Note from the author: Our definitive crafting base class, the Craftsman, uses features like Masterwork to create magical weapons and add enchantments to other adventurers’ gear. We didn’t want to limit your creativity to the magical, so we included a section on how to create any kind of weapon you can dream up for the 2024 ruleset. Of course, the Craftsman can enchant these new weapons as well! For a set of examples, including some of my favorite weapons from history, check out the New Weapons post.
Creating Weapons
You can use the following rules to dream up new, imaginative weapons or adapt weapons from history to 5th Edition.
Starting Weapon
Damage Steps
Add Properties
Add a Mastery Property
Starting Weapon
To begin, choose one of the following weapons to begin building. Choose any type of ammunition for a weapon with the Ammunition property. Choose Bludgeoning, Piercing, or Slashing damage, as appropriate, or Fire, Force, Necrotic or Radiant damage in futuristic settings.
Weapon | Damage | Properties |
Simple Melee | 1d6 | — |
Simple Ranged: Thrown | 1d4 | Thrown (20/60) |
Simple Ranged: Ammunition | 1d4 | Ammunition (30/120) |
Simple Ranged Firearm | 2d4 + 1 | Ammunition (Range 30/120), Firearm |
The Firearm property above is described as follows.
Firearm. You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. When you make an attack with this weapon that doesn’t add your Strength or Dexterity modifier to the damage roll, such as the extra attack of the Light property, you subtract 2 from the damage roll of the attack, to a minimum of 1 damage.
Damage Steps
As you modify a weapon, its damage moves up or down the following scale.
1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6
Further increases add a +1 bonus to the weapon’s damage roll.
If the weapon being modified has 2 damage dice (such as a Greatsword or a weapon with the Firearm property), the scale is instead:
2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → 2d8 + 1 → 2d10 → 2d10 + 1 → 2d12
Add Properties
Add properties from the following list to your starting weapon until it has the form, function, and damage desired. New weapon properties might change a weapon’s damage, range, or other properties. The weapon must meet any prerequisite specified for its new property. You can’t add a property if it decreases the weapon’s damage die lower than 1d4, or 2d4 for a weapon with two damage dice. Some of the properties on the following list are new, and include a description of the property.
Blaster
Prerequisite: Weapon with the Ammunition Property
This property replaces the Ammunition property in futuristic settings. This weapon can’t gain the Loading or Reload properties.
Blaster. A weapon with the Blaster property is a Ranged weapon that requires no ammunition. This weapon counts as having the Ammunition property.
Cooldown
Prerequisite: Weapon with the Blaster Property
This property replaces the Loading property in futuristic settings.
Cooldown. Because this weapon requires cooldown time between uses, you can only fire it once when you use an action, Bonus Action, or Reaction to fire it, regardless of the number of attacks you normally make. This weapon counts as having the Loading property.
Destructible
Prerequisite: Ranged Weapon with the Thrown Property
The weapon’s damage die increases by one step. This is a new property, as follows.
Destructible. After you make an attack with this weapon, it is destroyed.
Finesse
Prerequisite: Melee Weapon that Doesn’t Have the Two-Handed Property, or a Ranged Weapon with the Thrown Property
No changes.
Heavy
Prerequisite: Weapon with the Two-Handed Property
If it is a Melee weapon, its damage die increases by one step.
Light
Prerequisite: Weapon that Lacks the Two-Handed or Versatile Property
The weapon’s damage die decreases by one step.
Loading
Prerequisite: Ranged Weapon with the Ammunition Property
The weapon’s damage die increases by one step.
Martial
Prerequisite: Simple Weapon
The weapon becomes a Martial weapon, and its damage die increases by one step.
Reach
Prerequisite: Melee Weapon with the Finesse or Two-Handed Property.
The weapon’s damage die decreases by one step.
Recoil
Prerequisite: Ranged Weapon with the Ammunition and Two-Handed Properties
The weapon’s damage die increases by one step. This is a new property, as follows.
Recoil. After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of your turn.
Reload
Prerequisite: Ranged Weapon with the Ammunition Property
This is a new property, as follows.
Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an action or a Bonus Action; otherwise, reloading it takes an action. The number of attacks is determined by the size of the weapon’s damage die or dice, as follows.
Damage Die | Reload Attacks |
d4 | 8 |
d6 | 6 |
d8 | 4 |
d10 | 2 |
d12 | 1 |
Thrown
Prerequisite: Melee Weapon that Lacks the Two-Handed Property
The range of this property is 20/60 feet.
Two-Handed
Prerequisite: Weapon that Lacks the Finesse, Light, Thrown, and Versatile Properties
The weapon’s damage die increases by one step.
Versatile
Prerequisite: Melee Weapon that Lacks the Light and Two-Handed Properties.
While being wielded in two hands, this weapon’s damage die increases by one step.
Add a Mastery Property
Choose a mastery property for the weapon from the following options. The weapon must meet any prerequisite specified for the mastery property.
Some properties, like Automatic and Explode, may be unsuitable for certain campaign settings. The GM determines if a weapon can be made with a given mastery
property.
Automatic
Prerequisite: Ammunition Property
When you make an attack with this weapon, you can choose to make two attacks instead. These attacks are always made with Disadvantage, regardless of circumstance.
Bludgeon
Prerequisite: Ranged Weapon
You can treat this weapon as a Melee weapon with the Finesse property. When you hit a creature with a melee attack using this weapon, it deals Bludgeoning damage equal to 1d6 plus your Strength or Dexterity modifier, or 1d8 plus your Strength or Dexterity modifier if the weapon is wielded in two hands.
Cleave
Prerequisite: Melee Weapon, Heavy Property
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Explode
Prerequisite: Fire Damage, Masterwork Ranged Weapon
When you take the Attack action, you can replace one of your ranged attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a point you choose within the weapon’s normal range. Each creature within the Sphere makes a Dexterity saving throw (DC 8 plus your Strength or Dexterity modifier and your Proficiency Bonus). On a failed save, a creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. On a successful save, a creature takes half as much damage. You can create an explosion only once per turn.
Graze
Prerequisite: Melee Weapon, Heavy Property
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Jolt
Prerequisite: Lightning Damage
If you hit a creature with this weapon and deal damage to it, the creature can’t make Opportunity Attacks until the start of its next turn.
Mounted
Prerequisite: Ranged Weapon, Heavy Property
You can use a Bonus Action to mount this weapon in a fixed position until the end of your turn. While mounted, this weapon can’t be moved and its damage dice increase by one step (d4 → d6 → d8 → d10 → d12, to a maximum of d12s) when the weapon is used to make a ranged attack.
Nick
Prerequisite: Light Property
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Parry
Prerequisite: Melee Weapon that Doesn’t Have the Two-Handed Property
When you hit a creature with this weapon and you aren’t wielding a Shield, you gain a +2 bonus to your Armor Class until the start of your next turn. You can gain this bonus only once per turn.
Push
Prerequisite: Heavy, Two-Handed, or Versatile Property
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap
Prerequisite: Versatile Property or No Weapon Property
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Scatter
Prerequisite: Ammunition Property
Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon. This weapon’s range is 20/60 if it were higher.
Shift
Prerequisite: Melee Weapon, Light or Finesse Property
If you hit a creature with this weapon, you can immediately move 10 feet without provoking Opportunity Attacks.
Sighted
Prerequisite: Ammunition and Two-Handed Properties
Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
Slow
Prerequisite: None
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Tension
Prerequisite: Ammunition and Two-Handed Properties
When making a Ranged attack with this 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.
Topple
Prerequisite: Heavy, Reach, or Versatile Property
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll
and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Twinshot
Prerequisite: Ranged Weapon, Ammunition Property
If you hit a creature with a ranged attack roll using this weapon, you can make a ranged attack roll with the weapon against a second creature within 10 feet
of the first that is also within the weapon’s range. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Vex
Prerequisite: Ammunition, Finesse, or Light Property
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of
your next turn.
Get more Craftsman subclasses in the Complete Craftsman
Or discover other innovative subclasses in Valda’s Spire of Secrets!
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