Manual of Arms Weapons

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Weapon properties .....................................

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Table of Contents
Combining properties ................................. 14
Credits ............................................................... 3 Price, weight, and range ............................. 14
Introduction ....................................................... 4 “Light” and “heavy” mean “small” and “big”14
What is MANUAL OF ARMS? ................... 4 Chapter IV – More weapon options ............... 15
What is this book about?............................... 4 Spears ......................................................... 15
Which game system? .................................... 4 Two-Weapon Fighting ............................... 15
What did you change?................................... 4 Double weapons and quarterstaffs ............. 16
Must I use the entire book at once? .............. 4 Thrown weapons ........................................ 16
Chapters ........................................................ 4 Ranged weapons for strong characters ....... 16
Chapter I: List of weapons ................................ 5 Grappling with weapons ............................ 16
Simple Melee Weapons ................................ 5 Masterwork weapons ................................. 17
Simple Ranged Weapons .............................. 5 Exotic weapons .......................................... 17
Martial Melee Weapons ................................ 6 Damage types ............................................. 17
Martial Ranged Weapons.............................. 7 Alternate damage ....................................... 18
Weapon Properties ........................................ 7 Critical hits ................................................. 18
Special Weapons ........................................... 8 Martial Melee Weapons ............................. 19
Chapter II – Weapon Analysis .......................... 9 Martial Ranged Weapons ........................... 19
Simple Melee Weapons ................................ 9 Exotic Weapons ......................................... 19
New weapons and Weapon Proficiency ....... 9 Special Weapons ........................................ 19
Simple Ranged Weapons ............................ 10 OPEN GAME LICENSE ............................... 20
Martial Melee Weapons .............................. 10
Martial Ranged Weapons............................ 12
Chapter III – Creating new weapons ............... 13
Weapon damage.......................................... 13

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Credits

Written by
Eric Diaz

Cover art
Rick Troula
Template: Publisher's Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Interior art
Publisher's Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Special thanks
Rick Troula for the amazing cover art and support.

All the readers of my blog, Methods & Madness, for the feedback and encouragement.

You can find more of my work at: methodsetmadness.blogspot.com.

Find our products at: https://www.drivethrurpg.com/browse/pub/12430/Chaos-Factory-Books

©2019 Eric Diaz

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Introduction

What is MANUAL OF ARMS? these changes in chapter II. In these two chapters, I
Manual of Arms is a series of booklets that enhance, used asterisks to indicate what was changed. One
change and reinterpret existing equipment and asterisk (*) means I changed the traits of a weapon
mechanics for non-magical combat. Each booklets that already existed. Two asterisks (**) mean that
deal with a single subject. If there is enough interest, the weapon or property are not in the original rules.
they’ll be collected in a single tome in the future.

Must I use the entire book at once?


What is this book about? Not really. The chapters are modular. You can
This book is a collection of ideas to make weapons choose which ones to use, or even choose what
more diverse, streamlined, balanced, varied, and fun. paragraphs or single weapons to add to your game.

Old versions of the game had many weapon options


that were not used in the current one. Fortunately, Chapters
they are easy to use, with a few adjustments to match
Chapter I contains a list of weapons and their
the current rules. Many ideas in this book are
properties. If you want to use this book only to find
updated and adapted from other iterations or other
new weapons, without any tinkering, or you don’t
games.
care for designer’s notes and analysis of the game
In addition, I changed some weapons, added a few, mechanics, this is the chapter you’re going to use.
created a few new rules and made notes on how to
Chapter II is a brief weapon-by-weapon analysis
choose and create your own weapons.
and description. It describes existing weapons and
explains why I have made some of the changes I
made in chapter I.
Which game system?
This book contains ideas that are useful for many Chapter III is a melee weapon builder, made so that
games. However, the main focus is the world’s most you can create your own weapons or change existing
famous role-playing game, in its latest version. ones.
Chapter IV is a list of loose ideas to alter weapons
further, or add even more weapons to your game.
What did you change?
Unlike chapter I, however, chapter IV discusses
I’ve made a few changes in chapter I to make
significant changes to the game mechanics.
weapons more streamlined and interesting. I explain

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Chapter I: List of weapons
Simple Melee Weapons

Cost Damage Weight Properties


Blackjack** 2 gp 1d4 bludgeoning 1 lb. Finesse, special
Buckler** 5 gp 1 bludgeoning 1 lb. Finesse, light, special
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Greatclub, heavy** 5 sp 1d10 bludgeoning 15 lb. Heavy, two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Knife** 2 gp 1d4 slashing 1 lb. Finesse, light
Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace* 5 gp 1d6 bludgeoning 4 lb. Versatile (1d8)
Quarterstaff* 2 sp 1d6 bludgeoning 4 lb. Two-handed
Scythe** 5 sp 1d8 slashing 10 lb. Heavy, two-handed, trip
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Cost Damage Weight Properties


Crossbow, Light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading,
two-handed
Dart 5 cp 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-
handed
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
Staff sling** 5 sp 1d6 bludgeoning 2 lb. Ammunition (range 50/150), two-
handed

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Martial Melee Weapons

Cost Damage Weight Properties


Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Falchion** 5 gp 1d8 slashing 2 lb. —
Flail* 10 gp 1d8 bludgeoning 2 lb. Trip
Glaive* 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, special
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd* 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, trip
Half-pike** 5 gp 1d10 piercing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar* 15 gp 1d8 bludgeoning 4 lb. Versatile (1d10), special
/piercing
Pike* 10 gp 1d10 piercing 18 lb. Heavy, reach, two-handed, special
Pollaxe** 20 gp 1d10 bludgeoning 6 lb. Heavy, reach, two-handed, trip
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Saber** 25 gp 1d8 slashing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident* 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile
(1d8), trip
War Pick* 5 gp 1d8 piercing 2 lb. Trip
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach, trip

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Martial Ranged Weapons

Cost Damage Weight Properties


Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100),
loading
Bolas** 10 gp 1d4 bludgeoning 2 lb. Finesse, thrown (range 20/60), trip
Crossbow, Hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light,
loading
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
Net 1 gp — 3 lb. Special, thrown (range 5/15)

Weapon Properties bulk make it too large for a Small creature to use
Many weapons have special properties related to their effectively.
use, as shown in the Weapons table. Light: A light weapon is small and easy to handle,
Ammunition: You can use a weapon that has the making it ideal for use when fighting with two
ammunition property to make a ranged attack only if weapons.
you have ammunition to fire from the weapon. Each Loading: Because of the time required to load this
time you attack with the weapon, you expend one piece weapon, you can fire only one piece of ammunition
of ammunition. Drawing the ammunition from a from it when you use an action, bonus action, or
quiver, case, or other container is part of the attack reaction to fire it, regardless of the number of attacks
(you need a free hand to load a one-handed weapon). you can normally make.
At the end of the battle, you can recover half your
Reach: This weapon adds 5 feet to your reach when
expended ammunition by taking a minute to search the
you attack with it, as well as when determining your
battlefield. If you use a weapon that has the
reach for opportunity attacks with it.
ammunition property to make a melee attack, you treat
the weapon as an improvised weapon (see “Improvised Special: A weapon with the special property has
Weapons” later in the section). A sling must be loaded unusual rules governing its use, explained in the
to deal any damage when used in this way. weapon’s description (see “Special Weapons” later in
this section).
Finesse: When making an attack with a finesse
weapon, you use your choice of your Strength or Thrown: If a weapon has the thrown property, you can
Dexterity modifier for the attack and damage rolls. throw the weapon to make a ranged attack. If the
You must use the same modifier for both rolls. weapon is a melee weapon, you use the same ability
modifier for that attack roll and damage roll that you
Heavy: Small creatures have disadvantage on attack
would use for a melee attack with the weapon. For
rolls with heavy weapons. A heavy weapon’s size and

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example, if you throw a handaxe, you use your the damage you deal is always the one that is worse for
Strength, but if you throw a dagger, you can use either the target. A creature would have to be immune to
your Strength or your Dexterity, since the dagger has slashing and piercing damage to have damage dealt by
the finesse property. this weapon be ignored, for example.
Trip**: This weapon can be used to trip a creature, Net: A Large or smaller creature hit by a net is
knocking it prone. It uses the same rules as Shoving a restrained until it is freed. A net has no effect on
Creature. However, you cannot use this weapon to creatures that are formless, or creatures that are Huge
push a creature away. or larger. A creature can use its action to make a DC 10
Strength check, freeing itself or another creature within
Two-Handed: This weapon requires two hands when
its reach on a success. Dealing 5 slashing damage to
you attack with it.
the net (AC 10) also frees the creature without harming
Versatile: This weapon can be used with one or two it, ending the effect and destroying the net. When you
hands. A damage value in parentheses appears with the use an action, bonus action, or reaction to attack with a
property—the damage when the weapon is used with net, you can make only one attack regardless of the
two hands to make a melee attack. number of attacks you can normally make.
Pike**: This weapon adds 10 feet to your reach when
Special Weapons you attack with it, as well as when determining your
Weapons with special rules are described here. reach for opportunity attacks with it, instead of the
usual 5 additional feet. You have disadvantage when
Blackjack**: When you have advantage on your
you use a pike to attack a target within 5 feet of you.
attack roll against a creature, the blackjack’s damage
die changes to 1d6.
Buckler**: When you take the Attack action and
attack with a light or finesse melee weapon that you’re
holding in one hand, you can use a bonus action to
defend yourself with a buckler that you’re holding in
the other hand. This grants you a +1 bonus to AC until
the beginning of your next turn.
Glaive**: When you use this weapon against a
creature that is Large or bigger, the glaive’s damage
die changes to 1d12.
Lance: You have disadvantage when you use a lance
to attack a target within 5 feet of you. Also, a lance
requires two hands to wield when you aren’t mounted.
Morningstar: This weapon deals both slashing and
piercing damage. If your target has immunity,
resistance or vulnerability to one of these two types,

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Chapter II – Weapon Analysis
In this chapter, we analyze each weapon individually. weapon than as a new type of shield. It is useful both
Each paragraph starts with a brief description of what for defense and for moderate offense. Note that it can
the weapon is like in the real world, if needed, be used with a rapier, for example.
followed by a description of its functions and my
motives for adding or changing them, if any. Use them Club
to choose weapons for your characters and decide This is just a very simple, cheap weapon, not much
which weapons you want to add to your game (or better than an improvised one. Use one only if you
change, etc.). have no money or no options.

Dagger
Simple Melee Weapons A simple weapon for multiple occasions, although the
damage is small.
Blackjack
A very short, concealable, weighted club, often with a Greatclub
head made of lead. Added as a cool new toy for thieves If you can buy a quarterstaff (see below), this weapon
and assassins. seems useless in the original rules. Primitive tribes and
intimidating thugs can choose this weapon anyway.
Buckler Since I changed the mace and quarterstaff slightly, the
A buckler is a small shield gripped with the fist. A greatclub becomes a cheaper, worse version of the
worthy addition for any game that contains mace. Also, see the heavier version below.
swashbucklers! Mechanically, it works better as a light
Greatclub, heavy
A bigger, heavier version of the greatclub. It is usually
New weapons and Weapon Proficiency better for anyone who can use heavy weapons.
Some characters classes are proficient in few
weapons. The wizard, for example, is proficient in Handaxe
daggers, darts, slings, quarterstaffs and light A good simple weapon with decent damage. You can
crossbows. What about the new weapons described use one in each hand and throw them at your enemies
in this book? It’s up to the DM to decide. We when needed.
suggest comparing it to similar weapons (similar
damage, properties, etc.). A knife is similar to a Javelin
dagger or sickle, a saber is similar to a rapier or A light throwing spear. Great weapon for throwing, but
longsword, etc. When in doubt, check the next also an excellent weapon to use in one hand (with a
chapter to see if an existing weapon is mentioned in shield, etc.), since it is cheaper and lighter than a spear
the description of a new one. (and has more range if you need to throw it).

In any case, I recommend erring on the side of fun, Knife


and let players choose new weapons if the stats are A short bladed weapon made for slashing. Similar to a
similar enough. sickle, but more weapon than agricultural tool.

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Light hammer Spear
Good for throwing, or using one in each hand, but the A great simple weapon with multiple uses (one hand,
damage is small. two hands, thrown).

Mace Simple Ranged Weapons


In the original rules, a (much) more expensive and less
versatile version of the quarterstaff (see below). Unless Crossbow, Light; Shortbow
you like its look, there was little reason to use one. A powerful ranged weapon. More damage than a
I gave the mace a Versatile (1d8) property, because it shortbow, but a bit heavier, less range, and harder to
looks cool, makes sense, and it’s balanced with other use if you have multiple attacks.
options.
Dart
Quarterstaff These are not your usual bar darts, but something
The quarterstaff, as originally written, is an amazing heavier and more dangerous (like the roman
weapon. Decent damage, simple, cheap, and versatile, plumbata). A cheap, lightweight throwing weapon.
with 1d6/1d8 damage (as much as a greatclub). You can buy and carry lots of them. Any strong
In my opinion, the idea of fighting with a quarterstaff character can benefit from this.
in one single hand (maybe in combination with a
shield, or even one quarterstaff in each hand if you Sling
have the right feats) is ludicrous. This is probably an This is not a great weapon unless you need something
honest mistake - remember, you do not need two hands cheap. Theoretically, you could use it in one hand, but
to hold a two-handed weapon, just to attack with it you still need a free hand to load it, unless your DM
(which was mentioned in an errata). In addition, there allows you to load one with a shield (which seems
is no reason for the wizard's iconic weapon to be better plausible in real life).
than the cleric's one.
Staff sling
My solution is either improving the mace and
A staff with a sling. This is added to make the sling a
greatclub, or making the quarterstaff less powerful. I
more viable weapon. A cheaper version of the
did a bit of both, but specially nerfed the staff.
shortbow, with slightly less range.
However, I prefer to err in the side of fun. So if your
players are having fun with the quarterstaff, let them;
you can improve the mace or greatclub (if they are
Martial Melee Weapons
being used at all) instead. For example, add +1 damage
Battleaxe, Longsword, Warhammer
to these two weapons if the wielder has Strength 13 or
Versatile weapons with 1d8/1d10 damage and not
more, or use the variations described in this book.
much to differentiate them, except for the fact that the
warhammer deals bludgeoning damage.
Sickle
A farming tool adapted for combat. Similar to a
quarterstaff or spear. A decent (but not great) weapon,
usually chosen by druids and farmers. Added to this
list because it looks cool.

10
Falchion expensive. The difference in damage is not great, but I
A one-handed sword with a heavy tip, somewhat think it would be nice to have additional reasons to use
similar to a machete. Added to have a cheaper, non- the greataxe (see chapter IV).
versatile version of the longsword.
Lance
A special weapon, useful if you're mounted. In the
context of this book, a heavier, shorter version of the
pike with a bit more damage.

Maul
A cheaper, heavier version of the greatsword, causing
bludgeoning damage. It might be a cheaper, heavier
version of the greataxe, instead (change the damage to
1d12 if you want). Barbarians with mauls look cool.

Morningstar
A spiked mace, which is also a heavier, more
expensive version of the war pick, so originally there
was no real reason to pick it. I gave it the versatile
propriety to make it more similar to other weapons,
and a special propriety (from an older edition) to make
it both piercing and bludgeoning (or it would be a
terrible weapon against skeletons). It becomes a
heavier but slightly more useful version of the
Warhammer.

Flail Pike
Lighter than the battleaxe, but not versatile. I am not The heavy, inexpensive pike is not dissimilar to glaives
sure this is a great weapon in real life, but it looks cool! and halberds, except for the piercing damage.
I added a trip effect to make it noteworthy. However, real pikes could be a lot longer – and the
incredible weight indicates that this weapon is, indeed,
Glaive, Halberd bigger than other polearms. This should also be treated
These weapons are mechanically identical. I added a
as a "formation" weapon, not something you carry
new property to each one to differentiate them.
around in a dungeon.
I gave it longer reach but disadvantage when attacking
Greataxe, Greatsword
some within 5 feet, with solves all these issues.
The greatsword (2d6 damage) is better than the
greataxe (1d12 damage) most of the time, especially if
Rapier
you have the Great Weapon Fighting style. The
An excellent weapon if you have high Dexterity and a
greataxe might be marginally better for barbarians,
shield (or need an empty hand).
sometimes. The greatsword is also a bit more

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Saber Whip
A curved sword, lighter than the scimitar. Added as a A special weapon. Little damage (1d4), but the only
slashing alternative to the rapier. one-handed weapon with reach. I gave it the trip
property for flavor; seems fitting.

Martial Ranged Weapons

Blowgun
Because of its small damage, the blowgun is almost
useless (when compared to other ranged weapons)
unless you can coat your darts with poison somehow.
Still, if you have good Dexterity and really want to
avoid carrying weight, it can be useful.

Bolas
A throwing weapon made of rope with weighted balls
on the ends, used to trip opponents. Added to give
make the most of the “trip” propriety.

Crossbow, Hand
Like the sling (see above), the hand crossbow seems
useful because it only requires one hand. However, you
still need a free hand to load it. In short, not an optimal
choice for most characters.
Scimitar, Shortsword
Similar weapons (1d6, light, finesse), only Crossbow, Heavy
differentiated by damage type. Great damage, decent range. The only downsides is
that it is very heavy and you cannot ordinarily use it if
Trident you have multiple attacks.
Originally, identical to spear, heavier, and five times
more expensive. I gave it the trip property to make it Longbow
more flavorful and useful. Great range, decent damage, light, fast. A great ranged
weapon all around.
War pick
Light, cheap, and without any special properties. Net
Decent enough. I gave it the trip property; it is useful While uncommon, the net is a great weapon to attack a
and fitting. creature that is outnumbered. Render it immobile and
let your allies attack it with advantage.

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Chapter III – Creating new weapons
The easiest way to create your own weapons is When introducing a new weapon make sure that all
changing something that already exists. weapons remain useful. For example, the falchion
(chapter I) is a one-handed version of the longsword.
If the properties of the weapon are identical to an
While the longsword has more properties, the falchion
existing one, use the existing stats. For example, if you
is better than the longsword if you are only using it in
want to create a katana – a martial, slashing weapon
one hand (lighter and cheaper, but identical damage)
that can be used with one or two hands – use the stats
and the greatsword beats the longsword if you are
of the longsword. If you want your katana to be exactly
using two hands (heavier and more expensive, but
like the longsword but with higher damage, the
more damage).
longsword loses its usefulness (but see “masterwork
weapons”, below). Slight changes of price and weight
do not justify a new weapon; at most, give it a new
Weapon damage
name.
Weapon damage can be divided in six steps: 1, 1d4,
If you want to create something entirely new – for 1d6, 1d8, 1d10, and 1d12/2d6.
example, a one-handed simple weapon with slashing
Simple melee weapons start with 1d6 damage, and
damage but without the “light” or “thrown” properties,
martial weapons start with 1d8. Ranged weapons do
you can start with a similar weapon (in this case, the
1d4 and 1d6 damage, respectively.
handaxe) and use the suggestions below.
You can add one positive propriety for “free” (but
see “price and weight”, below), but if you add two or
three properties damage is reduced by one step. Each
negative propriety raises damage by one step.

Weapon properties
When giving weapons additional properties, consider
balancing them by trading positive properties for other
positive properties, and so on. If a weapon has no
properties, you can add negative and positive
properties to balance each other out, but avoid making
weapons with more than three properties. Generally,
positive properties give you more options.
Light. Light weapons are only good for dual-wielding,
which anyone can do (positive).
Heavy. Heavy is a negative propriety, but it only
hinders “short” characters.

13
Finesse. Finesse allow characters to choose between nothing stopping you to make the combination if you
Strength and Dexterity. Therefore, it is positive. want to.

Thrown. This is a positive propriety for melee The light propriety is not be combined with
weapon, but it can be ignored if the range is small versatile or two-handed, since light weapons are meant
(20/60). For ranged weapons, there is not much to be used in pairs, and not with two hands. Obviously,
advantage (since you MUST throw your weapon), but a light weapon cannot be heavy.
these are rare so there is no general rule.
All heavy weapons are two-handed, since they are
Ammunition. This is a positive propriety for ranged big. All two-handed martial weapons are heavy, but in
weapons, since it means it is not thrown. theory, you could have two-handed martial weapons
that are not heavy.
Versatile. Since using one or two hands is your choice,
this is positive.
Reach. A positive propriety usually reserved for Price, weight, and range
heavy, two-handed martial weapons (with the The best way to find these is comparing them to
exception of the whip). existing weapons. For example, thrown weapons have
Two-handed. Requiring two hands is a negative short range when compared to ranged weapons, and
property, especially because it prevents you from using martial weapons are usually more expensive than
a shield. Remember that you need a free hand to use a simple weapons. Notice that simply altering price,
one-handed weapon with the ammunition property, so weight or damage is usually not enough justification to
the two-handed property is less important for give a weapon higher damage or more properties.
ammunition weapons (you can count both as a single,
negative propriety).
“Light” and “heavy” mean “small”
Loading. This is a negative property, but only affects
and “big”
characters with multiple attacks. In any case, the effect
Notice that lightweight weapons do not necessarily
is clear: crossbows damage is usually one-step greater
have the “light” propriety, and vice-versa. If you
than bows.
read the rules carefully, you’ll see that the “light”
Trip. A positive, if somewhat circumstantial, propriety propriety means that the weapon is small enough so
I added to existing weapons. that you can use one in each hand, and the “heavy”
Special. If you want to add a special propriety to your propriety means the weapon is too big for “shorter”
weapon, it should be something circumstantial. The races.
net, for example, is useless against huge creatures, and Some examples: the scimitar (3 lb.) has the light
the lance is suboptimal in tight spaces. propriety while the rapier (2 lb.) does not, and the
glaive (6 lb.) has the heavy propriety while the
greatclub (10 lb.) does not.
Combining properties
Some properties are not combined in the existing Sounds a bit confusing, but changing it in this book
weapons – for example, versatile and two-handed are would confuse things further, so these properties
never combined with finesse. However, there is remained unchanged.

14
Chapter IV – More weapon options
This chapter discusses additional options and ideas for secondary weapon (provided it is a light weapon) every
new weapon rules. Some of these options cause time that the d20 roll for an attack is a 2 (if you have
significant changes to the existing rules, including advantage, this applies if any dice is a 2).
making combat more complex, so be careful when
This small change will not make the game
introducing them to your games.
unbalanced, and can add many interesting possibilities.
For example, it gives you a reason to carry a light
weapon in your off-hand even when carrying a non-
Spears
light weapon in your main hand, which is a common
Spears are incredibly versatile. The existing weapon
style of dual wielding in fiction, history, etc.
list includes many types of spears – javelins, pikes, etc.
However, there are a few iconic spear styles missing, You can also allow an unarmed attack or
especially two: the “finesse” spear from Kung fu improvised attack with your shield when the d20 roll
movies, and the spear used by hoplites in combination for an attack is a 2, to make combat more dynamic, but
with a shield (not an optimal choice in the current if you do so consider imposing disadvantage, so dual
system). wielding is still more useful.

One simple fix for this issue is allowing characters


that are proficient in martial weapons buying “martial
spears” for 20 gp with the addition of finesse, reach, or
increased damage (see the examples below). Another
option is adding a spear fighting style to the game to let
characters pick one of these options with an existing
spear.
Since there is only one reach weapon in the game
that you can wield with one hand (the whip), you
should consider if you want to give spear-wielders this
perk. I don’t see any problems.

Two-Weapon Fighting
Two-Weapon Fighting is not a great style for
fighters. Some people defend this decision, arguing
that dual wielding is not a great fighting style in real
life. Regardless of that, I see it as a matter of taste.
If you like this archetype, a simple rule (created by
another game) is allowing a “free” attack with you

15
Double weapons and quarterstaffs Dexterity when calculating damage. The bow is two
Two-handed weapons that are meant to alternate times more expensive than normal, or even more (three
quickly between both ends are absent from the weapon times if you want to apply a +3 Strength bonus, four
list (but maybe not from the game, since other times if the modifier is +4, etc.)
mechanics may allow something similar). The realistic You still use Dexterity to hit, so dexterous
example of such a “double weapon” is the quarterstaff, characters keep their edge.
but fiction and gaming also contain weapons that look
Older versions of the game called these bows
like two swords connect by the hilt, for example.
“composite bows”. In real life, any bow may benefit
Fortunately, an older version of the game offers a
from strength… but the name is good enough for our
simple solution: a character can fight with both ends of
purposes. You can even allow “composite crossbows”
a double weapon as if fighting with two (usually light)
and similar weapons. Conversely, you can limit this to
weapons.
longbows, the archetypical “strongman” bow.
A quarterstaff, for example, can be turned into a
“double weapon” that is equivalent to holding a club in
each hand. Because clubs are light, you could gain all Grappling with weapons
the benefits of two-weapon fighting. Likewise, you can Many weapons can be used for grappling and all
create fantasy “double blades” by joining two kinds of combat tricks, such as tripping, disarming,
scimitars. shoving, pinning, etc. Weapons that are flexible or
contain hooks, chains, special spikes, etc., are
especially suited for this task.
Thrown weapons
However, the game contains few rules for
If you want to allow characters to throw weapons
grappling, and they are not focused on weapons.
quickly, you can allow a character to draw a light
Adding the trip propriety was easy enough, but there
weapon as part of an attack. This is meant to allow all
are no mandatory rules for disarming, for example.
character with multiple attacks to throw knives, axes,
One way to go about is using similar mechanics for
etc., in quick succession.
both things (i.e., “contests in combat”).
Ordinarily, you need a free hand to grapple. If you
Ranged weapons for strong characters want to allow grappling with special weapons, use
Most ranged weapons are not great for high- common sense: a whip could be used to trip or disarm
Strength characters, since they rely on Dexterity a foe, but not to push or parry.
instead. This choice is deliberate, since strong
Some weapons are made specifically to grapple at a
characters are better when fighting with two-handed
distance. One example is the man catcher, a pole
melee weapons, etc.
weapon created to restrain targets instead of killing
However, if you want to give your strong characters them.
some better ranged options (and, specially, if you like
Some characters have the ability to parry, trip,
the idea of strong archers – something common in real
disarm, etc. with any weapon. In this case, you can
life, etc.), you can let characters commission custom-
establish small bonuses and penalties depending on the
made bows to make use of their Strength instead of

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weapon (for example, +2 to trip or disarm with a whip, to use (and might be hard to find), in addition to the
but -2 to parry or push, and so on). usual proficiency (for example, using an exotic
longsword requires longsword proficiency first). In
Grappling, with or without weapons, is an
mechanic terms, this might require a fighting style or
interesting and rich subject that deserves a book of its
other method of gaining proficiency with an exotic
own. Here is one recommendation.
weapon.
Although exotic weapons are not strictly necessary,
Masterwork weapons they can add some flavor to your campaign to portray
Masterwork weapons are finely crafted version of the differences between elves, dwarves, half-giants,
normal weapons. You gain a +1 bonus to attack or etc. These races can gain proficiency in certain
damage rolls (but not both) made with this weapon. weapons by default, provided these weapons are not
The bonus is chosen when the weapon is created significantly better than existing ones.
(usually, by a great blacksmith taking a significant
I described three examples below. The elven
amount of time). The masterwork quality adds 300 gp
longsword and the dwarven battleaxe are wepons I
to the cost of a normal weapon (or 6 gp to the cost of a
would give to any character of these races, while the
single unit of ammunition).
giant greatsword would require a fighting style to
All magic weapons are automatically considered to master giant weapons.
be of masterwork quality. The enhancement bonus
granted by the masterwork quality doesn’t stack with
the enhancement bonus provided by the weapon’s Damage types
magic. There are few differences between bludgeoning,
piercing and slashing damage. The number of creatures
The enhancement bonus of masterwork ammunition
with specific resistances or vulnerabilities is quite
does not stack with any enhancement bonus of the
small. In theory, you could add more vulnerabilities to
projectile weapon firing it. I suggest allowing
oozes, undead, automatons, etc., but that would require
ammunition weapons (bows, etc.) to gain a bonus to
rewriting the game. You can use common sense
attack, not damage, and the opposite for projectiles
instead: slashing is useful against flesh and blood,
(arrows etc.).
bludgeoning is useful against bone (or rock, metal,
Masterwork weapons are worthy additions to low etc.), and piercing is useful against vital organs. If your
fantasy games where magical weapons are legendary, foe lacks one or more of these things, it may have
but not necessary if you are playing a high fantasy resistance.
campaign where magic items are easy to find.
An easier way of distinguishing damage types is to
give each weapon special critical hits according to
Exotic weapons damage type (see “critical hits”).
Exotic weapons are similar to masterwork weapons Finally, damage types are useful when adjudicating
in that they might be simply better than existing the effect of weapons on objects. Bludgeoning
weapons. Instead of getting bonuses, they might get weapons are good against chests and doors, slashing
more (sometimes unique) properties or bigger damage weapons can cut ropes, piercing weapons can put holes
dice. The downside is that they require special training on a sack or barrel, etc. Even in the same damage type,

17
you can make distinctions: an axe is useful to cut Some mild examples:
wood, a whip is not, and a sword can be ruined in the
Martial axes, picks, bludgeoning weapons:
process.
double your Strength modifier when calculating
damage (if you attacked with Dexterity, add both
modifiers instead).
Alternate damage
If you make damage more important in your Swords, slashing weapons: get a “free” attack
campaign, some weapons could realistically have more against the same target or another target within range.
than one damage type. For example, a longsword may Ranged attacks, piercing weapons: double your
deal slashing and piercing damage, while a polearm Dexterity modifier when calculating damage (if you
could have one head for bludgeoning and other for attacked with Strength, add both modifiers instead).
piercing or slashing (or even all three)!
Alternatively, add dramatic effects instead. The
Instead of analyzing each weapon in the book, use target gets to make a Constitution saving throw (the
common sense. For example, you can give swords the DC is 10 or half the damage caused, whichever number
ability to slash or pierce, axes the ability to bludgeon, is higher). If it fails, the target is knocked prone
etc. The alternative damage should be one step smaller (tripping weapons), stunned (bludgeoning weapons),
than the original damage. For example, a shortsword incapacitated and disarmed (slashing weapons), gains a
can deal 1d4 slashing damage and a longsword, 1d6 level of exhaustion (piercing weapons), etc.
piercing. Adding heads or points to weapons should
Critical hit tables can be fun, but I find that for such
have a small cost.
a special event, coming up with something adequate
and cool on the fly is even better.
Critical hits
One way of making weapons different without
adding significant complexity is making each critical
hit unique. Since critical hits are less common than
usual hits, you can add lots of details without making
combat much longer.
The possibilities are endless. There are innumerable
critical hit tables and critical hit decks online.

My own method is even simpler. When your attack


is a critical hit, if both damage dice are the same
number, a special effect is activated. This special effect
depends on the weapon. You can make it really special
and devastating, since in theory it will happen less than
one percent of the time. You could also make it more
limited to avoid giving critical hits too much power,
but the classes that would benefit from it would not
suddenly become overpowered in my opinion.

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Martial Melee Weapons
Cost Damage Weight Properties

Spear, agile 20 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8),
finesse

Spear, war 20 gp 1d8 piercing 6 lb. Thrown (range 20/60), versatile (1d10)

Spear, long 20 gp 1d6 piercing 5 lb. Versatile (1d8), reach

Man catcher 20 gp 1d4 bludgeoning 10 lb. Two-handed, special

Martial Ranged Weapons


Cost Damage Weight Properties

Longbow, composite 100 gp 1d8 piercing 4 lb. Ammunition (range 150/600), heavy,
(+2) two-handed, special

Longbow, composite 150 gp 1d8 piercing 4 lb. Ammunition (range 150/600), heavy,
(+3) two-handed, special

Exotic Weapons
Cost Damage Weight Properties

Longsword, elven 50 gp 1d8 slashing 3 lb. Versatile (1d10), finesse,


exotic

Greatsword, giant 150 gp 2d8 slashing 18 lb. Heavy, two-handed, exotic

Battleaxe, dwarven 30 gp 2d4 slashing 5 lb. Versatile (1d10), exotic

Special Weapons

Weapons with special rules are described here.


Longbow, composite (+2): When making an attack with this weapon, you use your choice of your Strength or
Dexterity modifier for the damage rolls. If you use Strength, however, the modifier is limited to +2.

Longbow, composite (+3): When making an attack with this weapon, you use your choice of your Strength or
Dexterity modifier for the damage rolls. If you use Strength, however, the modifier is limited to +3.
Man catcher: You can use this weapon to make a grapple without the need of a free hand (see “grappling”).

19
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
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