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Dnd homebrew weapons
Dnd homebrew weapons




dnd homebrew weapons

Trip knocks a target prone on a failed Dex save.Very solid debuff here, though not as impressive against spellcasters. The target gets a new save at the end of each of their turns. Poison doesn’t deal extra damage – that would undermine the whole point of sacrificing a die – but it gives the Poisoned condition for 1 minute on a failed save.I’d honestly rather see something else here.

Dnd homebrew weapons full#

I’m always nervous about Disarm effects, because the disarmed enemy has so few options for getting the weapon back in a way that doesn’t cost them a full turn or more of actions (at which point the PC can just Disarm them again, it’s only costing 3.5 average damage!), but still upholds the Disarm as mattering at all. Disarm forces the target to drop a held object if they fail a Dex save.Each of these four costs 1d6 from your Sneak Attack. You get four options here, and more later on. Cunning Strike at 5 th level is a major new feature that lets you trade dice of Sneak Attack damage for an alternate effect.

dnd homebrew weapons

  • Ability Score Increase or a Feat at 4, 8, 10, 12, 16, and 19.
  • (Subtle Strikes, previously at 13 th level, has been cut because of this feature’s inclusion.) If you need a little help to deliver a Sneak Attack this turn, this gets the job done.
  • Steady Aim at 3 rd level lets you spend your Bonus Action to give yourself Advantage, but you can’t have moved this turn, and your Speed is 0 for the rest of this turn.
  • Rogues get subclass progression at levels 3, 9, 13, and 17.
  • Cunning Action at 2 nd level is unchanged: you can Dash, Disengage, or Hide as a Bonus Action.
  • I think Rogues should get dagger Weapon Mastery for free, and get two choices for the rest of their short list of Ranged and Finesse weapons.
  • Sure, they’re loud, but… I’d probably still give it to ‘em. Rogues don’t get proficiency in Firearms by default. My point is that you have very few practical
  • Most of the weapons on the chart are no use to you – you’re a Rogue, if it’s not a Ranged or Finesse weapon, what would you do with it? Not Sneak Attack? Get outta here with that nonsense.
  • Now you can use the Weapon Mastery properties of two weapons, and change them out on a Long Rest.
  • Weapon Mastery wasn’t even a thing in the first appearance of the UA Rogue.
  • Thieves’ Cant is treated as a language, though as we all know it’s an argot.
  • Is off-turn Sneak Attack really good? Yes, but as long as you don’t turn weird and obsessive about maximizing damage every turn (that’s a good way to ruin your own fun in any game), it feels like you’re getting away with something when you land an off-turn Sneak Attack, and that’s great.

    dnd homebrew weapons

    As far as I’m concerned, order has been restored to the cosmos. It’s back to 5e.14’s 1/turn – which means it can happen on someone else’s turn. Sneak Attack, as I was just saying, no longer has to be part of the Attack action on your turn.Expertise is unchanged at 1 st Two skills, such double proficiency bonus, wow.The first UA Rogue didn’t excite me, because they had narrowed Sneak Attack down to only happening on your turn, and only as part of the Attack action – no Reaction Sneak Attacking for any reason.

    dnd homebrew weapons

    PH Playtest 6: Bard, Cleric, Druid, Monk, Paladin, Ranger, Rogue, et al. I’m still finishing up the last one, with the Rogue, new or revised spells, and anything else down toward the bottom of the packet. The new packet came out yesterday, but I’m not covering that today.






    Dnd homebrew weapons