Weaponry Enhanced Image

This feat is an additive feature, typically used in conjunction with Combat Enhanced (another feat) to add more complexity to 5e weapons. These additions, look to give mundane weapons more unique features and reasons for choosing any particular weapon. This addition looks to also increase the utility of perhaps more underused weaponry. Note, everything here is purely additive to the core rules and options of 5e.

Listed Below are some of the common weaponry found in 5e as listed in the PHB. The following list will contain the additional features added to each type of weaponry and damage type and some additional actions that can be taken with weapons.

New Properties

 

Armor Piercing I. When making weapon attacks that would deal piercing damage with this weapon against another creature wearing light or medium armor, gain an additional +1 to hit and -1 to the target's AC until they can repair their armor. This effect cannot stack.

Armor Piercing II. When making weapon attacks that would deal piercing damage with this weapon against another creature wearing any armor, gain an additional +2 to hit and -2 to the target's AC until they can repair their armor. This effect cannot stack.

Cleave I. When making weapon attacks that would deal slashing or piercing damage with this weapon against another creature wearing no armor, gain an additional +1 to hit and an additional damage die. 

Cleave II. When making weapon attacks that would deal slashing or piercing with this weapon against another creature wearing no armor or light armor, gain an additional +2 to hit and an additional damage die.

When you hit with an attack with this weapon on a target with light armor, if the total to hit score is greater than the target's AC by at least 8, reduce the AC of that creature by 1, this effect lasts until the armor is repaired. This effect can stack up a total of three times per creature.

Cleave III. When making weapon attacks that would deal slashing or piercing damage with this weapon against another creature wearing no armor, light armor, or medium armor, gain an additional +3 to hit and an additional damage die. If the base damage of the weapon contains two of the same die, instead add two additional die instead of one. (Example: Greatsword)

When you hit with an attack with this weapon on a target with light or medium armor, if the total to hit score is greater than the target's AC by at least 6, reduce the AC of that creature by 1, this effect lasts until the armor is repaired. This effect can stack up a total of three times per creature.

Crushing I. When making weapon attacks that would deal bludgeoning damage with this weapon against another creature wearing heavy armor, gain an additional +1 to hit.

Crushing II. When making weapon attacks that would deal bludgeoning damage with this weapon against another creature wearing heavy armor, gain an additional +2 to hit and damage.

Crushing III. When making weapon attacks that would deal bludgeoning damage with this weapon against another creature wearing heavy armor, gain an additional +3 to hit and damage.

Concussive I. When you hit with an attack with this weapon if the total to hit score is greater than the target's AC by at least 8 then the target must make a Constitution saving throw equal to your Strength modifier + proficiency bonus + 8. On a failure, they are stunned till the end of your next turn.

Concussive II. When you hit with an attack with this weapon if the total to hit score is greater than the target's AC by at least 6 then the target must make a Constitution saving throw equal to your Strength modifier + proficiency bonus + 8. On a failure, they are stunned till the end of your next turn.

Curved edge. When making weapon attacks that would deal slashing damage with this weapon against another creature wearing light or no armor, gain an additional +2 to hit and damage.

Cumbersome. While not mounted, all attacks made with this weapon are at disadvantage. 

Easily Concealed. You have advantage on checks attempting to hide this weapon on your person

Draw Weight. Every time you hit a target with a ranged weapon attack with projectiles fired from this weapon add your Strength modifier to the damage rolls.

Devastating point. When you hit with an attack with this weapon if the total to hit score is greater than the target's AC by at least 5, reduce the AC of that creature by 1, this effect lasts until the armor is repaired. This effect can stack up a total of five times.

Entangling. Every time a creature fails the saving throw associated with this weapon, increase the DC by 1 up to a maximum DC of 18.

Forceful. If you should hit a target that is a size category equal to or smaller than you, you may force them to make a Strength saving throw equal to your Strength modifier + proficiency bonus + 8. On a failure, they are knocked 5ft in a direction you choose, appropriate to the direction of your swing. If they should fail by 5 or more you can opt to knock them prone. If the target is wielding a shield and the AC bonus provided by the shield should cause you to miss, you can still force them to make the same saving throw, and should they fail, the shield can be knocked from their arms a distance equal to your strength mod times 5 and in a direction of your choosing appropriate to the direction of your swing.

Gutting. When making a melee weapon attack with this weapon against a creature that has had their movement reduced in any way, is prone, or is suffering from the poisoned condition, roll an additional damage dice when determining damage for the attack.

Heavy Projectile. When thrown, add five times your strength mod to the range of the projectile.

Misericorde. While in a grapple, any weapon attacks made with this weapon against another creature in that grapple automatically count as a critical hit.

Momentum. You may spend an attack action to build momentum with the weapon, and on your next subsequent attack, you can deal an additional damage die. This feature can stack up to two times.

Mounted Force I. While moving on a mount your first successful hit made with this weapon against a target, while moving at least 15 ft towards a target deals an additional damage die when determining damage. Note this additional damage can be applied to multiple targets within the same turn as long as the additional 15ft is covered.

Mounted Force II. While moving on a mount your first successful hit made with this weapon against a target, while moving at least 15 ft towards a target deals two additional damage die when determining damage. Note this additional damage can be applied to multiple targets within the same turn as long as the additional 15ft is covered.

Quick Shot.  You may make an additional attack with this weapon against a target within short range using your bonus action. On a hit, you roll damage as normal, but do not add your modifier to the damage roll.

Quick Slash. You may make an additional attack with this weapon against a target within range using your bonus action.

Rend. When you hit an attack with this weapon that would deal piercing damage and the score of the to-hit roll of that attack is higher than the AC of the target by at least 6, you may force your target to make a Constitution saving throw equal to your Strength or Dexterity modifier + proficiency bonus + 8. On a failure, temporarily reduce the dexterity score of the target by 1. This effect can stack up to four times. Their dexterity score returns to normal on a short or long rest.

Stalwart. If you have not moved more than 15ft in the previous turn, and an enemy should move into range of you, any subsequent attacks against that creature are at advantage for the next turn and gain an additional damage dice when determining damage.

Shield Bane. Attacks with this weapon, ignore the AC benefits a creature may have from using a shield.

Weighted. If the to-hit score of an attack roll is higher than the AC of the creature then add your Strength or Dexterity modifier to the DC associated with the weapon.

 

Alternate Usages

 

Extended Reach. This weapon can temporarily reduce its damage dice by one size to a minimum of 1d4 and temporarily gain the reach property.

Improvised Cudgel. This weapon can temporarily reduce its damage dice by one size to temporarily deal bludgeoning damage to a minimum of 1d4.

Improvised Dagger. This weapon can be used as a melee weapon, using 1d4 as its damage dice.

Improvised Pick. This weapon can temporarily reduce its damage dice by one size to temporarily deal piercing damage to a minimum of 1d4.

Half Swording. This weapon can temporarily reduce its damage dice by one size to temporarily deal piercing damage to a minimum of 1d4. While doing this, attacks with this weapon against another creature wearing heavy armor, gain an additional +3 to hit and damage.

 

 Natural Armor Conversions

- (AC equal to or less than 11) counts as no armor.

- (AC equal to or greater than 12) counts as light armor.

- (AC equal to or greater than 15) counts as medium armor.

- (AC equal to or greater than 17) counts as heavy armor.

This may be overruled by your DM, depending on the type of monster and the situation, this is just a suggestion of the general numbers.

 

 

Simple Melee Weapons

Weapon Name Additional properties Standard Damage/Alt Damage Alternate usage  Core Properties
Club Crushing I, Concussive I 1d4 bludgeoning N/A Light
Dagger Misericorde, Gutting, Easily Concealed 1d4 piercing N/A Finesse, light, thrown (range 20/60)
Greatclub Crushing III, Forceful, Concussive I 1d8 bludgeoning N/A Two-handed
Handaxe Heavy Projectile, Cleave I 1d6 slashing N/A Light, thrown (range 20/60)
Javelin Heavy Projectile, Cleaving I 1d6 piercing N/A Thrown (range 30/120)
Light hammer Crushing II, Heavy Projectile, Concussive I 1d4 bludgeoning N/A Light, thrown (range 20/60)
Mace Crushing II, Concussive I 1d6 bludgeoning N/A -
Quarterstaff Crushing I 1d6 bludgeoning/1d4 bludgeoning Extended reach Versatile (1d8)
Sickle Curved Edge, Cleave I 1d4 slashing N/A Light
Spear Crushing I, Mounted Force I, Cleave II 1d6 piercing/1d4 bludgeoning Improvised Cudgel Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Weapon Name ADDITIONAL PROPERTIES STANDARD DAMAGE/ALT DAMAGE ALTERNATE USAGE  CORE PROPERTIES
Crossbow, light Armor Piercing I, Cleave I 1d8 piercing N/A Ammunition (range 80/320), loading, two-handed
Dart Misericorde, Easily Concealed 1d4 piercing N/A Finesse, thrown (range 20/60)
Shortbow Quick shot, Cleave I 1d6 piercing N/A Ammunition (range 80/320), two-handed
Sling Crushing II 1d4 bludgeoning N/A Ammunition (range 30/120)

Martial Melee Weapons

Weapon Name ADDITIONAL PROPERTIES STANDARD DAMAGE/ALT DAMAGE ALTERNATE USAGE  CORE PROPERTIES
Battleaxe Mounted Force I, Cleave II 1d8 slashing Improvised Cudgel Versatile (1d10)
Flail Crushing II, Momentum, Concussive I, Shield Bane 1d8 bludgeoning   N/A -
Glaive Crushing I, Cleave III 1d10 slashing Improvised Cudgel Heavy, reach, two-handed
Greataxe Crushing I, Forceful, Cleave III 1d12 slashing Improvised Cudgel Heavy, two-handed
Greatsword Cleave III, Forceful 2d6 slashing/2d4 piercing Half Swording Heavy, two-handed
Halberd Crushing I, Forceful, Mounted Force I, Cleave III 1d10 slashing/1d8 Piercing Improvised Pick Heavy, reach, two-handed
Lance Forceful, Mounted Force II, Cumbersome 1d12 piercing  N/A  Reach, special
Longsword Crushing I, Mounted Force I, Cleave II 1d8 slashing/1d6 bludgeoning/1d6 piercing Improvised Cudgel, Half Swording Versatile (1d10)
Maul Crushing III, Forceful, Concussive II 2d6 bludgeoning   N/A Heavy, two-handed
Morningstar Crushing II, Momentum 1d8 piercing/1d6 bludgeoning Improvised Cudgel -
Pike Stalwart, Cleaving I 1d10 piercing   Heavy, reach, two-handed
Rapier Gutting, Quick Slash, Rend 1d8 piercing/1d6 piercing Extended Reach Finesse
Scimitar Mounted Force I, Cleave II 1d6 slashing  N/A  Finesse, light
Shortsword Crushing I, Cleave II 1d6 piercing/1d4 bludgeoning Improvised Cudgel Finesse, light
Trident Crushing I, Heavy Projectile 1d6 piercing/1d4 bludgeoning Improvised Cudgel Thrown (range 20/60), versatile (1d8)
War pick Forceful, Devastating Point, Rend 1d8 piercing  N/A -
Warhammer Crushing III, Forceful, Concussive II 1d8 bludgeoning/ 1d6 piercing damage Improvised Pick Versatile (1d10)
Whip Cleave I, Momentum 1d4 slashing Extended Reach Finesse, reach

Martial Ranged Weapons

Weapon Name ADDITIONAL PROPERTIES STANDARD DAMAGE/ALT DAMAGE ALTERNATE USAGE  CORE PROPERTIES
Blowgun N/A  1 piercing N/A  Ammunition (range 25/100), loading
Crossbow, hand  Cleave I 1d6 piercing N/A   Ammunition (range 30/120), light, loading
Crossbow, heavy Armor Piercing II, Cleave II 1d10 piercing  N/A  Ammunition (range 100/400), heavy, loading, two-handed
Longbow Draw Weight, Cleave II 1d8 piercing  N/A  Ammunition (range 150/600), heavy, two-handed
Net  Weighted, Entangling -  N/A  Special, thrown (range 5/15)

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