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View Full Version : D&D 5e/Next Weapon and Fighting Style Rework -PEACH



Dienekes
2020-08-05, 11:28 PM
WEAPON DIVERSITY

This was a development from the ideas of this thread:https://forums.giantitp.com/showthread.php?615743-If-every-feat-fighting-style-weapon-did-the-same-damage-how-should-they-be-different

A rework of the basic weapon combat, providing some options other than basic attacks with the goal of not completely negating the use of basic attacks. By providing various Weapon Tricks referred to as Weapon Tricks that are tied to Weapon Groups, Fighting Styles, and a singular Weapon Master feat. The goal is to create multiple different warriors who have to think about what type of weapon they’re using. Rather than just what weapon has the highest damage die.
There is also going to be some minor reworking of how the base combat works.

Two-Weapon Fighting
When wielding two weapons, one in each hand, and you take the Attack Action, you can make one additional attack. This attack must be made with a weapon that has the Light property. This attack only adds half your Ability modifier to your damage roll.


Now you don’t need a feat to use a rapier and a dagger. Actually creates a lot of different weapon combinations. This also allows the player to use their Bonus Attack to do more interesting things, like use Weapon Tricks.

Feats
The following feats are removed:
Defensive Duelist, Dual Wielder, Grappler, Great Weapon Master, Polearm Master, Sharpshooter, Shield Master.

The effects of these feats are either removed or put into various Weapon Tricks.

The feat Weapon Master is renamed to Weapon Training. This isn’t really important, but it has always bothered me.


The feats Weapon Master and Combat Mastery are added, which will be explored bellow.



WEAPON TRICKS
Weapon tricks are gained through Weapon Groups, Fighting Styles and the Weapon Master feat. Unless specifically stated a single attack roll cannot be effected by more than one Weapon Trick at a time. There are no limits on how often a Weapon Trick can be used.
Weapon Tricks can only be used with weapons with which you are Proficient.
Each Weapon Trick is supposed to be used in such a way that they do not completely overshadow basic attacks. There will be fights when a certain Weapon Trick is the optimal option, but not every single attack.

WEAPON GROUPS
Every weapon is now divided into a category called a Weapon Group. Each Weapon Group provides different Weapon Tricks for the wielder to use.
Each of these Weapon Tricks can be used by anyone proficient with the weapon, provided they are using a weapon of the appropriate Weapon Group. If you are wielding multiple weapons of differing weapon groups any Weapon Trick that modifies an attack roll can only be used on attacks made with the appropriate weapon.
Some weapons are considered to be a part of multiple weapon groups. If so they gain access to all Weapon Tricks for each of the listed weapon groups.

The list of Weapon Groups and the associated Weapon Tricks:
Axe: Forceful Blows and Hook
Maul: Knockdown Strike and Crushing Strike
Spear: Lunge and Set
Thrusting Blade: Feint, Precise Thrust, Parry, and Lunge
Striking Blade: Feint, Hamstring, Counter-Attack, and Murder Stroke
Bow: Follow Up Shot
Crossbow: Powershot


These divisions were designed to give each weapon group a niche. Axes and Mauls tend to deal more damage than their Sword and Spear equivalents, so they gain fewer Weapon Tricks. Spears provided additional Reach. While the Thrusting and Striking Blades do a bit less damage, but offer the most Weapon Tricks to demonstrate that there is more things you can do with a sword.

Now I will admit, I had hoped to get two Bow and Crossbow tricks. So I am willing to hear any ideas you might have. But I could not think of any good ones that were exclusive to one or the other. And those tricks I thought of were best put in the fighting styles. Speaking of which.


FIGHTING STYLE
Every class that gains the Fighting Style class feature has that feature replaced with the following:

Fighting Style
You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can’t take the same Fighting Style option more than once, even if you get to choose again.
Volley Fighting Style (Replaces Archer): When you are wielding a Ranged Weapon without the Reload ability you gain access to the Multishot and Shot on the Run Weapon Tricks.
Sniper Fighting Style (Replaces Archer): You do not suffer Disadvantage when making attacks at Long Range. When you are wielding a Ranged weapon you gain access to the Aim and Trick Shot Weapon Tricks.
Armored Fighting Style (Replaces Defense): When you are wearing armor, you gain a +1 bonus to AC and the use of the Armor Block Weapon Trick.
Einhander Fighting Style (Replaces Dueling): When you are wielding a melee weapon in one hand and no other weapon or shield in your other, you gain access to the Repositioning Strike and Nimble Dodge Weapon Tricks.
Great Weapon Fighting Style: When you are wielding a melee weapon in two hands you gain access to the Cleave and Warding Weapon Tricks.
Shield Fighting Style (Replaces Protection): When you would draw a weapon, you can choose to also don a shield. When you are wielding a shield, you gain access to the Shield Bash and Protector Weapon Tricks.
Two-Weapon Fighting Style: When you would draw a weapon wielded in one hand, you can choose to also draw an additional Light weapon. When you are wielding two weapons, one in each hand, with no penalties as a result of your weapon choice, you gain access to Distracting Strike and Off-hand Parry Weapon Tricks.
Thrown Weapon Fighting Style (added to Ranger and Fighter): After throwing a weapon, you can draw an additional thrown weapon. In addition, you gain access to the Ricochet and Pin Down Weapon Tricks.
Grappler (added to Paladin and Fighter): As long as you have at least one free hand, or are currently grappling an opponent you gain access to the Quick Grab and Constrictor Weapon Tricks.

Fighting Styles serve the same purpose they do in the base game really. They let the player really focus in on how they want to fight. Only now, instead of a passive bonus of wildly differing quality (it is not a secret Archery is just mathematically better than Great Weapon Master for example) they're provided more things to do that fits the fantasy of the fighting style. In addition, this is where I added some minor course correction to get the the fighting styles to function appropriately. Donning a shield with your weapon for a Shield focused player. Drawing both your weapons for a dual weapon focused player. These are things that streamline the game. Especially since some of these issues are fixed in feats and Unearthed Arcana anyway.

On the same token I divided Archery into two different styles. One almost exclusively for bows the other for bows and crossbows. I figured it would be nice to allow more diversity in what I consider to be the most boring fighting style in the game.

Einhander, once Duelist, I changed to not work with a shield. The musketeer is a popular fantasy to want to play. Unfortunately, there's really nothing that having only one smaller weapon does better than anyone else in reality. So I instead chose to focus on mobility, to get that swashbuckling agile swinging from the chandeliers feel.

And finally Grappler, and Thrown. Throwing and unarmed combatants have always been a glaring omission in my opinion. Now the many attacking unarmed striker role is taken by the Monk, and while I think a boxer Fighter would be fun, I'm not trying to take the Monk's shtick. So I focused on grappling, which is something that Monk doesn't really do all that much.



NEW FEATS

Weapon Master
Choose one Weapon Group. Attacks made with weapons from that group are made with a +1 bonus. You gain additional damage on all damage rolls made with weapons from that group. +2 for One-handed weapons and +3 for two-handed weapons.
You can take this feat multiple times, each time you do so you must select a different Weapon Group.

It’s a sad truth that the most efficient way to play martials in 5e is largely to get a fighting style that provides a Bonus Action attack. I’m removing just about all of them, which dramatically lowers the damage potential of a lot of builds. This is supposed to make up for that a little.


Combat Mastery
Increase your Strength or Dexterity score by 1, up to a maximum of 20.
Upon selecting this feat, you can select three of the following Weapon Tricks. You can use these Weapon Tricks for all weapons that meet the requirements.
Sweeping Attack, Bleed, Find Weakpoint, Run Through, Dazing Strike, Sunder, Giant Grappler, and Restrain.

This feat is designed to allow the player to really hone in on their combat style. Providing three Weapon Tricks was a specific choice as it allows the player to get two for the damage type of their favored weapon, while allowing one additional one to keep as a secondary style.

Dienekes
2020-08-05, 11:29 PM
WEAPON TRICKS
The following is the full list of Weapon Tricks divided based on how they are acquired.

WEAPON GROUP
The basic Weapon Tricks that can be used by anyone proficient in the weapon they are wielding, provided the weapon is of the appropriate Group.

Forceful Blows
Requires: Axe
When making an attack, you can choose to not add your Proficiency bonus to your attack roll. If the attack is successful, you can add double your Proficiency bonus to your damage roll.

Hook
Requires: Axe
When making a successful attack, you can choose to deal only half damage to force your opponent to make a Strength saving throw DC 8 + your Proficiency bonus + your Strength modifier to gain one of the following benefits:
• They have Disadvantage on all attack rolls made with one weapon they are holding, your choice until the end of your next turn.
• They cannot cast spells with Somatic components until the end of your next turn.
• They lose their Shield Bonus until the end of your next Turn.

Knockdown Strike
Requires: Maul
After making a successful attack, you can choose to deal only half damage to force your opponent to make a Strength saving throw DC 8 + your Proficiency bonus + your Strength modifier or be knocked prone, in addition, their Speed is halved until the start of your next turn.

Crushing Strike
Requires: Maul
If you make an attack against an opponent wearing Medium or Heavy armor or with a natural armor bonus of 15 or higher, you can choose to deal only half damage to lower that opponents AC by 3. This penalty does not stack with itself or similar effects. This penalty lasts until the armor is mended or the creature with natural armor is healed.

Set Spears
Requires: Spear
As an Action, you prepare your weapon to attack anyone who gets within your Reach. Until the start of your next turn should any creature that was outside your Reach enter your Reach, you can spend a Reaction to attack that opponent. If the attack is successful it is considered a critical hit. In addition, the opponent must make a Constitution saving throw DC 8 + your Proficiency Bonus + either your Strength or Dexterity modifier or be pushed back 5 feet outside your Reach and have their Speed reduced to 0 until the start of their next turn.

Lunge
Requires: Spear or Thrusting Blade
As a Bonus Action, you can increase your Reach by 5 feet, until the start of your next turn. However, all attacks made at less than your maximum Reach are made at Disadvantage.
You can use an additional Weapon Trick with each attack made during a Lunge.

Parry
Requires: Thrusting Blade
When an attack is made against you, you can choose to spend a Reaction to increase your AC by your Proficiency bonus.

Feint
Requires: Thrusting Blade or Striking Blade
As a Bonus Action, you can force one opponent within your Reach to make a Wisdom saving throw DC 8 + your Proficiency bonus + either your Strength or Dexterity modifier. On a failed save, you gain Advantage on the next attack roll you make against that opponent.
This next attack can apply an additional Weapon Trick.

Precise Thrust
Requires: Thrusting Blade
When making a melee attack as part of an Attack Action you can choose to declare this attack a Precise Thrust before making the attack roll. You add double your Proficiency bonus to your attack roll, however, if the attack is successful, your attack only deals half damage.

Hamstring
Requires: Striking Blade
After making a successful attack, you can choose to deal half damage to your opponent. If you do so, they must make a Strength saving throw DC 8 + your Proficiency bonus + either your Strength or Dexterity modifier. On a failed save their Speed is reduced to 0 until the end of your next turn. After your next turn is finished their Speed is halved until they are healed.

Counter-Attack
Requires: Striking Blade
When an attack is made against you, you can choose to spend a Reaction. Roll damage as though you had just hit the opponent with a non-critical attack. You can subtract the damage you rolled from the damage of the attack that would hit you. If the opponent’s damage is reduced below 0, then all additional damage is dealt directly to the opponent, provided they are within your Reach.

Murder Stroke
Requires: Striking Blade
When making an attack, you can choose to instead deal 1d4 bludgeoning damage if using your sword in one hand or 1d8 bludgeoning damage if using your sword in two hands.
If you make an attack against an opponent wearing Medium or Heavy armor or with a natural armor bonus of 15 or higher, you can choose to deal only half damage to lower that opponents AC by 3. This penalty does not stack with itself or similar effects. This penalty lasts until the armor is mended or the creature with natural armor is healed.

Powershot
Requires: Crossbow
When making a ranged attack you can choose to not add your Proficiency modifier to your attack roll to deal double your Proficiency modifier in damage if the attack is successful.

Follow-up Shot
Requires: Bow
After making a successful ranged attack against an opponent you can spend your Bonus Action to make your next attack made against that opponent is made with Advantage.
This next attack can apply an additional Weapon Trick.

SPECIALTY WEAPON TRICKS
These Weapon Tricks can only be used when using specific weapons.

Couched Lance
Requires: Lance and Plate or Half-Plate Armor
As an Action you can attach your Lance to your Lancerest allowing you to wield it in 1 hand with no penalty. If your Mount moves at least 10 feet in a straight line ending with an opponent within your Reach, you can spend your Bonus Action to make an Attack with Advantage. If the attack is successful you can add the Strength modifier and Constitution modifier of your Mount to the damage of your attack.
If this attack drops an opponent to 0, you regain your Bonus Action and your Mount can continue moving in the same straight line until another creature enters your Reach. You can only spend your Bonus Action to make another Couched Lance attack.

Shielded Strike
Requires: Shield and Arming Sword or Gladius
You can choose to hide your weapon behind your Shield before attacking as a Bonus Action. Your target of your next attack cannot spend a Reaction that would normally be triggered by this attack.
This next attack can apply an additional Weapon Trick.


FIGHTING STYLES
These Weapon Tricks can only be gained through choosing the appropriate Fighting Style.

Repositioning Strike
Requires: Einhander Fighting Style
If you make a successful weapon attack while having no weapon or shield in your other hand, you can choose to deal half damage to your opponent. If you do so, the opponent must make a Dexterity saving throw DC 8 + your Proficiency bonus + either your Strength or Dexterity modifier. On a failed save, you can move the opponent 10 feet in any direction.

Nimble Dodge
Requires: Einhander Fighting Style
If an opponent misses you with an attack, while you are wielding a one-handed weapon with no weapon or shield in your off-hand, you can choose to spend your Reaction to move up to your Speed. This movement does not provoke Opportunity Attacks.
If you used your Reaction to Parry and the attack missed, or Counter-Attack and the attack was reduced to 0 damage you may still move without provoking Opportunity Attacks as part of that Reaction.

Distracting Strike
Requires: Two-Weapon Fighting Style
When making your Off-Hand attack you can choose to suffer Disadvantage on the attack roll.
Until the end of your turn all remaining attacks made against the target of your off-hand attack are made with Advantage.
These attacks can apply an additional Weapon Trick.

Off-hand Parry
Requires: Two-Weapon Fighting Style
When wielding a weapon in your Off-Hand you gain access to the Parry ability. If you can already use the Parry ability, you instead gain the use of an additional Reaction every round. This Reaction can only be used to use the Parry ability.

Shield Bash
Requires: Shield Fighting Style
When wielding a shield you can spend a Bonus Action to make a Shove attempt against a creature within 5 feet of you. If the attempt is successful, they are pushed back 15 feet and take 1d6 + your Strength modifier damage.

Protector
Requires: Shield Fighting Style
When wielding a shield you can spend a Bonus Action to act as a bastion of defense for all around you. All allied creature within 10 feet of you add your Shield Bonus to their AC and Dexterity saving throw until the start of your next turn.

Cleave
Requires: Great Weapon Fighting Style
On your turn, when you score a critical hit or reduce a creature to 0 hit points with a two-handed weapon attack, you can make one additional melee weapon attack.

Warding
Requires: Great Weapon Fighting Style
You can choose to spend an Action to enter a warding stance. Until the start of your next turn, all creatures that start their turn within 5 feet of you or move into a square within 5 feet of you take damage as though they were just hit by a non-critical attack.

Quick Grab
Requires: Grappler Fighting Style
You can initiate a Grapple as a Bonus Action or as a Reaction instead of an Opportunity Attack.

Constrictor
Requires: Grappler Fighting Style
You can make an Unarmed attack against a creature you are Grappling with the hand you are using to Grapple. This attack is automatically successful without an attack roll.

Multishot
Requires: Volley Fighting Style
When making a ranged attack with a weapon without the Reload property, you can pick three targets within 30 feet of you. Make a single attack roll, compared to the AC of each of your targets. If the attack would hit, each target takes half damage.

Shot on the Run
Requires: Volley Fighting Style
If an opponent misses you with an attack within 10 feet of you, you can spend a Reaction to make a ranged attack against that opponent and move away from them a distance up to half of our Speed. If the attack is successful it deals half damage and the target cannot attack you with an Opportunity Attack.

Aim
Requires: Sniper Fighting Style
If you have not moved this Turn, you can spend a Bonus Action to reduce your Speed to 0 until the end of your turn. All ranged attack rolls made until the start of your next turn ignores half and three-quarters cover.
These attacks can apply an additional Weapon Trick.

Trick Shot
Requires: Sniper Fighting Style
After making a successful ranged weapon attack roll, you can choose to deal half damage to your target and force them to make a Strength saving throw DC 8 + your Proficiency bonus + your Dexterity modifier or suffer one of the following conditions:
-Knocked Prone and their Speed is halved until the end of their next turn.
-Disarm any one item being held. That item is sent back 30 feet from the holder in a straight line from the shooter.
-Suffers Disadvantage on all attacks made until the end of their next turn.

Armor Block
Requires: Armored Fighting Style
When you take damage from any source you can spend a Reaction to gain Resistance to the damage provided it is of a type listed as applicable for the armor you are wearing.
Light Armor: Bludgeoning, Slashing, Piercing, Acid, Cold, Fire
Medium Armor: Bludgeoning, Slashing, Piercing, Acid, Cold, Fire, Force
Heavy Armor: Bludgeoning, Slashing, Piercing, Acid, Cold, Fire, Force, Lightning, Thunder

Ricochet
Requires: Throwing Weapon Fighting Style
After missing with a thrown attack, you can declare that it is a Ricochet attack. Pick one creature within 15 feet of your initial target, that was not your initial target and make an attack roll against that opponent. If this attack is successful, the attack deals half damage.

Pin Down
Requires: Throwing Weapon Fighting Style
After making a successful thrown attack, against a creature that is either on the ground or withing 5 feet of a wall, you can decide to do half damage and force the target to make a Strength saving throw DC 8 + your Proficiency Bonus + your Strength or Dexterity modifier or they are considered Restrained.
This Condition ends when your target takes an Action to make a Strength saving throw or if someone adjacent to your target takes an Action to free them.


WEAPON MASTERY FEAT
These Weapon Tricks can only be gained through the Weapon Mastery Feat.

Sweeping Attack
When making a weapon attack roll that deals slashing damage, you can choose to compare your attack roll against the AC of all creatures within 5 feet of you. If they attack would be successful they take half damage.

Bleed
When making a weapon attack that deals slashing damage, you can choose to deal half damage and force the target to make a Constitution saving throw DC 8 + your Proficiency bonus + either your Strength or Dexterity modifier. On a failed save the target suffers Disadvantage on Attack rolls until the start of your next turn. In addition, at the start of each of its turns the creature takes damage equal to either your Strength or Dexterity modifier until they receive healing.

Find Weakpoint
You can choose to spend a Bonus Action to target one creature you can see, until the end of your turn all weapon attacks made with piercing damage against that creature ignore Damage Resistance. In addition, if the creature has Damage Immunity against Piercing damage your attacks still deal half damage instead of 0.

Run Through
When making a weapon attack that deals piercing damage, you can choose to deal half damage and force the target to make a Constitution saving throw DC 8 + your Proficiency bonus + your Strength modifier or stumble back 5 feet and suffer Disadvantage on all attack rolls and Dexterity and Strength checks made until the start of your next turn.

Dazing Strike
After making a weapon attack that deals bludgeoning damage, you can choose to deal only half damage to force your opponent to make a Constitution saving throw DC 8 + your Proficiency bonus + your Strength modifier or suffer Disadvantage on all Dexterity, Intelligence, and Wisdom saving throws made until the start of your next turn.

Sunder
When making a weapon attack that deals bludgeoning damage, you can choose to deal double damage to objects, structures, and constructs.

Giant Grappler
You can make a Grapple attempt against a creature of two size categories larger than you or smaller.

Restrain
When making an Unarmed attack against a creature you have Grappled, you can choose to deal half damage and force the creature to make a Strength saving throw DC 8 + your Proficiency bonus + your Strength or Dexterity modifier or become Restrained. You can make this attack with the hand you are using to grapple the target.

Dienekes
2020-08-05, 11:32 PM
WEAPON LIST

The list of weapons.
For the Hands column L stands for Light.
Weapons that can be attacked with in more than one way have been given separate Rows to avoid confusion. While this is often to show the two methods of holding Versatile weapons, some more complex weapons can even be used to replicate different Weapon Groups, often by dealing different types of damage.

SIMPLE MELEE WEAPONS


WEAPON

GROUP

HANDS

SPECIAL

DAMAGE



Jack

Maul

L


1d4B



Club

Maul

1



1d6B



Dagger, Throwing

T. Blade

L

Throwing (range 30/90)
Finesse

1d4P



Dagger, Heavy

S. Blade

L

Finesse

1d4S



Maul

Maul

1



1d6B



-Maul

Maul

2



1d8B



Greatclub

Maul

2

Heavy

1d10B



Messer

S. Blade

1



1d6S



Light Throwing Axe

Axe

L

Throwing (range 20/60)

1d4S



Hatchet

Axe

1



1d6S



Woodsman’s Axe

Axe

2



1d10S



Javelin

Spear

1

Throwing (range 40/120)

1d4P



Short Spear

Spear

1

Throwing (range 20/60)

1d6P



Spear

Spear

2

Reach

1d8P



Spike

Spear

L

Finesse

1d4P



Quarterstaff

Maul

1

Finesse

1d6B



Quarterstaff

Maul

2

Finesse

1d8B



Pick

Axe

1



1d6P





MARTIAL MELEE WEAPONS


WEAPON

GROUP

HANDS

SPECIAL

DAMAGE



Arming Sword

S. Blade

1

Special

1d6S



Dane Axe

Axe

1

Heavy

1d8S



-Dane Axe

Axe

2



1d10S



Francisca

Axe

1

Throwing (range 20/60)

1d8S



Estoc

T. Blade

1



1d6P



-Estoc

T. Blade

2

Finesse

1d8P



Glaudius

T. Blade

1

Special

1d6P



Greataxe

Axe

2

Heavy

1d12S



Greatsword

S. Blade

2

Heavy

1d10S



Halberd

Axe

2

Heavy, Reach

1d10S



-Halberd

Spear

2

Heavy, Reach

1d8P



Lance

Spear

2

Heavy, Reach Special

1d12P



Longsword

S. Blade

1



1d6S



-Longsword

S. Blade

2



1d8S



Lucerne Hammer

Maul

2

Heavy

1d12B



Mace

Maul

1



1d8B



Main Gauche

T. Blade

L

Finesse, Special

1d4P



Morningstar

Maul

1



1d8P



Pike

Spear

2

Heavy, Special

1d8P



Polehammer

Maul

2

Heavy

1d10B



-Polehammer

Spear

2

Heavy, Reach

1d8P



Rapier

T. Blade

1

Finesse,
Special

1d6P



Scimitar

S. Blade

1

Finesse

1d6S



Spear

Spear

1

Reach

1d6P



-Spear

Spear

2

Reach, Finesse

1d8P



Spear, Heavy

Spear

2

Reach

1d10P



Warhammer

Maul

1

Heavy

1d8B



-Warhammer

Maul

2



1d10B





EXOTIC MELEE WEAPONS


WEAPON

GROUP


HANDS
SPECIAL
DAMAGE


Flail

Maul and Axe

1

Special

1d10B



Threshal

Maul and Axe

2

Special

2d8B



Poleaxe

Axe

2

Heavy

1d12S



-Poleaxe

Maul

2

Heavy

1d12B



-Poleaxe

Spear

2

Heavy, Reach

1d10P




Special Weapons Descriptions

Lance: If wearing the Plate or Half-Plate armor you can wield this weapon in 1 hand. When Mounted you gain the Weapon Trick: Couched Lance

Main Gauche: When wielding a Main Gauche as you’re off-hand weapon you gain a +1 Shield bonus to your AC. This does not stack with the bonus from a Shield or another Main Gauche.

Pike: You add 10 feet to your Reach, however you cannot attack anything within 5 feet of you.

Flail: If you roll a 1 on your attack roll, roll a d20. On a roll of 1-10 you take damage equal to your Strength modifier (minimum 1).

Threshal: If you roll a 1 on your attack roll, roll a d20. On a roll of 1-10 you take damage equal to your Strength modifier (minimum 1).

Arming Sword: When using this weapon in combination with a Shield you gain access to the Shielded Strike Weapon Trick.

Gladius: When using this weapon in combination with a Shield you gain access to the Shielded Strike Weapon Trick.

Rapier: When an opponent attempts to get you to drop your weapon or disarm you, you have Advantage on any saving throw or ability check to avoid dropping your weapon.