, this brew would not have been possible, and would not have been nearly as much of a joy to write. {{note #### Resource Credits - [The Homebrewery](https://homebrewery.naturalcrit.com/), by [Scott Tolksdorf](https://www.stolksdorf.dev/) - [Formatting](https://homebrewery.naturalcrit.com/share/HJWLQsTwUZ) [Guides](https://homebrewery.naturalcrit.com/share/B1Hju_QaTx) for The Homebrewery, by [Aeron Drake](https://www.reddit.com/user/AeronDrake/) - [*Full Page Watercolor Stains*](https://homebrewery.naturalcrit.com/share/SkKsdJmKf), by [flamableconcrete](https://www.reddit.com/user/flamableconcrete) - [*Watercoloring in Homebrewery*](https://homebrewery.naturalcrit.com/share/HyWImuH06x), by [QalarValar](https://www.reddit.com/user/qalarvalar/) - And, of course, [*Dungeons & Dragons 5th Edition*](https://dnd.wizards.com/), by [Wizards of the Coast](https://company.wizards.com/) }} : ## Using This Brew This is a homebrew intended to be read and used freely by all. If you were to use any part of this in your games, I would be honored. I am always looking to improve my work, and would love to hear your feedback and suggestions. You can find me on Reddit as [/u/Teridax68](https://www.reddit.com/user/Teridax68), and on Discord as 2B#7614. I hope this was, at the very least, a fun read. Thank you for taking the time to read through this brew, and best of success and enjoyment with your own creations! ![](https://cdna.artstation.com/p/assets/images/images/044/140/618/large/zacharie-jobin-zacharie-jobin-meathookweapon.jpg?1639190199){position:absolute;bottom:0px;left:0px;width:950px;mix-blend-mode:multiply} ![](https://i.imgur.com/Iu6blc4.png){position:absolute;top:-680px;left:0px;width:1000px} {{pageNumber,auto}} {{footnote PART 5 | ACKNOWLEDGMENTS}}