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Homebrewing: Weapons
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Homebrewing: Weapons

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This is a well researched and detailed guide to creating new balanced weapons for your world. From setting the price, to selecting damage dice, to selecting special weapon properties, this guide covers everything you will need to forge your creation.

This supplement is for 5th-edition Dungeons and Dragons.

It includes:

  • 67 new damage dice options for weapons
  • 19 new special weapon properties
  • New downtime activites centered on designing and crafting new weapons
  • 27 new non-magic weapons of different qualities
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Customer avatar
NIKLAS S May 24, 2018 5:30 pm UTC
I really appreciate the effort that was put into this and I really like the overall concept of being able to break down weapons and properties into "points" in order to reverse engineer and create new ones. I've done something similar when homebrewing new weapons (although I was doing it subconciously at the time).

However, I don't seem to get the math to add up at times. For example, I have a budget of 6 points for a base martial weapon, and say I want to make a normal Longsword or something equivalent (like a Long Spear - 1d8 (1d10) piercing, versatile), then that is 5 points to start with for the damage 1d8 dice, and 2 points for Versatile, which puts us at 7... which is over budget. Or am I missing something? In your Example II Step 2-3 you mention that you have 1 point left before you take Versatile for the legendary longsword, and you don't take any other property that adds more points. Again, we should be over budget. Perhaps it is simply a typo the the properties section and Versatile...See more
Customer avatar
Pavle M May 24, 2018 9:33 pm UTC
Yeah, it's a typo :)

The cost should be 1
I'll make sure to correct it in the next version :)

In fact I think that it's a left over from the version I was working on before the first release, which evolved into the "Brutal" property. For further clarification it works like this for the longsword: Set damage dice to 1d8, add versatile (5+1 total). Versatile property becomes (1d10), because the base damage die is 1d8, though you could choose (2d4) if you would wish to do so.
Customer avatar
John R January 17, 2018 1:23 am UTC
One subtle suggestion: Rust doesn't cause tetanus. Decaying bio-matter causes tetanus. Any puncture wound around decaying leaves, branches, animals, etc. can cause it. Like a rusty barbed-wire in a puddle of rain water that has leaves in it (that's where the misconception comes from: it's not the rust on the metal, it's the leaves). Similarly, if you have an old branch with thorns on it, and it has been laying there for a couple weeks, and you poke a deep wound in your hand when you go to pick it up to get rid of it, you can get tetanus from that (no metal at all, not even rusty metal). "Rusty" wouldn't cause a tetanus check, "Dirty" or "Grimy" would.
Customer avatar
Pavle M January 17, 2018 9:04 am UTC
Thank you for your suggestion.

I am aware of that fact, but rust is commonly associated with the disease (even though, as you have rightly pointed out, it is not the source of it). I have considered giving it other names (like tainted, unsanitary, disease, contaminated), but in the end I chose to name it as such because I think that this way, it gives players and DMs a clear example of usage without much explanation being needed. An added benefit of naming it "Rusty" is that it explains why the property costs 1 point, unlike "Tainted" or "Contaminated".

Now that I think more about it, I might add an explanation in that section.

I hope that you liked the product otherwise.

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File Last Updated:
January 17, 2018
This title was added to our catalog on January 16, 2018.