I've been working on a DMs Guild product similar to XGtE and TCoE (called Levistus's Codex of Curiosities), and have been developing some homebrew "generic" weapons. Here they are, if you have feedback, I would appreciate it a ton.
(Sorry about not splitting it into separate tables for simple/martial and ranged/melee weapons. These will be included in the "properties" section of the table.)
* - eligible for the Polearm Master feat ** - eligible for the shillelagh spell *** - counts as a monk weapon
Special Weapon Properties
Weapons with special rules are described here.
Great-Trident. Melee weapon attacks made with this weapon against a creature not within 5 feet against you are made at disadvantage. Greatspear. Melee weapon attacks made with this weapon against a creature within 5 feet of you are made at disadvantage. Brass-Knuckles.Melee weapon attacks made with this weapon count as unarmed strikes. While wielding these weapon, they count as being worn instead of held, but still occupy the hand they are word in. In addition, spells and other effects requiring you to be holding a melee weapon still apply to this weapon while you are wearing it. Three-Headed Flail. If you attack with the three-headed flail as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 bludgeoning damage on a hit, instead of 2d4.
Feats
Swift Blade
Prerequisites: Proficiency with the Katana and at least one level in the Fighter, Monk, or Rogue class You gain the following benefits:
Increase either your Strength or Dexterity score by 1, to a maximum of 20.
While you are wielding a katana with one hand, its damage dice increases to 1d8. If you wield it with two hands using its versatile property, its damage dice increases it to 1d10.
While holding a katana with one hand, your Armor Class increases by 1. While you are holding a katana with two hands, your Armor Class increases by 2.
Okay, thanks for reading! I would love feedback if you have any.
Edit: Fixed the Greatpick, changed the Katana, and added the Swift Blade feat.
curious about the reasoning for why the baseball bat is a finesse weapon, seems out of place, also seems kind of pointless to use shillelagh on it since casting shillelagh on the club will already be much better (unless of course this is the only thing you have, it makes sense as a sort of ribbon, just pointing stuff out)
also why does the great trident have disadvantage on attacks against creature within 5 feet?
also why does the greatpick only deal 1d6 damage? AND WHY BLUDGEONING? seems not very great when its non-great equivolent deals 1d8 damage and is sharp enough to deal piercing damage
also the average damage of the great trident is 1 point higher than the greataxe and 0.5 points higher than the greatsword, this might be a little potent even if their max damage is the same
also would be cool to add an special weapon with reach that lets you grapple creatures, again tridents were originally a fishing tool with the purpose of catching prey and so it makes sense, or it could be some other weapon like a mancatcher
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It would be interesting if the katana on the list wasn’t just a broadsword with the finesse property. Personally I’d say it should be boosted up to 1d10 with one hand and 1d12 with two hands but have a penalty to attack rolls against any armored opponent, as katanas are historically quite sharp, however are ineffective against armor. (Correct me if I am wrong)
It's finesse because it takes more than just brute strength to hit with a baseball bat, but the weapon can definitely change. Any suggestions?
Just a quick correction, the Greatspear has disadvantage on melee attacks against creatures within 5 feet (like the lance), but the Great-Trident has disadvantage on melee weapon attacks against creatures not within 5 feet of them. It's mostly for balance reasons to keep it on par with a Lance, and also to incentivize throwing the trident.
Sorry, that was a typo. I fixed it. It was meant to be 2d6 piercing, which is what it is now.
That's why I gave it the special feature to give disadvantage with reach attacks. It is good, but just like the Greatsword and Lance, it is not strictly better 100% of the time than the Greataxe (especially for Barbarians and Half-Orcs).
I think it could be cool, but this great trident isn't meant for fishing, it's meant for damaging. I originally made a lasso weapon that can kind of do something like that, but it was a bit strange, and these are mostly meant to just damage.
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Please check out my homebrew, I would appreciate feedback:
It would be interesting if the katana on the list wasn’t just a broadsword with the finesse property. Personally I’d say it should be boosted up to 1d10 with one hand and 1d12 with two hands but have a penalty to attack rolls against any armored opponent, as katanas are historically quite sharp, however are ineffective against armor. (Correct me if I am wrong)
I will change the katana so it isn't just a longsword with finesse, probably the same way that Double-Bladed Scimitars get better. My current idea is to have it be 1d6 (1d8 versatile), finesse, and you can take a feat to increase your Strength or Dexterity score by 1, have it be 1d8 (1d10 versatile), as well as allowing them to reroll an attack roll that you miss with as a bonus action on your turn.
Do you think that could fix it?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It would be interesting if the katana on the list wasn’t just a broadsword with the finesse property. Personally I’d say it should be boosted up to 1d10 with one hand and 1d12 with two hands but have a penalty to attack rolls against any armored opponent, as katanas are historically quite sharp, however are ineffective against armor. (Correct me if I am wrong)
I will change the katana so it isn't just a longsword with finesse, probably the same way that Double-Bladed Scimitars get better. My current idea is to have it be 1d6 (1d8 versatile), finesse, and you can take a feat to increase your Strength or Dexterity score by 1, have it be 1d8 (1d10 versatile), as well as allowing them to reroll an attack roll that you miss with as a bonus action on your turn.
Well, after a break due to IRL thingies, I'm back! For now at least...
And, upon great consideration on each of these weapons (~5 minutes total), these are my thoughts:
Great-trident: hmmm...okay. 3d4, which is new, and automatically makes this the best weapon, damage-wise (strictly damage, not including other variables). Heavy makes sense, as does 2-handed, and reach. Thrown is interesting, however. Its a very short range, but I just can't really wrap my head around the idea of throwing a 2-handed weapon. The Special is also interesting, with it making the Reach less useful, while also improving the Thrown aspect (as you touched on briefly in a previous post). Overall, I think its fine, though I would probably want to lessen the Damage to 2d6, just to make it on par with all the other weapons.
Greatspear: In general, similar thoughts as the Great-trident. No real complaints. Maybeee lower the damage to 1d12, just to make it more on par with the Lance (as of now, its a better [2-handed, yes, but still better] version of the Lance).
Saber: Introducing the Rapier, now with Slashing Damage! Reskinned Rapier, no complaints.
Scythe: Oh man. The Scythe. Okay. In real life, the Scythe was a REALLY bad weapon. Just gotta get that outta the way. As such, I would lower the damage to 1d6, and change the Heavy and 2-Handed to Reach and Versatile (1d8). That, I feel, would help create the idea of the Scythe-spinning Death-dealing Scary Guy (technical term).
Throwing Sphere: So...the Shot Put ball? No thoughts here.
Katana: Versatile Longsword. Automatically, the new best weapon, for damage, for any Dex-based character. I don't really know how to change this to make it more balanced, but as of know it is very good.
Nunchucks: These are really fun. Honestly, I think they're fine as they are. Though, if you wanted to, you could lower the Damage to 1d4, then add Reach. Not necessary, just a thought I had while reading it.
Three-Section Staff: No big concerns, maybe remove Finesse, but also maybe not.
Greatwhip: No big complaints. 2-handed feels a bit weird, but beyond that its fine.
Brass-Knuckles: I'm not really sure how the Special works. Do you think you could explain it to me? Most of it makes sense, but the "While wielding these weapon[s], they count as being worn instead of held, but still occupy the hand they are word in" doesn't really make sense to me. Beyond that, its great.
Baseball Bat: :D This is fun. I also don't really get the Finesse aspect, as stated by a previous commenter. Beyond that, though... >:D hehehe I can already envision the grittiness I can invoke with these weapons (I recently read Six of Crows/Crooked Kingdom - so good, definitely building a Kaz Brekker type PC soon).
Ball-and-Chain: Uhmm...this feels a bit off. I don' think this should be Finesse. And it should definitely be Heavy. Swinging around a giant-a** Ball and Chain? Definitely seems to be more Strength based than Dex.
Ball-and-Longchain: Honestly, I would just make this the regular Ball-and-Chain. 2-Handed, Heavy, and Reach all seem to make more sense then Finesse.
Warchain:...I don't know what this is, so I can't give any form of constructive criticism. Sorry :P
Greatchain: Again, don't really know what this is based off of, so I can't give any comments.
Throwing Star/Throwing Card: :D This is great. Its what Darts aspire to be. But better. Good job.
Greatpick: No comments.
Three-Headed Flail: This is great, I love it, GNOLLS.
Edit: While I was writing this Third changed the Katana. Yay, its fine now.
Swift Blade Feat: Prerequeistes are pretty harsh, IMO. Katana prof makes sense, but restricting it to only Fighters, Monks, and Rogues? Tough stuff for literally every other class in the game. The Feat itself is good. Dex/Str +1, no surprise there. Damage Die increase, okay. AC bonus, also cool. Katana seems muck better now.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Thanks for the review! I appreciate the time and thought put into this review. I'm not going to quote to save space, but will go down each weapon the same way you do.
Great-Trident: Yes, it technically does more average damage in most circumstances, but there are multiple occasions where a Greatsword, Maul, Lance, Greataxe and other weapons are better. For example, for Barbarians with Brutal Critical, it is much better to get an extra 1d12 from a lance or greataxe than it is to get 1d4 for the Great-Trident. Similarly, Great Weapon Fighting (the fighting style), is typically more useful for a Maul or Greatsword than this weapon. It is 3d4 because tridents have 3 points, and its supposed to show that. Throwing it is kind of strange, which is why it has the smallest range of all the weapons. Currently, it does an average of 7.5 damage, while 2d6 is 7 damage. Due to some of its restrictions, I think I'll keep it as is unless others express concerns.
Greatspear: I made it be 2d6 piercing damage, as no such weapon already exists, and I wanted to differentiate it from a Lance. It being heavy and two-handed keeps it on par with the lance, IMO.
Saber: Not much to say.
Scythe: Okay, thanks. I will probably end up doing that, as there are currently no weapons like that in 5e.
Throwing Sphere: Kind of, a bit smaller, though. It doesn't have to be made of metal, it could be stone, crystal, or another resilient and hard substance. Or, a weighted baseball, or something like that. I just wanted a bludgeoning version of the dart (this), as well as a slashing version (throwing star).
Katana: Sorry, you must have already been writing this when I changed the Katana. It is now 1d6 (1d8 versatile), and a feat can be used to increase its usability, like how the Double-Bladed Scimitar interacts with Revenant Blade.
Nunchuks: I think I'll keep them as they currently are, in order to make them be like a bludgeoning version of a shortsword/scimitar, instead of a bludgeoning version of a whip. This way, monks and rogues have a cool one-handed bludgeoning weapon. Thanks for the recommendation, though.
Three-Section Staff: I think the heavy and two-handed properties balance out the finesse and reach, but I'll mull it over. If I were to do that, I would probably increase its damage to 1d10. Either way, it's a unique weapon.
Greatwhip: Yeah, it's a bit strange. I don't know if anything like this has existed in real life, and if it would even be feasible.
Brass Knuckes: Basically, they count as being worn instead of held (like most weapons), but due to them not being "held," I have to specify that you can't wear brass knuckles and hold a longsword in the same hand. Sorry, the wording may need a bit of fixing. The last part (can target for effects that require you to hold a weapon) just lets you cast Elemental/Holy Weapon on them, and stuff like that.
Baseball Bat: Yeah, I may need to change it a bit. Maybe I could change it to Dexterity for the attack roll, but Strength for the damage? That could help emulate needing precision to hit and fast swinging for damage/distance. I could also add a property that allows you to take out a throwing sphere/baseball and throw it into the air and then hit it with the baseball bat in order to hit someone with it.
Ball-and-Chain: Maybe this will help explain the concept? This would kind of be like a flail without the long handle and with a longer chain, allowing you to swing it like nunchuks. It's not a huge metal ball, more like the size of a shot-put ball. I could get rid of finesse if it's an issue.
Ball-and-Longchain: I'll have to think about it.
Warchain: Kind of like these chains, but without the spikes:
Greatchain: Like a heavy, long, two-handed version of the warchain.
Throwing Star/Throwing Card: Thanks. No real comments.
Greatpick: No comments.
Three-Headed Flail: Yes, exactly. It's like a flailing, bludgeoning version of a Double-Bladed Scimitar.
Again, thanks so much for the review. I hope I could clarify some things.
Edit: While I was writing this, MandosMindos saw the new katana and its feat.
Swift Blade feat: It's honestly not super useful for most other people (it would be useful for Rangers, but I don't really see a ranger using a katana. . .), but I could remove the class based restriction. I would like another prerequisite, maybe a Strength or Dexterity of 13. I do think this is a better way of balancing it.
also like i dont think there are many real-life polarm/spear like weapons you would throw with both hands, how do you even imagine that an war trident would achive that?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I made a fairly similar post a while ago (It was actually the first thread I created on this forum) that proposed some changes to weapons to increase uniqueness. I proposed a additional class of weapons, called Advanced weapons. They are a essentially martial weapons that require even more specific training to use, so you don't get proficiency in the whole class, just a single weapon. I'll link the whole thread, but also summarize some of my better ideas which could be adapted in to new weapons.
A super reach weapon or greatpike: A pike with fifteen foot reach. You can not attack targets within five feet with this weapons.
Macahuitl: A one-handed weapon that deals 1d6 bludgeoning damage to armored targets and 1d10 slashing to armored ones.
A weapon that allows you to select what type of damage you want to deal. I used the example of a halberd, but commenters showed that halberds where not used in the way I described.
I'll post of review of the weapons you created in a little bit.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
also like i dont think there are many real-life polarm/spear like weapons you would throw with both hands, how do you even imagine that an war trident would achive that?
Maybe I should specify that you don't throw it with two hands, only one hand (which explains the small range), but you attack at melee with two?
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Please check out my homebrew, I would appreciate feedback:
Sorry about the necroposting, but... Online, I've seen quite a bit of this thing where people seem to think a katana should be versatile, which I disagree with. Katana have always been used with two hands. They're heavier than longswords, which is why they can't be used with one hand. Other than that nitpick, seems fine. 👍🏻
It also doesn’t make sense for katanas to be finesse weapons. Personally I just reskin a longsword as a katana. (After all, “katana” literally means “long sword.”)
I've been working on a DMs Guild product similar to XGtE and TCoE (called Levistus's Codex of Curiosities), and have been developing some homebrew "generic" weapons. Here they are, if you have feedback, I would appreciate it a ton.
(Sorry about not splitting it into separate tables for simple/martial and ranged/melee weapons. These will be included in the "properties" section of the table.)
Weapons
* - eligible for the Polearm Master feat
** - eligible for the shillelagh spell
*** - counts as a monk weapon
Special Weapon Properties
Weapons with special rules are described here.
Great-Trident. Melee weapon attacks made with this weapon against a creature not within 5 feet against you are made at disadvantage.
Greatspear. Melee weapon attacks made with this weapon against a creature within 5 feet of you are made at disadvantage.
Brass-Knuckles. Melee weapon attacks made with this weapon count as unarmed strikes. While wielding these weapon, they count as being worn instead of held, but still occupy the hand they are word in. In addition, spells and other effects requiring you to be holding a melee weapon still apply to this weapon while you are wearing it.
Three-Headed Flail. If you attack with the three-headed flail as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 bludgeoning damage on a hit, instead of 2d4.
Feats
Swift Blade
Prerequisites: Proficiency with the Katana and at least one level in the Fighter, Monk, or Rogue class
You gain the following benefits:
Okay, thanks for reading! I would love feedback if you have any.
Edit: Fixed the Greatpick, changed the Katana, and added the Swift Blade feat.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
curious about the reasoning for why the baseball bat is a finesse weapon, seems out of place, also seems kind of pointless to use shillelagh on it since casting shillelagh on the club will already be much better (unless of course this is the only thing you have, it makes sense as a sort of ribbon, just pointing stuff out)
also why does the great trident have disadvantage on attacks against creature within 5 feet?
also why does the greatpick only deal 1d6 damage? AND WHY BLUDGEONING? seems not very great when its non-great equivolent deals 1d8 damage and is sharp enough to deal piercing damage
also the average damage of the great trident is 1 point higher than the greataxe and 0.5 points higher than the greatsword, this might be a little potent even if their max damage is the same
also would be cool to add an special weapon with reach that lets you grapple creatures, again tridents were originally a fishing tool with the purpose of catching prey and so it makes sense, or it could be some other weapon like a mancatcher
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It would be interesting if the katana on the list wasn’t just a broadsword with the finesse property. Personally I’d say it should be boosted up to 1d10 with one hand and 1d12 with two hands but have a penalty to attack rolls against any armored opponent, as katanas are historically quite sharp, however are ineffective against armor. (Correct me if I am wrong)
It's finesse because it takes more than just brute strength to hit with a baseball bat, but the weapon can definitely change. Any suggestions?
Just a quick correction, the Greatspear has disadvantage on melee attacks against creatures within 5 feet (like the lance), but the Great-Trident has disadvantage on melee weapon attacks against creatures not within 5 feet of them. It's mostly for balance reasons to keep it on par with a Lance, and also to incentivize throwing the trident.
Sorry, that was a typo. I fixed it. It was meant to be 2d6 piercing, which is what it is now.
That's why I gave it the special feature to give disadvantage with reach attacks. It is good, but just like the Greatsword and Lance, it is not strictly better 100% of the time than the Greataxe (especially for Barbarians and Half-Orcs).
I think it could be cool, but this great trident isn't meant for fishing, it's meant for damaging. I originally made a lasso weapon that can kind of do something like that, but it was a bit strange, and these are mostly meant to just damage.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I will change the katana so it isn't just a longsword with finesse, probably the same way that Double-Bladed Scimitars get better. My current idea is to have it be 1d6 (1d8 versatile), finesse, and you can take a feat to increase your Strength or Dexterity score by 1, have it be 1d8 (1d10 versatile), as well as allowing them to reroll an attack roll that you miss with as a bonus action on your turn.
Do you think that could fix it?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah that would be cool! :D
I have also developed some weapon customizations for the same DMs Guild product.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I've changed the Katana and added the Swift Blade feat.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well, after a break due to IRL thingies, I'm back! For now at least...
And, upon great consideration on each of these weapons (~5 minutes total), these are my thoughts:
Great-trident: hmmm...okay. 3d4, which is new, and automatically makes this the best weapon, damage-wise (strictly damage, not including other variables). Heavy makes sense, as does 2-handed, and reach. Thrown is interesting, however. Its a very short range, but I just can't really wrap my head around the idea of throwing a 2-handed weapon. The Special is also interesting, with it making the Reach less useful, while also improving the Thrown aspect (as you touched on briefly in a previous post). Overall, I think its fine, though I would probably want to lessen the Damage to 2d6, just to make it on par with all the other weapons.
Greatspear: In general, similar thoughts as the Great-trident. No real complaints. Maybeee lower the damage to 1d12, just to make it more on par with the Lance (as of now, its a better [2-handed, yes, but still better] version of the Lance).
Saber: Introducing the Rapier, now with Slashing Damage! Reskinned Rapier, no complaints.
Scythe: Oh man. The Scythe. Okay. In real life, the Scythe was a REALLY bad weapon. Just gotta get that outta the way. As such, I would lower the damage to 1d6, and change the Heavy and 2-Handed to Reach and Versatile (1d8). That, I feel, would help create the idea of the Scythe-spinning Death-dealing Scary Guy (technical term).
Throwing Sphere: So...the Shot Put ball? No thoughts here.
Katana: Versatile Longsword. Automatically, the new best weapon, for damage, for any Dex-based character. I don't really know how to change this to make it more balanced, but as of know it is very good.
Nunchucks: These are really fun. Honestly, I think they're fine as they are. Though, if you wanted to, you could lower the Damage to 1d4, then add Reach. Not necessary, just a thought I had while reading it.
Three-Section Staff: No big concerns, maybe remove Finesse, but also maybe not.
Greatwhip: No big complaints. 2-handed feels a bit weird, but beyond that its fine.
Brass-Knuckles: I'm not really sure how the Special works. Do you think you could explain it to me? Most of it makes sense, but the "While wielding these weapon[s], they count as being worn instead of held, but still occupy the hand they are word in" doesn't really make sense to me. Beyond that, its great.
Baseball Bat: :D This is fun. I also don't really get the Finesse aspect, as stated by a previous commenter. Beyond that, though... >:D hehehe I can already envision the grittiness I can invoke with these weapons (I recently read Six of Crows/Crooked Kingdom - so good, definitely building a Kaz Brekker type PC soon).
Ball-and-Chain: Uhmm...this feels a bit off. I don' think this should be Finesse. And it should definitely be Heavy. Swinging around a giant-a** Ball and Chain? Definitely seems to be more Strength based than Dex.
Ball-and-Longchain: Honestly, I would just make this the regular Ball-and-Chain. 2-Handed, Heavy, and Reach all seem to make more sense then Finesse.
Warchain:...I don't know what this is, so I can't give any form of constructive criticism. Sorry :P
Greatchain: Again, don't really know what this is based off of, so I can't give any comments.
Throwing Star/Throwing Card: :D This is great. Its what Darts aspire to be. But better. Good job.
Greatpick: No comments.
Three-Headed Flail: This is great, I love it, GNOLLS.
Edit: While I was writing this Third changed the Katana. Yay, its fine now.
Swift Blade Feat: Prerequeistes are pretty harsh, IMO. Katana prof makes sense, but restricting it to only Fighters, Monks, and Rogues? Tough stuff for literally every other class in the game. The Feat itself is good. Dex/Str +1, no surprise there. Damage Die increase, okay. AC bonus, also cool. Katana seems muck better now.
Seven there shall be/In the halls of the eighth/Eights shall witness/Eight and eight and eight and eight/Blood of the father/Blood of the sun/Endless darkness/Day is done
Savior/Sovereign/Saint Foresworn/Traitor/Trusted/Tortured Truthborn/Chosen/Cursed
Created by deities/Created by mortals/Created by powers unseen/Unheard of
Fate speaks of one/Fate speaks to none/Eternal shadows/Day is Done.
Thanks for the review! I appreciate the time and thought put into this review. I'm not going to quote to save space, but will go down each weapon the same way you do.
Great-Trident: Yes, it technically does more average damage in most circumstances, but there are multiple occasions where a Greatsword, Maul, Lance, Greataxe and other weapons are better. For example, for Barbarians with Brutal Critical, it is much better to get an extra 1d12 from a lance or greataxe than it is to get 1d4 for the Great-Trident. Similarly, Great Weapon Fighting (the fighting style), is typically more useful for a Maul or Greatsword than this weapon. It is 3d4 because tridents have 3 points, and its supposed to show that. Throwing it is kind of strange, which is why it has the smallest range of all the weapons. Currently, it does an average of 7.5 damage, while 2d6 is 7 damage. Due to some of its restrictions, I think I'll keep it as is unless others express concerns.
Greatspear: I made it be 2d6 piercing damage, as no such weapon already exists, and I wanted to differentiate it from a Lance. It being heavy and two-handed keeps it on par with the lance, IMO.
Saber: Not much to say.
Scythe: Okay, thanks. I will probably end up doing that, as there are currently no weapons like that in 5e.
Throwing Sphere: Kind of, a bit smaller, though. It doesn't have to be made of metal, it could be stone, crystal, or another resilient and hard substance. Or, a weighted baseball, or something like that. I just wanted a bludgeoning version of the dart (this), as well as a slashing version (throwing star).
Katana: Sorry, you must have already been writing this when I changed the Katana. It is now 1d6 (1d8 versatile), and a feat can be used to increase its usability, like how the Double-Bladed Scimitar interacts with Revenant Blade.
Nunchuks: I think I'll keep them as they currently are, in order to make them be like a bludgeoning version of a shortsword/scimitar, instead of a bludgeoning version of a whip. This way, monks and rogues have a cool one-handed bludgeoning weapon. Thanks for the recommendation, though.
Three-Section Staff: I think the heavy and two-handed properties balance out the finesse and reach, but I'll mull it over. If I were to do that, I would probably increase its damage to 1d10. Either way, it's a unique weapon.
Greatwhip: Yeah, it's a bit strange. I don't know if anything like this has existed in real life, and if it would even be feasible.
Brass Knuckes: Basically, they count as being worn instead of held (like most weapons), but due to them not being "held," I have to specify that you can't wear brass knuckles and hold a longsword in the same hand. Sorry, the wording may need a bit of fixing. The last part (can target for effects that require you to hold a weapon) just lets you cast Elemental/Holy Weapon on them, and stuff like that.
Baseball Bat: Yeah, I may need to change it a bit. Maybe I could change it to Dexterity for the attack roll, but Strength for the damage? That could help emulate needing precision to hit and fast swinging for damage/distance. I could also add a property that allows you to take out a throwing sphere/baseball and throw it into the air and then hit it with the baseball bat in order to hit someone with it.
Ball-and-Chain: Maybe this will help explain the concept? This would kind of be like a flail without the long handle and with a longer chain, allowing you to swing it like nunchuks. It's not a huge metal ball, more like the size of a shot-put ball. I could get rid of finesse if it's an issue.
Ball-and-Longchain: I'll have to think about it.
Warchain: Kind of like these chains, but without the spikes:
Greatchain: Like a heavy, long, two-handed version of the warchain.
Throwing Star/Throwing Card: Thanks. No real comments.
Greatpick: No comments.
Three-Headed Flail: Yes, exactly. It's like a flailing, bludgeoning version of a Double-Bladed Scimitar.
Again, thanks so much for the review. I hope I could clarify some things.
Edit: While I was writing this, MandosMindos saw the new katana and its feat.
Swift Blade feat: It's honestly not super useful for most other people (it would be useful for Rangers, but I don't really see a ranger using a katana. . .), but I could remove the class based restriction. I would like another prerequisite, maybe a Strength or Dexterity of 13. I do think this is a better way of balancing it.
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also like i dont think there are many real-life polarm/spear like weapons you would throw with both hands, how do you even imagine that an war trident would achive that?
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I made a fairly similar post a while ago (It was actually the first thread I created on this forum) that proposed some changes to weapons to increase uniqueness. I proposed a additional class of weapons, called Advanced weapons. They are a essentially martial weapons that require even more specific training to use, so you don't get proficiency in the whole class, just a single weapon. I'll link the whole thread, but also summarize some of my better ideas which could be adapted in to new weapons.
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/69118-weapons-overhaul
A super reach weapon or greatpike: A pike with fifteen foot reach. You can not attack targets within five feet with this weapons.
Macahuitl: A one-handed weapon that deals 1d6 bludgeoning damage to armored targets and 1d10 slashing to armored ones.
A weapon that allows you to select what type of damage you want to deal. I used the example of a halberd, but commenters showed that halberds where not used in the way I described.
I'll post of review of the weapons you created in a little bit.
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Thanks for the link, Joel! I'll definitely check that out.
Please check out my homebrew, I would appreciate feedback:
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Maybe I should specify that you don't throw it with two hands, only one hand (which explains the small range), but you attack at melee with two?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Sorry about the necroposting, but... Online, I've seen quite a bit of this thing where people seem to think a katana should be versatile, which I disagree with. Katana have always been used with two hands. They're heavier than longswords, which is why they can't be used with one hand. Other than that nitpick, seems fine. 👍🏻
It also doesn’t make sense for katanas to be finesse weapons. Personally I just reskin a longsword as a katana. (After all, “katana” literally means “long sword.”)
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neato, can you make an anchor weapon? like a flail, but with an anchor instead?
Just take a flail, change the name, and add the following modifier to it:
Modifier: Replace Damage Type->Subtype: Piercing
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