Revised Weapon Rules

Simple Weapons
Name Cost   Damage Weight  Properties
Melee Weapons
 Club 1 sp   1d6 bludgeoning 2 lb.  Finesse, light
 Dagger 2 gp   1d4 piercing 1 lb.  Finesse, light, special, thrown (range 20/60)
 Greatclub 5 sp   1d12 bludgeoning 10 lb.  Two-handed
 Handaxe 3 gp   1d6 slashing 2 lb.  Light, thrown (range 20/60)
 Javelin 5 sp   1d6 piercing 2 lb.  Threatening, thrown (range 30/120)
 Light hammer 5 gp   1d4 bludgeoning 2 lb.  Concussive, light, thrown (range 20/60)
 Mace 5 gp   1d8 bludgeoning 4 lb. 
 Quarterstaff 2 sp   1d6 bludgeoning 4 lb.  Defensive, finesse, versatile (1d8)
 Scourge 10 gp   1d6 slashing 3 lb.  Bypass, finesse
 Sickle 1gp   1d6 slashing 2 lb.  Light, special
 Spear 1gp   1d6 piercing 3 lb.  Threatening, thrown (range 20/60), versatile (1d8)
 Whip 2 gp   1d4 slashing 3 lb.  Bypass, finesse, reach
Ranged Weapons
 Blowgun 10 gp   1d4 piercing 1 lb.  Ammunition (range 25/100), injecting, special
 Crossbow, hand 75 gp   1d6 piercing 3 lb.  Ammunition (range 30/120), special
 Crossbow, light 25 gp   1d8 piercing 5 lb.  Ammunition (range 80/320), loading, two-handed
 Dart 1 sp   1d4 piercing 1/4 lb.  Injecting, thrown (range 25/75)
 Sling 1 sp   1d4 bludgeoning 1/4 lb.  Ammunition (range 30/120), concussive, finesse
 Shortbow 25gp   1d6 piercing 2 lb.  Ammunition (ranged 80/320), two-handed

Weapon Properities

Ammunition. You can use a weapon that has the ammunition properly 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.

Loading a one-handed weapon requires a free hand. Additionally, if you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Armor piercing. When you make an attack with a weapon with this property against a creature with natural armor or in heavy armor, you gain a +1 to your attack roll against that creature.

Bypass. Attacks with this weapon ignore the AC bonuses granted by non-magical shields and weapons with the Defensive property.

Concussive. If you score a critical hit with this weapon against a creature which is not immune to the Paralyzed condition, the creature is also Incapacitated until the end of its next turn. If the creature was concentrating on a spell, it automatically fails the Concentration saving throw caused by this attack. Additionally, if the target is immune to damage from this weapon, this feature has no effect.

Defensive. While you are conscious, you gain +1 AC bonus against attackers you can see if you are wielding this weapon with a shield or another weapon with this property. Additionally, versatile or two handed weapons grant this bonus if they are held in two hands.

Finesse. When making an attack with this property, 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. Melee weapons with this property that do not also have the light property require Strength 11 or higher to use Dexterity in this way.

Heavy. The size and bulk of weapons with this property require a significant amount of strength to wield properly. Small creatures have disadvantage on attack rolls with heavy weapons unless they have Strength 19 or more.


Martial Weapons
Name                        Cost  Damage Weight  Properties
Melee Weapons                                                                                                                                                        
 Battleaxe 10 gp   1d8 slashing 4 lb.  Rending, Versatile (1d10)
 Dagger, parrying 15 gp   1d4 piercing 2 lb.  Defensive, finesse, light, special
 Falchion 25 gp   1d8 slashing 4 lb.  Finesse, rending
 Flail 20 gp   1d8 bludgeoning 2 lb.  Bypassing
 Glaive 20 gp   1d8 slashing 6 lb.  Heavy, reach, rending, threatening, two-handed
 Greataxe 30 gp   1d12 slashing 7 lb.  Heavy, rending, two-handed
 Greatsword 50 gp   2d6 slashing or piercing 6 lb.  Defensive, heavy, two-handed
 Halbred 20 gp   1d10 slashing or piercing 6 lb.  Heavy, reach, threatening, two-handed
 Lance 15 gp   1d12 piercing 6 lb.  Armor piercing, reach, special, two-handed
 Longsword 15 gp   1d8 slashing or piercing 3 lb.  Defensive, versatile (1d10)
 Maul 10 gp   1d12 bludgeoning 10 lb.  Concussive, heavy, two-handed
 Morningstar 15 gp   1d6 piercing 4 lb.  Armor piercing, concussive, special
 Pike 5 gp   1d8 piercing 18 lb.  Armor piercing, heavy, reach, threatening, two-handed
 Rapier 25 gp   1d8 piercing or slashing 2 lb.  Finesse, threatening
 Scimitar 25 gp   1d6 slashing 3 lb.  Finesse, light, rending
 Shortsword 10 gp   1d6 slashing or piercing 2 lb.  Defensive, finesse, light
 Spiked Chain 20 gp   1d8 slashing 4 lb.  Bypass, finesse, heavy, reach, rending, two-handed
 Trident 5 gp   1d6 piercing 4 lb.  Rending, threatening, thrown (range 20/60), versatile (1d8)
 War Pick 5 gp   1d8 piercing 2 lb.  Armor piercing, versatile (1d10)
 Warhammer 15 gp   1d8 bludgeoning or piercing 2 lb.  Concussive, versatile (1d10)
Ranged Weapons
 Crossbow, heavy 50 gp   1d10 piercing 18 lb.  Ammunition (range 100/400), heavy, loading, two-handed
 Longbow 50 gp   1d8 piercing 2 lb.  Ammunition (range 150/600), heavy, two-handed

Injecting. Poison administered through attacks with this weapon impose disadvantage on the associated saving throw.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Additionally, if you have Strength 11 or higher, opportunity attacks made against you are made with disadvantage while you are wielding this weapon with a shield.

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.

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.

Rending. If you score a critical hit with this weapon against a creature other than an undead or a construct, the target is dealt a bleeding wound. At the start of each of their turns, they take damage equal to this weapon's damage die. Any creature can use their action to staunch the wound, and the wound is removed if the target regains 1 or more hit points. Additionally, if the target is immune to damage from this weapon, this feature has no effect.

Two-Handed Finesse

The Quarterstaff and Spiked Chain have finesse and can be wielded in two hands, making them usable with Sneak Attack. The additional damage for that style still is equal to or lower than ranged attack options for Rogues, and the Strength requirement on finesse helps balance out the new options (in my opinion). Be aware that Great Weapon Fighting does not permit the reroll of Sneak Attack dice.


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).

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.

Threatening. You may make attacks of opportunity with this weapon against creatures that enter your reach.

Two-Handed. This weapon requires two hands to use.

Versatile. This weapon can be used with one or two hands. The damage value of the weapon when used with two hands is listed in parentheses.

Special Weapons

Blowgun. When you attack with a ranged attack with a weapon with this property while hidden, your position is not automatically revealed if you hit the target. You cannot score a critical hit with this weapon as a result of your attack roll, though other features (like the Assassin Rogue's Assassinate feature) may still allow you to score a critical hit.

Dagger. This weapon deals an additional d6 damage against any creature that has not taken a turn in combat yet.

Hand crossbow. Due to being small and light weight, this weapon is easy to maneuver and operate. This crossbow does not have the loading special rule (though still must be loaded with ammunition), and ranged attacks made with this weapon do not have disadvantage for having a hostile creature within 5 feet of you.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. While mounted on a creature larger than you, you may wield this weapon in one hand.

Morningstar. This weapon ignores Resistance and Immunity to non-magical piercing damage unless the target also has the respective defense against non-magical bludgeoning damage. If this weapon is magical, this effect extends to magical piercing and bludgeoning damage as well. Additionally, creatures are Vulnerable to damage from this weapon if they are Vulnerable to bludgeoning damage.

Parrying dagger. While wielding this weapon, attempts to disarm you have disadvantage as though you were wielding your weapons in two hands while you are holding it in one. Additionally, you gain the benefit of Defensive with this weapon as long as you wield it with another melee weapon, even if that weapon does not have the defensive property.

Sickle. This weapon deals an additional d8 damage to Plant creatures and fibrous objects.

Feat Revision

The Polearm Master feat should not be used with these rules, as its main purpose is already incorporated through the Threatening property.

The Crossbow Expert feat becomes less useful for Hand Crossbows (though equally as useful for other crossbows). In some sense, this becomes two different half-feats in one. Since it is unlikely that someone using one half of the feat would benefit from the other half, this could be left as one feat with "Increase your Dexterity score by 1, to a maximum of 20" or be split into two different feats (each with that same addition).

Non-Weapon Items

Bola. As an Action, you can throw the bola at a creature in attempt to trip it. Make a ranged attack against a creature within 20 feet of you, treating the bola as an improvised weapon. On a hit, a Medium or smaller creature has their movement reduced to 0 until freed. If the creature was moving when hit by this attack, it also falls prone. A bola has no effect on creatures that are formless, or creatures that are Huge or larger. A creature may spend their action to free themselves or another creature from a bola.

Net. As an Action, you can throw the net at a creature in attempt to capture it. Make a ranged attack against a creature within 15 feet of you, treating the net as an improvised weapon. On a hit, 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. You may not make another attack with the net until the creature is freed or you choose to release it.

Unarmed Attacks.

Unarmed attacks may be made in place of any weapon attack and deal damage equal to 1 + your Strength modifier.