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.  

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.
    Example
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 Version

Bloody Strikes

Personal Thrusting
The target suffers 1d4 Bleeding Wounds per Extra Attack you have.  

Overwhelming Flurry

Side Thrusting
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.  

Precision Strike

Primary Thrusting
The attack adds Armor Piercing equal to the number of Extra Attacks you have.  

Keep at Bay

Battlefield Thrusting
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.  

Unstoppable Charge

Lance Special
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.  

Vicious Gash

Personal Slashing
The attack's Crit Range increases by 1 for each Extra Attack you have.  

Tangling Lash

Whip Special
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.  

Hooked Disarm

Side Slashing 
The 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 Slashing
The attack hits one extra target within reach for each Extra Attack you have.  

Barrier Swipes

Battlefield Slashing 
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.  

Subdue

Personal Smashing 
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.  

Bewildering Barrage

Side Smashing 
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.  

Vigorous Beatdown

Primary Smashing 
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.  

Heavy Blow

Battlefield Smashing 
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.
 
 

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.
 

Delirium

Used only by madmen, suicidal maniacs, or servants of Gwynn-Morro, Delirium weapons lend well to a devastating, short-lived assault.   Heavier and harder than steel, Delirium weapons gain Heavy and lose Light or Finesse. Its hardness allows it to crit against other items on a natural 18 or above, if the attack would still hit. However, its relative brittleness causes the weapon to break on a natural 1.   Due to its odd, changing nature, Delirium cannot bond to other materials, preventing items from being plated in it. Not that most smiths would risk attempting to plate an item in Delirium anyway.   In addition, Delirium is known to have a variety of harmful effects against any who touch it, or against anyone who spends more than a few seconds near it. These effects range from hair loss and nausea to strange mutations to death.    

Firearms

These odd, unreliable weapons are rarely found outside of Union Bridge. They have a tendency to backfire on even the most experienced users, but are still often used by bounty hunters and the like because they are easy to carry and conceal, and pack a considerable punch.  

Weapon Traits

Lethal

Weapons with this trait are more likely to leave lasting, serious wounds. These weapons crit on a natural 19 as long as the attack would still hit.  

Finisher

Weapons with this trait can end a foe with but a single lucky shot. When these weapons score a critical hit, all of their damage dice are maximized.  
   

Monster Weapons

Below are common stats for creatures' natural weapons.