Mundane Weapons Expanded

Here's some fancy stuff you'll skip to get to the actual content of the homebrew.

Weapon Properties

These weapons will be using the same properties as the PHB weapons found on pages 146 and 147 of the PHB. The only two added properties are Monk and Rogue weapons, these weapons closely resemble weapons that those classes already have proficiency with but please get your Dungeon Master's permission before using these weapons. Those properties will be listed below for ease of reading.

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. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used this way.

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

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.

Loading Because of the time required to load this weapon, you can fire only one piece of ammuntion from it when you use an action, bonus action or reaction to fire it, regardless of the number of attacks you can normally make.

Magazine The weapon has a magazine size of 10.

Monk Qualifies as a Monk Weapon for proficiency. As a reminder, an unarmed strike has a range of 5 feet per the weapons table on page 149 of the PHB.

Range A weapon that can be used to make a ranged attack has a range shown in the parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond the normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach This weapon adds 5 feet to your reach when you attack with it.

Rogue Qualifies as a Rogue Weapon for proficiency.

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).

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 to use.

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 weapon is used with two hands to make a melee attack.

Special Weapons

Cestus This weapon cannot be disarmed.

Emeici This weapon grants advantage or expertise (DM's choice) on Sleight of Hand checks to hide the weapon.

Karambit This weapon cannot be disarmed.

Pata Attackers has disadvantage on Disarm attacks as if this weapon is being held with two hands (DMG 271).

Plançon a picot Before the player declares his or her attack, the player may choose to use bludgeoning or piercing damage for that attack.

Repeating Crossbow As an action, you fire bolts in a 15 foot wide cone. Creatures in that cone must make a DC 15 Dexterity save or take 1d6 piercing damage. A full action must be taken to refill the magazine, the Crossbow Expert feat reduces the reload to a bonus action. This action uses 8 pieces of ammunition.

Roman Scissor Attackers has disadvantage on Disarm attacks as if this weapon is being held with two hands (DMG 271).

Sai This weapon grants advantage or expertise (DM's choice) on disarm attempts against sword wielding opponents.

Sword Breaker This weapon grants advantage or expertise (DM's choice) on disarm attempts against sword wielding opponents.

Voulge Before the player declares his or her attack, the player may choose to use piercing or slashing damage for that attack.