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 Action | Effect |
|---|---|
| Plunging Attack | Melee attack towards a target that is below you. See Deem Leem's Misc Rules. |
| Retrieval | Get a medium or larger object from your bag. |
| Flee | 2x move speed, advantage on saves, and attacking creatures have disadvantage. Flee can only be used to run away from a fight. |
| Action | |
| Attack | Roll to hit, add Ability mod and prof. On a hit, roll dmg, add Ability mod. |
| Cast | Cast a Spell with a casting time of 1 action. |
| Dash | Double your movement speed(after modifiers) until the end of your turn. |
| Dodge | Until the start of your next turn, gain advantage on Dex saves and attacking creatures have disadvantage. |
| Help | Any creature you aid gains advantage on the next ability check/Attack it makes. |
| Hide | Your stealth roll will be checked against the (passive) perception of nearby creatures. |
| Load | Fully load a crossbow or firearm. |
| Search | Make a Perception or Investigation Check |
| Weapon Art | Pseudo attack used by Soulcraft Weapons. |
| Bonus Action | |
| Bash | Shield Slam. |
| Potion | Drink a potion. |
| Quick Spell | Cast a spell with a casting time of 1 bonus action. |
| Quick Load | Load 1 piece of ammunition into a weapon with a loading score above 1. |
| Offhand Attack | Make an offhand weapon attack. |
| Reaction | |
| Spell | Cast a Spell with a casting time of 1 reaction. |
| *Parry | Increase your AC for incoming attack you can see. A successful parry will trigger an opportunity attack. |
| Opportunity attack | Preform an attack on a fleeing or passing creature. |
| Free action | |
| Switch Gear | Draw and/or stow a weapon. |
| Use Object | Push a button, pull an easy lever, or drop a brick. Something like that. |
| *Disengage | Use half your total movement to become immune to Opportunity attacks. |
| *Other | Anything that says it doesn't require an action. |
1. Properties Expanded
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 caster | You 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
| Simple | Cost | Dmg | Type | Properties |
| Handaxe | 5 gp | 1d6 | Slashing | Siege Weapon, Thrown (30/40) |
| Sickle | 1 gp | 1d4 | Slashing | Finesse, Grapple |
| Club | 0.1 gp | 1d4 | Bludgeoning | - |
| Greatclub | 0.2 gp | 1d8 | Bludgeoning | Sweeping, Versatile (1d10) |
| Light Hammer | 2 gp | 1d4 | Bludgeoning | Thrown (20/60) |
| Mace | 5 gp | 1d6 | Bludgeoning | Versatile (1d8) |
| Quarterstaff | 2 gp | 1d6 | Bludgeoning | Finesse, Hidden, Versatile (1d8) |
| Spear | 2 gp | 1d6 | Piercing | Reach, Thrown (20/60), Versatile (1d8) |
| Dagger | 2 gp | 1d4 | Piercing | Finesse, Hidden, Thrown(20/60) |
| Martial | Cost | Dmg | Type | Properties |
| Battleaxe | 15 gp | 1d8 | Slashing | Siege Weapon, Versatile (1d10) |
| Greataxe | 30 gp | 1d12 | Slashing | Siege Weapon, Two-handed |
| Halberd | 20 gp | 1d10 | Slashing | Reach, Two-handed |
| Scythe | 25 gp | 1d10 | Slashing | Lacerating, Two-handed |
| War pick | 15 gp | 1d6 | Piercing | High Crit, Versatile (1d8) |
| Flail | 10 gp | 1d8 | Bludgeoning | Sweeping |
| Maul | 20 gp | 1d12 | Bludgeoning | Siege Weapon, Two-handed |
| Morningstar | 15 gp | 1d8 | Piercing | High Crit |
| Warhammer | 15 gp | 1d8 | Bludgeoning | Versatile (1d10) |
| Whip | 10 gp | 2d4 | Bludgeoning | Finesse, Grapple, Reach, Sweeping |
| Lance | 15 gp | 1d12 | Piercing | Cavalry, Reach, Unwieldy |
| Pike | 20 gp | 1d10 | Piercing | Reach (15ft), Two-handed, Unwieldy |
| Trident | 15 gp | 1d6 | Piercing | High Crit, Thrown (20/60), Versatile (1d8) |
| Greatsword | 35 gp | 2d6 | Slashing | Parry, Two-handed |
| Katana | 25 gp | 1d8 | Slashing | Lacerating, Versatile (1d10) |
| Longsword | 20 gp | 1d8 | Slashing | Parry, Versatile (1d10) |
| Rapier | 25 gp | 1d8 | Piercing | Finesse, Parry |
| Scimitar | 20 gp | 1d6 | Slashing | Finesse, Lacerating |
| Shortsword | 10 gp | 1d6 | Slashing | Finesse |
| Ultra Greatsword | 50 gp | 2d8 | Slashing | Large, Sweeping, Two-handed |
3. Ranged Restrung
Firearms have their own page.
| Simple | Cost | Dmg | Range | Properties |
|---|---|---|---|---|
| Dart/Knife | 1 sp | 1d4 | 20 /60 | Thrown(30/45) |
| Light Crossbow | 30 gp | 1d8 | 80 /320 | Ammo(Bolt), Loading, Two-handed |
| Shortbow | 25 gp | 1d6 | 80 /320 | Ammo(Arrow), Two-Handed |
| Sling | 1 sp | 1d4 | 30 /120 | Ammo(Pebble) |
| Atlatl | 5 gp | 3 | 40 /160 | Launcher(Spear) |
| Martial | Cost | Dmg | Range | Properties |
| Blowgun | 10 gp | 1d4 | 25 /100 | Launcher(Needle), Loading, Stealthy |
| Great bow | 75 gp | 1d12 | 125 /500 | Ammo(Arrow), Stronk, Two-handed |
| Hand Crossbow | 45 gp | 1d6 | 30 /120 | Ammo(Bolt), Loading, Stealthy |
| Heavy Crossbow | 50 gp | 1d10 | 100 /400 | Ammo(Bolt), Loading, Two-handed |
| Longbow | 50 gp | 1d8 | 150 /600 | Ammo(Arrow), Two-handed |
| Net | 5 gp | - | 10 /30 | Special, Thrown(10/30) |
4. Firearms Reloaded
Unique Properties
| Small-arms | Cost | Dmg | Range | Properties |
| Twin-lock | 250 gp | 1d6+2 | 40 /120 | Ammo(Bullet), Loading(2) |
| Pepper-shot | 250 gp | 2d4+2 | 20 cone | Ammo(Bullet), Loading, Scatter |
| Long-arms | Cost | Dmg | Range | Properties |
| Blunderbuss | 500 gp | 3d4+2 | 40 cone | Ammo(Bullet), Loading, Scatter, Two-handed |
| Rifle | 500 gp | 2d6+2 | 60 /180 | Ammo(Bullet), Loading, Two-handed |
| Heavy-arms | Cost | Dmg | Range | Properties |
| Bomb Launcher | 750 gp | 5 | 40 /120 | Launcher(Bombs), Loading, Two-handed |
| Hand Cannon | 1,000 gp | 4d6+2 | 30 /90 | Ammo(Bulletx4), Loading, Two-handed |
| Bombs | Cost | Dmg | Range | Damage Type |
| Fire Bomb | 10 gp | 1d4 | 40, 10ft | Creates 10ft radius pool of fire. 1d4 dam for 3 turns. |
| Smoke Bomb | 10 gp | - | 40, 10ft | Creates a cloud of darkness in a 10-ft-radius for 3 turns. |
| Poison Bomb | 10 gp | 1d4 | 30, 10ft | Creates 10ft radius Poison cloud. 1d4 dam for 3 turns. |
5. Munition Shipment
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.
| Name | Type | Rarity | Value | Effect |
|---|---|---|---|---|
| Arrow of Arcane Interference | Buff | Rare | 50 | Breaks the targets Concentration and inflicts Silenced. |
| Arrow of Salving | Buff | Rare | 50 | Cures a target of Poisoned, Paralyzed, and Blinded conditions. Deals no damage. |
| Arrow of Transposition | Buff | Rare | 50 | Teleports the shooter wherever this arrow is fired. Deals no damage. |
| Arrow of Darkness | Buff | Uncommon | 20 | Creates a cloud of magical darkness in a 10-ft-radius for 3 turns. |
| Arrow of Acid | DMG | Common | 10 | Deals 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 Fire | DMG | Common | 10 | Deals 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 Ice | DMG | Common | 10 | Deals an additional 1d4 Cold (DEX Save to negate). Creates a 10 ft radius Ice patch for 2 turns. patch causes Difficult terrain. |
| Arrow of Lightning | DMG | Common | 10 | Deals 2d4 Lightning to all creatures in a 10 ft radius. DEX Save to negate damage. |
| Arrow of Ilmater | DMG | Uncommon | 20 | Deals an additional 1d4 Necrotic. Target cannot regain Hit Points for 1 turn. |
| Arrow of Roaring Thunder | DMG | Uncommon | 20 | Creates a 10 ft radius shockwave, throwing all medium(or smaller) creatures radius up to 20 ft, landing prone. STR save to negate |
| Smokepowder Arrow | DMG | Rare | 80 | Deals 4d6 Fire + 4d6 Force and stuns targets within 10 ft. CON save to negate stun. |
| Arrow of Beast Slaying | Slayer | Uncommon | 10 | Damage is doubled against Beasts. |
| Arrow of Construct Slaying | Slayer | Uncommon | 20 | Damage is doubled against Constructs. |
| Arrow of Monstrosity Slaying | Slayer | Uncommon | 20 | Damage is doubled against Monstrosities. |
| Arrow of Plant Slaying | Slayer | Uncommon | 20 | Damage is doubled against Plants. |
| Arrow of Dragon Slaying | Slayer | Rare | 40 | Damage is doubled against Dragons. |
| Arrow of Humanoid Slaying | Slayer | Rare | 40 | Damage is doubled against Humanoids. |
| Arrow of Ooze Slaying | Slayer | Rare | 40 | Damage is doubled against Ooze. |
| Arrow of Undead Slaying | Slayer | Rare | 40 | Damage is doubled against Undead. |
| Arrow of Aberration Slaying | Slayer | Very rare | 80 | Damage is doubled against Aberrations. |
| Arrow of Celestial Slaying | Slayer | Very rare | 100 | Damage is doubled against Celestials. |
| Arrow of Elemental Slaying | Slayer | Very rare | 80 | Damage is doubled against Elementals. |
| Arrow of Fey Slaying | Slayer | Very rare | 60 | Damage is doubled against Fey. |
| Arrow of Fiend Slaying | Slayer | Very rare | 80 | Damage is doubled against Fiends. |
| Arrow of Giant Slaying | Slayer | Very rare | 80 | Damage is doubled against Giants. |
6. Shinning Shields
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.| Name | Cost | AC | Str | Properties |
|---|---|---|---|---|
| Buckler | 10 gp | + 1 | - | Shield parry |
| Heater | 12 gp | + 2 | - | Just your basic shield. |
| Tower Shield | 18 gp | + 3 | 16 | Shield wall |
7. Better Armor
| Light Armor | Cost | AC | Str | Stealth | Warmth |
| Padded | 5 GP | 11+Dex | - | - | 1 |
| Leather | 10 GP | 11+Dex | - | - | 1 |
| Studded leather | 45 GP | 12+Dex | - | - | 1 |
| Medium Armor | |||||
| Hide | 10 GP | 12+Dex(max 2) | - | - | 3 |
| Chain mail | 50 GP | 13+Dex(max 2) | - | Disadvantage | 2 |
| Breastplate | 400 GP | 14+Dex(max 2) | - | - | 2 |
| Half plate | 750 GP | 15+Dex(max 2) | - | Disadvantage | 3 |
| Heavy Armor | |||||
| Ring mail | 30 GP | 14 | - | Disadvantage | 2 |
| Scale mail | 75 GP | 16 | Str 13 | Disadvantage | 3 |
| Splint | 200 GP | 17 | Str 15 | Disadvantage | 4 |
| Plate | 1,500 GP | 18 | Str 15 | Disadvantage | 4 |
Additions
Soulcraft Weapons
Each Soulcraft Weapon has a special action called a Weapon Art.
Common | Weapon Prof. | Weapon Art |
| AmbuLance | Lance | Healing song |
| Binding of Wrath | Whip | Agony's Justice |
| Bonk Stick | Club | W h a c k |
| Iridescent Rapier | Rapier | Lunge and Press |
| Royal Swordspear | Spear | Puncture Steel |
| Threaded Sword | Longsword | Threaded Grace |
Uncommon | ||
| Bow-zuka | Greatbow | Shockwave |
| Burial Blade | Scythe | Neck Swipe |
| Gaia Blade | Scimitar | Gaia's Vengence |
| Holy Pike of Yahweh | Pike | Divine Flare |
| Combat Umbrella | Mace/Sheild | MARY POPPINS |
Rare | ||
| Crescent Rose | Scythe | Prune the thorns |
| Dark Sun | Morningstar | Hate's embrace |
| Ebony and Ivory | Magnum | Soul Clone |
| Silvermoon Leafblade | Longsword | Moonlight Lance |
| Smelter Glaive | Glaive | Reforge |
| Nightfall | Twin-lock | It's Midnight |
Very Rare | ||
| Black Harvest Scythe | Scythe | Lifehunt |
| Artillery | Hand-held Canon | Moarter Strike |
| Boom Hammer | Maul | Boom Strike |
| Dauntless Greatsword | Ultra Greatsword | Blade of Peril |
| Holy Moonlight Sword | Greatsword | Moonlight Cleave |
| Tieran's Twin Shot | Shotgun | Psion Slug |
Legendary | ||
| Embersteel Dawn | Warhammer | Stoke the forge |
| Force of Will | Maul | Adamantine Resolve |
| God-Breaker | Greatsword | Tempest Wave |
| Primal Bow-Blade | Longbow/Katana | Anime Shot |
| Void Khopesh | Scimitar | Nightmare Veil |
Misc Equipment
Armor
Melee
- Arctic Poleaxe
- Blade Saint Swordspear
- Bow-Blade
- Chain Sword
- Cryostorm Axe
- Curse-sun blade
- Drill Blade
- Gale Whip
- Gravelord Rapier
- Lunar Claymor
- Obsidian Dagger
- Power Claw
- Rapier of dawn
- Silvermoon Katana
- Smelter Longsword
- Smoldering Longsword
- Taoist Staff of Ballance
- Tempest Blade
- Tieran's Maul
- Tower Sword
- Twilight Estoc
- Vampiric Rapier
- Void Shard
- Void Swordspear
- Ya Mother
Ranged
Wonder
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
Armor
Melee
- Arctic Poleaxe
- Blade Saint Swordspear
- Bow-Blade
- Chain Sword
- Cryostorm Axe
- Curse-sun blade
- Drill Blade
- Gale Whip
- Gravelord Rapier
- Lunar Claymor
- Obsidian Dagger
- Power Claw
- Rapier of dawn
- Silvermoon Katana
- Smelter Longsword
- Smoldering Longsword
- Taoist Staff of Ballance
- Tempest Blade
- Tieran's Maul
- Tower Sword
- Twilight Estoc
- Vampiric Rapier
- Void Shard
- Void Swordspear
- Ya Mother
Ranged
Firearm
Bomb
Soulcraft Weapons
- AmbuLance
- Artillery
- Binding of Wrath
- Black Harvest Scythe
- Bonk Stick
- Boom Hammer
- Bow-zuka
- Burial Blade
- Combat Umbrella
- Crescent Rose
- Dark Sun
- Dauntless Greatsword
- Desire
- Ebony and Ivory
- Embersteel Dawn
- Force of Will
- Gaia Blade
- God-Breaker
- Holy Moonlight Sword
- Holy Pike of Yahweh
- Iridescent Rapier
- Nightfall
- Primal Bow-Blade
- Royal Swordspear
- Silvermoon Leafblade
- Smelter Glaive
- Threaded Sword
- Tieran's Twin Shot
- Void Khopesh
