PDA

View Full Version : D&D 5e/Next Alternatives to weapons, armor, and shields



Greywander
2022-02-18, 12:33 AM
You can also change armor and weapon proficiencies to reflect certain aspects of your world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission. Such clerics carry a staff, but they are forbidden from wearing armor or using weapons other than that staff. To reflect this, you could remove the armor and weapon proficiencies for clerics of this faith, making them proficient with the quarterstaff and nothing else. You could give them a benefit to make up for the loss of proficiencies something like the monk's Unarmored Defense class feature, but presented as a divine blessing.
I've considered a couple character concepts in the past that included not wearing armor, not using weapons, or not using a shield, or even all the above. While there are some options that exist in RAW, such as the Unarmed Fighting style, or dips into particular classes (such as monk), a lot of these options are generally both worse than just using weapons/armor and cost you build resources. So what I was thinking was taking this passage from the DMG and expanding on it to give some guidelines for what you could expect.

Basically, we're going to consider a situation where you're wanting to trade away some or all of your weapon and/or armor proficiencies in order to get a viable alternative without needing to invest any additional build resources (e.g. a monk dip). Now, some options might be mechanically identical, and while I'll touch on some of those options, what I mostly want to focus on are "fair trades", where you get something that works slightly differently, making it slightly better in some ways but slightly worse in others. For example, a natural weapon leaves the hand free, but isn't compatible with magical weapons.

We'll consider three different categories: First, weapons. Second will be armor, which may include shields. Last will be shields by themselves (in case you're fine with armor, but want to forgo a shield).

Weapon Alternatives

1. Swapping Weapon Proficiencies

Here's a very simple one. Let's say you're a rogue, and your character concept involves using a whip, but rogues aren't proficient with whips. You could trade your proficiency with longswords or rapiers in exchange for proficiency with whips. While this might be an upgrade in some cases, it shouldn't have too drastic of an effect. Tasha's already allows this for racial weapon proficiencies, so all we're really doing is extending this to class weapon proficiencies. The only limit I'd put in place is that to get a martial weapon proficiency, you must give up a martial weapon proficiency; a simple weapon proficiency won't cut it.

2. Custom Weapons / Improbable Weapon User

Sometimes you might want to use a weapon that doesn't exist in the rules. Often this can be as simple as refluffing an existing weapon to fit the new weapon, but sometimes you may need to create a new weapon from scratch. In such cases, it's actually pretty easy, as most weapons adhere to some pretty simple rules.

Simple weapons default to a 1d6 damage die for one-handed, or 1d8 for two-handed. Martial weapons increase this to 1d8 for one-handed and 1d10 for two-handed. Some properties will decrease the damage die by one step, such as light or reach, while the heavy property seems to increase the damage die by one step (only/most two-handed weapons seem to have the heavy property). Homebrewing a weapon that fits the existing balance is pretty easy.

This isn't just for creating a weapon that is missing from 5e, it can also be used for characters that are Improbable Weapon Users (https://tvtropes.org/pmwiki/pmwiki.php/Main/ImprobableWeaponUser), such as someone who fights using an umbrella, hula hoop, or yo-yo. Though if you want to add exotic traits to the weapon, that will require a discussion with your DM.

3. Natural Weapons

If you truly wanted to find an alternative to weapons in their entirety, natural weapons seem like the best. Now, natural weapons do carry some differences from regular weapons. For one thing, they typically don't take up a hand (although some natural weapons, like claws, may be unusable while a hand is full). However, natural weapons generally locks you out of using magic weapons, particularly if you're giving up all of your weapon proficiencies to get natural weapons.

Since natural weapons don't occupy a hand, they should be treated like a one-handed custom weapon. If you're proficient with at least one martial weapon, your base damage die would be 1d8, otherwise it would be 1d6. Natural weapons don't have as much room for customization as actual weapons. There are generally no "two-handed" natural weapons (though you are free to discuss with your DM the possibility of a natural weapon with a 1d10 or 1d12 damage die, particularly if you are also giving up a shield), nor do natural weapons work with two-weapon fighting. That said, you could add a "light" property to your natural weapons, dropping the damage die one step in exchange for allowing your natural weapons to be used for TWF (though I probably would require both hands to be free, e.g. no TWF while grappling or holding an item).

One other thing that unarmed builds often miss out on is ranged attacks. Every class is proficient with daggers, darts, and slings, which aren't the best ranged weapons, but this does mean that ranged weapons are at least an option for everyone. Ranged weapons often introduces some logistical difficulties, such as switching weapons or drawing multiple thrown weapons, whereas a natural weapon wouldn't have to worry about this. The easiest thing to do is to simply not have a ranged natural weapon, particularly since such a thing doesn't make much sense, but it's probably not a great idea to lock that player out of using ranged attacks. Or you could have the player retain their proficiencies with ranged weapons. If you did want to use a ranged natural weapon, and had an appropriate justification for such, then a dark or javelin might be the best point of reference to use (in terms of damage and range).

Another alternative to a ranged natural weapon is to simply give that player a ranged cantrip (so long as it makes sense for the character). Cantrips are often a downgrade from a ranged weapon for martial classes, but would still be better than nothing. Since this is replacing a weapon, the spellcasting ability score should probably be the same as what they use for their weapon attacks (i.e. STR or DEX).

Armor Alternatives

Generally this means some variation of Unarmored Defense. How and why can be any number of justifications. It could be a blessing from your deity. It could be a special martial arts training. It could be a form of natural armor for your species. It could be some kind of magic you've been imbued with. It could be nanomachines that harden in response to physical trauma. I'm sure you can come up with an appropriate justification for your character, so we'll focus on the mechanical aspect.

As with weapons, we want to make sure there's an appropriate trade-off. Not needing to pay for expensive armor or have it take up your encumbrance is a not inconsequential benefit, although it is one that most players gladly bear in exchange for maximizing their AC. I do think armor alternatives should match their armored counterparts in AC, and the trade-offs should probably come in other forms. The presence of armor +X does complicate this somewhat, but stat boosting tomes and manuals can be a viable alternative magic item.

1. Light Armor Alternatives

Light armor is pretty simple:

12 + DEX mod
13 + DEX mod, if you also give up shield proficiency

The first option is equivalent to studded leather. Since studded leather is relatively cheap and lightweight, the benefit is negligible, and the cost is being locked out of magical armor. Consider DEX boosting manuals as an alternative magic item.

The second option frees up a hand at the cost of 1 point of AC from the shield. That said, I'm not aware off the top of my head of any class that gets proficiency with shields but not medium armor.

2. Medium Armor Alternatives

Medium armor presents some special challenges, considering that it limits how much of our DEX can contribute to AC. I'd recommend these as possible alternatives:

13 + DEX or CON mod
10 + primary stat mod + secondary stat mod, might require giving up shield proficiency
AC is a flat 16

The first option allows us to reach plate levels of AC, if we can max out the relevant stat. Given that the appeal of medium armor is typically not having to max a stat for AC, this seems unlikely, but a fitting reward if we somehow manage it. Offering CON scaling as an alternative to DEX allows us to have a character who is "tough" rather than "fast" (as "fast" usually implies light armor).

The second option is a monk-style Unarmored Defense, with the option to also give up shield proficiency. If you max both stats, you will get the equivalent of plate + shield, so it probably shouldn't work with a shield, but the DM can evaluate this on a case-by-case basis, as the player might not plan to max out both stats (though in such cases consider the first option as an alternative). I do think it's important that this use whatever your primary and secondary ability scores are, so that you're not having to spread yourself too thin. For example, this could be STR and WIS on a cleric, druid, or ranger.

The last option is comparable to a breastplate with 14 DEX; it's okay, but not amazing AC, but it's free and doesn't weigh anything and doesn't even require any DEX.

3. Heavy Armor Alternatives

Heavy armor presents more challenges than light armor, but not as many as medium armor:

12 + proficiency bonus
14 + proficiency bonus, if you also give up shield proficiency
13 + STR or CON mod
10 + primary stat mod + secondary stat mod, might require giving up shield proficiency
AC is a flat 17

All except the last option result in a final AC of 18, or 20 if giving up your shield. None of these options impose a penalty on Stealth checks or require a minimum STR.

The first two delay your AC progression, as you'll probably be able to afford plate armor long before 17th level. The lack of Stealth penalty or STR requirement is a nice trade-off for the delayed progression. The second one also frees up the hand that would be holding a shield, offering further benefits for the delayed AC progression.

The third option forgoes DEX in favor of either STR or CON; since heavy armor typically requires STR to wear, it made sense to make STR an option. This should also track better to when you would be able to afford plate armor.

Monk-style Unarmored Defense is here as well, being a fine alternative to either medium or heavy armor. As I said under medium armor, this should use whatever your primary and secondary scores are. For example, a paladin might use STR and CHA.

The last option forgoes stat scaling entirely, and is 1 point higher than the medium armor version. It still leaves you 1 point behind plate, but in exchange you're getting it right from 1st level, and without the Stealth penalties.

Shield Alternatives

The hallmarks of a shield are (a) that it uses up a hand, and (b) that it takes an action to don or doff. Most shield alternatives should keep those in mind, and impose some minor penalty if those restrictions are loosened. Also, a shield alternative will never stack with a shield, or other shield alternatives, and they also interfere with e.g. monk features that don't work while using a shield.

1. Not-Shields

This is an item that functions similarly to a shield, but not identically. It probably has to be held in the hand, and it may also need to be donned or doffed, or might require an action to activate.

I think an exemplary example of this is one that I came up with a while back: the Cleric's Sacred Chimes (https://forums.giantitp.com/showthread.php?612895-Cleric-s-Sacred-Chimes-(shield-holy-symbol-alternative)).

The sacred chimes can be used by themselves, or affixed to a club or staff. Doing the latter renders the club or staff unsuitable as a weapon (it becomes an improved weapon, like a shield). While holding the chimes, you can invoke a prayer of protection as an action. When you do so, you gain a magical +2 bonus to your AC that lasts until it is dispelled or until you end your turn without the chimes in your hand.

Already we can see how comparable this is to a shield, with some trade-offs. It takes up a hand, and requires an action to activate. It's magical, so it can be dispelled, and won't function inside an anti-magic field. We can be disarmed, but retain the AC bonus until the end of our next turn, and get to keep it as long as we pick up the chimes on our next turn. We can also choose to drop the chimes to free up a hand for something else.

However, that's not all. I also took into account magic shields. See, if the sacred chimes are affixed to a magical club or staff that gives a bonus to attack and damage rolls, that bonus is replaced by an equal bonus to AC. A weapon +X has the same rarity as a shield +X, so this simply lets you convert a club or staff +X into a "shield" +X. The chimes are also a holy symbol, just like the emblem you can put on a shield, and cost 15 gp (same as a shield + emblem) and weigh 2 lbs (shield - staff, assumes you'll put them on a staff).

It's not exactly the same as a shield, but it's pretty darn close. You'll rarely notice the difference, and when you do, it should be interesting. The benefits, like the penalties, are very minor. This is what your "not-shields" should look like.

2. Barehanded Blocking

Sometimes you want to go all in on an unarmed, unarmored character. While you're best choice for that is probably monk-style Unarmored Defense, maybe you're okay with wearing armor, but just want to ditch the shield. In any case, we can imagine a character who is skilled enough to block attacks with their bare hands as well as one could with a shield.

Now, how should this be implemented? Well, we want to negate some of the advantages that would come from not having to hold a shield. We could say that barehanded blocking requires (a) at least one free hand, and (b) that you're not wielding a weapon (mostly to block two-handed or versatile weapon use). This means going for an unarmed build, such as using the Unarmed Fighting style. By combining these two, we can get a 1d8 damage die while also getting the shield AC bonus, so it's basically the same as a longsword/rapier + shield. Except that both our hands are free. This allows us to grapple or hold an item, or otherwise have a hand tied up, and still get both the shield bonus and 1d8 weapon damage.

This works very well for an unarmed character, at the cost of needing a fighting style or natural weapon. Since it requires at least one free hand, we can't benefit if both hands are tied up, but unlike a shield we still have the option to choose when to use the hand for something else without needing to doff a shield. This allows us to, for example, grapple two enemies, losing our shield AC in the process but getting it back as soon as we release one enemy (or they break free).

Unlike the sacred chimes, there's no alternative to a magical shield. You'll have to rely on homebrew magic items, or a manual to boost your DEX (unless you're wearing heavy or even medium armor; consider a stat-dependent armor alternative instead). One of the benefits of going for monk-style Unarmored Defense is that the stat boosting tomes/manuals for two different stats would both boost AC, so do consider that as an alternative to barehanded blocking.

How do these sound? Would you want to use these as a player? Would you allow these as a DM? What are some other alternatives I may have missed?

Edit: I just realized barehanded blocking would count as wielding a shield, and thus downgrade your Unarmed Fighting style down to a 1d6 damage die. Still not a bad option if you're a grappler, or you could consider natural weapons instead.