Jeff Albertson
Explorer
I've been tinkering with:
Note: Only Str mod is added to weapon damage (save loading weapons), never Dex.
Variant: Weapon Damage Dice by Class
When making a melee weapon attack, you use your choice of your Strength or Dexterity modifier for the attack roll.
When wielding a weapon in two-hands, the weapon damage dice increases by one step. For example, if a fighter is wielding a longsword in two-hands, the damage dice increases from 1d10 to 1d12.
Range
Ammunition: 150/600
Loading: 100/400
Reload: 120/360
Thrown: 30/120
Barbarian, Fighter, Paladin, Ranger
Melee: 1d10 (light, reach, or thrown: 1d8; light and thrown: 1d6)
Ranged: 1d8 (loading: 1d10)
Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock (monster default)
Melee: 1d8 (light, reach, or thrown: 1d6; light and thrown: 1d4)
Ranged: 1d6 (loading: 1d8)
Sorcerer, Wizard
Melee: 1d6 (light, reach, or thrown: 1d4, light and thrown: 1d3)
Ranged: 1d4 (loading: 1d6)
Note: Only Str mod is added to weapon damage (save loading weapons), never Dex.
Variant: Weapon Damage Dice by Class
When making a melee weapon attack, you use your choice of your Strength or Dexterity modifier for the attack roll.
When wielding a weapon in two-hands, the weapon damage dice increases by one step. For example, if a fighter is wielding a longsword in two-hands, the damage dice increases from 1d10 to 1d12.
Range
Ammunition: 150/600
Loading: 100/400
Reload: 120/360
Thrown: 30/120
Barbarian, Fighter, Paladin, Ranger
Melee: 1d10 (light, reach, or thrown: 1d8; light and thrown: 1d6)
Ranged: 1d8 (loading: 1d10)
Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock (monster default)
Melee: 1d8 (light, reach, or thrown: 1d6; light and thrown: 1d4)
Ranged: 1d6 (loading: 1d8)
Sorcerer, Wizard
Melee: 1d6 (light, reach, or thrown: 1d4, light and thrown: 1d3)
Ranged: 1d4 (loading: 1d6)