I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.
So I’d like to share a few of my ideas:
D&D & Dark Souls Weapons:
If you’ve listened to the podcast for two minutes you’ll probably have heard me mention Dark Souls in some shape or form. Its my favorite game of all time and I have a bit of an obsession with it. Dark Souls is well known for its variety of weapons and magicks so I’d like to try and transcribe some of the weapons to D&D for people looking for a bit of variety.
Weapons Types:
These are all considered Martial Weapons:
Parrying Dagger: 1d4 Piercing | 1lb. | Finesse, light, thrown (20/60)
– Special: Spend reaction to increase AC by 3. If the attack misses you can make one weapon attack. You must declare you’re going to use the effect before the attack total is announced.
Shotel: 1d6 Slashing | 3lb. | Finesse, light
– Special: When your attack misses you still deal damage equal to your damage modifier.
Curved Greatsword: 1d10 Slashing | 6lb. | Finesse, heavy, two-handed
Caestus: 1d4 Bludgeoning | 1lb. | Finesse, two-handed
– Special: Add both Strength and Dexterity modifiers to damage dealt.
Greatbow: 1d10 Piercing | 10lb. | Ammunition (range 200/800), heavy, two-handed
– Special: Requires 13 Strength to wield. Fires Great arrows.
Twin Blade: 1d4/1d8 Slashing/Piercing | 6lb. | Two-handed, heavy
– Special: You can choose whether to deal slashing or piercing damage with this weapon. When you choose piercing you deal 1d8 damage. When you choose slashing, each time you take the attack action you can attack one additional time using the other blade dealing 1d4 damage each. (with modifiers applying both times.
I would consider these new weapon archetypes meaning feel free to craft more powerful version as special weapons for your team. Speaking of which.
Magic Weapons:
Moonlight Greatsword:
Weapon(Greatsword), Legendary (requires attunement)
+3 ATK. When you hit with this weapon you deal an additional 1d4 force damage and additional force damage equal to your Intelligence modifier.
You can spend a spell slot to make a ranged spell attack 60ft dealing 2d6 force damage with an additional 1d6 damage per level.
Ricard’s Rapier:
Weapon(Rapier), Legendary (requires attunement)
When attuned to and wielding this weapon, the wielder receives +4 to their Dexterity Stat. This effect ignores statistic caps.
Weapon(Maul), Legendary (requires attunement)
+3 ATK +3 DAM. This weapon grants you the resistance of an everlasting dragon gaining resistance to fire. Additionally, per short rest you can choose an additional element and gain resistance to that as well.
Dragonslayer Spear:
Weapon(Spear), Very Rare(requires attunement)
+2 ATK. When you hit with this weapon you deal an additional 1d4 lightning damage and additional lightning damage equal to your charisma modifier.
You can spend a spell slot to make a ranged spell attack 60ft dealing 2d6 lightning damage with an additional 1d6 damage per level.
Crystal Chime:
Wondrous Item(Holy Symbol), Legendary(requires attunement)
This chime has 3 charges you can speak it’s command word and expend one charge. For the next minute, you add your intelligence modifier to your spellcasting ability, Spell Save DC and Spells attack bonus. This effect ends after you cast a spell.
That’s it for now, lemme know what you think.