Dungeon Master Assistance

A place to share thoughts and ideas about Dungeons and Dragons

D&D 5E – Weapon Grades


Wanting to add more weapon options to your Dungeons and Dragons 5E game? The weapons available in the Player’s Handbook (PHB) are simple and easy to play, but there is no variety based on the quality of the weapon. All short swords do the same damage. The house rules I am presenting here will allow allow your characters to spend more gold for a higher quality weapon that does more damage, or if they can’t afford the best they can get a lower quality weapon that does less damage.

This system is simple and easy to remember. This works with all weapons. Use the weapons in the PHB but change the price and damage dice based on the grade of the weapon as indicated below.

EXCELLENT
These are created by the best weapon smiths in the land. Weapons of this grade aren’t always available.
Cost: 4 times the PHB price
Damage Dice: Roll two additional dice and drop the lowest 2.

VERY GOOD
These are a the best weapons most people will ever see. They are highly prized and often passed down from father to son.
Cost: 2 times the PHB price
Damage Dice: Roll one additional die and drop the lowest one.

GOOD
This is the grade of the weapons in the PHB.
Cost: PHB price
Damage Dice: PHB damage

FAIR
A peasant or low CR monster might have such a weapon. No fighter would use such a low grade weapon if he could passably get a better one.
Cost: 1/2 the PHB price
Damage Dice: Roll one additional die and drop the highest one.

POOR
These may be found discarded or abandoned on a battlefield. They are often rusted, chipped, or broken. They would typically only be used when there is no other option.
Cost: 1/4 the PHB price (or found)
Damage Dice: After rolling the standard damage dice, roll one additional die and subtract that from the total of the others. If this total is zero or less, your weapon damage will only be the ability modifier you are using for this weapon (STR or DEX).

CRITICAL HIT
If your attack roll is a natural 20 (a 20 on the dice before any modifiers), roll double the standard damage dice before making an adjustment for weapon quality.

CRITICAL MISS [Optional Rule]
If your attack roll is a natural 1 (a 1 on the dice before any modifiers), the weapon attack misses. There is also a chance your weapon is damaged. Immediately make another attack roll applying all of the same modifiers against the same AC but this isn’t an attack, it is a roll to see if you damaged your weapon. If this second roll is a miss your weapon drops to the next lower grade. If your weapon is already poor quality, it is destroyed.

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