Tanfoglio
2020-12-28, 08:29 PM
I was playing a very low fantasy game and the DM was having trouble finding useful loot to give the party, especially since magic was basically non-existant. After talking about it I had the idea for making weapon upgrades. the campaign died shortly after, but I wanted to share the idea and get some thoughts on it. so I present...
Weapon upgrade system for 5e
In the effort to keep the system fun and easy to use, the upgrades are generalized and limited for balance.
Each upgrade should cost about 200gp, using the the DM guide cost for a +1 sword(500gp) allowing an equivalent weapon to be assembled for the same price (+1 blade, +1 hilt, silvering = 500gp) for a lower cost version, feel free to halve the gold cost or assign individual prices.
Some of these upgrades give or replace weapon properties. If a weapon has the same property already, the upgrade does nothing. (so a versatile grip on a longsword gives you... an ordinary longsword)
The idea is that these upgrades are not magical in nature, but the result of excellent craftsmanship. Attaching an upgrade takes skill, tools, and time, easily enough done by a skilled smith.
Melee Weapons
Melee weapons can hold two upgrades, one blade and one grip
Blade
Grip
+1/+2/+3 damage
+1/+2/+3 attack
Reach - weapon gains 5ft reach
Defensive – grants +1 AC
Serrated – re-roll 1's and 2's on damage
Versatile – weapon gains the versatile property, two hand damage die is one size larger
Savage – one additional damage die on crits
Finesse – grants the Finesse property
Swift – drawing and sheathing are free actions
Lightweight – grants the lightweight property
Parrying – as a reaction, add dex modifier to AC
Heavy – grants the Heavy property
Casting – spells may be cast while holding
Throwing – doubles the given throwing range
Disarming – advantage on disarming checks
Striking – grants a bonus action pommel attack for 1d4+mod
Stunning – on hit, target may not use their reaction
Infusing – when loaded with a vial of acid or alchemist fire, grants three bonus action coatings of the blade
Ranged Weapons
Ranged weapons can hold two upgrades, one arms and one grip
Arms
Grip
+1/+2/+3 damage
+1/+2/+3 attack
Scoped – no disadvantage at long range
Defensive – grants +1 AC
Casting – spells may be cast while holding
Autoloading – ignores the loading property
Vicious – re-roll 1's and 2's on damage
Lightweight – grants the lightweight property
Savage – one additional damage die on crits
Swift – grants a single bonus action attack
Parrying – as a reaction, add dex modifier to AC
Close Range – ignores disadvantage at close range
Bayonet – grants a 1d4+modifier attack at melee range
Infusing – when loaded with a vial of acid or alchemist fire, grants three bonus action coatings of the next three pieces of ammunition
Silenced – missed attacks do not reveal location
Shields
Shields can hold only one upgrade.
Bladed – can make a bonus action attack for 1d4+Str
Elemental – against one damage type (fire, cold, lighting, thunder, poison, acid) save for no damage, fail for half
Wide – as a reaction add shield AC to Dex saves
Thick – reduce non-magic bludgeoning, piercing, slashing damage by 2
Simple – requires no proficiency to use
Legionnaire – for each adjoining legionnaire shield, gain an additional +1 AC
Swift – can don and doff as a bonus action
Tower – can deploy as an action to create stationary full cover
... and as a bonus, I thought of a version for spellcasters too.
Runestaffs
Runestaff are two handed quarterstaffs modified by wizards for use in spellcasting. Any upgrade allows the runestaff to be used as a spellcasting focus when held with two hands. Runestaff can hold two upgrades, a head and an inlay.
Head
Inlay
+1/+2/+3 damage
+1/+2/+3 attack
Intensifying – reroll 1's and 2's on damage
Defensive – grants +1 AC
Elemental – adds 1d4 damage to spells of a single element type: fire, cold, lightning, thunder, poison, acid
Dampening – reduces incoming damage by 1d4 for a single element type: fire, cold, lightning, thunder, poison, acid
Battlemage – grants a 1d6+spellcasting modifier attack at melee range (force damage)
Close range – no disadvantage at melee range
Precise – ignores 1\2 and 3\4 cover
Quickdraw – can draw or stow as a free action
Healers – adds 1d4 healing to all healing spells cast
Bifurcated – when casting cantrips, can target two creatures within 5ft of each other instead of one
Dazzling – increases Int, Wis, and Cha saves of spells cast by +1
Overcharged – increases Str, Dex, and Con saves of spells cast by +1
That's what I have. Thoughts? Questions? Additions?
Weapon upgrade system for 5e
In the effort to keep the system fun and easy to use, the upgrades are generalized and limited for balance.
Each upgrade should cost about 200gp, using the the DM guide cost for a +1 sword(500gp) allowing an equivalent weapon to be assembled for the same price (+1 blade, +1 hilt, silvering = 500gp) for a lower cost version, feel free to halve the gold cost or assign individual prices.
Some of these upgrades give or replace weapon properties. If a weapon has the same property already, the upgrade does nothing. (so a versatile grip on a longsword gives you... an ordinary longsword)
The idea is that these upgrades are not magical in nature, but the result of excellent craftsmanship. Attaching an upgrade takes skill, tools, and time, easily enough done by a skilled smith.
Melee Weapons
Melee weapons can hold two upgrades, one blade and one grip
Blade
Grip
+1/+2/+3 damage
+1/+2/+3 attack
Reach - weapon gains 5ft reach
Defensive – grants +1 AC
Serrated – re-roll 1's and 2's on damage
Versatile – weapon gains the versatile property, two hand damage die is one size larger
Savage – one additional damage die on crits
Finesse – grants the Finesse property
Swift – drawing and sheathing are free actions
Lightweight – grants the lightweight property
Parrying – as a reaction, add dex modifier to AC
Heavy – grants the Heavy property
Casting – spells may be cast while holding
Throwing – doubles the given throwing range
Disarming – advantage on disarming checks
Striking – grants a bonus action pommel attack for 1d4+mod
Stunning – on hit, target may not use their reaction
Infusing – when loaded with a vial of acid or alchemist fire, grants three bonus action coatings of the blade
Ranged Weapons
Ranged weapons can hold two upgrades, one arms and one grip
Arms
Grip
+1/+2/+3 damage
+1/+2/+3 attack
Scoped – no disadvantage at long range
Defensive – grants +1 AC
Casting – spells may be cast while holding
Autoloading – ignores the loading property
Vicious – re-roll 1's and 2's on damage
Lightweight – grants the lightweight property
Savage – one additional damage die on crits
Swift – grants a single bonus action attack
Parrying – as a reaction, add dex modifier to AC
Close Range – ignores disadvantage at close range
Bayonet – grants a 1d4+modifier attack at melee range
Infusing – when loaded with a vial of acid or alchemist fire, grants three bonus action coatings of the next three pieces of ammunition
Silenced – missed attacks do not reveal location
Shields
Shields can hold only one upgrade.
Bladed – can make a bonus action attack for 1d4+Str
Elemental – against one damage type (fire, cold, lighting, thunder, poison, acid) save for no damage, fail for half
Wide – as a reaction add shield AC to Dex saves
Thick – reduce non-magic bludgeoning, piercing, slashing damage by 2
Simple – requires no proficiency to use
Legionnaire – for each adjoining legionnaire shield, gain an additional +1 AC
Swift – can don and doff as a bonus action
Tower – can deploy as an action to create stationary full cover
... and as a bonus, I thought of a version for spellcasters too.
Runestaffs
Runestaff are two handed quarterstaffs modified by wizards for use in spellcasting. Any upgrade allows the runestaff to be used as a spellcasting focus when held with two hands. Runestaff can hold two upgrades, a head and an inlay.
Head
Inlay
+1/+2/+3 damage
+1/+2/+3 attack
Intensifying – reroll 1's and 2's on damage
Defensive – grants +1 AC
Elemental – adds 1d4 damage to spells of a single element type: fire, cold, lightning, thunder, poison, acid
Dampening – reduces incoming damage by 1d4 for a single element type: fire, cold, lightning, thunder, poison, acid
Battlemage – grants a 1d6+spellcasting modifier attack at melee range (force damage)
Close range – no disadvantage at melee range
Precise – ignores 1\2 and 3\4 cover
Quickdraw – can draw or stow as a free action
Healers – adds 1d4 healing to all healing spells cast
Bifurcated – when casting cantrips, can target two creatures within 5ft of each other instead of one
Dazzling – increases Int, Wis, and Cha saves of spells cast by +1
Overcharged – increases Str, Dex, and Con saves of spells cast by +1
That's what I have. Thoughts? Questions? Additions?