Is there a way to create a common weapon in DnD Beyond? My idea is to create a battle axe/Battle Hammer/spike in one versatile weapon (one side hammer, one side axe and at the tip a spike with a 3 foot handle to be use one handed or two handed). And it will have the same damage and properties as the weapons show in DnD Beyond... Any help would be appreciated.
No, we cannot create non-magic weapons. And it is not currently possible to add multiple damage types to a weapon nor is it possible for the character sheet to have a temporary effect that would allow the player to switch damage types.
to add to iamsposta...you asked if you can create a common weapon. Yes, as common weapons are magical (but you still can't create what you want). The spirit of your question was 'can I create a mundane (nonmagical) weapon?'...which is the answer you received.
I don't see the issue as these weapons have been around forever. I'm not saying i would deal all the damage at the same time just that I would like options. This is DnD by the way!
So picture this with a bit bigger hammer side and a spiked tip for stabbing... Just need someone to point me on how I can make it a weapon to use in DnDBeyond (like part of ta homebrew)...
There is no way to combine a battleaxe, a spear, and a warhammer into a single weapon on D&D beyond. What you want is impossible. Just use a regular battleaxe with the optional damage types in as plain text.
This has nothing to do with any actual IRL weapon, or if they actually existed. This has everything to do with the software is not capable of making it, and the character sheet is unable to display it properly even if the software could make it.
The other alternative you could use is like how they did the rod of lordly might. That’s just a wondrous item and the player adds the various weapons to their character sheet and sets the weights to 0, and then changes the name to indicate they are the different transformations. To be honest, what you want is what D&D would call a magic item, possibly Common. Even without a bonus it still counts as a magic weapon for overcoming damage resistance to B/P/S from nonmagical sources.
To tell you the truth however, there are only a handful of instances when it even matters. Stuff like skeleton and a black pudding. But not really a whole lot else. I kinda houserule that most melee weapons can do two damage types. Flip any axe around and do bludgeoning, most* swords can do both piercing and slashing, most maces were actually flanged and would totally either do piercing or slashing depending on the flange shape. So it might just be easier to make a flat houserule to fix all of that at once like I did. *(Rapier is piercing only, but I have a “Saber” which is identical except slashing. Greatsword is slashing only because of its need for momentum, but it could totally do bludgeoning damage. You get the idea.)
The other alternative you could use is like how they did the rod of lordly might. That’s just a wondrous item and the player adds the various weapons to their character sheet and sets the weights to 0, and then changes the name to indicate they are the different transformations. To be honest, what you want is what D&D would call a magic item, possibly Common. Even without a bonus it still counts as a magic weapon for overcoming damage resistance to B/P/S from nonmagical sources.
To tell you the truth however, there are only a handful of instances when it even matters. Stuff like skeleton and a black pudding. But not really a whole lot else. I kinda houserule that most melee weapons can do two damage types. Flip any axe around and do bludgeoning, most* swords can do both piercing and slashing, most maces were actually flanged and would totally either do piercing or slashing depending on the flange shape. So it might just be easier to make a flat houserule to fix all of that at once like I did. *(Rapier is piercing only, but I have a “Saber” which is identical except slashing. Greatsword is slashing only because of its need for momentum, but it could totally do bludgeoning damage. You get the idea.)
As someone who has trained with rapiers and montantes extensively, most rapiers were more than capable of dealing slashing damage (and historical treatise give techniques to do just that), and greatswords (montantes) can definitely be used for piercing (and often that's the best way to use them - quite a lot of the time you 'half sword' by putting one hand on the blade and use it like a spear.
Ultimately yes it's daft that shortswords (which I take to be something like a Roman Gladius) always do piercing damage, and longswords (also often used for half-swording) are obviously just as effective at piercing than a shortsword. But like you say, there are few instances where it makes any difference.
I appreciate this... It's just my OCD getting the best of me, Lol I would just like to carry lees weaponry and not have to switch up... I am going to play around with the info you gave me and see what I can do. Again thank you for the feedback!
To tell you the truth however, there are only a handful of instances when it even matters. Stuff like skeleton and a black pudding. But not really a whole lot else. I kinda houserule that most melee weapons can do two damage types. Flip any axe around and do bludgeoning, most* swords can do both piercing and slashing, most maces were actually flanged and would totally either do piercing or slashing depending on the flange shape. So it might just be easier to make a flat houserule to fix all of that at once like I did. *(Rapier is piercing only, but I have a “Saber” which is identical except slashing. Greatsword is slashing only because of its need for momentum, but it could totally do bludgeoning damage. You get the idea.)
As someone who has trained with rapiers and montantes extensively, most rapiers were more than capable of dealing slashing damage (and historical treatise give techniques to do just that), and greatswords (montantes) can definitely be used for piercing (and often that's the best way to use them - quite a lot of the time you 'half sword' by putting one hand on the blade and use it like a spear.
Ultimately yes it's daft that shortswords (which I take to be something like a Roman Gladius) always do piercing damage, and longswords (also often used for half-swording) are obviously just as effective at piercing than a shortsword. But like you say, there are few instances where it makes any difference.
Yes, absolutely a rapier could do slashing damage, just as a saber could do piercing damage. And yes, half swording is totally fine effective. But D&D’s a game, not a simulation. Some decisions get made for game balance purposes, even if they aren’t the most realistic. (Like, there’s no Arming Sword^1 in D&D for example.) In the case of the rapier saber thing, that’s my attempt to put some restrictions on finesse.
Keep in mind that some designs of the gladius^1 were specifically intended as choppers, as were backswords/broadswords,^2&3 all of which would qualify as “shortswords” in D&D. While other “shortswords” like a Side Sword (spada da lato^4) would be exclusively piercing weapons. And don’t even try to apply reality to what D&D calls a “scimitar^5&6” beyond the generic 1d6 slashing finesse.
And “slashing,” in D&D terms, is more like “chopping, or “hacking” with the blade and not actually “slashing” with the tip. That type of “slashing” would presumably still qualify as “piercing” damage in D&D. Remember, this is D&D where people think a buckler got strapped to your wrist, heck they think all shields got strapped to the arm because they don’t understand center grip. This is D&D, when people think combat they think Soul Caliber or Devil May Cry or God of War. People think a Katana should be a finesse Longsword when in point of fact it required more precise edge alignment (meaning less finessey) and lacked a pommel meaning it required more grip strength. Not to mention, the word literally translates as “Longsword,” so…
Some stuff gets rejiggered for balance, other stuff for feels. But as you said, in 5e it makes no real difference since there are only around 5 monsters total that care.
sorry for reviving this old one. But it is possible to do this if you treat it as a homebrew magical item. just make it's rarity "common" . I am not sure if this was patched later after this post or maybe an option that was not considered. I have build many items where it did either piercing and slashing and worked in action when equipping it in the character's sheet.
Cheers...
I am currently trying to build different variants to gun-blades lol...
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Is there a way to create a common weapon in DnD Beyond? My idea is to create a battle axe/Battle Hammer/spike in one versatile weapon (one side hammer, one side axe and at the tip a spike with a 3 foot handle to be use one handed or two handed). And it will have the same damage and properties as the weapons show in DnD Beyond... Any help would be appreciated.
No, we cannot create non-magic weapons. And it is not currently possible to add multiple damage types to a weapon nor is it possible for the character sheet to have a temporary effect that would allow the player to switch damage types.
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to add to iamsposta...you asked if you can create a common weapon. Yes, as common weapons are magical (but you still can't create what you want). The spirit of your question was 'can I create a mundane (nonmagical) weapon?'...which is the answer you received.
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OK, make it a +1...
I don't see the issue as these weapons have been around forever. I'm not saying i would deal all the damage at the same time just that I would like options. This is DnD by the way!
So picture this with a bit bigger hammer side and a spiked tip for stabbing... Just need someone to point me on how I can make it a weapon to use in DnDBeyond (like part of ta homebrew)...
There is no way to combine a battleaxe, a spear, and a warhammer into a single weapon on D&D beyond. What you want is impossible. Just use a regular battleaxe with the optional damage types in as plain text.
This has nothing to do with any actual IRL weapon, or if they actually existed. This has everything to do with the software is not capable of making it, and the character sheet is unable to display it properly even if the software could make it.
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Cool, Cool, Cool! Thanks!
The other alternative you could use is like how they did the rod of lordly might. That’s just a wondrous item and the player adds the various weapons to their character sheet and sets the weights to 0, and then changes the name to indicate they are the different transformations. To be honest, what you want is what D&D would call a magic item, possibly Common. Even without a bonus it still counts as a magic weapon for overcoming damage resistance to B/P/S from nonmagical sources.
To tell you the truth however, there are only a handful of instances when it even matters. Stuff like skeleton and a black pudding. But not really a whole lot else. I kinda houserule that most melee weapons can do two damage types. Flip any axe around and do bludgeoning, most* swords can do both piercing and slashing, most maces were actually flanged and would totally either do piercing or slashing depending on the flange shape. So it might just be easier to make a flat houserule to fix all of that at once like I did.
*(Rapier is piercing only, but I have a “Saber” which is identical except slashing. Greatsword is slashing only because of its need for momentum, but it could totally do bludgeoning damage. You get the idea.)
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As someone who has trained with rapiers and montantes extensively, most rapiers were more than capable of dealing slashing damage (and historical treatise give techniques to do just that), and greatswords (montantes) can definitely be used for piercing (and often that's the best way to use them - quite a lot of the time you 'half sword' by putting one hand on the blade and use it like a spear.
Ultimately yes it's daft that shortswords (which I take to be something like a Roman Gladius) always do piercing damage, and longswords (also often used for half-swording) are obviously just as effective at piercing than a shortsword. But like you say, there are few instances where it makes any difference.
I appreciate this... It's just my OCD getting the best of me, Lol I would just like to carry lees weaponry and not have to switch up... I am going to play around with the info you gave me and see what I can do. Again thank you for the feedback!
great info, Thank you so much!
Yes, absolutely a rapier could do slashing damage, just as a saber could do piercing damage. And yes, half swording is totally fine effective. But D&D’s a game, not a simulation. Some decisions get made for game balance purposes, even if they aren’t the most realistic. (Like, there’s no Arming Sword^1 in D&D for example.) In the case of the rapier saber thing, that’s my attempt to put some restrictions on finesse.
Keep in mind that some designs of the gladius^1 were specifically intended as choppers, as were backswords/broadswords,^2&3 all of which would qualify as “shortswords” in D&D. While other “shortswords” like a Side Sword (spada da lato^4) would be exclusively piercing weapons. And don’t even try to apply reality to what D&D calls a “scimitar^5&6” beyond the generic 1d6 slashing finesse.
And “slashing,” in D&D terms, is more like “chopping, or “hacking” with the blade and not actually “slashing” with the tip. That type of “slashing” would presumably still qualify as “piercing” damage in D&D. Remember, this is D&D where people think a buckler got strapped to your wrist, heck they think all shields got strapped to the arm because they don’t understand center grip. This is D&D, when people think combat they think Soul Caliber or Devil May Cry or God of War. People think a Katana should be a finesse Longsword when in point of fact it required more precise edge alignment (meaning less finessey) and lacked a pommel meaning it required more grip strength. Not to mention, the word literally translates as “Longsword,” so…
Some stuff gets rejiggered for balance, other stuff for feels. But as you said, in 5e it makes no real difference since there are only around 5 monsters total that care.
^1: (https://en.m.wikipedia.org/wiki/Oakeshott_typology)
^2: (https://en.m.wikipedia.org/wiki/Gladius)
^2: (https://www.quora.com/What-is-the-difference-between-a-broadsword-and-a-backsword)
^3: (http://myarmoury.com/feature_spot_schia.html)
^4: (https://en.m.wikipedia.org/wiki/Spada_da_lato)
^5: (https://en.m.wikipedia.org/wiki/Scimitar)
^6: (https://swords.co.nz/sword-typologies-and-why-we-need-them/)
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sorry for reviving this old one. But it is possible to do this if you treat it as a homebrew magical item. just make it's rarity "common" .
I am not sure if this was patched later after this post or maybe an option that was not considered. I have build many items where it did either piercing and slashing and worked in action when equipping it in the character's sheet.
Cheers...
I am currently trying to build different variants to gun-blades lol...