Advanced Weapons
Hey folks. Ive always been a bit underwhelmed by 5e/2024's Martial combat and wished there were more options for what to do on your turn as a non-multiclass, non-battlemaster. Ive tried out some systems that folks have come up with, but none really clicked with me, so I tried designing my own.
I call these Advanced weapons and they can work optionally with the already existing weapons for 5e. They should also work with DND 2024, but I havent personally converted to the new system yet so im not sure. These can be introduced as items, or as skills the players can train in or unlock in some way at your discretion. You can also have your bad guys use them to add a bit of spice to combat ;). I hope they will be fairly intuitive from the cards, but heres a brief rundown:
Each weapon has a few skills that the player can activate while wielding it, usually either when they land an attack with that weapon, by using their bonus action while holding that weapon, or both. To activate a skill they must use charges from a pool of charges shared between all Advanced Weapons. It might make more sense to think of this as a players Stamina, but I went with charges for now since it already has precedent in DND as written. Some skills require a saving throw, the DC for which is determined by 8 + players proficiency bonus + the ability score used for the attack (usuallys strength or dex). If a weapon says "Normal Weapon damage" that just means to exclude any bonus damage from sneak attack/smite/etc to keep power levels in check.
Please let me know if you have any questions, and/or your thoughts on these. At the moment they are basically untested, since my players all rolled casters after I made them :(
If you like the idea, but feel something should be changed you can access and edit the cards here
Posted Aug 7, 2025, 1:00 AM UTC