Exotic Melee Weapon Training
You have undergone special weapon training, and have unlocked the secrets of using your melee weapons in unusual ways, and to using unusual melee weapons.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You may treat a melee weapon you wield as having one additional weapon property, with the following limitations:
You are also proficient with exotic melee weapons that are based on weapons you are already proficient with. Defined here as melee weapons that are created with one additional property compared to a normal version of the weapon. You cannot add a weapon property to an exotic weapon with this feat. Exotic weapons are meant to represent unusual weapons from other cultures or exotic lands, or the strange weapons crafted by the gnomes.
This feat came about because I was trying to come up with a way of adding exotic weapons back to the game, and decided that using a normal weapon in an exotic way was just as good and didn't need to add any new weapon tables. It hasn't been play tested at all, it's just been kicking around in my head for a few months and I finally decided to write it up. I restricted it to melee weapons because it seemed like a potentially bad idea to add most melee weapon properties to ranged weapons, and ranged weapon properties generally don't make any sense on melee weapons. Let me know that you think - any balance problems I've overlooked, etc.
You have undergone special weapon training, and have unlocked the secrets of using your melee weapons in unusual ways, and to using unusual melee weapons.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You may treat a melee weapon you wield as having one additional weapon property, with the following limitations:
- You may add Heavy to any weapon that doesn’t have the Finesse or Light property.
- It also gains the Two-Handed property when you add the Heavy property.
- You may add Finesse to any weapon that doesn’t have the Heavy property or Two-Handed property.
- You may add Reach to any weapon that doesn’t have the Light property.
- You may add Light to any weapon that doesn’t have the Heavy property or Two-Handed property.
- You may add Thrown to any weapon. (Range 20/60)
- If a weapon has no properties, you may add a property, then add a second property with the restrictions listed above.
You are also proficient with exotic melee weapons that are based on weapons you are already proficient with. Defined here as melee weapons that are created with one additional property compared to a normal version of the weapon. You cannot add a weapon property to an exotic weapon with this feat. Exotic weapons are meant to represent unusual weapons from other cultures or exotic lands, or the strange weapons crafted by the gnomes.
This feat came about because I was trying to come up with a way of adding exotic weapons back to the game, and decided that using a normal weapon in an exotic way was just as good and didn't need to add any new weapon tables. It hasn't been play tested at all, it's just been kicking around in my head for a few months and I finally decided to write it up. I restricted it to melee weapons because it seemed like a potentially bad idea to add most melee weapon properties to ranged weapons, and ranged weapon properties generally don't make any sense on melee weapons. Let me know that you think - any balance problems I've overlooked, etc.
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