I can not wait to test this out...once I finish reading like several papers, get three PowerPoints done and study for my test next week. BUT THEN I can test it.
So, like, Ignis from FF15? Personally I wouldn't mind a homebrew class that focused on the arts that aren't as performance based as bards. Like painters, sculpture makers, chefs, toy makers, etc? Ones that would rely more on wisdom than intelligence.
I think Blaine simple did something like that in his anime into dnd. Also you might want to check out the silver plate Kickstarter. Food based add on for DND.
I love how you included fist weapons cause I want my monks, barbarians, and rogues to be extra punchy Plus, I love the blackpowdered weapons in fantasy cause they can work well too, especially for my Artificer Bounty Hunter But my love of bludgeoning weapons has grew even more 🔨
To be completely fair the reason they didn’t include to many varied weapons in the original PHB was in a way explained in the DMG “redundancy”, many weapons could be swapped out for others so they wrote that yes a samurai could wield a Longsword but it could be flavored as a katana so they didn’t have hundreds of identical weapons and they could save on paper printed.
I have my own variation called "Weapon Deeds" which adds a x per short rest special active ability to each weapon type (including unarmed); I came up 21 with some being shared by up to 3 weapons. The strongest ones go to the traditionally weakest weapons. I also introduced custom ones for magic weapons. I don't like passive and preferred to make the abilities an alternative to or extension of weapon attacks. I love the variety of custom weapons in your system but it also adds complexity to add soo many homebrew weapon types. Lets see if this wall of text stays in youtube... Weapon Action Associated Weapons Cost Effect Save Damage Backbreaker "Warhammers Club Mace" 1 Attack Prone Strength "1d4 + Strength Modifier Bludgeoning" Whirlwind Swing "Mauls Greatclub" Action (all attacks) Strike all targets around you at a range equal to your weapon (typically 5 ft). On a failed save they are knocked back 10 feet Strength Weapon damage Ready Strike "Glaives Pikes Halberds" 1 Attack Until the start of your next turn you can make a weapon attack with advantage against a single enemy entering your threat range. This does not use your reaction but you cannot use your reaction until the end of the triggering creatures turn. You may not use this ability if you already have used a reaction this turn. Weapon damage Running throw "Javelin Spear" 1 Attack If the attack hits it is automatically a critical. If the attack is crital do maximum damage without rolling damage dice. You may not use your object interaction to draw another weapon until the start of your next turn. Prerequisite: You must have moved a minimum of 20 feet closer to the target this round Critical damage Chain Wrap Flail 1 Attack On hit you can make a grapple attempt against the target 1d4 + Strength Modifier Budgening Cleave "Greataxes Greatswords" 1 Attack Strike all targets in a cone equal to your weapon attack range (typically 5 ft cone). - Weapon damage - 2 Can Opener "Morningstars War Picks" 1 Attack When you hit a target wearing armor or with natural armor reduce their AC by 2. Lasts 24 hours for natural armor or until repaired for worn. Creatures without armor or with unusual physiology (ie oozes) are unaffected at the DM discression Halved weapon damage Surprise Throw "Daggers Darts" 1 Attack or Bonus Action Advantage on thrown weapon attack Weapon damage Vital Point Strike Unarmed 1 Attack or Bonus Action Target cannot perform reactions for 1 minute Constitution Attack damage Disarming Strike "Tridents Whip" 1 Attack Target drops Weapon Strength Weapon Damage Evasive Strike "Scimitars Shortswords" Reaction After an attacker misses you take 5 feet of free movement that does not provoke attacks of opportunity. If in range you may perform a weapon attack on the triggering creature. Weapon damage Flourish Rapiers Bonus Action Attacks on the target have advantage until the next time they take damage. Must be in meelee - no attack role None Lacerate "Handaxes Sickles Battleaxes" 1 Attack All weapon or unarmed attack on the target deal an additional 2 damage until the start of your next turn Constitution Weapon damage Pommel Strike Longswords Bonus Action Target loses its dexterity bonus to AC and cannot take reactions until the start of your next turn Constitution "Strength Modifier Bludgening" Topple Quarterstaves Bonus Action Prone Dexterity None Piercing Shot "Longbows Heavy Crossbows" - Upon successfully hitting a target you may perform a weapon attack an enemy beyond them directly in the path of your arrow. If successful you may repeat the process at no cost for any number of additional targets until you miss or no targets are available. For each target you hit after the initial target reduce damage by 4 (minimum of 1). Range increments apply for the distance from your character to each target. - Weapon damage - 4* Hamstring Shot Shortbows 1 attack The targets movement is reduced by half until the start of your next turn Constitution Weapon damage Mobile Shot Hand Crossbows Bonus Action Weapon attack as a bonus action Prerequisite: Dashed or Disengaged this turn - Weapon damage Stomp Load Light Crossbows "Bonus Action and 15 feet of movement" Ignores Loading Property. Prerequisite: Must have already attacked this turn with this weapon - Weapon damage Stealthy Shot Sling 1 Attack Ignore range increment for the attack. You may attempt the hide action at no cost this turn Weapon damage Save DC: 8 + PB + Stat
This is awesome! It's like those Skyrim mods that add in all the extra cool weapons that should've been in there to start with. Brilliant work!! I can't wait to play a pizza-loving Tortle monk armed with Nunchaku and an 18 AC!
First of all, thanks for the content I know of a lot of other homebrew systems, for example "revised martial equipment". It gives weapons a lot of properties intrinsec to weapons themselves They are kinda similiar to what ymba now that I think about It. But every weapon has more than One property. Every weapon belong to a class that has One mastery feat, and every weapon of a class has a number properties that varies. Making every weapon unique. There are weapons that let you make another Attack when you kill a creature, or weapons that make you extend range by expending movements, weapon that let you add another die of damage if one of your dices had the maximum Number... The sheer Number of properties is astounding and they can be combined togheter For example for masteries of a class, Dueling Blades (Dex based) give you the deflext property. Making you roll the weapon dice as a reaction subtracting the result to One Attack damage you receive, only works against one target you chose at the start of the turn Combat swords let you enter a parry stance as a reaction, giving you a plus 2AC It's a bit more complicated than what YMBA came up with tho I really like what the community came up with, the combined creativity of so much players give really a breath of fresh air to the game
I'm building a campaign set in a world with Early Modern Era technology. As a balance for realism vs fun, I gave any weapon thay requires a reload (crossbow, musket, cannon, etc) a reload expressed in movement distance sacrificed to reload it.
That IS that good shit. I've been homebrewing something similar by adding effects to different types of weapon to make it thematically useful to an individual player pretty much on the fly. Now I can have STRUCTURE.
I'm interested in the weapon masteries more than anything personally. I like WotC's weapon mastery system but the issue I immediately ran into was that there were not enough, especially where the Fighter is concerned. The 2024 Fighter learns more masteries than any other class but after players pick their top 3 at 2st level everything else is repetitive or are attached to weapons that don't interest the player or work for their build. More mastery properties would mean more unique weapons and builds for pure martials.
I don't even play because it looks very complex and the community isn't very big where I'm from but I watch all the videos still, you're awesome Mr. YMBA. Very good video btw
Feels better to handle than just giving weapon default properties: I was thinking of slash, pierce and bludge: Slash: +3 against no armor, +2 against light armor Bludge: +3 against heavy armor, +2 against medium armor Pierce: opportunity works also when approaching your reach, not only when they leave. Or you can do a quick stab as a bonus action (you decide if cast and then quick stab, stab and quick stab, so on). Your's feels better to use, seems way more balanced, but maybe the triangle part could use some change. The rest it's perfect, also the new weapon properties. Very cool. Good job
I have an idea for "Secondary Masteries", which allows a character to use different parts of a weapon to attack an opponent (like your sword's pommel) or different techniques that change how the weapon is normally used (like mordhau or halfswording). Secondary Masteries use mastery slots like normal Masteries (so if you have 2 masteries, instead of Mastery: Longsword and Mastery: Dagger, you can have Mastery: Longsword and Mastery: Longsword Pommel). For the sake of simplicity, I make Secondary one-handed weapons 1d3+appropriate bonuses and Secondary two-handed weapons 1d4+appropriate bonuses (so stuff like strength/dexterity unless using as an off-hand bonus attack), with the Versatile property applying appropriately (1d3 or 1d4 one or two handed respectively). Some weapons can be really versatile, like how a poleaxe is like a combination axe/hammer/spear/staff. Using your system, a poleaxe might have the Cleave (Axe part, 1d10) property as its primary, and Graze (Hammer part, 1d4), Sap (Spear part, 1d4), and Topple (Staff part, 1d4). You still need to spend a Mastery for each attack mode, so if you have 3 mastery slots, you could use the Cleave, Graze and Topple properties for example. As for magic properties, while I don't mind a +1 weapon dealing extra damage with all parts of the weapon, you should use common sense, so if a weapon is described as having a flaming blade, you can't deal fire damage when you pommel strike or mordhau someone, and gripping the blade while it is on fire will most likely deal damage to you.
This is FANTASTIC. Absolutely fantastic! These are all so eclectic and versatile! I'm starting my own campaign soon and these are so useful! Nice work, YMBA!
You put a ton of work into this , well done Sir . I wonder if anyone from the Dev team at WotC will see this and go " Why didn't we think of all that " .
I normally play mage classes, so weapons don't usually come up on my playthroughs. But just a quick overview of these abilities and changes is making me reconsider my life choices. Definitely adding these to my next campaign ❤
so, this is awesome, and thank you for all the effort. but i'm gonna do the "well actually" nerd thing, and i can't stop myself and i apologize..... it's a minor thing, and i'm fully aware that i'm douche for doing this, BUT, for the Khopesh, you seem to be treating it like a scimitar and it's actually quite the opposite. a Khopesh is an axe that evolved into looking like a sword, it's a relatively heavy chopper as opposed to a finesse based slicer. though there were some smaller ones that could be moved fairly quickly, the edge geometry still made them poor at slicing and better at smashing. but other than that, this is super sweet and thank you for doing all the heavy lifting and giving us all a whole ton of extra fun.
If I remember correctly, khopeshs actually started of as sickles which were used for fighting, it was found that their shorter length was hindering their performance so the piece between the blade and the handle was lengthened, after that it was common to lessen the curve of the blade thereby making it easier to strike with the edge and further increasing the range, later it became popular to sharpen the back of the sickle-blade instead of the front, thereby giving the khopesh the shape it is known for. In short, khopesh is inverted sickle-sword, not axe-sword.
what i would love to see before watching is things like firstly, find familar should be a cantrip with a 1 minute cast time and basically all pact of the chain stuff should be the norm with the caveat being that while a familar is summoned, 'it taxes the summoners energies' and either makes your ac lower or imposes a percentage hp debuff so that way being able to cast through your familiar and summon it over and over would be less of an issue with the way this gets amped up is by it getting more and more health as time goes on thanks to it taking a percentage of your hp max to make its total hp so the more hp YOU get, the more hp IT gets with perhaps some meta gaming options with things like maybe giving the option to allow it to absorb temporary hitpoints from non shield spells so things like elemental shield wont boost your max in regards to the hp you give to the summon but fiendish vigor or aid would giving some fun cleric and warlock options. honestly i just LOVE the thought of playing a undead warlock with some levels into scrying wizard with telekinetic with perhaps a secondary telekinetic feat to allow you to use bigbys hand without casting a spell slot with it being an invisible telikentic force like the normal telekinetic feat that makes mage hand invisible with than floating dragon skulls as maybe flock of familiars would also become a cantrip but one you can ONLY get by having find familiar and being like at least 5th level with each gets less total hp cause it still takes roughly the same max hp percentage with maybe the option to give your familiars the max amount of hp you can give them at the cost of course of lowering you likely already very stunted hp max even more with than my only attack spell being eldtrich blast that i fire through my familars with perhaps also if you have a familar or flock of familars out, you can ONLY cast spells through them but also can avoid the need for all spellcasting components since you would need high dex AND con to use them without making yourself so one shottable that even the weakest wizard looks like a tank in comparison.
Holy shit dude I love you. I have been legit working on a similar system, and you have already done the exact things I was planning. Thank you for doing the work for me and far beyond
4:07 the rules for martial arts are quite strict, your heavy bo staff has the heavy property so monks under no subclass could ever use it because martial arts disallow heavy weapons nor two handed weapons which I forget if the heavy Bo staff had.
I am a huge fan of this. It sucks that the Whip doesn’t have something like Cat of Ninetails for a D4 of Piercing, D4 of Bludgeoning and D4 of Slashing or a Bull Whip for 15 Feet of Reach and a D6/D8 of Piercing Damage.
I actually cant pay attention to calculus in university because all the dnd builds in my mind(mostly spellblades) and now you gave me the DLC thanks man
This is Amazing, I've been looking for something that allows me to utilize weapons exclusive to specific regions, such as the Macuahuitl in a Chult campaign vs a Katana in an Asian inspired Campaign. I would love to see some Artic inspired weapons like the Iuak, Ulu, Ritiik, Sugliin, Razor Skipdisk etc for use in the Frost Maiden campaign settings, but overall this is amazing!
Me before this video: What is this guy thinking? Me after the video: Oh, this man was cooking that good shit. This is so cool and incredibly layered and complex, but at the same time, it provides the martial classes another gap closer to the high-level spell casters
Looking good my dude. I'm guessing you didn't mean to have the GD link to need a push request. My sight read. I would give only weapons with a chain or some other flexibility Breach. Permanently reducing AC by 2 seems a little too good if you can just try it every turn, especially if it's a weapon property rather that mastery. Unless the Warfan having Crush is a mistake as it's the only one I've spotted with it as a property. (on second glace, have you mixed this up with something else? Same thing with Bell-Ringer, as this is going into the same problems as 2014 Monk and stunning strike.
Bleed makes a number of weapons pretty scary. Rogues will be more mall ninja than ever before because of the mastery and properties on nunchakus and swordstaffs. Like what rogue doesn't love making bonus action attacks with a finesse staff weapon? Or nunchaku dual wielders getting absolute crazy defensive features on top of a sneak attack weapon. A Thri-kreen rogue dual wielding nunchaku's while holding a swordstaff is going to be crazy strong!
I really like this! So much flavour and thought out into it! I just have 1 concern though. Does the crush property stack I definitely? Could I reduce 1 set of armour down to a negative modifier if the target keeps failing their save?
This is so cool! Ive seen other people tackle this problem, but this is by far my favorite I have heard of, havent looked over the whole thing yet. Ive always thought lighter weapons (anything with a lower damage die) should have an additional property that makes them special and worth choosing over their D8 or D10 cousins. Does this system give a bonus that makes lower damage die REALLY worth taking over the bigger counterparts? I would imagine they probably lend themselves to certain classes, play styles or builds?
How about a little challenge: How about designing different unarmed martial arts? The monk class could really use some variety in gameplay and if there is variety in anything, then it's martial arts. I was thinking of maybe making martial arts using different stats to make your attacks and saving throws and have different focuses, similiar to your weapons. A wrestler uses his strength to clinch and throw enemys into the ground, while the drunken master uses his charisma to fool his opponents. I would love it if you could pull this off :D
So I've got a character whos a water genasi inspired by Aztec culture. And they use a Macuahuitl which is a massive sword-club hybrid with double edges obsidian blades. And I'd LOVE to see that included in the list of weapons. And there's other Aztec weapons too! Like the Tepoztopilli which was like a Halberd-Spear hybrid with the same obsidian blades.
Okay well I'm dumb I just saw that you added it. Another suggestion I'd make though is the Pata. It's a sword attached to a gauntlet, seems very nice to use.
I think I saw a pata in there too. 😅😂😊 Now let's add a bow bayonet/hazuyari, lion head shield/spiked pavice, gauntlet shield and a corded lance. Oh and if it's not to much a mace-axe and "tiger claw daggers" would be cool too. Whoops I forgot to add the wolf brush spear, a king of area denial that works great in cooperation with other weapons.
Definitely trying this out. It sounds a lot like Valda's version of weapons and equipment, which I use a lot in my games, so idk how easy it will be to integrate, but if I can make it work I will.
I really hope you mean a bonus on damage rolls only for Strength Advanced Mastery.😅 Also the Claws! Awesome. I think I'll use them with the Nick mastery however as well as a 1d6 for balancing reasons. Wait a minute ... That's the Beast Barbarians Claw weapon!😅
Really cool! One nitpick though is that b*stard swords are actually shorter than longswords, more like a short sword/arming sword with a longsword handle. Somewhere in between the two, hence the name meaning it belonging to no class of sword. Really like this otherwise though.
I just want you to know I apperciate you more is always a good thing, However! Grit & Glory has some of these things already and their own system for the properties and stuff like that aswell. Like I said though more is always a good thing, I for one frankenstined my own Homebrew Weapon list for my games because I fell in love with the Weapon Actions from Bauldrs Gate 3 and a little of what Grit & Glory gives you. I however will hear you out and steal... I mean impliment stuff that I like from this list, I'm not really a fan of the Weapon Masteries from 5.5e but bygones be bygones and such. Though I do ABSOLUTELY love the Holy Triangle approach to the combat types thats something I've never thought of before GG good Sir!
So, one thing that stuck out to me is the "Monk" weapons in martial do not possess the properties Monks can have proficiency with in either 5e or 5.5. Is it meant to be played with a lack of proficiency? At higher levels thats a pretty big trade off. Also simple weapons cannot be advanced mastered? I can assume a few argument points as to why, but I could argue for a few like spear and dagger that should. Please point out if I missed something, I am confused and a little disappointed as someone who plays a spear wielding monk with high STR.
The best weapon set up in 5e DnD has been a Heavy Polearm for 10 years. With the 2024 Rules the best weapon set up in 5e DnD for the next 10 years will be a Heavy Polearm. I love how talented WotC developers are.
W very similar to a expanded weapon list my table was using from this guy on reddit but was obsolete since weapon masteries came out so glad someone did another expansion unfortunately my beloved ranged build im doing gets the short end of the stick again the Daikyu seems cool tho
I am still missing the bow bayonet, lion head shield/spiked scutum (a spiked tip shield that can be used to punch with like a katar), a gauntlet shield (a shield with integrated gauntlet that allows you to wield a bow with it as well as grappling) and the corded lance (throwing spear with a cord to pull it back with) and that's from the top of my head perhaps there are a few more weapons. 😅😊
I can not wait to test this out...once I finish reading like several papers, get three PowerPoints done and study for my test next week. BUT THEN I can test it.
Just downloaded the list. This! This is it! The solution to weapons I had no idea how to fix! Your crazy brilliant nerd you, I love it!
I'd love a homebrewed Gourmand subclass for Artificer. Cutting up myconids for a party-buffing risotto sounds like fun.
So, like, Ignis from FF15? Personally I wouldn't mind a homebrew class that focused on the arts that aren't as performance based as bards. Like painters, sculpture makers, chefs, toy makers, etc? Ones that would rely more on wisdom than intelligence.
Hey, I made one like this
Reflavored Alchemist?
I think Blaine simple did something like that in his anime into dnd. Also you might want to check out the silver plate Kickstarter. Food based add on for DND.
I love how you included fist weapons cause I want my monks, barbarians, and rogues to be extra punchy
Plus, I love the blackpowdered weapons in fantasy cause they can work well too, especially for my Artificer Bounty Hunter
But my love of bludgeoning weapons has grew even more 🔨
A LOT of cool weapons! First thing I have to say is Scythe is a Polearm.
And a gun
@@jeronimoheuchert3786 XD maybe
@@jeronimoheuchert3786 Crecent rose approves this message
Man, this list is extensive. I’ll be using this list for my campaigns, for sure!
To be completely fair the reason they didn’t include to many varied weapons in the original PHB was in a way explained in the DMG “redundancy”, many weapons could be swapped out for others so they wrote that yes a samurai could wield a Longsword but it could be flavored as a katana so they didn’t have hundreds of identical weapons and they could save on paper printed.
And then they created the halberd and the glaive
I WAS expecting to see you again, even though I don't play D&D.
Yet
Oh mate, same here 😂
I have spent the last 9 months building a weapon modification system and you have very successfully outdone me sir, fine job
I am adding this to my campaign with my girlfriend NOW I have been waiting for a bo staff for so long! You are awesome YMBA!
I have my own variation called "Weapon Deeds" which adds a x per short rest special active ability to each weapon type (including unarmed); I came up 21 with some being shared by up to 3 weapons. The strongest ones go to the traditionally weakest weapons. I also introduced custom ones for magic weapons. I don't like passive and preferred to make the abilities an alternative to or extension of weapon attacks. I love the variety of custom weapons in your system but it also adds complexity to add soo many homebrew weapon types.
Lets see if this wall of text stays in youtube...
Weapon Action Associated Weapons Cost Effect Save Damage
Backbreaker "Warhammers
Club
Mace" 1 Attack Prone Strength "1d4 + Strength Modifier
Bludgeoning"
Whirlwind Swing "Mauls
Greatclub" Action (all attacks) Strike all targets around you at a range equal to your weapon (typically 5 ft). On a failed save they are knocked back 10 feet Strength Weapon damage
Ready Strike "Glaives
Pikes
Halberds" 1 Attack Until the start of your next turn you can make a weapon attack with advantage against a single enemy entering your threat range. This does not use your reaction but you cannot use your reaction until the end of the triggering creatures turn. You may not use this ability if you already have used a reaction this turn. Weapon damage
Running throw "Javelin
Spear" 1 Attack If the attack hits it is automatically a critical. If the attack is crital do maximum damage without rolling damage dice. You may not use your object interaction to draw another weapon until the start of your next turn. Prerequisite: You must have moved a minimum of 20 feet closer to the target this round Critical damage
Chain Wrap Flail 1 Attack On hit you can make a grapple attempt against the target 1d4 + Strength Modifier Budgening
Cleave "Greataxes
Greatswords" 1 Attack Strike all targets in a cone equal to your weapon attack range (typically 5 ft cone). - Weapon damage - 2
Can Opener "Morningstars
War Picks" 1 Attack When you hit a target wearing armor or with natural armor reduce their AC by 2. Lasts 24 hours for natural armor or until repaired for worn. Creatures without armor or with unusual physiology (ie oozes) are unaffected at the DM discression Halved weapon damage
Surprise Throw "Daggers
Darts" 1 Attack or Bonus Action Advantage on thrown weapon attack Weapon damage
Vital Point Strike Unarmed 1 Attack or Bonus Action Target cannot perform reactions for 1 minute Constitution Attack damage
Disarming Strike "Tridents
Whip" 1 Attack Target drops Weapon Strength Weapon Damage
Evasive Strike "Scimitars
Shortswords" Reaction After an attacker misses you take 5 feet of free movement that does not provoke attacks of opportunity. If in range you may perform a weapon attack on the triggering creature. Weapon damage
Flourish Rapiers Bonus Action Attacks on the target have advantage until the next time they take damage. Must be in meelee - no attack role None
Lacerate "Handaxes
Sickles
Battleaxes" 1 Attack All weapon or unarmed attack on the target deal an additional 2 damage until the start of your next turn Constitution Weapon damage
Pommel Strike Longswords Bonus Action Target loses its dexterity bonus to AC and cannot take reactions until the start of your next turn Constitution "Strength Modifier
Bludgening"
Topple Quarterstaves Bonus Action Prone Dexterity None
Piercing Shot "Longbows
Heavy Crossbows" - Upon successfully hitting a target you may perform a weapon attack an enemy beyond them directly in the path of your arrow. If successful you may repeat the process at no cost for any number of additional targets until you miss or no targets are available. For each target you hit after the initial target reduce damage by 4 (minimum of 1). Range increments apply for the distance from your character to each target. - Weapon damage - 4*
Hamstring Shot Shortbows 1 attack The targets movement is reduced by half until the start of your next turn Constitution Weapon damage
Mobile Shot Hand Crossbows Bonus Action Weapon attack as a bonus action Prerequisite: Dashed or Disengaged this turn - Weapon damage
Stomp Load Light Crossbows "Bonus Action
and 15 feet of movement" Ignores Loading Property. Prerequisite: Must have already attacked this turn with this weapon - Weapon damage
Stealthy Shot Sling 1 Attack Ignore range increment for the attack. You may attempt the hide action at no cost this turn Weapon damage
Save DC: 8 + PB + Stat
Bit of a wall of text (but you acknowledged that already), but there are some interesting things here including the sling shot thing.
I've been so excited to see more Homebrew Hangout ^^
This is awesome! It's like those Skyrim mods that add in all the extra cool weapons that should've been in there to start with. Brilliant work!! I can't wait to play a pizza-loving Tortle monk armed with Nunchaku and an 18 AC!
Absolutely love this, whenever I start dming I'm definitely using this!❤
First of all, thanks for the content
I know of a lot of other homebrew systems, for example "revised martial equipment". It gives weapons a lot of properties intrinsec to weapons themselves
They are kinda similiar to what ymba now that I think about It. But every weapon has more than One property. Every weapon belong to a class that has One mastery feat, and every weapon of a class has a number properties that varies. Making every weapon unique. There are weapons that let you make another Attack when you kill a creature, or weapons that make you extend range by expending movements, weapon that let you add another die of damage if one of your dices had the maximum Number... The sheer Number of properties is astounding and they can be combined togheter
For example for masteries of a class, Dueling Blades (Dex based) give you the deflext property. Making you roll the weapon dice as a reaction subtracting the result to One Attack damage you receive, only works against one target you chose at the start of the turn
Combat swords let you enter a parry stance as a reaction, giving you a plus 2AC
It's a bit more complicated than what YMBA came up with tho
I really like what the community came up with, the combined creativity of so much players give really a breath of fresh air to the game
I'm building a campaign set in a world with Early Modern Era technology. As a balance for realism vs fun, I gave any weapon thay requires a reload (crossbow, musket, cannon, etc) a reload expressed in movement distance sacrificed to reload it.
I feel scythes should be under polearms, not swords...
Oh, I am SO using this in my games. Thank you so much for the hard work you put into this and for sharing with us.
I really do love this as I’ve been having the same thoughts about the blandness of weapons but not the time to figure out a way to spice it up
Good to have you back, YMBA
That IS that good shit. I've been homebrewing something similar by adding effects to different types of weapon to make it thematically useful to an individual player pretty much on the fly. Now I can have STRUCTURE.
Has a 3.5 vibe.
I can dig it
This is my favorite dnd channel.
I'm interested in the weapon masteries more than anything personally. I like WotC's weapon mastery system but the issue I immediately ran into was that there were not enough, especially where the Fighter is concerned.
The 2024 Fighter learns more masteries than any other class but after players pick their top 3 at 2st level everything else is repetitive or are attached to weapons that don't interest the player or work for their build. More mastery properties would mean more unique weapons and builds for pure martials.
I don't even play because it looks very complex and the community isn't very big where I'm from but I watch all the videos still, you're awesome Mr. YMBA.
Very good video btw
no glazing btw
Feels better to handle than just giving weapon default properties:
I was thinking of slash, pierce and bludge:
Slash: +3 against no armor, +2 against light armor
Bludge: +3 against heavy armor, +2 against medium armor
Pierce: opportunity works also when approaching your reach, not only when they leave. Or you can do a quick stab as a bonus action (you decide if cast and then quick stab, stab and quick stab, so on).
Your's feels better to use, seems way more balanced, but maybe the triangle part could use some change. The rest it's perfect, also the new weapon properties. Very cool.
Good job
I have an idea for "Secondary Masteries", which allows a character to use different parts of a weapon to attack an opponent (like your sword's pommel) or different techniques that change how the weapon is normally used (like mordhau or halfswording). Secondary Masteries use mastery slots like normal Masteries (so if you have 2 masteries, instead of Mastery: Longsword and Mastery: Dagger, you can have Mastery: Longsword and Mastery: Longsword Pommel). For the sake of simplicity, I make Secondary one-handed weapons 1d3+appropriate bonuses and Secondary two-handed weapons 1d4+appropriate bonuses (so stuff like strength/dexterity unless using as an off-hand bonus attack), with the Versatile property applying appropriately (1d3 or 1d4 one or two handed respectively).
Some weapons can be really versatile, like how a poleaxe is like a combination axe/hammer/spear/staff. Using your system, a poleaxe might have the Cleave (Axe part, 1d10) property as its primary, and Graze (Hammer part, 1d4), Sap (Spear part, 1d4), and Topple (Staff part, 1d4). You still need to spend a Mastery for each attack mode, so if you have 3 mastery slots, you could use the Cleave, Graze and Topple properties for example.
As for magic properties, while I don't mind a +1 weapon dealing extra damage with all parts of the weapon, you should use common sense, so if a weapon is described as having a flaming blade, you can't deal fire damage when you pommel strike or mordhau someone, and gripping the blade while it is on fire will most likely deal damage to you.
"A fine addition to my collection." instant download and added to my dnd additions folder
This is FANTASTIC. Absolutely fantastic! These are all so eclectic and versatile! I'm starting my own campaign soon and these are so useful! Nice work, YMBA!
Question? How do I end my opponent rightly by unscrewing the pommel and throwing it at them in this system?
This is fucking amazing. Great job. Homebrew hangout is my favorite segment.
You put a ton of work into this , well done Sir . I wonder if anyone from the Dev team at WotC will see this and go " Why didn't we think of all that " .
I normally play mage classes, so weapons don't usually come up on my playthroughs. But just a quick overview of these abilities and changes is making me reconsider my life choices. Definitely adding these to my next campaign ❤
so, this is awesome, and thank you for all the effort. but i'm gonna do the "well actually" nerd thing, and i can't stop myself and i apologize..... it's a minor thing, and i'm fully aware that i'm douche for doing this, BUT, for the Khopesh, you seem to be treating it like a scimitar and it's actually quite the opposite. a Khopesh is an axe that evolved into looking like a sword, it's a relatively heavy chopper as opposed to a finesse based slicer. though there were some smaller ones that could be moved fairly quickly, the edge geometry still made them poor at slicing and better at smashing. but other than that, this is super sweet and thank you for doing all the heavy lifting and giving us all a whole ton of extra fun.
If I remember correctly, khopeshs actually started of as sickles which were used for fighting, it was found that their shorter length was hindering their performance so the piece between the blade and the handle was lengthened, after that it was common to lessen the curve of the blade thereby making it easier to strike with the edge and further increasing the range, later it became popular to sharpen the back of the sickle-blade instead of the front, thereby giving the khopesh the shape it is known for. In short, khopesh is inverted sickle-sword, not axe-sword.
@@jansteinhaus5821 en.m.wikipedia.org/wiki/Khopesh
what i would love to see before watching is things like firstly, find familar should be a cantrip with a 1 minute cast time and basically all pact of the chain stuff should be the norm with the caveat being that while a familar is summoned, 'it taxes the summoners energies' and either makes your ac lower or imposes a percentage hp debuff so that way being able to cast through your familiar and summon it over and over would be less of an issue with the way this gets amped up is by it getting more and more health as time goes on thanks to it taking a percentage of your hp max to make its total hp so the more hp YOU get, the more hp IT gets with perhaps some meta gaming options with things like maybe giving the option to allow it to absorb temporary hitpoints from non shield spells so things like elemental shield wont boost your max in regards to the hp you give to the summon but fiendish vigor or aid would giving some fun cleric and warlock options. honestly i just LOVE the thought of playing a undead warlock with some levels into scrying wizard with telekinetic with perhaps a secondary telekinetic feat to allow you to use bigbys hand without casting a spell slot with it being an invisible telikentic force like the normal telekinetic feat that makes mage hand invisible with than floating dragon skulls as maybe flock of familiars would also become a cantrip but one you can ONLY get by having find familiar and being like at least 5th level with each gets less total hp cause it still takes roughly the same max hp percentage with maybe the option to give your familiars the max amount of hp you can give them at the cost of course of lowering you likely already very stunted hp max even more with than my only attack spell being eldtrich blast that i fire through my familars with perhaps also if you have a familar or flock of familars out, you can ONLY cast spells through them but also can avoid the need for all spellcasting components since you would need high dex AND con to use them without making yourself so one shottable that even the weakest wizard looks like a tank in comparison.
i somehow came upon a warpick in my current game with emotional significance. But thats definitely the exception, ive never seen anyone else use one
Holy shit dude I love you. I have been legit working on a similar system, and you have already done the exact things I was planning. Thank you for doing the work for me and far beyond
My DM will LOVE this homebrew,he adores weapon masterys and hading weapons to the game,he will 100% put this in his games
Great video, definitely going to be using these rules in my games moving forward.
4:07 the rules for martial arts are quite strict, your heavy bo staff has the heavy property so monks under no subclass could ever use it because martial arts disallow heavy weapons nor two handed weapons which I forget if the heavy Bo staff had.
There's the dungeon dudes serpent monk homebrew subclass that would be absolutely busted in combination with this, sign me up for it! 😆🤣🤑
I am a huge fan of this. It sucks that the Whip doesn’t have something like Cat of Ninetails for a D4 of Piercing, D4 of Bludgeoning and D4 of Slashing or a Bull Whip for 15 Feet of Reach and a D6/D8 of Piercing Damage.
MY SWORD NERD PRAYERS HAVE BEEN ANSWERED!
There's always more room for weapons
"Ultra Greathammer"? That's just what they call a Thunder Hammer on Macragge.
Using Team4Star's Cell as a meme is pure Platinum quality. Hard, last forever and will never be outshone by anything else
I like that you added the Pata to the list. I first remembered seeing the sword in the movie Willow.
would have loved to have seen a kusarigama tbh. chain sickle my beloved
Take a look at the kyogetsu soge as that's a very closely related weapon that's in the document.
I actually cant pay attention to calculus in university because all the dnd builds in my mind(mostly spellblades) and now you gave me the DLC thanks man
You need to make a book of this... I would buy it in a heartbeat.
its astounding how little dnd cared abut weapons
3:06, I've lost track.....are we up to 4 TFS (Team Four Star) references in a YMBA video, do I have to watch everything again to find out?
This is Amazing, I've been looking for something that allows me to utilize weapons exclusive to specific regions, such as the Macuahuitl in a Chult campaign vs a Katana in an Asian inspired Campaign. I would love to see some Artic inspired weapons like the Iuak, Ulu, Ritiik, Sugliin, Razor Skipdisk etc for use in the Frost Maiden campaign settings, but overall this is amazing!
Me before this video: What is this guy thinking?
Me after the video: Oh, this man was cooking that good shit. This is so cool and incredibly layered and complex, but at the same time, it provides the martial classes another gap closer to the high-level spell casters
Looking good my dude.
I'm guessing you didn't mean to have the GD link to need a push request.
My sight read.
I would give only weapons with a chain or some other flexibility Breach.
Permanently reducing AC by 2 seems a little too good if you can just try it every turn, especially if it's a weapon property rather that mastery. Unless the Warfan having Crush is a mistake as it's the only one I've spotted with it as a property. (on second glace, have you mixed this up with something else?
Same thing with Bell-Ringer, as this is going into the same problems as 2014 Monk and stunning strike.
If only these bridges the gap between martial and casters more! Still, awesome concept and thanks for putting in all that work!
Im positive that the Bleed property should be a mastery... XD
Bleed makes a number of weapons pretty scary. Rogues will be more mall ninja than ever before because of the mastery and properties on nunchakus and swordstaffs. Like what rogue doesn't love making bonus action attacks with a finesse staff weapon? Or nunchaku dual wielders getting absolute crazy defensive features on top of a sneak attack weapon.
A Thri-kreen rogue dual wielding nunchaku's while holding a swordstaff is going to be crazy strong!
I really like this! So much flavour and thought out into it! I just have 1 concern though. Does the crush property stack I definitely? Could I reduce 1 set of armour down to a negative modifier if the target keeps failing their save?
Really cool and a lot of effort put into that. Too complicated foe my table bit I appreciate your video and work. Thank you
This is so cool! Ive seen other people tackle this problem, but this is by far my favorite I have heard of, havent looked over the whole thing yet. Ive always thought lighter weapons (anything with a lower damage die) should have an additional property that makes them special and worth choosing over their D8 or D10 cousins. Does this system give a bonus that makes lower damage die REALLY worth taking over the bigger counterparts? I would imagine they probably lend themselves to certain classes, play styles or builds?
It’s beautiful. Well done YMBA!
Also, who else watched a lot of Cold Steel videos in their youth?
Does the spear increase in damage like the UA system?
Do you get a bonus action to make another attack as a spear user?
Great work on a cool idea, weapons are indeed purpose built and choices matter. I think I will give this a try!
7:41 Meow, that's a lot of work! Reminds meow 2nd edition weapon tables.
...meow...
Fantastic work! I’m gonna get into these for sure.
How about a little challenge:
How about designing different unarmed martial arts? The monk class could really use some variety in gameplay and if there is variety in anything, then it's martial arts.
I was thinking of maybe making martial arts using different stats to make your attacks and saving throws and have different focuses, similiar to your weapons. A wrestler uses his strength to clinch and throw enemys into the ground, while the drunken master uses his charisma to fool his opponents.
I would love it if you could pull this off :D
So I've got a character whos a water genasi inspired by Aztec culture. And they use a Macuahuitl which is a massive sword-club hybrid with double edges obsidian blades. And I'd LOVE to see that included in the list of weapons. And there's other Aztec weapons too! Like the Tepoztopilli which was like a Halberd-Spear hybrid with the same obsidian blades.
Okay well I'm dumb I just saw that you added it. Another suggestion I'd make though is the Pata. It's a sword attached to a gauntlet, seems very nice to use.
I think I saw a pata in there too. 😅😂😊
Now let's add a bow bayonet/hazuyari, lion head shield/spiked pavice, gauntlet shield and a corded lance. Oh and if it's not to much a mace-axe and "tiger claw daggers" would be cool too.
Whoops I forgot to add the wolf brush spear, a king of area denial that works great in cooperation with other weapons.
Bro went above and beyond I mean rock is on this list!!! A literal rock!!!
This is why I quite like the weapon effects they made in BG3
Amazing, spears, sheleighs, quarterstaffs, longbows, what would they do in your system?
What's the game on 5:22?
Fire Emblem The Sacred Stones
mixing a staff and a glaive together for those martial spell slingers something akin to what you use in DA 2 with hawke
Definitely trying this out. It sounds a lot like Valda's version of weapons and equipment, which I use a lot in my games, so idk how easy it will be to integrate, but if I can make it work I will.
Jokes on you missed "rope dart"
The first thing you said in the mastery segment sounded VERY familiar, but then I player 3e.
A way to go from +8 to hit with my Giff Fighter to +11 without a magical weapon? Don't mind if I do!
Giff fighter would be awesome dual wielding flintlock axes.🤩🤩🤩😆😁
@@woutvanostaden1299 Flintlaxe, if you will.
NOW we're talkin'...
This video is awesome.
Ill forward the homegrown to my dnd group. Makes fighters more interesting and powerful.
I really hope you mean a bonus on damage rolls only for Strength Advanced Mastery.😅 Also the Claws! Awesome. I think I'll use them with the Nick mastery however as well as a 1d6 for balancing reasons. Wait a minute ... That's the Beast Barbarians Claw weapon!😅
Nicely done. Only problem is the pdf is long and unable to download.
Wait, the cane sword has the seperate weapon mastery. Can I only use the blade if I have that weapon mastery?
Really cool! One nitpick though is that b*stard swords are actually shorter than longswords, more like a short sword/arming sword with a longsword handle. Somewhere in between the two, hence the name meaning it belonging to no class of sword. Really like this otherwise though.
So would fireball be power speed or technique?
6:19 Did you create that?
"Insert Vince McMahon Meme here"
Thank you 👌
I just want you to know I apperciate you more is always a good thing, However! Grit & Glory has some of these things already and their own system for the properties and stuff like that aswell. Like I said though more is always a good thing, I for one frankenstined my own Homebrew Weapon list for my games because I fell in love with the Weapon Actions from Bauldrs Gate 3 and a little of what Grit & Glory gives you. I however will hear you out and steal... I mean impliment stuff that I like from this list, I'm not really a fan of the Weapon Masteries from 5.5e but bygones be bygones and such. Though I do ABSOLUTELY love the Holy Triangle approach to the combat types thats something I've never thought of before GG good Sir!
Still no rope dart or meteor hammer…
Peep the Kyoketsu Shoge and Ultra Greathammer. That should get you there haha
@@youmightbeadnd i suppose, but I mean it’s such a deceptively powerful weapon that i never get to see in full detail for any game lol
@@youmightbeadndI absolutely love the flintlock axe for a Giff ranger or fighter and it even works with dual wielding. 🤩😁
3:05 My genuine response to all of this.
YMBA, dawg, you GOTTA tell me what that clip is from at 6:21. That looks soooooo good!
Fog of Five Elements!
ua-cam.com/video/qZZLkmMeGRY/v-deo.html
So, one thing that stuck out to me is the "Monk" weapons in martial do not possess the properties Monks can have proficiency with in either 5e or 5.5.
Is it meant to be played with a lack of proficiency? At higher levels thats a pretty big trade off.
Also simple weapons cannot be advanced mastered? I can assume a few argument points as to why, but I could argue for a few like spear and dagger that should.
Please point out if I missed something, I am confused and a little disappointed as someone who plays a spear wielding monk with high STR.
How do the brass knuckles have the conceal property? Is it as hard to tell someone has brass knuckles as it is to tell their cane has a sword in it?
I guess if they are in your pocket people don't immediatly see them. As for the cane sword conceal gets a bit conflated with inconspicuous.
Welp, i guess im adding another homebrew to my campaign... i just hope it doesnt backfire on me... oh, well, either way itll be funny
He did great work but definitely gotta be careful about complexity creep
Breaking the game is already quite possible, there are plenty of shenanigans to explore with this.
The best weapon set up in 5e DnD has been a Heavy Polearm for 10 years.
With the 2024 Rules the best weapon set up in 5e DnD for the next 10 years will be a Heavy Polearm.
I love how talented WotC developers are.
YMBA's flintlock axe looks awesome for Giff fighters and rangers and certainly if we dip artificer for that repeated shot infusion. 😊😮😂🤩🤩😘🤪🙃🤣😆😁
@@woutvanostaden1299 1-2 emojis is more than enough my guy
Dude. You just made my campaign so much more interesting
W very similar to a expanded weapon list my table was using from this guy on reddit but was obsolete since weapon masteries came out so glad someone did another expansion unfortunately my beloved ranged build im doing gets the short end of the stick again the Daikyu seems cool tho
I see you opted for the rock-paper-scissors method for your weapon mastery mexhanics
Hey, in War Fan weapon properties where is written "crush". Mistake?
Probably should be more clear. Im referring to the Gunbai. A wodden war fan.
@@youmightbeadndI mean that "crush" is a weapon mastery, but it is in weapon properties
@@ДмитрийСоколов-щ3з Yeah just a mistake. It's fixed on GMBinder
as an actual bladesmith, I can't tell you how angry I get at d&d weapons!
What if I wanted to use a gun bayonet as a throwing sword?
I am still missing the bow bayonet, lion head shield/spiked scutum (a spiked tip shield that can be used to punch with like a katar), a gauntlet shield (a shield with integrated gauntlet that allows you to wield a bow with it as well as grappling) and the corded lance (throwing spear with a cord to pull it back with) and that's from the top of my head perhaps there are a few more weapons. 😅😊
could the cantrip "mending" repair an armor that has been damaged by "crush"
yes! but could possibly take time depending on the damage
@@youmightbeadnd that's very interesting because it would make a useless cantrip a must have in every party
Holy Crap that’s a lot of weapons and a lot of crunch. Now if I could find some victims, sorry, players to test this.