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# Bugbear and Blade's Weapons Rework V0.1
\columnbreak ## 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
\pagebreakNum
#### 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. \pagebreakNum ### Notes Art[The Weaponmaster](https://www.artstation.com/artwork/xJ19PE) by [Sora Kim](https://www.artstation.com/soraso0324) Watercolors by [Jared Ondricek](https://watercolors.giantsoup.com/) Homebrew by [The Cunning DM](https://www.gmbinder.com/profile/TheCunningDM) follow me here: [Wordpress](https://cunningpressc2eae907e9.wordpress.com/2023/01/05/bugbear-and-blades-weapon-rework/) or tell me what you think at [u/TheCunningDM](https://www.reddit.com/user/TheCunningDM) \pagebreakNum ##### License
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