Concise Weapons (5e Variant Rule)

This replaces the default weapon options. Noise is removed. That's about it.

  • Weight is ignored.
  • Damage type is ignored.
  • All costs are in silver. Cost is standardized for melee weapons.
  • Some weapons have been made stronger: club, light hammer, sickle, mace, greatclub, flail, and war pick.
  • Trident is changed to simple instead of martial.
  • The "Heavy" property is removed.
  • The "Ammo" property omits ammo-tracking, replacing the Ammunition property.
  • Blowgun has a new special property.
  • Net is removed, as it works more like acid or alchemist's fire anyway.

Simple Melee WeaponsCostDamageProperties
Dagger10 spd4finesse, light, thrown (20/60)
Javelin10 spd6thrown (range 30/120)
Club, Hammer, Handaxe, Sickle10 spd6light, thrown (range 20/60)
Greatclub, Mace, Quarterstaff10 spd6versatile (1d8)
Spear, Trident10 spd6thrown (range 20/60), versatile (1d8)
Simple Ranged WeaponsCostDamageProperties
Dart, Shuriken0.5 spd4finesse, thrown (range 20/60)
Sling1 spd4ammo (range 30/120)
Light Crossbow250 spd8ammo (range 30/120), loading
Shortbow250 spd6ammo (range 80/320), two-handed
Martial Melee WeaponsCostDamageProperties
Whip20 spd4finesse, reach
Scimitar, Shortsword100 spd6finesse, light
Battleaxe, Flail, Longsword, War Pick, Warhammer100 spd8versatile (1d10)
Rapier, Saber, Cutlass250 spd8finesse
Glaive, Halberd, Pike100 spd10reach, two-handed
Lance100 spd12reach, special
Greataxe100 spd12two-handed
Greatsword, Maul100 sp2d6two-handed
Martial Ranged WeaponsCostDamageProperties
Blowgun100 sp1ammo (range 25/100), loading, special
Hand Crossbow750 spd6ammo (range 30/120), light, loading
Longbow500 spd8ammo (range 150/600), two-handed
Heavy Crossbow500 spd10ammo (range 100/400), loading, two-handed

Back to Main Page 5e Homebrew Rules

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.