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JNAProductions
2020-03-13, 03:47 PM
Inspired by this thread (https://forums.giantitp.com/showthread.php?608404-Making-a-Weapon-armor-upgrade-system-looking-for-help!).

First, select your weapon. This is any normal simple or martial weapon, with one of the following upgrades applied:

1) +1 Damage Die (cannot be applied to a 1d12 or 2d6 weapon)
2) Lose Heavy property
3) Gain Finesse (cannot be applied to a Heavy weapon)
4) Gain Light (cannot be applied to a Heavy weapon)
5) Double range
6) Gain Reach (cannot be applied to a weapon that already has reach)
7) Downgrade from Martial to Simple

Then, as you slay foes, their Essence is absorbed into your weapon, readying it for improvements. The amount gained is typically their CR squared, divided by 100. So, a CR 1 monster would grant .01 Essence. CR 5 would grant .25 Essence. Note that, if multiple people are involved in the slaying of a foe, divide the Essence gained by the amount of fighters.

There are three tables-when your first upgrade is selected, you must choose the tables to be Primary, Secondary, and Tertiary. Your Primary table must always have the most upgrade points. Your Secondary may not have as many as your Primary, and must have at least as many as your Tertiary. Your Tertiary cannot have any upgrades selected until you have at least two upgrade points in your Primary and one in your Secondary.

Each table has a list of upgrades you can apply, as well as a passive benefit-the minor passive benefit applies at 10 Essence, the major at 50 Essence, and the greater at 100 Essence.

Offense Table
This table is designed for those who like big damage and lots of death. Your passive benefit is:

Minor: +1 to attack and damage rolls
Major: +2 to attack and damage rolls
Greater: +3 to attack and damage rolls

Your upgrade list is as follows:

-Keen Edge (3): +2 to damage rolls
--Greater Keen Edge (5): An additional +2 to damage rolls and score a crit on one number lower than normal (normally 19-20)
---Perfected Keen Edge (10): An additional +2 to damage rolls and score a crit on an additional one number lower than normal

-Elemental (4): +1d6 acid, cold, fire, lightning, radiant, or thunder damage with your weapon
--Greater Elemental (8): +1d10 damage of your chosen type
---Perfected Elemental (15): +2d6 damage of your chosen type
--Paired Elemental (8): +1d4 damage of another type
---Greater Paired Elemental (15): +1d6 of your second chosen type

-Hampering (5): Your weapon, when it deals damage, inflicts disadvantage on Concentration saves for that attack
--Greater Hampering (10): Your weapon inflicts disadvantage on Concentration saves on any wounded target until the end of your next turn
---Perfected Hampering (20): Concentration saves against damage from this weapon is equal to the damage dealt, not half the damage

-Precise (5): +1 to attack rolls
--Greater Precise (10): +2 to attack rolls
---Perfected Precise (20): +3 to attack rolls

Defense Table
This table is designed for those who will survive when all others have fallen. Your passive benefit is:

Minor: +1 to AC
Major: +2 to AC, +1 to all saves
Greater: +3 to AC, +2 to all saves

-Defending (2):When attacking with this weapon, you may take a penalty on hit rolls until the start of your next turn, adding the number you reduce your attack rolls by to your AC. The penalty and AC bonus cannot exceed your proficiency bonus
--Greater Defending (5): When using the Defending property, you gain an additional +1 bonus to AC
---Perfected Defending (10): When using the Defending property, you gain an additional +1 bonus to AC
--Passive Defense: You gain +1 to AC
---Greater Passive Defense: You gain an additional +1 to AC

-Preserving (5): You gain +1 to saves
--Greater Preserving (10): You gain an additional +1 to saves
---Perfected Preserving (20): You gain an additional +1 to saves
--Deathless (10): Once per short rest, when you would be reduced to 0 HP but not killed outright, you instead can drop to 1 HP
---Soulfire (20): One additional time per short rest, you can drop to 1 HP instead of 0. In addition, if an effect would kill you outright, you may, once per long rest, drop to 1 HP instead.

-Resistant (4): At the end of every short rest, you may select one of the following damage types to gain resistance to: acid, cold, fire, lightning, radiant, or thunder
--Greater Resistant (10): You may now select two types of damage, and may select any type of damage other than bludgeoning, piercing, or slashing
---Perfected Resistant (15): You may now change what types of damage you resist as an action

-Parrying (5): You reduce bludgeoning, piercing, and slashing damage you take by an amount equal to half your proficiency bonus, provided you can see the source of damage
--Greater Parrying (10): You now reduce it by your full proficiency bonus
---Perfected Parrying (20) You now reduce it by your proficiency bonus plus 4
--Masterful Parrying (15): You no longer need to see the source of damage to reduce the damage

Utility Table
This is the table for those who prefer more than raw power, be it offensive or defensive. Your passive benefits are:

Minor: You can stand from Prone as a reaction taken at anytime, instead of spending movement
Major: You can use your action to attempt a new save against an ongoing effect. If the effect would prevent you from taking an action, you may do so anyway, but cannot do anything else that turn.
Greater: You can ready up to half your movement as a bonus action

-Skillful (4):You may reduce your damage bonus (to a minimum of 0) to gain half that bonus to your attack roll
--Greater Skillful (10): You now gain the full amount reduced as a bonus to your attack roll
---Perfected Skillful (15): You may choose deal no damage, and instead add the entire damage roll to your attack roll

-Incapacitating Strikes (5): When you hit with an attack, you may attempt to Incapacitate your foe until the end of your next turn. They make a Strength, Dexterity, or Constitution saving throw (your choice) with a DC equal to the amount your attack roll exceeded their armor by. On a failure, they are incapacitated till the end of your next turn.
--Blinding Strikes (10): As above, but Blinded.
--Deafening Strikes (2): As above, but Deafened.
--Frightening Strikes (12): As above, bur Frightened
--Tripping Strikes (6) As above, but Prone
--Restraining Strikes (10): As above, but Restrained


Still definitely more to go, and balance is probably wonky as hell. But, complete ENOUGH to have critique given.

Edit: Been thinking, and I do NOT like what I did with utility. Definitely need some suggestions there.