The pen is mightier than the sword
if the sword is very short,
and the pen is very sharp
—Terry Pratchett, The Light Fantastic
Weapon Actions (5e)
Contents
Weapon Actions (5e) is a plug-and-play modular subsystem designed for Dungeons and Dragons 5th Edition (5e). It draws inspiration from a range of game systems, but is most heavily inspired and influenced by a similar subsystem developed by Larian Studios for their CRPG Baldur's Gate III. The purpose of this subsystem is to provide additional tactical combat options to martial characters, as well as increasing the relative distinctiveness of different weapon choices, making the choice between weapons and access to weapon proficiencies more meaningful.
This subsystem also includes optional new conditions intended to streamline the descriptions of weapon actions, a new weapon (the sabre), and a new optional rule for improvised weapons. You can find a short tangential discussion on how to incorporate this subsystem into your 5e games without stepping on the toes of a existing martial class subclasses here.
Playtest Content: Note that most of these actions will not have been playtested at time of release. Do not attempt to use homebrew in your home game without explicit prior GM permission. If you playtest any of these actions and have feedback for future design iterations, please do not hesitate to get in touch.
Using weapon actions
Weapon actions are special abilities that characters gain through tactical proficiency with weapons. Weapon actions can typically be used when a character makes an attack with a weapon, granting that weapon attack an additional effect or benefit. A character can only use a weapon action if they are proficient with the weapon granting that weapon action. Once a weapon action has been used, a character cannot use that same weapon action again until they finish a short or long rest, unless some other feature or trait allows the character to do so.
Each weapon grants one or more weapon actions, as shown in the Revised Weapons Table below. If a weapon action involves making an attack, you must make that attack with the weapon granting the weapon action.
Some weapon actions may require the target to make a saving throw. In such cases, the DC for this saving throw is calculated as follows:
Weapon action DC = 8 + your proficiency bonus + your bonus for the ability score used for the attack roll for this attack.
Versatile: Weapons with the versatile property can be used with one or two hands. While wielding this weapon with two hands, you gain access to an additional weapon action, which you can only use with two-handed attacks with this weapons. This additional weapon action is written as 'Versatile: [action name]' and placed at the end of the list of weapon actions.
Adding weapons to the table: Each weapon offers between 1 and 3 weapon actions. If your game includes weapons not listed in the table below, use the following rules to assign weapon actions to those weapons:
- Each weapon offers at minimum 1 weapon action.
- Each martial weapon offers 1 additional weapon action.
- Each heavy weapon offers 1 additional weapon action.
- Each melee weapon that does not have the heavy property but does have the two-handed property offers 1 additional weapon action.
- Each versatile melee weapon that does not already have 3 weapon actions gains a versatile weapon action, which is only available when using two hands.
As a general rule, similar weapons should grant some of the same weapon actions, but two distinct weapons should only share exactly the same weapon actions if they can be differentiated in some other meaningful way (for example, by their properties).
Revised weapons table
Name | Cost | Damage | Weight | Properties | Actions |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light | Concussing Strike |
Dagger | 2 sp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | Piercing Strike |
Greatclub1 | 2 sp | 2d4 bludgeoning | 10 lb. | Two-handed | Concussing Strike, Slamming Strike |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | Lacerating Strike |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | Piercing Strike |
Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | Crippling Strike |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — | Crushing Strike |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | Concussing Strike; Versatile: Trip2 |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | Trip |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | Piercing Strike; Versatile: Brace2 |
Simple Ranged Weapons | |||||
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed | Piercing Strike |
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | Grazing Strike |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | Hamstring Shot |
Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | Crushing Strike |
Martial Melee Weapons | |||||
Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | Cleave, Lacerating Strike; Versatile: Crippling Strike2 |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — | Crushing Strike, Slamming Strike |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Brace, Cleave, Lacerating Strike |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed | Cleave, Lacerating Strike, Ready |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed | Cleave, Lacerating Strike, Pommel Strike |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | Brace, Cleave, Piercing Strike |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | Charge, Piercing Strike |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | Lacerating Strike, Pommel Strike; Versatile: Crippling Strike2 |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | Concussing Strike, Crippling Strike, Slamming Strike |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | — | Concussing Strike, Piercing Strike |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two‐handed | Brace, Charge, Piercing Strike |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | Disarm, Piercing Strike |
Sabre3 | 30 gp | 1d8 slashing | 3 lb. | Finesse | Disarm, Lacerating Strike |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | Flourish, Lacerating Strike |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | Flourish, Piercing Strike |
Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | Piercing Strike, Trip; Versatile: Brace2 |
War pick | 5 gp | 1d8 piercing | 2 lb. | — | Piercing Strike, Weakening Strike |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | Concussing Strike, Crushing Strike; Versatile: Slamming Strike2 |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | Disarm, Trip |
Martial Ranged Weapons | |||||
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | Grazing Strike, Piercing Strike |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading | Piercing Strike, Parting Shot |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed | Brace, Crushing Strike, Piercing Strike |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed | Brace, Hamstring Shot, Volley |
Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) | Disarm, Trip |
- Damage die increased from 1d8 to 2d4 to increase distinctiveness and for parallels with other pure two-handed weapons like the maul.
- See discussion of the Versatile property above.
- New with this subsystem.
Weapon Actions, A—Z
Brace1
Granted by: spear, glaive, halberd, pike, heavy crossbow, longbow
At the start of your turn while wielding this weapon, you can brace yourself to release a powerful attack. Your movement speed is reduced to 10 feet until the end of your turn. The next time you hit with an attack with this weapon before the end of your turn, you can roll the damage dice twice and choose either result. The attack which benefits from this feature is considered part of this weapon action. Once you have used this feature, you can't do so again until you finish a short or long rest.
Cleave2
Granted by: battleaxe, glaive, greataxe, greatsword, halberd
You swing your weapon wide, cutting through many enemies at once. When you would make a weapon attack with this weapon during your turn, you can choose to instead attack all creatures in a cone with a length equal to your reach with this weapon, centered on you. When you do so, make one attack roll and one damage roll for all targets, but compare your attack roll against each target's AC to determine if the attack hits or misses that target. Once you have used this feature, you can't do so again until you finish a short or long rest.
Charge
Granted by: lance, pike
If you move at least 10 feet in a straight line towards a target before making a melee attack with this weapon against that target, you can strike that target with a forceful blow. If your attack hits, you can attempt to shove the target as part of the same action. Once you have used this feature, you can't do so again until you finish a short or long rest.
Conditions
Dazed
- A dazed creature cannot take reactions.
- A dazed creature has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.
Maimed3
- A maimed creature's movement speed is reduced to 0.
- A maimed creature has disadvantage on Dexterity saving throws.
- If a maimed creature recovers hit points, the maimed condition ends on that creature.
Winded
- A winded creature has disadvantage on Constitution saving throws.
- During its turn, a winded creature may take an action or a bonus action, but not both. If it has a feature or ability, or is under an effect, that would allow it to take additional actions, it can still only take a maximum of 1 action or 1 bonus action during its turn.
Concussing Strike
Granted by: club, greatclub, quarterstaff, maul, morningstar, warhammer
When you would make a melee attack with this weapon, you can choose to aim a heavy blow at the target's head. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make on a Constitution saving throw. On a failed save, the target is dazed until the end of your next turn. (A dazed creature cannot take reactions and has disadvantage on Constitution saving throws made to maintain concentration.) Once you have used this feature, you can't do so again until you finish a short or long rest.
Crippling Strike
Granted by: light hammer, battleaxe, longsword, maul
When you would make an attack with this weapon, you can choose to strike your opponent's limbs. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Constitution saving throw. On a failed save, the target is maimed until the end of your next turn. (A maimed creature's movement speed is reduced to 0 and it has disadvantage on Dexterity saving throws. If a maimed creature recovers hit points, the maimed condition ends on that creature.) Once you have used this feature, you can't do so again until you finish a short or long rest.
Crushing Strike
Granted by: mace, sling, flail, warhammer, heavy crossbow
When you would make an attack with this weapon, you can choose to aim a blow against your opponent's chest. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Constitution saving throw. On a failed save, the target is winded until the end of your next turn. (A winded creature has disadvantage on Constitution saving throws and can only take either an action or a bonus action on their turn, not both.) Once you have used this feature, you can't do so again until you finish a short or long rest.
Disarm
Granted by: rapier, sabre, whip, net
When you would make an attack with this weapon, you can choose to strike out at a creature's hands, forcing it to drop what it is holding. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Strength saving throw. On a failed save, the target must drop an item of your choice that it is holding in its space. Once you have used this feature, you can't do so again until you finish a short or long rest.
Flourish
Granted by: scimitar, shortsword
As a bonus action when wielding this weapon, you flourish your blade to distract your enemy. Choose a creature that can see you within 30 feet of you. Make a Strength or Dexterity (Deception) check (your choice) against the target's passive Wisdom (Insight) check. On a success, you have advantage on the next weapon attack you make against the target. Once you have used this feature, you can't do so again until you finish a short or long rest.
Grazing Strike
Granted by: dart, blowgun
When you would make an attack with this weapon, you can make a careful strike that is sure to at least graze your opponent. Make a weapon attack with this weapon as normal. On a miss, the target takes half the damage they would have taken on a hit. If the weapon or ammunition used for the attack carried a poison, the target is still afflicted by the poison on a miss, but has advantage on any saving throw they make against that poison. Once you have used this feature, you can't do so again until you finish a short or long rest.
Hamstring Shot
Granted by: shortbow, longbow
When you would make an attack with this weapon, you can choose to strike your opponent's limbs. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Constitution saving throw. On a failed save, the target's movement speed is reduced by 15 feet until the end of your next turn or until the target recovers hit points. Once you have used this feature, you can't do so again until you finish a short or long rest.
Lacerating Strike
Granted by: handaxe, battleaxe, glaive, greataxe, greatsword, longsword, sabre, scimitar
When you would make an attack with this weapon, you can choose to slash that target with a deep cut. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Constitution saving throw. On a failed save, the target begins to bleed, suffering 1d4 piercing damage at the start of each of its turns for 1 minute, until it recovers hit points, or until it or another creature uses an action and succeeds on a Wisdom (Medicine) check against your weapon action DC.
Parting Shot
Granted by: hand crossbow
You fire a quick shot as you rush away. If you take the Disengage or Dash action on your turn, once before the end of your turn you can use a bonus action to make a ranged attack with this weapon. Once you have used this feature, you can't do so again until you finish a short or long rest.
Piercing Strike4
Granted by: dagger, javelin, spear, light crossbow, halberd, lance, morningstar, pike, rapier, shortsword, trident, war pick, blowgun, hand crossbow, heavy crossbow
When you would make an attack with this weapon, you can choose to inflict a jagged wound that weakens the target against further atacks. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Constitution saving throw. On a failed save, piercing and slashing damage the target takes is increased by 1 until the end of your next turn or until the target recovers hit points. Once you have used this feature, you can't do so again until you finish a short or long rest.
Pommel Strike
Granted by: greatsword, longsword
As a bonus action, make a melee attack with the pommel of this weapon, using the same ability modifier as a normal attack. On a hit, the weapon deals 1d4 bludgeoning damage instead of is normal damage die. (Add your ability modifier to the damage for this attack as normal.) Once you have used this feature, you can't do so again until you finish a short or long rest.
Ready
Granted by: greataxe
At the start of your turn while wielding a greataxe, you can plant your feet firmly and swing your axe high to release a deadly blow. Your movement speed is reduced to 0 until the end of your turn. The next time you hit with an attack with this weapon before the end of your turn, if you roll an 11 or higher on one or more damage dice for this attack, you can reroll each of those dice and add the new roll(s) to the total damage, continuing to do so for each die until you do not roll an 11 or higher on that die. The attack which benefits from this feature is considered part of this weapon action. Once you have used this feature, you can't do so again until you finish a short or long rest.
Slaming Strike
Granted by: greatclub, flail, maul, warhammer
When you would make an attack with this weapon, you can choose to slam down on that target with great force, causing it to buckle. Make a weapon attack with this weapon as normal. On a hit, this attack deals normal damage to creatures, but double damage to objects. If the target is a creature, it must also succeed on a Strength saving throw. On a failed save, the target falls prone. Once you have used this feature, you can't do so again until you finish a short or long rest.
Trip
Granted by: quarterstaff, sickle, trident, whip, net
When you would make an attack with this weapon, you can strike at the target's legs, attempting to trip them. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Dexterity saving throw. On a failed save, the target falls prone. Once you have used this feature, you can't do so again until you finish a short or long rest.
Volley1
Granted by: longbow
You release a rapid volley of arrows into the air, falling on many enemies. When you would make a weapon attack with this weapon during your turn, you can choose to instead attack all creatures in a 10-foot cube centered on a point you choose within your range with this weapon. When you do so, make one attack roll and one damage roll for all targets. Make this attack roll with advantage or disadvantage (respectively) if you would normally have advantage or disadvantage on a ranged attack with this weapon against a target standing at the point of origin of the cube—for example, if the point of origin is beyond this weapon's short range but within its long range, or if a hostile creature is within 5 feet of you. Compare your attack roll against each target's AC to determine if the attack hits or misses that target. You expend 1 piece of ammunition for each creature you target with this attack. Once you have used this feature, you can't do so again until you finish a short or long rest.
Weakening Strike
Granted by: war pick
When you would make an attack with this weapon, you can strike at the target's hands or limbs, weakening their grip. Make a weapon attack with this weapon as normal. On a hit, the target takes the usual damage for the attack and must make a Strength saving throw. On a failed save, the target's grip is weakened until the end of your next turn. It has disadvantage on weapon attack rolls, ability checks made to grapple or hold on to a creature, and on saving throws made to resist being disarmed or dropping what it is holding. Once you have used this feature, you can't do so again until you finish a short or long rest.