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Weapon Perks

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WEAPON PERKS

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Comicbook.com: "...a useful new set of mechanics to provide some much needed variety to melee weapons."

Rogue Watson: "WEAPON Perks ADDS FUN AND MEANINGFUL NEW ABILITIES FOR EACH WEAPON, ENCOURAGING PLAYERS TO BRANCH OUT WITH A MUCH BROADER VARIETY OF CHOICES IN COMBAT."

Weapon Perks!

Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful tools to gain the upper hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the adventurers have, and hopefully give them their own identity.

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5E SUPPLEMENTS

Exotic Equipment Perks Memorable Monsters Weapon Perks Challenge Accepted! Challenge Accepted II Unearthed Tips and Tricks: Volume I Unearthed Tips and Tricks: Volume II Fantastic Terrain Fantastic Terrain 2 Witiker's Well of Wondrous Magic Items Words of Power! Aelx's Bombastic Oddities Bountiful Bounties: Notice Board Quests for your Adventurers

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ADVENTURES

Extraordinary ExpeditionsThe Dark Tide of Damodan  Unearthed Adventures: Volume 1 Unearthed Adventures: Volume 2 Unearthed Adventures: Volume III

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Reviews (8)
Discussions (7)
Customer avatar
John R February 20, 2023 7:05 pm UTC
PURCHASER
Very cool stuff. My players are excited to use it!
Customer avatar
Jason H August 27, 2021 8:42 pm UTC
PURCHASER
Can someone help me come up with a perk for Yklwas i couldnt find one in the book
Reply
Customer avatar
Justin H August 27, 2021 9:48 pm UTC
CREATOR
I can certainly try. Is a Yklwas different than a spear? If so, how? The more I know, the easier it will be to create a functioning perk.
Customer avatar
Ruben M September 19, 2020 2:40 pm UTC
another thing: the mace "crushing blow" is extremely overpowered on low levels, since its basically just a better melee attack. on later levels you lose your extra attack, but on earlier ones its strictly better.

my proposal:"once per turn you can use the crushing blow instead of a normal attack. You suffer disadvantage on the attack, but on a hit the target must succeed on a Con Save or is stunned until the start of your next turn."
Customer avatar
Ruben M September 19, 2020 2:36 pm UTC
one thing i have to note from the preview:
the *slam* ability of a maul reduces the speed to 0, but on a crit knocks the target prone. Depending on your party size or initiative, knocking prone can be worse in this case than the 0 speed, since the creature can get up on his turn and still have half its movement left, instead of being reduced to 0.
so, if you crit on your last hit, and the enemy is the next person in the initiative order, it is worse to crit. So i would propose the phrase "if you crit, you can choose to instead knock your target prone". That way the player has the choice.
Reply
Customer avatar
Justin H September 19, 2020 2:37 pm UTC
CREATOR
I totally see what you're saying. Sure they can get back up, but until they can, every melee attack against that creature has advantage.
Reply
Customer avatar
Ruben M September 19, 2020 8:15 pm UTC
which is of exactly no use if said monster is directly behind you in initiative order and you crit with your last hit. If you add the small change of "you can choose to instead knock the opponent prone" it resolves all those issues.
Customer avatar
Ruben M September 19, 2020 2:32 pm UTC
"Like the idea but if I'm using a club it's because I have access to Shillelagh to use Wisdom instead of strength" well, then you are already set, arent you? those perks i would imagine are more for the strictly martial characters like fighter and barbarian to feel a little less "bland".
Clubs never had any use besides shillelagh. Now they do. Just not specifically for a druid, but finally there are other classes who might consider using them. At least that is my take on that.
I also started to write something like this supplement on my own (mostly inspired by the game "battle brothers", since it has such weapon perks), but now that i found an already finished version i might just use that :)
Reply
Customer avatar
Justin H September 19, 2020 2:36 pm UTC
CREATOR
Yeah, we didn't really take spellcasters into account, when building this. It was more about what can we do to distinguish the use of weapons apart, mostly cause some of them just don't get used because there are superior choices. I do hope it something you end up enjoying. :)
Customer avatar
Justin H May 29, 2020 10:22 pm UTC
CREATOR
If you're using a feature such as shillelagh, specific beats general, so your save used for that weapon could and should be replaced with that modifier. Though, I didn't explicitly call this out in the product. But many of the features are similar to the first two, but not all require saves. For instance, here is the perk for the Scimitar.

On Guard. When you take the dodge action, if an enemy misses you with a melee attack, you can use your reaction to make one weapon attack.

I hope this helps Dan.
Customer avatar
Dan T May 26, 2020 4:05 am UTC
Like the idea but if I'm using a club it's because I have access to Shillelagh to use Wisdom instead of strength, it would mean this strength based weapon perk doesn't really work for me.

Just one example but it's something I saw in the example page so I wonder if the other perks are a bit like that?

Anyone already own it who could fill me in?
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File Last Updated:
August 15, 2023
This title was added to our catalog on April 29, 2020.