5e Items Part 1: Weapons of Hurting

New Weapon Rules for 5e

Weapon Properties

Blocking. You may forego one attack with this weapon to increase your AC by 1 until the beginning of your next turn.

Double weapon. You can use this weapon in both hands as though one side were a light weapon. All double weapons are two-handed.

Exotic. This weapon requires special training. No class is automatically proficient in its use. If your game uses the optional feat rules, you may use the Weapon Master feat to gain proficiency. If not, your GM may allow you to purchase training, as though purchasing a tool or language proficiency.

Name Cost Damage Weight Properties
Simple Melee Weapon
Emei piercers             1gp 1 piercing Special
Exotic Melee Weapons
Double-bladed sword                 100 gp 1d8 10 lbs. double-weapon, heavy
Meteor Hammer        


40 gp 1d6 bludgeoning 10 lbs. blocking, double-weapon, reach, special
Quadrens 10 gp 1d4 piercing 2 lbs. special
Sang kauw                          15 gp 1d6 slashing 1 lb. blocking, double-weapon
Shotel 50 gp 1d8 piercing 5 lbs. special, versatile (1d10)
Tetsubo                      10 gp 1d12 bludgeoning 10 lbs. blocking, heavy, two-handed
Urgrosh 80 gp 1d10 slashing and piercing 12 lbs. double-weapon, heavy

Special Weapons

Weapons with special rules.

Emei piercers. While wearing emei piercers, you are considered unarmed, but your unarmed attack damage is considered piercing, and increases by the amount listed.

Meteor hammer. You must choose each round whether to use the meteor hammer’s blocking or reach properties. Once this decision is made, it cannot be changed until your next attack action.

Quadrens. The four-blades of the quadrens dagger are specially designed to leave gaping holes in an opponent. On a critical hit, the quadrens deals an additional die of damage.

Shotel. The shotel is designed to reach around an opponent’s shield, but this use trades power for accuracy. The shotel can either be used two-handed or ignore an opponent’s shield bonus to AC.

Skymetal Weapons

Adamantine Weapons
Weapon (any metal), uncommon (or 250 gp for light weapons and 500 gp for other weapons, if purchased)
Adamantine weapons function like regular weapons, unless they are used against inanimate objects. When used to attack inanimate objects, adamantine weapons give their wielder advantage on the attack rolls. In addition, the wielder can roll the damage twice and choose the best roll, as well.

Inubrix Weapons 
Weapon (any metal), rare (or 1,000 gp, if purchased)
“Ghost iron” seems to ignore iron and steel, but the effect is unpredictable. Attacks made with weapons made of inubrix always have disadvantage. Any time the wielder rolls an even number on the die that decides the attack, however, the inubrix weapon ignores any metal armor worn by that opponent.

Siccatite Weapons
Weapon (any metal), rare (or 750 gp, if purchased)
Siccatite weapons are extremely cold or not to the touch. While this makes the weapons mildly uncomfortable to hold for extended periods of time, when the weapon is used to strike, that cold or heat is released. A siccatite weapon deals an additional 1d4 damage, either cold or fire (chosen when the weapon is crafted). When this ability is used, whether or not the opponent is immune to the damage, the wielder takes 1 point of damage of the same type.

Hacking Weapons

I was planning to write about magic weapons, but I realized that there were regular weapons that I wanted to mess with. En5ider magazine did a little bit of this, but I don’t like the way they handled the double-weapon property. I scaled down the damage of a double weapon, and they all require a feat to use (because it’s harder not to stab yourself with an awesome-looking two-bladed sword, because it’s harder to tell which end goes in the other guy). I also wanted to play with weapons that have unique properties, which 5e tried to limit. I love the idea that weapons like the meteor hammer and the shotel require the user to make round-by-round choices. You don’t have to use them, but they reward a play style that like to fiddle with choices.


In Pathfinder, there are certain metals that come from the stars. Most of these are useless for making weapons, but a couple are really cool. The thing about skymetals is that they’re not magical. They can be worked and purchased, so their effects aren’t as powerful as magic items. They can be handed out like magic items, just like the adamantine armor in the DMG, but they can also make a nice money-sink for PCs.

Adamantine already exists in the PHB, but it might be nice to have a few more adamantine weapons. In the DMG, adamantine weapons are nonexistent, but adamantine armor turns a critical hit into a normal hit. I think the lack of adamantine weapons (which have long been a staple of the game) comes from the different way that 5e treats inanimate objects. Instead of a “hardness,” they have an increasingly higher AC, depending on how strong the material is, but all materials have the same hp, depending on their size. It was probably tough to figure out how adamantine weapons fit into the system, and not really a priority. I like my fix: it keeps the focus on adamantine versus other items, but doesn’t make the metal any more powerful against living things.

Inubrix or “ghost iron” seems to ignore iron and steel, but the effect is unpredictable. I like the idea that a roll of an 8 could be the “low roll” because of disadvantage, but hit because of the special properties of the weapon. It’s not super-powerful, but could be a fun, flavorful addition to a military campaign (where most of the enemies are wearing armor).

Siccatite emits extreme cold or extreme heat and usually won’t be worth the trouble, but creatures that are resistant to cold or heat could get a lot of use out of siccatite weapons.

Next time: Actual Magic Items!


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