D&D 5E Expert Weapon Damage (a simple thing, really)

Sacrosanct

Legend
Way back in Dragon Magazine #2, there was an article about experts with weapons, and how that increases the base damage. For every 3 levels of fighter, and 4 levels of thief, they could choose to master one weapon. When they did, the damage of that weapon was increased.

What are people's thoughts on implementing that back again into 5e? Maybe a carrot for all those not happy with the champion fighter?

Here is the article, if you're curious:

The following rules are designed to replace the damage
system introduced in Greyhawk:
For every three levels a Fighter advances, or every four levels
a Thief advances, he may master one additional weapon and
score the increased damage shown on the Expert column. Thieves
are limited to expertise in sword, dagger, a combination of these,
or the sling.
Instead of increasing expertise in one weapon, a Fighter or
Thief with a dexterity of 13 or better may take a combination of
two one-handed weapons. Each combination is unique and must
be clearly recorded. In melee the wielder may strike once with
each weapon or once with either weapon and count as shielded.
No expertise bonus is given when employing this option, even
though the wielder may normally have it for either weapon.
Sword and Sword, or Flail & Morning Star combinations
require a dexterity of 16, as these are especially difficult to
master. Only one Morning Star and/or Flail may be used in a
combination.

Weapon Normal Expert
Dagger 1-4 points 2-5 points
Hand Axe, Mace 1-4 points 1-6 points
Dwarf Hammer, Military Pick* 1-6 points 1-6 points
Battle Axe* 1-8 points 1-12 points
Sword 1-8 points l-10 points
Flail*** 1-8 points l-10 points
Morning Star** 1-6 points 1-8 points
Spear, Thrown/Thrust 1-6 points 2-8 points
Spear, Thrust vs. Charge 1-8 points 2-12 points
Spear, Set vs. Charge 1-10 points 2-16 points
Pole Arms**** 1-12 points 1-12 points
Halberd*** 1-10 points 2-12 points
2-Handed Sword*** 2-12 points 3-18 points
Mounted Lance 2-12 points 2-24 points
Pike**** 1-12 points l-12 points
Arrow or Quarrel 1-6 points 1-6 points
Sling Stone 1-4 points 1-6 points
 

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I have been leaning towards giving him Expertise with a single weapon choice, adding Proficiency to their attack rolls. I could see doing this instead, or even as well. So, a champion fighter can choose to be an Expert with a Sword, and gain x2 prof to-hit, and a bonus to damage, although I would probably just make it Prof. bonus to damage for simplicity.
 

Maybe drop the table and just say increase the damage die 1 size . . . Then clarify with a table that clarifies what an increase from 2d6 or 1d12 looks like. :uhoh:

And this would be great for a champion-only thing if the champion is in need of a boost.
 

Maybe drop the table and just say increase the damage die 1 size . . . Then clarify with a table that clarifies what an increase from 2d6 or 1d12 looks like. :uhoh:

And this would be great for a champion-only thing if the champion is in need of a boost.

Oh yeah, that table is the original table, not my recommendations :) And for the record, this wasn't just for the champion fighter, but that was the example that quickly came to mind. I could see something similar for the assassin as well. Or maybe monk. Or a way to buff up the bladesinger a bit?
 

Oh yeah, that table is the original table, not my recommendations :) And for the record, this wasn't just for the champion fighter, but that was the example that quickly came to mind. I could see something similar for the assassin as well. Or maybe monk. Or a way to buff up the bladesinger a bit?

Yeah, I realize you weren't talking a champion only, thing, but I think it's a great idea for a champion only thing.

I'd think the assassin ought to have something more assassiny than just being better with weapons, and the bladesinger ought to get something magicalfightery, if either of them need a boost.
 


Back then there were no multiple attacks per round. Things that multiply go up really quick - more damage per attack times multiple attacks can get high.

13th Age (a d20 contemporary of 5e) goes this route. There are no extra or iterative attacks, but weapon damage is per level. So a 5th level character does 5dX. (It's also only a 10 level game, so that's the equivalent of a 10th level character in 5e.)
 

My problem with all kinds on weapon master shenanigans in D&D is that, as a DM, I like rolled treasure more than the alternative, and I'd feel bad for the long sword master who stumbles upon a magical axe. The way 5e does it, by making the warrior classes improve with all weapons equally through levels (maybe with the exception of polearm experts), is more to my liking.
 

I might be lazy and just add 1d4 to that weapon type.

Then maybe at higher levels you could either choose a different weapon to gain 1d4 or upgrade the die value for a weapon you've already specialized in.
 

Try this:

Weapon specialization

Prerequisite Fighter level 6th
You are a master with one weapon, and your skill with it is legendary. Choose one type of weapon from the list of weapons on page XXX of the PHB. You gain the following benefits while you wield this weapon:


  • You gain +1 to hit and +2 to damage with weapons of this type.
  • When you score a critical hit with this weapon your opponent must succeed in a Constitution save (DC 8 + your proficiency + your Strength or Dexterity modifier) or be staggered by the blow, suffering disadvantage to all attacks and ability checks made until the end of that creatures next turn. In addition, the staggered creature can’t take reactions.
  • You have advantage on checks and saves to disarm you of your weapon.

You may change the weapon you selected when you learnt this feat, by using the training downtime activity.
NB: The 'staggered' on a critical hit ability plays nice with the Champions extended crit range. Its not an OP condition (disadv on attack rolls and ability checks and no reactions).

Fighters get to pick this up at 6th level with their bonus 6th level ASI. For featless games, just slot this ability into the fighter chassis at 6th level (in place of the ASI).
 
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