Torched Forever
2015-07-15, 11:07 PM
So, a lot of people dislike the current PhB weapon system and have created variant to their liking. Here is my attempt to bring distinction to weapons without 3.x levels of complications. Comments and criticism are welcome.
Weapons.
To determine a weapon's stats, you may apply a variety of positive and negative traits which effect the weapon's damage. A weapon's base is a one handed martial weapon that deals 1d10 damage. For each positive trait, decrease the weapon's damage die by one step (for example 1d10 to 1d8) and for each negative trait, increase the weapon's damage die by one step (for example 1d10 to 1d12). A one handed weapon may not have a damage die greater than 1d8 (1d6 for simple). This means you must apply traits to a weapon for it to be valid. You may only have one size, type, loading, and half trait.
Positive Traits.
Simple. This weapon is usable by more classes.
Light. This weapon can be dual wielded. Size trait
Versatile If this weapon is wielded in two hands, increase its damage die by one step. Size trait
Precise You may add Intelligence or Strength for attack and damage with this weapon. Type trait
Finesse. You may add Dexterity or Strength for attack and damage with this weapon. Type trait
Reach. This weapon may make melee attacks against targets up to 10ft. away.
Thrown. This weapon may be used as a ranged attack with a 20/60 range.
Ammunition. This weapon requires ammunition to attack, has disadvantage on attack rolls against targets within 5ft., also it has a large range, this trait counts as two positive traits.
Formation. This weapon has advantage on attack rolls if an adjacent ally is wielding a weapon with the formation trait.
Crude. This weapon's cost is incredibly reduced, three may be crafted in one day at no cost as long materials are available.
Unpredictable. Targets do not receive any increase in AC from shields or parrying abilities.
Flaming. This weapon deals fire damage instead of piercing, slashing, or bludgeoning.
Poisonable. A poison may be applied to this weapon as part of an attack.
Armor Piercing. Targets that take damage from this weapon lose 1 AC bonus from their armor until your next turn. This penalty can be removed early if the damage if healed (natural armor) or if a mending spell is cast (fabricated armor). This penalty to AC does not stack with other penalties.
Crippling. If you deal more than 75% of your maximum damage with this weapon, the target's speed decreases by 10ft. until the damage is healed.
Brutal. On a critical hit or when this weapon drops a target to 0 hp, you may use a bonus action to force any number of target creatures within 30ft. who can see you, to make a DC8+Prof.+Damage Stat Wisdom saving throw or become frightened of you until the end of combat. If you succeed the save, you are immune to the effects of this trait for 24 hours. If you fail the save, you may remake the save at the beginning of each turn, if you succeed an additional save the effect ends.
Defensive. While wielding this weapon, you gain 1 AC.
Concealed. Everyone has disadvantage on Investigation and Perception checks to detect this weapon. This trait may not be applied to weapons with the two-handed trait and only decreases the damage die by half a step.
Negative Traits.
Two-Handed. This weapon must be held in two hands to attack with it. Size trait
Mounted. This weapon may ignore damage die limits, requires two hands to attack unless mounted, and has disadvantage on attack rolls against targets within 5ft. This trait counts as two negative traits. Size trait
Loading. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the ammunition trait. Loading trait
Spring Loaded. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the light trait. Loading trait
Offensive. While wielding this weapon, you lose 1 AC.
Heavy. This weapon has disadvantage on attack rolls for small characters. This trait may only be applied to weapons with the two-handed trait and only increases the damage die by half a step. Half trait
Fine. This weapon has disadvantage on attack rolls for medium characters. This trait may only be applied to weapons with the light trait and only increases the damage die by half a step. Half trait
Some sample weapons created with this system.
Improved Pike. 1d8 Reach, Formation, Two-Handed
Gnomish Spring Blade. 1d6 Light, Spring-Loaded, Precision, Poisonable, Fine, Concealed
Oversized Axe. 2d6 Two-Handed, Offensive, Crippling, Heavy
Lit Torch. 1d4 Simple, Light, Flaming
Improved Flail. 1d8 Unpredictable
Improved Warpick. 1d8 Armor Piercing
A few options that might cause a problem.
Precision. It can be applied to a ranged weapon, not sure what this means. (RAW strength to damage with ranged)
Light. A martial weapon with only the light trait is technically legal. This means 2d8+2x damage at first level for a fighter. On average, 15 damage.
Defensive. A S&B character can hit fairly high AC. Dual wielder + mariner gets you to the AC of S&B and better damage.
Weapons.
To determine a weapon's stats, you may apply a variety of positive and negative traits which effect the weapon's damage. A weapon's base is a one handed martial weapon that deals 1d10 damage. For each positive trait, decrease the weapon's damage die by one step (for example 1d10 to 1d8) and for each negative trait, increase the weapon's damage die by one step (for example 1d10 to 1d12). A one handed weapon may not have a damage die greater than 1d8 (1d6 for simple). This means you must apply traits to a weapon for it to be valid. You may only have one size, type, loading, and half trait.
Positive Traits.
Simple. This weapon is usable by more classes.
Light. This weapon can be dual wielded. Size trait
Versatile If this weapon is wielded in two hands, increase its damage die by one step. Size trait
Precise You may add Intelligence or Strength for attack and damage with this weapon. Type trait
Finesse. You may add Dexterity or Strength for attack and damage with this weapon. Type trait
Reach. This weapon may make melee attacks against targets up to 10ft. away.
Thrown. This weapon may be used as a ranged attack with a 20/60 range.
Ammunition. This weapon requires ammunition to attack, has disadvantage on attack rolls against targets within 5ft., also it has a large range, this trait counts as two positive traits.
Formation. This weapon has advantage on attack rolls if an adjacent ally is wielding a weapon with the formation trait.
Crude. This weapon's cost is incredibly reduced, three may be crafted in one day at no cost as long materials are available.
Unpredictable. Targets do not receive any increase in AC from shields or parrying abilities.
Flaming. This weapon deals fire damage instead of piercing, slashing, or bludgeoning.
Poisonable. A poison may be applied to this weapon as part of an attack.
Armor Piercing. Targets that take damage from this weapon lose 1 AC bonus from their armor until your next turn. This penalty can be removed early if the damage if healed (natural armor) or if a mending spell is cast (fabricated armor). This penalty to AC does not stack with other penalties.
Crippling. If you deal more than 75% of your maximum damage with this weapon, the target's speed decreases by 10ft. until the damage is healed.
Brutal. On a critical hit or when this weapon drops a target to 0 hp, you may use a bonus action to force any number of target creatures within 30ft. who can see you, to make a DC8+Prof.+Damage Stat Wisdom saving throw or become frightened of you until the end of combat. If you succeed the save, you are immune to the effects of this trait for 24 hours. If you fail the save, you may remake the save at the beginning of each turn, if you succeed an additional save the effect ends.
Defensive. While wielding this weapon, you gain 1 AC.
Concealed. Everyone has disadvantage on Investigation and Perception checks to detect this weapon. This trait may not be applied to weapons with the two-handed trait and only decreases the damage die by half a step.
Negative Traits.
Two-Handed. This weapon must be held in two hands to attack with it. Size trait
Mounted. This weapon may ignore damage die limits, requires two hands to attack unless mounted, and has disadvantage on attack rolls against targets within 5ft. This trait counts as two negative traits. Size trait
Loading. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the ammunition trait. Loading trait
Spring Loaded. This weapon may only attack once per turn regardless of how many attacks you may normally make. This trait may only be applied to weapons with the light trait. Loading trait
Offensive. While wielding this weapon, you lose 1 AC.
Heavy. This weapon has disadvantage on attack rolls for small characters. This trait may only be applied to weapons with the two-handed trait and only increases the damage die by half a step. Half trait
Fine. This weapon has disadvantage on attack rolls for medium characters. This trait may only be applied to weapons with the light trait and only increases the damage die by half a step. Half trait
Some sample weapons created with this system.
Improved Pike. 1d8 Reach, Formation, Two-Handed
Gnomish Spring Blade. 1d6 Light, Spring-Loaded, Precision, Poisonable, Fine, Concealed
Oversized Axe. 2d6 Two-Handed, Offensive, Crippling, Heavy
Lit Torch. 1d4 Simple, Light, Flaming
Improved Flail. 1d8 Unpredictable
Improved Warpick. 1d8 Armor Piercing
A few options that might cause a problem.
Precision. It can be applied to a ranged weapon, not sure what this means. (RAW strength to damage with ranged)
Light. A martial weapon with only the light trait is technically legal. This means 2d8+2x damage at first level for a fighter. On average, 15 damage.
Defensive. A S&B character can hit fairly high AC. Dual wielder + mariner gets you to the AC of S&B and better damage.