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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, bombs reasonable for the design and historical purpose of the and gear, weapon modifications, and siege engines were all weapon. added later, as were many weapons. The original can be found here. These weapons utilize volatile chemical powder as a propellant to fire projectiles or explode. They cannot be used in damp conditions or underwater. When you make an attack You can use a weapon that has the Ammunition property to roll or deal damage, a gunpowder weapon expels bright light, make a ranged attack only if you have Ammunition to fire from a puff of smoke, and a bang that can be heard within 300 feet. the weapon. Each time you attack with the weapon, you Each time you attack with a gunpowder weapon, you expend expend one piece of ammunition. Drawing the ammunition one pinch of powder and a single bullet, if the weapon also from a quiver, case, or other container is part of the attack has the Ammunition property. It takes an action to reload a (you need a free hand to load a one-handed weapon). At the gunpowder weapon. Weapons with this property add the end of the battle, you can recover half your expended users' ability scores to hit as normal, but not to their damage. ammunition by taking a minute to search the battlefield. Carrying too much powder is risky. Every time a creature wearing or carrying items with the Gunpowder property takes The weapon features chain, rope, hooks, or other parts that at least 20 fire damage, one of those items explodes and is can aid in entanglement. When you hit an attack with an destroyed, and deals its damage in its radius. If it has no listed ensnaring weapon, you may use your bonus action to attempt radius, it deals 2d6 fire damage and 2d6 thunder damage to to grapple the target or shove them prone (but not both), using all creatures and objects within 20 ft. your weapon attack modifier in place of Strength (Athletics). If you grapple a target with an ensnaring weapon, the grapple is automatically broken if you make another attack roll with that These weapons are unwieldier than most. Small creatures weapon. makes attacks with heavy weapons at disadvantage, and heavy weapons cannot be used to make more than one attack per When you do not have a target grappled with an ensnaring turn unless the wielder has a Strength score of 13 or higher. A weapon, you may replace one of your attacks with an attempt Heavy weapon takes a bonus action as well as an interaction to disarm the target, using your weapon attack modifier in to draw or stow. When you attack with a heavy weapon that place of Strength (Athletics). you're proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that The weapon lends itself to dexterous combat due to features proficiency bonus to the damage roll. You must decide to do that make precisely aiming the weapon easier. When attacking this before making the attack roll. with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You A light weapon is small and easy to handle. When you take the must use the same modifier for both rolls. Attack action and attack with a light melee weapon that you’re 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 weapons are well-suited to executing enemies that hand. You don’t add your ability modifier to the damage of the are at your mercy. When you make an attack against a prone bonus attack, unless that modifier is negative. creature with a finisher weapon, you roll one additional damage die. 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. 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 knock a target unconscious and leave them stable. All weapons may be used to deal nonlethal strikes, but deal 1d4 bludgeoning damage instead of their typical value, and do not add bonuses to hit or damage unless their user is proficient in improvised weapons. This weapons can 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, adding your proficiency bonus to your AC for that single attack. Parries must be declared before the result of the attack is known. Wielding a parrying weapon in each hand allows you to boost your AC against all attacks made against you during that creature's turn. 2 Additionally, when an attack you make with a sweeping 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 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 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 attack and damage rolls that you would use for a melee attack with it. You may increase the base and maximum range of a thrown This weapon's extended length adds 5 feet to your reach when weapon by a number of feet equal to 5 times your Strength you attack with it, as well as when determining your reach for modifier, unless your Strength modifier is negative. Drawing a opportunity attacks with it. thrown weapon is part of the attack you make with a thrown weapon so long as you have one free hand. Special weapons have some entirely unique property. These are detailed after the weapon charts. The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. The weapon must be held in two hands to make an attack or to properly wield it.