Just wanted to share this, since its been a lot of work to balance and put together. It's not perfect, but my martials are having a lot of fun with it so I wanted to share! Feedback is appreciated, and everyone is allowed to take whatever they want from this system.
Weapon Arts
Once per short rest a creature can use a weapon art. To use a weapon art the creature must be holding a weapon that the creature is proficient with or an Improvised Weapon, have at least one level in Fighter, Monk, Barbarian, Ranger or Rogue and fulfill the requirement described in the weapon art. The used weapon art depends on the type of the weapon held.
If an ability calls for a save against Weapon DC, calculate this DC with the following formulas:
Range Weapon: 8 + Dexterity Modifier + Proficiency Bonus
Finesse weapons can use either formula depending on your choice.
Available Weapon Arts shall be added to the Thread Below.
Below will follow a list of available weapon arts
Simple Melee Weapons
Clubs: Concussive Smash
When you hit a melee weapon attack against a creature, using a club, you may roll one additional damage die against that creature. The target must then make a CON save against your Weapon DC, or be stunned until the start of your next turn.
Daggers: Backstab
While flanking a target (having at least one ally on the other side of the target within 5 feet of it) and being within 5 feet of the target, you may use your bonus action to force the target to roll a WIS save against your Weapon DC. If the target fails this save, your next melee weapon attack with a dagger will be a critical hit if it hits.
Greatclubs: Whack-a-Mole
If you reduce a creature's hp to 0 with a greatclub, you can make another melee weapon attack this turn. This additional melee weapon attack must also be made with a greatclub.
Handaxes: Aim for the Hand
If you throw a handaxe, you can pick an arm. If you hit, the creature has to roll a DEX save against your Weapon DC. If it fails, it drops whatever it was holding.
Javelins: Pinning Throw
If you move at least 10 feet, you can throw a javelin up to its long range as if it was the normal range, as long as the throw is in the same direction as your movement. If this attack hits, the target must make a STR save against your Weapon DC or have its speed reduced to 0 until your next turn.
Light Hammers: Knee Breaker
You can use your bonus action to make an attack with a light hammer aimed at the legs. If you hit this attack, the target must make a CON save against your Weapon DC. If it fails, the targets speed is halved for one minute. At the end of its turn, the target can make another CON save, if it succeeds the reduced speed ends.
Maces: Realign Impact
If you roll a 1 on a damage die with a mace, you can treat it like a 6. You can only manipulate one dice this way per weapon art use.
Quarterstaves: Sweep the Legs
You can use one melee weapon attack with a quarterstaff to aim for the legs. If you do, the target must roll a STR or DEX save (The target chooses) against your Weapon DC. If they fail this save, they fall prone and take 1d4 bludgeoning damage when hitting the ground. Flying targets are immune.
Sickles: Lacerate
When you hit a melee weapon attack with a sickle, you can force the target to make a CON save against your Weapon DC. If the target fails they are bleeding. The target loses 1d4 hit points due to blood loss at the start of each turn until they or an ally within 5 foot of the target uses their action to stop the bleeding. Creatures without blood are immune.
Spears: Rush Attack
While wielding a spear, you can use your action to dash in a straight line at an opponent. This movement does not trigger oppertunity attacks, but cannot move through occupied squares. When you get within 5 feet of your target, the movement stops and you make one melee weapon attack with your spear. If this attack hits, the target rolls a STR save against your Weapon DC. If they fail this save, the next attack against this target has advantage.
Simple Ranged Weapons
Light Crossbows: Sneaky Shot
If you are prone or in cover, you can make ranged weapon attack with a light crossbow using your bonus action. If you hit, the target must make an INT save against your Weapon DC. If the target fails this save, you are considered hidden from the target until your next turn.
Darts: Barrage
If you have not moved this turn and make a ranged weapon attack with a dart, you can immediately make one additional ranged weapon attacks with a dart. If you do this, your speed becomes 0 for the rest of your turn and cannot be increased in any way. You can also not use any spells or abilities that cause movement.
Shortbows: Achilles Shot
When you make a ranged weapon attack with a shortbow, you can make a shot at a vulnerable point. If you hit, the creature must make a CON save against your weapon DC. If it fails you can roll your damage dies twice and take the biggest total.
Slings: Goliath Slayer
When you make a ranged weapon attack with a sling against a creature that is Large or larger, you can deal an additional 1d4 piercing damage on that attack. If this attack hits, the target makes a WIS save against your Weapon DC. If this save fails, the creature is blinded until the start of your turn.
Martial Melee Weapons
Battleaxes: Bury the Hatchet
When you are hit with an attack from a creature within 5 feet of you, you can use your reaction to make one melee weapon attack with a battleaxe against that creature.
Flails: Shieldsmasher
When you hit a creature with a melee weapon attack with a flail, you force the creature to make a STR save against your Weapon DC. If the target fails this save, their AC is lowered with 2 until they use an action to restore their AC.
Glaives: Guillotine
You drop the glaive down on your foe from above for devastating effect. You give yourself advantage on your next melee weapon attack with a glaive. If you hit, the target rolls a CON save against your Weapon DC. If the target fails this save, they are incapacitated until the end of their next turn.
Greataxes: Terrifying Slash
When you hit a creature with a melee weapon attack with a greataxe, you do it with such verocity that it inspires fear. All creatures, excluding the target and yourself, within 10 foot of the target must make a CHA save. Any creature that fails this save is frightened of you until the end of your next turn and must use their reaction to run away from you.
Greatswords: A Champion's Weapon
You can use your bonus action, while wielding a greatsword, to draw the attention of all enemies within 15 feet of yourself. Hostile creatures within 15 feet of you must make a WIS save against your Weapon DC. Any creature that fails this save has disadvantage on attack rolls against creatures other than you until your next turn.
Halberds: Use the Point
You switch up your attack pattern, using the point of the weapon. Your melee weapon attacks using a halberd have advantage and do piercing damage instead of slashing damage until the end of your turn.
Lances: Strike Close
During the remainder of this turn, you no longer have disadvantage against targets within 5 feet of you on melee weapon attacks with a lance. When you hit a melee weapon attack with a lance on a creature within 5 feet of you, the target must make a STR save against your Weapon DC. If the target fails this save, they are pushed 5 feet away from you.
Longswords: Pommel Strike
You can use your bonus action while wielding a longsword to make an additional melee weapon attack with the pommel. This attack deals 1d4 + strength modifier bludgeoning damage. If the attack hits, the target must make a CON save against your Weapon DC or have disadvantage on attack rolls until the end of its next turn.
Mauls: Backbreaker
While wielding a maul, you can aim for a paralyzing smash on a creature, as long as it is no more than one size larger than you and is within your weapon's range. You can use your action to force a target to make a STR or DEX save against your Weapon DC (the target decides). If the target fails, it is paralyzed until your next turn or until the target takes damage.
Morningstars: Tenacity
When you miss a melee weapon attack with a morningstar, you can use your reaction to deal bludgeoning damage equal to your strength modifier with a minimum of 0 to the original target.
Pikes: Long Thrust
If you are wielding a pike, you can activate your long thrusts. For the rest of this turn you can make melee weapon attacks at 15 foot range with a pike.
Rapiers: Precision Strike
When you make a melee weapon attack with a rapier you can add an additional d4 to the attack roll. If this attack hits, the target must make a DEX save against your Weapon DC or take piercing damage equal to the amount rolled on the d4.
Scimitars: Quick Flourish
When you make a melee weapon attack with a scimitar you can use your bonus action to take the dodge action.
Shortswords: Deliberate Strike
If you ready a melee weapon attack with a shortsword while there are no hostile creatures within 5 feet of you, you have advantage on that attack when it happens. If that attack hits, the target must make a WIS save against your Weapon DC or else have disadvantage on attacks against you until the end of their next turn (Unless it is already their turn, then they have disadvantage until the end of their current turn).
Tridents: Trap the Foot
When making a melee weapon attack with a trident, you can force the target to make a DEX save against your Weapon DC. If the target fails they are now considered grappled, and you can no longer attack with the trident and the trident remains stuck in the creature. A creature can use an action to attempt to remove the trident. If they do, they must roll a STR save against your weapon DC. A creature without legs is immune to this effect.
War Picks: Piercing Strike
When you hit a melee weapon attack with a war pick, you can force a target to make a CON save against your Weapon DC or recieve a Gaping Wound. As long as the creature has a Gaping Wound, it takes 1 additional damage any time it takes Piercing, Slashing or Bludgeoning damage. A Gaping Wound can be removed through healing of any kind. A creature can also use its action to make a WIS save against your Weapon DC to remove the Gaping Wound effect with treatmant.
Warhammers: Bonk
When you hit a melee weapon attack with a warhammer, you can force the target to make a STR save against your Weapon DC. If the target fails the save, they are knocked 15 feet away from you and fall prone.
Whips: Coil and Pull
When you hit a melee weapon attack with a whip, you can force a creature to make a STR save against your Weapon DC or be pulled to within 5 feet of you. You can freely switch weapons to another one handed melee weapon as part of the same attack.
Martial Ranged Weapons
Blowgun: Poison Delivery
If you use a blowgun to deliver a poisoned ammunition or other special ammunition, you can give yourself an extra d4 on the attack roll. If you do, and the special ammunition or poison has a saving throw, you can also decide that the target must roll against your Weapon DC instead of the normal DC of the ammunition or poison.
Hand Crossbows: Mobile Shot
When you use your action to Dash or Disengage, you can use your bonus action to make one ranged weapon attack with a hand crossbow. If this attack hits you may then exchange the hand crossbow for a melee weapon as part of the same bonus action.
Heavy Crossbows: Marking Shot
When you hit a creature with a ranged weapon attack with a heavy crossbow, the creature must make a WIS save against your Weapon DC or be marked for 1 minute. A creature marked by you in this way gains no benefits from half cover or three-quarters cover against ranged weapon attacks with a heavy crossbow made by you. You also have advantage on Wisdom (Perception) checks to find it and Wisdom (Survival) checks to track it.
Longbows: Silencing Shot
If an enemy within 60 foot of you attempts to perform a spell that has a vocal or somatic component, you may use your reaction to make a ranged attack roll with a longbow. If this attack hits, and the spell has an attack roll, the creature must make a save using its spellcasting ability against your Weapon DC or have disadvantage on the attack roll. If the creature casted a spell that requires concentration, it must make a concentration check against your Weapon DC or else lose concentration at the end of the current turn.
Nets: Retiarius
You ignore disadvantage on long range for your next ranged weapon attack with a net.
Special Weapons
Improvised Weapons: Finesse Throw
When you throw an improvised weapon, you can choose to make the attack roll with your dexterity modifier. Regardless of whichever you used, you may add your strength or dexterity modifier to the damage.
Improvised Weapons: Martial Prowess
When you make a melee weapon attack with an improvised weapon, you may treat the weapon as if you are proficient with it. If you are already proficient with improvised weapons, you may add your proficiency modifier twice.
Natural Weapons: Attack the Face
When making a weapon attack with a natural weapon, you can target a creatures sensory parts. The target must make a CON save against your Weapon DC. If the target fails, you may decide whether to Blind, Deafen or Silence the creature. The effect lasts until your next turn.
Unarmed Strikes: Cage Shot
When making an unarmed strike, you may choose to target a vulnerable part. The target will have disadvantage on its first attack roll during its next turn. The target must make a CON save against your Weapon DC or fall prone.
Looks Great! I like the concept, and you've clearly put some work into it. I have a few critiques, but all things considered, its a good system.
The only general critique I have is that a lot of the abilities double up on having to hit an attack roll and have the opponent make a save. I would make it so that all of them either only have an attack roll or only have a save (you would declare your choice to use the ability after the attack hits). The following list are changes to specific abilities.
On Rush Attack, there's no listed range. I assume that this is a mistake.
Most of the abilities that only deal damage are highly underwhelming. These are the Greatclub, mace, sickle, dart, shortbow, battleaxe, morningstar, rapier and war pick abilites They don't really do enough damage to make a difference, especially at higher levels.
Rollback Post to RevisionRollBack
I write homebrew and don't publish it. (evil, I know)
Looks Great! I like the concept, and you've clearly put some work into it. I have a few critiques, but all things considered, its a good system.
The only general critique I have is that a lot of the abilities double up on having to hit an attack roll and have the opponent make a save. I would make it so that all of them either only have an attack roll or only have a save (you would declare your choice to use the ability after the attack hits). The following list are changes to specific abilities.
On Rush Attack, there's no listed range. I assume that this is a mistake.
Most of the abilities that only deal damage are highly underwhelming. These are the Greatclub, mace, sickle, dart, shortbow, battleaxe, morningstar, rapier and war pick abilites They don't really do enough damage to make a difference, especially at higher levels.
Thank you for your feedback! I will definitely look into it.
As to the limit on Rush Attack, dash is your movement speed. But maybe I should add the line that it says: "Dash up to your walking speed" or something?
It's pretty good for low level play, but it suffers from the same problem all these systems do which is that the different options are not equally balanced. Some are simply better than the others incentivizing players to choose one weapon over another. And some are just awkward mechanically.
Most Powerful
Natural Weapons: Attack the Face - Silence cripples casters, and Blindness is very good against martials
Scimitars: Quick Flourish - Dodge is guaranteed success (where as almost all the others involve saves / hit chance) and a more powerful effect than many others
Mauls: Backbreaker: - weird choice of saving throw, paralysis is generally CON or WIS, but Paralysis is incredibly powerful - take away their actions / legendary actions and a free critical hit!
Halberds: Use the Point - 25% increase in damage which scales with magic weapons & all other buffs to damage and which I can combine with Action Surge for a mega nova! Yes please, forget most of the other weapons.
Greataxes: Terrifying Slash - wow AoE fear + making them run away so they likely lose their action next turn having to Dash!
Daggers: Backstab - Autocrit is just really powerful in the hands of a rogue or paladin.
Clubs: Concussive Smash - stunned is insanely powerful as a condition and usually means a death sentence to whatever is affected by it, since it's 25% increase in damage to the whole party + the enemy is incapacitated.
Flails: Shieldsmasher - 10% increase in the whole party's damage is pretty darn good vs a solo boss.
Least Powerful
Heavy Crossbows: Marking Shot - if you have SS this does basically nothing.
Hand Crossbows: Mobile Shot - almost nobody uses their action to dash/disengage if they are using a ranged weapon.
Whips: Coil and Pull - I have no idea when you would want to do this. Is this for that one unique situation where an enemy is flying exactly 10 ft above you?
Shortswords: Deliberate Strike - super niche and really weak effect.
Rapiers: Precision Strike - a save vs 1d4 damage... really??? What a waste of everyone's time.
Pikes: Long Thrust - super situational.
Lances: Strike Close - yeah, no I'll just swap my weapon rather than use this.
Slings: Goliath Slayer - why does one need you to use it before the attack hits when all the others are after the attack hits?
Darts: Barrage - yeah, no. I'll just take XbowXpert thank you.
Spears: Rush Attack - 50% chance of 1 attack at advantage if I give up one of my own attacks in order to Dash?? Terrible.
Handaxes: Aim for the Hand - extremely situational.
Awkward
Unarmed Strikes: Cage Shot - weird choice of save and weird combination of effects.
Longbows: Silencing Shot - this one is powerful but niche, I've had many adventuring days with no enemy spellcasters at all. and even if they exist they often cast spells that are neither attack rolls nor concentration.
Blowgun: Poison Delivery - this one could be extremely powerful or utterly useless depending on what poisons you have access to.
War Picks: Piercing Strike - why a Wis save rather than a Medicine check? Also the lack of scaling means this becomes more trouble to track than it's worth pretty fast.
Tridents: Trap the Foot - unclear wording here about whether you still deal damage with the attack or if it requires the attack to hit like all the others or not.
Shortbows: Achilles Shot - unclear if this applies to all damage dice (i.e. sneak attack) or just the weapon's damage dice. If the former it is niche good, if the latter it is completely terrible.
Light Crossbows: Sneaky Shot - WTF? Sorry but if I lie down prone directly in front of the enemy and shoot it in the face, somehow it can't see me at all now???
It's pretty good for low level play, but it suffers from the same problem all these systems do which is that the different options are not equally balanced. Some are simply better than the others incentivizing players to choose one weapon over another. And some are just awkward mechanically.
Most Powerful
Natural Weapons: Attack the Face - Silence cripples casters, and Blindness is very good against martials
Scimitars: Quick Flourish - Dodge is guaranteed success (where as almost all the others involve saves / hit chance) and a more powerful effect than many others
Mauls: Backbreaker: - weird choice of saving throw, paralysis is generally CON or WIS, but Paralysis is incredibly powerful - take away their actions / legendary actions and a free critical hit!
Halberds: Use the Point - 25% increase in damage which scales with magic weapons & all other buffs to damage and which I can combine with Action Surge for a mega nova! Yes please, forget most of the other weapons.
Greataxes: Terrifying Slash - wow AoE fear + making them run away so they likely lose their action next turn having to Dash!
Daggers: Backstab - Autocrit is just really powerful in the hands of a rogue or paladin.
Clubs: Concussive Smash - stunned is insanely powerful as a condition and usually means a death sentence to whatever is affected by it, since it's 25% increase in damage to the whole party + the enemy is incapacitated.
Flails: Shieldsmasher - 10% increase in the whole party's damage is pretty darn good vs a solo boss.
Least Powerful
Heavy Crossbows: Marking Shot - if you have SS this does basically nothing.
Hand Crossbows: Mobile Shot - almost nobody uses their action to dash/disengage if they are using a ranged weapon.
Whips: Coil and Pull - I have no idea when you would want to do this. Is this for that one unique situation where an enemy is flying exactly 10 ft above you?
Shortswords: Deliberate Strike - super niche and really weak effect.
Rapiers: Precision Strike - a save vs 1d4 damage... really??? What a waste of everyone's time.
Pikes: Long Thrust - super situational.
Lances: Strike Close - yeah, no I'll just swap my weapon rather than use this.
Slings: Goliath Slayer - why does one need you to use it before the attack hits when all the others are after the attack hits?
Darts: Barrage - yeah, no. I'll just take XbowXpert thank you.
Spears: Rush Attack - 50% chance of 1 attack at advantage if I give up one of my own attacks in order to Dash?? Terrible.
Handaxes: Aim for the Hand - extremely situational.
Awkward
Unarmed Strikes: Cage Shot - weird choice of save and weird combination of effects.
Longbows: Silencing Shot - this one is powerful but niche, I've had many adventuring days with no enemy spellcasters at all. and even if they exist they often cast spells that are neither attack rolls nor concentration.
Blowgun: Poison Delivery - this one could be extremely powerful or utterly useless depending on what poisons you have access to.
War Picks: Piercing Strike - why a Wis save rather than a Medicine check? Also the lack of scaling means this becomes more trouble to track than it's worth pretty fast.
Tridents: Trap the Foot - unclear wording here about whether you still deal damage with the attack or if it requires the attack to hit like all the others or not.
Shortbows: Achilles Shot - unclear if this applies to all damage dice (i.e. sneak attack) or just the weapon's damage dice. If the former it is niche good, if the latter it is completely terrible.
Light Crossbows: Sneaky Shot - WTF? Sorry but if I lie down prone directly in front of the enemy and shoot it in the face, somehow it can't see me at all now???
Thank you for all the feedback! You have given me a lot to think about, and I appreciate it.
Weapon Arts
Once per short rest a creature can use a weapon art. To use a weapon art the creature must be holding a weapon that the creature is proficient with or an Improvised Weapon, have at least one level in Fighter, Monk, Barbarian, Ranger or Rogue and fulfill the requirement described in the weapon art. The used weapon art depends on the type of the weapon held.
If an ability calls for a save against Weapon DC, calculate this DC with the following formulas:
Melee Weapon: 8 + Strength Modifier + Proficiency Bonus
Range Weapon: 8 + Dexterity Modifier + Proficiency Bonus
Finesse weapons can use either formula depending on your choice.
Available Weapon Arts shall be added to the Thread Below.
Below will follow a list of available weapon arts
Simple Melee Weapons
Clubs: Concussive Smash
When you hit a melee weapon attack against a creature, using a club, you may roll one additional damage die against that creature. The target must then make a CON save against your Weapon DC, or be stunned until the start of your next turn.
Daggers: Backstab
While flanking a target (having at least one ally on the other side of the target within 5 feet of it) and being within 5 feet of the target, you may use your bonus action to force the target to roll a WIS save against your Weapon DC. If the target fails this save, your next melee weapon attack with a dagger will be a critical hit if it hits.
Greatclubs: Whack-a-Mole
If you reduce a creature's hp to 0 with a greatclub, you can make another melee weapon attack this turn. This additional melee weapon attack must also be made with a greatclub.
Handaxes: Aim for the Hand
If you throw a handaxe, you can pick an arm. If you hit, the creature has to roll a DEX save against your Weapon DC. If it fails, it drops whatever it was holding.
Javelins: Pinning Throw
If you move at least 10 feet, you can throw a javelin up to its long range as if it was the normal range, as long as the throw is in the same direction as your movement. If this attack hits, the target must make a STR save against your Weapon DC or have its speed reduced to 0 until your next turn.
Light Hammers: Knee Breaker
You can use your bonus action to make an attack with a light hammer aimed at the legs. If you hit this attack, the target must make a CON save against your Weapon DC. If it fails, the targets speed is halved for one minute. At the end of its turn, the target can make another CON save, if it succeeds the reduced speed ends.
Maces: Realign Impact
If you roll a 1 on a damage die with a mace, you can treat it like a 6. You can only manipulate one dice this way per weapon art use.
Quarterstaves: Sweep the Legs
You can use one melee weapon attack with a quarterstaff to aim for the legs. If you do, the target must roll a STR or DEX save (The target chooses) against your Weapon DC. If they fail this save, they fall prone and take 1d4 bludgeoning damage when hitting the ground. Flying targets are immune.
Sickles: Lacerate
When you hit a melee weapon attack with a sickle, you can force the target to make a CON save against your Weapon DC. If the target fails they are bleeding. The target loses 1d4 hit points due to blood loss at the start of each turn until they or an ally within 5 foot of the target uses their action to stop the bleeding. Creatures without blood are immune.
Spears: Rush Attack
While wielding a spear, you can use your action to dash in a straight line at an opponent. This movement does not trigger oppertunity attacks, but cannot move through occupied squares. When you get within 5 feet of your target, the movement stops and you make one melee weapon attack with your spear. If this attack hits, the target rolls a STR save against your Weapon DC. If they fail this save, the next attack against this target has advantage.
Simple Ranged Weapons
Light Crossbows: Sneaky Shot
If you are prone or in cover, you can make ranged weapon attack with a light crossbow using your bonus action. If you hit, the target must make an INT save against your Weapon DC. If the target fails this save, you are considered hidden from the target until your next turn.
Darts: Barrage
If you have not moved this turn and make a ranged weapon attack with a dart, you can immediately make one additional ranged weapon attacks with a dart. If you do this, your speed becomes 0 for the rest of your turn and cannot be increased in any way. You can also not use any spells or abilities that cause movement.
Shortbows: Achilles Shot
When you make a ranged weapon attack with a shortbow, you can make a shot at a vulnerable point. If you hit, the creature must make a CON save against your weapon DC. If it fails you can roll your damage dies twice and take the biggest total.
Slings: Goliath Slayer
When you make a ranged weapon attack with a sling against a creature that is Large or larger, you can deal an additional 1d4 piercing damage on that attack. If this attack hits, the target makes a WIS save against your Weapon DC. If this save fails, the creature is blinded until the start of your turn.
Martial Melee Weapons
Battleaxes: Bury the Hatchet
When you are hit with an attack from a creature within 5 feet of you, you can use your reaction to make one melee weapon attack with a battleaxe against that creature.
Flails: Shieldsmasher
When you hit a creature with a melee weapon attack with a flail, you force the creature to make a STR save against your Weapon DC. If the target fails this save, their AC is lowered with 2 until they use an action to restore their AC.
Glaives: Guillotine
You drop the glaive down on your foe from above for devastating effect. You give yourself advantage on your next melee weapon attack with a glaive. If you hit, the target rolls a CON save against your Weapon DC. If the target fails this save, they are incapacitated until the end of their next turn.
Greataxes: Terrifying Slash
When you hit a creature with a melee weapon attack with a greataxe, you do it with such verocity that it inspires fear. All creatures, excluding the target and yourself, within 10 foot of the target must make a CHA save. Any creature that fails this save is frightened of you until the end of your next turn and must use their reaction to run away from you.
Greatswords: A Champion's Weapon
You can use your bonus action, while wielding a greatsword, to draw the attention of all enemies within 15 feet of yourself. Hostile creatures within 15 feet of you must make a WIS save against your Weapon DC. Any creature that fails this save has disadvantage on attack rolls against creatures other than you until your next turn.
Halberds: Use the Point
You switch up your attack pattern, using the point of the weapon. Your melee weapon attacks using a halberd have advantage and do piercing damage instead of slashing damage until the end of your turn.
Lances: Strike Close
During the remainder of this turn, you no longer have disadvantage against targets within 5 feet of you on melee weapon attacks with a lance. When you hit a melee weapon attack with a lance on a creature within 5 feet of you, the target must make a STR save against your Weapon DC. If the target fails this save, they are pushed 5 feet away from you.
Longswords: Pommel Strike
You can use your bonus action while wielding a longsword to make an additional melee weapon attack with the pommel. This attack deals 1d4 + strength modifier bludgeoning damage. If the attack hits, the target must make a CON save against your Weapon DC or have disadvantage on attack rolls until the end of its next turn.
Mauls: Backbreaker
While wielding a maul, you can aim for a paralyzing smash on a creature, as long as it is no more than one size larger than you and is within your weapon's range. You can use your action to force a target to make a STR or DEX save against your Weapon DC (the target decides). If the target fails, it is paralyzed until your next turn or until the target takes damage.
Morningstars: Tenacity
When you miss a melee weapon attack with a morningstar, you can use your reaction to deal bludgeoning damage equal to your strength modifier with a minimum of 0 to the original target.
Pikes: Long Thrust
If you are wielding a pike, you can activate your long thrusts. For the rest of this turn you can make melee weapon attacks at 15 foot range with a pike.
Rapiers: Precision Strike
When you make a melee weapon attack with a rapier you can add an additional d4 to the attack roll. If this attack hits, the target must make a DEX save against your Weapon DC or take piercing damage equal to the amount rolled on the d4.
Scimitars: Quick Flourish
When you make a melee weapon attack with a scimitar you can use your bonus action to take the dodge action.
Shortswords: Deliberate Strike
If you ready a melee weapon attack with a shortsword while there are no hostile creatures within 5 feet of you, you have advantage on that attack when it happens. If that attack hits, the target must make a WIS save against your Weapon DC or else have disadvantage on attacks against you until the end of their next turn (Unless it is already their turn, then they have disadvantage until the end of their current turn).
Tridents: Trap the Foot
When making a melee weapon attack with a trident, you can force the target to make a DEX save against your Weapon DC. If the target fails they are now considered grappled, and you can no longer attack with the trident and the trident remains stuck in the creature. A creature can use an action to attempt to remove the trident. If they do, they must roll a STR save against your weapon DC. A creature without legs is immune to this effect.
War Picks: Piercing Strike
When you hit a melee weapon attack with a war pick, you can force a target to make a CON save against your Weapon DC or recieve a Gaping Wound. As long as the creature has a Gaping Wound, it takes 1 additional damage any time it takes Piercing, Slashing or Bludgeoning damage. A Gaping Wound can be removed through healing of any kind. A creature can also use its action to make a WIS save against your Weapon DC to remove the Gaping Wound effect with treatmant.
Warhammers: Bonk
When you hit a melee weapon attack with a warhammer, you can force the target to make a STR save against your Weapon DC. If the target fails the save, they are knocked 15 feet away from you and fall prone.
Whips: Coil and Pull
When you hit a melee weapon attack with a whip, you can force a creature to make a STR save against your Weapon DC or be pulled to within 5 feet of you. You can freely switch weapons to another one handed melee weapon as part of the same attack.
Martial Ranged Weapons
Blowgun: Poison Delivery
If you use a blowgun to deliver a poisoned ammunition or other special ammunition, you can give yourself an extra d4 on the attack roll. If you do, and the special ammunition or poison has a saving throw, you can also decide that the target must roll against your Weapon DC instead of the normal DC of the ammunition or poison.
Hand Crossbows: Mobile Shot
When you use your action to Dash or Disengage, you can use your bonus action to make one ranged weapon attack with a hand crossbow. If this attack hits you may then exchange the hand crossbow for a melee weapon as part of the same bonus action.
Heavy Crossbows: Marking Shot
When you hit a creature with a ranged weapon attack with a heavy crossbow, the creature must make a WIS save against your Weapon DC or be marked for 1 minute. A creature marked by you in this way gains no benefits from half cover or three-quarters cover against ranged weapon attacks with a heavy crossbow made by you. You also have advantage on Wisdom (Perception) checks to find it and Wisdom (Survival) checks to track it.
Longbows: Silencing Shot
If an enemy within 60 foot of you attempts to perform a spell that has a vocal or somatic component, you may use your reaction to make a ranged attack roll with a longbow. If this attack hits, and the spell has an attack roll, the creature must make a save using its spellcasting ability against your Weapon DC or have disadvantage on the attack roll. If the creature casted a spell that requires concentration, it must make a concentration check against your Weapon DC or else lose concentration at the end of the current turn.
Nets: Retiarius
You ignore disadvantage on long range for your next ranged weapon attack with a net.
Special Weapons
Improvised Weapons: Finesse Throw
When you throw an improvised weapon, you can choose to make the attack roll with your dexterity modifier. Regardless of whichever you used, you may add your strength or dexterity modifier to the damage.
Improvised Weapons: Martial Prowess
When you make a melee weapon attack with an improvised weapon, you may treat the weapon as if you are proficient with it. If you are already proficient with improvised weapons, you may add your proficiency modifier twice.
Natural Weapons: Attack the Face
When making a weapon attack with a natural weapon, you can target a creatures sensory parts. The target must make a CON save against your Weapon DC. If the target fails, you may decide whether to Blind, Deafen or Silence the creature. The effect lasts until your next turn.
Unarmed Strikes: Cage Shot
When making an unarmed strike, you may choose to target a vulnerable part. The target will have disadvantage on its first attack roll during its next turn. The target must make a CON save against your Weapon DC or fall prone.
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Looks Great! I like the concept, and you've clearly put some work into it. I have a few critiques, but all things considered, its a good system.
The only general critique I have is that a lot of the abilities double up on having to hit an attack roll and have the opponent make a save. I would make it so that all of them either only have an attack roll or only have a save (you would declare your choice to use the ability after the attack hits). The following list are changes to specific abilities.
On Rush Attack, there's no listed range. I assume that this is a mistake.
Most of the abilities that only deal damage are highly underwhelming. These are the Greatclub, mace, sickle, dart, shortbow, battleaxe, morningstar, rapier and war pick abilites They don't really do enough damage to make a difference, especially at higher levels.
I write homebrew and don't publish it. (evil, I know)
Backbreaker seems too powerful.
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Thank you for your feedback! I will definitely look into it.
As to the limit on Rush Attack, dash is your movement speed. But maybe I should add the line that it says: "Dash up to your walking speed" or something?
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Am snek.
It's pretty good for low level play, but it suffers from the same problem all these systems do which is that the different options are not equally balanced. Some are simply better than the others incentivizing players to choose one weapon over another. And some are just awkward mechanically.
Most Powerful
Natural Weapons: Attack the Face - Silence cripples casters, and Blindness is very good against martials
Scimitars: Quick Flourish - Dodge is guaranteed success (where as almost all the others involve saves / hit chance) and a more powerful effect than many others
Mauls: Backbreaker: - weird choice of saving throw, paralysis is generally CON or WIS, but Paralysis is incredibly powerful - take away their actions / legendary actions and a free critical hit!
Halberds: Use the Point - 25% increase in damage which scales with magic weapons & all other buffs to damage and which I can combine with Action Surge for a mega nova! Yes please, forget most of the other weapons.
Greataxes: Terrifying Slash - wow AoE fear + making them run away so they likely lose their action next turn having to Dash!
Daggers: Backstab - Autocrit is just really powerful in the hands of a rogue or paladin.
Clubs: Concussive Smash - stunned is insanely powerful as a condition and usually means a death sentence to whatever is affected by it, since it's 25% increase in damage to the whole party + the enemy is incapacitated.
Flails: Shieldsmasher - 10% increase in the whole party's damage is pretty darn good vs a solo boss.
Least Powerful
Heavy Crossbows: Marking Shot - if you have SS this does basically nothing.
Hand Crossbows: Mobile Shot - almost nobody uses their action to dash/disengage if they are using a ranged weapon.
Whips: Coil and Pull - I have no idea when you would want to do this. Is this for that one unique situation where an enemy is flying exactly 10 ft above you?
Shortswords: Deliberate Strike - super niche and really weak effect.
Rapiers: Precision Strike - a save vs 1d4 damage... really??? What a waste of everyone's time.
Pikes: Long Thrust - super situational.
Lances: Strike Close - yeah, no I'll just swap my weapon rather than use this.
Slings: Goliath Slayer - why does one need you to use it before the attack hits when all the others are after the attack hits?
Darts: Barrage - yeah, no. I'll just take XbowXpert thank you.
Spears: Rush Attack - 50% chance of 1 attack at advantage if I give up one of my own attacks in order to Dash?? Terrible.
Handaxes: Aim for the Hand - extremely situational.
Awkward
Unarmed Strikes: Cage Shot - weird choice of save and weird combination of effects.
Longbows: Silencing Shot - this one is powerful but niche, I've had many adventuring days with no enemy spellcasters at all. and even if they exist they often cast spells that are neither attack rolls nor concentration.
Blowgun: Poison Delivery - this one could be extremely powerful or utterly useless depending on what poisons you have access to.
War Picks: Piercing Strike - why a Wis save rather than a Medicine check? Also the lack of scaling means this becomes more trouble to track than it's worth pretty fast.
Tridents: Trap the Foot - unclear wording here about whether you still deal damage with the attack or if it requires the attack to hit like all the others or not.
Shortbows: Achilles Shot - unclear if this applies to all damage dice (i.e. sneak attack) or just the weapon's damage dice. If the former it is niche good, if the latter it is completely terrible.
Light Crossbows: Sneaky Shot - WTF? Sorry but if I lie down prone directly in front of the enemy and shoot it in the face, somehow it can't see me at all now???
Thank you for all the feedback! You have given me a lot to think about, and I appreciate it.
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