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View Full Version : D&D 5e/Next Exotic Weapon II: Deft Weapons, Double Weapons, and Dual Wielding (PEACH)



sandmote
2019-06-26, 12:53 AM
this page on the homebrewery (https://homebrewery.naturalcrit.com/share/rkrwxOxlB)

I've added two weapon properties (deft, and double weapon), and modified two weapon fighting slightly. I've also replaced the pike with the ranseur, and rewritten the former.

Double Weapons: The special property from the dual-bladed scimitar forms the base for the double weapon property. These weapons deal d4 damage of a listed type, in the same manner dual weapons work. The polearm master feat now applies this property to polearms.

Two Weapons: To compensate for the lower damage, holding two weapons at once grants you a +1 AC bonus.

Pike: the new version has extra reach, but becomes useless as very close range (where you wouldn't be able to maneuver such a long weapon). I'm not sure how useful this makes it. You can attack from outside a reach weapon's range, but if your enemy gets in close you're forced to either switch weapons or eat an opportunity attack.

Deft Weapons: these are probably very weird and poorly worded. When attacking with a deft weapon, you add both your dexterity and strength modifiers, but cannot treat either score as higher than a 14. So if you have 16 Str and 12 Dex, a deft weapon with the same damage die deals equal damage to a weapon without the deft property (all other factors being equal). However, a character with 14 Str and 1+ Dex basically counts as having an 18 when attacking. As does a character with over 14 Str and over 14 Dex, making deft weapons weaker for a character with a 20 in their main attacking stat.

I intend deft weapons to have two effects. First, characters with high strength and low dexterity can get a +2 bonus on attack and damage rolls when using a ranged weapon. Second, non-martial characters get a bonus to using a weapon if they have slightly above average Dex (which they want anyway) and slightly above average Str (which means they aren't dumping it). Both of which reduce the need for high Dex very slightly, and give more characters a bonus of not dumping Str.

One noticeable side effect is that mixed Str and Dex characters can more easily use a deft weapon at low levels. Because of this, I have written deft weapons with a damage die one size smaller than the equivalent non-deft weapons. I couldn't really do this for the sling, so I added the two-handed property (which reduced flexibility somewhat).

I also haven't written out how such weapons would work with a hexblade (or any class that can use a different stat with their weapon). Presumably, only one of the two stats Strength would be replaced.

Simple Melee Weapons:

Name
Cost
Damage
Weight
Properties



Brandistock
12 gp
1d6 Piercing
3 lb
Deft, Two-Handed



Fork
3 gp
1d6 Piercing
6 lb
Double Weapon (piercing), Two-handed



Rondel
3 gp
1d4 Piercing
1 lb
Deft



Simple Ranged Weapons:

Name
Cost
Damage
Weight
Properties



War Sling
5 gp
1d4 Bludgeoning
2 lb
Ammunition, Deft, (Range 40/160), Two-Handed



Martial Melee Weapons:

Name
Cost
Damage
Weight
Properties



Arming Sword
10 gp
1d6 Slashing
4 lb
Deft, Versatile(1d8)



Dual-Bladed Scimitar
100 gp
2d4 Slashing
6 lb
Double Weapon (slashing), Two-handed



Estoc
15 gp
1d4 Piercing
1 lb
Deft



Falx
75 gp
2d4 Piercing
1 lb
Deft, Two-hand



Gnome Hooked Hammer
20 gp
2d4 Bludgeoning
6 lb
Double Weapon (piercing), Two-handed



Orc Double Axe
60 gp
2d4 Slashing
6 lb
Double Weapon (slashing), Two-handed



Pike
7 gp
1d6 Piercing
18 lb
Heavy, Special, Two-handed



Pollaxe
20 gp
1d8 Piercing
6 lb
Heavy, Deft, Reach, Two-handed



Poniard
7 gp
1d4 Piercing
1 lb
Light, Deft



Ranseur
5 gp
1d10
6 lb
Heavy, Reach, Two-handed



Martial Ranged Weapons:

Name
Cost
Damage
Weight
Properties



Composite Shortbow
50 gp
1d6 Piercing
3 lb
Ammunition, Deft, (Range 80/320), Two-Handed



Exotic Melee Weapons:

Name
Cost
Damage
Weight
Properties



Cat O' Nine Tails
15 gp
2d4 Slashing
3 lb




Double-Bitted Axe
75 gp
1d12 Slashing
9 lb
Double Weapon (slashing), Heavy, Two-Handed



Firbolg Twin Mace
60 gp
1d10 Bludgeoning
9 lb
Double Weapon (bludgeoning), Heavy, Reach, Two-handed



Bugbear Beheader
30 gp
1d12 Piercing
8 lb
Deft, Two-handed



Saroter Spear
21 gp
1d6 Piercing
5 lb
Double Weapon (piercing), Versatile (2d4)



Twin Flail
25 gp
1d6 Bludgeoning
3 lb
Double Weapon (bludgeoning)



Exotic Ranged Weapons:

Name
Cost
Damage
Weight
Properties



Composite Longbow
100 gp
1d8 Piercing
3 lb
Ammunition, Heavy, Deft, (Range 150/600), Two-Handed



Added and Modified Feats:
Double Weapon Master
You have mastered attacking with both ends of a weapon in quick succession.

When you attack with the main portion of a dual weapon, you gain a +1 bonus to your attack roll.
When you attack using the Dual Weapon property, you can use a d6 as the damage die for the attack, instead of a d4.
Instead of making an additional attack with the butt end of a double weapon, you can use your bonus action to parry incoming attacks. Roll a d4 and add the result to your AC until the start of your next turn.

Dual Wielder
You master fighting with two weapons, gaining the following benefits:

Your AC bonus from wielding two separate melee weapons increases to +2.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light.
Once per turn, when making your extra attack using one of your weapons you can make the attack without using your bonus action. You cannot make an interaction on the same turn you use ability.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Polearm Master
You gain the following benefits:

You can treat a glaive, halberd, quarterstaff, ranseur, or spear as having the Double weapon (bludgeoning) property.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
You can attack enemies within 5 feet of yourself when wielding a pike, but you have disadvantage on the attack roll.

Deft Striker
You have trained to combine strength and dexterity when wielding a weapon. You gain the following benefits

When you attack using a weapon with the deft property, you can treat your strength and dextery as a 16 for your attack roll if they would be equal to or higher than 16. You still cannot treat either stat as higher than a 14 for your damage roll.
When you make a melee attack roll against an enemy that cannot see you, you can ignore one source of disadvantage on your attack roll. You must be able to see the target to use this ability.
When you make an Intimidation or Performance check while holding a weapon that has the deft property, you can replace your Charisma bonus with a your Strength and Dexterity bonuses, but you cannot treat either stat as higher than a 14 when doing so.

Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:

Increase your Strength of Dexterity score by 1, t a maximum of 20.
You gain proficiency with four weapons of your choice. These weapons can consist of any mix of simple, martial, and exotic weapons.