So, I have been developing some subclasses, weapon, spells, and other mechanics for a DMs Guild product I have been working on (Levistus's Codex of Curiosities). It will be in a similar format to Xanathar's Guide to Everything and Tasha's Cauldron of Everything. I have created some new weapons for feedback in this thread, but this one is for some changes I have developed for weapon.
Weapon Customizations
Barbed
Choose a weapon or piece of ammunition that deals piercing damage to add barbs to the weapon or piece of ammunition. In order to do so, you must have proficiency in tinkers' tools and must expend an amount of gold pieces equal to half the price of the weapon or piece of ammunition for the materials required for this transformation. This customization takes an amount of minutes equal to 10 minutes times the amount of gold pieces the weapon or piece of ammunition is worth (minimum of 10 minutes total), and requires you to have access to the materials required for this transformation and tinkers' tools.
When you hit a creature with this weapon or piece of ammunition with an attack that's total to hit was at least 5 above their Armor Class, the piece of ammunition or piercing weapon becomes lodged in a part of their body determined by the DM (this does not work against oozes or incorporeal undead). While lodged inside their body, the creature's speeds are reduced by 5 feet. As a melee attack on their turn, they or any creature within 5 feet of them may pull out the barbed piece of ammunition or piercing weapon from their body, assuming they have an empty hand and succeed on a DC 10 Dexterity check. On a success, the piece of ammunition or piercing weapon is pulled from their body, and the creature that had it stuck inside them takes an amount of slashing damage equal to the damage dice the weapon plus the ability score modifier used for the weapon attack made for that weapon or piece of ammunition. If they have blood and are a living creature with flesh (no constructs, oozes, plants, or undead), they gain an internal injury, but it only takes 1d4 days of rest to get rid of (as shown on the lingering injury table in the DMG). Then, roll a d100. On a result of 1-50, the barbed weapon/piece of ammunition remains as it is and can be reused. On a 51-100, if it is a piece of ammunition, it breaks. If it is a weapon, the barbs break.
The piece of ammunition can be removed as described above, or it can be removed during a short or long rest, taking an amount of minutes equal to your proficiency bonus. Doing so requires a Dexterity (Medicine) check against a DC of 8 + your bonus to hit with the last attack made with this weapon/piece of ammunition. On a fail, they take damage as described above and gains an internal injury as described above. On a success, the piece of ammunition or weapon is safely removed and the barbs are still attached.
Serrated
Choose a weapon that deals slashing damage to add serrated edges to its blade. In order to do so, the weapon must be made out of metal, you must have proficiency in smiths' tools and access to smiths' tools, as well as spend an amount of gold pieces equal to half the weapon's worth. When you hit a creature with this weapon that has and needs blood to live with an attack that's total to hit was at least 5 above their Armor Class, they gain a cut and begin to bleed. Any creature may only have an amount of cuts this way from any creature equal to the proficiency bonus of the creature who gave them the first of their current cuts. At the start of a bleeding creature's turns for an amount of rounds equal to your proficiency bonus, they take an amount of slashing damage equal to the ability score modifier used for the attack roll that caused the creature to bleed.
Spiked
Choose a melee weapon that deals bludgeoning damage to add spikes to. In order to do so, you must have proficiency in smiths' tools and must expend an amount of gold pieces equal to half the weapon's worth for the materials required for this transformation. This customization takes 1 hour for a simple weapon and 4 hours for martial weapons, and requires you to have access to smiths' tools and a forge. When you hit a creature with a weapon attack using this weapon, if the total you got for the attack's hit was at least 5 over their Armor Class, the weapon's damage for that attack increases by 1d4 piercing damage. If the total for the attack was at least 10 above the creature's Armor Class, this damage increases by an additional 1d4, to a total of 2d4 extra piercing damage.
Bladed
Choose a weapon or piece of ammunition that deals either piercing or slashing damage to allow it to deal a different type of damage. In order to do so, you must have proficiency in and access to smiths' tools and must spend an amount of gold pieces equal to half the weapon's worth. When you attack with weapon, it does its normal damage dice and damage type, unless you choose to change its damage type (no action required). When you do so, if its damage type is piercing, for this attack it becomes slashing for this attack, if its damage type is slashing, it becomes piercing for this attack and its damage dice also decreases (applying to versatile damage dice as well). If the damage dice was 1d4, it becomes 1. If the damage dice was 1d6, it becomes 1d2. If it was 1d8 or 2d4, it becomes 1d4. If it was 1d10 it becomes 1d6. If the damage dice was 2d6 or 3d4, it becomes 2d4. If it was 1d12, it becomes 1d8.
Those are the customizations I have developed so far. What are your thoughts? I would love feedback. Thanks for reading!
So, I have been developing some subclasses, weapon, spells, and other mechanics for a DMs Guild product I have been working on (Levistus's Codex of Curiosities). It will be in a similar format to Xanathar's Guide to Everything and Tasha's Cauldron of Everything. I have created some new weapons for feedback in this thread, but this one is for some changes I have developed for weapon.
Weapon Customizations
Serrated
Choose a weapon that deals slashing damage to add serrated edges to its blade. In order to do so, the weapon must be made out of metal, you must have proficiency in smiths' tools and access to smiths' tools, as well as spend an amount of gold pieces equal to half the weapon's worth. When you hit a creature with this weapon that has and needs blood to live with an attack that's total to hit was at least 5 above their Armor Class, they gain a cut and begin to bleed. Any creature may only have an amount of cuts this way from any creature equal to the proficiency bonus of the creature who gave them the first of their current cuts. At the start of a bleeding creature's turns for an amount of rounds equal to your proficiency bonus, they take an amount of slashing damage equal to the ability score modifier used for the attack roll that caused the creature to bleed.
Those are the customizations I have developed so far. What are your thoughts? I would love feedback. Thanks for reading!
I would recommend emulating the format of magic items:
Item name Weapon (piercing) or Ammunition (piercing)
One to three sentence description of function.
Instructions for removal
Crafting Requirements: Artisan's Tools; Gold equal to half base item price; Minutes equal to 10 times base item gold price (min 10 minutes)
Complicated long term consequences for mundane items are going to discourage people from using them, so I would drop anything that can't be resolved within the span of a single combat or 1 hour (In the case of something like a bonus to tracking a bleeding target).
Heavy shields provide an additional +1 to armor class while you are wielding it. While using a Heavy shield, you suffer a -1 penalty to melee attack roles. To use a Heavy shield, you must have a strength of 14 or greater.
To add the Heavy modifier to a shield, you must have proficiency with smith's tools. It takes an hour and 50 GP worth of materials to apply the heavy modifier to a shield.
The idea of this modifier is that it allows you to make a larger, wider shield that protects more of the body. However, its bulkiness impedes movement and your attacks.
I would recommend emulating the format of magic items:
Item name Weapon (piercing) or Ammunition (piercing)
One to three sentence description of function.
Instructions for removal
Crafting Requirements: Artisan's Tools; Gold equal to half base item price; Minutes equal to 10 times base item gold price (min 10 minutes)
Complicated long term consequences for mundane items are going to discourage people from using them, so I would drop anything that can't be resolved within the span of a single combat or 1 hour (In the case of something like a bonus to tracking a bleeding target).
Thanks, I'll definitely use something similar to this to revise and simplify these.
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Okay, in simplified terms, this is what a Serrated Weapon does:
You have to add the serrated edges to a slashing weapon, which takes time, proficiencies, and money described in the weapon's properties.
Once a weapon has become serrated, it acts as it did before, but once you hit a creature with the serrated weapon with an attack that had a total to hit at least 5 above the target's AC, they gain a cut. (For example, a goblin has an Armor Class of 15. If you hit with a serrated greatsword, and your total for the attack was a 18, it would act normally as a greatsword. However, if you got a 20 or higher for the total attack, they gain a cut).
A cut creature bleeds at the start of each of their turns for an amount of rounds equal to your proficiency bonus. When they bleed from this cut, they take an amount of slashing damage equal to the ability score modifier you used for the attack (for example, if you attacked with a Scimitar and the creature got a cut, if your Dexterity modifier is a +4 and you are a level 5 rogue, the creature takes 4 slashing damage at the start of each of their turns for 3 rounds.)
The last part may be a bit confusing. Any creature can only have an amount of cuts equal to the proficiency bonus of the person who gave the first of their currently bleeding cuts (for example, if their first current cut was granted by a creature that has a proficiency bonus of +5, they can have 5 cuts at once). I can definitely change this to make it less strangely worded. Maybe change it to the bleeding creature's proficiency bonus?
Sorry about that. Later today or tomorrow I will post better formatted customizations. I hope this helps in the meantime. Thanks for asking!
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I concur with Memnosyne, this is way too complicated for mundane effects that will have so little impact even at low level. Also, you are introducing so many rolls for such a simple effect. Finally the concept of "5 above the AC" is new and bizarre, I really can't understand why you are using it.
Only Serrated and Barbed add a lot of complexity to the weapons.
The "5 above the AC" is meant to be a fairly simple way of showing how an attack can be more effective than a typical attack with that weapon. It is new and kind of unique, but it isn't completely alien to 5e (there are effects in the game that are more powerful if you fail a saving throw by 5 or more).
Finally, there are reason for which these things were not done on real weapons, if makes them really inefficient. It imbalances them, reduces their penetration, etc.
Barbed arrows are a thing, so are serrated weapons, spiked weapons, and bladed weapons can be used for both stabbing and slashing. I did not make up any of these properties, instead just adding mechanics for slight deviations between weapons of the same type.
I am sure that you will again find me negative on this, don't, really, I respect your creativity and if these things work for you, that's nice, but the problem is that these, at least for me, go fundamentally against the spirit of the game and in this case against even realism without, again for me, bringing anything to the game apart from a lot of complexity. Even the weapon vs. AC of AD&D, while very complex, at least had some grounding in realism...
I understand your concerns, and that is probably my fault for formatting and wording the properties strangely. These are not supposed to be overly complex and detrimental to the game, I definitely need to change these if that is the case.
Why don't you give us something more simple using your creativity, maybe masterwork and masterpiece weapons and armor that make a real difference or something like this ? Or great new magical items and spells ? Or new creatures ?
I would again encourage you to not tell me to make different homebrew things that I have already made (things you could discover from less than 2 minutes of searching this site). I have created new creatures, magic items, and spells, and am in the process of developing more weapons and armors for this same product. This is just a small part of the DMs Guild product, and I was tying to make something unique to make not all weapons of the same type be exactly identical.
Thank you for your concerns, but I do suggest that you do look at my other homebrew content for stuff you do like, instead of just ragging on the things you dislike. I appreciate and readily accept constructive criticism, but I also try to make sure that people can understand why I am making/designing the content I am making and why I am doing it that specific way. If you want to check out my spells, I suggest you search this website (or my signature) for them. The same thing applies to weapons, magic items, and creatures. See you around, though.
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I can concur that this would benefit overall from having a base rule for modifying weapons or ammunition, something that would let you simplify the 'Crafting Requirements' section of each customization. I've been having to watch my tendency towards wordiness and overexplaining things in a lot of my own homebrew, it's a definite weakness I'm working to address.
On the mods themselves:
Barbed: too much going on here, methinks. Each of these is a logical effect of a barbed arrow, but I'd work on getting the effects down to something that could be described either in one paragraph or two shorter ones. One for the barbed arrow's effect, one detailing removal of the arrow.
Serrated: I'd remove the 'metal blade' requirement; there's tons of critters in nature that have very effective serrations on their fangs. Having the cut deal damage for [Proficiency] number of rounds is a nice way to manage it, but I think I'd consider limiting a creature to one active cut as well. The idea of using a low-damage sword in a slicing flurry to bleed an enemy dry is cool, but it's also more to keep track of. I have a strict rule I abide by when creating combat actions or combat modifiers that aren't spells - what I'm creating cannot require more die rolls or brainpower to resolve than a single standard attack roll. This helps keep my tendency to reach for cool-but-finicky notions in check, and I feel like that rule could do good work for you here, too. Amongst all your mods, not simply Serrated.
Spiked: This is actually pretty clean. Hit high enough over the AC, you get some extra piercing damage. I don't know if I'd add the second stage, though. Maybe a good compromise would be if you hit +5 over the mark, you get a d6 piercing instead? Either that or the second d4 only comes on during a crit. Hm. I dunno. My gut is telling me "Hit +5 for an extra d4" is enough, but nobody ever really gets excited for 1d4 damage.
Bladed: Nah. I get what you're going for, but honestly? This is the sort of thing I'd add as a weapon property to appropriate weapons. If your sword has both an edge and a point, you should bloody well be able to pick between slashing or piercing at will. At the most, you should only lose one step of damage die for the switch, going from 1d6 to 1d4 for example. Remember - no harder to resolve than a single standard attack roll. It's easy to simply drop a die by one step, it's a lot less so to remember a lookup table of which die becomes what.
You may want to split ammunition off into its own thing, perhaps as a table of custom ammo rather than modifying base ammo. You could list costs/tools for converting basic ammo into custom ammo, but some might require the ammo to be custom constructed. I could see a cool table of things you could do with a sling, for example, and I already know what the rules would be in a perfect dream world for a bodkin-point arrow/bolt. Things like barbed arrows, bodkin arrows, siege (flaming) arrows, and various chemical loads for the sling could make for a fun addition and a cool way to make ranged combat less boring.
I will reformat these today in a later post, hopefully in a better, less convoluted way.
Barbed: I will definitely split up its effects into two different paragraphs as you suggested. That'll help with reformatting that one. I'll also try and simplify it. I agree that all of its effects make sense for a barbed arrow/weapon and that I need to make it closer to 5e's design philosophy to not be so alien.
Serrated: I will remove metal requirement. I agree that it should be limited to one cut at a time just to simplify it and get rid of having to keep track of a ton of different cuts. Thanks for the tips.
Spiked: I'll probably just get rid of the second stage damage and change it to "5 above AC and extra 1d6 piercing" to keep it simple. 1d4 damage isn't that exciting, and this will end up doing closer damage to Serrated.
Bladed: Yeah, I wasn't sure about this one in the first place. It's definitely a weird way to solve an existing problem in 5e. I could just take this idea and move it to a different group of weapon properties, maybe "Weapon Stunts" or something like that, allowing you to slash with piercing weapons and vice-versa, as well as shooting multiple arrows with the same attack, and stuff like that. I will also just drop the damage dice one size when I do so to keep it less complicated.
I could definitely make different arrow/ammunition types to keep things relatively simple, but still interesting and unique. I'll probably end up starting something like that within the next week or so, after changing these up a bit.
Thanks again. I really appreciate it.
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Okay, the Weapon Customizations should be a bit simpler now and formatted better now.
Weapon Customizations
You may customize your weapons in certain ways, or can hire someone to do so for you. When you do so, it costs a certain amount of gold to do so. When you spend gold for these customizations, it adds to the weapon's base price, becoming its "total worth." The price of each customization varies depending on which one you choose, but it costs money and takes more time for magic items depending on their rarity, as shown below.
Rarity
Customization Time and Money Multiplier
Common
1.5 times the normal amount
Uncommon
2 times the normal amount
Rare
3 times the normal amount
Very rare
5 times the normal amount
Legendary
10 times the normal amount
Artifacts cannot be changed using these customizations.
Spiked Weapon
Melee Weapon (must deal bludgeoning damage)
Crafting Requirements: Smiths' Tools, proficiency with Smiths' Tools, Required Cost: Gold pieces equal to half the weapon's price Required Time: 1 hour crafting for a simple weapon, 4 hours crafting for a martial weapon Effect: When you hit a creature with an attack roll made with this weapon, if the total for the attack was at least 5 higher than the creature's Armor Class, the attack's damage deals an extra 1d6 piercing damage.
Serrated Weapon
Melee or Thrown Weapon (must deal slashing damage)
Crafting Requirements: Smiths' Tools or Woodcarver's Tools, proficiency with the artisans tools required for crafting this weapon. Required Cost: Gold pieces equal to half the weapon's price Required Time: 4 hours crafting for a simple weapon, 8 hours crafting for a martial weapon Effect: When you hit a creature with an attack roll made with this weapon, if the total for the attack was at least 5 higher than the creature's Armor Class, if the creature has and needs blood (example: an owlbear, but not a wight or gelatinous cube), it gains a cut. When a creature that has a cut starts their turn, they bleed and take slashing damage equal to the ability score modifier you used for the weapon attack that cut this creature. A creature bleeds and takes damage this way an amount of times equal to your proficiency bonus. A creature that already has a cut may not gain another cut until their current cut stops bleeding.
Barbed Ammunition
Piece of Ammunition (must deal piercing damage)
Crafting Requirements: Smiths' Tools, proficiency with Smiths' Tools, Required Cost: Gold pieces equal to half the piece of ammunition's price Required Time: 10 minutes times the price of the piece of ammunition in gold pieces (minimum of 10 minutes). Effect: When you hit a creature with an attack roll made with this piece of ammunition, if the total for the attack was at least 5 higher than the creature's Armor Class, the piece of ammunition gets stuck in the body of the hit creature, if they have a body (example: valid for otyughs and solars, but not ghosts or fire elementals). While this piece of ammunition is in the body of the creature, their speeds are reduced by 5 feet. Removing Barbed Ammunition: The piece of barbed ammunition remains inside the body of the hit creature until removed, either as an action or as part of a short or long rest. As an action, the creature who has the barbed ammunition stuck in them or a creature within 5 feet of them may pull out the piece of ammunition, dealing slashing damage to them equal to the damage dice the weapon that this piece of ammunition was fired by deals plus the ability score modifier you used for that attack, and they gain an internal injury that lasts 1d4 days. This piece of ammunition then breaks. Alternatively, the creature with this piece of ammunition stuck inside it or a creature within 5 feet of it may make a Dexterity (Medicine) check against the total you got for the attack that caused this piece of ammunition to be stuck inside of them. The creature that has this piece of ammunition stuck inside of them makes this check at disadvantage. On a failed check, they take damage as described above and gains an internal injury as described above. On a success, the piece of ammunition or weapon is safely removed and the barbs are still attached.
Okay, that's the reformatting. Hopefully this helps.
not super powerful, but not super hard to get either. nice and simple.
serrated:
now this, is very good. the new one you made is much easier to read, and is much simpler, but still basically does the same thing. its pretty similar to the sword of wounding. the effect makes sense with it being serrated.
barbed:
so much easier to use. thanks. effect makes sense, and is super cool, without being to game changing.
So, I have been developing some subclasses, weapon, spells, and other mechanics for a DMs Guild product I have been working on (Levistus's Codex of Curiosities). It will be in a similar format to Xanathar's Guide to Everything and Tasha's Cauldron of Everything. I have created some new weapons for feedback in this thread, but this one is for some changes I have developed for weapon.
Weapon Customizations
Those are the customizations I have developed so far. What are your thoughts? I would love feedback. Thanks for reading!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is messily worded.
Yes, I know. Sorry about that. I wasn't really sure how to exactly write it correctly.
If you need help understanding what it's meant to do, I can clarify.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would recommend emulating the format of magic items:
Complicated long term consequences for mundane items are going to discourage people from using them, so I would drop anything that can't be resolved within the span of a single combat or 1 hour (In the case of something like a bonus to tracking a bleeding target).
Here's a property you can add to shields: Heavy.
The idea of this modifier is that it allows you to make a larger, wider shield that protects more of the body. However, its bulkiness impedes movement and your attacks.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Can you please do clarify?
Thanks, I'll definitely use something similar to this to revise and simplify these.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
i really like it even though it is a bit unrealistic and complected.
I am an average mathematics enjoyer.
>Extended Signature<
Okay, in simplified terms, this is what a Serrated Weapon does:
Sorry about that. Later today or tomorrow I will post better formatted customizations. I hope this helps in the meantime. Thanks for asking!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would just limit to one cut per target. You are already tracking a lot with the ability, and this would make it a tad simpler.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Only Serrated and Barbed add a lot of complexity to the weapons.
The "5 above the AC" is meant to be a fairly simple way of showing how an attack can be more effective than a typical attack with that weapon. It is new and kind of unique, but it isn't completely alien to 5e (there are effects in the game that are more powerful if you fail a saving throw by 5 or more).
Barbed arrows are a thing, so are serrated weapons, spiked weapons, and bladed weapons can be used for both stabbing and slashing. I did not make up any of these properties, instead just adding mechanics for slight deviations between weapons of the same type.
I understand your concerns, and that is probably my fault for formatting and wording the properties strangely. These are not supposed to be overly complex and detrimental to the game, I definitely need to change these if that is the case.
I would again encourage you to not tell me to make different homebrew things that I have already made (things you could discover from less than 2 minutes of searching this site). I have created new creatures, magic items, and spells, and am in the process of developing more weapons and armors for this same product. This is just a small part of the DMs Guild product, and I was tying to make something unique to make not all weapons of the same type be exactly identical.
Thank you for your concerns, but I do suggest that you do look at my other homebrew content for stuff you do like, instead of just ragging on the things you dislike. I appreciate and readily accept constructive criticism, but I also try to make sure that people can understand why I am making/designing the content I am making and why I am doing it that specific way. If you want to check out my spells, I suggest you search this website (or my signature) for them. The same thing applies to weapons, magic items, and creatures. See you around, though.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I'll think it over.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Took me a while. Sorry, Third. Let's see.
I can concur that this would benefit overall from having a base rule for modifying weapons or ammunition, something that would let you simplify the 'Crafting Requirements' section of each customization. I've been having to watch my tendency towards wordiness and overexplaining things in a lot of my own homebrew, it's a definite weakness I'm working to address.
On the mods themselves:
Barbed: too much going on here, methinks. Each of these is a logical effect of a barbed arrow, but I'd work on getting the effects down to something that could be described either in one paragraph or two shorter ones. One for the barbed arrow's effect, one detailing removal of the arrow.
Serrated: I'd remove the 'metal blade' requirement; there's tons of critters in nature that have very effective serrations on their fangs. Having the cut deal damage for [Proficiency] number of rounds is a nice way to manage it, but I think I'd consider limiting a creature to one active cut as well. The idea of using a low-damage sword in a slicing flurry to bleed an enemy dry is cool, but it's also more to keep track of. I have a strict rule I abide by when creating combat actions or combat modifiers that aren't spells - what I'm creating cannot require more die rolls or brainpower to resolve than a single standard attack roll. This helps keep my tendency to reach for cool-but-finicky notions in check, and I feel like that rule could do good work for you here, too. Amongst all your mods, not simply Serrated.
Spiked: This is actually pretty clean. Hit high enough over the AC, you get some extra piercing damage. I don't know if I'd add the second stage, though. Maybe a good compromise would be if you hit +5 over the mark, you get a d6 piercing instead? Either that or the second d4 only comes on during a crit. Hm. I dunno. My gut is telling me "Hit +5 for an extra d4" is enough, but nobody ever really gets excited for 1d4 damage.
Bladed: Nah. I get what you're going for, but honestly? This is the sort of thing I'd add as a weapon property to appropriate weapons. If your sword has both an edge and a point, you should bloody well be able to pick between slashing or piercing at will. At the most, you should only lose one step of damage die for the switch, going from 1d6 to 1d4 for example. Remember - no harder to resolve than a single standard attack roll. It's easy to simply drop a die by one step, it's a lot less so to remember a lookup table of which die becomes what.
You may want to split ammunition off into its own thing, perhaps as a table of custom ammo rather than modifying base ammo. You could list costs/tools for converting basic ammo into custom ammo, but some might require the ammo to be custom constructed. I could see a cool table of things you could do with a sling, for example, and I already know what the rules would be in a perfect dream world for a bodkin-point arrow/bolt. Things like barbed arrows, bodkin arrows, siege (flaming) arrows, and various chemical loads for the sling could make for a fun addition and a cool way to make ranged combat less boring.
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No problem, Yurei. Thanks for reviewing these.
I will reformat these today in a later post, hopefully in a better, less convoluted way.
Barbed: I will definitely split up its effects into two different paragraphs as you suggested. That'll help with reformatting that one. I'll also try and simplify it. I agree that all of its effects make sense for a barbed arrow/weapon and that I need to make it closer to 5e's design philosophy to not be so alien.
Serrated: I will remove metal requirement. I agree that it should be limited to one cut at a time just to simplify it and get rid of having to keep track of a ton of different cuts. Thanks for the tips.
Spiked: I'll probably just get rid of the second stage damage and change it to "5 above AC and extra 1d6 piercing" to keep it simple. 1d4 damage isn't that exciting, and this will end up doing closer damage to Serrated.
Bladed: Yeah, I wasn't sure about this one in the first place. It's definitely a weird way to solve an existing problem in 5e. I could just take this idea and move it to a different group of weapon properties, maybe "Weapon Stunts" or something like that, allowing you to slash with piercing weapons and vice-versa, as well as shooting multiple arrows with the same attack, and stuff like that. I will also just drop the damage dice one size when I do so to keep it less complicated.
I could definitely make different arrow/ammunition types to keep things relatively simple, but still interesting and unique. I'll probably end up starting something like that within the next week or so, after changing these up a bit.
Thanks again. I really appreciate it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, the Weapon Customizations should be a bit simpler now and formatted better now.
Okay, that's the reformatting. Hopefully this helps.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Very nice. I must sleep now, but I will review the changes tomorrow.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Thanks. I await your reviews.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
much better! look forward to using this!
review:
spiked:
not super powerful, but not super hard to get either. nice and simple.
serrated:
now this, is very good. the new one you made is much easier to read, and is much simpler, but still basically does the same thing. its pretty similar to the sword of wounding. the effect makes sense with it being serrated.
barbed:
so much easier to use. thanks. effect makes sense, and is super cool, without being to game changing.
overall love it!
I am an average mathematics enjoyer.
>Extended Signature<