Combat Revamped (Version 8.3)
By Deem Leem.
All things stabby, anti-stabby, and kinda stabby
Order of Combat
Long Action | Effect |
---|---|
Plunging Attack | Melee attack towards a target that is below you. See Deem Leem's Misc Rules. |
Retrieval | Get a meduim or larger object from your bag. |
Ship Repair | Repair a part of the ship. See Sky-ship Combat V.2. |
Flee | 2x move speed, advantage on saves, and attacking creatures have disadvantage. Flee can only be used to run away from a fight. |
Action | |
Attack | Roll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod. |
Cast | Cast a Spell with a casting time of 1 action. |
*Dash | Move twice your movement speed in a straight line. |
Dodge | Until the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage. |
Help | Any creature you aid gains advantage on the next ability check/Attack it makes. |
Hide | Your stealth roll will be checked against the (passive) perception of nearby creatures. |
Load | Fully load/reload a crossbow or firearm. |
Search | Make a Perception or Investigation Check |
Weapon Art | Pseudo attack used by Soulcraft Weapons. |
Bonus Action | |
Bash | Shield Slam. |
*Potion | Drink a potion. |
Quick Spell | Cast a spell with a casting time of 1 bonus action. |
Quick Load | Load 1 piece of ammunition into a weapon with a loading score above 1. |
Offhand Attack | Make an offhand weapon attack. |
Reaction | |
Spell | Cast a Spell with a casting time of 1 reaction. |
*BM Parry | Add Str/Dex to AC for incoming attack you can see. Parry triggers opp attacks. |
Wep Parry | Gain AC for incoming attack you can see. Parry triggers opp attacks. |
*Opp attack | Standard attack a fleeing or passing creature. Auto hits the target. |
Free action | |
Switch Gear | Draw and/or stow a weapon. |
Use Object | Push a button, pull an easy lever, or drop a brick. Something like that. |
Disengage | Uses 5 ft of movement to become immune to opp attacks. |
*Other | Anything that says it doesn't require an action. |
1. Properties Expanded
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. |
Sprinter | While 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
Simple | Cost | Dmg | Type | Properties |
Handaxe | 5 gp | 1d6 | Slashing | Siege Weapon, Thrown (30/40) |
Sickle | 1 gp | 1d4 | Slashing | Finesse, Lacerating, |
Club | 0.1 gp | 1d4 | Bludgeoning | - |
Greatclub | 0.2 gp | 1d8 | Bludgeoning | Sweeping, Versatile (1d10) |
Light Hammer | 2 gp | 1d4 | Bludgeoning | Thrown (20/60) |
Mace | 5 gp | 1d6 | Bludgeoning | Versatile (1d8) |
Quarterstaff | 2 gp | 1d6 | Bludgeoning | Finesse, Versatile (1d8) |
Spear | 2 gp | 1d6 | Piercing | Reach, Thrown (20/60), Versatile (1d8) |
Dagger | 2 gp | 1d4 | Piercing | Finesse, Stealthy, Thrown(20/60) |
Martial | Cost | Dmg | Type | Properties |
Battleaxe | 15 gp | 1d8 | Slashing | Siege Weapon, Versatile (1d10) |
Greataxe | 30 gp | 1d12 | Slashing | Siege Weapon, Two-handed |
Halberd | 20 gp | 1d10 | Slashing | Reach, Two-handed |
Scythe | 25 gp | 1d10 | Slashing | Lacerating, Two-handed |
War pick | 15 gp | 1d6 | Piercing | High Crit, Versatile (1d8) |
Flail | 10 gp | 1d8 | Bludgeoning | High Crit |
Maul | 20 gp | 1d12 | Bludgeoning | Siege Weapon, STR 14, Two-handed |
Morningstar | 15 gp | 1d8 | Piercing | High Crit |
Warhammer | 15 gp | 1d8 | Bludgeoning | Versatile (1d10) |
Whip | 10 gp | 2d4 | Bludgeoning | Disarming, Finesse, Reach, Sweeping |
Lance | 15 gp | 1d12 | Piercing | Reach, Special, Unwieldy |
Pike | 20 gp | 1d10 | Piercing | Reach (15ft), Two-handed, Unwieldy |
Trident | 15 gp | 1d6 | Piercing | High Crit, Thrown (20/60), Versatile (1d8) |
Greatsword | 35 gp | 2d6 | Slashing | Parry, Two-handed |
Katana | 25 gp | 1d8 | Slashing | Lacerating, Versatile (1d10) |
Longsword | 20 gp | 1d8 | Slashing | Parry, Versatile (1d10) |
Rapier | 25 gp | 1d8 | Piercing | Finesse, Parry |
Scimitar | 20 gp | 1d6 | Slashing | Finesse, Lacerating |
Shortsword | 10 gp | 1d6 | Slashing | Finesse |
Ultra Greatsword | 50 gp | 2d8 | Slashing | STR 18, Sweeping, Two-handed |
3. Ranged Restrung
Firearms have their own page.
Simple | Cost | Dmg | Range | Properties |
Dart | 5 Cp | 1d4 | 20 /60 | Thrown(30/45) |
Light Crossbow | 30 gp | 1d8 | 80 /320 | Ammo(Bolt), Loading, Two-handed |
Shortbow | 25 gp | 1d6 | 80 /320 | Ammo(Arrow), Two-Handed |
Sling | 1 sp | 1d4 | 30 /120 | Ammo(Pebble) |
Atlatl | 5 gp | 3 | 40 /160 | Launcher(Spear) |
Martial | Cost | Dmg | Range | Properties |
Blowgun | 10 gp | 1d4 | 25 /100 | Launcher(Needle), Loading, Stealthy |
Greatbow | 75 gp | 1d12 | 125 /500 | Ammo(Arrow), STR 14, Stronk, Two-handed |
Hand Crossbow | 45 gp | 1d6 | 30 /120 | Ammo(Bolt), Loading, Stealthy |
Heavy Crossbow | 50 gp | 1d10 | 100 /400 | Ammo(Bolt), Loading, Two-handed |
Longbow | 50 gp | 1d8 | 150 /600 | Ammo(Arrow), Two-handed |
Net | 1 gp | - | 10 /30 | Special, Thrown(10/30) |
4. Firearms Reloaded
Work In Progress.
Unique Properties
Small-arms | Cost | Dmg | Range | Properties |
Twin-lock | 250 gp | 1d8+2 | 40 /120 | Ammo(Bullet), Loading(2) |
Pepper-shot | 250 gp | 2d4+2 | 20 cone | Ammo(Bullet), Loading, Scatter |
Long-arms | Cost | Dmg | Range | Properties |
Blunderbuss | 500 gp | 2d8+4 | 40 cone | Ammo(Bullet), Loading, Scatter, Two-handed |
Rifle | 500 gp | 2d6+4 | 60 /180 | Ammo(Bullet), Loading, Two-handed |
Heavy-arms | Cost | Dmg | Range | Properties |
Bomb Launcher | 750 gp | 5 | 40 /120 | Launcher(Bombs), Loading, Two-handed |
Hand Cannon | 1,000 gp | 4d6+2 | 30 /90 | Ammo(Bulletx4), Loading, STR 18, Two-handed |
Bombs | Cost | Dmg | Range | Damage Type |
Fire Bomb | 25 gp | - | 40, 10ft | Creates 10x10 pool of fire. 5 dam for 5 turns. |
Grenade | 50 gp | 2d6+4 | 30, 10ft | Force Damage |
Smoke Bomb | 25 gp | - | 40, 10ft | Heavily obscures area for 3 rounds |
Poison Bomb | 25 gp | - | 30, 10ft | Creates 10x10 Poison cloud. 10 dam for 3 turns. |
5. Munition Shipment
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.
Ammo | Price | Dam Type | Effect |
---|---|---|---|
Flame Ammo | 10 gp | Fire | When dealing max dam, the target is set alight on impact, dealing 5 fire dam per turn for 3 turns. |
Frost Ammo | 10 gp | Cold | When dealing max dam, the target's speed is reduced by 5ft for 3 turns. |
Darksteel Ammo | 15 gp | Piercing | Attack Rolls have a +1 against armored targets. |
Resin Ammo | 15 gp | Bludgeoning | When dealing damage to a creature below 10% hp, they will be knocked Unconscious for 3 turns. |
Kinesis Ammo | 20 gp | Force | When dealing max dam to a medium target, they are thrown 10ft, landing prone. |
Sleeper Ammo | 20 gp | - | Deals nonleathal Sleep damage. See sleep spell for ref. |
Silver Ammo | 30 gp | Radiant | Target can't use Regeneration, Undead Fortitude, or other healing feats for 3 turns. |
Storm Ammo | 30 gp | Lightning | When dealing max dam, the target becomes Stunned until the start of your next turn. |
Blight Ammo | 40 gp | Necrotic | Target must succeed on a con save, or their max hp dropped to its current hp for 1 min. |
Null Ammo | 40 gp | Piercing | When dealing max dam, the target cannot cast 1st level spells or lower for 3 turns. |
Chaos Ammo | 60 gp | Force | When dealing max dam, roll one effect on the Improved Wild Magic centered on the target. |
6. Shinning Shields
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.Name | Cost | AC | Str | Properties |
---|---|---|---|---|
Buckler | 10 gp | + 1 | - | Shield parry |
Heater | 12 gp | + 2 | - | Just your basic shield. |
Tower Shield | 18 gp | + 3 | 16 | Shield wall |
7. Better Armor
Light Armor | Cost | AC | Str | Stealth |
Padded | 5 GP | 11+Dex | - | - |
Leather | 10 GP | 11+Dex | - | - |
Studded leather | 45 GP | 12+Dex | - | - |
Medium Armor | ||||
Hide | 10 GP | 12+Dex(max 2) | - | - |
Chain mail | 50 GP | 13+Dex(max 2) | - | Disadvantage |
Breastplate | 400 GP | 14+Dex(max 2) | - | - |
Half plate | 750 GP | 15+Dex(max 2) | - | Disadvantage |
Heavy Armor | ||||
Ring mail | 30 GP | 14 | - | Disadvantage |
Scale mail | 75 GP | 16 | Str 13 | Disadvantage |
Splint | 200 GP | 17 | Str 15 | Disadvantage |
Plate | 1,500 GP | 18 | Str 15 | Disadvantage |
Additions
Soulcraft Weapons
Each Soulcraft Weapon has a special action called a Weapon Art.
Common | Weapon Prof. | Weapon Art |
AmbuLance | Lance | Healing song |
Binding of Wrath | Whip | Agony's Justice |
Bonk Stick | Club | W h a c k |
Iridescent Rapier | Rapier | Lunge and Press |
Royal Swordspear | Spear | Puncture Steel |
Threaded Sword | Longsword | Threaded Grace |
Uncommon | ||
Bow-zuka | Greatbow | Shockwave |
Burial Blade | Scythe | Neck Swipe |
Gaia Blade | Scimitar | Gaia's Vengence |
Holy Pike of Yahweh | Pike | Divine Flare |
Combat Umbrella | Mace/Sheild | MARY POPPINS |
Rare | ||
Crescent Rose | Scythe | Prune the thorns |
Dark Sun | Morningstar | Hate's embrace |
Ebony and Ivory | Magnum | Soul Clone |
Silvermoon Leafblade | Longsword | Moonlight Lance |
Smelter Glaive | Glaive | Reforge |
Nightfall | Twin-lock | It's Midnight |
Very Rare | ||
Black Harvest Scythe | Scythe | Lifehunt |
Artillery | Hand-held Canon | Moarter Strike |
Boom Hammer | Maul | Boom Strike |
Dauntless Greatsword | Ultra Greatsword | Blade of Peril |
Holy Moonlight Sword | Greatsword | Moonlight Cleave |
Tieran's Twin Shot | Shotgun | Psion Slug |
Legendary | ||
Embersteel Dawn | Warhammer | Stoke the forge |
Force of Will | Maul | Adamantine Resolve |
God-Breaker | Greatsword | Tempest Wave |
Primal Bow-Blade | Longbow/Katana | Anime Shot |
Void Khopesh | Scimitar | Nightmare Veil |
Misc Equipment
Armor
Melee
- Arctic Poleaxe
- Bee hive on a stick
- Bow-Blade
- Chain Sword
- Cryostorm Axe
- Curse-sun blade
- Drill Blade
- Duelist Rapier
- Dwarven Shovel
- Executioner's Sword
- Flamberge
- Gale Whip
- Gravelord Rapier
- Infinitum Spear
- Lunar Claymor
- Obsidian Dagger
- Ornstein's Spear
- Parry Dagger
- Power Claw
- Rapier of dawn
- Scorching Battleaxe
- Silvermoon Katana
- Smelter Longsword
- Smoldering Longsword
- Swordspear
- Taoist Staff of Ballance
- Tempest Blade
- Tieran's Maul
- Tower Sword
- Twilight Estoc
- Vampiric Rapier
- Void Shard
- Void Swordspear
- Ya Mother
Ranged
Wonder
- Amulet of Control
- Bag of Holding Spiders
- Bloodbound Tattoos
- Chaos Shard
- Crown of choice
- Deft Gloves
- Dread Helm
- Dry socks of moist running
- Enchanted Vambraces
- Guardian's Amulet
- Jester's Hat
- Really cool hat
- Silver Pixite
- Snorb
- Soul Mark Compass
- Stone-Plate Grieves
- Storm Boots
- The First Staff
- Tome of Gilded Pages
- Way-Shard
Tabel of Contents
Unique Combat Actions
.
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.
Weapons Expanded
Armor
Melee
- Arctic Poleaxe
- Bee hive on a stick
- Bow-Blade
- Chain Sword
- Cryostorm Axe
- Curse-sun blade
- Drill Blade
- Duelist Rapier
- Dwarven Shovel
- Executioner's Sword
- Flamberge
- Gale Whip
- Gravelord Rapier
- Infinitum Spear
- Lunar Claymor
- Obsidian Dagger
- Ornstein's Spear
- Parry Dagger
- Power Claw
- Rapier of dawn
- Scorching Battleaxe
- Silvermoon Katana
- Smelter Longsword
- Smoldering Longsword
- Swordspear
- Taoist Staff of Ballance
- Tempest Blade
- Tieran's Maul
- Tower Sword
- Twilight Estoc
- Vampiric Rapier
- Void Shard
- Void Swordspear
- Ya Mother
Ranged
Firearm
Bomb
Soulcraft Weapons
- AmbuLance
- Artillery
- Binding of Wrath
- Black Harvest Scythe
- Bonk Stick
- Boom Hammer
- Bow-zuka
- Burial Blade
- Combat Umbrella
- Crescent Rose
- Dark Sun
- Dauntless Greatsword
- Desire
- Ebony and Ivory
- Embersteel Dawn
- Force of Will
- Gaia Blade
- God-Breaker
- Holy Moonlight Sword
- Holy Pike of Yahweh
- Iridescent Rapier
- Nightfall
- Primal Bow-Blade
- Royal Swordspear
- Silvermoon Leafblade
- Smelter Glaive
- Soulcraft Weapons
- Threaded Sword
- Tieran's Twin Shot
- Void Khopesh