Dungeons & Dragons Online

A little bit of homebrew. A weapon & armour overhaul to make physical damage types important.

A simple Weapon & Armour overhaul for making damage types important and weapons unique with some additions – link to google drive sheet. (the table is also at the bottom of the post in markdown but its a little bit scuffed and so sorry about that)

Weapons can have multiple types of attacks seperated by "/". Players choose which type of an attack they make when making an attack roll.

If a player wants to attack with a weapon and do damage of the type that is not on the weapon, the DM desides how much damage will be dealt.

So for example a player with a halberd (base rules 1d10 slashing damage) can attack in three ways using the axehead for 1d10 slashing damage the spike for 1d10 piercing damage or the hammer on the oposite side of the axe for 1d8 bludgeoning damage. In the sheet it looks like this:

Halberd | 20 gp | 1d10slashing/1d10piercing/1d8bludgeoning | 10lb. | heavy, two-handed, reach

Of course some weapons aren't as flexible and have either a higher damage average with its one type of attack or some special property.

For example the Battleaxe deals 1d4 slashing + 1d4 bludgeoning (essentially 2d4) compared to the Longsword's 1d8slashing/1d6piercing and compared to that the flail with it's 1d8 bludgeoning and without the versatile property can ignore the AC bonus granted from shields as its special property.

A player who choses a more flexible weapon can then think about what is the monster they go up against vunerable or resistant to and in theory be more engaged in the combat because of it.

Also players with secondary weapons could actually put them to use to specialize against a type of resistance.

That being said this overhaul is essentially useless if some of the monsters and/or enemies in the campaign don't have specific physical damage type resistances.

I created this to make the combat more engaging for martial class players, especially fighters making them think about how they want to hit something and also to consider what they bring to the fight.

These rules are meant to work in tandom with the DM making monster damage vunerabilities/resistances more prominent then they are in the monster manual. Just as skeletons have vunerability to bludgeoning damage you could for example give zombies vunerability to slashing damage or maybe resistance to bludgeoning and piercing damage, whatever makes sense for you and your players.

Also I think these changes work better with the encumbrance variant to limit PCs carrying 5 weapons at once and forcing them to chose what they want to go for while also ignoring the speed penalties on armour because the weight is likely to slow down some players.

We tested it in game, but we couldn't test every weapon thoroughly so keep that in mind.

I don't know how many of you are into the encumbrance variant in the PHB or even tracking resistances so i presume this is not everyones cup of tea, but think it could be cool for some of you.

NameCostDamageWeightRequirementsProperties
Simple melee weapons
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60), special
Greatclub2 sp1d8 bludgeoning6 lb.Two-handed
Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d4 bludgeoning4 lb.Versatile (1d6), Finesse
Reinforced quarterstaff5 sp1d6 piercing/1d6 bludgeoning4 lb.Two-handed
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60) , Versatile (1d8pierce/1d4slash)
Unarmed strike1 bludgeoning
Warhammer10 gp1d6 piercing/1d6 bludgeoning3 lb.
Simple ranged weapons
Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5 cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1 spS&C 1d4 bludgeoning, L 1d6 bludgeoningAmmunition (range S 20/80, C 30/120, L 60/240), special
Martial melee weapons
Battleaxe10 gp1d4 slashing + 1d4 bludgeoning6 lb.10 strVersatile (1d6 slashing+1d4 bludgeoning)
Estoc15 gp1d6 slashing/1d8piercing5 lb.10 strVersatile (1d8 slashing/1d10 piercing/1d6bludgeoning)
Flail10 gp1d8 bludgeoning6 lb.11 strspecial
Glaive20 gp1d6 + 1d4 slashing/1d8 piercing9 lb.12 strheavy,reach, two-handed
Greataxe30 gp1d6 slashing + 1d6 bludgeoning11 lb.12 strheavy,two-handed
Greatsword50 gp1d8slashing+1d4 bludgeoning/1d8piercing11 lb.12 strheavy,two-handed
Greathammer15 gp1d8 bludgeoning7 lb.10 strVersatile (1d10bludgeoning)
Halberd20 gp1d10slashing/1d10piercing/1d8bludgeoning10 lb.12 strheavy,reach,two-handed
Lance10 gp2d6 piercing15 lb.13 strheavy,two-handed,special
Longsword15 gp1d8 slashing/1d6piercing5 lb.10 strVersatile (1d10 slashing/1d8 piercing/1d6bludgeoning)
Maul10 gp2d6 bludgeoning12 lb.12 strheavy,two-handed
Morningstar15 gp1d8 bludgeoning6 lb.10 strspecial
Pike5 gp1d10 piercing10 lb.12 strheavy,reach,two-handed,special
Poleaxe15 gp1d8slashing/1d8piercing/1d6bludgeoning8 lb.11 strreach,two-handed
Rapier25 gp1d4 slashing/1d8 piercing3 lb.10 dexfinesse
Scimitar25 gp1d6 slashing3 lb.10 dexfinesse, light
Shortsword10 gp1d6 piercing/1d4slashing2 lb.light
Trident5 gp1d6 piercing5 lb.9 strthrown (range 20/60) , versatile (1d8 piercing/1d6bludgeoning)
War pick5 gp1d4 piercing + 1d4 bludgeoning4 lb.8 str
Whip2 gp1d4 slashing3 lb.11 dexfinesse,reach,special
Martial ranged weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading, special
Chakram1 gp1d6 slashing1 lb.Finesse, thrown (20/60)
Crossbow, hand75 gp1d6 piercing3 lb.12 dexAmmunition (range 30/120), light, loading
Crossbow, heavy50 gp1d10 piercing10 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50 gp1d8 piercing2 lb.11 strAmmunition (range 150/600), two-handed, heavy
Net1 gp3 lb.Special, thrown (range 5/15)
Warbow75 gp1d10 piercing3 lb.13 strAmmunition (range 180/720), heavy, two-handed
ArmorCostArmor Class (AC)AcrobaticsStealthWeight and Properties
Unarmored10 + Dex modifier
Light Armor
Padded5 gp12 + Dex modifierDisadvantage8 lb.
Leather10 gp11 + Dex modifier10 lb.
Studded leather45 gp12 + Dex modifier13 lb.
Medium Armor
Hide10 gp12 + Dex modifier (max 3)12 lb.
Chain shirt50 gp13 + Dex modifier (max 2)20 lb.
Scale mail50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate400 gp14 + Dex modifier (max 2)20 lb.
Half plate750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail30 gp15 ACDisadvantage40 lb. Slashing Resistance
Chain mail75 gp16 ACDisadvantageDisadvantage55 lb. Slashing Resistance, Speed -5
Splint200 gp17 ACDisadvantageDisadvantage60 lb. Slashing Resistance, Speed -5, Piercing attacks have disadvantage
Plate1500 gp18 ACDisadvantageDisadvantage65 lb. Slashing Imunity, Speed -5, Piercing attacks have disadvantage
Shields
Heater shield10 gp2 AC6 lb.
Kite/Tower shield15 gp3 AC10 lb. Heavy, Speed -5
Buckler10 gp1 AC2 lb. You can use a reaction to gain aditional +2 AC against an attack when it hits you.
Pavise10 gp3 AC14 lb. Two-handed, Special, Speed -5
Special:
Dagger: Can be used in two-weapon fighting without the other weapon being light
Flail: Ignores bonus AC from shields
Lance: Is used as onehanded on horseback
Morning star: Double your damage modifier on attacks against unarmored oponents (Natural armour counts as armored)
Sling: Depending on the ammunition you use the damage and range of the attack can improve or worsen. S – stones, C – clay bullets, L – lead bullets
Whip: You can attempt to grapple an opponent using your whip and your dex bonus if he is in your reach.
Pike: If there is no enemy within 5 feet of you enemies coming within your reach must spend an additional 5 feat to move within range of non reach weapons
Blowgun: Every attack you make with this weapon is completely silent and doesn't reveal possition if it wasn't known already, enemies are still avare of being attacked.
Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.When you use an action, Bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.
Pavise: You can set the shield as an action. Someone standing directly behind it can gain three quarter cover if standing up or full cover if they are hiding behind it or half cover from a ranged attack depending on where the attack is made from.

Source

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