Tactical Weapons

Experimental advanced weapon rules to make weapons more tactical and have more flavor, a la 3rd Edition or Pillars of Eternity. Also balances some weapons that were kind of pointless, and brings many weapons on par with what were otherwise the “best” weapons like the greatsword.

Martial Melee Weapons

BattleaxeSavage Critical: On a Critical Hit, after rolling damage, you may change ONE die to the average result (rounded up; d8 = 5, d10 = 6).

FlailUnpredictable: Gain +1 to hit versus targets wielding a shield.

GlaiveBleeding Critical: On a Critical Hit, may inflict 1d4 additional damage at the start of the target’s next turn.

GreataxeSavage Critical: On a Critical Hit, after rolling damage, you may change ONE die to the average result (7).

Greatsword – N/A, already has higher than normal damage.

HalberdMultipurpose: May deal slashing OR piercing damage.

Lance – N/A, already has special rules.

LongswordMultipurpose: May deal slashing OR piercing damage.

Maul – N/A, already has higher than normal damage.

MorningstarMultipurpose: May deal piercing OR bludgeoning damage, and also gains Versatile (1d10).

Pike – Gains higher than normal damage; Increase damage to 1d12.

RapierMultipurpose: May deal piercing OR slashing damage.

ScimitarBleeding Critical: On a Critical Hit, may inflict 1d4 additional damage at the start of the target’s next turn.

Short swordMultipurpose: May deal piercing OR slashing damage.

Tridentbut why tho: Gain Advantage on attempts to impersonate a merfolk.

War pickArmor Penetration: Gain +1 to hit versus targets wearing Medium or Heavy Armor.

WarhammerArmor Penetration: Gain +1 to hit versus targets wearing Medium or Heavy Armor.

Whip – N/A.

Martial Ranged Weapons

Blowgun – N/A.

Hand Crossbow – N/A.

Heavy CrossbowArmor Penetration: Gain +1 to hit versus targets wearing Medium or Heavy Armor.

LongbowDraw Weight: May use Strength instead of Dexterity for the purposes of dealing damage.

Net – N/A.

Tactical Weapons

Empire Chronicles BCGaius