Argothair
2018-03-02, 10:12 PM
Hello! I really enjoyed Kane0's custom rules (http://www.giantitp.com/forums/showthread.php?538804-BAM-Houserules-and-Homebrew) for designing your own weapons, but I thought there were a couple areas where I could improve on it, so I decided to make my own. I hope you enjoy it. Let me know if there's anything that you'd want to change.
Hand Economy
You have exactly two hands. You can use both hands to hold a two-handed weapon or to use a Versatile weapon in the two-handed stance. Otherwise, each of your hands can hold one weapon, a shield, or object. You do not add damage based on your STR or DEX attribute when you attack with a weapon in your off-hand. You must have at least one free hand in order to cast new spells or cantrips. If both of your hands are full, you may not cast any spells or cantrips unless you have a special feat or meta-magic that allows you to cast spells while immobilized. You do not need a free hand in order to carry or load ammunition or spell components. You do need a free hand in order to treat an object as an improvised weapon or battlefield control device (e.g., lighting and throwing a flask of oil).
Action Economy
On your turn, you get one Action, one Move, one Interaction, and one Bonus Action. Your Action can be used to:
Cast a Spell
Attack
Prepare to Defend
Move a second time
Interact a second time
When you choose the Attack option, you can either:
Attack with one Heavy weapon, or
Attack with one Medium or Light weapon, and then Attack with one Light weapon.
In order to attack with two weapons in the same Attack, you must be carrying and holding two weapons when you start your Attack.
Loading a Crossbow
When you prepare ammo for a weapon with the Slow Loading property, such as a Crossbow, it takes exactly as much time as it would take in order to attack with that weapon if the weapon were already loaded. For example, you could use your entire Action to load a Heavy Crossbow, or you could use your Action to both load a Light Crossbow and attack with a Medium Longsword.
Extra Attacks
Eventually, martial classes will get one or more copies of the "Extra Attack" feature. When you choose the Attack option, you may make one additional attack with one Medium or Light weapon. You may never use Extra Attacks to attack with a Heavy weapon, and you may never attack with more than one weapon during the same Extra Attack.
Dual Wielding
If you have the Dual Wielding feat, your character gets +1 AC when holding two weapons, and you can add your STR or DEX bonus to your damage roll even when you attack with a weapon in your off-hand.
Two-Weapon Fighting Style
If you have the Two-Weapon Fighting Style, when you choose the Attack option, you may attack with 2 Medium weapons. In addition, you may use your Interaction to draw or pick up 2 weapons at once.
Bonus Actions and Reactions
If you have a bonus action or a reaction that allows you to make an attack, treat that attack exactly as if you chose the Attack option as your regular Action.
Constructing a Custom Weapon
When designing a new weapon, assume that you have 6 points to build a Simple weapon, and 9 points to build a Martial weapon. If the weapon is of masterwork quality, you may add 1 additional point (e.g. 10 points for a Martial Masterwork weapon).
Most of the points in your weapon will go to determine the damage die rolled by the weapon.
1 point = 1 damage
3 points = 1d4 damage
5 points = 1d6 damage
7 points = 1d8 damage
8 points = 2d4 damage
9 points = 1d10 damage
11 points = 1d12 damage
12 points = 2d6 damage
15 points = 2d8 damage
Any leftover points can be spent on beneficial traits. You can also acquire additional points by taking negative traits for your weapon. In general, simple weapons should not have more than three total traits, and martial weapons should not have more than five total traits. If a weapon has an unreasonable number of traits, the GM may rule that the weapon is unavailable at a store, or that a blacksmith does not know how to make it, or that the weapon weighs many pounds and costs many gold pieces. Masterwork weapons will typically cost about triple the ordinary price even if they do not have many traits, and the selection of masterwork weapons may be quite limited (e.g. only one or two options) in small towns or small markets.
Useful Traits that cost 2 points each
Light: the weapon is lightweight and can be swung in your off-hand as part of a two-weapon attack.
Reach: the weapon can attack enemies at a distance of up to 10 feet / 2 hexes.
Ranged: the weapon cannot be used in melee, and instead can attack enemies up to 30 feet away, or 60 feet away with disadvantage.
Brutal: the weapon scores a critical hit even when it falls one short of the threshold (e.g., a natural 19).
Useful Traits that cost 1 point each
Versatile: if held with both hands, you may increase the damage die by one step (e.g. from 1d6 to 1d8). Cannot combine with 'two-handed' or use with weapons that roll two dice.
Thrown: if you wish, you may throw the weapon at your enemy up to 20 feet away, or 40 feet with disadvantage. Afterwards, you will not have the weapon.
Long-Range: you no longer suffer disadvantage when attacking with this weapon in the far half of your range.
Parrying: while holding this weapon, you may use your reaction to give one opponent disadvantage on one attack against you with one melee weapon.
Finesse: if you wish, you may use your DEX modifier for this weapon instead of your STR modifier.
Non-Lethal: if you wish, you may strike a non-lethal blow with this weapon. Any enemy that would be reduced to 0 or fewer HP by your attack is instead reduced to 1 HP.
Spiked: attempts to disarm you of this weapon have disadvantage. This weapon is +1 to hit against enemies wearing heavy armor.
Tangling: if you hit an enemy with this weapon, you may use your bonus action to grapple that enemy, even if you are more than one hex away.
Streamlined: this weapon does not suffer disadvantage on underwater attacks, and ignores any disadvantage caused by parrying.
Harmful Traits that yield 1 point each
Clumsy: this weapon has disadvantage on all attack rolls if there is an enemy within one hex of you.
Brittle: this weapon is damaged whenever you roll a natural '1' on your damage roll with it, and must be repaired before it can be used again.
Short-Range: this ranged or thrown weapon cannot be used at all in the far half of its range.
Harmful Traits that yield 2 points each
Heavy: this weapon is unusually hard to handle and cannot be used in more than one attack per turn or used as part of a two-weapon attack.
Two-Handed: this weapon requires two hands to use, and cannot be combined with other weapons, shields, or spell-casting.
Slow-Loading: this weapon must be loaded once before each time it is fired.
Examples
Simple Dagger
1d4 damage (3 points)
Light (2 points)
Finesse (1 point)
Simple Javelin
1d6 damage (5 points)
Thrown (1 point)
Simple Net
1d4 damage (3 points)
Thrown (1 point)
Tangling (1 point)
Non-Lethal (1 point)
Simple Mace
1d8 damage (7 points)
Spiked (1 point)
Heavy (-2 points)
Simple Spear
1d6 damage (5 points)
Thrown (1 point)
Reach (2 points)
Two-Handed (-2 points)
Simple Pike
1d8 damage (7 points)
Reach (2 points)
Clumsy (-1 point)
Two-Handed (-2 points)
Simple Shortbow
1d6 damage (5 points)
Ranged (2 points)
Clumsy (-1 point)
Simple Masterwork Shortbow
1d6 damage (5 points)
Ranged (2 points)
Simple Dart
1 damage (1 points)
Thrown (1 point)
Long-Range (1 point)
Finesse (1 point)
Light (2 points)
Simple Masterwork Dart
1d4 damage (3 points)
Thrown (1 point)
Long-Range (1 point)
Light (2 points)
Martial Rapier
1d6 damage (5 points)
Light (2 points)
Parrying (1 point)
Finesse (1 point)
Martial Quarterstaff
2d4 damage (8 points)
Light (2 points)
Finesse (1 point)
Parrying (1 point)
Two-Handed (-2 points)
Martial Masterwork Bastard Sword
1d12 damage (11 points)
Versatile (1 point)
Parrying (1 point)
Heavy (-2 points)
Martial Halberd
1d10 damage (9 points)
Reach (2 points)
Parrying (1 point)
Two-Handed (-2 points)
Martial Lance
2d6 damage (12 points)
Reach (2 points)
Two-Handed (-2 points)
Heavy (-2 points)
Martial Battleaxe
1d12 damage (11 points)
Brutal (2 points)
Two-Handed (-2 Points)
Heavy (-2 Points)
Martial Light Crossbow
1d10 damage (9 points)
Ranged (2 points)
Light (2 points)
Slow-Loading (-2 points)
Clumsy (-1 point)
Martial Masterwork Longbow
1d10 damage (9 points)
Ranged (2 points)
Long-Range (1 point)
Two-Handed (-2 points)
Hand Economy
You have exactly two hands. You can use both hands to hold a two-handed weapon or to use a Versatile weapon in the two-handed stance. Otherwise, each of your hands can hold one weapon, a shield, or object. You do not add damage based on your STR or DEX attribute when you attack with a weapon in your off-hand. You must have at least one free hand in order to cast new spells or cantrips. If both of your hands are full, you may not cast any spells or cantrips unless you have a special feat or meta-magic that allows you to cast spells while immobilized. You do not need a free hand in order to carry or load ammunition or spell components. You do need a free hand in order to treat an object as an improvised weapon or battlefield control device (e.g., lighting and throwing a flask of oil).
Action Economy
On your turn, you get one Action, one Move, one Interaction, and one Bonus Action. Your Action can be used to:
Cast a Spell
Attack
Prepare to Defend
Move a second time
Interact a second time
When you choose the Attack option, you can either:
Attack with one Heavy weapon, or
Attack with one Medium or Light weapon, and then Attack with one Light weapon.
In order to attack with two weapons in the same Attack, you must be carrying and holding two weapons when you start your Attack.
Loading a Crossbow
When you prepare ammo for a weapon with the Slow Loading property, such as a Crossbow, it takes exactly as much time as it would take in order to attack with that weapon if the weapon were already loaded. For example, you could use your entire Action to load a Heavy Crossbow, or you could use your Action to both load a Light Crossbow and attack with a Medium Longsword.
Extra Attacks
Eventually, martial classes will get one or more copies of the "Extra Attack" feature. When you choose the Attack option, you may make one additional attack with one Medium or Light weapon. You may never use Extra Attacks to attack with a Heavy weapon, and you may never attack with more than one weapon during the same Extra Attack.
Dual Wielding
If you have the Dual Wielding feat, your character gets +1 AC when holding two weapons, and you can add your STR or DEX bonus to your damage roll even when you attack with a weapon in your off-hand.
Two-Weapon Fighting Style
If you have the Two-Weapon Fighting Style, when you choose the Attack option, you may attack with 2 Medium weapons. In addition, you may use your Interaction to draw or pick up 2 weapons at once.
Bonus Actions and Reactions
If you have a bonus action or a reaction that allows you to make an attack, treat that attack exactly as if you chose the Attack option as your regular Action.
Constructing a Custom Weapon
When designing a new weapon, assume that you have 6 points to build a Simple weapon, and 9 points to build a Martial weapon. If the weapon is of masterwork quality, you may add 1 additional point (e.g. 10 points for a Martial Masterwork weapon).
Most of the points in your weapon will go to determine the damage die rolled by the weapon.
1 point = 1 damage
3 points = 1d4 damage
5 points = 1d6 damage
7 points = 1d8 damage
8 points = 2d4 damage
9 points = 1d10 damage
11 points = 1d12 damage
12 points = 2d6 damage
15 points = 2d8 damage
Any leftover points can be spent on beneficial traits. You can also acquire additional points by taking negative traits for your weapon. In general, simple weapons should not have more than three total traits, and martial weapons should not have more than five total traits. If a weapon has an unreasonable number of traits, the GM may rule that the weapon is unavailable at a store, or that a blacksmith does not know how to make it, or that the weapon weighs many pounds and costs many gold pieces. Masterwork weapons will typically cost about triple the ordinary price even if they do not have many traits, and the selection of masterwork weapons may be quite limited (e.g. only one or two options) in small towns or small markets.
Useful Traits that cost 2 points each
Light: the weapon is lightweight and can be swung in your off-hand as part of a two-weapon attack.
Reach: the weapon can attack enemies at a distance of up to 10 feet / 2 hexes.
Ranged: the weapon cannot be used in melee, and instead can attack enemies up to 30 feet away, or 60 feet away with disadvantage.
Brutal: the weapon scores a critical hit even when it falls one short of the threshold (e.g., a natural 19).
Useful Traits that cost 1 point each
Versatile: if held with both hands, you may increase the damage die by one step (e.g. from 1d6 to 1d8). Cannot combine with 'two-handed' or use with weapons that roll two dice.
Thrown: if you wish, you may throw the weapon at your enemy up to 20 feet away, or 40 feet with disadvantage. Afterwards, you will not have the weapon.
Long-Range: you no longer suffer disadvantage when attacking with this weapon in the far half of your range.
Parrying: while holding this weapon, you may use your reaction to give one opponent disadvantage on one attack against you with one melee weapon.
Finesse: if you wish, you may use your DEX modifier for this weapon instead of your STR modifier.
Non-Lethal: if you wish, you may strike a non-lethal blow with this weapon. Any enemy that would be reduced to 0 or fewer HP by your attack is instead reduced to 1 HP.
Spiked: attempts to disarm you of this weapon have disadvantage. This weapon is +1 to hit against enemies wearing heavy armor.
Tangling: if you hit an enemy with this weapon, you may use your bonus action to grapple that enemy, even if you are more than one hex away.
Streamlined: this weapon does not suffer disadvantage on underwater attacks, and ignores any disadvantage caused by parrying.
Harmful Traits that yield 1 point each
Clumsy: this weapon has disadvantage on all attack rolls if there is an enemy within one hex of you.
Brittle: this weapon is damaged whenever you roll a natural '1' on your damage roll with it, and must be repaired before it can be used again.
Short-Range: this ranged or thrown weapon cannot be used at all in the far half of its range.
Harmful Traits that yield 2 points each
Heavy: this weapon is unusually hard to handle and cannot be used in more than one attack per turn or used as part of a two-weapon attack.
Two-Handed: this weapon requires two hands to use, and cannot be combined with other weapons, shields, or spell-casting.
Slow-Loading: this weapon must be loaded once before each time it is fired.
Examples
Simple Dagger
1d4 damage (3 points)
Light (2 points)
Finesse (1 point)
Simple Javelin
1d6 damage (5 points)
Thrown (1 point)
Simple Net
1d4 damage (3 points)
Thrown (1 point)
Tangling (1 point)
Non-Lethal (1 point)
Simple Mace
1d8 damage (7 points)
Spiked (1 point)
Heavy (-2 points)
Simple Spear
1d6 damage (5 points)
Thrown (1 point)
Reach (2 points)
Two-Handed (-2 points)
Simple Pike
1d8 damage (7 points)
Reach (2 points)
Clumsy (-1 point)
Two-Handed (-2 points)
Simple Shortbow
1d6 damage (5 points)
Ranged (2 points)
Clumsy (-1 point)
Simple Masterwork Shortbow
1d6 damage (5 points)
Ranged (2 points)
Simple Dart
1 damage (1 points)
Thrown (1 point)
Long-Range (1 point)
Finesse (1 point)
Light (2 points)
Simple Masterwork Dart
1d4 damage (3 points)
Thrown (1 point)
Long-Range (1 point)
Light (2 points)
Martial Rapier
1d6 damage (5 points)
Light (2 points)
Parrying (1 point)
Finesse (1 point)
Martial Quarterstaff
2d4 damage (8 points)
Light (2 points)
Finesse (1 point)
Parrying (1 point)
Two-Handed (-2 points)
Martial Masterwork Bastard Sword
1d12 damage (11 points)
Versatile (1 point)
Parrying (1 point)
Heavy (-2 points)
Martial Halberd
1d10 damage (9 points)
Reach (2 points)
Parrying (1 point)
Two-Handed (-2 points)
Martial Lance
2d6 damage (12 points)
Reach (2 points)
Two-Handed (-2 points)
Heavy (-2 points)
Martial Battleaxe
1d12 damage (11 points)
Brutal (2 points)
Two-Handed (-2 Points)
Heavy (-2 Points)
Martial Light Crossbow
1d10 damage (9 points)
Ranged (2 points)
Light (2 points)
Slow-Loading (-2 points)
Clumsy (-1 point)
Martial Masterwork Longbow
1d10 damage (9 points)
Ranged (2 points)
Long-Range (1 point)
Two-Handed (-2 points)