There was a previous topic about giving weapons certain usable features in-combat and giving them certain qualities.
Here is a list of qualities I have created for my homebrew campaign, to give a kind of starting point for weapon qualities and what weapons have such things.
The characteristics and qualities listed below can be used for mundane or magical weapons and armors.
Bane: This weapon was designed with a certain foe in mind, dealing an extra 1d8 damage against the designated creature type, matching the damage type of the weapon this is applied to.
Demolition: This weapon is designed to destroy vehicles and siege equipment. When you make an attack against a vehicle or siege equipment, you ignore the damage threshold when dealing damage.
Disorienting: This weapon is made to disorient a foe instead of kill them. When you damage a target wearing either no or light armor with this weapon, the target must succeed on a CON saving throw or be Dazed until the end of their next turn. The DC for this save is 8+your proficiency bonus+your STR/DEX modifier.
Expose: When you land an attack against a target who is using a shield, you can choose to deal half damage and deny the target the shield’s AC bonus until the start of their next turn.
Giant Slayer: This weapon is designed to take down large foes. You deal double damage when damaging a target at least one size category larger than you.
Hook: When you land an attack against a target, you can spend your Bonus action to pull your target to within 5 ft. of you (succeed in a Grapple contest). If the target is already within 5 ft. of you, they are Grappled instead of pulled. This does not require a bonus action if you forego dealing damage to the target on the attack.
Keen: This weapon is designed to cut through light armors. Whenever this weapon deals damage to a target wearing light armor, the AC of the armor is reduced by 1 (minimum AC value of 10). To restore the AC of the armor to its original value, the armor must be repaired with leatherworker’s tools, taking 1 day per AC point to be restored. Additionally, if the target is vulnerable to slashing damage, you deal an extra 1d8 slashing damage (not amplified by vulnerability).
Lethal: This weapons deals an extra die of damage against unarmored targets.
Oversized: This weapon deals devastating damage per hit. However, when you take the Attack action, you can only attack with this weapon one time. If you have Extra Attacks, you can spend those other attacks on alternate attack methods.
Seismic: This weapon is especially effective against golems and other animated object type creatures. You deal double damage when dealing damage to a construct with this weapon. Additionally, if the target is vulnerable to thunder damage, they take an additional 1d8 thunder damage (not amplified by vulnerability).
Skilled Parry: This weapon is designed with defensiveness in mind. When you are attacked and wielding only this weapon, before the attack is confirmed to hit or miss, you can spend your Reaction to attempt to redirect the attack or disarm your opponent with this weapon. To redirect, succeed in Acrobatics/Athletics vs. the attack roll. To disarm, follow Disarm rules.
Sundering: This weapon is designed to damage and break metal armors. Whenever this weapon deals damage to a target wearing medium or heavy armor, the AC of the armor is reduced by 1 (minimum AC value of 12). To restore the AC of the armor to its original value, the armor must be repaired with smithing tools, taking 1 day per AC point to be restored. If the target has a shield, the shield’s AC is reduced before affecting worn armor.
Trip: When you land an attack against a target, you can choose to deal half damage to then make a Trip attempt (Acrobatics/Athletics skill contest). You have ADV on your roll if the target’s speed is 0 or has been denied any bonuses to its speed.
Vorpal: This weapon is designed to pierce through the defenses of armored foes. When you make an attack against a target who has natural armor, or is wearing medium/heavy armor, you gain a +2 to your attack roll. Additionally, if the target is vulnerable to piercing damage, you deal an extra 1d8 piercing damage (not amplified by vulnerability).
Absorption: This armor devours magic, reducing the amount of a magical damage type you take in a day by a number of points equal to your character level.
Anchor: You are hard to knock down, gaining a bonus equal to your proficiency bonus on checks to resist being knocked prone or being shoved.
Reinforced: This armor is bound especially tight, and cannot be affected by Keen. Light armors only.
Resistant: This armor is made of especially hard construction, and cannot be Sundered. Medium/heavy armors only.
Spiked: This armor has spikes, dealing 1d4 damage to foes within 5 ft. of you whenever they attack you or come in contact with you in some way.
The following weapons from the 5e PHB have been updated accordingly.
- Club: Now has the Disorienting quality.
- Greatclub: Now has the Disorienting quality.
- Light Hammer: Now has the Disorienting quality.
- Mace: Now has the Sundering quality.
- Sickle: Now has the Hook and Trip qualities.
- Spear: Now has the Vorpal quality.
- Flail: Now has the Disorienting quality.
- Glaive: Now has the Keen quality.
- Greataxe: Now has the Lethal quality.
- Greatsword: Now has the Lethal quality.
- Halberd: Now has the Hook quality.
- Lance: Now has the Vorpal quality.
- Maul: Now has the Demolition, Expose, Seismic, and Sundering qualities.
- Morningstar: Now has the Reach quality.
- Pike: Now has the Giant Slayer and Vorpal qualities.
- Rapier: Now has the Skilled Parry quality.
- Scimitar: Now has the Keen quality.
- Shortsword: Now has the Vorpal quality.
- Trident: Now has the Skilled Parry quality.
- War Pick: Now has the Demolition quality.
- Whip: Now has the Trip quality. Is now considered an Exotic weapon.
A new class of weapons, not conventionally used or widely known of. Proficiency is gained on a per-weapon basis, not granting proficiency to the entire exotic weapon class. Consult your DM if your character would already have proficiency with any of these weapons.
- Atlatl: Same game statistics as a Club, does not have the Disorienting quality.
- Special: Double the normal and max ranges of javelins and spears. If target is within normal range of the javelin/spear, an extra damage die is dealt, and a javelin thrown in this way has the Vorpal property.
- Dwarven Urgosh: 40gp, 16lbs., deals 1d6 slashing/piercing/bludgeoning damage, damage type chosen by attacker per attack.
- Orcish Greataxe: 40gp, 30lbs., deals 3d8 slashing damage. Has the two-handed and heavy properties, and the Oversized and Lethal qualities.
- Special: Requires 16 STR to wield without DISADV.