Content of the article: "Spicing up Melee combat and making weapons feel unique with special moves and passives"
A lot of weapons in Dnd 5e are mechanically the same apart from flavour, the Halberd being the same as a Glaive or the battle-axe being the same as the longsword and some weapons are strictly less useful, say the war pick, flail and Morningstar which lack the versatile property compared to their other martial d8 brothers
So I've created a table of abilities and moves that each weapon could have to make bring out the individuality of each weapon and give a Martial fighting character more options than "Hit them or maybe sometimes grapple or shove) boosting their versatility slightly and adding incentives to attack in Melee opposed to pew from a distance with a bow
Comments are enabled on the spreadsheet so let me know what you think.
to find out what a ability does just hover your cursor over the cell
https://docs.google.com/spreadsheets/d/1arxy3UQpWGonegukaCJZGUAfUOMxqHIu_qCj1rVFN8o/edit?usp=sharing
edited so its all here too
Club | Stunningly concussive: | Smak Harder | Parrying | ||
---|---|---|---|---|---|
Dagger | Quickest riposte: | Vital shot | Parrying | ||
Light Hammer | Stunningly concussive: | Smak Harder | Parrying | ||
Sickle | Hand swipe | Pin: | Parrying | ||
Hand axe | Cuts deep: | Hand swipe | |||
Javelin | Charge: | ||||
Mace | Stunningly concussive: | Smak Harder | |||
Quarterstaff | Balanced haft: | Hefty swing: | |||
Spear | Charge: | Precise: | |||
Greatclub | Stunningly concussive: | Smak Harder | Hefty swing: | ||
Whip | Disarming | Quick riposte: | Precise: | Hand swipe | |
Scimitar | Cuts deep: | Quick riposte: | Aimed | ||
Shortsword | Well balanced: | Precise: | Aimed | ||
Trident | Barbs and hooks: | Pin: | Lunge: | Hefty swing: | Trap: |
Rapier | Well balanced: | Precise: | Quick riposte: | ||
Flail | Stunningly concussive: | Win or flail: | Spin up: | Reach around | |
Morningstar | Nasty: | Hand swipe | Smak Harder | Metal Pierce | |
War pick | Barbs and hooks: | Nasty: | Smak Harder | Heavy Armour Piercing: | |
Battle-axe | Cuts deep: | Hefty swing: | Hand swipe | Concuss | |
Warhammer | Stunningly concussive: | Smak Harder | Hefty swing: | Concuss | |
Longsword | Well balanced: | Half-Swording: | Concuss | Precise: | |
Pike | Unwieldly | Balanced haft: | Charge Stopper | Guard: | |
Bill | Barbs and hooks: | Hand swipe | Hefty swing: | ||
Halberd | Charge: | Hefty swing: | Guard: | ||
Glaive | Charge: | Blade Sweep: | Guard: | ||
Lance | Charge: | Calvary charge: | Driveby: | ||
Greataxe | Nasty: | Smak Harder | Hefty swing: | Cleave: | |
Greatsword | Well balanced: | Lunge: | Blade Sweep: | Cleave: | |
Maul | Stunningly concussive: | Smak Harder | Hefty swing: | Cleave: |
Aimed: "While holding the weapon in one hand with one hand free you can use your free hand to attempt to guide the Strike with the weapon you can add a 5 to your attack rolls to hit
Balanced haft: Balanced haft: You have gain a +5 bonus in checks to shove a creature
Barbs and hooks: You gain a +3 bonus to Athletics competitions made to Shove or Grapple
Blade Sweep: Provided that you do not already have disadvantage to attack, you can use a bonus action for your next attack to attack every unobstructed target within range, rolling at disadvantage to hit for each target. On a hit the attack deals 1D4 slashing damage adding your Strength modifier to the damage
Cavalry charge: use a bonus action. if you move at least 30 feet in a straight line towards your target while mounted and immediately afterwards and hit them with a melee attack, deal an extra D12 in piercing damage.
Charge: if you move at least 20 feet in a straight line towards your target and hit them with a melee attack, deal an extra D6 in piercing damage
Charge Stopper: If you don’t move on your turn and hold your action to attack when an enemy enters your reach the attack if it hits deals 1d4 extra piercing damage for each 5 feet the target the enemy moved towards you and their movement ends. If you have the multi-attack feature this attack has advantage
Cleave: When an attack hits a target and the attack roll would also beat the Ac of a target within your reach and within 5 feet of the original target you can deal half the total damage to each target instead of dealing full damage to a single target
Concuss: Provided that you do not already have disadvantage to attack and are holding the weapon with two hands, make a Melee attack at disadvantage, if it hits it deals 1D8 Bludgeoning damage and the target must succeed on a Con saving throw against your DC (8+Prof+Str) or have to make all of their attacks at disadvantage for their next turn
Cuts deep: When attacking at advantage gain +1 to damage
Disarming you gain advantage on attacks made to disarm
Guard: Guard. Guard weapons are made to fight defensively, often designed with a long reach or flat surface for parrying. While wielding a Guard weapon, whenever a hostile creature moves within your reach, and you did not move on your last turn, you can use a reaction to make a weapon attack with a Guard weapon against that creature. If the attack hits, then it deals no damage, the creature immediately stops, and its speed becomes 0 until the end of its turn.
Hand swipe: You can spend a bonus action to gain advantage on your next attack made to disarm a target, if the target fails their contested athletics or acrobatics against your attack roll check must drop 1 object that they are holding and they take a flat d6 damage.
Half- Swording: "While holding a Longsword in one hand with one hand free you can grip the blade with your free hand allowing you more precision with the point." While doing this you can attack at advantage, but on a hit it deals 1D4 +Str Piercing damage
Hefty swing: you can spend a bonus action for your next attack to attempt to shove a target, if you hit they take normal damage and the target must succeed on a contested athletics or acrobatics against your attack roll or be Shoved
Heavy Armour Piercing: gains a +2 to hit against Heavy armour and natural armour of AC 17 and higher (ignoring shield)
Lunge: "you move your grip down the haft and lunge forwards" you can use a bonus action to gain the 5 feet more reach for the next attack
Metal Pierce: You gain +1 to hit against metal and natural armour's with an Ac of 14 or higher
Nasty: add your Strength ability modifier again to critical hits
Parrying: when an attack would hit you, you can spend your reaction to increase your AC by 1 for that attack, This stacks with any feat that already has a similar effect
Pin: "Using the hook of the weapon you attempt to trap a targets body" Provided that you do not already have disadvantage to attack and are within Melee reach of the target, you can take disadvantage to attack for the attack to attempt to grapple the target (competition) if it hits in addition to normal damage. If the target is prone or within 5 feet of a parallel wall you can attempt to Restrain them instead using the same grapple roll
Precise: You can use a bonus action for your next attack to gain a bonus to hit equal to half of your Proficiency modifier rounded down
Quickest riposte: "The extreme lightness of your weapon allows you to exploit a momentary drop in defences". When a creature misses you with a melee attack you can use your reaction to make a melee attack at them. This attack cannot trigger sneak attack
Quick riposte: "The lightness of your weapon allows you to exploit a momentary drop in defences" When a creature misses you with a melee attack you can use your reaction to make a melee attack at them with disadvantage
Reach around: Ignores the target's Ac benefit provided by a shield.
Stunningly concussive: Stunningly concussive :by expending a bonus action and attacking at disadvantage (if you are not already) you can attempt to stun the target. If the attack hit the target must. succeed on a constitution saving throw against your DC (8+Prof+Str) or be stunned until the beginning of your next turn
Smak Harder: Provided that you do not already have disadvantage to attack , you can choose to attack at disadvantage to deal an additional damage die on a hit
Spin up: "you spin your Flail building up momentum “use a bonus action to add a D6 to the damage for the next hit if it connects
Trap: you have advantage on athletics competitions to grapple a prone target and if you do they are restrained in addition to grappled
Unwieldly: you have disadvantage to attack creatures within 5 feet of you
Vital shot: You aim for a vital spot on the target take -3 to hit to gain +5 damage on a successful hit
Well balanced: Gain +2 to hit when attacking at disadvantage.
Win or flail: "you swing the flail wildly hoping hit something, Anything! “you can expend a bonus action to attack at advantage, but if you miss you hit yourself.
Source: reddit.com
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