Dungeons & Dragons Online

Spicing up Melee combat and making weapons feel unique with special moves and passives

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

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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

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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

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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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