5e SRD talk:Weapons
Additional Page[edit]
Would it be possible to add a link to a page containing the modern and futuristic weapons and properties found on page 268 of the DMG? I'm willing to create the page myself, but do not want to rush toward potential copyright infringement, and obviously as a non-admin I can not add a link to it on this page. --Ref3rence (talk) 16:29, 2 July 2020 (MDT)
- I'm afraid that's not possible. That content in particular is not included in the SRD, and therefore we can't legally reprint it. Natsumi super fan (talk)
Lacking Martial Weapon Proficiency[edit]
In 5e, lacking Martial Weapon Proficiency means I don't add the Proficiency Bonus in Attack Rolls when using Martial Weapons. However, am I still able to add Attack Modifiers to Attack and/or Damage Rolls? —The preceding unsigned comment was added by Felix4147 (talk • contribs) . Please sign your posts.
Notes[edit]
- Scimitar does Slashing while Short Sword does Piercing, is lighter and cheaper.
- Then there's Handaxe - does Slashing, costs less than Short Sword, is Simple Weapon, weights less than Scimitar, and can be thrown if needed.
- Battleaxe, Longsword do Slashing; Warhammer, Flail does Bludgeoning; Morningstar and War Pick do Piercing.
- Glaive/Halberd is Slashing and is more light, while Pike is Piercing and more cheap. Glaive and Halberd are identical.
- Battleaxe is cheaper, while Longsword is lighter. War Pick is both cheaper and lighter than Morningstar (making Morningstar obsolete). Warhammer is more expensive than Flail, but is Versatile.
- Warhammer, Flail and War Pick are the lightest. Then goes Longsword. Battleaxe and Morningstar are the heaviest.
- Rapier is like War Pick, but Finesse.
- Trident is strictly worse than Spear - as it's Martial weapon, more expensive, weights more.
- Greatclub is strictly worse than Quarterstaff - as Quarterstaff is lighter, has same damage when used two-handed and is Versatile (can be used in one hand when needed).
- Mace is strictly worse than Quarterstaff - as Quarterstaff is Versatile and is cheaper.
- Some magic enchantments may need specific models of weapon - for example, "For Swords Only" enchantments.
- Arguably, the more useful damage type is Bludgeoning. Extremely few monsters in the 2014 Monster Manual treat any damage types differently, with skeletons being the stand-out; they're vulnerable to bludgeoning damage. It's such a small outlier that it shouldn't affect weapon balance, especially when there's goofy feats like slasher anyway. Amusingly bludgeoning tends to be the "cheapest" damage type if you actually give credence to the weapons' default costs
- Note, what some weapon properties can interact interestingly with NPC's. "Brute" NPC's get extra dice of damage - so, for them, 1d12 is better than 2d6 - as that boils down into 2d12 vs 3d6; for same reason, Dual-Wielding is better for them - as that means having (2d6+Stenght Bonus)*2 instead of 2d12+Stenght Bonus. "Multiattack" NPC's could treat 1 attack as "1 attack action" - so, if they double-wield light weapons, meaning they can do effectively 2 times more attacks. NPC's with both "Brute" and "Multiattack" turn into scary infantry-mowers when equipped with Double-Wielded Light Melee weapons.
- 2d6 is better than 1d12 - it has bigger average.
What is more effective: One-Handed weapon+Shield, Two-Handed weapon, or 2 Light weapons dual-wielded? 95.71.119.203 14:25, 22 October 2024 (MDT)
- When you double-wield weapons, you don't add Dexterity bonus. So, you add your Strengh bonus instead. Therefore, dual-wielding is good for Strengh-based characters - while Dexterity-based characters are better off with 1 weapon (think Rogue running with shield and rapier). 95.71.119.203 14:33, 22 October 2024 (MDT)
- Two-Handed weapon typically deals 1d12 or 2d6. Light weapons typically deal 1d6, and you hit 2 times with them. However, in case of double-wielding, you add your Strengh score to each hit - so, that's effectively more damage. And then, double-wielding has better chance of hitting enemy at all. And you can attack 2 different targets if you want. So, double-wielding seems better, at least on paper.
- And we actually have 5 variants: One-handed+Shield, Whip+Shield, Double-Wield, Two-Handed, Two-Handed Reach. Reach allows to control bigger area, so you could hit enemy first and do more Attacks Of Opportunity - is it worth decreased damage. E.G. Whip (1d4) vs Longsword (1d8), Glaive/Halberd/Pike (1d10) vs Greataxe/Greatsword/Maul (1d12/2d6), Glaive/Halberd/Pike (1d10) vs 2 Handaxes/Scimitars/Shortswords (1d6 each, 2 strikes per attack).
- And is using Shield worth using, or is it more worthy to use Two-Handed or Double-Wield? Shield gives +2 AC. 95.71.119.203 14:48, 22 October 2024 (MDT)
- Dual-wield doesn't add Strength bonus. So it's preferable to use Two-Handed variants. Two-Handed Reach allows for extra attacks and battlefield control - especially with Polearm Master (5e Feat); extra Attacks of Opportunity and ability to spot enemies in their tracks out-weight the size of Damage Dice - therefore making Two-Handed Reach better than Two-Handed Non-Reach. And if you have multiple hands - just take Two-Handed Reach and Shield. --109.62.240.209 12:14, 8 December 2024 (UTC)