Combat Revamped (Version 8.3)

By Deem Leem.
All things stabby, anti-stabby, and kinda stabby



Order of Combat

  • V.8.2
  • The following is a list of things you can do during a round of combat. All homebrew actions are underlined, All modified actions have a star. Definitions:
  • Round. Each round lasts 6 seconds, starting at Initiative count 30 and ending at Initiative count 1.
  • Movement. A creature can move a number of feet per round equal to its speed once per turn.
  • Long Action. A Long action costs 1 Action and 1 Bonus Action.
  • Action. 1 per turn. Actions can also be used to perform any bonus action or free action.
  • Bonus Action. 1 per turn. Bonus actions can also be used to perform any free action.
  • Reaction. 1 per round, can't be taken on the creature's own turn.
  • Free Action. 6 per round. can be taken at any time.

  •  


    Long ActionEffect
    Plunging AttackMelee attack towards a target that is below you. See Deem Leem's Misc Rules.
    RetrievalGet a meduim or larger object from your bag.
    Ship RepairRepair a part of the ship. See Sky-ship Combat V.2.
    Flee2x move speed, advantage on saves, and attacking creatures have disadvantage.
    Flee can only be used to run away from a fight.
    Action
    AttackRoll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod.
    CastCast a Spell with a casting time of 1 action.
    *DashMove twice your movement speed in a straight line.
    DodgeUntil the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage.
    HelpAny creature you aid gains advantage on the next ability check/Attack it makes.
    HideYour stealth roll will be checked against the (passive) perception of nearby creatures.
    LoadFully load/reload a crossbow or firearm.
    SearchMake a Perception or Investigation Check
    Weapon ArtPseudo attack used by Soulcraft Weapons.
    Bonus Action
    BashShield Slam.
    *PotionDrink a potion.
    Quick SpellCast a spell with a casting time of 1 bonus action.
    Quick LoadLoad 1 piece of ammunition into a weapon with a loading score above 1.
    Offhand AttackMake an offhand weapon attack.
    Reaction
    SpellCast a Spell with a casting time of 1 reaction.
    *BM ParryAdd Str/Dex to AC for incoming attack you can see. Parry triggers opp attacks.
    Wep ParryGain AC for incoming attack you can see. Parry triggers opp attacks.
    *Opp attackStandard attack a fleeing or passing creature. Auto hits the target.
    Free action
    Switch GearDraw and/or stow a weapon.
    Use ObjectPush a button, pull an easy lever, or drop a brick. Something like that.
    DisengageUses 5 ft of movement to become immune to opp attacks.
    *OtherAnything that says it doesn't require an action.


    1. Properties Expanded

  • V.8.3
  • A list of properties used by starter, mechanical, and magic weapons.
  • The Light and Heavy properties have been removed.
  • Two-weapon fighting can be done with any 2 one-handed weapons.
  • Weapons with special rules are described here:
  • Net. A Large or smaller creature hit by a net is restrained until freed. As an action, a creature can make a DC 10 Strength check to free itself or another within reach. Dealing 5 slashing damage to the net (AC 10) also frees the creature whilst destroying the net. You can only attack with a given net once per turn, and they have no effect on formless creatures
  • Firearms require firearm proficiency to be reloaded.

  • Basic Property

    Ammo(#).Requires ammunition. If the ammo is a weapon, deals both sets of damage.
    Cavalry.Requires 1 hand when mounted, but 2 hands the rest of the time.
    Disarming.You have advantage on disarm attacks.
    Glove.Wearing it counts as a free hand, but you can only attack with it if that hand is unoccupied.
    Grapple.Can be used to make a grapple attack using Sleight of Hand instead of Athletics.
    Launcher(#).Launches another weapon(#), dealing both the weapons damage and its own.
    Loading.The weapon must be loaded before use. Reloading takes a bonus action.
    Loading(#).The weapon has a # round internal magazine. Fully reloading takes an action, but reloading 1 shot takes a bonus action.
    Parry.As a reaction, gain 1 AC for 1 incoming attack that you can see.
    Reach.Range is extended by 5ft.
    Scatter.Targets all creatures and objects in a cone, rather than one creature or object.
    Siege Weapon.Deals double damage to objects, structures, and constructs.
    Sweeping.When you make a melee attack, you can target 1 additional creature within range.
    Thrown(#).Can be thrown as a ranged attack.
    Two-handed.Needs 2 hands to use. Can be used with 1 hand at disadvantage.
    Versatile.Can be 2-handed to increase damage dice rank.

    Ability Score

    Alluring.You can use Charisma as the modifier for this weapon.
    Arcane.You can use Intelligence as the modifier for this weapon.
    Entropic.You can use Constitution as the modifier for this weapon.
    Finesse.You can use Dexterity as the modifier for this weapon.
    Occult.You can use Wisdom as the modifier for this weapon.
    Prime.You can use any ability score as the modifier for this weapon.
    Stronk.You can use Strength as the modifier for this weapon.

    Minor magic

    Annoying.You have advantage to hit any creature within reach/half-range
    that is concentrating on a spell.
    Burst Fire(#).Every attack with this weapon uses # rounds.
    Dire.You can add your Proficiency Bonus to the damage roll instead of the attack roll.
    Dual Hit.This weapon attacks twice per attack action used. Four times with the Extra Attack feature.
    Glowing.Sheds bright light in a #-foot radius and dim light for an additional # feet.
    Hidden.This weapon is designed to be easily concealed
    Large.You have disadvantage in hallways.
    Mage Hunter.You deal additional damage to spellcasters.
    Non-Lethal.When dealing damage to a creature below 10% hp, they will be knocked Unconscious for 3 turns.
    Quick.You can make one attack with this weapon as a bonus action
    Relentless.You can add your Proficiency Bonus to both attack and damage rolls.
    Runic.You can use this item as a Spellcasting focus.
    Scoped.Extends the weapon's normal range to 3/4 of its long range.
    Sluggish.Requires 1 attack action and 1 bonus action or 2 attack actions to use.
    SprinterWhile holding this weapon, your movement speed increases by 10 ft.
    Stealthy.Doesn't reveil your position when attacking.
    Unwieldy.You have disadvantage when attacking a target within 5 feet.

    Attunment Bonus

    Confident.While attuned to this magic item, you have advantage on Intimidation, Performance, and Persuasion checks.
    Divine.While attuned to this weapon, your spells and abilities grant the maximum healing possible.
    Featherlite.While attuned to this magic item, you don't provoke opp attacks.
    Forge worker.(WIP)
    Grave Tender.While attuned to this magic item, necrotic damage no longer reduces your Max hp
    Ice Born.While attuned this weapon, you have resistance to cold damage.

    Damage Bonus

    Dark kiss.The target's max HP is reduced by the necrotic damage dealt. The reduction lasts until the target finishes a short rest.
    Decapitate.When you deal max damage on a critical attack, the target is beheaded.
    Freezing.When you deal max cold damage, the target's speed drops by 10 for 3 turns
    Lacerating.When you deal max damage, the target gains 1 level of exhaustion.
    Life-Steal.You gain temp HP equal to the necrotic damage dealt by this weapon.
    Paralyzing.When you deal max psychic damage, the target becomes paralyzed until the start of your .next turn.
    Smelt.When you deal max fire damage, the targets AC drops by 3. The reduction lasts until the target finishes a short rest.
    Storm Bound.When you deal max lightning damage, the target becomes stunned until the start of your next turn.


    2. Melee Reforged


    SimpleCostDmgTypeProperties
    Handaxe5 gp1d6SlashingSiege Weapon, Thrown (30/40)
    Sickle1 gp1d4SlashingFinesse, Lacerating,
    Club0.1 gp1d4Bludgeoning-
    Greatclub0.2 gp1d8BludgeoningSweeping, Versatile (1d10)
    Light Hammer2 gp1d4BludgeoningThrown (20/60)
    Mace5 gp1d6BludgeoningVersatile (1d8)
    Quarterstaff2 gp1d6BludgeoningFinesse, Versatile (1d8)
    Spear2 gp1d6PiercingReach, Thrown (20/60), Versatile (1d8)
    Dagger2 gp1d4PiercingFinesse, Stealthy, Thrown(20/60)
    MartialCostDmgTypeProperties
    Battleaxe15 gp1d8SlashingSiege Weapon, Versatile (1d10)
    Greataxe30 gp1d12SlashingSiege Weapon, Two-handed
    Halberd20 gp1d10SlashingReach, Two-handed
    Scythe25 gp1d10SlashingLacerating, Two-handed
    War pick15 gp1d6PiercingHigh Crit, Versatile (1d8)
    Flail10 gp1d8BludgeoningHigh Crit
    Maul20 gp1d12BludgeoningSiege Weapon, STR 14, Two-handed
    Morningstar15 gp1d8PiercingHigh Crit
    Warhammer15 gp1d8BludgeoningVersatile (1d10)
    Whip10 gp2d4BludgeoningDisarming, Finesse, Reach, Sweeping
    Lance15 gp1d12PiercingReach, Special, Unwieldy
    Pike20 gp1d10PiercingReach (15ft), Two-handed, Unwieldy
    Trident15 gp1d6PiercingHigh Crit, Thrown (20/60), Versatile (1d8)
    Greatsword35 gp2d6SlashingParry, Two-handed
    Katana25 gp1d8SlashingLacerating, Versatile (1d10)
    Longsword20 gp1d8SlashingParry, Versatile (1d10)
    Rapier25 gp1d8PiercingFinesse, Parry
    Scimitar20 gp1d6SlashingFinesse, Lacerating
    Shortsword10 gp1d6SlashingFinesse
    Ultra Greatsword50 gp2d8SlashingSTR 18, Sweeping, Two-handed


    3. Ranged Restrung

  • V.8.2
  • All ranged weapons deal Piercing damage.
    Firearms have their own page.


    SimpleCostDmgRangeProperties
    Dart5 Cp1d420 /60Thrown(30/45)
    Light Crossbow30 gp1d880 /320Ammo(Bolt), Loading, Two-handed
    Shortbow25 gp1d680 /320Ammo(Arrow), Two-Handed
    Sling1 sp1d430 /120Ammo(Pebble)
    Atlatl5 gp340 /160Launcher(Spear)
    MartialCostDmgRangeProperties
    Blowgun10 gp1d425 /100Launcher(Needle), Loading, Stealthy
    Greatbow75 gp1d12125 /500Ammo(Arrow), STR 14, Stronk, Two-handed
    Hand Crossbow45 gp1d630 /120Ammo(Bolt), Loading, Stealthy
    Heavy Crossbow50 gp1d10100 /400Ammo(Bolt), Loading, Two-handed
    Longbow50 gp1d8150 /600Ammo(Arrow), Two-handed
    Net1 gp-10 /30Special, Thrown(10/30)


    4. Firearms Reloaded

    Work In Progress.

  • V.8.2
  • Not Crossbows. Bonus modifiers are added to a firearms attack roll, but not damage roll.
  • Damage Type. Firearms deal Piercing damage by default. This can be altered with custom ammo.
  • Bombs. Creatures within a bomb's blast radius must make a DC 15 Dex save, taking 1/2 damage on a success.
  • Unique Properties

  • Ammo(#). Requires ammunition.
  • Launcher(#). Launches another weapon(#), dealing both the weapons damage and its own.
  • Loading. The weapon must be loaded before use. Reloading takes a bonus action.
  • Loading(#). The weapon has a # round internal magazine. Fully reloading takes an action, but reloading 1 shot takes a bonus action.
  • Scatter. Targets all creatures and objects in a cone, rather than one creature or object.
  • STR #. You have disadvantage to hit unless you have # or more Str.

  • Small-armsCostDmgRangeProperties
    Twin-lock250 gp1d8+240 /120Ammo(Bullet), Loading(2)
    Pepper-shot250 gp2d4+220 coneAmmo(Bullet), Loading, Scatter
    Long-armsCostDmgRangeProperties
    Blunderbuss500 gp2d8+440 coneAmmo(Bullet), Loading, Scatter, Two-handed
    Rifle500 gp2d6+460 /180Ammo(Bullet), Loading, Two-handed
    Heavy-armsCostDmgRangeProperties
    Bomb Launcher750 gp540 /120Launcher(Bombs), Loading, Two-handed
    Hand Cannon1,000 gp4d6+230 /90Ammo(Bulletx4), Loading, STR 18, Two-handed
    BombsCostDmgRangeDamage Type
    Fire Bomb25 gp-40, 10ftCreates 10x10 pool of fire. 5 dam for 5 turns.
    Grenade50 gp2d6+430, 10ftForce Damage
    Smoke Bomb25 gp-40, 10ftHeavily obscures area for 3 rounds
    Poison Bomb25 gp-30, 10ftCreates 10x10 Poison cloud. 10 dam for 3 turns.


    5. Munition Shipment

  • V.8.3
  • Because no one keeps track of their ammo anyway, you have an unlimited supply of normal ammo which deals piercing damage.
    Alternatively, you can buy 10 packs of Specialty Ammo, which have unique effects and change the weapon's damage type.
    The DC for any Saving throws caused by ammo is 10 + Damage dealt.


    AmmoPriceDam TypeEffect
    Flame Ammo10 gpFireWhen dealing max dam, the target is set alight
    on impact, dealing 5 fire dam per turn for 3 turns.
    Frost Ammo10 gpColdWhen dealing max dam, the target's speed is
    reduced by 5ft for 3 turns.
    Darksteel Ammo15 gpPiercingAttack Rolls have a +1 against armored targets.
    Resin Ammo15 gpBludgeoningWhen dealing damage to a creature below 10% hp,
    they will be knocked Unconscious for 3 turns.
    Kinesis Ammo20 gpForceWhen dealing max dam to a medium target, they are
    thrown 10ft, landing prone.
    Sleeper Ammo20 gp-Deals nonleathal Sleep damage. See sleep spell for ref.
    Silver Ammo30 gpRadiantTarget can't use Regeneration, Undead Fortitude, or
    other healing feats for 3 turns.
    Storm Ammo30 gpLightningWhen dealing max dam, the target becomes Stunned
    until the start of your next turn.
    Blight Ammo40 gpNecroticTarget must succeed on a con save, or their max hp
    dropped to its current hp for 1 min.
    Null Ammo40 gpPiercingWhen dealing max dam, the target cannot cast
    1st level spells or lower for 3 turns.
    Chaos Ammo60 gpForceWhen dealing max dam, roll one effect on the
    Improved Wild Magic centered on the target.


    6. Shinning Shields

  • V.8.3
  • Credit to u/FollowTheLazer of Reddit for the base ideas. You can find his version here.
    Shields are considered armor made from metal plates when it comes to spells and effects

    New Action

    Being Proficient with shields lets you take the following actions, depending on you shield.
  • Bash (all). As a bonus action, make a melee attack to slam your shield into a creature. On a hit, the target becomes stunned until the start of your next turn. This deals damage equal to the shield's AC bonus.
  • Shield Parry (Buckler). As a reaction, Add your proficiency bonus to your AC for an incoming attack that you can see.
  • Shield wall (Tower). As an action, deploy the shield. While deployed, you gain three-quarters cover but are unable to move.

  • NameCostACStrProperties
    Buckler10 gp+ 1-Shield parry
    Heater12 gp+ 2-Just your basic shield.
    Tower Shield18 gp+ 316Shield wall


    7. Better Armor


    Light ArmorCostACStrStealth
    Padded5 GP11+Dex--
    Leather10 GP11+Dex--
    Studded leather45 GP12+Dex--
    Medium Armor
    Hide10 GP12+Dex(max 2)--
    Chain mail50 GP13+Dex(max 2)-Disadvantage
    Breastplate400 GP14+Dex(max 2)--
    Half plate750 GP15+Dex(max 2)-Disadvantage
    Heavy Armor
    Ring mail30 GP14-Disadvantage
    Scale mail75 GP16Str 13Disadvantage
    Splint200 GP17Str 15Disadvantage
    Plate1,500 GP18Str 15Disadvantage

    Additions



    Soulcraft Weapons

  • V.5
  • Powerful Weapons addon to Deem Leem's Combat Revamped supplement   A creature can attune to one Soulcraft Weapon at a time.
    Each Soulcraft Weapon has a special action called a Weapon Art.
  • Weapon Arts require attunement to be used.
  • Weapon Art's are incredibly difficult, requiring great skill to use in a timely manner
  • As such the Extra Attack feature does not apply to them below level 12.
  • Weapon Arts Can be used a number of times per day equal to your proficiency modifier.
  • They can be found in-game as loot, but can't be purchased from stores.

  • Common

    Weapon Prof.

    Weapon Art

    AmbuLanceLanceHealing song
    Binding of WrathWhipAgony's Justice
    Bonk StickClubW h a c k
    Iridescent RapierRapierLunge and Press
    Royal SwordspearSpearPuncture Steel
    Threaded SwordLongswordThreaded Grace

    Uncommon

    Bow-zukaGreatbowShockwave
    Burial BladeScytheNeck Swipe
    Gaia BladeScimitarGaia's Vengence
    Holy Pike of YahwehPikeDivine Flare
    Combat UmbrellaMace/SheildMARY POPPINS

    Rare

    Crescent RoseScythePrune the thorns
    Dark SunMorningstarHate's embrace
    Ebony and IvoryMagnumSoul Clone
    Silvermoon LeafbladeLongswordMoonlight Lance
    Smelter GlaiveGlaiveReforge
    NightfallTwin-lockIt's Midnight

    Very Rare

    Black Harvest ScytheScytheLifehunt
    ArtilleryHand-held CanonMoarter Strike
    Boom HammerMaulBoom Strike
    Dauntless GreatswordUltra GreatswordBlade of Peril
    Holy Moonlight SwordGreatswordMoonlight Cleave
    Tieran's Twin ShotShotgunPsion Slug

    Legendary

    Embersteel DawnWarhammerStoke the forge
    Force of WillMaulAdamantine Resolve
    God-BreakerGreatswordTempest Wave
    Primal Bow-BladeLongbow/KatanaAnime Shot
    Void KhopeshScimitarNightmare Veil


    Misc Equipment

    Tabel of Contents

    Unique Combat Actions

    .

  • All STR can be Athletics.
  • All Dex can be Acrobatics.
  • Grapple (1 Action): Make a Str contested by the target's Str or Dex (target's choice). You can release the target at will.
    Effect. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
    Escape As an action, make a Str or Dex contested by grapple's Str.
    Restriction. The target must not be more than one size larger.
    Moving them. When you drag or carry them, your speed is halved unless they are two or more sizes smaller than you.   Disarm (1 action): Makes an attack roll contested by the target’s Str or Dex.
    Effect. On a success, the target takes no damage but drops the item.
    Add/Dis. The attacker has disadvantage if the target is two-handing the item. The target has advantage if it's larger than the attacker, or disadvantage if smaller.   Enticed: Curse that bypassess charm immunity.
    Enticed creatures follow the controller's orders.
    They can repeat the wisdom save any time they take damage.
    It's a major curse.   Falling: A fall from over 20 feet causes damage.
    When landing, a creature takes 1d6 bludgeoning per 10 feet it fell, to a max of 20d6.
    The creature lands prone, unless it avoids the fall damage.