Custom Weapons

The weapons listed in the Player's Handbook and Dungeon Master's Guide are simply examples of other weapons that might exist in a fantasy world- the list is not exclusive, and in fact, many weapons could be created and reimagined as variants. This document provides rules for creating your own weapons, ranging from simple to martial and melee to ranged.

Weapon Slots

All custom weapons have slots, which can hold a certain amount of properties. Simple weapons have a minimum of two slots, and martial weapons have a minimum of three.

DM note: weapon upgrades Weapons are not limited to the properties they have when created. A heavy crossbow might be given an expanding bolt rack, removing the Loading property, and a greatsword might have its hilt extended, giving it the Reach property. Consider allowing your players to upgrade their weapons during downtime, or as a reward for completing a quest or adventure.

Weapon Properties

All weapons start with specific properties and damage dice when created using this system.

Melee weapons start with: d6, two-handed

Ranged weapons start with: d4, loading, ammunition.

These can be upgraded and removed as follows.

+Damage : Increase the size of the damage die by one, in the following order: 1, 1d2, 1d4, 1d6, 1d8, 1d10, 1d12 (or 2d6), 2d8, 3d6, 3d8, etc.

: Increase the size of the damage die by one, in the following order: 1, 1d2, 1d4, 1d6, 1d8, 1d10, 1d12 (or 2d6), 2d8, 3d6, 3d8, etc. -Damage : Decrease the size of the damage die by one, and gain one more slot for this weapon. This property does not use a slot.

: Decrease the size of the damage die by one, and gain one more slot for this weapon. This property does not use a slot. 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.

: 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. 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. This property removes the ammunition and loading properties for ranged weapons.

: 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. This property removes the ammunition and loading properties for ranged weapons. Versatile : This weapon can be used with one or two hands. When used with two hands, increase the size of the damage die by one (e.g. 1d8 to 1d10). This upgrade requires the one-handed upgrade to function.

: This weapon can be used with one or two hands. When used with two hands, increase the size of the damage die by one (e.g. 1d8 to 1d10). This upgrade requires the one-handed upgrade to function. Reach : This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

: This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. One-handed : This upgrade removes the two-handed property if the weapon already has it. Two-handed weapons require both hands to use (but not to hold).

: This upgrade removes the two-handed property if the weapon already has it. Two-handed weapons require both hands to use (but not to hold). Non-loading : This upgrade removes the loading property if the weapon already has it. Loading weapons can only be fired once per turn, regardless of how many attacks its user can normally make.

: This upgrade removes the loading property if the weapon already has it. Loading weapons can only be fired once per turn, regardless of how many attacks its user can normally make. Light: The weapon can be used for two-weapon fighting. This upgrade requires the one-handed upgrade to function.

The heavy property has been removed. It sucks, it's boring, and it penalises small race character concepts like "gnome with a greatsword", which is objectively awesome. The Great Weapon Master feat now only requires a weapon to be wielded with both hands.

Example Weapons

Using this system, it is possible to build many of the PHB weapons.

Quarterstaff: Versatile, one-handed

Dagger: -Damage, finesse, thrown, light

Halberd: +Damage, +damage, reach

Some weapons can also be improved upon:

Whip: Reach, finesse, one-handed (d6)

Greatclub: +Damage, +damage (d10)

Sickle: Light, one-handed (d6)

And some new weapons created entirely:

Katana: +Damage, +damage, finesse (d10)

A large two-handed sword wielded with incredible dexterity by skilled swordmasters. Underpowered in d20.

A large two-handed sword wielded with incredible dexterity by skilled swordmasters. Underpowered in d20. Spiked chain: +Damage, one-handed, reach (d8)

A long metal chain covered in spikes, as much a danger to an unskilled wielder as to their foes. Its reach grants it a tactical advantage over similar weapons.

A long metal chain covered in spikes, as much a danger to an unskilled wielder as to their foes. Its reach grants it a tactical advantage over similar weapons. Falchion: +Damage, +damage, one-handed (d10)

A wickedly sharp sword designed for cutting through flesh. The best ones are made every thousand years.



