Scoring Homebrew Nonmagical Weapons (5e Guideline)
This metric is intended to score any potential weapon design against SRD weapons. A given weapon's score should determine whether the weapon should simple, martial, or too powerful to even be a nonmagical weapon.
It should be noted that any weapon which scores as simple can also be treated as martial, subject to GM discretion. E.g., the spear and the trident have the exact same combat statistics, but one is simple while the other is martial.
Aside from the trident, the only SRD weapon which defies this scoring system is the blowgun, which by this system is considered far too weak to be "worth" being a martial weapon.
Step 1: Damage dice[edit]
Choose damage dice in the first column. Normally, you will start with the Weapon Points (WP) in the second column.
If the weapon is to have the versatile property, start with the WP in the third column. (For the purpose of this system, the versatile property is "When you use this weapon in two hands to make a melee attack, increase the weapon's base damage dice by one step.")
If the weapon is to have the ammunition property, start with the WP in the fourth column. For the purpose of this system, a weapon cannot have both the ammunition and versatile properties.
Damage Dice |
Standard WP |
Versatile WP |
Ammunition WP |
---|---|---|---|
1d2 or less |
0 | 4 | 35 |
1d3 | 8 | 12 | 35 |
1d4 | 16 | 24 | 35 |
1d6 | 30 | 39 | 40 |
1d8 | 47 | 59* | 60 |
2d4 | 68 | — | 77 |
1d10 | 69 | 79 | 82 |
1d12 | 84 | — | — |
2d6 | 87 | — | — |
* A versatile weapon with 1d8 damage dice increases to 1d10 when wielded in two hands, not 2d4.
Step 2: Weight-based properties[edit]
A weapon cannot (normally) have both a positive WP property and a negative WP property from this section.
Property | WP Adjustment |
---|---|
Two-Handed | -16 WP |
Heavy | -6 WP if paired with two-handed, otherwise +0 WP |
Finesse | +18 WP A weapon can't benefit from this property while being wielded in two hands. |
Light | +2 WP if d3 or lower +5 WP if d4 +9 WP if d6 +19 WP if d8 +29 WP if 2d4 or d10 +40 WP if d12 or 2d6 |
Step 3: Reach and range properties[edit]
A weapon can have the reach, thrown, or ammunition property, but (normally) no combination of these three.
Property | WP Adjustment |
---|---|
Reach | +18 WP if paired with the two-handed property, otherwise +28 WP Reach can only be placed on a weapon with a damage die of 1d4 or higher. If the weapon has the reach property and has damage dice of 1d4, 1d6, or 1d8, it gains +3 WP. If the weapon has both the light property and the reach property, it gains an extra +17 WP. |
Thrown | +6 WP for thrown (20/60) +9 WP for thrown (30/120) |
Ammunition | +4 WP for (20/60) +6 WP for (30/120) +16 WP for (80/320) +20 WP for (100/400) +27 WP for (150/600) If the weapon has both the ammunition and loading properties, the preceding value for ammunition is halved. If the weapon has both the ammunition and light properties, it gains an extra +17 WP. |
Loading | -5 WP |
Step 4: Special properties[edit]
Special properties are often what make homebrew weapons unique. It's virtually impossible to score every possible special property, but a few examples are listed below.
Property | WP Adjustment | Description |
---|---|---|
Accurate | +45 WP | If you are proficient with an accurate weapon, you have a +1 bonus on attack rolls with it. The weapon must also have at least one property from ammunition and finesse. |
Dire | +8 WP | If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls. |
Glove | +26 WP | A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold or wield objects in a hand fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied. It takes an action to don or doff a glove weapon. |
Returning | +10 WP | See returning. |
Unwieldy | -16 WP | You cannot attack with an unwieldy weapon unless you are proficient. If you are proficient, you cannot add any proficiency bonus to the attack roll. |
Step 5: Damage type[edit]
Choose bludgeoning, piercing, or slashing. Anything that deals a different kind of damage should probably be a magic weapon instead.
Although no SRD weapons can deal more than one type of damage, you can optionally have a weapon optionally deal one of two different types, e.g., "bludgeoning or slashing." Such a weapon might have an axe-head and a hammer-head on the same end of the weapon. A weapon with this quality should have +4 WP.
Step 6: Category[edit]
If the weapon's WP value is 45 or lower, it should generally be a simple weapon.
If the weapon's WP value is more than 45 but not greater than 65, it should be a martial weapon.
If the weapon's WP value is greater than 65, it should be a magic item.
Step 7: Weight[edit]
The GM can generally use his or her own judgement. As a general guidelines, however:
- A weapon designed to be used in one hand should rarely if ever weigh more than 5 lb.
- A weapon with the finesse or light property should weigh 3 lb. or less.
- Despite the connotations of the heavy property, this restriction can be due to the weapon's size rather than its weight. For instance a longbow has this property, but weighs a mere 2 pounds.
- The heaviest weapons in the SRD (pike and heavy crossbow) each weigh 18 lb. The second-heaviest weapons (maul and greatclub) each weigh 10 lb. Everything else is 7 lb. or less. Suffice to say a weapon should rarely weigh more than 7 lb.
Step 8: Cost[edit]
The costs for weapons in the SRD often depends as much on the weapon's construction and the materials required, than the weapon's actual effectiveness. A pike for instance is as effective as a halberd, but because a pointy spear tip is much easier to make than an ornate halberd head, the pike is much cheaper. Even so, any weapon that has high WP for its category should generally be more expensive than other weapons with lower WP.
A simple melee weapon should cost 5 gp or less. The cheapest one, the club, is a mere 1 sp.
A martial melee weapon should generally be between 5 gp and 50 gp. Some classes, like the fighter, can start with "any martial melee weapon." Thus making one significantly more costly than 50 gp is general ill-advised.
Ranged weapons can be a little more expensive. On the high end, a simple ranged weapon should rarely if ever cost much more than 25 gp. A martial ranged weapon should rarely if ever cost much more than 75 gp.
Examples[edit]
Weapon | Category | WP | Damage | Weight Properties | Reach & Range |
---|---|---|---|---|---|
Club | Simple | 16 | 1d4 16 WP |
— | — |
Dagger | Simple | 45 | 1d4 16 WP |
Finesse, light +23 WP |
Thrown (20/60) +6 WP |
Greatclub | Simple | 31 | 1d8 47 WP |
Two-handed -16 WP |
— |
Handaxe | Simple | 45 | 1d6 30 WP |
Light +9 WP |
Thrown (20/60) +6 WP |
Javelin | Simple | 39 | 1d6 30 WP |
— | Thrown (30/120) +9 WP |
Light Hammer | Simple | 27 | 1d4 16 WP |
Light +5 WP |
Thrown (range 20/60) +6 WP |
Mace | Simple | 30 | 1d6 30 WP |
— | — |
Quarterstaff | Simple | 39 | 1d6, versatile 39 WP |
— | — |
Sickle | Simple | 21 | 1d4 16 WP |
Light +5 WP |
— |
Spear | Simple | 45 | 1d6, versatile 39 WP |
— | Thrown (20/60) +6 WP |
Crossbow, Light | Simple | 45 | 1d8, ammunition 60 WP |
Two-handed -16 WP |
Ammunition (80/320), loading +1 WP |
Dart | Simple | 40 | 1d4 16 WP |
Finesse +18 WP |
Thrown (20/60) +6 WP |
Shortbow | Simple | 40 | 1d6, ammunition 40 WP |
Two-handed -16 WP |
Ammunition (80/320) +16 |
Sling | Simple | 41 | 1d4, ammunition 35 WP |
— | Ammunition (30/120) +6 WP |
Battleaxe | Martial | 59 | 1d8, versatile 59 WP |
— | — |
Flail | Martial | 47 | 1d8 47 WP |
— | — |
Glaive | Martial | 65 | 1d10 69 WP |
Heavy, two-handed -22 WP |
Reach +18 WP |
Greataxe | Martial | 62 | 1d12 84 WP |
Heavy, two-handed -22 WP |
— |
Greatsword | Martial | 65 | 2d6 87 WP |
Heavy, two-handed -22 WP |
— |
Halberd | Martial | 65 | 1d10 69 WP |
Heavy, two-handed -22 WP |
Reach +18 WP |
Longsword | Martial | 59 | 1d8, versatile 59 |
— | — |
Maul | Martial | 65 | 2d6 87 WP |
Heavy, two-handed -22 WP |
— |
Morningstar | Martial | 47 | 1d8 47 WP |
— | — |
Pike | Martial | 64 | 1d10 68 WP |
Heavy, two-handed -22 WP |
Reach +18 WP |
Rapier | Martial | 65 | 1d8 47 WP |
Finesse +18 WP |
— |
Scimitar | Martial | 57 | 1d6 30 WP |
Light, finesse +27 WP |
— |
Shortsword | Martial | 57 | 1d6 30 WP |
Light, finesse +27 WP |
— |
Trident | Simple | 45 | 1d6, versatile 39 WP |
— | Thrown (20/60) +6 WP |
War Pick | Martial | 47 | 1d8 47 WP |
— | — |
Warhammer | Martial | 59 | 1d8, versatile 59 WP |
— | — |
Whip | Martial | 65 | 1d4 16 WP |
Finesse 18 WP |
Reach +31 WP |
Blowgun | Martial | 33 | 1, ammunition 35 WP |
— | Ammunition (30/120), loading -2 WP |
Crossbow, Hand | Martial | 61 | 1d6 40 WP |
Light 23 WP |
Ammunition (30/120), loading -2 WP |
Crossbow, Heavy | Martial | 65 | 1d10, ammunition 82 WP |
Heavy, two-handed -22 WP |
Ammunition (100/400), loading +5 WP |
Longbow | Martial | 65 | 1d8, ammunition 60 WP |
Heavy, two-handed -22 WP |
Ammunition (150/600) +27 WP |
Weapon | Category | WP | Damage | Damage Type | Weight Properties | Reach & Range | Special |
---|---|---|---|---|---|---|---|
Ball & Chain | Martial | 65 | 1d8 47 WP |
bludgeoning | Heavy, two-handed -22 WP |
Thrown (20/60) +6 WP |
+8 WP: Dire +1 WP (estimate): "Pull back" +25 WP (estimate): "Shielded Sentinel" |
Bec de Corbin | Martial | 64 | 1d10 68 WP |
bludgeoning | Heavy, two-handed -22 WP |
Reach +18 WP |
— |
Boar Spear | Martial | 65 | 2d6 87 WP |
piercing | Heavy, two-handed -22 WP |
— | — |
Boomerang | Simple | 40 | 1d4 16 WP |
bludgeoning | Light +5 WP |
Thrown (30/120) +9 WP |
Returning +10 WP |
Brandistock | Simple | 31 | 1d8 47 WP |
piercing | Two-handed -16 WP |
— | — |
Cane | Simple | 30 | 1d4, versatile 24 WP |
bludgeoning | Light +6 WP |
— | — |
Clawed Bracer | Martial | 65 | 1d6 30 WP |
piercing | Light +9 WP |
— | Glove +26 WP |
Clawed Glove | Simple | 43 | 1 0 WP |
slashing | Finesse, light +19 WP |
— | Glove +26 WP |
Chakram | Martial | 63 | 1d6 30 WP |
slashing | Finesse, light +27 WP |
Thrown (20/60) +6 WP |
— |
Crescent Cleaver | Martial | 51 | 1d8 47 WP |
piercing or slashing +4 WP |
— | — | — |
Crescent Staff or Falx |
Simple | 41 | 1d6, versatile 39 WP |
slashing | — | — | — |
Cudgel | Simple | 41 | 1d6, versatile 39 WP |
bludgeoning | — | — | — |
Deku Stick | Simple | 45 | 1d10 64 WP |
bludgeoning | Two-handed -16 WP |
Loading -5 WP |
Melee weapon is destroyed on a hit -8 WP (estimate) |
Dragonbone Club | Simple | 33 | 1d8 47 WP |
bludgeoning | Heavy, two-handed -22 WP |
— | +8 WP: Dire |
Duplex Bow | Martial | 65 | 2d4, ammunition 77 WP |
piercing | Two-handed -16 WP |
Ammunition (20/60) +4 WP |
Consumes 1 extra piece of ammunition |
Fauchard | Simple | 29 | 1d6 30 WP |
slashing | Heavy, two-handed -22 WP |
Reach +21 WP |
— |
Gauntlet | Simple | 42 | 1d4 16 WP |
bludgeoning | — | — | Glove +26 WP |
Giant Boomerang | Martial | 63 | 1d10 69 WP |
bludgeoning | Heavy, two-handed -22 WP |
Thrown (20/60) +6 WP |
Returning +10 WP |
Godentag | Simple | 29 | 1d8 47 WP |
bludgeoning or piercing +4 WP |
Heavy, two-handed -22 WP |
— | — |
Heavy Flail | Martial | 62 | 1d12 84 WP |
piercing | Heavy, two-handed -22 WP |
— | — |
Heavy Pickaxe | Martial | 47 | 1d10 69 WP |
piercing | Heavy, two-handed -22 WP |
— | — |
Karambit | Simple | 39 | 1d4 16 WP |
slashing | Finesse, light +23 WP |
— | — |
Kpinga | Simple | 45 | 1d6 30 WP |
bludgeoning | Light +9 WP |
Thrown (20/60)<r>+6 WP | — |
Lizal Boomerang | Martial | 65 | 1d6 30 WP |
slashing | Finesse +23 WP |
Thrown (20/60) +6 WP |
+10 WP: Returning -4 WP Negative effects on "natural 1" attack roll |
Lizal Tri-Boomerang | Martial | 62 | 1d8 47 WP |
slashing | — | Thrown (30/120) +9 WP |
+10 WP: Returning -4 WP Negative effects on "natural 1" attack roll |
Long Cane | Martial | 52 | 1d8 47 WP |
bludgeoning | Two-handed -16 WP |
Reach +21 WP |
— |
Master's Keg | Simple | 39 | 1d6 30 WP |
bludgeoning | Light +9 WP |
— | — |
Mattock | Simple | 34 | 1d6 30 WP |
piercing or slashing +4 WP |
— | — | — |
Mattock, War | Martial | 63 | 1d8, versatile 59 WP |
piercing or slashing +4 WP |
— | — | — |
Pole Mace | Martial | 65 | 1d10 69 WP |
bludgeoning | Heavy, two-handed -22 WP |
Reach +18 WP |
— |
Poleaxe | Martial | 64 | 2d4 68 WP |
slashing | Heavy, two-handed -22 WP |
Reach +18 WP |
— |
Slingstaff | Simple | 30 | 1d6, ammunition 40 WP |
bludgeoning | Two-handed -16 WP |
Ammunition (30/120) +6 WP |
— |
Spiked Greatclub | Martial | 47 | 1d10 69 WP |
bludgeoning | Heavy, two-handed -22 WP |
— | — |
Sportsman's Rapier | Martial | 62 | 1d2 0 WP |
piercing | Finesse +18 WP |
— | Accurate +45 WP |
Swordstaff | Martial | 59 | 1d8, versatile 59 WP |
piercing | — | — | — |
Talwar | Martial | 65 | 1d8 47 WP |
slashing | Finesse +18 WP |
— | — |
Weapon | Category | WP | Damage | Weight Properties | Reach & Range | Notes |
---|---|---|---|---|---|---|
Stronger Greatclub |
Simple | 46 | 2d4 68 WP |
Heavy, two-handed -22 WP |
— | Any simple melee weapon that deals more than 1d8 damage will need a significant drawback. |
Simple Rapier |
Simple | 47 | 1d6 30 WP |
Finesse +18 WP |
— | The dagger is the pinnacle of simple finesse weapons, and the rapier the pinnacle of martial finesse weapons. It is difficult to make a more damaging finesse weapon without considerable drawback. |
One-Handed Pike |
Martial | 78 | 1d8 47 WP |
— | Reach +31 WP |
While it is possible to make simple reach weapons and one-handed reach weapons, they would do lower-than-normal damage or have other drawbacks. |
One-Handed Powerhouse |
Martial | 68 | 2d4 68 WP |
— | — | A single-handed weapon that deals more than 1d8 damage will need some kind of drawback. |
Stronger Longbow |
Martial | 76 | 1d10, ammunition 82 WP |
Heavy, two-handed -22 WP |
Ammunition (80/320) +16 WP |
A more damaging longbow is possible, but only with a property like loading or a vastly reduced range. |
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