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- Weapons Rework
- Simple Melee Weapons: Simple Melee weapons have a +1 to hit if you are proficient with Martial weapons.
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- Club: 1sp 3cp; 3 Bludgeoning; 2lbs; Light
- Dagger: 1gp, 1ep; 1d4 Piercing; 1lb; Finesse, Light, Thrown (range 20/60), Fencing
- Dagger's are very capable when used correctly. On a cit, they deal an additional 2d4 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
- Greatclub: 8sp; 6 Bludgeoning; 10lb; Two Handed, Heavy
- Handaxe; 3gp; 1d6 Slashing; 2lb; Light, Thrown (range 20/60), Axe
- When a Handaxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack. This can only occur in melee.
- Javelin; 5sp; 1d6 Piercing; 2lb; Thrown (range 50/150)
- Light Hammer; 2gp; 1d4 Bludgeoning; 3lb.; Light, Thrown (Range 20/60), Hammer
- When you make an attack with a Light Hammer against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
- Mace; 4gp 5sp; 1d6 Bludgeoning; 4lb; Mace
- When you deal damage with a Mace, your additional ability modifier damage is force damage instead of Bludgeoning damage.
- Quarterstaff; 3cp; 1d6 Bludgeoning; 4lb; Versatile (1d8), Reach(when two handed)
- Sickle; 1gp; 1d4 slashing; 2lb; Light, Special
- The Sickle does double damage against plants.
- Spear; 1gp; 1d6 Piercing; 3lb;Versatile (1d8), Reach(when two handed)
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- Simple Ranged Weapons: Simple Ranged weapons have a +1 to hit if you are proficient with Martial weapons.
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- Crossbow, Light; 50gp; 1d8 Piercing; 5lb; Ammunition (Range 80/320), Loading, Two-Handed, Crossbow
- Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
- Dart; 5cp; 1d4 Piercing; 1/4lb; Finesse, Light, Thrown (30/120)
- Shortbow; 30gp; 1d6 Piercing; 2lb; Ammunition (80/320); Two Handed
- Sling; 1sp; 1d4 Bludgeoning; 3lb; Ammunition (range 120/400), Special
- A Sling that is loaded may be used in melee as a Simple Melee Weapon
- Net; 1gp; No Damage; 3lb; Special, Thrown (range 5/15), Fencing
- See Players Handbook for special rules. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
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- Martial Melee Weapons
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- Battleaxe; 10gp; 1d8 Slashing; 4lb; Versatile (1d10), Axe
- When a Battleaxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creature's shield in addition to still missing the attack.
- Flail; 10gp; 1d8 Bludgeoning; 2lb; Special
- When you attack with a Flail, you may attempt to disarm an opponent as part of the attack or ignore their shield AC bonus. You may not do both.
- Glaive; 20gp; 3d4 Slashing; 6lb; Heavy, Reach, Two Handed
- Greataxe; 30gp; 1d12 Slashing; 7lb; Heavy, Two Handed, Axe
- When a Greataxe would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack.
- Greatsword; 50gp; 2d6 Slashing, Piercing, or Bludgeoning (declared on attack); 6lb; Heavy, Two Handed
- Halberd; 20gp; 1d10 Slashing; 6lb; Heavy, Axe, Reach, Two Handed, Special
- When you deal damage to a mounted creature, you may attempt a grapple check to dismount the rider.
- When a Halberd would beat a creature bearing a shield's Armor Class before the shield modifier, it destroys the creatures shield in addition to still missing the attack.
- Light Lance; 5gp; 1d8 Piercing; 4lbs; Reach, Couching (2d8)
- When you move past a creature during a dash, you deal your additional Couching damage to the creature on any successful attacks. You may attack a creature that has left your reach during your turn.
- Heavy Lance; 10gp; 1d6 Piercing; 6lb; Reach, Two Handed, Special, Couching (4d6)
- Heavy Lance may be wielded in one hand with a shield when mounted. When you move past a creature during a dash, you deal your additional Couching damage to the creature on any successful attacks. You may attack a creature that has left your reach during your turn.
- Bastardsword; 15gp; 1d8 Slashing, Piercing, or Bludgeoning (declared on attack); 3lb; Versatile (1d10)
- Maul; 10gp; 2d6 Bludgeoning; 10lb; Heavy, Two-Handed, Hammer
- When you make an attack with a Maul against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
- Morningstar; 15gp; 1d4 Piercing, 1d4 Bludgeoning, 1 force; 4lb; Mace
- When you deal damage with a Morningstar, your additional ability modifier damage is force damage instead of Bludgeoning damage.
- Pike; 1gp; 1d10 Piercing; 18 lb; Heavy, Two Handed, Reach, Special
- You may use a Pike one-handed if you are not mounted. Your move speed is reduced by 5 feet if you do so.
- Rapier; 45gp; 1d8 Piercing; 3lb; Finesse, Fencing
- Rapiers are very capable when used correctly. On a crit, they deal an additional 2d8 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing
- Scimitar; 20gp; 2d4 Slashing; 3lb; Finesse, Light
- Arming Sword; 10gp; 1d6 Slashing, Piercing, or Bludgeoning (declared on attack); 2lb; Finesse, Light
- Trident; 10gp; 1d8 Piercing; 4lb; Versatile (1d10), Reach, Fencing
- Tridents are very capable when used correctly. On a crit, they deal an additional 2d8 or 2d10 as well. You may wield a light fencing weapon in your off hand if your main weapon is also fencing.
- War Pick; 5gp; 1d8 Piercing; 2lb; Special
- When you deal damage to a construct or a creature in heavy armor, you deal an additional 1d8 (This damage cannot cit)
- War hammer; 15gp; 1d8 Bludgeoning; 2lb; Versatile (1d10), Hammer
- When you make an attack with a War Hammer against a creature that has disadvantage on stealth due to worn armor, or has a natural armor bonus of 3 or more, you may add your strength modifier to your attack rolls twice.
- Whip; 4gp; 1d4 Slashing; 3lb; Finesse, Reach, Special
- The Whip provides you with reach for any action you take, such as use item or grapple.
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- Martial Ranged Weapons
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- Blowgun; 10gp; 1 piercing; 1lb; Ammunition(25/100), Light, Loading, Special
- The Blowgun requires the ability to breathe, and does not have disadvantage when attacking while prone. Additionally, attacks with it do not break hiding.
- Crossbow, Hand; 75gp; 1d6 piercing; 3lb; Ammunition (Range 30/120), Light, Loading, Crossbow
- Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
- Crossbow, Heavy; 50gp; 1d10 Piercing; 18lb; Ammunition(range 100/400), heavy, loading, two-handed, Crossbow
- Attacks with a Crossbow do not have disadvantage while prone, and if you begin your turn prone and end your turn without having moved, your next attack had advantage.
- Longbow; 50gp; 1d8 Piercing; 6lb; Ammunition (range 150/600), Heavy, Two-Handed
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