Zormar Armory (v1.3)

Zormar Armory

This document presents the rework of weapons in D&D 5e, which is done with a view to fan rules by Giffyglyph in his Class Compendium. Although it is possible that I can also check in the standard ones.

Accessibility

The "Accessibility" category represents the proposed rarity / ease of acquiring possession of a given weapon, and it may vary in each setting. The one given here is so prevalent in my world that is technologically more or less a European Renaissance with a very delicate transition to steampunk.

High – Obtaining this weapon is not a big problem, it is widely available and can be found even in small settlements.

Average – This weapon is often found, generally common, although it is difficult to find it in villages or distant settlements.

Low – This type of weapon is not seen by every second seller, and acquiring it can be problematic or difficult to manufacture.

Very low – Seen extremely rarely, usually created on special order or by a few craftsmen, or access to it is otherwise very difficult.

Unique – As the name suggests, these may be prototypes or exotic curiosities that require long searches or very specific craft skills.

Damage types

I perceive the types of damage dealt to be significant, which is why weapons capable of dealing two types should be more versatile than one specialized in only one. That's why I perceive it as a significant advantage when determining possible balance. However, I must mention immediately that I assume that the encounters should be designed so that every type of enemy has at least one weapon damage resistance. For example, characters in heavy armor will have resistance to slashing damage, etc. Personally, I don't think that adding one resistance here strongly extends prep time and it is not excluded that it will make them more unfair due to the need to adapt to the existing ones conditions. It also leads to the thought of getting ready to fight monsters a bit like in the books / games of The Witcher series.

Simple Melee Weapons

Simple Melee Weapons

Name

Price

Accessibility

Damage

Weight (lb)

Properties

Dagger

2 gp

high

1d4 piercing / slashing

1

Finesse, Light, Thrown (20/60)

Greatclub

2 sp

high

1d8 bludgeoning

4

Strong, Two-Handed

Handaxe

5 gp

high

1d6 slashing / bludgeoning

2

Light, Thrown (20/60)

Javelin

5 sp

average

1d6 piercing

2

Thrown (30/90)

Katar

5 gp

low

1d4 piercing

1

Light, Strong, Finesse

Kord (long knife)

5 gp

average

1d6 slashing

2

Light

Light club

1 sp

high

1d6 bludgeoning

2

Light

Mace

5 gp

high

1d6 bludgeoning

4

Strong

Quarterstaff

2 sp

high

1d6 bludgeoning

4

Double, Versatile (1d8)

Sickle

1 gp

high

1d4 slashing

1

Light, Special

Spear

1 gp

high

1d6 piercing

3

Versatile  (1d8), Thrown (20/60)

Stiletto

3 gp

average

1d6 piercing

1

Finesse, Light, Special

Throwing dagger

2 gp

average

1d4 piercing

0.5

Light, Finesse, Thrown (30/90)

Trident

5 gp

low

1d6  piercing

4

Versatile (1d8), Thrown (20/60)

War scythe

3 gp

average

1d6 piercing / slashing

6

Two-Handed, Reach

Simple Ranged Weapons

Simple Ranged Weapons

Name

Price

Accessibility

Damage

Weight(lb)

Properties

Crossbow, Light

25 gp

high

1d8 piercing

5

Two-Handed, Ammunition, Reloading (1), Stable, Range (60/240)

Dart

5 cp

low

1d4 piercing

0.25

Finesse, Thrown (20/60)

Hunting bow (simple)

25 gp

high

1d6 piercing

2

Two-Handed, Ammunition, Range (80/320)

Sling

1 sp

high

1d4 bludgeoning

Ammunition, Range (30/120)

Martial Melee Weapons

Martial Melee Weapons

Name

Price

Accessibility

Damage

Weight (lb)

Properties

Battleaxe

10 gp

average

1d8 slashing / bludgeoning

4

Versatile (1d10)

Estoc

50 gp

low

1d10 piercing

4

Two-Handed, Finesse, Special

Falchion

50 gp

low

1d10 slashing

8

Two-Handed, Heavy, Strong

Flail

10 gp

average

1d8 bludgeoning

2

Strong, Special

Glaive

20 gp

high

1d10 slashing

6

Two-Handed, Heavy, Reach

Greataxe

30 gp

average

1d12 slashing / bludgeoning

7

Two-Handed, Heavy

Greatsword

50 gp

average

2d6 slashing / piercing

6

Two-Handed, Heavy

Halberd

20 gp

high

1d10 slashing / bludgeoning

6

Two-Handed, Heavy, Reach

Khopesh

50 gp

low

1d12 slashing

4

Two-Handed, Finesse

Khopesh, Light

15 gp

low

1d8 slashing

2

Finesse

Lance

10 gp

average

1d12 piercing

6

Reach, Special

Longsword (bastard sword)

15 gp

average

1d8 slashing /piercing

3

Versatile (1d10)

Maul

10 gp

low

1d10 bludgeoning

10

Two-Handed, Heavy, Strong, Demolish

Morningstar

15 gp

average

1d8 bludgeoning / piercing

4

Strong

Pike (long spear)

5 gp

high

1d10 piercing

18

Two-Handed, Heavy, Reach

Rapier

25 gp

average

1d8 piercing

2

Finesse

Scimitar (saber)

25 gp

average

1d6 slashing

2

Light, Finesse

Shortsword (one-handed sword)

10 gp

average

1d6 slashing / piercing

2

Light or Finesse*

*decision when it comes into possession

War pick

5 gp

high

1d8 piercing / bludgeoning

2

Strong

Warhammer

15 gp

average

1d8 bludgeoning

2

Versatile (1d10), Strong

Whip

2 gp

low

1d4 slashing

2

Finesse, Reach

Martial Ranged Weapons

Martial Ranged Weapons

Name

Price

Accessibility

Damage

Weight(lb)

Properties

Blowgun

10 gp

very low

1 piercing

1

Ammunition, Reloading (1), Range (25/100)

Bolas

5 gp

low

1d4 bludgeoning

2

Thrown (20/60), Special

Crossbow, Hand

75 gp

low

1d6 piercing

3

Ammunition, Light, Reloading (1), Stable, Range (30/120)

Crossbow, Heavy

50 gp

average

1d12 piercing

18

Two-Handed, Ammunition, Heavy, Reloading (1), Stable, Range (80/320)

Grenade

15 gp

average

3d6 fire

1

Thrown (30/90), Special, Demolish

Longbow

50 gp

high

1d8 piercing

2

Two-Handed, Ammunition, Range (120/480)

Musket

150 gp

average

2d8 piercing

10

Two-Handed, Ammunition, Gunpowder (1d6), Reloading (1), Range (120/480)

Net

1 gp

low

3

Thrown (5/15), Special

Pistol

100 gp

average

1d8 piercing

1

Light, Ammunition, Gunpowder (1d6), Reloading (1), Range (40/160)

Properties

Adapted

This ranged weapon has been adapted for melee combat. Value in brackets represents damage when used as a melee weapon..

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon, the exception are multi-shot firearms). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield (the exception are firearms). If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Composite

This property represents the composite bow design that allows better use of the shooting tension. The value of strength given in brackets informs about its minimum value to be able to use this weapon, and the second value gives a bonus to damage when the requirements are met.

Demolish

This weapon deals double damage to items and constructs.

Double

The construction of this weapon was designed so that the moment you attack with two hands, you are treated as if you were using two weapons with full dual wielding effectiveness, which allows you to apply in its case the rules defining the fight with dual wield.

Exception: When a weapon also has the Versatile property, the attacker must decide which attack to use when performing the attack. They cannot be used simultaneously.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Gunpowder

The action of this weapon is based on black gunpowder, which on the one hand provides greater firepower than bows or crossbows, but on the other hand entails new consequences. When the gunpowder is wet, the gunpowder cannot fire, while when the area fire damage reaches it, the gunpowder explodes, inflicting additional fire damage on the wielder, equal to that given in brackets.

The temperature of the shot means that bullets cannot be covered with poison.

The gunpowder is noisy, which means that after firing a shot, the perception rolls taken to find the shooter are made with an advantage.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Range

In the case of ranged weapons, this value represents the effective range of the weapon (first value) and long range (second value). If you attack a target within a long range, the test is difficult. You cannot shoot targets beyond the long range.

Reach

This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Reloading

Due to the time it takes to reload this weapon, which translates into its limited rate of fire. The value in brackets next to this property determines how many shots can be fired from it in one action, bonus action, or reaction in one round.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Stable

The construction of this weapon allows it to aim more accurately. A character using a weapon with this property can use his bonus action to give himself advantage on the next attack this round.

Strong

This type of weapon better transmits the force of impact, which is why when determining the value of damage from a  Strength modifier, I take into account its value increased one and a half times (rounded down). For greater clarity this is shown in the table below.

Normal Strength modifier

Strong Strength modifier

+0

+0

+1

+1

+2

+3

+3

+4

+4

+6

+5

+7

etc.

etc.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed

This weapon requires two hands when you attack with it.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Bolas

When you hit this weapon, a creature of medium or small size must pass a Strength saving throw with ST equal to 8 + Dexterity modifier + proficiency bonus or its speed will drop to 0. The hit character can use the action to free himself from knotting. When you hit a character who moves if he fails to save, he is additionally knocked down.

Estoc

When the target of the attack wears medium or heavy armor, the attacker receives +1 attack bonus..

Flail

When attacking with this weapon, the Armor Class bonus from the shield is ignored (or you just simply get bonus +2 to attack when fighting with someone with shield)..

Grenade

A grenade deals damage within a 5-foot radius of the explosion, which is a 5 x 5-foot space or character when attacked accurately. However, when you miss a grenade lands a foot count equal to five times the difference between the difficulty of hitting (or target's AC) and the attack test, behind the assumed target.

Lance

You have disadvantage in attack tests if you use a lance against a target up to 5 feet away from you. In addition, you must hold the lance with both hands if you don't mount the mount. Additionally, when you perform an attack after you have moved a minimum of half the speed of your mount in a straight line, you have advantage on this attack.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it (your attack has disadvantage), ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Stiletto

When the target of the attack wears medium or heavy armor, the attacker receives +1 attack bonus.

Non-standard weapons

Name

Price

Accessibility

Damage

Weight (lb)

Properties

Axe pistol

65 gp

low

1d8 piercing

3

Ammunition, Gunpowder (1k6), Reloading (1), Range (40/160), Adapted (1d6 slashing)

Bayonet musket

85 gp

low

2d8 piercing

10

Two-Handed, Ammunition, Gunpowder (1d6), Reloading (1), Range (120/480), Adapted (1d6 piercing)

Composite bow (Str 13+)

100 gp

average

1d8 piercing

2

Two-Handed, Ammunition, Heavy, Composite (Str 13+, damage +1), Range (150/600)

Composite bow (Str 16+)

150 gp

very low

1d8 piercing

2

Two-Handed, Ammunition, Composite (Str 16+, damage +2), Heavy, Range (150/600) 

Double-barreled musket

200 gp

very low

2d8 piercing

13

Two-Handed, Ammunition, Gunpowder (1d8), Reloading (2), Range (120/480) 

Double-barreled pistol

120 gp

very low

1d8 piercing

3

Ammunition, Gunpowder (1d8), Reloading (2), Range (40/160)

Repeating crossbow, Heavy

400 gp

very low

1d12 piercing

20

Two-Handed, Ammunition, Heavy, Reloading (5), Stable, Range (80/320)

Repeating crossbow, Light

250 gp

very low

1d8 piercing

6

Two-Handed, Ammunition, Reloading (5), Stable, Range (60/240)

Three-barreled pistol

300 gp

unique

1d8 piercing

4

Ammunition, Gunpowder (1d8), Reloading (3), Range (40/160)

Two-Bladed sword

100 gp

unique

1d8 slashing / piercing

6

Double, Heavy

Extra: Buckler option

Buckler

Due to its specificity, the buckler is a shield that provides a bonus of only +1 to AC, but allows you to fight with a two-handed weapon. In the round in which we decide to attack with a two-handed weapon, the buckler bonus is not included in the AC.

It also allows you to wield a one-handed weapon in the hand to which the buckler is attached, although when it is attacked this turn, the AC bonus is not included.

FAQ

Why does the crossbow have stable property and firearms not?

This is due, on the one hand, to the need for balance, and on the other, to the fact that in the case of a crossbow, you have more control over the weapon and the trajectory of the bolt, while firearms have greater penetration capabilities, but also greater dispersion, which was treated as suppressors a.

Firearms deal clearly higher damage than bows or crossbows! This is not balanced!

In a way, although it has always been the case that a better weapon displaces the worse one with time, although in addition to the combat properties alone, issues such as production difficulty, length of training required, cost of materials and ammunition, social and political issues, e.g. guild membership requirement or other organizations play a big role  to carry firearms. In other words, the balancing aspect of firearms is their generalized availability and ease of acquisition.

X, Y and Z are not as strong as A, B and C, why is that?

When designing these principles, my main goal was to give various weapons more caliber and usability, a sense of being struggling with something else. Basically, in D&D 5e, the weapons are very similar to each other and I don't quite feel that I am actually giving up fighting. The fact that not everything is perfectly balanced against each other results from the quantity and diversity of the weapon itself, and on the other from the need to maintain optimal complexity. If we wanted to balance all weapons perfectly, you might have to reduce them to a smaller number of general categories, which would take away their uniqueness. The other side of the coin is that the other way out is a very complicated and multi-faceted system that will be very difficult to create and unsuitable for playing. The last aspect that disturbs the balance is that many of the weapons presented here did not whiten at the same historical time (or at least at different frequencies), because one replaced the other because they were simply better, more effective, etc. I am aware, however, that we are talking about a gamistic approach, but in my opinion a half step towards the simulationist side adds the necessary diversity. At the end I will add that my main intention is not to perfectly balance all weapons, but rather to make even those a little worse have their value. D&D is not just a game of optimization. I share the approach of the creators of Pillars of Eternity here.

Change log

1.3

  • typos

  • table unification

  • expose the Point Blank property

  • added Adapted property

  • A category was created for extraordinary weapons

  • Properties changed

    • Composite (from: “This property represents the composite bow design that allows better use of the shooting tension. The value placed in parentheses next to this property represents the value of the modifier from Strength, which is required for the effective use of a given bow and additional damage caused by the projectiles fired from it.” to: “This property represents the composite bow design that allows better use of the shooting tension. The value of strength given in brackets informs about its minimum value to be able to use this weapon, and the second value gives a bonus to damage when the requirements are met.”)

    • Gunpowder (added line: “The gunpowder is noisy, which means that after firing a shot, the perception rolls taken to find the shooter are made with an advantage.” and one sentence was changed due to the release of Point Blank.; Added "area" in the requirements to receive damage for firing gunpowder by fire.)

  • Moved from martial to simple (Trident)

  • Moved from simple to martial (Pike, Pistol, Musket, Heavy crossbow)

  • Weapons moved to non-standard (Axe pistol, Bayonet musket, Double-barreled musket, Double-barreled pistol, Repeating crossbow, Heavy, Repeating crossbow, Light; Three-barreled pistol; Two-Bladed sword)

  • Add new weapons (Greatclub, Composite bow (Str 13+), Composite bow (Str 16+))

  • Changes to weapon descriptions

    • Spear (1d8 to 1d6, Versatility 1d10 to 1d8)

    • Stiletto (+Special)

    • War scythe (1d8 to 1d6;  -Heavy)

    • Estoc (1d12 to 1d10; + Special)

    • Falchion (2d6 to 1d10)

    • Glaive (1d12 to 1d10)

    • Lance (Special = changed)

    • Maul (2d6 to 1d10; + Demolish)

    • Shortsword ( +Properties choice)

    • Pistol (1d10 to 1d8)

    • Axe pistol (1d10 to 1d8; +Adapted)

    • Bayonet musket (+Adapted)

    • Double-barreled pistol (1d10 to 1d8)

    • Repeating crossbow, Heavy (1d10 to 1d12)

    • Repeating crossbow, Light (1d6 to 1d8)

  • Added explanation for understanding damage types

  • Added FAQ

1.1

  • line-up

  • improving typos

1.0

  • base version

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */