Grouped Weapon Feats
My version of the Weapon Group Feats.
They work as in Unearthed Arcana, but the groups are slightly different.
Axes
Handaxe, Battleaxe, Greataxe, Dwarven Waraxe (2h)
Dwarven Waraxe (1h use)
Orc Double Axe, Dwarven Urgrosh
Bows
Shortbow, Longbow, Composite Shortbow, Composite Longbow
Crossbows
Heavy Crossbow, Light Crossbow, Repeating Crossbow, Repeating Light CrossbowHand Crossbow
Flails
Light Flail, Heavy Flail
Scourge, Spiked Chain, Whip
Heavy Blades
Longsword, Greatsword, Falchion, Scimitar, Bastard Sword (2h)
Bastard Sword (1h use)
Two-Bladed Sword
Light Blades
Dagger, Rapier, Shortsword, Sickle
Kukri
Maces
Club, Light Mace, Heavy Mace, Greatclub, Quarterstaff, Sap, Warmace (2h)
Warmace† (1h)
Missile
Dart, Sling
Shuriken
Picks and Hammers
Light Pick, Heavy Pick, Light Hammer, Warhammer, Scythe, Maul†† (2h)
Maul†† (1h)
Polearms
Glaive, Guisarme, Halberd, Ranseur
Heavy Poleaxe†
Spears
Javelin, Lance, Longspear, Shortspear, Trident
Fist Weapons
Unarmed, Spiked Gauntlet, Punching Dagger
Bladed Gauntlet
Rays
Ray attacks
Foreign Weapons (Monks only)
Kama, Nunchaku, Sai, Siangham
The proficiencies that each class receives at start are as follows:
Barbarian: Basic + 3
Bard: See PHB
Cleric: Basic + 2
Druid: See PHB
Fighter: Basic + 4
Monk: Basic + 1
Paladin: Basic + 3
Ranger: Basic + 3
Rogue: See PHB + Longsword
Mage: Basic
Basic Weapons are: the Club, Dagger, Quarterstaff, Sling, Dart
Weapons in italics use the exotic feats.
†: Complete Warrior
††: Arms & Equipment Guide
The list is tailored to my campaign setting so some weapons are missing, others are grouped funnily (see foreign weapons), and a few have been added.