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Expanded Weapon Techniques

Masterwork Weapons
Not every weapon is created equal.
Masterwork weapons are weapons of extraordinary high
Some longswords are better-suited for accurate thrusts than quality, independent of even magical properties, generally
wide slashes, or spears better suited for prodding enemies worth at least fifty to one-hundred gold more than their
from afar versus charging down foes. An executioner's axe was
common contemporaries. While not magical, they uniquely
possess two weapons technique instead of one due to its
constructed with the obliteration of a helpless victim in mind,
incredible construction.
while a dane axe uses the leverage of its long haft to gain the There is nothing preventing a magical weapon from also
advantage.
Designed and optimized for use in various contexts being masterwork, of course, and in fact many masterwork
by preference and need over millennia, weapons vary as much weapons are the ones found most worthy to infuse with
as the cultures that use them. magic. That aside, the DM ought to treat their rarity as
similar to common-uncommon magic items.
Weapon Techniques represent this: special actions inherent
to the design of a weapon. They are not as powerful as class Shoddy & Summoned Weapons
features or magic items, but they are not meant to replace The DM may decide that weapons in poor repair or of shoddy
them. Instead, they serve as stopgaps in a build before better make do not possess a weapon technique, which may include
ones can be obtained, or as complements to existing features starting gear, and the weapons of common soldiers, thugs
and monsters (the sort of weapons that don’t even qualify as
for variety in martial combat..
valuable enough for loot). Weapons that are temporary magic
creations, such as those created by a Warlock with the Pact
of the Blade feature, also do not possess weapon skills.
Using Weapon Techniques However, if the wielder has mastered a weapon technique
Any proficient creature can use the weapon action of any (see Learning Weapon Techniques), they may still use these
weapon they are currently wielding. sub-par weapons to perform them. Weapons like darts or
A weapon techniques must be used by the weapon it is javelins that are meant to be disposable rarely have these
associated with (for example, even if you possess a club that techniques, and only high-quality ones are the ones with
has Hurl and a dagger that has Blindside, you cannot make a inherent techniques. Other than such disposable weapons,
Blindside attack with the club.). shoddy weapons without an inherent technique are generally
Some weapon techniques have a limit wherein they can worth a quarter or less than their usual listed price.
only be used a limited number of times, such as once per Integrating Into Campaigns
short rest. This applies to the character that used the weapon
techniques, not the weapon itself, so if two weapons provide Dungeon Masters can utilize these properties in many ways
this action a character does not regain the ability to use that in their games; creating another small layer of depth to
weapon action simply by picking up a new weapon. combat, add unique flavor to a weapon from a culture that
reflects its makers, or simply to add spice and variety to a
Craftsmanship game.
All weapons of competent make have a inherent weapon Examples include a weapon from a country that has many
technique as part of their design, representing some armored knights may favor weapon techniques such as
manuever that it was designed to make. The listed “common” Focused Thrust as a means to get through plate, while a
weapon technique are the weapon skills that are assumed to country that is known for employing brute force may favor
be on most generic iterations of these weapons, especially if weapon skills like Cleave and Smash.
you are converting existing weapons to use these features or Even the humble dagger can be have variations in design
the weapons are not of particularly unique construction, such that reflect its use; a “rondel dagger” with Finish Off can be
as class starting gear. used as the proverbial can-opener to a knight dismounted
from his horse, a carefully balanced throwing knife with Fling
flies further and more accurately than its peers, and the
twisted dagger of a Yuan-Ti can cause dire blood loss with
Rend (especially paired with a poison that hampers
Constitution saves...).
A DM may even elect to give certain weapons of exotic
make access to techniques not normally available to them
making them far more unique without delving into magic.

2
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Weapon Techniques List
Weapon Valid Weapon
Action Effect Types Function
The ability to keep a
Light shot at the ready
Crossbows, without muscle
Choose a target creature you can see to aim at as an action. Your next
Blowguns, tension allows one to
attack against that creature is made with advantage, and ignores benefits to
Aim Heavy steady themselves for a
AC from cover. This effect lasts until you attack, move, lose sight of the
Crossbows, particularly precise
target, or until the end of your next turn if you do not take this action again.
Hand shot, given the time to
Crossbows prepare. Crossbows in
particular allow this.
These weapons have
You can attempt a special grapple against a creature within reach of this either chains, hooks, or
weapon in the place of one of your attacks made wit the Attack action. If complex shapes that
Daggers,
they fail, they must choose one weapon they are wielding to become can entrap an
Sickles,
entangled with this weapon. While entangled, you are both grappled and opponent’s weapon,
Battleaxes,
neither of you can use the weapons that are entangled. You may end this but once the tactic has
Bind Flails,
effect as a bonus action, they may break the grapple as normal, or either of
Greataxes, been recognised by the
you may drop their entangled weapon. You cannot use this on a creature enemy it’s hard to pull
Tridents,
that is not holding a weapon, and if you successfully bind a creature's off again. Flails or the
Whips, Nets
weapon, you may not use this weapon technique again until you finish a “sword breaker”
short or long rest. dagger are prime
examples.
Weapons of this make
are generally well-
suited to an
Clubs,
You may grant yourself advantage on one attack roll against a creature you Daggers, unexpected strike from
can see with this weapon. You may only use this weapon technique once an unpredictable angle,
Sickles, Flails,
Blindside before you must finish a short or long rest to use it again. Additionally, this however, their ability
Shortswords,
weapon is considered a valid weapon for the use of Sneak Attack even if it Whips, Hand to surprise foes quickly
would not normally be. fades. Leather clubs
Crossbows
made this way are
often called
“blackjacks.”
Battleaxes,
Double-
Slashing weapons that
bladed
can use this action
After hitting an enemy with this weapon you may make an additional attack, scimitars,
tend to be weighted
also with this weapon, against a different enemy within reach and within 5ft Glaives,
Cleave toward the end and can
of the first for 1d6 damage. You do not add your damage modifier to the Greataxes,
easily follow-through
damage from this attack and may only make one such attack per round. Greatswords,
attacks with broad
Halberds,
slicing motions.
Longswords,
Scimitars
Weapons with long
Quarterstaves,
hafts or grips can be
Spears,
used to force
Glaives,
You may use this weapon to Shove an opponent as a reaction when they opponents away when
Greataxes,
Fend Off end their turn within 5ft. You may only push your opponent, not knock they get too close for
Halberds,
them prone. comfort. Glaives are
Longswords,
well-suited for this use
Mauls, Pikes,
both in and out of
Tridents
formation.

3
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Valid
Weapon Weapon
Action Effect Types Function
Weapons of this design are
Daggers,
generally very sturdy to puncture
If this weapon is used to attack a creature that is restrained, Maces,
armor or cause critical damage from
incapacitated, or you are using a finesse weapon against a Greataxes,
Finish a position of advantage, able to
creature that is both prone and grappled, it can deal an Greatswords,
Off brutally end foes that are unable to
additional 1d12 damage once per turn and critically hits on a Mauls, War
defend themselves. The
natural 19 and 20. Picks,
executioner's axe is a prime
Warhammers
example.
Weapons with this action are
You may use your bonus action to negate any disadvantage you balanced for precision throwing.
Daggers,
Fling would incur from attacks made at long range using weapons The flights of a dart or the small
Darts
with this action during your turn. handle of a throwing knife reflect
this.
Clubs,
Daggers,
After taking the attack action and using this weapon, you may Double- Weapons of this design are
use your bonus action to attack with this weapon again. The bladed generally very light and easy to
Flurry
weapon damage die of this bonus attack is 1d4, and you do not Scimitars, maneuver, or are double-ended.
add your ability modifier to the damage of this attack. Quarterstaffs, Daggers most often see this use.
Shortbows,
Whips
Weapons with this action have very
As your Attack action, you may make a single melee attack using
Spears, fine point-control, allowing them to
this weapon with advantage that treats this weapon as having
Halberds, make precision jabs at the cost of
the finesse property and damage becomes 1d4 piercing (1d6 if
Longswords, damage and speed when additional
Focused the weapon is two-handed or a versatile and being wielded with
Rapiers, lethality can be generated from
Thrust two hands) until the end of your turn. If you have the Extra
Shortswords, other sources. Common spears and
Attack feature, you may only attack once with this weapon in the
Tridents, War swords can be much deadlier in
same action you use this weapon technique, but the damage
Picks softer hands such as those of elves
dice are increased to 2d4 (or 2d6 if wielded in two hands).
with this property.
Particularly sturdy warbows are able
to have their full potential
Full You may use your bonus action to add your Strength modifier to
Longbows unleashed by strong archers. The
Draw damage done with this weapon until the end of your turn.
best yeomen need both steady
hands and strong backs.
Clubs, Hand
Axes,
Weapons with this action are
If this weapon does not have a range, it now has the thrown Javelins, Light
generally weighty and have greater
property and a range of 15/30. You may use your bonus action Hammers,
impact when thrown, or have the
to add 1d4 to the damage dealt by this weapon when you make Maces,
Hurl sheer mass to inflict significant
a ranged attack with it. You must choose to add this damage Spears,
damage as a projectile regardless. A
before you make the attack roll, and only applies to a single Slings,
sling-stone can impact with enough
attack. Battleaxes,
force to puncture shields.
Mauls,
Tridents
Quarterstaffs, These weapons are generally
Spears, particularly long, and well-suited to
You may use your bonus action to increase your reach with this Glaives, striking at distant foes that think
Lunge
weapon by 5ft until the end of your turn. Greatswords, themselves beyond reproach. Pikes
Lances, and whips are often far longer than
Pikes, Whips some expect.

4
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Valid
Weapon Weapon
Action Effect Types Function
Weapons with this action generally
When another creature hits you with a melee attack while you
Daggers, have wider or more complex guards
are wielding this weapon, you can use your reaction to add
Longswords, that make them suited to defense.
Parry your proficiency bonus to your AC for that attack, potentially
Rapiers, Two-handed longswords often have
causing the attack to miss you. You cannot benefit from this
Shortswords broad guards to make them more
weapon action if you are wielding a shield.
viable without shield or armor.
When you attack with this weapon, you may choose to Light
attempt to disrupt enemy movement. Your attacks while Crossbows, Ranged weapons with a distinct
doing so are made with disadvantage, however, hit or miss, Shortbows, report can be used to intimidate
Pin Down the target creature's speed is reduced by 5 feet per attack Slings, opponents and deny mobility. The
made with this weapon against them until the beginning of Heavy buzzing of an arrow will give many
your next turn. Creatures immune to the frightened condition Crossbows, individuals pause.
are not affected by this weapon action. Longbows
Weapons of this design are
You may draw this weapon when your initiative is rolled, particularly handy on short notice,
Daggers,
before the a turn begins. If you have two such weapons, you able to be made ready before most
Quick Longswords,
may draw them both at this time. You have advantage on your others are prepared to deal with
Draw Scimitars,
first attack roll in combat (after initiative is rolled) with this them. The curve of a scimitar makes
Shortswords
weapon. drawing and striking in a fluid
motion terribly easy.
Clubs,
Daggers,
Double-
Weapons that can use this technique
bladed encourage deft footwork, letting
If you have advantage on an attack, immediately after making scimitars,
users get in and out against
the attack roll you may move 5 feet without provoking Hand Axes,
Quickstep opponents with quick movements.
opportunity attacks from that creature. This movement does Light The momentum of clubs and small
not count against your movement for the turn. Hammers,
axes becomes grace in trained
Sickles,
hands.
Rapiers,
Scimitars,
Shortswords
You may force a living creature damaged by this weapon to Rare weapons with this technique
make a Constitution save equal to 10 + your proficiency are generally designed to slice, tear
modifier. If they fail, they begin bleeding, taking 1d4 slashing and cause grievously excessive
Any slashing
damage immediately and must repeat the save at the or piercing wounds, with curved or serrated
Rend beginning of each of their turns or take the damage again. blades, jagged edges, or sharp barbs.
melee
Regaining hit points or making a successful save stops the A sharp edge isn’t enough, these
weapon
bleeding. If you successfully cause a creature to begin weapons must be designed to shred
bleeding, you may not use this weapon action against the flesh. The terrible wounds inflicted
same creature again until you finish a short or long rest. by morningstars showcase this.
Weapons of this design are generally
If an opponent misses with a melee attack, you may use your Spears, both long and agile, letting them
reaction to make an attack against them with this weapon, and Longswords, capitalize on an opponent's mistakes
Riposte
it is considered to have the finesse property for this attack. If Rapiers, very efficiently. No weapon displays
it hits, the weapon damage die is treated as 1d4. Shortswords this quite like the rapier, able to
punish any failure with a jab or nick.
Weapons with this technique can be
Spears,
braced and used while sprinting
If you use your action to Dash, you make one melee attack Halberds,
simply by aiming and ramming the
Rush with this weapon as a bonus action. The damage of this attack Lances,
point into the target. Couching a
is changed to piercing if it is not already. Pikes,
lance or halberd in this way can
Tridents
catch distant opponents by surprise.

5
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Weapon Valid Weapon
Action Effect Types Function
If you have not yet used any movement on your
turn, you may add your Strength modifier again to These top-heavy weapons can forgo all
Greatclubs,
the damage of one of the attacks you make this subtlety in order to try and crush an
Halberds, Maces,
Smash round (even if it was already added), and change opponent. The hammer-end of a halberd
Mauls,
the damage type to bludgeoning if it was not or simply a weighted bludgeon can focus
Warhammers
already. If you do so, you cannot willingly move or all this effort into a single blow.
use reactions until the beginning of your next turn.
Quarterstaffs,
Spears, Battleaxes,
Weapons with this technique are
Flails, Glaives,
If you make a Shove attempt to knock a target particularly suited to engaging in sudden,
prone within reach of this weapon and succeed, Greataxes,
close grapples to break the opponent’s
Topple Greatswords,
the target takes 1d4 + your STR mod bludgeoning balance, either through tripping them or
Halberds,
damage. simply overwhelming leverage. Staves and
Longswords, Mauls,
nets can undermine opponents with ease.
Tridents, War Picks,
Whips, Nets
Weapons with this technique are
Daggers,
particularly suited to dealing extra damage
Greatclubs, Light
with a precise strike, either plunging into
If you have advantage on an attack and you hit, you Hammers, Maces,
Weak may use your bonus action to cause the attack to a vulnerable area or by compromising
Morning Stars, War
Spot armor with a well-placed blow. This is
deal an additional 1d6 damage. Picks,
most common to blunt weapons with a
Warhammers,
small striking surface like maces and
Blowguns
hammers.

Learning Weapon Feat: Weapon Focus


Techniques Prerequisite: Strength or Dexterity 15 or higher.
With this expanded system comes a new feat, for those that Choose a weapon technique from the Weapon Techniques
wish to use a category of weapons to it's absolute fullest. List. So long as you are using a weapon that is compatible a
Taking the Weapon Focus feat allows more techniques being weapon technique you know, you can use that technique with
used at once, or on weapons without techniques such as that weapon even if it does not inherently have that action, in
summoned weapons. addition to any inherent weapon actions it has.
If you have or gain the Extra Attack feature, you may learn
an additional weapon technique in this way. You can swap out
one weapon technique you know with another one whenever
you gain a class level.
You can take this feat more than once. Each time you do,
you can learn one additional technique from the Weapon
Techniques List. You do not reap the benefits to this feat from
having the Extra Attack feature a second time if you take this
feat more than once.

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Weapons Reference
A weapon technique that is in Bold is the default and most common technique inherent to this type of weapon.

Simple Melee Weapons


Weapon Damage Weight Properties Compatible Techniques
1d4
Club 2 lb. Light Blindside, Hurl, Quickstep
bludgeoning
1d4 Finesse, light, thrown Bind, Blindside, Finish Off, Fling, Flurry, Parry, Quick Draw,
Dagger 1/2 lb.
piercing (range 20/60) Quickstep, Rend, Weak Spot
1d8
Greatclub 6 lb. Two-handed Hurl, Smash, Weak Spot
bludgeoning
1d6 Light, thrown (range
Handaxe 2 lb. Hurl, Quickstep, Rend.
slashing 20/60)
1d6
Javelin 2 lb. Thrown (range 30/120) Hurl+
piercing
Light 1d4 Light, thrown (range
2 lb. Hurl, Quickstep, Weak Spot
Hammer bludgeoning 20/60)
1d6
Mace 4 lb. - Finish Off, Hurl, Smash, Weak Spot
bludgeoning
1d6
Quarterstaff 3 lb. Versatile (1d8) Fend Off, Flurry, Lunge, Topple
bludgeoning
1d4
Sickle 2 lb. Light Bind, Blindside, Quickstep, Rend
slashing
1d6 Thrown (range 20/60),
Spear 3 lb. Fend Off, Focused Thrust, Lunge, Rend, Riposte, Rush
piercing versatile (1d8)

+ Masterwork versions only.

Simple Ranged Weapons


Weapon Damage Weight Properties Compatible Techniques
Crossbow, Light 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Aim, Pin Down
Dart 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Fling+
Shortbow 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed Flurry, Pin Down
Sling 1d4 bludgeoning - Ammunition (range 30/120) Hurl, Pin Down

+ Masterwork versions only.

7
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Martial Melee Weapons
Weapon Damage Weight Properties Compatible Techniques
1d8
Battleaxe 3 lb. Versatile (1d10) Bind, Cleave, Rend, Topple
slashing
Double-bladed 2d4
4 lb. Two-handed Flurry1, Cleave+, Quickstep+.
Scimitar slashing
1d8
Flail 2 lb. - Bind, Blindside, Topple
bludgeoning
1d10
Glaive 6 lb. Heavy, reach, two-handed Cleave, Fend Off, Lunge, Rend, Topple,
slashing
1d12
Greataxe 5 lb. Heavy, two-handed Bind, Cleave, Fend Off, Finish Off, Rend, Topple
slashing
2d6
Greatsword 5 lb. Heavy, two-handed Cleave, Finish Off, Lunge, Rend, Topple
slashing
1d10
Halberd 6 lb. Heavy, reach, two-handed Cleave, Fend Off, Rend, Rush, Smash, Topple.
slashing
1d12
Lance 6 lb. Reach, special Lunge, Rend, Rush
piercing
1d8 Cleave2, Fend Off, Focused Thrust, Parry3, Quick Draw,
Longsword 3 lb. Versatile (1d10)
slashing Rend, Riposte, Topple
2d6
Maul 6 lb. Heavy, two-handed Fend Off, Finish Off, Hurl, Smash
bludgeoning
1d8
Morningstar 4 lb. - Rend, Weak Spot
piercing
1d10
Pike 12 lb. Heavy, reach, two-handed Fend Off, Lunge, Rend, Rush
piercing
1d8
Rapier 3 lb. Finesse Focused Thrust, Parry, Quickstep, Rend, Riposte
piercing
1d6
Scimitar 3 lb. Finesse, light Cleave, Quick Draw, Quickstep, Rend
slashing
1d6 Focused Thrust, Parry, Quick Draw, Quick Step, Rend,
Shortsword 2 lb. Finesse, light
piercing Riposte
1d6 Thrown (range 20/60),
Trident 4 lb. Bind, Fend Off, Focused Thrust, Hurl, Rush, Topple
piercing versatile (1d8)
1d8
War Pick 2 lb. - Finish Off, Focused Thrust, Topple, Weak Spot
piercing
1d8
Warhammer 2 lb. Versatile (1d10) Finish Off, Smash, Weak Spot
bludgeoning
1d4
Whip 3 lb. Finesse, reach Bind, Blindside, Flurry, Lunge, Topple
slashing
1 This weapon always has this Technique inherent to it.
+ Masterwork versions only.
2 Default if intended for one-handed use.
3 Default if intended for two-handed use.

8
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Martial Ranged Weapons
Weapon Damage Weight Properties Compatible Techniques
Blowgun 1 piercing 1/2 lb. Ammunition (range 25/100), loading Aim, Weak Spot
Crossbow, Hand 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Aim, Blindside,
Crossbow, heavy 1d10 piercing 8 lb. Ammunition (range 100/400), heavy, loading, two-handed Aim, Pin Down
Longbow 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Full Draw, Pin Down
Net restrained 3 lb. Special, thrown (range 5/15) Bind, Topple

Homebrew Weapons
This system is intentionally modular, and can be applied to
any existing weapons that are compatible with 5e. Rapier
Below are some Homebrew weapons and changes to Martial Melee Weapon
existing ones I use in my home games, optional for your use
in your own setting. 1d6 piercing, Finesse, Special.

Compatible Weapon Techniques: Riposte (common),


Focused Thrust, Parry, Quickstep.

Buckler Special: This weapon’s damage die becomes 1d10 if used in


Simple Melee Weapon one hand with no shield, when the other hand is empty, or
only holds a simple weapon with the Light property.
1 bludgeoning, Light, Special.

Compatible Weapon Techniques: Parry (common), Riposte,


To encourage a more realistic fencing style, the
Smash.
reduction in base damage and the “one-handed”
Special: You gain +1 to your armor class when wielding this special property encourages it not to be dual-
weapon. This bonus does not stack with that of a shield,
wielded with the feat, and to instead be used
another buckler, or with a Monk’s Unarmored Defense.
with an empty hand or with an appropriate
weapon, such as a buckler or dagger. It is very
The buckler is like a tiny shield, generally used in powerful but lacks the versatility you might get
the offhand to guard the main-hand, optimal for from a weapon used with a shield or two-
those that are not competent with shields but handed.
still desire extra defense. However, it is an
effective striking tool as well.

For those that add their own homebrew weapon


types, the Function column of the Weapon
Technique List should provide some guidance as to
what they ought to be able to use. A musket, for
example, would have Aim since it does not require
the arm-tension to draw it and can be prepared
ahead of time.

9
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
More than "I hit it with my
sword."

Weapons I have a background in Historical European


Martial Arts, and I always felt that RPG combat
renders martial combat exceedingly simple and
often somewhat boring compared to the plethora

Of of options available through magic, when in


reality armed combat is a complex and extremely
cerebral dance, and the weapons used are crafted

Choice
masterfully to perform above and beyond a
simpleminded swing or thrust.
Historically, weapons like longbows require
immense strength to utilize, while the classically
brutish two-handed sword is actually one of the
Not every weapon is created equal. Just as most technical weapons one could try to wield,
and the straightforward but versatile nature of the
hundreds of different techniques and spear made it the greatest battlefield weapon
available for thousands of years.
methodologies have been created for as long as
the first sharp rock was lashed to a stick, so to This homebrew is inspired by similar systems that
have taken strides to elaborate on the skill of a
have weapons been tweaked and redesigned to martial warrior, but strives to remain fully in-line
with 5e's quick and simple mechanics.
facilitate their use.
The Weapon Arts of Dark Souls 3, the delightfully
satisfying Skills of Dragon's Dogma, and most
This modular subsystem adds a new layer of recently the additional nuance of Weapon Actions
added to Baldur's Gate III served as the basic
depth to martial combat, with 22 unique inspiration, tempered with the knowledge that
techniques that can be attached or applied to despite similarities, these are all very different
games from the tabletop, even though Baldur's
the existing weapons within 5e, expanding Gate truly is a Dungeon's & Dragons game.
combat options without overwhelming the The distribution of the skills was carefully
system or undermining class features and magic considered as well. Weapons that would have
been passed over before for terrible base-game
items. statistics (such as the dreaded d4 damage die)
received some of the most versatile techniques,
and open entire playstyles and aesthetics that
would normally require a considerable amount of
DM concession are now practical. Suddenly, the
rapier and dagger makes perfect sense paired to
A big thanks to the Discord & Dragons both Parry and Riposte, crossbows fill a niche
community for the immense amount of critique with their ability to hold steady Aim, and pikes
and whips can finally strike as far away as their
and feedback they provided that made this real counterparts.
possible without being a complete mess. You Hopefully, you find this to add the spice you need
can give me feedback there @Verbose Mode. to martial combat in your games as well, and En
Garde!

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