Combat Revamped (Version 9)

By Deem Leem.
All things stabby, anti-stabby, and kinda stabby



0. Order of Combat

Verson 8.2. The following is a list of things you can do during a round of combat. All homebrew actions are underlined, All modified actions have a star.
Definitions:

  • Round. Each round lasts 6 seconds, starting at Initiative count 30 and ending at Initiative count 1.
  • Movement. A creature can move a number of feet per round equal to its speed once per turn.
  • Long Action. A Long action costs 1 Action and 1 Bonus Action.
  • Action. 1 per turn. Actions can also be used to perform any bonus action or free action.
  • Bonus Action. 1 per turn. Bonus actions can also be used to perform any free action.
  • Reaction. 1 per round, can't be taken on the creature's own turn.
  • Free Action. 6 per round. can be taken at any time.

 


Long ActionEffect
Plunging AttackMelee attack towards a target that is below you. See Deem Leem's Misc Rules.
RetrievalGet a medium or larger object from your bag.
Flee2x move speed, advantage on saves, and attacking creatures have disadvantage.
Flee can only be used to run away from a fight.
Action
AttackRoll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod.
CastCast a Spell with a casting time of 1 action.
DashDouble your movement speed(after modifiers) until the end of your turn.
DodgeUntil the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage.
HelpAny creature you aid gains advantage on the next ability check/Attack it makes.
HideYour stealth roll will be checked against the (passive) perception of nearby creatures.
LoadFully load a crossbow or firearm.
SearchMake a Perception or Investigation Check
Weapon ArtPseudo attack used by Soulcraft Weapons.
Bonus Action
BashShield Slam.
PotionDrink a potion.
Quick SpellCast a spell with a casting time of 1 bonus action.
Quick LoadLoad 1 piece of ammunition into a weapon with a loading score above 1.
Offhand AttackMake an offhand weapon attack.
Reaction
SpellCast a Spell with a casting time of 1 reaction.
*ParryIncrease your AC for incoming attack you can see. A successful parry will trigger an opportunity attack.
Opportunity attackPreform an attack on a fleeing or passing creature.
Free action
Switch GearDraw and/or stow a weapon.
Use ObjectPush a button, pull an easy lever, or drop a brick. Something like that.
*DisengageUse half your total movement to become immune to Opportunity attacks.
*OtherAnything that says it doesn't require an action.


1. Properties Expanded

  • V.9
  • A list of properties used by starter, mechanical, and magic weapons.
  • The Light and Heavy properties have been removed.
  • Two-weapon fighting can be done with any 2 one-handed weapons.
  • Firearms require firearm proficiency to be reloaded, but not shot.
  • Weapons with special rules are described here:
  • Net. A Large or smaller creature hit by a net is restrained until freed. As an action, a creature can make a DC 10 Strength check to free itself or another within reach. Dealing 5 slashing damage to the net (AC 10) also frees the creature whilst destroying the net. You can only attack with a given net once per turn, and they have no effect on formless creatures

  • Basic Property

    Ammo(#).Requires ammunition. If the ammo is a weapon, deals both sets of damage.
    Cavalry.Requires 1 hand when mounted, but 2 hands the rest of the time.
    Grapple.You can add your weapons damage roll to your grapple check.
    High Crit.When you score a critical hit, triple your damage rather than double it.
    Lacerating.When you deal max slashing damage, the target gains 1 level of exhaustion.
    Large.You have disadvantage in places with low ceilings or narrow walls.
    Launcher(#).Launches another weapon(#), dealing both the weapons damage and its own.
    Loading.The weapon must be loaded before use. Reloading takes a bonus action.
    Parry.As a reaction, gain 1 AC for 1 incoming attack that you can see.
    Reach.Your reach is extended by 5ft.
    Scatter.Targets all creatures and objects in a cone, rather than one creature or object.
    Siege Weapon.Deals double damage to objects, structures, and constructs.
    Sweeping.You can target 1 additional creature within range when making an attack.
    Thrown(#).Can be thrown as a ranged attack.
    Two-handed.Needs 2 hands to use. Can be used with 1 hand at disadvantage.
    Versatile.Can be 2-handed to increase damage dice rank.

    Rare

    Burst Fire(#).This weapon attacks # number of times each attack action.
    Concussion.Target becomes stunned until the start of your next turn.
    Dark kiss.The target's max HP is reduced by the damage dealt.
    This lasts until they finish a long rest.
    Decapitate.Roll 1d6. On a 6, the target is beheaded.
    Glowing.Sheds bright light in a #-foot radius and dim light for an additional # feet.
    Life-Steal.You gain temp HP equal to the necrotic damage dealt by this weapon.
    Loading(#).Fully reloading the weapon takes an action, but reloading 1 shot takes a bonus action.
    Mage Hunter.You have advantage to hit any creature within range that is concentrating on a spell.
    Scoped.Extends the weapon's normal range to 3/4 of its long range.
    Unwieldy.You have disadvantage when attacking a target within 5 feet.

    Ability Score

    Stronk.You can use Strength as the modifier for this weapon.
    Finesse.You can use Dexterity as the modifier for this weapon.
    Melee casterYou can use your Spellcasting Ability Modifier for this weapon.

    Armor

    ### Guard.While wearing this armor, you have resistance to #### Damage.
    Feather Light.While wearing this armor, you don't provoke opportunity attacks
    Thermic.While wearing this armor, you have immunity to overheating


    2. Melee Reforged


    SimpleCostDmgTypeProperties
    Handaxe5 gp1d6SlashingSiege Weapon, Thrown (30/40)
    Sickle1 gp1d4SlashingFinesse, Grapple
    Club0.1 gp1d4Bludgeoning-
    Greatclub0.2 gp1d8BludgeoningSweeping, Versatile (1d10)
    Light Hammer2 gp1d4BludgeoningThrown (20/60)
    Mace5 gp1d6BludgeoningVersatile (1d8)
    Quarterstaff2 gp1d6BludgeoningFinesse, Hidden, Versatile (1d8)
    Spear2 gp1d6PiercingReach, Thrown (20/60), Versatile (1d8)
    Dagger2 gp1d4PiercingFinesse, Hidden, Thrown(20/60)
    MartialCostDmgTypeProperties
    Battleaxe15 gp1d8SlashingSiege Weapon, Versatile (1d10)
    Greataxe30 gp1d12SlashingSiege Weapon, Two-handed
    Halberd20 gp1d10SlashingReach, Two-handed
    Scythe25 gp1d10SlashingLacerating, Two-handed
    War pick15 gp1d6PiercingHigh Crit, Versatile (1d8)
    Flail10 gp1d8BludgeoningSweeping
    Maul20 gp1d12BludgeoningSiege Weapon, Two-handed
    Morningstar15 gp1d8PiercingHigh Crit
    Warhammer15 gp1d8BludgeoningVersatile (1d10)
    Whip10 gp2d4BludgeoningFinesse, Grapple, Reach, Sweeping
    Lance15 gp1d12PiercingCavalry, Reach, Unwieldy
    Pike20 gp1d10PiercingReach (15ft), Two-handed, Unwieldy
    Trident15 gp1d6PiercingHigh Crit, Thrown (20/60), Versatile (1d8)
    Greatsword35 gp2d6SlashingParry, Two-handed
    Katana25 gp1d8SlashingLacerating, Versatile (1d10)
    Longsword20 gp1d8SlashingParry, Versatile (1d10)
    Rapier25 gp1d8PiercingFinesse, Parry
    Scimitar20 gp1d6SlashingFinesse, Lacerating
    Shortsword10 gp1d6SlashingFinesse
    Ultra Greatsword50 gp2d8SlashingLarge, Sweeping, Two-handed


    3. Ranged Restrung

  • V.9
  • All ranged weapons deal Piercing damage.
    Firearms have their own page.


    SimpleCostDmgRangeProperties
    Dart/Knife1 sp1d420 /60Thrown(30/45)
    Light Crossbow30 gp1d880 /320Ammo(Bolt), Loading, Two-handed
    Shortbow25 gp1d680 /320Ammo(Arrow), Two-Handed
    Sling1 sp1d430 /120Ammo(Pebble)
    Atlatl5 gp340 /160Launcher(Spear)
    MartialCostDmgRangeProperties
    Blowgun10 gp1d425 /100Launcher(Needle), Loading, Stealthy
    Great bow75 gp1d12125 /500Ammo(Arrow), Stronk, Two-handed
    Hand Crossbow45 gp1d630 /120Ammo(Bolt), Loading, Stealthy
    Heavy Crossbow50 gp1d10100 /400Ammo(Bolt), Loading, Two-handed
    Longbow50 gp1d8150 /600Ammo(Arrow), Two-handed
    Net5 gp-10 /30Special, Thrown(10/30)


    4. Firearms Reloaded

  • V.9
  • Not Crossbows. Your ability modifier and proficiency bonus can be added to the attack roll of a firearm but not the damage roll.
  • Point blank. Firearms deal Piercing damage normally, but will deal an additional 1d4 fire + 1d4 force damage if used directly against the target.
  • Bombs. The DC for any Saving throws caused by bombs is 15.
  • Unique Properties

  • Ammo(#). Requires ammunition.
  • Launcher(#). Launches another weapon(#), dealing both the weapons damage and its own.
  • Loading. The weapon must be loaded before use. Reloading takes a bonus action.
  • Loading(#). Can be used # times before reloading.
  • Scatter. Targets all creatures and objects in a cone, rather than one creature or object.

  • Small-armsCostDmgRangeProperties
    Twin-lock250 gp1d6+240 /120Ammo(Bullet), Loading(2)
    Pepper-shot250 gp2d4+220 coneAmmo(Bullet), Loading, Scatter
    Long-armsCostDmgRangeProperties
    Blunderbuss500 gp3d4+240 coneAmmo(Bullet), Loading, Scatter, Two-handed
    Rifle500 gp2d6+260 /180Ammo(Bullet), Loading, Two-handed
    Heavy-armsCostDmgRangeProperties
    Bomb Launcher750 gp540 /120Launcher(Bombs), Loading, Two-handed
    Hand Cannon1,000 gp4d6+230 /90Ammo(Bulletx4), Loading, Two-handed
    BombsCostDmgRangeDamage Type
    Fire Bomb10 gp1d440, 10ftCreates 10ft radius pool of fire. 1d4 dam for 3 turns.
    Smoke Bomb10 gp-40, 10ftCreates a cloud of darkness in a 10-ft-radius for 3 turns.
    Poison Bomb10 gp1d430, 10ftCreates 10ft radius Poison cloud. 1d4 dam for 3 turns.


    5. Munition Shipment

  • V.9
  • Because no one keeps track of their ammo anyway, you have an unlimited supply of normal ammo which deals piercing damage.
    While in game, you can buy Specialty Ammo from certain vendors. Please inform the DM if you are looking for them.
    Unless otherwise stated, all specialty Ammo deals the weapons damage in addition to the special effect.
    All "arrows" can be used with bows, crossbows, and firearms.
    The DC for any Saving throws caused by Specialty Ammo is 15.


    NameTypeRarityValueEffect
    Arrow of Arcane InterferenceBuffRare50Breaks the targets Concentration and inflicts Silenced.
    Arrow of SalvingBuffRare50Cures a target of Poisoned, Paralyzed, and Blinded conditions. Deals no damage.
    Arrow of TranspositionBuffRare50Teleports the shooter wherever this arrow is fired. Deals no damage.
    Arrow of DarknessBuffUncommon20Creates a cloud of magical darkness in a 10-ft-radius for 3 turns.
    Arrow of AcidDMGCommon10Deals an additional 1d4⁠ Acid (DEX Save to negate). Creates a 10 ft radius pool of Acid for 1 min. Pool causes -2 AC.
    Arrow of FireDMGCommon10Deals an additional 1d4⁠ Fire (DEX Save to negate). Creates a 10 ft radius pool of Fire for 2 turns. Pool causes 1d4 Fire.
    Arrow of IceDMGCommon10Deals an additional 1d4 ⁠Cold⁠ (DEX Save to negate). Creates a 10 ft radius Ice patch for 2 turns. patch causes Difficult terrain.
    Arrow of LightningDMGCommon10Deals 2d4⁠ Lightning to all creatures in a 10 ft radius. DEX Save to negate damage.
    Arrow of IlmaterDMGUncommon20Deals an additional 1d4⁠ ⁠Necrotic. Target cannot regain Hit Points for 1 turn.
    Arrow of Roaring ThunderDMGUncommon20Creates a 10 ft radius shockwave, throwing all medium(or smaller) creatures radius up to 20 ft, landing prone. STR save to negate
    Smokepowder ArrowDMGRare80Deals 4d6⁠ Fire + 4d6⁠ Force and stuns targets within 10 ft. CON save to negate stun.
    Arrow of Beast SlayingSlayerUncommon10Damage is doubled against Beasts.
    Arrow of Construct SlayingSlayerUncommon20Damage is doubled against Constructs.
    Arrow of Monstrosity SlayingSlayerUncommon20Damage is doubled against Monstrosities.
    Arrow of Plant SlayingSlayerUncommon20Damage is doubled against Plants.
    Arrow of Dragon SlayingSlayerRare40Damage is doubled against Dragons.
    Arrow of Humanoid SlayingSlayerRare40Damage is doubled against Humanoids.
    Arrow of Ooze SlayingSlayerRare40Damage is doubled against Ooze.
    Arrow of Undead SlayingSlayerRare40Damage is doubled against Undead.
    Arrow of Aberration SlayingSlayerVery rare80Damage is doubled against Aberrations.
    Arrow of Celestial SlayingSlayerVery rare100Damage is doubled against Celestials.
    Arrow of Elemental SlayingSlayerVery rare80Damage is doubled against Elementals.
    Arrow of Fey SlayingSlayerVery rare60Damage is doubled against Fey.
    Arrow of Fiend SlayingSlayerVery rare80Damage is doubled against Fiends.
    Arrow of Giant SlayingSlayerVery rare80Damage is doubled against Giants.


    6. Shinning Shields

  • V.9
  • Credit to u/FollowTheLazer of Reddit for the base ideas. You can find his version here.
    Shields are considered armor made from metal plates when it comes to spells and effects

    New Action

    Being Proficient with shields lets you take the following actions, depending on you shield.
  • Bash (all). As a bonus action, make a melee attack to slam your shield into a creature. On a hit, the target becomes stunned until the start of your next turn. This deals damage equal to the shield's AC bonus.
  • Shield Parry (Buckler). As a reaction, Add your proficiency bonus to your AC for an incoming attack that you can see.
  • Shield wall (Tower). As an action, deploy the shield. While deployed, you gain three-quarters cover but are unable to move.

  • NameCostACStrProperties
    Buckler10 gp+ 1-Shield parry
    Heater12 gp+ 2-Just your basic shield.
    Tower Shield18 gp+ 316Shield wall


    7. Better Armor

  • V.9
  • Warmth is how warm the armor will keep you. A cloak can be used to increase this. This may not be a good thing.


    Light ArmorCostACStrStealthWarmth
    Padded5 GP11+Dex--1
    Leather10 GP11+Dex--1
    Studded leather45 GP12+Dex--1
    Medium Armor
    Hide10 GP12+Dex(max 2)--3
    Chain mail50 GP13+Dex(max 2)-Disadvantage2
    Breastplate400 GP14+Dex(max 2)--2
    Half plate750 GP15+Dex(max 2)-Disadvantage3
    Heavy Armor
    Ring mail30 GP14-Disadvantage2
    Scale mail75 GP16Str 13Disadvantage3
    Splint200 GP17Str 15Disadvantage4
    Plate1,500 GP18Str 15Disadvantage4

    Additions



    Soulcraft Weapons

  • V.5
  • Powerful Weapons addon to Deem Leem's Combat Revamped supplement   A creature can attune to one Soulcraft Weapon at a time.
    Each Soulcraft Weapon has a special action called a Weapon Art.
  • Weapon Arts require attunement to be used.
  • Weapon Art's are incredibly difficult, requiring great skill to use in a timely manner
  • As such the Extra Attack feature does not apply to them below level 12.
  • Weapon Arts Can be used a number of times per day equal to your proficiency modifier.
  • They can be found in-game as loot, but can't be purchased from stores.

  • Common

    Weapon Prof.

    Weapon Art

    AmbuLanceLanceHealing song
    Binding of WrathWhipAgony's Justice
    Bonk StickClubW h a c k
    Iridescent RapierRapierLunge and Press
    Royal SwordspearSpearPuncture Steel
    Threaded SwordLongswordThreaded Grace

    Uncommon

    Bow-zukaGreatbowShockwave
    Burial BladeScytheNeck Swipe
    Gaia BladeScimitarGaia's Vengence
    Holy Pike of YahwehPikeDivine Flare
    Combat UmbrellaMace/SheildMARY POPPINS

    Rare

    Crescent RoseScythePrune the thorns
    Dark SunMorningstarHate's embrace
    Ebony and IvoryMagnumSoul Clone
    Silvermoon LeafbladeLongswordMoonlight Lance
    Smelter GlaiveGlaiveReforge
    NightfallTwin-lockIt's Midnight

    Very Rare

    Black Harvest ScytheScytheLifehunt
    ArtilleryHand-held CanonMoarter Strike
    Boom HammerMaulBoom Strike
    Dauntless GreatswordUltra GreatswordBlade of Peril
    Holy Moonlight SwordGreatswordMoonlight Cleave
    Tieran's Twin ShotShotgunPsion Slug

    Legendary

    Embersteel DawnWarhammerStoke the forge
    Force of WillMaulAdamantine Resolve
    God-BreakerGreatswordTempest Wave
    Primal Bow-BladeLongbow/KatanaAnime Shot
    Void KhopeshScimitarNightmare Veil


    Misc Equipment

    Tabel of Contents

    Unique Combat Actions

    All STR can be Athletics and All Dex can be Acrobatics.
    Grapple (1 Action): Make a Str contested by the target's Str or Dex (target's choice). You can release the target at will.
    Effect. A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
    Escape As an action, make a Str or Dex contested by grapple's Str.
    Restriction. The target must not be more than one size larger.
    Moving them. When you drag or carry them, your speed is halved unless they are two or more sizes smaller than you.
    Disarm (1 action): Makes an attack roll contested by the target’s Str or Dex.
    Effect. On a success, the target takes no damage but drops the item.
    2Hand. The attacker has disadvantage if the target is two-handing the item.
    Falling: A fall from over 20 feet causes damage. When landing, 1d6 bld per 10 feet, max of 20d6.

    Weapons Expanded