Among the additions include a new category known as "Maneuvers". These offer additional actions that a player can take instead of a normal attack. However, in order to use maneuvers, you must be proficient in the weapon.

The following is a series of lists meant to modify and expand on the current selection of weapons. Weapons that are already included in the game are also listed, but some may be modified.

Weapons Name Cost Damage Weight Properties Maneuvers Simple Ranged Weapons Crossbow, Light 25gp 1d8 Piercing 5 lb. Ammunition (150/600 ft.), Loading, Two-Handed — Dart 5cp 1d4 Piercing 1/4 lb. Finesse Thrown (20/60 ft.) Shortbow 25gp 1d6 Piercing 2 lb. Ammunition (80/320 ft.), Two-Handed — Sling 1sp 1d4 Bludgeoning — Ammunition (30/120 ft. ) — Slingshot 5cp 1 Bludgeoning 1/2 lb. Ammunition (20/80 ft.) — Martial Ranged Weapons Blowgun 10gp 1 Piercing 1 lb. Ammunition (25/100 ft.), Loading — Bola 1 gp — 5 lb. Special Ensnaring, Thrown (10/40 ft.), Trip Crossbow, Hand 75gp 1d6 Piercing 3 lb. Ammunition (30/120 ft.), Light, Loading — Crossbow, Heavy 50gp 1d10 Piercing 18 lb. Ammunition (100/400 ft.), Heavy, Loading, Two-Handed — Longbow 50gp 1d8 Piercing 2 lb. Ammunition (150/600 ft.), Heavy, Two-Handed — Net 1gp — 3 lb. Special Thrown 5/15 ft. Throwing Star 1 gp 1d4 Piercing 1/4 lb. Finesse, Light Thrown (25/100 ft.) Throwing Knife 2 gp 1d4 Piercing 1 lb. Finesse, Light Thrown (30/90 ft. )

Traits

Below is a description of all traits, both new and old.

Properties

List of the passive traits of weapons.

Ammunition. In order to make a ranged attack with this weapon, you must expend a piece of ammunition to do so. Drawing and firing the ammunition is part of the attack, and you can recover half of your expended ammunition by spending a minute of searching.

Armor-Piercing. Whenever you make an attack against a creature wearing a Breastplate, Half-Plate, Splint, or Plate armor, you gain a +2 bonus to your attack roll. This can also apply to creatures with certain types of natural armor if the DM agrees.

Attached. This weapon is not useable on its own and must be attached to another piece of equipment to be used.

Deadly. Whenever you land a critical hit with this weapon, you triple the damage instead of double.

Finesse. You can choose to add your Dexterity modifier instead of your Strength modifier to attack and damage rolls for this weapon. However, you must use the same stat for both rolls.

Heavy. Small creatures have disadvantage on attack rolls made with this weapon.

Light. Weapons with this property can be duel-wielded. See "Two-Weapon Fighting" in chapter 9 of the PHB.

Loading. You can only attack with this weapon once per action, bonus action, or reaction even if you can attack multiple times.

Reach. This weapon has an extra 5 ft. range when you make a melee attack with it.

Special. This weapon has a unique property not shared by other weapons. See the "Special Trails" section later.

Two-Handed. You must use both hands when wielding this weapon.

Versatile. You can use either one or two hands when wielding this weapon. For one-handed, use the damage value normally listed. For two-handed, use the damage value listed in parenthesis

Maneuvers

List of maneuvers you can take with weapons. You must be proficient in the weapon to use any of its maneuvers.

Disarm. Whenever you make an attack action with this weapon, you can target a creature no bigger than 1 size larger than you and attempt to disarm. Make an attack roll vs. either a Strength or Dexterity saving throw (target chooses), and on a fail one weapon of your choice is dropped.