Nyaricus
First Post
Weapon Groups were first put down in a WotC d20 source in Unearthed Arcana, but which I personally became familiar with through the computer game Diablo II: Lord of Destruction. This is an optional system, and different than it's incantations in any of the above references - it's my way of doing things that I proudly present to you ENnies. This has gone through quite a few major and minor revisons, and due to the crash much of the feedback here on the boards were lost; however I did happen to keep an updated version on my computer and was easily able to re-post it.
In any case, this is one of my core house rules I am implimenting in all my campaigns and I hope you enjoy it. Just ask if anyhting needs clarifying
Weapon Groups
Class Proficiencies
Good BAB classes all get Basic Weapons and any other 3 Weapon Groups (except Fighters, they get 4)
Average BAB classes all get Basic Weapons and any other 2, with the following exceptions:
Also, any character may start out with Exotic Weapon Proficiencies, but that is described later.
Multiclassing
For multiclassing, take their base number of Proficiencies (excluding basic weapons) and subtract one from it. This number lowers by one for every level you take in a different class. That is how many bonus Proficiencies you gain from multiclassing.
For Example, a human barbarian (Basic Weapons and any other three) wants to learn some more formal fighting techniques, and takes a level or two in fighter. He gains 3 more Proficiencies (4 minus 1), and may choose them as he wishes. Then, he becomes entranced by the skills of a bard, and decides to take a few levels in Bard. now, if this were his second class, he would gain 1 bonus Proficiency (2 basic, minus one for being dual-classed), but since it is his third, he gains none (the two normal, -2 for his two other classes).
The XP penalty of the multi-classing generally discourages it anyway, but you don't gain any further benefits with Weapon Proficiencies either. PrC's usually don't give any bonus Proficiencies If they do, it should be no more than two, no matter what their BAB. Remember: Always ask your DM.
Exotic Weapon Proficiency
Also, the Exotic Weapon Proficiency is still in use but is only used for weapons that require special training to use (and it covers Double and 'standard' exotic weapons). You MAY take this feat with your normal class Proficiencies (meaning a fighter could take Axes, Bows, Heavy Blades and Exotic Heavy Blades at first level). You must have a BAB of +1 or higher to gain Proficiency in Exotic Weapons.
As for Exotic Double Weapons, you must be Proficient in both "heads" of the exotic double weapon which you wish to use. When you have met these prerequisite's, you need only take Exotic Weapon Proficiency in ONE of the Weapon Groups applicable to the weapon which you wish to be Proficient in.
Example 1: say you have a character who wishes to use a Two-Bladed Sword. You must be Proficient in Heavy Blades and have a BAB of +1. You use one of your Proficiency slots in Exotic Blades and become Proficient in the Two-Bladed Sword (as well the Bastard Sword)
Example 2: say you have a character that wants to use a Dwarven Urgrosh. The two main "weapon parts" for this double weapon are an axe-head and a spear-head. Thus this character must have Proficiency. in both Spear Group weapons and Axe Group weapons as a prerequisite for this weapon. When this character takes the Exotic Weapon Proficiency, he must choose either the Spears or the Axes to be affected by it (meaning, he takes either "Exotic Axes" Proficiency, or "Exotic Spears" Proficiency) then, once he has chosen either Axes or Spears, he gains Proficiency in all Exotic Spears (if he chose Spears) or Axes (if he chose Axes). Either way, he now has met the requirements to use the Urgrosh.
Weapon Focus and Weapon Specialization
In regards to Weapon Focus, you chose a group of weapons, and gain all the benefits to all the weapons in that group. If you can hit esp. well with a greatsword, a longsword is not that far off. In regards to double weapons that have two different weapons (like the Urgrosh) you must take Weapon Focus with each applicable weapon group (with the Urgrosh, you must take Weapon Focus(Axes) to gain the +1 to hit with the axes head, and the Weapon Focus (Spears) to get +1 to hit with the spear head). Same goes for Weapon Specialization, etc.
Racial Proficiencies
Regional Proficiencies
ROUGH DRAFT
as for Regional Proficiencies here is how i do it. Now, as i count it, there are 15 Weapon Groups, and Basic Weapons (which every class gets). Fighters gain 4 Weapon Groups with their class features, so what i would do is for every Region, have about 5, 6 or 7 (7 being the maximum) Weapon Group Proficiencies available.
In any case, this is one of my core house rules I am implimenting in all my campaigns and I hope you enjoy it. Just ask if anyhting needs clarifying

Weapon Groups
- Basic Weapons: Dagger, Sickle, Quarterstaff, Sling, Club
- Armour Weapons: Gauntlet, Spiked Gauntlet, Light Shield, Heavy Shield
- Axes: Throwing Axe, Handaxe, Battleaxe, Greataxe, Dwarven Waraxe (2H use)[E], Orc Double Axe [E], Dwarven Urgrosh [E]
- Bows: Shortbow, Longbow
- Clubs and Maces: Light Mace, Heavy Mace, Club, Morningstar, Quarterstaff, Sap, Greatclub
- Crossbows: Light Crossbow, Heavy Crossbow, Hand Crossbow, Heavy Repeating Crossbow [E], Light Repeating Crossbow [E]
- Entangling Weapons: Whip [E], Bolas [E], Net [E] [all weapons are Exotic in this group, thus you must use two Proficiency slots to gain Proficiency in this group]
- Flails and Chains: Flail, Heavy Flail, Spiked Chain [E], Dire Flail [E]
- Hammers: Light Hammer, Warhammer, Gnome Hooked Hammer [E], Dwarven Battlehammer[E]
- Heavy Blades: Longsword, Scimitar, Falchion, Greatsword, Bastard Sword (2H use)[E], Two-Bladed Sword [E]
- Light Blades: Dagger, Punching Dagger, Sickle, Kukri, Shortsword, Rapier
- Picks: Light Pick, Heavy Pick, Gnome Hooked Hammer [E]
- Polearms: Glaive, Guisarme, Halberd, Ranseur, Scythe
- Spears: Shortspear, Spear, Longspear, Trident, Lance, Dwarven Urgrosh [E] [Throwing Spear Proficiency, can throw all but Longspear, Lance and Urgrosh]
- Throwing Spears: Dart, Javelin, Shortspear
- Monk Weapons: Kama, Nunchaku, Sai, Siangham, Shuriken
Class Proficiencies
Good BAB classes all get Basic Weapons and any other 3 Weapon Groups (except Fighters, they get 4)
Average BAB classes all get Basic Weapons and any other 2, with the following exceptions:
- Bard - since these guys are supposed to be jacks-of-all-trades, why give them restrictions here? Let 'em choose what they will; personally, I think that that's a great idea!
- Cleric - Clerics must devote one Weapon Group Proficiency to the one that includes his deities Favoured Weapon; if they choose the War Domain, they get it for free and may choose their other Proficiencies as normal.
- Druid - Druids no longer are restricted to Druid or Spear Weapon Groups. They may now choose from Bows, Clubs and Maces, Entangling Weapons, Spears and Throwing Spear Weapon Groups. However this does mean that the Scimitar is a restricted weapon [it was a poor inclusion anyway]. Heavy and Light Maces, which are traditionally composed of metal, are restricted as well.
- Monk - the Monk needs a more refined list. Going through it, I think that Axes, Bows, Clubs and Maces, Flails and Chains, Hammers, Heavy Blades, Picks, Polearms and Armour Weapons should probably be banned outright, for flavour reasons if not anything else. That leaves us with Crossbows, Entangling Weapons, Light Blades, Spears, Throwing Spears and Monk Weapons to choose out of. Sound okay?
- Rogue - This one is easier to list the ones he is allowed. Bows, Clubs and Maces, Crossbows, Entangling Weapons, Light Blades and Throwing Spears are all really good choices for a Rogue. Once you start getting into the other weapon groups, you start getting into different archetypes, IMHO
- Sorcerer - I could see sorcerers choosing their weapons from the following groups - Spears, Throwing Spears and Crossbows. Another *might* be clubs and maces. Comments?
- Wizard - Wizard get basic weapons and crossbows.
- Commoner - Commoners choose one weapon from the Basic Weapon Group to be Proficiencies in.
Also, any character may start out with Exotic Weapon Proficiencies, but that is described later.
Multiclassing
For multiclassing, take their base number of Proficiencies (excluding basic weapons) and subtract one from it. This number lowers by one for every level you take in a different class. That is how many bonus Proficiencies you gain from multiclassing.
For Example, a human barbarian (Basic Weapons and any other three) wants to learn some more formal fighting techniques, and takes a level or two in fighter. He gains 3 more Proficiencies (4 minus 1), and may choose them as he wishes. Then, he becomes entranced by the skills of a bard, and decides to take a few levels in Bard. now, if this were his second class, he would gain 1 bonus Proficiency (2 basic, minus one for being dual-classed), but since it is his third, he gains none (the two normal, -2 for his two other classes).
The XP penalty of the multi-classing generally discourages it anyway, but you don't gain any further benefits with Weapon Proficiencies either. PrC's usually don't give any bonus Proficiencies If they do, it should be no more than two, no matter what their BAB. Remember: Always ask your DM.
Exotic Weapon Proficiency
Also, the Exotic Weapon Proficiency is still in use but is only used for weapons that require special training to use (and it covers Double and 'standard' exotic weapons). You MAY take this feat with your normal class Proficiencies (meaning a fighter could take Axes, Bows, Heavy Blades and Exotic Heavy Blades at first level). You must have a BAB of +1 or higher to gain Proficiency in Exotic Weapons.
As for Exotic Double Weapons, you must be Proficient in both "heads" of the exotic double weapon which you wish to use. When you have met these prerequisite's, you need only take Exotic Weapon Proficiency in ONE of the Weapon Groups applicable to the weapon which you wish to be Proficient in.
Example 1: say you have a character who wishes to use a Two-Bladed Sword. You must be Proficient in Heavy Blades and have a BAB of +1. You use one of your Proficiency slots in Exotic Blades and become Proficient in the Two-Bladed Sword (as well the Bastard Sword)
Example 2: say you have a character that wants to use a Dwarven Urgrosh. The two main "weapon parts" for this double weapon are an axe-head and a spear-head. Thus this character must have Proficiency. in both Spear Group weapons and Axe Group weapons as a prerequisite for this weapon. When this character takes the Exotic Weapon Proficiency, he must choose either the Spears or the Axes to be affected by it (meaning, he takes either "Exotic Axes" Proficiency, or "Exotic Spears" Proficiency) then, once he has chosen either Axes or Spears, he gains Proficiency in all Exotic Spears (if he chose Spears) or Axes (if he chose Axes). Either way, he now has met the requirements to use the Urgrosh.
Weapon Focus and Weapon Specialization
In regards to Weapon Focus, you chose a group of weapons, and gain all the benefits to all the weapons in that group. If you can hit esp. well with a greatsword, a longsword is not that far off. In regards to double weapons that have two different weapons (like the Urgrosh) you must take Weapon Focus with each applicable weapon group (with the Urgrosh, you must take Weapon Focus(Axes) to gain the +1 to hit with the axes head, and the Weapon Focus (Spears) to get +1 to hit with the spear head). Same goes for Weapon Specialization, etc.
Racial Proficiencies
- Dwarves get Exotic Axes Proficiency or Exotic Hammer Proficiency What this means is that if they have the option to take the Axe Weapon Group, they get, for free, Proficiency in Exotic Axes as well.
- Elves get the Bow or Light Blades Weapon Group Proficiency for free. Players choice.
- Gnomes get either Exotic Picks or Exotic Hammers Proficiency for free. One or the other, not both.
- Halfings get +1 to hit with all thrown/”projectile” weapons.
- Drow Elves gain Light Blades or Crossbows (they favour hand crossbows, rapiers and shortswords).
- Duegar Dwarves don't gain the bonus Exotic Axes Proficiency
Regional Proficiencies
ROUGH DRAFT
as for Regional Proficiencies here is how i do it. Now, as i count it, there are 15 Weapon Groups, and Basic Weapons (which every class gets). Fighters gain 4 Weapon Groups with their class features, so what i would do is for every Region, have about 5, 6 or 7 (7 being the maximum) Weapon Group Proficiencies available.
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