Krii’s (K)Expanded Kollection of Killing (K)Weapons


A D&D 5e Supplement containing new weapons, both magical and mundane

homebrew mug

Cover art By u/majdulf on Reddit

 

 

The Armoury

This homebrew supplement intends to give players and DMs access to new weapons that can give players more of an identity, and add in new features to weapons that give them a more distinct identity. The document will be split in to several parts, and will go over the following weapons in this order: Simple Weapons, Martial Weapons, Firearms and then Magic Weapons.

This opening page will be used to explain new properties that have been added in, as well as any weapons that have the Special property.

Weapon Properties

Attached to Shield. This weapon is attached to a shield that you are carrying.

Climbing. Whilst you have this weapon in your hand, you have a climbing speed equal to half your movement speed.

Concealed. These weapons are intended to be hidden on one’s person. When attempting to hide these weapons on your person, you gain advantage on any Dexterity based checks to do so.

Combination. This weapons has an alternative way to use it. The specifics are listed with the damage die and type, as well as the range it is used in.

Deadly. When you score a critical hit with this weapon, you add an additional die equal to the size listed, rather than doubling the dice.

Forceful. This weapon becomes more dangerous as you build momentum. If you move 10 ft. in a straight line before you make an attack, the weapon deals an additional d4 damage on its first hit of that turn.

Gauntlet and Spiked Gauntlet. These weapons are equipped as a part of your armour. You may hold a weapon or a shield in that hand as if it is free. You cannot doff these weapons as a free action, and must do it as an action.

Grapple. Once per turn, as a part of the weapon attack, you may make an attempt to grapple the target.

Returning. This weapon returns to your hand at the end of your turn if you throw it.

Tethered. This weapon is attached to a length of rope or chain that allows you to retrive it after it has left your hand. The rope or chain has an AC of 5 and can be broken with at least 5 slashing damage.

Throwing Shield. This weapon, when not thrown, can be used and counts as a normal shield. However, any magical variation of this weapon counts as a magical weapon. (i.e. a +1 throwing shield does not add to your AC)

 

 

Simple Weapons

Simple weapons are defined as weapons that don’t require too much training or proficiency to use. These are weapons that are either simple in construction or simple in use, like clubs and maces.

Name Cost Damage Weight Properties
Simple Melee Weapons
  Frying Pan 1 sp 1d4 bludgeoning 2 lb. Deadly (d8)
  Katar 3 sp 1d4 piercing 1 lb. Light, Deadly (d6)
  Nightstick 1 gp 1d4 bludgeoning 3 lb. Light, Finesse
  Poi 2 sp 1d4 bludgeoning 1 lb. Finesse, Reach
  Stiletto Pen 8 gp 1d4 piercing 1 lb. Concealed, Finesse, Thrown (10/20 ft.)
  Thundermace 2 sp 1d8 bludgeoning 10 lb. Two-Handed, Heavy, Deadly (d10)
  War Scythe 5 gp 1d8 slashing 8 lb. Two-Handed, Heavy, Reach
  Gauntlet 1 sp 1d4 bludgeoning 1 lb. Grapple, Light, Special
  Spiked Gauntlet 1 gp 1d4 piercing 1 lb. Deadly (1d6), Light, Special

 

 

Martial Weapons

Martial weapons are defined as weapons that require a decent amount of training or proficiency to use well. These are weapons that have more intricate construction methods, or are just more technical, like swords, axes or polearms.

Name Cost Damage Weight Properties
Martial Melee Weapons
  Adze 1 gp 1d10 slashing 8 lb. Forceful
  Asp Coil 10 gp 1d6 slashing 5 lb. Reach, Versatile (1d8)
  Boarding Axe 1 gp 1d6 slashing 6 lb. Climbing
  Boarding Pike 8 sp 1d10 piercing 10 lb. Climbing, Two-Handed, Reach
  Bladed Scarf 3 gp 1d6 slashing 1 lb. Concealed, Finesse, Reach
  Claw Blade 2 gp 1d4 slashing 3 lb. Finesse, Light, Deadly (d8)
  Claymore 4 gp 1d10 slashing 6 lb. Reach, Two-Handed
  Combat Grapnel 9 sp 1d6 piercing 6 lb. Finesse, Thrown (20/60 ft.), Tethered
  Fangwire 4 gp 1d4 slashing 2 lb. Finesse, Grapple, Deadly (d8)
  Fauchard 14 sp 1d8 slashing 6 lb. Deadly (d10)
  Greatpick 1 gp 1d10 piercing 8 lb. Deadly (d12)
  Khakkara 2 gp 1d6 bludgeoning 4 lb. Versatile (d10)
  Meteor Hammer 3 gp 1d8 bludgeoning 4 lb. Reach
  Monkey’s Fist 1 sp 1d6 bludgeoning 4 lb. Finesse, Reach
  Scythe 2 gp 1d10 slashing 4 lb. Two-Handed, Deadly (d12)
  Shield Spikes 5 sp 1d6 piercing - lb. Attached to Shield
Martial Ranged Weapons
  Boomerange 2 sp 1d6 bludgeoning 2 lb. Thrown (60/80 ft.), Returning
  Bola 5 sp 1d6 bludgeoning 4 lb. Thrown (20/60 ft.), Special
  Chakram 5 sp 1d8 slashing 2 lb. Finesse, Thrown (20/60 ft.)
  Throwing Shield 5 gp 1d6 bludgeoning - lb. Special, Thrown (20/60 ft.)

 

 

Firearms

Firearms are weapons that require gunpowder, or some other explosive propellant, to fire a projectile. They can use cased ammunition or caseless, and common examples include flintlocks, revolvers, or muskets.

Name Cost Damage Weight Properties
Firearms
  Arquebus 10 gp 1d8 piercing 5 lb. Ammunition (150/300 ft.), Two-Handed, Loading, Deadly (d10)
  Axe Musket 10 gp 1d6 piercing 10 lb. Ammunition (40/80 ft.), Deadly (1d8), Combination (1d8 slashsing, melee)
  Black Powder Knuckle Dusters 8 gp 1d4 piercing 5 lb. Ammunition (30/60 ft.), Loading, Combination (1d4 bludgeoning, melee), Light
  Cane Pistol 8 gp 1d4 piercing 5 lb. Ammunition (30/60 ft.), Loading, Combination (1d6 bludgeoning, melee)
  Coat Pistol 6 gp 1d4 piercing 2 lb. Ammunition (30/60 ft.), Loading, Concealed, Deadly (d8)
  Fire Lance 5 gp 1d6 piercing 10 lb. Ammunition (10/20 ft.), Heavy, Loading, Deadly (d12)
  Hand Cannon 5 gp 1d6 bludgeoning 6 lb. Ammunition (30/60 ft.), Loading, Deadly (d10)
  Shield Pistol 6 gp 1d4 piercing 3 lb. Ammunition (20/40 ft.), Loading, Attached to Shield, Deadly (d8)