Basic Weapons Redux

One of the most limiting aspects of creating a character in Dungeons & Dragons 5th Edition is selecting a set of weapons that match your vision for that character's aesthetic and theme while still taking advantage of the larger damage output of some of the martial choices.

This common issue leads to a lot of off-flavor choices that leave players unsatisfied or apathetic towards their new characters' arms. However, it need not be so - and the best solution is both balanced and extremely easy to implement.

By changing actual weapon archetypes to a generic set of damage and properties called a weapon die, players can use their proficiencies to select what kind of gameplay they want to engage in with their weapon while leaving all descriptions and flavor to their own vision.

When a player gains access to simple or martial weaponry, they gain access to each weapon die in the related table (below). When they select a weapon die to use, they choose between piercing, slashing, or bludgeoning damage - and then describe their new armaments to the table!

Simple Melee Weapons

Weapon Die Properties 1d4 Finesse, Light, Thrown (20/60) 1d6 Light, Thrown (30/120), Versatile (1d8) 1d8 Two-Handed

Simple Ranged Weapons

Weapon Die Properties 1d4 Ammunition, Range (30/120) 1d6 Ammunition, Range (80/320), Two-Handed 1d8 Ammunition, Range (80/320), Two-Handed, Loading

Martial Melee Weapons

Weapon Die Properties 1d8 Finesse OR Versatile (1d10) 1d10 Heavy, Reach, Two-Handed 1d12 Heavy, Two-Handed 2d6 Heavy, Two-Handed

Martial Ranged Weapons

Weapon Die Properties 1d6 Ammunition, Range (30/120), Light, Loading 1d8 Ammunition, Range (150/600), Two-Handed, Heavy 1d10 Ammunition, Range (100/400), Two-Handed, Heavy, Loading

Properties

When a player chooses a weapon die, the weapon they describe comes with all of the properties listed with it.

List of Weapon Properties

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 (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

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 have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

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 long 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, as well as when determining your reach for opportunity attacks with it.

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.

Two-Handed. This weapon requires two hands when you attack with it.

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.