Ever felt frustrated that your choice of weapon means next to nothing in 5th edition Dungeon & Dragons?
There’s literally no mechanical difference between wielding a battleaxe or a longsword for example, and only nominal differences between handaxes, maces, spears, quarterstaffs, shortswords and scimitars – despite how different those weapons are in real life.
In many cases weapons have zero advantages over their closest counterparts… why wield a greataxe, when a greatsword does more damage? Or a maul come to think of it. Mechanically, there’s almost nothing to reflect the martial advantages (and disadvantages) of different types of weapons, except their damage die.
Overall I feel like a potentially fun strategical choice has been taken away from players, by the rather too simplistic weapons table in the Player’s Handbook.
Overall I feel like a potentially fun strategical choice (what weapons to bring with you on an adventure) has been taken away from players, by the rather too simplistic weapons table in the Player’s Handbook.
At least for my taste. (I’m sure there many who will defend its simplicity… but hey, this post is not for those guys and girls! So no need to leave an angry comment about how I’m ruining D&D 😉 ).
For well over a year now, I’ve been thinking about how to add a dash of extra dynamism in the weapons department, in a simple and playable way.
The result of much thought, and a bit of behind the scene sums, is a new product called Slash, Stab, Hack, Repeat – which I’ve just released on The DM’s Guild, priced as “Pay What You Want”. (In other words, free, although I’ll be grateful if you grease my palm with a dollar or two if you think they’ll add something significant to your table…).
In Slash, Stab, Hack, Repeat!, I’ve created new rules for weapons that deal bludgeoning and piercing damage, as well as several new properties that bring a bit of extra flavour and mechanical crunch to many of the weapons in the Player’s Handbook.
I’ve also suggested two new rules regarding opportunity attacks, the first of which is fun, the second of which is designed to bring a bit of extra realism to combat (and helps balance the new ‘long’ property I’ve proposed in the same product).
My goals with the product were to:
- Give players meaningful choices to make regarding which weapons they wield
- To introduce a touch more realism to combat (or ‘fantasy realism’ as I like to call it… realism based on our perception of fantasy novels, TV and film!)
- Keep things balanced and fast paced
I’m going to copy and paste the bulk of the content here, so you can see the new properties and rules variants. But you should download the product to see the revised Hipsters & Dragons Weapon Table, and which weapons have which new properties.
Slash, Stab, Hack, Repeat!
Melee and ranged weapons that deal bludgeoning or piercing damage enjoy the following benefits:
When attacking with a melee weapon that deals bludgeoning damage, if you miss by 1, you hit instead, dealing half the normal damage to the target. You cannot deal sneak attack damage on the hit.
Weapons that deal piercing damage are capable of particularly grievous wounds, impaling their victims and rupturing vital organs. When you score a critical hit you triple the weapon’s damage dice instead of doubling them.
New Weapon Properties
A list of new weapon properties.
Charge. This weapon can be used to deal lethal damage on a charge. If you move at least 20 feet in a straight line before engaging an opponent, you may choose to take a -4 modifier on your first attack roll against that creature. If you hit with that attack, you roll an additional damage die, equal to that of the weapon’s usual damage die.
Handy. You have advantage on attack rolls against a creature you are grappling, as well as against creatures that are grappling you.
Long. While you are wielding a long weapon, any creature that is not wielding a long weapon (or natural weapon of 10 feet reach) provokes an opportunity attack from you when they enter your reach. If you have the Polearm Master feat, you gain advantage on this roll. You have disadvantage to hit an opponent that is grappling you, or grappled by you, when you attack with a long weapon.
Long (defence). Weapons with the long (defence) property have the same benefits and disadvantages of those with the long property, but with one additional benefit. If you hit a creature with an opportunity attack as they enter your reach, you reduce their speed to zero.
Parry. When you are wielding a weapon with the parry property and a creature you can see hits you with a melee attack, you can use your reaction to add 1 to your AC for that attack, potentially causing the attack to miss you. You must have a Dexterity score of 13 or higher to take advantage of this feature, which can be used in conjunction with the Defensive Duelist feat.
Parry (versatile). A weapon with the parry (versatile) property may be used to parry normally with one hand (see above), or using two hands, in which case the wielder may add 2 to their AC.
Riposte. The speed of this weapon allows you to turn defence into attack. Whenever using the parry property of your weapon causes an attack to miss you, as part of the same reaction you make make a retaliatory melee attack, using your Dexterity modifier for the attack and damage rolls.
Savage. Savage weapons combine speed, weight and penetration, enabling them to deal decisive blows in combat. When you roll a 19 on an attack roll, roll an additional d6. If you roll the number given in parentheses next to the weapon, or higher, you score a critical hit. If the weapon has the versatile property reduce the number in the parentheses by 1, when it is wielded in two hands. If there is no number in parentheses, no need to roll a d6, a 19 is an automatic critical hit.
Shield-wrap. You gain a +1 to attack rolls against opponents wielding a shield.
Short. See special (dagger dual wield), below.
Smash. Weapons with the smash property offer their wielders a bonus to Strength (Athletics) checks to knock down wooden doors. The bonus is +2 for one-handed weapons, and +5 for both two-handed weapons and versatile weapons used with two hands.
Sneaky. This weapon is deadly against a distracted foe. When you deal sneak attack damage you may reroll any 1s on the damage dice, taking the new roll instead.
Spear. This multi-purpose weapon possesses the benefits of the spear’s charge and long properties. Attacks using these properties deal 1d8 piercing damage, instead of the weapon’s usual damage.
Special (bludgeoning). When you miss by 1 with this weapon, you deal half damage instead. Additionally, you may choose to deal bludgeoning damage against creatures with vulnerability to this damage type.
Special (dagger dual wield). You may dual wield with this weapon, providing your second weapon has the short property.
Two-handed (revised). When you score a critical hit with a two-handed weapon (or versatile weapon used with two hands) you may double your Strength damage modifier, as well as the damage dice.
Unwieldy. This weapon is impractical to use in a skirmish. You have disadvantage to hit creatures at close range, and your speed is halved. If mounted, your mount’s speed is not affected. Any one-handed weapon with the unwieldy quality needs to be used two-handed when not mounted.
Unarmed Strikes (Monks)
A monk’s unarmed strikes have the parry and riposte properties. However a monk cannot use the parry property against certain weapons, such as swords, unless they invest in some funky arm guards!
Opportunity Attacks (Rules Variants)
– Opportunity attacks made with thrown weapons have advantage, provided the attacker is already carrying the weapon (i.e. doesn’t have to draw it).
– Whenever you make an opportunity attack against a creature, you provoke an opportunity attack from all other hostile creatures within reach of you.
The latter of these two rules is designed to prevent outnumbered foes making opportunity attacks with impunity. Effectively it allows creatures to cover an ally’s retreat via numerical advantage. It also means creatures with long weapons, already engaged in combat, pay a price to attack new combatants as they enter their reach. (Alternatively you could rule that only creatures not engaged in combat can take advantage of the opportunity attacks granted by the long property / Polearm Master feat).
The former offers a cool advantage to those carrying throwable weapons, and reflects the ease of aiming at an unguarded rear, without having to get close enough to strike with a melee attack.
Some while ago I gave critical misses a similar treatment, so if you want to grab my Fumbles Tables from the DMs Guild, that’s also a Pay What You Want product… I’ve been using them for a while and I think they work pretty well. Reviews ain’t bad either.
Like yourself some arcane booty? Here are ten free magical weapons for your table… for another hundred or so, plus a funky ‘Magic Weapon Generator’ with 1000s of combinations of properties check out Esquiel’s Guide to Magic Weapons.