Creating Weapons Guide Step 4: Set Damage Die/Dice...
At first glance, it seems that the weapon selection in 5e D&D You can divide your damage die into smaller dice that equal
is quite limited, but with a little knowledge of the system, you the same total. For example, a d12 can become 2d6 or 3d4.
can largely expose that template that builds those weapon,
and from there, well, the local blacksmith is the only limitation Step 5: Select Damage Type Effect
to the weapons you can find! --
Type --
Weapon Creation Template Slashing --
Piercing
To create a weapon, you take a d6, go through five steps to Bludgeoning
determine the final damage and properties of the weapon.
Step 1: Select one of... Notes Notes:
Property Modifier Dividing the damage die will raise the average damage by
0.5, but is considered equal by the template (as can be seen
Simple -- with Greataxe and Greatsword)
Thrown can be ranged weapons instead of melee weapons
Martial +d2 Becomes martial weapon. (example: Dart)
The DM can waive the restriction on Heavy property
Step 2: Select one of... Notes requiring Two-Handed property.
Finesse is odd to account for that Rapiers were designed
Property Modifier to be too strong.
Light -d2 Not-so-common Weapons.
None -- Taking the formula, we can now make all the missing
weapons of the game world. While these weapons should not
Versatile -- +d2 when wielded with two hands. necessarily be assumed to exist and are not starting gear,
perhaps you can craft them, convince the local blacksmith to
Two-Handed +d2 give your idea a go, or find these as loot early in your
adventures - the strongest of these weapons tend to still fall
Step 3: Select all that apply... below the threshold of Uncommon, but some will be more
powerful for some builds than common starting gear
Property Modifier Notes weapons.
Reach -d2 Below are some results of the template. Note that all
weapons (even if they are created by the template) only count
Finesse -d2 Free if the weapon is Light or has no under existing weapon proficiency at the discretion of your
other properties. DM.
Thrown --
Heavy +d2 Requires two-handed.
Simple Weapons Cost Damage Weight Properties
1 gp 1d4 2 lbs. Finesse, Versatile (1d6).
Weapon 1 sp 1d6 9 lbs.
Finesse Spear 5 gp 1d4 10lbs. Reach, Two-handed.
Sturdy 10-Foot Pole 3sp 1d10 15 lbs. Reach.
Chain Two-handed, Heavy.
Heavy Greatclub
Properties
Martial Weapons Cost Damage Weight Versatile (1d10).
5 gp 1d8 piercing 2 lbs.
Weapon 15 gp 1d6 piercing 12 lbs. Reach.
War Spear 20 gp 1d4 slashing 5 lbs Versatile(1d6), Reach, Finesse.
Long Chain Flail 25 gp 1d8 slashing 2 lbs.
Finesse Glaive 15 gp 2d4 slashing 3 lbs. Finesse
20 gp 1d6 slashing 2 lbs. --
Saber
Broadsword Vestatile (2d4), Finesse
Katana
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