Azurewraith
Explorer
So weapons in 5e well in most editions of dnd bug me with how it boils down to heavy/finesse 1/2h and a damage dice which makes some Superior to others by long and away so my aim is to add some balance and distinction between weapon groupings. Just thought i would get some feedback before i cause to much havoc reverting changes in my game.
A change i am adding to damage types makes all slashing weapons crit on 19-20 all bludgeon weapons deal have advantage against armoured targets and piercing weapons ignore 1point of armour(essentially a +1 to hit)
1Handed Axes Leaves a wound on the target after dealing a critical hit dealing there con mod in damage for 1d4 rounds.
2Handed Axes can add con mod to damage as well as strength critical hits deal x4 damage
Swords 1Handed can +1 to hit and can cleave adding any left over damage to an adjacent enemy
Swords 2handed(including versatile) can use a bonus action to deal 1d6 damage hilt bash
Crossbows(light/hand) Long/Shortbow gain +2 damage if within 20ft of target
Crossbow heavy if target is stood next a wall etc can pin the target to it.
2H Polearms can use reaction to "set" them against a approaching foe to grant an OA
1H pole arms and quarterstaff can trip as a bonus action
Hammers 1H push target 5ft on successful hit
Hammers 2H DC 13 con save or knock target prone
Dagger Crits on a 18-20 and deals 3x dmg
now im at a loss for the picks the sling,blow gun,whip, dart and sickle. Im lumping the morning star and clubs as hammers.
I do plan on making each weapon unique but thats a tall order for another time
So go for it tear me a new one!
A change i am adding to damage types makes all slashing weapons crit on 19-20 all bludgeon weapons deal have advantage against armoured targets and piercing weapons ignore 1point of armour(essentially a +1 to hit)
1Handed Axes Leaves a wound on the target after dealing a critical hit dealing there con mod in damage for 1d4 rounds.
2Handed Axes can add con mod to damage as well as strength critical hits deal x4 damage
Swords 1Handed can +1 to hit and can cleave adding any left over damage to an adjacent enemy
Swords 2handed(including versatile) can use a bonus action to deal 1d6 damage hilt bash
Crossbows(light/hand) Long/Shortbow gain +2 damage if within 20ft of target
Crossbow heavy if target is stood next a wall etc can pin the target to it.
2H Polearms can use reaction to "set" them against a approaching foe to grant an OA
1H pole arms and quarterstaff can trip as a bonus action
Hammers 1H push target 5ft on successful hit
Hammers 2H DC 13 con save or knock target prone
Dagger Crits on a 18-20 and deals 3x dmg
now im at a loss for the picks the sling,blow gun,whip, dart and sickle. Im lumping the morning star and clubs as hammers.
I do plan on making each weapon unique but thats a tall order for another time
So go for it tear me a new one!