Combat Reforged

by AberrantDrone

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Combat Reforged

Weapons are a vital part of the D&D experience that martial characters depend on as their primary source of damage. However, in 5e they have been left woefully underdeveloped. In this document, I will outline changes and additions that bring new life to the martial side of adventuring.

Critical hits are now more impactful, providing more interesting rewards for rolling a 20. Also, weapons now carry a new property called weapon arts, which creates unique playstyles for weapons that previously had very similar or identical properties.

TABLE OF CONTENTS

Table of Contents

Scoring a Critical Hit

When you roll a 20 on your attack, you score a critical hit. If you cast a spell or use a feature that deals damage and requires a creature to roll a saving throw to reduce or avoid the damage, you score a critical hit against a creature that rolls a 1 on its saving throw.

What happens when you score a critical?

Critical Hits apply multiple effects when scored.

  • First, the character gains Heroic Inspiration.

  • Second, the target takes additional damage. Weapons deal the maximum result of the weapon damage dice and spells deal half the maximum (ex. A Greatsword deals an additional 12 damage on a critical while a Fireball cast at 3rd level deals an additional 24.)

Loadouts

The vast variance inherent to battle means that a single weapon may not be ideal in every situation. To remedy this, a character can prepare two weapon loadouts. A character can designate up to two weapons or shields they are proficient with as part of a loadout.

You can draw or stow two weapons or shields when you would normally be able to draw or stow only one, as long as they are part of the same loadout (such as drawing a longsword and equipping a shield). You can also swap between a loadout you are currently wielding and a second loadout if you aren't currently wielding any other items (Such as stowing a maul and drawing two battleaxes)

When you gain the extra attack feature, you can prepare an additional loadout.

Weapon Arts

Weapon arts are new properties that can be used to perform unique attacks that break up monotonous combat.

Many weapon arts require a creature to make a saving throw. The saving throw is based on the ability you used to make the attack. For example: A fighter using a greatsword would apply their Strength modifier, a monk using their martial arts with a quarterstaff could apply their Dexterity, and a hexblade using their pact weapon would apply their Charisma.

Weapon Art Save DC = 8 + your proficiency bonus +

your ability modifier the weapon uses

Using a weapon art.

Players can use a number of weapon arts equal to 2 + their proficiency bonus, and regain all expended uses after a short or long rest.

Weapon arts have various activation methods, with the most common being when you hit a creature with an attack roll.

You can only use a weapon art if a weapon you are currently wielding possesses it, and you can only use that weapon to perform it.


Backbreaker

Weapon Skill PNG

Greatclub, Maul, Warhammer

  • When you hit a creature with an attack, you can attempt to knock the target down.
  • The target must make a Strength saving throw. On a failed save, you knock the target prone.

Cleave

Weapon Skill PNG

Battleaxe, Dwarven Urgrosh, Greataxe, Orc Double Axe

  • When you make an attack, you can attempt to hit multiple enemies at once.

  • Choose three 5-foot cubes within reach. Each cube must have at least one face adjacent to the face of another cube. You can make an attack roll against each creature occupying those spaces.


Concussive Smash

Weapon Skill PNG

Club, Flail, Gnome Hooked Hammer, Maul, Sling, Warhammer

  • When you hit a creature with an attack, you can attempt to throw off the creature's balance.

  • The target must make a Constitution saving throw. On a failed save, attacks against the creature have advantage until the start of your next turn.


Crippling Strike

Weapon Skill PNG

Morningstar, Pike, Trident, War Pick

  • When you hit a creature with an attack, you can attempt to stop the target in its tracks.

  • The target must make a Constitution saving throw. On a failed save, the target's speed is reduced to 0 until the end of its next turn and the target cannot take reactions until the start of your next turn.


Flourish

Weapon Skill PNG

Claw Gauntlet, Rapier, Scimitar, Shortsword, Whip

  • You can use a bonus action to fake an attack, catching your opponent off guard. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
  • The next attack against the target has advantage.

Gargantuan Cleave

Weapon Skill PNG

Halberd

  • When you make an attack, you can attempt to hit multiple enemies at once.

  • Choose five 5-foot cubes within reach. Each cube must have at least one face adjacent to the face of another cube. You can make an attack roll against each creature occupying those spaces.



Hamstring Shot

Weapon Skill PNG

Blowgun, Longbow, Shortbow

  • When you hit with an attack, you can attempt to pin them.

  • The target must make a Constitution saving throw. On a failed save, the target's speed is reduced to 0 until the end of their next turn.


Heartstopper

Weapon Skill PNG

Lance, Morningstar

  • You can use your action to attempt to sunder your opponent's ability to act.

  • The target must make a Constitution saving throw. On a failed save, the target becomes incapacitated until the start of your next turn.


Lacerate

Weapon Skill PNG

Battleaxe, Claw Gauntlet, Double-Bladed Scimitar, Dwarven Urgrosh, Glaive, Greataxe, Greatscythe, Greatsword, Halberd, Light Hammer, Longsword, Orc Double Axe, Scimitar, Whip

  • When you hit a creature with a weapon attack, you can make a deep cut that causes it to bleed out.
  • The target bleeds, taking 1d10 damage at the start of each of its turns. Constructs, undead, and other creatures without blood cannot bleed.

At the end of each of its turns, the target must make a constitution saving throw. On a failure, the damage increases by +1d10.

The target or another creature can use an action to stop the bleeding. If the target gains hit points, the bleeding stops.


Mobile Shot

Weapon Skill PNG

Hand Crossbow

  • When you use your action to Dash or Disengage, you can use a bonus action to make one attack using this weapon.

Piercing Strike

Weapon Skill PNG

Blowgun, Dagger, Hand Crossbow, Heavy Crossbow, Lance, Longbow, Net, Pike, Rapier, Repeating Crossbow, Shortsword, Throwing Star, Trident, War Pick

  • When you hit a creature with a weapon attack, you can make a penetrating attack that causes the target to suffer additional damage from other attacks for a short time.
  • The target takes extra damage from attacks equal to your proficiency modifier until the start of your next turn.

Pommel Strike

Weapon Skill PNG

Sickle, Greatsword, Longsword, Scimitar, Shortsword

  • You can use a bonus action to daze your opponent. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
  • The target must make a Constitution saving throw. On a failed save, the target receives a penalty to their AC equal to your Proficiency Bonus until the start of your next turn.

Precise Shot

Weapon Skill PNG

Blowgun, Hand Crossbow, Heavy Crossbow, Light Crossbow, Repeating Crossbow

  • When you make your first attack on your turn, you can decide to focus on making your attacks more accurate.
  • You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
  • You add twice your proficiency bonus to ranged attack rolls made with this weapon made during this turn.


Prepare

Weapon Skill PNG

Battleaxe, Glaive, Greataxe, Greatscythe, Halberd, Longbow

  • When you make your first attack on your turn, you can decide to focus on making your attacks more deadly.
  • You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
  • Your attacks with this weapon deal additional damage equal to your proficiency bonus for the rest of this turn.

Rapidfire Shot

Weapon Skill PNG

Repeating Crossbow

  • When you make your first attack on your turn, you can decide to focus on overwhelming your target with volume of fire.
  • You can use this weapon art only if you haven't moved during this turn, and after you use the weapon art, your speed is 0 until the end of the current turn.
  • You can make one additional weapon attack with this weapon as part of that action this turn.

Riposte

Weapon Skill PNG

Double-Bladed Scimitar, Glaive, Greatsword, Longsword, Rapier

  • When a creature misses you with a melee attack, you can use your reaction and make a melee weapon attack against the creature.

This attack counts as an opportunity attack.


Rush Attack

Weapon Skill PNG

Lance, Pike, Spear, Trident

  • When you take the attack action, you can move up to 10 feet before making an attack.
  • If you move at least 10 feet in a straight line immediately before making this attack, you gain a +2 bonus to the attack roll.

Shattering Strike

Weapon Skill PNG

Flail, Mace, Morningstar

  • When you hit a creature with a weapon attack, you can dull their reactions.
  • The target must make a Constitution saving throw. On a failed save, the target cannot take reactions and has disadvantage on Dexterity saving throws until the start of your next turn.

Topple

Weapon Skill PNG

Flail, Gnome Hooked Hammer, Greatscythe, Net, Quarterstaff, Whip

  • You can use a bonus action to trip your opponent. You can also replace an attack with this weapon art, but you don't make an attack roll or deal damage.
  • The target must make a Dexterity saving throw. On a failed save, you knock the target prone.

Weakening Strike

Weapon Skill PNG

Light Hammer, Maul, War Pick, Warhammer

  • When you hit a creature with a weapon attack, you can impair their strength.
  • The target must make a Constitution saving throw. On a failed save, the target cannot take reactions and has disadvantage on Strength saving throws until the start of your next turn.

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Simple Melee Weapons Table
Name Cost Damage Weight Properties Weapon Arts
Club 1 sp 1d4 bludgeoning 2 lb. Light Concussive Smash
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (20/60) Piercing Strike
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Backbreaker
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (20/60) Lacerate
Javelin 5 sp 1d6 piercing 2 lb. Thrown (30/120) Mobile shot
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (20/60) Weakening Strike
Mace 5 gp 1d6 bludgeoning 4 lb. Shattering strike
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Topple
Sickle 1 gp 1d4 Slashing 2 lb. Light Pommel strike
Scythe 2 gp 1d6 4 lb. Heavy, reach, two-handed Lacerate
Spear 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8) Rush attack
Simple Ranged Weapons Table
Name Cost Damage Weight Properties Weapon Arts
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (80/320), loading, two-handed Precise Shot
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (80/320), two-handed Hamstring Shot
Sling 1 sp 1d4 bludgeoning Ammunition (30/120), light Concussive smash
Throwing Star 5 cp 1d4 piercing 1/4 lb. Finesse, light, thrown (20/60), Piercing Strike
Martial Melee Weapons Table
Name Cost Damage Weight Properties Weapon Arts
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Cleave, lacerate, prepare
Claw Gauntlet 25 gp 1d4 Slashing 1 lb. Finesse, light, special Flourish, lacerate
Flail 10 gp 1d8 bludgeoning 2 lb. Versatile (1d10), wrapping Concussive smash, topple, shattering strike
Double-Bladed Scimitar 100 gp 2d4 slashing 6 lb. Double-weapon (1d4 slashing), two-handed Lacerate, riposte
Dwarven Urgrosh 100 gp 1d8 slashing 8 lb. Double-weapon (1d4 piercing) heavy, two-handed Cleave, lacerate
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Lacerate, prepare, riposte
Gnome Hooked Hammer 100 gp 1d6 bludgeoning 6 lb. Double-weapon (1d4 piercing), two-handed Concussive smash, topple
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Cleave, lacerate, prepare
Greatscythe 20 gp 2d4 slashing 6 lb. Heavy, reach, two-handed Lacerate, prepare, topple
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Lacerate, pommel strike, riposte
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Gargantuan cleave, lacerate, prepare
Lance 10 gp 1d12 piercing 6 lb. Reach, special Heartstopper, piercing strike, rush attack
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Lacerate, pommel strike, riposte
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Backbreaker, concussive smash, weakening strike
Morningstar 15 gp 1d8 piercing 4 lb. Crippling strike, heartstopper, shattering strike
Orc Double Axe 130 gp 1d8 slashing 10 lb. Double-weapon (1d4 slashing), heavy, two-handed Lacerate, prepare
Pike 20 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Crippling strike, piercing strike, rush attack
Rapier 25 gp 1d8 slashing 3 lb. Finesse Flourish, piercing strike, riposte
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Flourish, lacerate, pommel strike
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Flourish, piercing strike, pommel strike
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) Crippling strike, piercing strike, rush attack
War Pick 5 gp 1d8 piercing 4 lb. Crippling strike, piercing strike, weakening strike
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Backbreaker, concussive smash, weakening strike
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach, Wrapping Flourish, , topple
Martial Ranged Weapons Table
Name Cost Damage Weight Properties Weapon Arts
Blowgun 10 gp 1d4 piercing 1 lb. Ammunition (25/100) Hamstring shot, piercing strike, precise shot
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (30/120), light, loading Mobile shot, piercing strike, precise shot
Heavy Crossbow 50 gp 1d10 piercing 18 lb. Ammunition (100/400), heavy, loading, two-handed piercing strike, precise shot
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (150/600), heavy (1d8), two-handed Hamstring shot, piercing strike, prepare
Net 1 gp 3 lb. Special, thrown (range 5/15), wrapping Flourish, topple
Repeating Crossbow 150 gp 1d8 piercing 12 lb. Ammunition (80/320), heavy, special, two-handed Piercing strike, precise shot, rapidfire shot

Weapon Properties

Ammunition

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. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Double-weapon

If you attack with a double-weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. A damage value in parentheses appears with the property-the damage and type when the weapon is used to make a bonus action melee attack.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy

Creatures that have less than 12 Strength have disadvantage on attack rolls with heavy weapons, small and tiny creatures alls have disadvantage.

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading

Because of the time required to load this weapon, you must use 1 attack or a bonus action to reload before you can attack with this weapon again. You must have one free hand to reload a weapon.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach

This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-handed

This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Wrapping

These weapons wrap around an enemy's shield, you ignore the AC bonus granted by shields.

Special Weapons:

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance is considered a two-handed weapon when you aren't mounted.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Repeating Crossbow

This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition.

Claw Gauntlet

A claw gauntlet is a weapon that attaches to your hand and wrist, becoming inseparable from you as long as you're wielding it. It takes an action to don or doff this weapon. Your hands are considered empty and can be used to interact with objects or cast a spell unhindered, but you can only attack with the claw gauntlet while you aren't holding anything in the equipped hand.

Armor and Shields

Light Armor
Name Cost Armor Class Weight Strength Stealth Hardness Durability
Padded 5 gp 8 + Dex modifier + proficiency bonus 8 lb. Disadvantage Twice your level + twice your proficiency bonus
Leather 10 gp 8 + Dex modifier + proficiency bonus 10 lb. Twice your level + twice your proficiency bonus
Studded Leather 45 gp 8 + Dex modifier + proficiency bonus 13 lb. 6 Twice your level + twice your proficiency bonus
Medium Armor
Name Cost Armor Class Weight Strength Stealth Hardness Durability
Hide 10 gp 8 + Dex modifier (max 2) + proficiency bonus 12 lb. 4 times your level + 4 times your proficiency bonus
Chain Shirt 50 gp 8 + Dex modifier (max 2) + proficiency bonus 20 lb. 3 4 times your level + 4 times your proficiency bonus
Scale Mail 50 gp 8 + Dex modifier (max 2) + proficiency bonus 45 lb. Disadvantage 6 4 times your level + 4 times your proficiency bonus
Breast Plate 400 gp 8 + Dex modifier (max 2) + proficiency bonus 20 lb. 6 4 times your level + 4 times your proficiency bonus
Half Plate 750 gp 8 + Dex modifier (max 2) + proficiency bonus 45 lb. Disadvantage 9 4 times your level + 4 times your proficiency bonus
Heavy Armor
Name Cost Armor Class Weight Strength Stealth Hardness Durability
Ring Mail 30 gp 8 + proficiency bonus 40 lb. Disadvantage 3 6 times your level + 6 times your proficiency bonus
Chain Mail 75 gp 8 + proficiency bonus 55 lb. Str 13 Disadvantage 6 6 times your level + 6 times your proficiency bonus
Splint 200 gp 8 + proficiency bonus 60 lb. Str 15 Disadvantage 9 6 times your level + 6 times your proficiency bonus
Plate 1,500 gp 8 + proficiency bonus 65 lb. Str 17 Disadvantage 12 6 times your level + 6 times your proficiency bonus
Light Shields
Name Cost Armor Class Weight Cover from ranged attacks Stealth Weapon Arts
Buckler 5 gp +0 2 lb. Bash, Parry, Withdraw
Heater 10 gp +1 4 lb. Bash, Parry, Withdraw
Heavy Shields
Name Cost Armor Class Weight Cover from ranged attacks Stealth Weapon Arts
Kite 20 gp +1 8 lb. half cover Disadvantage Block, Brace, Withdraw
Banded 20 gp +2 8 lb. Disadvantage Block, Brace, Withdraw
Pavise 50 gp +3 12 lb. three-quarters cover Disadvantage Block, Brace, Withdraw

Armor

Hardness

Armor reduces incoming damage based on its hardness. The armor's hardness lessens by 1 with each hit the armor receives until it is repaired.

Example: Plate Armor will reduce the first attack you receive by 12, the next attack by 11, and so on.

Studded Leather on the other hand will reduce the first attack you receive by 3, the next by 2, and the last attack by 1.

After that the armor will still absorb damage if it still has hit points, but it will no longer reduce the damage. Armor that runs out of hit points will still reduce incoming damage if it still has hardness remaining.

Magic Armor

An armor's AC bonus is increased by +1, 2, or 3 depending on the bonus. the hitpoints is increased by 10 times the bonus.

IE. A +2 Chain Mail will have an AC of 12 + your proficiency bonus and Twice your level + twice your proficiency bonus + 30 hitpoints.

Repairing Armor

As a piece of armor loses its hardness and hit points, it becomes less effective, you can repair your armor as part of a rest.

At the end of a short rest, you can repair one set of armor up to half its maximum hardness and hit points.

If you're proficient with smith's tools, you can repair the armor further, provided you have smith tools on hand. The armor recovers a number of additional hardness points equal to your proficiency bonus, and hit points equal to twice that amount.

At the end of a long rest, you can fully repair one set of armor.

Special

Buckler Shield

You can use a bonus action to don and doff this shield instead of an action.

Pavise Shield

You can use an action to place the shield down and plant it on the ground, providing a temporary defense.

(You can use a bonus action instead if you are proficient with this shield)


A planted pavise shield can provide full cover to one medium or smaller creature, or a larger creature if the shield is sized for a larger creature.


Your attacks have disadvantage while you have this shield equipped.

Combat Skills


Bash

Buckler, Heater

You can use a bonus action to try to shove a creature within 5 feet of you with your shield.


Block

Banded, Kite, Pavise

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.


Brace

Banded, Kite, Pavise

When you take damage from an attack, you can use your reaction to reduce the damage by your level + your proficiency bonus + twice the shield's AC bonus.


Parry

Buckler, Heater

When another creature hits you with a melee attack, you can use your reaction to add +5 to your AC for that attack, potentially causing the attack to miss you. If the attack misses, you can make one attack as part of that reaction.


Withdraw

Banded, Buckler, Heater, Kite, Pavise

You can take the Disengage action as a bonus action.


 

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