Bugbear and Blade's Weapon Rework

by TheCunningDM

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Bugbear and Blade's Weapons Rework V0.1

Why Weapons?

5e weapons are a bit bland with many weapons being very similar if not only different by name. Martial themselves have few real defining choices. The goal of this is to make weapon choice just as interesting as cantrip choice is to the magic users.

No feats were harmed in the making of this 'brew.

New Weapon Properties

Armor Piercing

You have a +2 attack bonus against objects or any creature whose AC is higher than their Dexerity score.

Bypass

When you attack a creature with a shield you add +2 to your attack roll.

Concussive

When you make an attack with a concussive weapon against a creature wearing armor or with natural armor and the attack misses, but the attack roll is higher than the creature's Dexterity, they take half damage.

Dangerous

When you roll a 1 on your attack roll, you must check to see if you injure yourself. Roll a 1d12 and add your proficency modifier. If you roll below 7 then take damage equal to the weapon's damage and type.

Defensive

Any creature that makes a melee attack against a creature weilding a defensive and is not wielding a Defensive weapon themselves has a -1 penalty on their attack roll.

Momentum

When you use the Attack Action you can make a special action in place of one of your attacks. You next attack with the weapon, before the beginning of your next turn, uses the damage in the parentheses as the weapon damage.

Parrying

When you are targeted by a melee attack you choose to have a +2 AC bonus against that attack. You can do this once a round.

Savage

When you make an attack against a creature who's wearing leather, padded, or studded leather armor, or no armor, you use the damage in parentheses.

Siege

This weapon rolls doulbe damage dice when attacking an object.

Part 1 | New Weapon Properties

Simple Melee Weapons

Weapon Cost Damage Weight Properties Added Properties
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Special
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Siege
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Concussive
Mace 5 gp 1d6 bludgeoning 4 lb. Concussive
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Defensive
Sickle 1 gp 1d4 slashing 2 lb. Light Savage (1d6)
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Defensive

Martial Melee Weapons

Weapon Cost Damage Weight Properties Added Properties
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Savage (1d10/1d12), Siege
Flail 10 gp 1d8 bludgeoning 2 lb. Bypass, Dangerous, Momentum (3d8)
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Defensive
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Savage (1d14 or 1d12+1), Siege
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Parrying
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Defensive
Lance 10 gp 1d12 piercing 6 lb. Reach, special Defensive
Longsword 15 gp 2d4 slashing 3 lb. Versatile (1d10) Parrying
Maul 10 gp 1d12 bludgeoning 10 lb. Heavy, two-handed Concussive
Morningstar 15 gp 1d8 piercing 4 lb. Armor Piercing
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Special
Rapier 25 gp 1d8 piercing 2 lb. Finesse Parrying
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Parrying
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Parrying
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Defensive, Savage (1d8/1d10), Special
War Pick 5 gp 1d8 piercing 2 lb. Armor Piercing
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Concussive
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Savage (1d6)

Special Weapon Additions

Dagger A dagger doesn't have disadvantage on attack rolls when restrained and has advantage on prone enemies.

Pike A pike has a reach of 15 ft and , but has disadvantage on attacks against creatures within 5 ft. Any creature wielding a pike has a +1 AC to melee attacks made from 10 ft or more.

Trident When attempting to disarm a creature while wielding a trident they have disadvantage on any checks or saves to resist being disarmed.

Notes

ArtThe Weaponmaster by Sora Kim

Watercolors by Jared Ondricek

Homebrew by The Cunning DM follow me here: Wordpress or tell me what you think at u/TheCunningDM

License

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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.


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