PDA

View Full Version : D&D 5e/Next Weapon Specialization



Amechra
2023-04-02, 11:05 PM
A quick sketch of translating 2e's weapon specialization rules to 5e:

General, Somewhat Related House Rules:

Two-weapon fighting just requires a one-handed melee weapon in one hand and a light weapon in the other — you can fight with a rapier + light crossbow or whatever by default.
If you have a damage die for your unarmed strike (Monk's Martial Arts, Tavern Brawler, various natural weapons), it counts as a light weapon.

You aren't allowed to TWF with just your bare hands — that's the Monk's schtick.
You are, however, allowed to apply any weapon buffs you want to your unarmed strike — you can cast Magic Weapon on it, Divine Smite with it, whatever. Have fun.


Multiclass Monk/Rogues can Sneak Attack with Monk weapons and unarmed strikes.
Shields are overhauled — instead of giving you a +2 to AC, they're more active:

Shields have d8 "block" die — as a reaction to being hit by a weapon attack, you can reduce the damage by your shield's block die + your Strength modifier.
You can "shield bash" as a bonus action, which is just shoving someone. If you bashed someone this turn, you can't block.
You can boost a shield's attack and damage as if it were a weapon. If you do, add its attack bonus to your AC and its damage bonus to the amount of damage it blocks.
You can specialize in shields as if they were weapons. If you do, you can bash and block with it in the same round.



Weapon Specialization (replaces Fighting Style — assume that the cooler Fighting Styles are elsewhere)
Pick two weapons that you're proficient in — you are now specialized with them. You gain the following benefits with specialized weapons:

You get a +1 bonus to attack rolls and a +2 bonus to damage.
You may draw them as part of any attack you make with them.
You always get to add your ability score to damage with any attack you make with them.


Rapid Strikes (replaces Action Surge)
When you attack with one of your specialized weapons as part of an action, bonus action, or reaction, you may make an additional attack with that weapon as part of that action, bonus action, or reaction. Once you have done this a number of times equal to 1 + your Constitution modifier (min. 1), you may not make additional attacks this way until you complete a rest.
(I dunno what to do with the second Action Surge you get at 17th level. Might just leave it.)

Master's Speed (replaces the Extra Attack at 11th level)
The first time you use Rapid Strikes each round is free.

...

Grand Master (replaces the Extra Attack at 20th level)
You have INFINITE uses of Rapid Strikes. Have fun!

Weapon Master (replaces the feat)


+1 Str or Dex
You are proficient in martial weapons if you weren't already (it's absurd that the feat didn't do this already, honestly, given the diminishing returns on being proficient with different weapons).
You are specialized in a weapon you're proficient in.


Dual Wielder (replaces the feat)

+1 Str or Dex
You may block with your off-hand weapon as if it were a shield, using its damage die in place of the block die. If it's a finesse weapon, you may block with Dexterity instead of Strength.


Shield Master (replaces the feat)

Add your shield's attack bonus to any Dexterity saving throws you make while wielding it.
You can use your shield to block spell attacks and Dexterity saving throws. When you block an attack or saving throw, you have resistance to any damage it deals.




Rapid Strikes is written the way it is in order to give a boost to two-weapon fighting and feats like Charger. It might be a little too good for Eldritch Knights, but eh, this is a quick-and-dirty sketch.

The assumption is that you're probably going to specialize in a melee weapon and a ranged weapon, but if you want to specialize in something like Rapiers + Hand Crossbows or Longswords + Shields you can be my guest.