![]() They cannot be used underwater, and ammunition from these weapons cannot be reused. These weapons utilize volatile powder as a propellant to fire projectiles or explode. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die. You must use the same modifier for both rolls.įinisher weapons are well-suited to executing enemies at your mercy. When you attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. These precise weapons lend themselves to dextrous combat. When you attempt to disarm a creature using a weapon with the ensnaring property, you do not have disadvantage on the roll if the target is larger than you. You can use your weapon attack bonus instead of your Strength (Athletics) bonus when you attempt this action. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm it ( DMG page 271), or pull it into a space within 5 feet of you. These weapons feature chains, hooks, or other parts that entangle. If you damage a creature with a cavalry weapon after moving at least 30 feet straight toward a target while mounted, you deal an extra 1d6 damage. These weapons are well-suited to combat on the move. When you attack with a bypass weapon, you ignore the AC bonus granted by shields and features that parry or deflect attacks. These flexible weapons wrap around shields and other personal defenses. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. ![]() Each time you attack with the weapon, you expend one piece of ammunition.ĭrawing the ammunition from a quiver, case, or other container is part of the attack you make with this weapon (you need a free hand to load a one-handed weapon). You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. It exists as part of a larger document, The Warrior's Codex, which can be found here This mechanical and stylistic diversity is the ultimate benefit of tabletop roleplay over other games, and this remaster helps that aspect shine. By its very nature this rework differentiates player characters even more and lets players make them their own. No longer is a longsword interchangeable with a battleaxe, or a spear with a javelin. Spellcasters continue to track far more options and resources, and they operate beautifully.Īs time passes, most warriors will find their favorites, memorize those options, and remain loyal to their preferred style. However, it appeals enormously to martial play, makes choice of weapon have meaning, and it's easy to learn your favorites. To those unused to such options, this sudden, glaring change warps the game. Ultimately, it hopes to increase martial characters' ability to think tactically and add a level of nuance which characters without magic or superiority dice sorely lacked. This chapter adds no new actions and works to adhere to the already-extant combat system without additional redundancies, extras, or rules bloat, though it does tweak much. They are a specialization with an enormous opportunity cost and should be treated as such. Ultimately, feats provide much larger bonuses, and those with properties encroaching on their niche remain the superior option. On the other, the removal of "feat taxes" (feats necessary to make builds viable) is an admirable goal as well. On one hand, martial characters' progression encourages them to take feats. In some cases, these properties conflict or overlap with feats, a difficult problem. Ultimately, they should have few negatives for massive gains in fun factor. Properties should in most cases adhere to the design philosophy of 5e, and most are relatively simple or expand properties which already existed. Ideally, players will intuit and remember properties with ease. Many entirely new weapons join the existing roster, to include some weapons of great tactical value in history which 5e neglected. ![]() To do so, each weapon has a combination of several unique properties, which add new functions, passive bonuses, or options. It also attempts to remove the universal popularity of some weapons (such as the rapier) in situations where it might not apply, and instead make all weapons at least somewhat viable. It does improve them slightly, but the ultimate goal is diversification and the overall increase is minimal. This chapter is not an attempt to increase their power, but instead mirror the diversity of options and rider effects exhibited by their caster counterparts' cantrips and weapons' use in real life-with significant abstraction. Both exist to diversify weapons' use and function in combat. This remaster massively expands the original Weapons Remastered by another author, which can be found here.
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