Damage by Class instead of by Weapon

by MrApplethorn

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Damage by Class instead of by Weapon

For D&D 5th Edition, by Tales of Hermes

Version 2.0, Sep 27th 2022

Class Hit Dice Light Attack Heavy Attack Armor Shield
Artificer 1d8 (5) 1d6 1d8 Light, Medium Yes
- Subclass: Battle Smith (attacks with INT) 1d8 (5) 1d8 1d12 Light, Medium Yes
Barbarian 1d12 (7) 1d8 1d12 Light, Medium Yes
Bard 1d8 (5) 1d6 1d8 Light No
- Subclass: Swords 1d8 (5) 1d6 1d8 Light, Medium No
- Subclass: Valor 1d8 (5) 1d8 1d12 Light, Medium Yes
Cleric 1d8 (5) 1d6 1d8 Light, Medium Yes
- Subclass: Death, Tempest, Twilight, and War 1d8 (5) 1d8 1d12 Light to Heavy Yes
Druid 1d8 (5) 1d6 1d8 Light, Medium Yes
Fighter 1d10 (6) 1d8 1d12 Light to Heavy Yes
Monk 1d8 (5) 1d6 1d8 None No
- Dedicated Weapon 1d8 (5) 1d8 1d10 None No
Paladin 1d10 (6) 1d8 1d12 Light to Heavy Yes
Ranger 1d10 (6) 1d8 1d12 Light, Medium Yes
Rogue 1d8 (5) 1d8 1d10 Light No
Sorcerer 1d6 (4) 1d6 1d8 None No
Warlock 1d8 (5) 1d6 1d8 Light No
- Subclass: Hexblade (attacks with CHA) 1d8 (5) 1d8 1d12 Light, Medium Yes
- Pact: Blade 1d8 (5) 1d8 1d12 Light No
Wizard 1d6 (4) 1d6 1d8 None No
- Subclass: Bladesinging 1d6 (4) 1d8 1d8 Light No

Melee Weapons

Below is a list of potential melee weapons, these are obviously not all weapons ever created by man, but you can use it as a guideline for whatever weapon you are using.

Two-handed Either One-handed
Greatswords Long Swords Short Swords
Pikes Spears Daggers
Glaives Battleaxes Axes
Greatclubs Quarterstaves Clubs

Reach. Two-handed weapons also add 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Ranged Weapons

Here is a list of some of the ranged weapons that need a type of ammunition to function properly, additionally one-handed weapons can also be used as ranged weapons as explained under Light Attacks on the next page.

Two-handed (150/600) One-handed (30/120)
Bows Slings
Crossbows (Loading) Hand Crossbows (Loading)
Muskets (Loading) Pistols (Loading)
Blowguns (Loading)

Loading Weapons. You can fire loading weapons only once per round, regardless of the number of attacks you can normally make. Your damage with these weapons does increase to 1d10, but the range of the two-handed loading weapons is halved.

Why and for whom?


There are two reasons why I wanted to make this. If you get the vibe I am trying to create, feel free to implement these rules into your own games.


One of my groups is composed of people with varying work lives. This means that I can play only once every few months with those guys, sadly enough. And those guys tend to forget a lot of the more intricate rules of D&D that you simply learn by playing D&D more than once every 2 or 3 months. For them I wanted to go back to the basics, so they can lose themselves in both the social and the combat encounters without having to know exactly how to build a fighter that isn't accidentally weaker at fighting with a sword than the party's wizard.


Additionally, as a player but also as a DM, I am very much in favor of flavor as the guiding force in my D&D games. As such, if a player comes to me and says: "I wan't to play a melee damage-dealing rogue, but I don't want to wield a rapier, but something that still does the same damage." I reply with "of course I'll allow that". And I give them an axe for instance, but with the exact same stats as that rapier.

Attacks

All weapon attacks are either light or heavy, and deal one form of physical damage (A greatsword for example could easily be used to make an attack that deals either bludgeoning, piercing or slashing damage).


Heavy Attacks. These are made with two-handed weapons with which you use your Strength as the ability for the attack.


Light Attacks. These encompass all attacks made with one-handed weapons, with which you can either use Strength or Dexterity for the attack.


Ranged Attacks. These are also considered light attacks. These can take the form of a weapon that fires projectiles in which case you use your Dexterity. Alternatively you can throw a one-handed weapons with a range of 20/60, in this instance you use either your Strength or Dexterity.

Armor

No Armor. While not wearing armor, your Armor Class equals 10 + your Dexterity modifier.


Light Armor. While wearing light armor, your Armor Class equals 12 + your Dexterity modifier.


Medium Armor. While wearing medium armor, your Armor Class is 16.


Heavy Armor. While wearing heavy armor, your Armor Class is 18. Wearing this armor requires at least a Strength of 15 and the wearer has disadvantage on Dexterity (Stealth) checks.


Shields. Grants an additional +2 to your Armor Class, can only be used with one-handed weapons.

Changes to D&D

Feats

Weapon Master. Instead of gaining proficiency with a number of weapons, your heavy attacks increase to either 1d12 or 2d6, additionally your light attacks increase to 1d8.


Polearm Master. This feat works for all two-handed weapons.


Multiclassing. When you gain a level in a class that has a higher damage dice than your initial class, you can now use these higher damage dice.

Additional Changes

Heavy or Two-Handed. If a rule refers to the heavy or two-handed weapon properties, it now uses the rules for heavy attacks (except for ranged two-handed weapons then you use the rules for light attacks).


Light, Finesse, or Thrown. If a rule refers to the light, finesse, or thrown properties, it now uses the rules for light attacks.


Bludgeoning Damage. If a rule requires the attack to deal bludgeoning damage, that rule now works on heavy attacks.


Piercing & Slashing Damage. If a rule requires the attack to deal either piercing or slashing damage, that rule now works only if the weapon used has an edge to cut or pierce with.

 

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