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An UpsideDownIndividual homebrew

UpsideDownIndividuals Modified Weapon table

Preface. I created this table for a game I will be running. I thoroughly enjoy 5th edition D&D, but I have always found the weapons to be bland. You essentially just pick a 1d6, 1d8 or 1d12 piercing, slashing or bludgeoning weapon; or a reach weapon. I was never excited for weapons and just picked what ever. Whilst feats can shape how you fight, they don't affect what you fight with. Wizards released a Unearthed Arcana with some extended weapon feats, but, i felt that is punishing a martial player, requring a feat for flavour and uniqueness. That is why I have created this expanded weapons table. It adds in some new weapon features, as well as a new (modified?) feat to encompass a martial warrior, and fixes a few minor things that bothered me. I hope you all enjoy this following table.

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favour a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

The weapons listed here are best considered ‘classes’ of weapons. If you character would use a Katana, Cutlass or Punching Daggers feel free to discuss with your GM an appropriate weapon from the following table to use as that weapon. Just because it isn’t listed here, doesn’t mean it can’t be used.

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Brace. You can set your polearm to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures move within your polearm’s reach on its next turn, you can make an additional melee attack against it with your polearm as a reaction as long as you have the Extra Attack class feature. If the attack hits, the target takes an extra 1d10 damage. You can’t use this ability if the creature used the disengage action before moving.

Clip. Due to the nature of this weapon and the way it loads ammunition, you may fire a number of times equal to the number in the brackets (minimum of 1) before requiring an action to reload.

Defensive. As long as you have your weapon in hand, you may attempt to parry a weapons attack. As reaction to being struck by a melee weapon, you can attempt to parry the blow. You may reduce the amount of damage you receive by your weapons damage die + your Strength or Dexterity modifier.

Disarming. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can attempt to knock a held item from your targets hand if the lower of the two rolls also hits. The target must make a Dexterity save (DC 8 + Proficiency + Strength) or be drop a held item of your choice. It lands at their feet.

Fast-firing. A weapon with fast firing may be treated as having the two-handed property. When you attack using the weapon two-handed you can hold several ammunition in one hand, using the other for attacks. If the weapon has the loading property it loses it and if it is a thrown weapon you may draw another weapon of the same type as a free action after attacking with it.

Finesse. 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.

Heavy. Small creatures cannot use heavy weapons. A creature with less than 14 strengths has disadvantage on attack rolls when using a heavy weapon. A heavy weapon’s size and bulk make it too large for a small to use, and weak creature struggle to swing effectively due to its weight.

Heavy-Blade. Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can stagger your target if the lower of the two rolls also hits. The target must make a Constitution save (DC 8 + Proficiency + Strength) or have disadvantage on their next attack.

Impairing. Whenever you have advantage on a throwing weapon attack roll you make with the weapon and hit, you can Impair the target if the lower of the two rolls also hits. When successful you can choose for your throwing weapon to embed within the targets armour, or flesh, halving their movement speed or, if they have a shield, for it to embed into their shield, causing them to lose its Armour Class bonus. The target can attempt to remove the weapon by making a strength check equal to DC 8 + your proficiency bonus + your Strength modifier as a bonus action.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

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.

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

Mechanical. Due to the nature of this weapons mechanical parts, there is a risk to them breaking while in use. When attacking with this weapon, on a ranged attack roll of 1 the weapon breaks. Requiring 10 minutes to repair which may be done during a short rest (The mending spell may also work).

Mounted. This weapon can be used more efficiently while charging from the back of a mount. When performing an attack after moving more than 30 feet while mounted on another creature, you may use the damage in the brackets for your first attack roll.

Range. 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 maximum 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.

Reach. This weapon adds 5 feet to your reach when you attack with it.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section).

Subtle. Due to the small, easy to conceal nature of this weapon, you gain advantage on Dexterity (Sleight of Hand) checks to hide this weapon.

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 to use.

Unpredictable. Due to the unpredictable nature of the way this weapon attacks, opponents can oft times be caught surprised by the weapons blows striking where they don’t expect. When you hit with an opportunity attack using this weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Unwieldy. You have disadvantage when you use this weapon to attack a target within 5 feet of you

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.

Weighted-Blow. 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 rolls also hits. The target must make a Strength save (DC 8 + Proficiency + Strength) or be knocked prone.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it w ere that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons

Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons

Weapons with special rules are described here.

Cestus. A cestus causes no additional damage, but may be used to change the damage of unarmed attacks to slashing or piercing.

Lance. A lance requires two hands to wield when you aren’t mounted.

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 its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the 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 make.

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An UpsideDownIndividual homebrew

Additional Feat

Martial Opportunist

  • You gain proficiency with martial weapons
  • When you make an opportunity attack with a melee weapon, you have advantage on the attack roll.
  • You may forgo one of your weapon attacks to gain an additional reaction useable until the beginning of your next turn

Additional Weapon Proficiencies

In addition to the proficiencies listed within the Players Handbook, the following races and classes gain these additional weapon proficiencies.

Races
  • High Elf. Scimitar replaces longsword.

  • Wood Elf. Scimitar replaces longsword.

  • Drow. Repeating hand crossbow

Classes
  • Bard: Infantry spear, repeating hand crossbow, whip

  • Monk: Infantry spear, shuriken, saber

  • Rogue: Repeating hand crossbow, scimitar, shuriken

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An UpsideDownIndividual homebrew

Simple Melee Weapons
Name Cost Damage Weight Properties
Cestus 1 gp piercing or slashing 2 lb. Special
Club 10 cp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, subtle, thrown (20/60)
Greatclub 1 sp 2d4 bludgeoning 10 lb. Heavy, two-Handed
Handaxe 4 gp 1d6 slashing 3 lb Light, thrown (20/60)
Light Spear 1 gp 1d6 piercing 2 lb. Thrown (20/60)
Mace 4 gp 1d6 bludgeoning 4 lb -
Quarterstaff 6 gp 1d6 bludgeoning 4 lb. Versatile (1d8)
Scythe 1 gp 2d4 slashing 4 lb. Reach, two-handed, unwieldy
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d8 Piercing 3 lb. Long-haft, two-Handed
Unarmed Strike - 1 bludgeoning - -

Simple Ranged Weapons
Name Cost Damage Weight Properties
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Javelin 25 gp 1d6 piercing 2 lb. Thrown (range 30/120)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Light Crossbow, repeating 100 gp 1d6 piercing 8 lb. Ammunition (range 80/240), clip(5), mechancial, two-handed
Shortbow 1 sp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning - Ammunition (range 30/120)

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An UpsideDownIndividual homebrew

Martial Melee Weapons
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 bludgeoning 4 lb. Heavy-blade, versatile (1d10)
Bec de Corbin 20 gp 2d6 Bludgeoning 4 lb. Heavy, polearm, reach, two-handed, unwieldy
Flail 10 gp 1d4 piercing + 1d4 bludgeoning 3 lb. Unpredictable
Falchion 25 gp 2d4 slashing 4 lb. Defensive, heavy-blade, two-handed
Greataxe 30 gp 2d6 slashing 7 lb. heavy, heavy-blade, two-handed
Greatsword 50 gp 1d12 slashing 6 lb. Defensive, heavy, two-handed
Heavy Flail 40 gp 1d6 piercing + 1d6 bludgeoning 7 lb. Heavy, two-handed, unpredictable
Halberd 20 gp 1d12 slashing 6 lb. Heavy, polearm, reach, two-handed, unwieldy
Lance 10 gp 2d6 piercing 6 lb. Heavy, mounted (3d8), reach, unwieldy
Infantry Spear 10gp 1d8 piercing 2 lb. Long-haft, versatile (1d10)
Longsword 15 gp 1d8 slashing 3 lb. Defensive, versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. heavy, two-handed, weighted-blow
Pilum 15 gp 1d8 piercing 2 lb. Imparing, thrown (30/60)
Pike 5 gp 1d12 piercing 18 lb Heavy, polearm, reach, two-handed, unwieldy
Rapier 25 gp 1d8 piercing 2 lb. Defensive, finesse
Saber 25 gp 1d8 slashing 2 lb. Defensive, finesse, mounted (1d10)
Scimitar 10 gp 1d6 slashing 2 lb. Defensive, finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Defensive, finesse, light
Trident 5 gp 1d8 piercing 4 lb. Imparing, thrown (20/60), versatile (1d10)
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10), weighted-blow
Whip 2 gp 1d4 slashing 3 lb. Disarming, finesse, reach, unwieldy

Martial Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 50 gp 1 piercing 1 lb. Ammunition (range 25/100), Fast-firing, loading, special
Hand Crossbow 75 gp 1d6 piercing 3 lb Ammunition (range 30/120), light, loading
Hand Crossbow, repeating 300 gp 1d6 piercing 3 lb Ammunition (range 25/90), light, clip (4), mechanical
Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Heavy Crossbow, repeating 600 gp 1d10 piercing 20 lb. Ammunition (range 90/320), heavy, clip (5), mechanical, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp - 2 lb. Special, thrown (5/15)
Shuriken 1 gp 2d2 piercing 1/5 lb. Fast-firing, light, thrown (range 20/60), subtle

Feedback

For any questions, comments or feedback please e-mail upsidedownbrews@gmail.com


With thanks to the following people for feedback and advice

reddit: /u/Zagorath, /u/CriticalTodd,

GiTPG: Final Hyena

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An AmbientRaven/UpsideDownIndividual homebrew