Expanded Armory
I'm personally unhappy with the weapons and armor choices within 5e. This an attempt to bring more versatility and deadliness to weapon combat. I have run multiple campaigns with this system to date and with only small changes between campaigns it was relatively well balanced. My players enjoyed the added variety to weapons and the weapon users among them had greatly looked forward to receiving more powerful "exotic" weapons as they leveled.
A few notes as this is a homebrew and home rules I included in order to make this work better.
- These damage dice were intended to be played with critical hits doing maximum damage +1 die. Hence a critical hit with a great axe can do between 13-24 damage while a critical hit with a great sword does 13-18 damage.
- This was done so players must choose between more stable damage minimums and higher critical damage. Mauls do between 3-12 damage while great axes do between 1-12 damage. This makes the great weapon fighting style more valuable for blunt weapons once again leading to more reliable damage.
- The added variety to weapon properties are meant to give players more versatility to use play styles that are typically sub optimal and reward tactical thought rather than attacking over and over.
- These prices are meant to reflect my homebrew world where you can find daily necessities for a few copper; standard tools and weapons for silver¸ and exotic items or land would be bought with gold. These each denomination requires 100 to reach the next highest.