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The Unearthed Arcana defines a new list of feats called Weapon
Group proficiency feats. Rather than having all weapons split into
three categories: Simple, Martial, and Exotic, weapons belong to one or
more smaller groups, and characters gain proficiency in smaller groups
of similar weapons.
Using this variant rule, any of the weapon-specific feats (Improved
Critical, Weapon Focus, and Weapon Specialization) apply instead to a
weapon group. The normal prerequisites for such feats still apply.
Weapon Groups
Type |
Normal Weapons |
Exotic Weapons |
Exotic Double Weapons |
Axes |
handaxe, battleaxe, greataxe, dwarven waraxe |
dwarven waraxe (one-handed use) |
orc double axe, dwarven urgrosh¹ |
Basic Weapons |
club, dagger, quarterstaff |
|
|
Bows |
shortbow, longbow, composite shortbow, composite
longbow |
elven double bowA,
greatbowW, composite greatbowW |
|
Claw Weapons |
punching dagger, spiked gauntlet |
bladed gauntletA, claw
bracerA, panther clawA, stump
knifeA, tiger clawsA, ward
cestusA |
|
Crossbows |
heavy crossbow, light crossbow, repeating heavy
crossbow, repeating light crossbow |
great crossbowA, hand crossbow |
|
Druid Weapons |
club, dart, quarterstaff, scimitar, sickle,
shortspear, sling, spear |
greatspear |
|
Flails and Chains |
light flail, heavy flail |
chain-and-daggerA, scourge, spiked
chain, three-section staffA, whip,
whip-daggerA |
dire flail, gyrespikeA2 |
Heavy Blades |
longsword, greatsword, falchion, scimitar, bastard
sword (two-handed use) |
bastard sword (one-handed use), mercurial
longswordA, mercurial greatswordA |
double scimitarA,
gyrespikeA3, two-bladed sword |
Light Blades |
dagger, punching dagger, rapier, short sword |
kukri, saparaA, triple
daggerA, war fanA |
|
Maces and Clubs |
club, light mace, heavy mace, greatclub,
morningstar, quarterstaff, sap, warmaceW (two-handed
use) |
warmaceW (one-handed use),
tonfaA |
double maceA |
Monk WeaponsI |
kama, nunchaku, quarterstaff, sai, shuriken,
siangham |
butterfly swordA, tonfaA |
|
Picks and Hammers |
light pick, heavy pick, light hammer, warhammer,
scythe, maul (two-handed use), lucerne hammerA |
dire pickW, gnome
battlepickA, maulA (one-handed use) |
double hammerW, gnome hooked hammer |
Polearms |
glaive, guisarme, halberd, ranseur |
heavy poleaxeW |
|
Slings and Thrown Weapons |
dart, sling |
bolas, chakramA, gnome
calculusA, halfling skiprockA, net, orc
shotputA, shuriken, throwing ironA |
|
Spears and Lances |
javelin, lance, longspear, shortspear, trident |
duomA, greatspearW,
harpoonA, mantiA, spinning
javelinA |
dwarven urgrosh4 |
IMust also have the Improved Unarmed Strike feat.
1Must also have proficiency in Weapon Group [spears and
lances]
2Must also have proficiency in Weapon Group [heavy
blades]
3Must also have proficiency in Weapon Group [flails and
chains]
4Must also have proficiency in Weapon Group [axes]
AWeapon from Arms and Equipment
WWeapon from The Complete Warrior
By taking a Weapon Group feat, a character may use any of the Normal
weapons listed in that group without penalty. A character using a
weapon from a Weapon Group in which he has no proficiency takes a -4
penalty on attack rules.
In order to use the Exotic or Exotic Double weapons without a -4 penalty
on attack rolls, additional feats are required.
Special Weapon Group Feats
Feat |
Prerequisites |
Benefit |
Weapon Group (Exotic Double Weapons) |
Base attack bonus +1 |
You may use the exotic double weapons from any
Weapon Groups you have mastered |
Weapon Group (Exotic Weapons) |
Base attack bonus +1 |
You may use the exotic weapons from any Weapon
Groups you have mastered |
Taking one of these feats allows a character to use the whole list of
Exotic or Exotic Double weapons from all of the weapon groups
she has mastered.
Characters gain weapon group proficiencies whenever they take the first
level in a new class. This applies even if the class is not the first
class a character has taken: just as a rogue character taking a level of
Fighter learns to use heavier armor and shields, and gains feats to
account for it, a character training in a different class can be
expected to learn to use additional weapon groups.
Class |
Weapon Group Proficiencies at 1st level |
Barbarian |
Basic weapons, plus any other three |
Bard |
Basic weapons, plus any other two |
Cleric |
Basic weapons, plus any other two |
Druid |
Basic weapons, plus either druid weapons or spears |
Fighter |
Basic weapons, plus any other four |
Monk |
Basic weapons, plus any other one |
Paladin |
Basic weapons, plus any other three |
Ranger |
Basic weapons, plus any other three |
Rogue |
Basic weapons, plus any other two |
Sorcerer |
Basic weapons, plus either spears or crossbows |
Wizard |
Basic Weapons or crossbows |
Weapon Group (any) is available on the Fighter's list of bonus feats.
Finally, certain races gain some free weapon proficiencies or are
naturally familiar with specific exotic weapons.
Race |
Prerequisite |
Extra Weapon Group Proficiencies |
Drow |
|
Weapon Group(crossbows), Weapon Group(light blades), hand
crossbow |
Dwarf |
Weapon Group(axes) |
dwarven waraxe, dwarven urgrosh |
Elf |
  |
Weapon Group(bows) and either Weapon Group(heavy blades) or
Weapon Group(light blades) |
Gnome |
Weapon Group(picks and hammers) |
gnome hooked hammer |
Final notes:
- The Weapon Groups listed in Unearthed Arcana omitted
several weapons from the Player's Handbook. I have assigned them
above into appropriate groups: Morningstar (Maces and Clubs), Two-bladed
sword (Exotic Double Heavy Blades), and Net (Exotic Thrown Weapons).
- Drow did not have a distinct list of racial weapons
in Unearthed Arcana but the Forgotten Realms Campaign
Setting said that drow are proficient in short sword or rapier,
as well as light and hand crossbow, rather than the usual Elven
weapon proficiencies. The list I gave seems compatible with that.
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