Weapons Remastered, Revised

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Weapons Remastered, Revised Weapons Remastered, Revised he goal of this remaster is to increase the For instance, if a weapon provides a particular action on a hit, variety in weapons for the Fifth Edition of that action already exists in the system and can be performed Dungeons and Dragons. While it enhances the other ways. Alternatively, it may provide static bonuses against power of martial weapons overall, it is not certain types of enemies. In every case, these properties meant to be an overly large buff. Instead, it is to present diversified options in certain situations, and will compensate for the current lack of variety in always key off the statistics of the character using them or the Tthe feel and utility of weapons when used to creature suffering the attack. Those few weapons that scale attack, and to eliminate the existence of weapons which are rely upon the proficiency bonus of the user, scaling the in a objectively superior to others, which makes them almost simple and intuitive system which is easily-referenced. universally popular (the most egregious being the rapier in While at first glance this may be startling, the options comparison to other finesse weapons). available to weapon-centric characters are, frankly, anemic. To counter this unfortunate deficiency, several new Providing martial characters with rider effects equivalent to properties have been created to apply to all weapons, which cantrips closes the gap in power between casters and martials are listed in the first half of this document. Following them are and, more importanatly, makes those martial characters more a list of the weapons of 5th Edition supplemented with the fun to play by nature of expanded options and built-in new properties, but with entirely new weapons added as well. strategizing. This is especially apparent in the martial In a few cases, damage dice have been altered as well, as weapons, which have benefitted far more than the simple have some weights. Shields have also been included in this weapons, in order to make them truly superior alternatives to document, expanding on the single option available in the simple weapons. DMG. Addendum: this work has been modified from its original In order to adhere to the design philosophy of 5th edition, version. Properties have been altered and more weapons have the weapon properties are relatively simple, and meant to be been added. The gunpowder and winged properties, the fairly straightforward, as well as easy to remember and sections on ammunition, offensive adventuring gear, and siege reasonable for the design and historical purpose of the engines were all added later, as were many weapons. The weapon. original can be found here. 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Gunpowder Weapon Properties These weapons utilize volatile chemical powder as a propellant to fire projectiles or to create explosions. Weapons Ammunition with this property cannot be used in overly damp conditions You can use a weapon that has the Ammunition property to or underwater. When used, a gunpowder weapon expels a make a ranged attack only if you have Ammunition to fire from bright flash of light, a puff of smoke, and an explosion of the weapon. Each time you attack with the weapon, you sound that can be heard by all creatures within 300 feet. Each expend one piece of ammunition. Drawing the ammunition time you attack with a gunpowder weapon, you expend one from a quiver, case, or other container is part of the attack pinch of powder and a single bullet. It takes an action to (you need a free hand to load a one-handed weapon). At the reload a gunpowder weapon, and you must have one hand to end of the battle, you can recover half your expended hold the weapon and the other to reload during that action. ammunition by taking a minute to search the battlefield. Heavy Ensnaring These weapons are larger and unwieldier than most, lending The weapon features chain, rope, or other parts that can aid them unique advantages and challenges. Small creatures in entanglement. When you hit an attack with an ensnaring makes attacks with heavy weapons at disadvantage, and heavy weapon, you may use your bonus action to attempt to grapple weapons cannot be used to make more than one attack per the target or shove them prone, using your weapon attack turn unless the wielder has a Strength score of 13 or higher. A modifier in place of Strength (Athletics). If you grapple a target Heavy weapon takes a bonus action to draw or stow. with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that weapon. A heavy weapon allows you to make an attack relying upon on raw strength instead of accuracy. When you attack with a When you do not have a target grappled with an ensnaring heavy weapon that you're proficient in, you can forego adding weapon, you may replace one of your attacks with an attempt your proficiency bonus to the attack roll. If the attack hits, you to disarm the target, using your weapon attack modifier in add that proficiency bonus to the damage roll. You must place of Strength (Athletics). decide to do this before making the attack roll. Finally, any Finesse attempts to disarm wielders of heavy weapons are made at The weapon lends itself to dexterous combat due to features disadvantage. that make aiming the weapon for precise strikes easier. When attacking with a finesse weapon, you use your choice of your Light A light weapon is small and easy to handle. When you take the Strength or Dexterity modifier for the attack and damage Attack action and attack with a light melee weapon that you’re rolls. You must use the same modifier for both rolls. holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other Finisher hand. You don’t add your ability modifier to the damage of the Finisher weapons are well-suited to executing enemies that bonus attack, unless that modifier is negative. are at your mercy. When you make an attack against a prone creature with a finisher weapon, you roll one additional damage die. Loading Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, Bonus Action, or reaction to fire it, regardless of the number of attacks you can normally make. Nonlethal The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. Damage dealt with this weapon that reduces the target to zero hit points can immediately put the target in the unconscious state instead of killing them. They are considered stable in this state. All weapons may still be used to deal nonlethal strikes, but deal 1+STR bludgeoning damage instead of their typical value. Parry The weapon has some weapon catching or deflecting feature, allowing it to be used to parry incoming attacks. When you are attacked by a melee weapon attack from a target you can see, you can use your reaction to attempt to parry the attack, if you are wielding a parrying weapon. This parry adds +3 to your AC for that single attack, and must be declared before the result of the attack is known. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Additionally, when an attack you make with a sweeping Prone Fighting weapon that dealt slashing damage reduces a creature to 0 hit When you are prone and make a melee attack with this points, any remaining damage applies to a target adjacent to weapon, you do not suffer disadvantage for being prone. the first if it is within your reach. If that target is also reduced to 0 hit points, repeat this process, carrying over the Range remaining damage until there are no valid targets, or until the A weapon that can be used to make a ranged attack has a damage carried over fails to reduce an undamaged creature to range in parentheses after the ammunition or thrown 0 hit points. property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal Thrown If a weapon has the thrown property, you can throw the range, you have disadvantage on the attack roll. You can't weapon to make a ranged attack. If the weapon is a melee attack a target beyond the weapon's long range. weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee attack with Reach the weapon. You may add 5 times your Strength modifier to This weapon's extended length adds 5 feet to your reach when the base and maximum range of a thrown weapon, unless you attack with it, as well as when determining your reach for your Strength modifier is negative. Drawing a thrown weapon opportunity attacks with it. is part of the attack you make with a thrown weapon so long Special as you have one free hand. Special weapons have some entirely unique property. These are detailed in the weapon section for the individual weapons Two-Handed The weapon is large or cumbersome to the point of requiring they apply to.
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