I created this list of new homebrew weapons for my d&d campaigns, my goal was to create more interesting weapon options and a more interactive weapon combat between my players and NPCs.
I tried my best to balance the new weapons with the weapons from the official rules, but I definitely overlooked some things.
Changes to existing weapons
Halberd: renamed to Poleaxe, changed its damage dice and type to 1d8 slashing, piercing or bludgeoning, and gave it the special property.
Warpick, Warhammer: combined both weapons and changed its damage type to 1d6 piercing or bludgeoning, and gave it the special property. The damage dice of the versatile property was changed to 1d8.
Weapons with special rules are described here. The wording of the following rules texts are definitely not perfect, this is how i imagined them. Special Weapons
Poleaxe. When you make an attack with this weapon you can choose which damage type to use.
Warpick, Warhammer. When you make an attack with this weapon you can choose which damage type to use.
Harpoon. You can attach a rope to the harpoon, if you throw the harpoon and the rope is attached to something, or you are holding on to it, its maximum range is limited to the length of the attached rope. If harpoon is attached to a rope its range is reduced to 10/30. If a creature is dealt at least 6 piercing damage, you may choose to leave the harpoon stuck in the creature’s body. A creature can use its action to make a DC 10 Strength check, pulling a harpoon out of the body of itself or a creature within 5 feet. You can use an action to pull on a harpoon, that is stuck in the body of a creature within 5 feet of you, or a rope attached to a harpoon stuck in the body of a creature, the creature must make a DC 10 Strength Saving Throw or be pulled 5 feet towards you.
Tigerclaw. When you are wielding a Tigerclaw in each of your hand, you have a climbing speed of 10 feet.
Hooksword. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Kusarigama. When you make an attack with this weapon you can choose which damage type to use.
Sai, Manjisai. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Swordbreaker. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Urumi. While you are wielding this weapon, Melee-Weapon-Attacks against you are done with disadvantage. If you roll a 5 or lower on an attack roll you suffer 1d6 slashing damage.
I would appreciate feedback about rule texts that are unclear or badly worded, weapons which are over- or underpowered and about weapons which are badly designed in general.
Thank you in advance.
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I created this list of new homebrew weapons for my d&d campaigns, my goal was to create more interesting weapon options and a more interactive weapon combat between my players and NPCs.
I tried my best to balance the new weapons with the weapons from the official rules, but I definitely overlooked some things.
Changes to existing weapons
Halberd: renamed to Poleaxe, changed its damage dice and type to 1d8 slashing, piercing or bludgeoning, and gave it the special property.
Warpick, Warhammer: combined both weapons and changed its damage type to 1d6 piercing or bludgeoning, and gave it the special property. The damage dice of the versatile property was changed to 1d8.
My Homebrew Weapons Table
Homebrew – Melee Weapons
Simple Melee Weapons
Push dagger (1 gp, 1 lb.) 1d4 slashing Finesse, Light
Harpoon (5 gp, 3 lb.) 1d6 piercing thrown (range 20/60), versatile (1d8) special*
Shortspear (1 gp, 2lb.) 1d6 piercing Light, thrown (range 20/60)
Brass Knuckles (1 gp, 1 lb.) 1d4 bludgeoning Finesse, Light
Tigerclaws (5 gp, 1 lb.) 1d4 piercing Finesse, Light, special*
Martial Melee Weapons
Hooksword (15 gp, 2 lb.) 1d6 piercing Finesse, special*
Chain Whip (5 gp , 4 lb.) 1d4 bludgeoning Finesse, reach, heavy
Kusarigama (10 gp, 2 lb.) 1d6 piercing or bludgeoning Finesse, reach, special*
Cat o' nine tails (5 sp, 1 lb.) 2d4 piercing Finesse
Nunchaku (2 gp, 1 lb.) 1d6 bludgeoning Finesse
Sai, Manjisai (2 gp, 1 lb.) 1d4 piercing Finesse, Light, thrown (range 20/60), special*
Sanjiegun (5 gp, 3 lb.) 1d8 bludgeoning Finesse, Two-handed
Swordbreaker (5 gp, 1 lb.) 1d4 piercing Finesse, Light, special*
Rope Spear (1 gp, 1 lb.) 1d6 piercing Two-handed, reach, Finesse
War Flail (5 gp, 5 lb.) 1d10 bludgeoning Two-handed, reach
Urumi (25 gp, 2 lb.) 1d6 slashing Finesse, reach, special*
Zweihänder (50 gp, 6 lb.) 1d12 slashing heavy, reach, Two-handed
Homebrew – Ranged Weapons
Simple Ranged Weapons
Bumerang (1 gp, lb.) 1d4 bludgeoning thrown (range 30/120)
Staff Sling (5 sp, 2 lb.) 1d6 bludgeoning Ammunition (range 18/60), Two-handed, loading
Martial Ranged Weapons
Composite Bow (100 gp, 5 lb.) 1d8 piercing Ammunition (range 200/800), heavy, Two-handed, loading
Warbow (75 gp, 4 lb.) 1d10 piercing Ammunition (range 100/400), heavy, Two-handed
Special Weapons
Weapons with special rules are described here. The wording of the following rules texts are definitely not perfect, this is how i imagined them. Special Weapons
Poleaxe. When you make an attack with this weapon you can choose which damage type to use.
Warpick, Warhammer. When you make an attack with this weapon you can choose which damage type to use.
Harpoon. You can attach a rope to the harpoon, if you throw the harpoon and the rope is attached to something, or you are holding on to it, its maximum range is limited to the length of the attached rope. If harpoon is attached to a rope its range is reduced to 10/30. If a creature is dealt at least 6 piercing damage, you may choose to leave the harpoon stuck in the creature’s body. A creature can use its action to make a DC 10 Strength check, pulling a harpoon out of the body of itself or a creature within 5 feet. You can use an action to pull on a harpoon, that is stuck in the body of a creature within 5 feet of you, or a rope attached to a harpoon stuck in the body of a creature, the creature must make a DC 10 Strength Saving Throw or be pulled 5 feet towards you.
Tigerclaw. When you are wielding a Tigerclaw in each of your hand, you have a climbing speed of 10 feet.
Hooksword. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Kusarigama. When you make an attack with this weapon you can choose which damage type to use.
Sai, Manjisai. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Swordbreaker. When you make an attack with this weapon, and your target is wielding a weapon, you can attempt to disarm the target instead of dealing damage. The must succeed on a strength- or dexterity saving throw, the DC equals your attack roll made with that weapon, or drop their weapon, the target has advantage on the saving throw if it is wielding the weapon in both hands.
Urumi. While you are wielding this weapon, Melee-Weapon-Attacks against you are done with disadvantage. If you roll a 5 or lower on an attack roll you suffer 1d6 slashing damage.
I would appreciate feedback about rule texts that are unclear or badly worded, weapons which are over- or underpowered and about weapons which are badly designed in general.
Thank you in advance.