Tarrab
2015-06-28, 08:42 PM
Ok, based on a system I saw someone post a few months back (sorry, I really canīt remember that guyīs name, but his idea was awesome... this is just an expansion to that) I have been working on a new system for weapons on my homebrewed world of Aranth.
I found the weapon system in 5th kinda... well... boring, in which more than half the weapons turn to be there just to make an appearance, but you cannot really make them useful, at all. So, with that in mind, I give you it. Bash it as much as you want:
New weapon rules
This system allows for a new way of creating and looking at weapons in 5th edition. It also changes all weapon proficiencies.
Crafting a base weapon
Here we explain the method to create a weapon in Aranth.
Kind
To create a weapon, first you must choose the kind, which will determine the base damage and price. There are three kind of weapons:
-Small: 1d6 Damage, 10 Crowns average cost. All Small weapons can be Thrown up to a distance of 20/60.
-Normal: 1d8 Damage, 30 Crowns average cost. Normal weapons cannot be Thrown.
-Ranged: 1d6 Damage, 35 Crowns average cost. The average range is 80/320.
Damage Type
Next, select the type of damage. This does not extend to ranged weapons, since their type of damage is controlled by ammunition:
-Piercing (75% base cost).
-Bludgeoning (normal cost).
-Slashing (125% base cost).
Traits
After this, you must select the basic trait of the weapon. Ranged weapons cannot be Finesse or Versatile:
-Light: Reduces the damage die by one step, can be used as an off-hand weapon with no penalty. A ranged weaponīs range is reduced to 30/120. Cost is reduced by 10%.
-Finesse: Can be used with dexterity in lieu of strength. Augments cost by 10%.
-Versatile: When used with two hands the damage die is increased by one. Augments cost by 10%.
-Heavy: The damage die increases by one step, cannot be used by small species, must be used with both hands. A ranged weaponīs range is augmented to 150/600. Augments cost by 10%. You cannot select this trait for a Small weapon.
Advantages
After that, you can add advantages into a weapon, which can be any of the following. Any weapon can hold up to two advantages, although these are not mandatory for the weaponīs creation. Once selected, the base advantages cannot be changed. Advantages cannot be repeated:
-Light: The weapon becomes light, as explained above. Cannot be done to Versatile or Heavy weapons. A ranged weaponīs range is reduced to 30/120. Reduces cost by 10%.
-Finesse: The weapon becomes more keen, as explained above. Cannot be done to Heavy weapons. Augments cost by 10%.
-Versatile: The weapon becomes versatile, as explained above. Cannot be done to Small or Heavy weapons. Augments cost by 10%.
-Deadly: The weapon does damage one step higher. Augments cost by 30%.
-Dull: The weapon does damage one step lower. Reduces cost by 20%. Choosing this advantage does not count to your Advantage maximum for weapon creation. A 1d4 weapon will only deal 1 point of damage if this advantage is chosen.
-Loading: A ranged weapon with this quality can only shoot a single piece of ammunition with an attack action per turn. This increases the damage die by one step. This does not augment or reduce the cost, but reduces the distance of a Heavy ranged weapon from 150/600 to 100/400. This can only be done to ranged weapons.
-Firearm: This advantage can only be put to a weapon that has the Loading advantage. By increasing the cost by 30%, the ranged weapon becomes a firearm, increasing the damage die by an additional step and gaining advantage instead of disadvantage in melee combat, although it will require gunpowder and specific ammunition. Firearms cannot be used by any class unless they receive special training or are born in a realm in which firearms are common.
-Powerful: A weapon with this quality divides itīs damage dice, if possible, to deal more minimum damage. 1d8 becomes 2d4, 1d12 becomes 2d6. Augments cost by 10%.
-Returning: You can make a Small weapon become Returning. If you miss your target by 5 or more, the weapon will fall near the target. Augments cost by 20%.
-Reach: A weapon with this quality can be used to attack at an additional range of 5 feet. This reduces the damage die by one step. This augments the cost by 20%. You cannot put this advantage on a Small or Light weapon.
-Engraved: An engraved weapon is harder to disarm, making weapons loose the Disarm property against it. This augments the cost by 20%.
-Disarm: A disarm weapon is specifically tailored to disarm an opponent, cancelling the Advantage he gets on the Disarm roll. This augments the cost by 30%.
-Hidden: A weapon with this property can be easily hidden. The DC to spot such a weapon with Investigation and Perception is 10, or a Sleight of Hand check. You gain a +5 to both checks if the weapon is Small. The first attack you make with a hidden weapon in a fight has advantage. This augments the cost by 30%. You cannot put this advantage on Heavy weapons.
-Penetrating: A penetrating weapon is specially tailored to harm a target with little armor. You get a +1 to Hit against enemies with light or no armor. Monsters with no natural armor are also affected. This augments the cost by 30%. This must be a Piercing or Slashing weapon.
-Crushing: A crushing weapon is specially tailored to harm a target with more protective armor. You get a +1 to Hit against enemies with medium and heavy armor. Monsters with natural armor are also affected. This augments the cost by 30%. This must be a Bludgeoning or Slashing weapon.
-Curved: A curved weapon is specially tailored to harm a target using a shield of any kind. You get a +1 to Hit against enemies wearing bucklers or shields of any kind. Monsters are not affected by this effect. This augments the cost by 20%.
-Double: This can only be put on a Versatile or Finesse weapon. This makes the weapon become Heavy, losing the Versatile property (but not the finesse property), but does not increase the damage die. A Double weapon has two heads that do the same damage die. The second head can only be used with a bonus action, and counts as a light weapon. This augments the cost by 20%. You can change the damage type of the other head by augmenting the cost by 10%. You can make a smaller version of one head, reducing the damage die of that head by one and reducing the cost by 10%. If a double weapon has magical effects, they apply equally to both heads, although particular effects (like AC bonuses) donīt stack.
-Protective: This makes the weapon particularly protective. The weapon loses one damage die step, but the wearer gains +1 to AC. This effect doesnīt stack with a Shield, Buckler or with another Protective weapon. This augments the cost by 30%.
-Catcher: This makes the weapon effective for catching an enemyīs weapon. When under attack, you can use your Reaction to attempt to lock both weapons. You must use your Athletics or Acrobatics against the attack, whichever is higher. If you succeed, both you and your enemy get your weapons locked. This makes both weapons unusable and he becomes automatically grappled by you. The enemy or you can unlock the weapon by spending a bonus action on their turn. He can also let go of the weapon, which makes it fall to the ground. This augments the cost by 20%.
-Dosage: The weapon has a cavity that allows you to fill it with a specific liquid of your choice. You can only fill it with a single dose of any particular substance. The dose is used when you hit with your first attack. This augments the cost by 20%.
-Silvered: The weapon has enough silver in its alloys to be counted as a silver weapon. This augments the cost by 30%.
-Separable: The weapon must be Normal and not Light for this advantage. As a reaction. You can separate your weapon into two weapons, which do the same type of damage although at two dies less each. Unless the main weapon is Heavy, both weapons count as Light. This augments the cost by 30%. You can put the two parts back into a single weapon as a bonus action. If the main weapon is magical, you must, if possible, divide the magical effect between both weapons (including extra damage dice, so a Flametongue Separable weapon will do 1d6 Fire damage with each of its parts). If the magic is uneven, one weapon keeps a better effect (a +1 magical Separable weapon will only get the +1 to one of both divided weapons).
-Bayonet: This must be put on a Small and Light weapon. The weapon can be attached to a Ranged weapon and can be used to make melee attacks with it. This augments cost by 30%.
-Proofed: Choose a single element between fire, cold, electricity, acid or thunder. The weapon only takes half damage from that element. This augments the cost by 10%, minimum of 1 CR. You can make a weapon immune to an element by augmenting the cost by 30%.
-Keen: A keen weapon can score a critical with a 19 and a 20. It also fumbles on a 1 and a 2. This augments the cost by 30%.
-Focus: A weapon with this Advantage can be considered as a Focus for one specific spellcasting class. This augments the cost by 30%.
-Restraining: A weapon with this Advantage can restrain an enemy, making him move at half speed. The enemy can get out of this state by spending an action. While restrained, a target moves at half speed. A Restraining weapon can only attack once per round, no matter the amount of attacks itīs wielder can do. If you choose to attack again with a Restraining weapon, the previous restraining effect stops taking place. This also reduces the damage die of the weapon by two. It augments the cost by 10%.
-Mounted: This can be applied only to Heavy weapons. A mounted weapon allows you to use the weapon in one hand while mounted on any kind of mount. This augments the cost by 10%.
-Mercurial: A mercurial weapon is much harder to handle, but its weight compernsation makes it much more dangerous. A weapon with this advantage gets a -1 to hit, but gains a +2 to damage. This augments the cost by 30%.
-Armor extension: This can only be applied to a Small and Light weapon. This weapon can be easily attached to a piece of armor. You can attack with the weapon from that part of armor normally. This augments the cost by 20%.
-Fierce: With this advantage, a weapon looks particularly perilous, terrifying to the enemy. This gives you a +1 to Charisma checks to Intimidate checks while wielding it. This augments the cost by 20%.
So for example, a Greatsword would be a Normal (1d8), Slashing, Heavy (1d10) weapon with the Deadly (1d12) and Powerful (2d6) advantages.
Enhanced
A smith (minimum of +3 proficiency to the tools required) can make a weapon Enhanced. By doubling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons canīt be enhanced, but you must pay double the cost of the magical weapon. If an ehanced weapon doesnīt have magical enhancements, it gains a +1 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. Weapons can only be Enhanced once.
Masterwork
An experienced smith (minimum of +5 proficiency to the tools required) can make a weapon Masterwork. The weapon doesnīt need to have been previously enhanced. By tripling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons can be masterworked, but you must pay triple the cost of the magical weapon. Mastercrafted weapons count as being twice as hardy and resilient to regular damage. If a masterwork weapon doesnīt have magical enhancements, it gains a +2 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. It also doesnīt stack with the bonus of an Enhanced weapon. Weapons can only be Masterworked once.
Perfect
A legendary smith (minimum of +6 proficiency to the tools required) can make a weapon Perfect. The weapon must have been at least enhanced or masterworked. You must pay quintuple the cost of the actual weapon and you will be able to add two additional advantages. You can do this before making a weapon magical. Already magical weapons can be perfected, but you must pay five times the cost of the magical weapon. Perfect weapons are very rare and are completely indestructible.
When someone has Martial weapon proficiency, they can wield all weapons, if not, they must follow the following rules about weapon proficiency.
Weapon Proficiencies
Dwarves are proficient in Normal Bludgeoning weapons. Elves are proficient in non-Heavy Normal Slashing weapons.
All classes are proficient in Small and non-Heavy Ranged weapons.
Bards are also proficient in non-Heavy Normal Slashing weapons.
Druids are also proficient in any weapon made of natural elements, excluding forged metals. This does not apply to non-Heavy Normal Slashing weapons.
Monks are also proficient in any weapons with the Monk advantage.
Rogues are also proficient in all Finesse weapons.
Sorceres are not proficient in any Slashing weapon.
Wizards are not proficient in any Slashing weapon.
Ok guys, waiting for any criticism I can use!
I found the weapon system in 5th kinda... well... boring, in which more than half the weapons turn to be there just to make an appearance, but you cannot really make them useful, at all. So, with that in mind, I give you it. Bash it as much as you want:
New weapon rules
This system allows for a new way of creating and looking at weapons in 5th edition. It also changes all weapon proficiencies.
Crafting a base weapon
Here we explain the method to create a weapon in Aranth.
Kind
To create a weapon, first you must choose the kind, which will determine the base damage and price. There are three kind of weapons:
-Small: 1d6 Damage, 10 Crowns average cost. All Small weapons can be Thrown up to a distance of 20/60.
-Normal: 1d8 Damage, 30 Crowns average cost. Normal weapons cannot be Thrown.
-Ranged: 1d6 Damage, 35 Crowns average cost. The average range is 80/320.
Damage Type
Next, select the type of damage. This does not extend to ranged weapons, since their type of damage is controlled by ammunition:
-Piercing (75% base cost).
-Bludgeoning (normal cost).
-Slashing (125% base cost).
Traits
After this, you must select the basic trait of the weapon. Ranged weapons cannot be Finesse or Versatile:
-Light: Reduces the damage die by one step, can be used as an off-hand weapon with no penalty. A ranged weaponīs range is reduced to 30/120. Cost is reduced by 10%.
-Finesse: Can be used with dexterity in lieu of strength. Augments cost by 10%.
-Versatile: When used with two hands the damage die is increased by one. Augments cost by 10%.
-Heavy: The damage die increases by one step, cannot be used by small species, must be used with both hands. A ranged weaponīs range is augmented to 150/600. Augments cost by 10%. You cannot select this trait for a Small weapon.
Advantages
After that, you can add advantages into a weapon, which can be any of the following. Any weapon can hold up to two advantages, although these are not mandatory for the weaponīs creation. Once selected, the base advantages cannot be changed. Advantages cannot be repeated:
-Light: The weapon becomes light, as explained above. Cannot be done to Versatile or Heavy weapons. A ranged weaponīs range is reduced to 30/120. Reduces cost by 10%.
-Finesse: The weapon becomes more keen, as explained above. Cannot be done to Heavy weapons. Augments cost by 10%.
-Versatile: The weapon becomes versatile, as explained above. Cannot be done to Small or Heavy weapons. Augments cost by 10%.
-Deadly: The weapon does damage one step higher. Augments cost by 30%.
-Dull: The weapon does damage one step lower. Reduces cost by 20%. Choosing this advantage does not count to your Advantage maximum for weapon creation. A 1d4 weapon will only deal 1 point of damage if this advantage is chosen.
-Loading: A ranged weapon with this quality can only shoot a single piece of ammunition with an attack action per turn. This increases the damage die by one step. This does not augment or reduce the cost, but reduces the distance of a Heavy ranged weapon from 150/600 to 100/400. This can only be done to ranged weapons.
-Firearm: This advantage can only be put to a weapon that has the Loading advantage. By increasing the cost by 30%, the ranged weapon becomes a firearm, increasing the damage die by an additional step and gaining advantage instead of disadvantage in melee combat, although it will require gunpowder and specific ammunition. Firearms cannot be used by any class unless they receive special training or are born in a realm in which firearms are common.
-Powerful: A weapon with this quality divides itīs damage dice, if possible, to deal more minimum damage. 1d8 becomes 2d4, 1d12 becomes 2d6. Augments cost by 10%.
-Returning: You can make a Small weapon become Returning. If you miss your target by 5 or more, the weapon will fall near the target. Augments cost by 20%.
-Reach: A weapon with this quality can be used to attack at an additional range of 5 feet. This reduces the damage die by one step. This augments the cost by 20%. You cannot put this advantage on a Small or Light weapon.
-Engraved: An engraved weapon is harder to disarm, making weapons loose the Disarm property against it. This augments the cost by 20%.
-Disarm: A disarm weapon is specifically tailored to disarm an opponent, cancelling the Advantage he gets on the Disarm roll. This augments the cost by 30%.
-Hidden: A weapon with this property can be easily hidden. The DC to spot such a weapon with Investigation and Perception is 10, or a Sleight of Hand check. You gain a +5 to both checks if the weapon is Small. The first attack you make with a hidden weapon in a fight has advantage. This augments the cost by 30%. You cannot put this advantage on Heavy weapons.
-Penetrating: A penetrating weapon is specially tailored to harm a target with little armor. You get a +1 to Hit against enemies with light or no armor. Monsters with no natural armor are also affected. This augments the cost by 30%. This must be a Piercing or Slashing weapon.
-Crushing: A crushing weapon is specially tailored to harm a target with more protective armor. You get a +1 to Hit against enemies with medium and heavy armor. Monsters with natural armor are also affected. This augments the cost by 30%. This must be a Bludgeoning or Slashing weapon.
-Curved: A curved weapon is specially tailored to harm a target using a shield of any kind. You get a +1 to Hit against enemies wearing bucklers or shields of any kind. Monsters are not affected by this effect. This augments the cost by 20%.
-Double: This can only be put on a Versatile or Finesse weapon. This makes the weapon become Heavy, losing the Versatile property (but not the finesse property), but does not increase the damage die. A Double weapon has two heads that do the same damage die. The second head can only be used with a bonus action, and counts as a light weapon. This augments the cost by 20%. You can change the damage type of the other head by augmenting the cost by 10%. You can make a smaller version of one head, reducing the damage die of that head by one and reducing the cost by 10%. If a double weapon has magical effects, they apply equally to both heads, although particular effects (like AC bonuses) donīt stack.
-Protective: This makes the weapon particularly protective. The weapon loses one damage die step, but the wearer gains +1 to AC. This effect doesnīt stack with a Shield, Buckler or with another Protective weapon. This augments the cost by 30%.
-Catcher: This makes the weapon effective for catching an enemyīs weapon. When under attack, you can use your Reaction to attempt to lock both weapons. You must use your Athletics or Acrobatics against the attack, whichever is higher. If you succeed, both you and your enemy get your weapons locked. This makes both weapons unusable and he becomes automatically grappled by you. The enemy or you can unlock the weapon by spending a bonus action on their turn. He can also let go of the weapon, which makes it fall to the ground. This augments the cost by 20%.
-Dosage: The weapon has a cavity that allows you to fill it with a specific liquid of your choice. You can only fill it with a single dose of any particular substance. The dose is used when you hit with your first attack. This augments the cost by 20%.
-Silvered: The weapon has enough silver in its alloys to be counted as a silver weapon. This augments the cost by 30%.
-Separable: The weapon must be Normal and not Light for this advantage. As a reaction. You can separate your weapon into two weapons, which do the same type of damage although at two dies less each. Unless the main weapon is Heavy, both weapons count as Light. This augments the cost by 30%. You can put the two parts back into a single weapon as a bonus action. If the main weapon is magical, you must, if possible, divide the magical effect between both weapons (including extra damage dice, so a Flametongue Separable weapon will do 1d6 Fire damage with each of its parts). If the magic is uneven, one weapon keeps a better effect (a +1 magical Separable weapon will only get the +1 to one of both divided weapons).
-Bayonet: This must be put on a Small and Light weapon. The weapon can be attached to a Ranged weapon and can be used to make melee attacks with it. This augments cost by 30%.
-Proofed: Choose a single element between fire, cold, electricity, acid or thunder. The weapon only takes half damage from that element. This augments the cost by 10%, minimum of 1 CR. You can make a weapon immune to an element by augmenting the cost by 30%.
-Keen: A keen weapon can score a critical with a 19 and a 20. It also fumbles on a 1 and a 2. This augments the cost by 30%.
-Focus: A weapon with this Advantage can be considered as a Focus for one specific spellcasting class. This augments the cost by 30%.
-Restraining: A weapon with this Advantage can restrain an enemy, making him move at half speed. The enemy can get out of this state by spending an action. While restrained, a target moves at half speed. A Restraining weapon can only attack once per round, no matter the amount of attacks itīs wielder can do. If you choose to attack again with a Restraining weapon, the previous restraining effect stops taking place. This also reduces the damage die of the weapon by two. It augments the cost by 10%.
-Mounted: This can be applied only to Heavy weapons. A mounted weapon allows you to use the weapon in one hand while mounted on any kind of mount. This augments the cost by 10%.
-Mercurial: A mercurial weapon is much harder to handle, but its weight compernsation makes it much more dangerous. A weapon with this advantage gets a -1 to hit, but gains a +2 to damage. This augments the cost by 30%.
-Armor extension: This can only be applied to a Small and Light weapon. This weapon can be easily attached to a piece of armor. You can attack with the weapon from that part of armor normally. This augments the cost by 20%.
-Fierce: With this advantage, a weapon looks particularly perilous, terrifying to the enemy. This gives you a +1 to Charisma checks to Intimidate checks while wielding it. This augments the cost by 20%.
So for example, a Greatsword would be a Normal (1d8), Slashing, Heavy (1d10) weapon with the Deadly (1d12) and Powerful (2d6) advantages.
Enhanced
A smith (minimum of +3 proficiency to the tools required) can make a weapon Enhanced. By doubling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons canīt be enhanced, but you must pay double the cost of the magical weapon. If an ehanced weapon doesnīt have magical enhancements, it gains a +1 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. Weapons can only be Enhanced once.
Masterwork
An experienced smith (minimum of +5 proficiency to the tools required) can make a weapon Masterwork. The weapon doesnīt need to have been previously enhanced. By tripling its cost, you can add an additional advantage of your choice that can apply to the weapon. You can do this before making a weapon magical. Already magical weapons can be masterworked, but you must pay triple the cost of the magical weapon. Mastercrafted weapons count as being twice as hardy and resilient to regular damage. If a masterwork weapon doesnīt have magical enhancements, it gains a +2 to attack and damage. This last bonus doesnīt stack with magical effects to hit and damage. It also doesnīt stack with the bonus of an Enhanced weapon. Weapons can only be Masterworked once.
Perfect
A legendary smith (minimum of +6 proficiency to the tools required) can make a weapon Perfect. The weapon must have been at least enhanced or masterworked. You must pay quintuple the cost of the actual weapon and you will be able to add two additional advantages. You can do this before making a weapon magical. Already magical weapons can be perfected, but you must pay five times the cost of the magical weapon. Perfect weapons are very rare and are completely indestructible.
When someone has Martial weapon proficiency, they can wield all weapons, if not, they must follow the following rules about weapon proficiency.
Weapon Proficiencies
Dwarves are proficient in Normal Bludgeoning weapons. Elves are proficient in non-Heavy Normal Slashing weapons.
All classes are proficient in Small and non-Heavy Ranged weapons.
Bards are also proficient in non-Heavy Normal Slashing weapons.
Druids are also proficient in any weapon made of natural elements, excluding forged metals. This does not apply to non-Heavy Normal Slashing weapons.
Monks are also proficient in any weapons with the Monk advantage.
Rogues are also proficient in all Finesse weapons.
Sorceres are not proficient in any Slashing weapon.
Wizards are not proficient in any Slashing weapon.
Ok guys, waiting for any criticism I can use!