Weapons Refurbished
In conjunction with the Armor as Damage Reduction rules, it becomes necessary to update the weapons accordingly. Weapons and abilities not mentioned below are the same.
Example
Dice Progression
The target suffers 1d4 Bleeding Wounds per Extra Attack you have.
The target suffers regular damage from the weapon and is driven back 5ft per Extra Attack you have. You must move with them to have this effect.
The attack adds Armor Piercing equal to the number of Extra Attacks you have.
The target is pushed 5ft back from you if they are closer than your weapon's Reach, and must succeed an Insight Check or be unable to get closer until the end of their next turn. This is a Fear effect.
You must move at least 20ft in a straight line before making the Alternate Strike. If it succeeds, it adds Armor Piercing equal to the number of Extra Attacks you have and knocks the target prone.
The attack's Crit Range increases by 1 for each Extra Attack you have.
The target suffers damage from the attack and becomes Grappled by one step for each Extra Attack you have. You have Advantage on attempts to maintain the grapple or hogtie the target, but cannot use the whip for anything else until the grapple ends.
The target must succeed an Exertion Check or drop one item they are holding. The DC is 10 + 5 per Extra Attack you have.
The attack hits one extra target within reach for each Extra Attack you have.
The attack targets all creatures in an ark in front of you who are within reach. They are all targeted by the attack, and if it hits they are knocked back to the edge of your reach. You cannot use this if there is a wall or other barrier within the arc.
The target suffers damage as if struck by the weapon and must succeed an Exertion Check vs 10 + 5 per Extra Attack you have, or become Grappled.
The target suffers damage as if struck by the weapon and must succeed an Exertion Check vs 10 + 5 per Extra Attack you have or gain 1 Bewilderment.
The target suffers maximized damage from the attack, and the attack adds 1 Concussive per Extra Attack you have. If the weapon has a back spike you can gain Armor Piercing instead.
The target suffers maximized damage from 1 attack and must succeed an Exertion Check or become Dazed for 1 round per Extra Attack you have.
Weapon Table
New Weapon Properties
Armor Piercing (X)
Weapons with this trait are designed to puncture armor. Any armor dice that do not roll higher than the Armor Piercing value of the weapon become Pierced (X). Pierced armor dice are capped at X. Against monsters, if an Armor Piercing weapon beats its highest AC by 5 or more, then that AC is removed (unless it is their final AC). Straight Through: if all of the target's armor dice are stuck at a value below the Armor Piercing of this weapon, the armor does not apply to this weapon's attack.Example
For example, if Bob attacks with Armor Piercing 3 and the defender's armor dice roll 2, 5, and 8, then the die that rolled 2 is capped at 2 until the armor is repaired. A few rounds later, if the same defender's dice are stuck at 2, 2, and 1, then Bob's attack ignores their armor entirely, as do the attacks of Jimmy who has an Armor Piercing 4 weapon.
Concussive (X)
Weapons with this trait do not need to pierce an opponent's armor to deal its damage. A weapon with this trait downgrades all of the target's armor dice X times. Blunt Force Trauma: if all of the armor's dice are minimized, any further Concussive grants an additional die of damage based on the weapon's size as follows:- Personal: 1d4
- Side: 1d6
- Primary: 1d8
- Battlefield: 1d10.
For example: a weapon with Concussive (1), when used against a 4d8 armor would treat the armor's 4d8 to 4d6. Meanwhile, a weapon with Concussive (3) would treat the same armor's 4d8 as if they were 4d2. Similarly, a weapon with Concussive (2) would reduce the 1d4 of particularly light armor to 1d1 (or just, 1), and deal an extra damage dice as mentioned above. Dice cannot be reduced beyond 1, since armor is always better than nothing.
Dice Progression
1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1d2 → 1d1
Precision
Precision weapons have a tendency to find gaps in the target's armor. For every 3 by which you beat the target's AC with this weapon, you ignore one of their armor dice (or armor levels for monsters). If they have no more armor to ignore, you increase the Crit Range by 1 instead. Example
If Bob has a precision weapon and rolls a 27 to hit an enemy with AC 20, then he ignores 2 of their armor dice. If they only had 1 armor die, then he ignores that armor die and also increases his crit range to 19-20.
Shanking
Weapons with this trait can be easily slipped through the chinks in armor, but only when the victim is in a vulnerable position. A weapon with this trait ignores an opponent's armor if the target is Grappled, and automatically crits if they are Restrained/Pinned. Vs. Natural Armor
Shanking weapons deal regular damage if they beat the creature's lowest AC while grappling.
Vicious (X)
Vicious weapons are particularly brutal when scoring a critical hit. When you crit with one of these weapons, increase its standard damage dice by X steps.Whipping
These weapons whip around shields and other defenses. The target's AC counts as 2 lower when targeted by this weapon.Unpredictable
These weapons are difficult to control. On a natural 1, the wielder suffers the average damage from the weapon.Larger Weapons
Larger creatures will deal more damage to their opponents. For each size category by which you are larger than medium, roll your weapon damage an additional time. This does not apply to energy damage (fire, lightning, radiant, force, etc.), or to attacks with undersized weapons.Smaller Weapons
For every size category by which you are smaller than medium, reduce your weapon's damage dice by 1 step.Damage Type Effects
Each type of damage has specific damaging effects.Slashing
Weeping Wounds: whenever one of the damage dice for this weapon rolls maximum value, it also deals 1 Bleeding Wound per weapon size.Chopping
Dismemberment: damage dice for these weapons are Exploding (if you roll the max value, roll an extra die of the same type).Piercing
Impalation: whenever you beat an enemy's AC by at least 5, they become impaled. The weapon is stuck inside of them and they count as Entangled by the weapon, suffering the weapon's damage at the start of each of their turns while Entangled. Removing the weapon deals 1d4 Bleeding Wounds per weapon size unless the remover succeeds a DC 15 + weapon size Medicine Check. Right In The Eye (shanking weapons only): while Grappling, your damage die increases to 1d10.Bludgeoning
Overpower: whenever you roll the maximum value on at least one of this weapon's damage dice, increase the Concussive for this weapon by 1 for this attack. Extra Attack VersionBloody Strikes
Personal ThrustingThe target suffers 1d4 Bleeding Wounds per Extra Attack you have.
Overwhelming Flurry
Side ThrustingThe target suffers regular damage from the weapon and is driven back 5ft per Extra Attack you have. You must move with them to have this effect.
Precision Strike
Primary ThrustingThe attack adds Armor Piercing equal to the number of Extra Attacks you have.
Keep at Bay
Battlefield ThrustingThe target is pushed 5ft back from you if they are closer than your weapon's Reach, and must succeed an Insight Check or be unable to get closer until the end of their next turn. This is a Fear effect.
Unstoppable Charge
Lance SpecialYou must move at least 20ft in a straight line before making the Alternate Strike. If it succeeds, it adds Armor Piercing equal to the number of Extra Attacks you have and knocks the target prone.
Vicious Gash
Personal SlashingThe attack's Crit Range increases by 1 for each Extra Attack you have.
Tangling Lash
Whip SpecialThe target suffers damage from the attack and becomes Grappled by one step for each Extra Attack you have. You have Advantage on attempts to maintain the grapple or hogtie the target, but cannot use the whip for anything else until the grapple ends.
Hooked Disarm
Side SlashingThe target must succeed an Exertion Check or drop one item they are holding. The DC is 10 + 5 per Extra Attack you have.
Sweeping Strikes
Primary SlashingThe attack hits one extra target within reach for each Extra Attack you have.
Barrier Swipes
Battlefield SlashingThe attack targets all creatures in an ark in front of you who are within reach. They are all targeted by the attack, and if it hits they are knocked back to the edge of your reach. You cannot use this if there is a wall or other barrier within the arc.
Subdue
Personal SmashingThe target suffers damage as if struck by the weapon and must succeed an Exertion Check vs 10 + 5 per Extra Attack you have, or become Grappled.
Bewildering Barrage
Side SmashingThe target suffers damage as if struck by the weapon and must succeed an Exertion Check vs 10 + 5 per Extra Attack you have or gain 1 Bewilderment.
Vigorous Beatdown
Primary SmashingThe target suffers maximized damage from the attack, and the attack adds 1 Concussive per Extra Attack you have. If the weapon has a back spike you can gain Armor Piercing instead.
Heavy Blow
Battlefield SmashingThe target suffers maximized damage from 1 attack and must succeed an Exertion Check or become Dazed for 1 round per Extra Attack you have.
New Fighting Styles
These fighting styles are available to all classes who can learn fighting styles.Anti-Armor
You have received extensive training for taking down armored opponents. You know the following two stances, which you can enter or exit as a Bonus Action as long as you are wielding a Versatile or Two-Handed sword.- Halfswording Stance: you place one hand on the hilt and one hand half way down the blade, allowing you to stab into the chinks of the opponent's armor. While in this stance, you have Disadvantage on your attack rolls but your attack ignores the opponent's armor. This does not affect creatures with no chinks in their armor, such as a Bulette or Earth Elemental.
- Murderstroke Stance: you reverse your sword to use the crossguard as a makeshift hammer. Your attacks deal bludgeoning damage and gain Concussive (1), or Concussive (2) if the weapon is Heavy.
Special Materials
Cold-Forged Iron
Cold-Forged Iron weapons are made without heating the metal first. This uncorrupted forging method makes the material particularly dangerous to certain particularly impure chaotic creatures. Unfortunately, it is essentially impossible to make an effective cutting edge in this way. Slashing weapons made from Cold-Forged Iron reduce their weapon damage dice by 1 step. Note that Cold-Forged Iron is more effective against truly corrupt creatures, while standard iron and steel have similar effects against particularly natural creatures.Silver
While weapons cannot be effectively be made from silver due to the metal's softness, they can be plated in silver along the business ends. Plating a weapon in silver makes it particularly dangerous to certain supernatural creatures, but also makes it less durable. When you roll natural 1 on an attack with a silvered weapon, it breaks. Additionally, each time you tie the target's AC, decrement the weapon's attack dice by one step (3d8 becomes 3d6, 2d6 becomes 1d10, etc.) as the weak silver plating is damaged. This applies to all other Soft Metals unless stated otherwise.Solarium
As with silver, Solarium is too soft to make weapons from, but can be used to plate a weapon. Such weapons are known as solar weapons, and they are particularly effective against undead. Solar weapons deal maximized damage against undead and emit a 5ft radius of bright sunlight. Like silver, Solarium is a Soft Metal.Adamantine
Weapons made from this tough material are more adept at piercing enemy armor. All piercing weapons made of Adamantine are increase their Armor Piercing by 1 against non-adamantine armor. Additionally, all weapons made from Adamantine gain the Heavy trait.Mithril
Melee weapons made from mithril are lighter than usual, allowing for more graceful wielding. Weapons made from Mithril grant the following bonuses.- If they are normally Heavy, they are no longer Heavy.
- They gain the Finesse trait as long as they are not normally heavy, and are not an axe or hammer.
- They count as Silver for the purposes of bypassing Resistances and Immunities.