Concise Weapons (5e Variant Rule)

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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 Weapons Cost Damage Properties
Dagger 10 sp d4 finesse, light, thrown (20/60)
Javelin 10 sp d6 thrown (range 30/120)
Club, Hammer, Handaxe, Sickle 10 sp d6 light, thrown (range 20/60)
Greatclub, Mace, Quarterstaff 10 sp d6 versatile (1d8)
Spear, Trident 10 sp d6 thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons Cost Damage Properties
Dart, Shuriken 0.5 sp d4 finesse, thrown (range 20/60)
Sling 1 sp d4 ammo (range 30/120)
Light Crossbow 250 sp d8 ammo (range 30/120), loading
Shortbow 250 sp d6 ammo (range 80/320), two-handed
Martial Melee Weapons Cost Damage Properties
Whip 20 sp d4 finesse, reach
Scimitar, Shortsword 100 sp d6 finesse, light
Battleaxe, Flail, Longsword, War Pick, Warhammer 100 sp d8 versatile (1d10)
Rapier, Saber, Cutlass 250 sp d8 finesse
Glaive, Halberd, Pike 100 sp d10 reach, two-handed
Lance 100 sp d12 reach, special
Greataxe 100 sp d12 two-handed
Greatsword, Maul 100 sp 2d6 two-handed
Martial Ranged Weapons Cost Damage Properties
Blowgun 100 sp 1 ammo (range 25/100), loading, special
Hand Crossbow 750 sp d6 ammo (range 30/120), light, loading
Longbow 500 sp d8 ammo (range 150/600), two-handed
Heavy Crossbow 500 sp d10 ammo (range 100/400), loading, two-handed

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