Pen and Paper RPG House Rules

Making our favorite games even better

Random Snippets

Assets. Buddhai or Buddha AI/AGI knowbots.
Token given as a mark of esteem.
Holy symbol. Favor. Award.
St germain and the grift in other times and worlds.
Creative is a talent that causes the skill die to explode on a 5 or higher on the roll. Great way to emphasize a hobby by making it a major part of the character like painting or music.
Different levels hobby, minor, major, grand and total creative.
Not compatible with competent which gives a take half rather than take min and blunts a min roll’s negative effect.
The competent focuses on tricks and methods known to be effective while the creative works more on the fly and spontaneously allowing for fantastic successes and more failures.
Mundane scenes.  Rather than rolling a test for each individual action a pc can roll for a scene and particpate with the gm in roleplaying oit the scene. Perfect for when the expert faces simple challlenges. Set a difficulty for the scene and roll. Spend a legend point to have total control over describing the scene as a player if you succeed on youe roll.
Hitter hacker grifter thief
Rogues and masterminds.
Singleplayer mode. One plays the equalizer everyone else plays the bad guys.
Spend a legend to add a familiar skill or a treachery.
Grand provides core default increase from d4 to d6 etc
Major bumps for a major category the default
Minor bumps a minor.
Agile can either boost reaction or lower penalty for a precise attack or add to evasion.
Vigor adds to damage to attack.
Vitality adds to resistance.
Cunning helps with traps misdirections and positioning your opponent.
Reaction is how fast you can make a simple passive defense automatically or instinctially. If a character has a higher init then your reaction at the start of combat they effectively surprise or catch you flat footed.
Reaction uses perception to observe and process environment enough to have a low cognitive power reaponse.
Legendary trait: bump up Legend die by Attribute. Legendary strength with a d6 legend and 3 body for a d6+3 gets a d12+3.
Posthuman adds rating to number of Legend dice. Can be combined with legendary.
All Legend dice add together. All skill dice take highest roll only.
Legend dice + Skill dice (highest die only) + Attribute total.
Primary att: mind body speech
Secondary: ego charisma perception Creativity influence fate reaction resilience
Physical Active and Passive and Toughness.
Fate: Ego + Charisma (Charisma is how well people will like you and with Ego it represents how well you can make the universe like you through force of Will or Charming Personality.)
nfluence:  legend dice + speech + charisma + quality/s + Profession rating.
Contacts: influence + max legend points.
Each npc has a Agency, Loyalty, and Connections. Agency is the ability of the contact to act on their own and their personal usefulness and influence. Loyalty is how much you can depend on them. Connections is how much usefulness and influence their social network has and how much they can make that network work for them.
Merit is experience points. Wraiths eat merit.
Entropy life mind nature self all.
When tiamat joined the wraith the hungry ghosts learned cunning and duplicity and the ability to plan.
President abigail adams.I
An AI makes a synthetic body and uploads a sliver of its code into the brain which is a genetically optimized brain which creates both an organic brain and a silicon hybrid.
Born in a human mother enhanced to survive childrearing taking metal and other supplements for nanobots and electronic hardware she grows up as if just a posthuman with the base code of the AI as a starting place. Studies sciences arts and religion. Becomes a bodhisattva and 10 dhumi cloud of enlightenment.
Look up waking up without a master. Manjusri.
For building Verses/Worlds/Cultures:
Tulpa mind made body. Nirmita. Noosphere. Pure lands. Tulkas thoughtform. Bardo. Desire realm.
Attributes: Mind, Speech, Body
Talents: Specialized areas in the attributes. Quick, Strong, Tough, Resilient, Coercive, Persuasive, Seductive, Leadership, Nous, Reason, Imaginative, Memory
Qualities: Wealthy, Lucky, etc like traits but not tied to an attribute.
Mantles: Qualities, Skills, Traits granted by a title, position, or powerful entity/organization that can be lost or taken away.
Personality: Pick X Facets of the Big 5.
Gifts: Special abilities provided by a Role or Archetype.
Aptitudes: Creativity, Perception, Charisma, and Ego
Edges: Competent, Expert, Master of a skill. (Take 1 (everyone), Take X (Competent), reroll failure (Expert), exploding dice (Master)).
Gifts: Boost Legend die by a step.
Combat Monster (step up Legend die when rolling any physical combat roll), Fast Talker (step up Legend die when using Coercive Speech), Deep Thinker (step up Legend die for any Reason based roll).
Focuses: Categorized as Grand, Major, and Minor these are areas of focus or specialization involving the old skills system of Physical Combat/close combat/unarmed/karate. These are learned in gameplay and are experiential/merit based.
Knowledges: Areas of knowledge provided via Background or Profession. A Bruiser +2 would likely know the local underground, bars, criminal organizations, and maybe a bookie or a place to score x product that falls off the back of a truck.
Creativity partnered with Mind is great for the Arts and Science and Speech for writing and rhetoric and Body for dancing, gymnastics, and physical combat,
Creativity and Mind is Imagination.
Perception and Charisma is empathy.
Mind and BODY is reaction.
Perception: Physical: Sensory perception, Mental: investigative Perception/deduction/induction, Speech: social perception of verbal and nonverbal cues. (look for better social term)
Charisma adds to Body for Attractiveness and Appearance and to Mind for Likeability/Empathy and with Speech to persuade.
Ego adds to Body for Endurance and Mind for Resilience and to Speech for Coercion. The sense of self, agency, and willpower.
Fatebound people, places, artifacts, heirlooms etc. Goes into the past and future.
Legend:
Skills: Initiative, Reaction, Physical Active, Physical Passive, Physical Defense, Social/Mental. Combat Ranged/Close/Large (Large is anything from on horseback, in a tank, piloting a spaceship, riding a dragon.)
Backgrounds: Provide basic familiarity skills relevant to the environment of the location, time, and socio-economic status of the character. A 1950’s white midwesterner is going to have a set of basic skills and knowledges different from an Incan from the 14th century BCE and a 2100 CE genetically engineered Posthuman. Familiarity is a d4 in a skill. Characters can have more than one background to represent their past and can earn backgrounds in game by spending a lot of time in an area and effort with merit.
Professions: Start at d6 and have several types that provide narrower but key skills to the character.
Arcane Profession psi, magic, super science, memetic, primal
Academic Profession: Mentally focused like Physician, Psychologist, Lawyer, Politician, Economist, Computer Scientist, Architect, Alchemist, Theologist, Mathematician.
Combat Profession Physically focused like Soldier, Warrior, Sniper, Assassin, Ranger, Knight, Samurai or non-violent like Athlete.
Social: Grifter, Socialite, Pimp, Goldigger, Social Engineer, Con-Artist, Street Hustler, Salesman, Marketer
Technological: Hacker, Maker, Gadgeteer, Electrical Engineer, Mechanical Engineer.
Roll Legend die + Background/Profession (Skill) die + Attribute/Talent Rating
Creativity adds rating to Background/Profession die. So a PC with Creativity of 3 would roll 4 Profession dice while your average guy with a Creativity of 0 would just roll 1 skill die.
Legend of d6 and Detective of d6 + Mind of +2 and Perceptive +1 and a Creativity of 1 would roll 1 Legend d6 and 2 Skill dice of d6 +3. The total could be a 3 for the legend and a 5 and a 2 with the skill +3 for attributes. The highest of the skill dice is kept. So 3 +5 +3 equals 11. A take 1 would take 1 for Legend +1 for Skill + 3 for Attributes. Creativity doesn’t help when doing basic rote tasks so the total would be 5. Competent would take half of the Skill die instead of 1. 1 for Legend and +3 for Skill and +3 for Attributes. Expert would let you reroll any skill die once on every roll if you choose. Mastery lets dice Explode when a Max is rolled.
Legend
Merit points are “experience points”.
Power backlash from rolling a 1 when using a power.
Semantic field and the pure lands blending ideas and vr. Hypernym and hyponym.
5 senses
Mind perception
Self conscious
Storehouse consciousness akashic noosphere.
Asura vs deva. Idea gods vs primal gods.
Xian (Taoism). Ten Spiritual Realms (six desire and four noble).
Null room/ship etc no chamber no ship dune.
Mantles. Ability based on status such as being high priest of a fire god which grants manipulation of heat and flame to mundane status like mayor of london giving access and some control and influence over bureaucracy and people in london. The difference between a mantle and a gift talent or focus is that a character can lose or have a mantle taken away. A colonel can retire and lose the power of his position but doesn’t lose the skills and contacts he earned during his career.
Gifts are powers that could be enhanced by biotech or cyberware or alchemical mutative concoctions or genetic engineering or memetic engineering etc.
The Many Lands of the Desire Realms: Includes the memetic realm of the “Idea” gods, the Virtual realm of the AI’s, The Primal realms of the “Elemental” gods, The Human verses or realm, the Green realms of the “Plant/Nature” Gods, The Blood realms of the “Animal” Gods or Totems, The Realm of Many Torments (Hell), The realm of the hungry ghosts (rakshasa/vampires/ghuls).
Mount Sumeru/Olympus etc.
Three vajras mind speech body.
Five fundamental aspects
Mind speech body qualities activities
Glory halo mandorla aureole crown of immortality.
Vesica piscis man and ai physical and mental Venn diagram. Chalice well. Hakuin ekaku. Pure Lands.

Ringen

Armor
Style tech material fit or tailored garniture

Parry block and evasion. Reaction action to add proficiency bonus to ac against an attack.
Parry may add to hit mod from weapon. Block may add shield enhancement as well. May take as many parries as attacks.

Measuringworth.com pound.

Lorica hamata 2 months to make. Mail in rome.
Scale good for bludgeoning. Better than piercing and bludgeoning than maile. Cheaper to make.
Linothorax effectivne against piercing and slashing but vnulnerable to bludgeoning. Quilted is 3/4 as good.
Laminar
Lamellar
Mail
Gambeson
Platemail
Plate armor

Onset handwork withdrawl. Engagement.

Quora did leather armor exist.

Laminated linen linothorax. Alexander the great.

German school of fencing wikipedia.
History of fencing.
Armor fighting.
Ooda loop conflict round.
Nova Aetas
Double loop learning
Reflective equilibrium

Think of a spear or pole arm like a landline phone. Great for war or to have in your home but difficult to take with you. Cheap but effectivne.
Cell phone is arming sword or rapier.

Duffelaffin? Triangles website. Barbarian vs armor.

Parry or block. Add your prof bonus to AC when using a sword or a shield and facing your opponents and armed and ready for combat.

If you use this option and successfully defend you can riposte and add the difference to attack. If you fail to defend you lose your action. You can choose not to parry and thus get your action allowing for a dual hit. The initial attacker automatically parries giving the attacker an advantage  to balance the new defensive option.
Block with shield gives prof bonus instead of 2. But doesn’t necessarily go for riposte.

Go over 1 sp a day 150 a year. Cost of living in the big city. X2 to x5. Redo lifestyles.

Most people were paid in barter or goods except for mercs.

If an employer provides for daily needs the pay in coin might be a day’s wages for unskilled and apprentice work. So if the wage is 2 sp a day than that is what the  employee would be paid a week after rent and food ie lifestyle.

Hroar and marsden articles. Add table article to equipment essay.

 
Weapons of legacy  artifacts. Have innate magic but can also act like magic items and grow and attune with owner.
Use tiers   to reflect going from minor to major on up for  layered  enchantment. Start with minor at tier  2. Artifacts grow  with  owner.
 
Starting tactics equal to total attributes.
 
Before is attacker action. After is defender action like parry or riposte. Indes is immediate stealing of init during attackers attack before they finish it.
 
Use the difference in a defense as if it was an attack and the defender uses passive defense. If successful you may wound and seize init.
 
Taking the init vs seizing the init.
 
Colonel Monstery campaign. Xmen salle.
 
Chaos and order dice. Order is skill before and after and czhaos is luck or indes and creativity.
 
Battle of bouvines
Indes and second die. Skill die is higher than legend die xan attempt seizing the  init with suczcessful defense.
 
Assault vs duel.
 
Chivnalricfighting tempo vor nach indes. Invitation etc for social and psyxhic battles.
 
Clubweapon.com
Armory marek
Triangleswordguild
 
Tempo and engagement.
Double hits from no clear init if  both attack than both can get hit. If both don’t seize init it is a probing cautious engagement with the higher defense total providing an advantageous skill bump.
 
I am the Lion and the Bull. I am  bold and brave and drive my enemy before me.
 
I am the elephant and the turtle. I carry the weight of the world and do not bend my knee. The wounds and pains from my  enemies I endure and shrug off until they are  defeated. I am the   will to persevere and the dark tower.
 
I am the viper and the  owl. I strike without warning and at the   weakest point. I plan and lay in wait for opportunity or I create it. I use my enemies strengths as weaknesses and my plots can be as torturous as the labyrinth. I am the prince and old man of the mountain.
 
Combat context reach and surprise.
Seize init
React to init
Rely on passive defense or actively defend
If passive defense roll attack normally
If active defense may riposte (seize init back) if defense total was higher than attack by opponent’s skill die total or more.
Double hit if both rely on passive defense. (audacious attack may have Double hit)
 
Preparing for Tournaments.
 
Egregore thoughtform.
Taking your opponent measure. Perception test gives insight into opponent strengths and weaknesses. 
 
Dueling for important fights.
Each  engagement is split into 3 parts.
 
Opening
Clearing
Closing
 
Move from one arena to another. Swords to grapple.
 
Minor advantage bump die by 1.
Major advnantage adds extra die.
Grand advantage allows pc to reroll any non botch die if they choose. Each level includes lower level.
 
Vor nach indes taking init.
 
If your passive defense is greater than an attack you can with a disadvantage bump down seize the now and make a riposte attack.
If your active defense is twice your opponent’s you may chose to seize the now and riposte with an advantage bump up.
Like the last fights in Rob Roy and John Wick you may accept a hit in order to seize the initiative and claim an attack with advantage.
Or you can get double hits if the fighter with initiative makes an attack and the defender declares their intention ignoring the threat to attack and both succeed on their test.
With a defense total higher than your opponent’s attack total you may claim initiative on your next engagement in the same encounter by attempting to out speed your enemy and make a Celerity tactic attack. Should you fail to defeat your opponent’s strike they hit and the outcome is bumped up. If you succeed you steal the initiative and hit your opponent.
 
Claiming the init at  start of encounter. Seizing the init away during an engagement. Allow for double hits.
 
Master is after expert and replaces it and nbumps a die again. If the die is at d12 it nbumps it to d20 and this is the only way to reach that. Any bumps normally add an extra die past d12. If you havne 3d12 and master the skill you go to 3d20 for example.
Genius adds a die.
Creative explodes legend roll if it is higher than the critical die.
Expert bumps die.
Competent takes half which means you don’t roll but you get half the die. So a d6 gets a 3.
Familiar uses default die.
Unfamiliar uses default die with  a penalty depending on complexity and unfamiliarity usually between 1 and 5.
 
 
One post for new rpg.
One post for character sheet.
One post for game concepts.
 
Dx pts for starting destiny.
Dx pts for  starting attributes.
Dx pts for starting tactics.
1+guile for old age
Dx x 5 customize pts for qualites skills professions etc.
 
Speech dx for contacts
Mind x 5 for hobbies.
 
 
If  vigor  tactic  is chosen  compare   rating and  apply  difference  to  pc  total. Same  for  celerity.
Audacity chosen adds to init and increases outcome for whomever wins success. Always adds to resilience. So by being bold you risk great success or failure.
Prudence adds to perception always. When chosen it decreases outcome by rating whether success or failure.
Guile is added for tricks in old age and treacheries always. Guile adds and defenders prudence defends on success. Guile can choose to apply difference to outcome on this engagement or the next. Can also delay outcome and transfer the difference on success as well. This means no injury for this engagement. Feints backstabs and manipulating position like backing an enemy to a wall or treacherous terrain.
 
 
Outcome die
Min subtract legend die from total instead of adding. If max roll legend die again and add.
If min and legend is min automatic failure. If max and legend is max auyomatic success.
 
Special d10. 1 botch 10 explode. When   special botches and skill botches something terrible. 10 and max.
 
Meyer  freifechter
 
Success  or  failure then outcome.
 
Hroarr  fiore
 
Guile add rating for success  total  and opponent adds prudence in  addition to opponent’s  tactical  choice. If successful add guile rating to outcome or add to success total in next  engagement  in the  same  encounter.
Celerity applies difference in tactic to  success  total. So  a celerity of  3 taking  action  against a celerity of 1  would  add 2 to  success  total.
Vigor applies  difference in tactic  to outcome  total if successful.
Prudence subtracts rating from outcome total from either character. Adds prudence rating to success  total in next engagement.
Audacity  adds rating to seizing the  initiative for  all  engagements  and  when  choosing as the tactic increases outcome by rating. So  3 rating on a flying  kick  would  add  3 to   damage  if successful  making it  a  deadly strike but if  evaded or blocked the pc  is  vulnerable and  overextended and  the  outcome  for  the  opponent   is  increased by 3. If you think you’re much better than your   opponent you  can finish them  faster  but if  you’re wrong it is  going to hurt.
 
Celerity  and agility instead.
 
Guile add extra success to  next  engagement. Thinking  long   term or  short  term trick. Fights  prudence. Add guile to action  and opponent adds  prudence.
 
Celerity and agility add to  reaction  striking and   evading. Quick  hits  low  damage. Better at hitting on sucess  and  better at  evading hit  on  failure.
 
Vigor add to success ie damage  and  soak. Stronger hits on success  better  toughness on  failure.
 
 
Audacity to  resilience and  seizing  init. Increase  success and  failure.
 
Prudence perception.  May be  opportunistic and perceptive and gain advnantage  by seeing  and exploiting  weaknesses. Decreases   success  and  failure that  engagement.  Cautious. Success   gives  advantage  on later  engagements.
 
SeeSpecialty. A   tactic and attribute combo bump.
 
An exchange or  engagement. For  dueling.
Engagement or exchange difficulty TN. So youcan set the diff for a group of blanks or an expert  npc. Encounter, engagement, and exchange. A formal engagement against an important npc should have 3 acts. The intro sets the stage and the second is usually the climax with the third finishing off the battle. Part of success can be carried  over to the next act though the intro doesn’t have carryover to prevent a great  showing in act 1 from overbearing act 2 but does its job by scaring or causing overconfidance.guile and arrificebetter at saving carryover as positionaladvantage.
 
 

Qualities and Quirks:

Abilities like Perceptive, Always Wealthy, Legendary Strength, Posthuman Memory, Machiavellian, Personality Traits like Agreeable, Conscientious, Open to experience/intellect, Neurotic, Introverted, Extroverted, Silver-Tongued, Independent, Traditional, Hedonist, Higher Cause, Loyal, Authoritative, Authoritarian, Fair, Spiritual, Dogmatic.

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Tactics of mistake
 
Guile and artifice sneaky and backhanded. Takes  advantage of openings or  tries  to  get  into a  position or  get  opponent  into  position of weakness. Provides  old age  and  treachery  tricks.
 
Audacity and  Courage.  aggressive  and  bold. Adds  to   initiative celerity  and recovering  fear  and anxiety  by increasing  resilience. Creates  openings  into  existence. Sisu.
 
Prudence  and  Reason.   calculated and  perceptive opportunistic see openings. Adds to  perception and resisting guile and  artifice and  not falling for feints and tricks.
 
Vigor  and  fortitude. Forceful and strong. Doesn’t need  openings  it  goes through defenses  adds  to strength and soak.
 
Agility  and  Accuracy. precise  and  accurate. Strikes through  gaps in defenses. Adds to  hit and  evasion.
 
Celerity  replaces  reaction.
 
Prudence  celerity fortitude audacity  fiore  deilinberi
 
Guile  as a tactic.
 
Purchase  quirk expert grappler and get a bump from the base conflict die. Competent grappler provides take half die option. Genius grappler provides explosive die when die roll is  above average and the total is over 10 or if the die is a max. Master grappler provides 2 bumps. Gm 3 and pgm 4.
Some variable that adds dice.
 
Old age and treacheries
 
Fleche lunge close from long melee in one action. Bull rush. Deceptive melee close etc. Counting bullets. Knows how many bullets he has left and how many the enemy does as well.
Quick load. Quick draw. Trick shot. Etc…
 
Stress as mental damage and anxiety as social wounds.
 
when taking a social or mental wound a pc gains a stressor such as rage or fear or anxiety that is rated by its level. So a Hate Stressor wound of 3 would provide a +3 bonus to hateful actions but a -3 to non-hateful actions until the stressor healed. It can be burned by turning the PC’s fate over to the GM such as a Hate Stressor being burned by being cruel to the next customers who provide an opening or it can be turned into a quirk “Hates smartass hackers and techno mumbo jumbo”.
 
Duels and Battles. In  a  duel each action is declared and has rounds. In a battle each pc has a turn for  act 1 and act 2 and act 3. Turns  represent  a fluid  amount of  time while rounds in  a duel are 5  seconds.
 
Duels are for when a pc is battling  a  nemesis or is outside their normal purview like  a  hacker pulling a  grift or  a killer as a mastermind.
 
Battles are for the pc to shine and show off  a  bit and focus on the  forest  vs  a b called shot on an enemy’s toe sticking  out. They have tiers of target numbers that  show the degree of success or failure.
 
Creativity rolled with reaction for init.
 
Have  as  many  seconds  to declare basic  action and the  tactic involved. After that the PC can go into details.
 
Dr who because social and mentalpuzzles. Steampunk urban fantasy etc hack steal grift kill.  Rogues and Masterminds victorian steampunk and urban fantasy a la league of extraordinary gentleman grifting. Imagine 19th century Planetary with Sherlock and Dracula facing off against the hustle of Dr Moriarty. 
 
Black grease lyrics kill kill quote.
 
Have 20-reaction of highest npc seconds to declare an action and roll to seize init. Among players the person who declares first can roll and if their total – speed of action is higher they seize init. If they fail the next person can seize init. Failing to seize init means your opponent does an action that disrupts your plan.
 
Simple, Standard, Complex, Rigorous.
 
Simple: shoot, punch, slash, heckle without tactic bonus (quick actions with no flash) cantrip basic combat power aiming in front of you in vague direction penalty to hit.
 
Standard: kata  set of attack moves combo, insult, burst with vigor or agility tactic. Cantrip with precision or combat spell blast.
 
Complex: sneak attack, backstab, fire suppression, combat multilayered spell chain lightning or fireball that doesn’t cook an ally. artifice tactic, brutal social takedown, 
 
Rigorous spring a trap, position enemy, difficult multilayered comnat power, noncombat power, multistep trap. Errol flynn leapingand dodging and swinging and hitting the rope to the chandeleer and bringing it down on the enemy while being whisked free.
 
Roll to see if you can  initiate an action.
Spend destiny to seize init. First to declare wins.
Caught witless in a flyting social battle means botch init and opponent gets a free shot. Reaction uses in passive evasion.
 
Quirks replace talents. Use urban dictionary.
 
Beliefs are  collars  to  which leashes  can be  attached.
 
Personality  in  with talents.  All talents have  pros  and cons.
 
Artifice and  Trickery
Vigor  and  Force
Agility  and  precision.
 
– Prestige: How much one sees wealth as a sign of success.
– Purpose: How altruistic one is.
– Pleasure: How much one values fun in the present moment.
– Freedom: How much one values independence. 
– Security: How much one values security and safety.
– Tradition: How much one values tradition.
 
Harm
Fairness
Loyalty
Authority
Purity
 
Origin. Destiny.
 
Fate points.
 
Destiny  charges
 
Seizing  inititiative.  Most people are  reacting  each  round  to  other  characters.  Those  with  initiative drive  the action.  
Increased proficiency. Better tool easier to use.
Empyreal insight. Enchantment for a weapon that lets you see the near future via the intent and will of your opponent. Gain a bonus to hit equal to half your proficiency bonus and gain a number of charges equal to your bonus to hit that remove disadvantage from your attack or give disadvantage to your opponent.
Dress uniform and weapon and undress uniform and weapon.
Reach: short medium long
Shields provide cover or remove  advantage from attackers with reach.
A successful attack allows a warrior with a shorter reach to close distance. A crit allows closing distance and normal damage.
Short reach weapons have advantage when fighting against longer weapons at short range otherwise known as grappling range.
Training technique to use long reach weapons at medium range. Infighting to give advantage to warriors and rogues trained especially in short range combat.
Brutal technique to add proficiency to damage. Subtle technique to add +2 to hit. Better than the duelist, great weapon, shield options.
This gives characters a reason to have weapons at different reaches. If you’re in a crowded city with people jostling around you would probably be better served by dropping your spear and pulling your dagger. Sidearms become more useful.
Start combat out of measure. A pc with shorter reach makes an “attack” and if they hit they close in to measure and can make an attack if they have a second attack action.
A patient with a longer weapon can move back out of range of the opponent and make a normal attack or make an attack with a different weapon better suited for their current measure or make a disadvantaged attack with a longe reach weapon used at a shorter reach.
Monad ouroborous gomeck
Main purpose of a shield in melee is to protect your hands and to provide cover at range if large enough. Once swords had hand protection and full armors were developed the shield became less common in martial srtting but still common in civilian use. The rise of firearms finished off the shield as having a free hand was more useful for grappling and shooting.
Methodical caster. You can cast any combat spell you can normally cast by spending extra time and a lower spell slot as long as the number of slots used equals the spell . So a 2nd level spell can be cast using two 1st level slot by taking 2 rounds to cast. A 5th level spell could take 5 rounds and use a 4th and a 1st slot. Not great. Think about other options.
Duelist weapons are those that can be comfortably carried around in daily life. Sidearms like swords or daggers. Weapons that tend to not be frowned upon by civilized society or at least not enough to greatly interfere with socializing. A revolver in a wild west setting would be another example.
Simple. Clubs, basic maces, staves, shortbow.
Legendary  weapons designed to counter anti magic fields and regions. It is powered by the legend and magic of the weilder and has a bonus equal to half the character’s proficiency rounded up. This requires attunement. The item becomes the perfectly designed and balanced weapon for the individual and changes with its master as the master changes. It will have often develop over time a unique ability appropriate for the owner. A low level fire genasi might gain a flame blade while a high priest  who fights extraplanar enemies might gain banishment charges.
Legendary Armor. The armor bonds to the wearer and fits perfectly. It has half weight for encumbrence purposes and the max dex is increased by half the prof mod of the wearer rounded up.
Simple duelist martial. Light and heavy. Munitions, standard, and bespoke. Tech, mundane, magic. Resistances and immunity.
Simple: Light examples. Layered textile clothing, leather, winter coat. +1 AC. Heavy: Gambeson often of linen or silk or a  winter outfit +2 AC.  Full: Head covered or helmet and Hide full body armor or arctic winter outfit or full body gambeson like protection. +3 to AC and slashing resistance.
Duelist:  +4 AC: chain shirt over light gambeson and no helmet. Duelist gear is what you can wear comfortably in civilian life without garnering attention from the public or town guard. Walking around in full body armor is frowned upon when done by civilians unless in a war situation or a member of a martial order or during wartime.
Martial: Light: +5 to AC. Breastplate over gambeson or buff coat. Heavy: helmet and mail hauberk over gambeson or Coat of plates hauberk over gambeson with mail voiders.+6 to AC. Full: +7 to AC. Most everything covered in mail with helmet. Higher tech would be full body plate.  Resistance or Immunity to many damage types especially when made from magical materials or bolstered with magical enhancements. This is the equivalent of tanks. The kind of armor professional men at arms would wear during a battle and fight from dawn to dusk and get bruises and abrasions at worse unless terribly unlucky or grappled to the ground.
Martial magic: a damage dealing cantrip and dc is +1 for damaging spells.
Hedge magic: gain three utility cantrips.
When it comes to interplanar agents it is better and easier to use talented mortals. The various barriers and obstacles between planes can be hard to navigate like a briar patch is to a wolf compared to a rabbit. The very act of even a minor power moving the planes outside of the major ways is to cast ripples obvious to the various watchers all major factions have across the cosmos.    Then once a power reaches a protected plane they have to get tunnel through  the barrier like a mesh fence in which a mouse can simply pass through the gaps.
Percussive and nimble. Percussive more dangerous in a strong person and nimble more dangerous with dextrous and speed.
Percussive burn attacks for extra damage after a hit.
Nimble allow reaction to add prof to ac. Quick add prof to hit but lose ability mod to damage.
Torricelli’s trumpet.
Single time counter wisdom needs to have initiative uses bonus action saved? . Parry strength. Slip dexterity. Reactions. Add X to AC.
Armor interfering with hearing sight movement and speaking. Endurance and archery targeting.
The nightmare fiends serve the prime dreamer just as you and I but they have no moral reluctance to prevent them from doing the worst and most monstrous actions should those be the most logical and effective way forward toward their short or long term goals.
Leslie groves builds pentagon.
Learning atlantic students reading pushing above your current level.
The elder gods strode the earth and mostly settled down and really took no notice of man then we do of ants and termites or other pests. Sometimes they would discard wonders and humans would spend decades studying their trash and trying not to get exterminated. Then time travel happened.
Jack gassman suggested an article on hema and scaffolding.
Golden crocoduck. Rosen the teleporting worm bridgemaker. Grum trigger prisoners dilemma.
Hooking as an option of a weapon.
Resistance related to type of weapon for armor. A simple club would do half damage to civilian armor and 1 pt to martial armor.
Coverage, craftsmanship , tailoring, enhancements, and type.
Basic standard complex and full. Coverage.
Light, medium, and heavy. Type.
Munitions, standard, bespoke. Tailoring.
Resistant or immune to damage types, skills, ability increases. Magic. Planar adaptations.  Partly material influenced.
Low, standard, expert, masterwork. Partly material influenced.
Add the mods to get your total.
Pigasus.
Sigil as a city state in the center of the abyss.
Designing weapons. Crafters can purchase designs or learn from other crafters a design or create a design themselves. This allows characters to make personalized weapons like bianca from dragon age.
Technique: agile  defense. When using a nimble or light  weapon in either hand you are proficient with you add +1 to AC. Req: dex 13+.
The type of weapon is fluff. Basic weapons, civilian weapons, martial weapons. Each can have damage types. Incorporate exotic damage types for exotic planes. Choose a tech level and material. Have nimble, heavy, and protective weapons that provide to hit, damage, and ac modifiers.
Tech level, material, design, tailoring, craftsmanship.
Crafting: munition, standard, expert, master.
Paleolithic, neolithic, ancient, classical, medieval, rennaissance, industrial, modern, cyberpunk, FTL.
Material (based on tech) : simple -1, standard 0, uncommon +1 , rare+2, legendary +3. (Wood, bronze or iron, steel, spring steel, wootz or wood, steel, wootz, mithril, adamantium) the name is just for flavor.
Figure out techniques and then standard mod.
Piercing bigger dice more variable damage more responsive to skill. Roll prof dice for attack and damage.
Slashing extra damage against unarmored. Add prof to damage.    or crit to medium or light armored.
Blunt triple  damage to crit.
Use bonus action to strike with a pommel or butt technique. Bonus action to claim the center against an opponent.
The type if armor is fluff. Light covers torso. Medium helmet, torso, and some limbs. Heavy most of the body with some gaps. Full: the whole body barring tiny gaps like eye slits or articulations.   Simple armors like fabric, linen, hide. Civilian like hardened leather and mail or brigandine. Martial.
Post with monsatan’s demon and van der leun. New memes. Keyes constant. Crazification factor. Deepity. Trumpity. A person who seems profound but is actually trivial in one sense. Rappaport’s rules.
Beware ultracrepidarianism. Igon value. Ghostbusters value. One way hash argument. Gish gallop. Fractal wrongness. Invisible pink unicorn dragon in the garage and flying spaghetti monster trinity. Invisible lemon juice emperors new clothes. Pommers law. Dawkins weasel. The humanist  menagerie. The truthful badger. The webshite spider. Poe’s maltese raven.  Sharka’s vile bite. Skitt’s mockingbird. The hamming it up oracle. EvilGopher. The rational menagerie. Garage dragon.
Artifacts: the golden  hammer. The two faced razor of hanlon and occam. Hammerstein’s four categories. Broken clock. Humes guillotine. Timecube of unending ranting. Monkeysphere.
One way hashbrowns bombs.
Iq brain website test.
Paul the psychic octopus.
Agent and patient. Have wisdom mod + 6 seconds to decide what to do.
Init. Start with wisdom score. Modify with movement and each attack is -1 or -2 with heavy or most actions being a 1 or a 2 if high exertion or slow. Spells 1 + level. If you have 2 attacks and a bonus atrack with a 10 first would takr place at 9 then 8 then 7. If taking a strength based action add strength mod to init if spellcasting then spellcasting attribute or skill use base attribute mod to init total.
Wis 10 moving 1 then attacking strength +2 has your action taking place on phase 11.
An ounce of cinnamon for 30 silver or a common laborers pay for a month. Gig economy or contract. Gig pay per day worked contract per day.
Druids reverse engineering plants or putting their mark allowing them to track a lineage and kill the whole line.
The two horned one. The general who as a mortal saved the prime material. After liberating the last world from the abominations he wept in exhaustion for their were none left to conquer.
Exploit bad form. Get a free counterattack when an enemy rolls a 1 on an attack against you. Wis 11+ dex 11+
Shield techniques martial specialize in a type and have shields become more important for lo armor. Split into Civilian Shield and martial Shield.
Split club to civilian club and martial club and other weapons and remove simple.
Gain ability to hold other items with shield hand like a spear or torch.
Con as a req for heavy armor otherwise gain exhaustion if worn after 8 hours.
Liegnizer 6th play for seizing.
6tht6Precision pointwork. Prof die for dam. D6 simple piercing. D8 civilian d10 martial. 1 step up for 2 hands.
Blunt technique double final damage from a critical after following normal crit rules. Double strength mod for damage normally or something to increase str
Dc 8+str+prof. If succeeds then recovers from stun at the beginning of their turn if failed at the end of their turn.
Piercing weapons do damage based on prof. Commoner d4. +2 d6. +3 d8. +4 d10. +5 d12. +6 d20. Piercing weapons can be deadly or not and are more variable in damage and less influenced by attributes though if you use two hands and are trained it can do more damage. Slashing weapons do a lot of damage to unarmored and biomechanics are important. Blunt is good against armored if it hits bone particularly the head but not so good as the others as a rule.
Shoring up weaknesses increase lowest attribute by 1 and gain proficiency in a skill governed by that attribute.
Murder stroke hit grapple prone. Using this technique you make a melee strike using the sword backwards to stun your opponent with a head shot and if successful you use the crossguard to hook them to throw them prone. The attack does d6 blunt damage with a normal longsword pommel or guard though a fiore style spiked pommel or weaponized guard will bump that up to d8 piercing. On a 20 the enemy is stunned for the round. Use your bonus action to grapple them to the ground after hitting and with a 20 it auto succeeds.
Targe techniques using a dagger or spear and shield.
Hooking technique letting you use certain weapons with hooks to trip better or pull a shield out of the center line. Use a bonus action to hook a shield with a successful attack which then nullifies the shield bonus until the patient starts their turn. Use a hooking action to do the equivalent of a shove prone grapple as a bonus action but you get to add the weapons to hit bonus to the roll.
Half swording. By using a bonus action a warrior can add a second hand to their weapon for increased accuracy and damage till the start of their next turn. When using a weapon that can be used in one hand that does piercing damage you can increase the piercing damage by adding a second hand far separate from the first hand giving leverage and precision. For punching through armor weak spots by increasing power and precision doing piercing damage. Allows a rogue to use a long sword or arming sword, rapier, or even a spear or polearm for sneak attack if using it two handed. Adds +1 to hit and adds proficiency bonus to damage against foes wearing heavy armor and counts as two hands against any opponentfor increasing damage by one step for versatile weapons. Must not have a shield or second weapon equipped.
Polehafts usually have 15 to 25 hitpoints when made in wood against slashing attacks. Double with langets.
Edge alignment. Add proficiency bonus to damage with slashing attacks against unarmored or lightly armored enemies. Particularly useful against mage armor.
Buckler training. +2 ac when wearing no armor. +1 to ac when wearing light armor.
Soulshaper.
Gods like quantum thief copies with age and experience determining power. Layered simulacrum. The prime being dominant.
Empyrean. Souls providing templates and slates to imprint. Entry level fiends are templates formed of one or more souls.
Donnerschlag talhoffer.
Grapple helmet attack and no dr.
Buffel technique. Shock and awe. Relies on strength and aggression to overwhelm the enemy even one with greater skill and sensitivity who is unprepared.
Blade seizing can be done with a buckler hand.
Advantage footwork on difficult terrain with expertise in athletics or acrobatics.
Unique style advantage tricks.
Shallow strikes that are easier to hit but do less damage. Buffel strikes that do a lot of damage but are hard to hit. Relying on strength vs technique.
Fight environments techniques. Close quarters. Open Melee. Tight quarters.
Knowing your measure. Add wis bonus to AC against one named opponent after you strike and then get out of measure making it hard for the enemy to hit you back. Use a bonus action.
Voiding technique. Dex 13+ Wis 13+. Perceptionand Insight proficiency.
By reading distance and moving smoothly out of the way you easily evade your enemies attempts to strike you.
Give disadvantage to one melee enemy on one attack that would normally hit you they make against you using a bonus action against one melee opponent.
Bind, bash, and rebat. Use a reaction to add your strength to your AC against a melee strike that would normally hit.
Vor and nach techniques.
Feeling. Prereq wisdom 13+ insight expertise. Read the strength of your opponent and how they fight in the bind to get an advantage on your next attacks this round. Use a bonus action to make an opposed insight check against your enemy and if successful you get advantage on your attacks this round.
Exceptional weapons. They get better in the hands of better fighters. Half rounded down bonus to hit from proficiency or half damage or both. Axes and pole weapons do a lot of damage while rapiers are nimble while baskethilted broadswords do a lot of damage and are protective.
Shadow Oak. An oak tree that is imbued with the shadowfell in a dual area thin place. Counts as magical when incorporated in a weapon. Fey Ash used in bows to make better bows.
Travel through thin places feat. unnatural explorer? Arcana and Nature and Survival.
These weapons can be enchanted. Magic can make a weak weapon more effective.
Simple weapons everyone has familiarity or can pick up quickly.
Cleaving trait slashing that goes through armor like axes.
Footwork and biomechanics
Self preservation
Reading the fight vor and the nach
Use of measure
Speed and accuracy
Detect magic. Increase range per the stuff I typed and can identify spells on people in range per identify spell. Passive sense of magic cast in 30 feet gives hint of magnitude and vector. Passive sense of a general vibe of the weave in the area which can sense if it is a thin spot or portal between planes or if a legendary creature has its lair or if something weird or strange is going on magically like a demon horde was just gated in or a wish spell was just cast. May get a weird vibe from being near a mordenkainen mansion or a hum from a nearby teleportation circle. With investigate more can be detected with or without identify or detect magic. Use identify and glean extra like what inspires someone or a major life event.
Dissonant wave technique. Prereq. Arcana expertise. Performance prof. Counterspell and dispel magic.
A bard can use their bardic inspiration and a reaction and make a note or notes that opposes directly a spell being cast. If they use an instrument to make the notes they can add their full proficiency mod instead of jack of all trades to the counterspell test. If they have performance or instrument expertise they have advantage.
If they are the target or in the target area they can counterspell even if it is greater than 60 feet as an origin.
Resonant wave technique. Use a bardic inspiration to make music notes that enhance a spell dc and reroll any 1s rolled on damage or increase the duration of a non-concentration spell for as long as you keep playing up to twice the normal duration. Add your prof mod for performance to the dc of the spell you are helping. Look above.
Evoke a harmonious resonance from an area by playing there every day for a lunar cycle or if you live somewhere for a year. Make an area conducive to you and your magic. Sanctum Sanctorum. Have advantage on saves and use inspiration at will. Magic and music in the area connects strongly and supports the bard. Get advantage on music tests and saves against magic. Soliton sound waves that the bard can influence with a bonus action playing causing a note or beat to repeat like a dj sampling. Musical manuever. Soliton soundstage. Reroll any 1s for any of your actions.
Learn prof mod number of bardic maneuvers with the technique. Soliton magic wave to have a spell float in an area and make a magical trap.
Martial expertise. Learn 2 maneuvers.
Martial superiority. Gain superiority dice equ to prof mod.
Martial adaptibility. A character with manuevers can learn a flourish or vice versa and convert it to something they can use.
Magical senses. Prereq: A spellcaster that can cast a first level spell and has proficiency in arcana and perception can develop a special sense for magical energies released that activate near them. Their normal range is their 20 feet +10 feet per level of the spell cast. They get a general feel for the vector of the spell and the power of the spell when it reaches them since the power sensed is lessened by 10 feet per level if they can tell where the spell came from. A 5th magnitude spell from 30 feet away means a 6th level spell was cast for example. If the character has detect magic active they can know the name of a spell cast withan arcana dc of 10+level without using a reaction. If they have expertise in arcana for story purposes let the player sense disturbances in the weave of magic even if at great distances and senses of forboding after terrible events that impact the weave. If they are proficient in investigation they can make a check for more clues on the disturbance. Players may be distracted if in the vicinity of a lot of casting and it may perturb rest or conversely they may sleep better when under the blanket of an alarm spell or leomunds tuny hut.
Psychometry. Arcana and ability to cast a 1st level spell. Learn detect magic and identify as rituals with no casting components. You can while using these spells learn the signature of a maker of an item of caster of a spell and recognize casters. With detect magic and investigation you can recognize people when they have spells active automatically they have seen before and if they have any spells prepared they can do a check to recognize or glean info on the caster.
Counterspell.
Maybe have dex saving throw at end of each turn for thrown cloak instead.
Combat adept. Allow one additional manuever and one more superiority die or inspiration die. If a swords bard you can learn a manuever and use your inspiration as if it was a superiority die.
Martial superiority feat: learn a manuever and gain superiority dice equal to your proficiency modifier. As you gain experience you gain additional dice as your proficiency increases.
Cloakfighting. Use a bonus action to Throw the cloak on weapon using a grapple check. Gives disadvantage on attacks from that weapon until you “grapple” with the cloak at a dc 10 on your turn. If skilled in this technique and either lightly armored or unarmored you gain a +2 to your AC while your arm is wrapped up. Anyone else using the cloak in the same situation gains just a +1 to AC. Using a bonus action to Throw the cloak in the face using a grapple check giving the enemy the blinded condition until the cloak is grappled at a dc 10 on their turn.
Deceptive techniques. Old age and treachery.
Gauntlet alfieri techniques. Counterspelling techniques.
Seizure. A grapple that gives disadvantage to your enemies attacks by grabbing the weapon or arm holding the weapon from attacks using that weapon. If the weapon is sharp and you aren’t using a cloak or gauntlet you are at disadvantage. If your skill check beats your opponent’s by more than their strength score you disarm them if they are using a one handed weapon. If your opponent is using a two handed weapon the disarm check is at disadvantage and succeeds if the worst roll still beats then enemy by more than their strength modifier. Cloakfighter/war gauntlet. Can also use deception and cause the blind condition by theowing the cloak into the enemies eyes or bind up a weapon which gives disadvantage until removed.
Cloakfighter uses bonus action. Half feat.
The thin lands and the boundlands. Where the fey and the shadow are bound is the shadowlands where the Shadow Court rules. The winter court of the sidhe is a bound ice demiplane and fey. Thinlands is where two or more planes bleed into each other and often surround geographically bound lands. Boundlands are where you exist in both planes at once and they are one and the same. At a volcano boundlands between the prime and fire planes one can if they know how walk out into the surrounding lands into the material or into the fire planes. Arcana and Nature.
The summer court is celestia and the fey boundlands.
Hussar tanks and rolling keep.
The first dreamer is buried under the abyss as creatures feed like parasites on parasites on parasites.
Astral mirror that allows plane shift to other mirrors like a teleportation circle but the mirror can be moved. Shkadov’s Astral Mirror. Cubic gate. Allows scrying across planes to any thin places or teleportation circle as it hijacks the weave. Teleport dds by blocking a circle from any other use by connecting partially to it. Can be used at a portal site to hack it. Remotely open portals.
Seize weapons. Gauntlet seize blade. Grapple.
Catalyst feat. Be awesome and give inspiration to your entire party for that round ir the next one before expiring.
Use magehand to pick portals.
Nimble weapons provide ac.
Smashing weapons difficult to recover from but bypass armor damage reduction. Enemies double their proficiency bonus to hit when attacking you if you missed them with an attack.
Slicing weapons do double damage to unarmored or lightly armored enemies.
Chopping weapons add proficiency to damage.
Umbra root. The root of an awakened plant that can be made into a deadly poison with poisoner tools, arcana, and nature. Found at places thin to shadowfell on both sides of the plane from the interaction of the two planes magical weave. If you have expertise in poisoning you can make a number of batches equal to your proficiency mod after it spends a season prepping.
Goodberry refreshes HD dice during a short rest.
Beast familiar. Rite of bonding. Provides a cr creature familiar with a cr equal to your prof mod. This creature becomes part spirit and returns to life if killed as long as the partner is alive. It takes a moon cycle to regenerate and incorporate. Need proficiency with arcanaand animal handling and a month with a free half asi/half feat
Cloak +1 ac when equipped and unarmored or lightly armored. Allows a deception test to replace a bonus attack giving advantage to your next attacks until the opponent can counter. Can still grapple or seize opponents and weapons. Opponent can use a reaction to get advantage and void the cloak with an athletics or acrobatics against the dc of the deception test. Cloakfighter can use a reaction to throw their cloak and give the attacker disadvantage. Use grapple rules. Can use somatic or grapple when using cloak or hold ranged weapons. Proficiency in deception. Style taught to fighters bards and rogues.
Deceptive style.
Add prof modifier during rests to hd.
Kanabo club japan anti armour.
Quality of rest and hd and exhaustion recovery. Lifestyle. New lifestyle simple and wholesome. Camping and weather. Hd recovery.
Sweeping guardian technique. With a slashing weapon with reach and sweeping trait you can start on your turn to hold an area up to 10 feet radius as a no go zone. A major use of the great sword or warsword was to hold an area and defend it which usually included a standard bearer by making big sweeping attacks. Use your action to ready yourself to hold the area from anyone attempting to move through it. You may make as many attacks as you have attacks on any adversary who moves into your area. See sentinel.
Minkowskie spire a spell that activates a magic item made piecemeal by many people. Uses stone touched by shadow and sturdy feywoods as timber.
Carrot darkvision. Carrot only retains magic for a day after being dug up and casts darkvision on the eater. An alchemist or herbalist can with proficiency in arcana or nature make a carrotjuice drink, ungeunt under the eyes that retains magic for longer. Lasts weeks equal to proficiency modifier or twice that with expertise before expiring.
Charming rod.
Thin places shape the local area. In shadow touched areas more people seek to dominate and others more likely to obey.
Deadlier nightshade.
Nightshade
Brutal.weapon trait. Does lots of damage with strength and aggression.
Aged goodberry preserves. If you are proficient in nature and arcana with cooking tools you can pick goodberries and make a preserve from them those goodberries must be used during that day before the magic seeps out of their matrix. Each jar has a number of doses equal to the roll and one jar can be cooked in a day unless expert in cooking and then you can make a number of jars equal to your proficiency. It takes one season for the magic to settle and a character can during a short or long rest eat a dose of goodberry preserve and gain hd hit points back. Only 1 dose can be used a during a rest period.
Drider silk bandage. With a healer’s kit and arcana proficiency you can have advantage on a healing test and recover x.
Lucky flower. Provide a reroll a number of times equal to the person who plucks it proficiwncy mod who must be the user  before dusk or dawn after being picked. Requires controlled environment and arcana and nature proficiency at a feywild thin place and takes a year before it blooms for a week.
Charming misteltoe. Grants fertility and advantage on a charisma check once a year during midwinter.
Nimble weapon trait. Provides ac in a duel against one opponent.
Sweeping weapon trait. Anyone who moves into range risks getting hit. Fighter gets dodge and can use a reaction to hit anyone entering reach.
Magical flowers. Maintain their magic for as long as you can smell them. Once plucked they begin to fade.
When playing the music reacts and warps to magic use telling the arcana expert and proficient bard what college and what magnitude spell or spell like ability is being cast or created or already in play. Next the bard can cast counterspell as a check with their arcana expertise ir advantage? or dispel magic using their music to create dissonance within the woven form of the spell unweaving its magic.
Common manuevers, civilian, martial.
Employ exhaustion after being brought to life. If you have a level of exhaustion hit whenever you drop below 0 it really makes it hurt. If you have a level of exhaustion per day of dead up to max it can highlight the stress being dead or near dead causes. Each resurrection or raise dead adds a temp level of exhaustion.
Weak magic items for 5e. Ian pelletier.
Pouson using exhaustion.
Stationary shields japan italian crossbow pavesi
Ringen am schwert. After a failed attack roll you can use a bonus action to grapple if you have a free hand. If you have a extra attacks this turn you have advantage for the rest of the turn if you have expertise in athletics.
Punish the buffel. Durchwesel.
Stardust feywild.
Sleeping in armor.
Giant Trilobyte beetle city.
20 only auto hits if you’re proficient.
Whether you are using 2 weapons sword and shield or polearm it shouldn’t make much of a difference with civilian vs martial and different environments being a bigger deal. A polearm has 2 ends and a two handed weapon does more damage. A shield enhances defense while two weapons do the same.
Footwork voids slips.
Tyrnhau.tsc.sk/febus_rapier_en_1.1.pdf look at rules for explaining a duel.
Deception techniques. Throw x in eyes using grappling. Sneak attack.
Armor scavenger.
Napoleon egypt qoute martial vs duelist.
Weapon bonus to hit is a property of quality of manufacture. Damage is magical. When enchanting the item has the damage of the item. Or maybe damage is quality as well.
Fighting styles techniques and manuevers
Light crossbow at 1 or 2 gold for mutitions grade. but 20 bolts at twice that at least.
Weapons: civilian, dueling, martial.
Civilian would be standard fare people carry around like dagger and buckler. Dueling elite weapons of one on one fighters like rapier and parrying dagger. Martial weapons. Weapons used in war like pike or halberd
Styles personality
Training: armor protection training +1ac.
Dueling techniques one on one.
Martial techniques in formation or squad/party:
Maneuvers battle master.
military weapons (in autumn) and civil weapons (in spring), extending the organization in a larger coalition of Italian HEMA clubs. Civilian weapons include single sword, sword and cape, sword and dagger, and sword and Brocchiero (Buckler). The military weapons are the two-handed sword, spear, shield and spear, sword and targe, and sword and rotella
Add prof bonus to ac by using an action after as part of an extra attack. Attack and void.
A dragon fingerbone club embedded with obsidian from the plane of fire and feywild pangolin scales that looks like a macuitl.
Basic damage based on tech level. Basic ac on tech level. Bolts and arrows as more expensive in bulk then the weapons.
Horizon walkers rogues who can pick a portal open.
Base simple weapon d6 blunt.
Base civilian weapon. D6 one type. D4 blunt.
Base martial weapon. D8 one type. D6 one type. D4 blunt.
Each adding of a step increase adds a pound and a cost modifier.
Cobbled together armor.
Pangolin armor scales.
Weapons of materials and design to take away heavy. Mithril crossbow.
The dwarven merchant association known as the badgers of the winter hills commissions 100 mithril crossbows in appreciation for the heroic archery and spear work of the baron Menalos and his mostly half elven hunting revenue who saved the children of several dwarven leaders from a wild wyvern attack while they were hunting boar. As crossbows were rarely used outside of a few mostly dwarven nations the gift was a way to enter the market and by making them mithril the dwarves thought it would be easier for the less robust mostly half elven barony to use and carry around but there is real affection and not just calculation between the dwarves and the baron and his people that was not found between the elves and the dwarves or the humans who displaced them in most of the kingdom outside the barony.
List various armors and explain reasoning and system at the end.
Hussar tanks.
Roman armor was medium because of the scutum war shield and tight formations. 2 pilum. It was also poorly distributed so armorof the same weight would have a greater impact on your dexterity.
Subarmalis. Layers. Thick cloth with leather covering to waterproof.
Light designed to be layered vs heavy as a stand alone.
Butted mail works well against slashing weapons but is nearly useless to piercing but is very cheap and easier to make.
Gladiator armor and generals.
War armor for mobility and marching vs armor for dueling.
Plumata armor with mail and scale.
Hide armor of the ice barbarians. Full body heavy with resistance against cold.
Have the bonus action smash attack as fluff either for a shield or pole bash or pommel.
Look at the specifics of the gear as mainly roleplaying.
The wizard tower moves constantly because zilch hates numbers so much that he can’t stay at the same coordinates long.
The nada’s are the spies and thieves of zilch. They steal numbers.
Shadow can be convinced that the donuts are o’s not zeroes and thus not be paid by the zilch for stealing them. She doesn’t like to fight so if the heroes fight she will flee but will be an enemy leaving the donuts behind. She can be paid too.
Use ne awesome from no thank you evil for help actions.
Ingelri and ulfbahrt forges.
Unnatural explorers choose favored enemy aberration that you target in particular and gain advantage on any saving throw involving defending directly from that aberration like beholder or illithid.
Gazer familiars to abberant warlocks.
I
Staff slings.
Decoherence
Healing desserts or foods. Peanut butter goodberry sandwiches. Goodberry preserve. Alchemist tools or herbalist tools or cooks utensils. Arcana to know how to preserve the magic when making the preserve and cooks utensils know how to make preserves. If expert provide bonus. Certain places like feywild touched lands may have naturally occuring goodberries tha must be picked by someone nature and arcana proficient. Goodberry spell is linked to a goodberry grove that a druid discovers and connects with. A story seed could be a fire wipes out the grove a druid has been tending for decades and now needs a new place to be reborn by the druid. Goodberry groves grow in magical places where the feywild leaks into the prime. The reason the goodberries lose potency after a day is because the berries are cut from the grove magically. When picked properly using arcana and a blessed silver sickle the magic is contained permanently in the berry.
Use a nyckelharpa or hurdy gurdy which is a combo and uses 2 hands.
Monster snail.
Better help function? Hinder action?
Add to spell dc at low levels. Add metamgic at higher.
Wizards often seek out resonant bards as partners that enhance their power to mimic some of what sorcerors can do alone.
Maybe roll inspiration die to add to spell dc. If you know the spell and cast it with the other caster to combine effect use highest spell dc and add die plus proficiency. This makes magical secrets with your bond caster very effective.
Hurdy gurdy man song.
May harmonize with prof bonus plus cha mod number of different casters ie the band. Carousing is a popular way for bards to get to know each other but other casters might not be as amenable. Must spend time to get to know them and practice as part of downtime activities. Otherwise bonuses are halved.
Other spellcasters fear the dissonant college for its ability to shut down their magics.
Cast goodberry at a thin place and plant the seeds and in 2 years a bush will grow and in five it will produce 1d6 magical berries a day during season increasing an additional d6 every year after. These can be used by herbalists to make inexpensive healing potions and salves and teas.
Whirligig beatle.
Arcane gate one directional total cover.
Arcane gate rings that you can move around.
Grabbing glove alfieri.
Feat: shoring up weaknesses +1 to two lowest attributes with proficiency in a skill primarily used by one of those attributes.
Reroll any 1 on damage dice.
Horizon provided terrain of a plane. Feat. Favored enemy native. Natural explorer. Horizon walker adept in unnatural environments.
Favored enemy multiplanar template.
Unnatural explorer feat. Sense blended environments. Sense creatures foreign to the plane with primeval.
Skirmishers ranger campaign. Aboleths manipulating planes to mesh and crossover. New thieves guild. Merchants buying magical weapons. Competition
Fonts of power magical places charges on holy days.
School of hair and foliage design. Advanced distilling alchemy and apthecary.
Big difference between hitting an enemy and cutting an enemy.
Gauntlet grappling. Allow the warrior to grapple a blade when wearing a specialized glove or grapple a person. Can disarm with a grapple check but a failed check gives an aoo. Gives a +1 to grapple checks and are often enchanted and a +1 to AC but doesn’t allow a shield to be used.
Cloak fighting and manuever. By wrapping a cloak or other bulky fabric around your arm using a bonus action you can gain a +1 to AC when you have no weapon or shield in that hand.
Cloak manuever and if you have proficiency with Deception use a bonus action to add Wisdom proficiency to hit.
Form and structure gwm reroll.
Edge alignment bladed slashing damage using prof mod to damage.
Follow through: blunt reroll damage.
Precision: +1 to hit with a piercing melee attack or use dexterity mod in place of str for hitting and damage.
Half swording. Add proficiency bonus using two hands to hit but it uses up an attack and a bonus action and is used for piercing weapons like a spear or famously a longsword and counts as two handed with versatile weapons.
Roll with a hit: +1 to ac.
With a pwm you could use different techniques such as with a pole axe using the spike for precision the blade for edge alignment and follow through for a butt strike.
Character Options. Character level 2 and 5.
Combat techniques at “extra attacks” or asi.
Combat techniques, magical affinities, skill expertise, x mastery.
Combat Techniques: learn a new one at each extra attack stage and 2nd level.
Some give a +1 to an att. Can spend a feat to learn.
Monk and barbarian abilities.
Supernatural resilience: +1 hp per level and +1 to saves.
Spellslinger.
Elemental affinities in which your weapon attacks do elemental damage and so do spells of that type.
Grace: may use dexterity for to hit and damage with finesse weapons.
Form and edge alignment: add proficiency bonus to damage to 1 successful hit a turn.
Feeling (fuhlin): add wisdom mod to hit.
Knowing their measure: add wisdom modifier to AC.
Seeing ahead (vor): add intelligence to initiative.
Brutal Shock: Add strength mod to Initiative.
Defensive expertise: add half proficiency modifier to AC.
Second Weapon: replace dual weilder feat.
Archery and gwm. Defensive duelist. Shield master. Grappler.
Trafition of the far horizon
Arcana expertise benefits.
College of harmonics bard. Porprhry ptolemy. Pattern standing wave. Subharmonics. Interference. Destructive interference. Resonance.
Antagonism mage combo of divination and abjuration
Sense magical power surge. 15 feet per wizard level and can tell when a spell or spell like ability is cast or activated and the general direction and school and whether the spell is is below 3rd, 3rd, or above 3rd.
If detect magic is up then level and school. Use a reaction to know exact spell. If you know and cast the spell then you automatically identify with a reaction with no penalty.
Cast detect magic as a ritual but it only takes 1 minute and lasts 1 hour per wizard level bonus to identify.
Make arcana check for counterspell
Notice magical energies. Spikes. Perception for passive. Investigation for action search.
Roll when not concentrating on detect magic. Equal to what you cast or more or less.
2nd level
See magic in los as a reaction from one source. Can sense school and amplitude even if failed arcana check.
6th level
Counterspell and dispel magic allows adding proficiency mod. Learns these spells at level. Now can see magic without using a reaction as a free action of either the biggest source, nearest source, or a target you’re focusing on.
10th level
Ancients paladin benefit.
Replace power surge with double range counterspell and dual reaction. Dispel magic add prof to test
Latent aasimar
Seizing the vor. When you complete an action as a patient before the agent does.
A pair wizard spellbook from a flayed hedge witch couple tattoed from a long dead people preserved in the library. Flayed university.
Reaction. May apply ac bonus to all attacks from a single opponent instead of just one.
Copy scroll. Can copy a spell with expertise in arcana and proficiency with calligraphers tools. Uses same materials but you don’t need to know the spell. So, proper use of a spell scroll when found is to have it copied and then add the copy to your spellbook.
If expert in both and the spell is on your list and is one you can cast then the pc can automatically add the spell to their spellbook as part of the scroll copying.
Can add difficulty by having rhe spell scroll be in an old or foreign system of magic. Maybe the ancient library has 3 spell scrolls of different traditions and age that is the origin of most of that apell type’s spell scrolls all across the continents as making spell scrolls from scratch is laborious and expensive while being limited to talented and powerful wizards. Copying however is available to skilled apprentices.
Spellbook. Tattooing self.
Reliable Accuracy.
Whenever you hit an enemy with an attack or grapple that uses a proficiency bonus you can treat a d20 roll of 9 or lower as a 10 on any attacks against that opponent that round. So a fighter with extra attacks in twf style could miss with the first then hit with the second and with the off hand against the same opponent use this feat. If that opponent provokes and aoo then use this feat.
Great when a professional warrior is dealing with levies and town guards. Of little use to non martial characters without extra attacks.
Exhaustiin for reqching 0 hp. Heroic destiny. Add prof bonus to death saves.
Uncanny block. Using shield as uncanny dodge.
Buckler blocks all attacks with defensive duelist from a single opponent.
Twf may block 2 attacks with defensive duelist.
Hunting bow and warbow. Warbows are rating light for 12 strength +1. Standard 14 strength min +2 damage. Heavy strength 16 +3 damage. Mighty 18 +4 damage. Oddessy bow 20 +5.
Hunting arrow.
War arrow.
Wounding arrow. Does 1 point of damage but 1 pt a round until removed. If removed as a free action instead of a use object with medicine does d6 damage.
Dual weilder. May add any to hit bonus on second weapon to ac. If you crit on a roll with the main weapon then you get advantage using your bonus attack.
Twf use reaction to gain a +1 to ac. No feats.
Bows and strength.
Dual weilder feat works for weapon and shield.
Parry dagger like dueling shield and no throwing with finesse.
Defensive duelist. Gain a +1 to ac when dual weilding. May take two reactions to block with a weapon and shield or twf.
Get two reactions. May make an opportunity attack and a defensive duelist reaction.
Add defensive duelist dueling shield may use as many reactions as necessary to defend from that one opponent.
Parrying dagger. if proficient and have dual weilding feat by having hand protection built in to the dagger you can take the center line like the buckler.
Eyes on the horizon
You can see the connections that bind places together. With an investigation check you can study a portal, gate, teleportation circle, or place a teleport spell was cast at that day. With success you can tell basic info about the other side, when it was last used, clues about who used it last, nearest connections, and most commonly used locales it is used to travel to. If you have proficiency or expertise in Arcana, Nature, Religion, or Survival you may glean extra information about the plane or locale on the other side.
At 4th level in Horizon Walker you can sense any portal activating within wisdom modifer miles of you and any use of a teleport or teleportation circle in the same range.
At 6th level the range increases by ten and anyone who is from another plane can be detected with a successful insight roll with greater difficulty the longer they have been on this plane and adapted to it.
At 11th level you can sense portal and teleportation creation and travel in the back of your head throughout the region like a hunter can sense the migration paths of different animals. Get a vague sense or daydream of any new portals for hundreds or even thousands of miles away and any within wisdom miles are automatically sensed with precise information with no roll.
At 15th level you can open any portal and teleport circle and travel to the same place the last traveler went. Any portal or teleportation circle can be shut down in wisdom miles by using a spell slot equal to the number of miles away it is.

Modular damage, AC, DC, to hit, type of damage for weapons, armor penetrating/sharpness. Dueling is one on one. Mass melee is vs more than one enemy. With a cloak, buckler, shield, or second weapon you can used dueling bonus with a second opponent at the same time.

Rapier quick and easy to defend +1 DC when dueling, swept hilt and quillons +1 to AC from hand protection, quick and easy to attack + 1 to hit when dueling, upgraded to piercing damage type (2). Sidesword would be the same but damage bumped up one step from d6 to d8 and allow both piercing and slashing attacks.

Optional armor rule with parts and type with damage reduction.

Replace +1 through +3 with mastercrafted weapons and armor that are only as good as the PC using them. Uses half Proficiency bonus.
Personalized Weapons provide half proficiency as a bonus to hit. The weapon has a balance, design, and dimensions that allow the character to operate at peak effectiveness.
Personalized tools, high quality boots that help with fatigue after marching etc.
Cost: 25 gp + 100% base cost of the item and character must be proficient with the item in order to be able to tailor the item to their needs. The time to manufacture is 50% longer which is built into the increased price of the item and the maker must have an equal or higher proficiency bonus for the character to gain the full effects. Thus a skilled journeyman with a proficiency bonus of +2 can make a fine personalized blade for a 1st level Paladin but a 10th level Paladin would only gain a +1 because the crafter limits the max.

Magic items and artifacts will upon attunement will usually automatically personalize themselves to their weilder. Thus a magic sword will duplicate the to hit bonus of a personalized mundane sword.

Mastercrafted weapons increase damage by being sharper or more durable than a typical weapon of its type. The smith can make an item with a bonus equal to half their proficiency in their art.

Cost: 50 gp + x10 base cost of item. A smith with a +6 Proficiency can make a mastercrafted weapon of +3.

Personalized or Bespoke items are designed for a specific individual and allow the character to have a better chance at success or easier to use. Mastercrafted items are made with better materials and have greater effect in use. For armor a Bespoke chainmail would fit better allowing for the character to apply part or all of their dexterity to their AC. A Mastercrafted chainmail would increase the AC of the armor. A mastercrafted bespoke armor would do both.

Mastercrafted armor may instead of increasing AC provide damage resistance equal to half the proficiency rating of the smith to two types of damage. A dragonscale armor might provide 2 points of protection from slashes and fire.

Personalized (tailored) gear adds half user’s Proficency to the Dex Modifier as a max for armor. So a tailored Chain Mail for a 1st level fighter would allow for a max of 1 since that is his proficiency.
Tailored and Mastercrafted Armor: If you have weapon proficiency and sufficient strength add proficiency to AC. Takes months to make equal to base AC bonus. 100 gp x base AC bonus plus base cost x 100. Uses rare ingredients and unique alloys/leathers.
Items that increase a stat either boost to that level of provide up to proficiency bonus.
A being may be under the effect of a number of positive spells, enchantments, and magic items equal to their proficiency bonus. If you are at max and an ally tries to cast a buff spell on you it just rolls off unable to anchor any part of its weave into your pattern.
Magic tattoos. Magic enhancements. Weaving magic into people, places, and things.

Remove the three magic item attunements and replace with the above.
Having negative spells or cursed items counts towards your maximum. This means that it is a valid tactic to lay down a lot of negative effects on a powerful target to prevent them from using a buff later on. However if multiple negative effects are in play at once and reach the pc’s max than any additional magics will have to overwhelm one of the existing spells and replace it if it gets a higher number.

Magic enhancement/enchantment weaves your own magic into new patterns providing new abilities or powers. Waterbreathing, flight, stoneskin etc. The amount of the enhancement is based on the strength of the person’s on lifeforce or personal weave.

So, a PC with a proficiency of +2 could have a magic sword and still have room for a bless spell but no more than that. This prevents buff central.

The true magic is in the hero or the villain not in an item. All the item or enchantment does is open up a channel for that inner force to emerge into the world. So a belt of strength isn’t a +2 or a +4 but provides a bonus equal to the character’s proficiency bonus. More powerful items are those with layered effects like a flaming sword providing a +2 to hit and damage with a 1d6 to damage.
hmm…provide half proficiency bonus for swords and armor. For variable effects like flame damage double proficiency bonus as die type. A proficiency of +3 would provide a d6 flame.

For attribute boosting the bonus doesn’t effect the attribute it effects the bonus. So a +2 bonus to strength doesn’t raise a strength from 16 to 18. It raises a +3 to a +5.

If magic adds to a skill roll it adds equal to proficiency bonus. So a gem of seeing truth would aid a perception test as if the pc had that proficiency and if they already have it would give them advantage.

Attunements are not deeply magical. They are keys that unlock the gates of power within. Thus, the number of attunements and their degree of potency is dependent upon the quintessence of the character.

Item Attunements: Magics that emerge from bonding with an item that was made to unlock a specific ability or enhance something in the user. A ring of invisibility. A sword of flame. A circlet of intellect.

Blood Attunements: Magics that emerge after reaching a certain proficiency status that are buried in your ancestry. Can replace a Feat/bonus point. Use up an attunement slot.

Alchemical Attunements: Magics that emerge through the introduction of foreign materials of magical nature to a pattern. Elixers, tattoos, silver hands, dragon scales surgically installed into the body etc.

Locus Attunements: Magics that emerge from a location. Increase of lifespan by multiplier of proficiency bonus from drinking water from the well that the god of youth was baptized at.

Status Attunements: Defender of the Realm. Long ago the wizard Benedict made sure his home would always have a champion to protect it and that fate would work to protect that champion in the most mysterious of ways. A number of times a day equal to the character’s proficiency bonus they may gain advantage on any saving throw. From that lonely tower arose a village and a city and now a kingdom. The people of the realm choose their Defender and there may only be one at a time. If the people ever choose another than the attunement will on the next dusk or dawn transfer to that person.

Sage of the Tower of Mysteries. The head scholar of the city of Azavel has the gift of deeper insight into their own mind and knowledge and the minds of other sages in the tower. They may up to a number of times equal to their proficiency rating “borrow” a proficiency from any of their subordinate scholars or gain advantage with a proficiency they already have.

Artifacts are items and creatures that have had magic added or imbued directly into them. A golem is material imbued with agency and the ability to move of its own volition. A sword with a mind and tongue of its own is an artifact. The power of the magic is within the artifact not in its user. A set of wings that can be grafted onto someone’s back are artifacts. An elixer that changes a person’s blood to flame and turning them into a creature of the elemental plane of fire is an artifact. A ring of invisibility could be an artifact if the power and uses are innate to the ring rather than the user. So an item attunement ring of invisibility would work twice a day for a 1st level PC. An artifact ring of invisibility could work 10 times a day for anyone who puts it on regardless of level or personal development. A flying shark crafted by a demented magus or the first gelatinous cube crafted by a wizard tired of cleaning the sewer are artifacts. If the creature can breed or multiply than the creatures after that are just monsters but the original remains a created artifact.

Look at combos like ars magica for two weapon, two handed, or weapon and x or one weapon.

ooda loop

Damage dice from proficiency. Deep attacks.

mace base club, hammer, mace extra hand
Sword base shortsword addon extra hand extra reach guard extra slash extra piercing
types backsword, shortsword, longsword, war sword, rapier, arming sword.
Polearms base Staff add piercing gets spear, halberd, extra reach pike.
Axe base handaxe, battle axe short axe staff
Dagger base knife add length, double bladed or rondel for piercing.

Buckler, rotella, kite, tower.

Gambeson quilted, laminated, linen, cotton, leather accents.
Maille butted or riveted
Brigandine coat of plates
Scale leather, metal
Plate and Mail
Plate Armor

Tailored and

Proficiencies including dueling and melee which provide an extra bump.

Dueling combat:
Melee combat:
Formation combat:

Buckler blocks one attack. Sword parries one attack. Shield blocks prof bonus attacks.

 

Always roll 2 sets of attack dice. Roll one 1 and drop weapon or shield and roll two 1s and it has a chance of breaking. Quality levels can change this and strength of attack by pc or defended against pc might change this.

wisdom is arguably more important with fencing than strength once an adequate amount of strength is reached. Observation, measure, and tempo are wisdom based while quickness with feet is dexterity and speed of hands is strength impacting reaction.

naive: Add nothing and has disadvantage
Exposed: Add nothing
familiar: Add half of proficiency bonus
proficient: Add proficiency bonus
expert: Double proficiency bonus
master: remove one source of disadvantage from the skill or attack type on tests

attack gains mechanical advantage so any further attacks have advantage until the patient uses a tempo to “recover”

Lunge attack uses movement and adds to reaction with dexterity using 1.5 tempo and avoiding an opportunity attack from closing.

Reading tells: uses an half tempo to allow agent to add wisdom to an attack or defense total.

Buffalo attack: uses 1 and a half tempo to move and attack allowing him to add strength to next attack roll and damage (usually it basically doubles mod). Gives proficient patient advantage on their attack and allows the expert to steal the initiative.

expert (when you get an extra attack you gain expertise choice from ranger/fighter/paladin) can steal initiative and counter attack when enemy makes mistakes. Applies to spellcasters as well allowing defensive spell evasions.

counterspell: half tempo action that lets you add your stat + prof mod to your or an allies saving throw.

 

Battle of Bouvines: On both sides a few thousand troops were killed and a few thousand were wounded but only 2 knights were killed. 300 captured.
William Marshall defeated 103 knights in 10 months.
Battle of Philippololis in 1208 Henry with 2000 men defeated a bulgar army of 33,000.
Henry and 260 knights defeated without a loss a 10,000 byzantine force.

Eustace de Malenghin yelled “Death to the French!” Was surrounded by french knights after one got his head in an arm lock and pulled off his helm. A second knight than stabbed him with a dagger through the exposed neck into his breast.
Stephen de Longchamp was killed by a dagger that slipped through his eye slit on his helm.
All the documented knightly casualties from a battle lasting from noon to dusk.

13th century knights could be subjected to sword and pike thrusts and still get up and remount. Judicial duels lasting for hours as knights flailed away fracturing bones and smashing shields but rarely penetrating the armor.

Riposte: choose to parry and riposte in response to an attacker. Add your proficiency bonus to your AC. If they miss you can attack back but if they hit they broke your defense and you lose your attack.

Core, deep, and shallow hits. Body, Limbs, Helm
Shallow base damage: hands, lower legs (gauntlets, greaves, boots, and bracers)
Deep bump damage by one d6 to d8: arms, upper legs (hauberk or shirt and breeches)
Core double dice. Head and torso (Cuirass and helmet)

shallow and deep. ac different and damage bumped to go deep.

weapon defense axes and shields

dubhfhealltóir

This can be useful when making a world with a lot of different cultures with different tech levels. For example my friend Ray Feist’s novels in Midkemia during the Chaos Wars had humans dwarves and the goblinoid races invade the native lands of the elves via rifts from other worlds. So, if in your world you want the elves to be limited to bronze because of a cultural aversion to iron while having migration era humans who are sparsely armored with basic iron/mild steel gear for the most part and have a powerful dwarven kingdom with 15th century european armor and melee weapons and advanced eurosasian gunpowder weapons from that time period you can have that and have those differences make a big deal. A damascene sword with wootz steel is just going to cut through defenses that would stop a bronze blade cold. A renaissance period pole-axe is probably the most dangerous duelist melee weapon in history and a halberd is the equivalent martial weapon for a formation. A duel between a plate armored dwarf with a pole-axe vs a Jute with a spear and boss held viking shield wearing a gambeson and a chain shirt over that is going to be over very quickly unless fate or a massive skill discrepancy gives the Jute a chance. An elf with a laminated linen gambeson with some leather accents like gauntlets, bracers, and boots and a bronze tipped spear would face an even greater disadvantage than the Jute. Or a dwarf with an arbalest vs an elf with a simple plain short bow.

Depending on relations between cultures those who use non-native tech may get into strange social interactions. Or things may be adapted like german solingen sabre blades put on tulwar hilts in india. An elf with a tempered dwarven steel blade designed to look like their bronze leaf style swords on an elven hilt might extract some intimidation in certain circles if such weapons were rare and limited to high status people.

Light d4 weapon under 2 pounds.
medium d6 2 to 4 pounds
heavy 2dX more than 4 pounds.

Large Size +1 step for weapons tailored to Large creatures or large or long weapons like Polearms.
+1 step for 2 handed
+X to damage: for technology, magic, and construction (what gives what bonus is just flavor like a mild steel blade made from pure elemental iron mined in the outer planes and dipped into oil annointed by the sun god or a relic of a high tech world using carbon nanotubes or a bronze age shaman who while the bronze was poured into the mold meditated and connected to the bronze causing it to harden and cast out any impurities or flaws. Useful for roleplaying but any complexities can just be made equivalent with a modifer)
+X to hit: for tailored to user/bespoke (see above) Easiest is + half your proficiency bonus.
Simple weapon: base damage
Duelist weapon: +1 step
Martial weapon +1 step. If proficient and trained in the formation technique the damage is +1 step on the battlefield when in formation with at least one ally within five feet. Two soldiers with spears in an alley would count if facing the same direction and next to each other. A soldier by themselves surrounded by enemies would not get the martial bonus.
secondary damage type -1 step
d8 rapier used to do blunt damage with a pommel strike would do d6.
Roll two dice in all combat and if both succeed you roll twice the dice in addition to any gained from a crit. A double crit doubles the final total. Just get used to always rolling two dice even when advantage and disadvantage aren’t in play. Greater success.

stones of mora stenar sten mora ang meadow scone: upon being elected king by the people the character gains an appropriate epic boon even if not of a high enough level for as long as the people support the king.

 

wisdom is arguably more important with fencing than strength once an adequate amount of strength is reached. Observation, measure, and tempo are wisdom based while quickness with feet is dexterity and speed of hands is strength impacting reaction.

naive: Add nothing and has disadvantage
Exposed: Add nothing
familiar: Add half of proficiency bonus
proficient: Add proficiency bonus
expert: Double proficiency bonus
master: remove one source of disadvantage from the skill or attack type on tests

attack gains mechanical advantage so any further attacks have advantage until the patient uses a tempo to “recover”

Lunge attack uses movement and adds to reaction with dexterity using 1.5 tempo and avoiding an opportunity attack from closing.

Reading tells: uses an half tempo to allow agent to add wisdom to an attack or defense total.

Buffalo attack: uses 1 and a half tempo to move and attack allowing him to add strength to next attack roll and damage (usually it basically doubles mod). Gives proficient patient advantage on their attack and allows the expert to steal the initiative.

expert (when you get an extra attack you gain expertise choice from ranger/fighter/paladin) can steal initiative and counter attack when enemy makes mistakes. Applies to spellcasters as well allowing defensive spell evasions.

counterspell: half tempo action that lets you add your stat + prof mod to your or an allies saving throw.
Battle of Bouvines: On both sides a few thousand troops were killed and a few thousand were wounded but only 2 knights were killed. 300 captured.
William Marshall defeated 103 knights in 10 months.
Battle of Philippololis in 1208 Henry with 2000 men defeated a bulgar army of 33,000.
Henry and 260 knights defeated without a loss a 10,000 byzantine force.

Eustace de Malenghin yelled “Death to the French!” Was surrounded by french knights after one got his head in an arm lock and pulled off his helm. A second knight than stabbed him with a dagger through the exposed neck into his breast.
Stephen de Longchamp was killed by a dagger that slipped through his eye slit on his helm.
All the documented knightly casualties from a battle lasting from noon to dusk.

13th century knights could be subjected to sword and pike thrusts and still get up and remount. Judicial duels lasting for hours as knights flailed away fracturing bones and smashing shields but rarely penetrating the armor.

Riposte: choose to parry and riposte in response to an attacker. Add your proficiency bonus to your AC. If they miss you can attack back but if they hit they broke your defense and you lose your attack.

Core, deep, and shallow hits. Body, Limbs, Helm
Shallow base damage: hands, lower legs (gauntlets, greaves, boots, and bracers)
Deep bump damage by one d6 to d8: arms, upper legs (hauberk or shirt and breeches)
Core double dice. Head and torso (Cuirass and helmet)

shallow and deep. ac different and damage bumped to go deep.

weapon defense axes and shields

Show grappling with a sword blood and iron and magna mousey videos. Longsword:bashing vs halfswording Shields become obsolete for protective purposes once effective armor is developed.

Modular damage, AC, DC, to hit, type of damage for weapons, armor penetrating/sharpness. Dueling is one on one. Mass melee is vs more than one enemy. With a cloak, buckler, shield, or second weapon you can used dueling bonus with a second opponent at the same time.

Rapier quick and easy to defend +1 DC when dueling, swept hilt and quillons +1 to AC from hand protection, quick and easy to attack + 1 to hit when dueling, upgraded to piercing damage type (2). Sidesword would be the same but damage bumped up one step from d6 to d8 and allow both piercing and slashing attacks.

Optional armor rule with parts and type with damage reduction.

Replace +1 through +3 with mastercrafted weapons and armor that are only as good as the PC using them. Uses half Proficiency bonus.
Personalized Weapons provide half proficiency as a bonus to hit. The weapon has a balance, design, and dimensions that allow the character to operate at peak effectiveness.
Personalized tools, high quality boots that help with fatigue after marching etc.
Cost: 25 gp + 100% base cost of the item and character must be proficient with the item in order to be able to tailor the item to their needs. The time to manufacture is 50% longer which is built into the increased price of the item and the maker must have an equal or higher proficiency bonus for the character to gain the full effects. Thus a skilled journeyman with a proficiency bonus of +2 can make a fine personalized blade for a 1st level Paladin but a 10th level Paladin would only gain a +1 because the crafter limits the max.

Magic items and artifacts will upon attunement will usually automatically personalize themselves to their weilder. Thus a magic sword will duplicate the to hit bonus of a personalized mundane sword.

Mastercrafted weapons increase damage by being sharper or more durable than a typical weapon of its type. The smith can make an item with a bonus equal to half their proficiency in their art.

Cost: 50 gp + x10 base cost of item. A smith with a +6 Proficiency can make a mastercrafted weapon of +3.

Personalized or Bespoke items are designed for a specific individual and allow the character to have a better chance at success or easier to use. Mastercrafted items are made with better materials and have greater effect in use. For armor a Bespoke chainmail would fit better allowing for the character to apply part or all of their dexterity to their AC. A Mastercrafted chainmail would increase the AC of the armor. A mastercrafted bespoke armor would do both.

Mastercrafted armor may instead of increasing AC provide damage resistance equal to half the proficiency rating of the smith to two types of damage. A dragonscale armor might provide 2 points of protection from slashes and fire.

Personalized (tailored) gear adds half user’s Proficency to the Dex Modifier as a max for armor. So a tailored Chain Mail for a 1st level fighter would allow for a max of 1 since that is his proficiency.
Tailored and Mastercrafted Armor: If you have weapon proficiency and sufficient strength add proficiency to AC. Takes months to make equal to base AC bonus. 100 gp x base AC bonus plus base cost x 100. Uses rare ingredients and unique alloys/leathers.
Items that increase a stat either boost to that level of provide up to proficiency bonus.
A being may be under the effect of a number of positive spells, enchantments, and magic items equal to their proficiency bonus. If you are at max and an ally tries to cast a buff spell on you it just rolls off unable to anchor any part of its weave into your pattern.
Magic tattoos. Magic enhancements. Weaving magic into people, places, and things.

Remove the three magic item attunements and replace with the above.
Having negative spells or cursed items counts towards your maximum. This means that it is a valid tactic to lay down a lot of negative effects on a powerful target to prevent them from using a buff later on. However if multiple negative effects are in play at once and reach the pc’s max than any additional magics will have to overwhelm one of the existing spells and replace it if it gets a higher number.

Magic enhancement/enchantment weaves your own magic into new patterns providing new abilities or powers. Waterbreathing, flight, stoneskin etc. The amount of the enhancement is based on the strength of the person’s on lifeforce or personal weave.

So, a PC with a proficiency of +2 could have a magic sword and still have room for a bless spell but no more than that. This prevents buff central.

The true magic is in the hero or the villain not in an item. All the item or enchantment does is open up a channel for that inner force to emerge into the world. So a belt of strength isn’t a +2 or a +4 but provides a bonus equal to the character’s proficiency bonus. More powerful items are those with layered effects like a flaming sword providing a +2 to hit and damage with a 1d6 to damage.

hmm…provide half proficiency bonus for swords and armor. For variable effects like flame damage double proficiency bonus as die type. A proficiency of +3 would provide a d6 flame.

For attribute boosting the bonus doesn’t effect the attribute it effects the bonus. So a +2 bonus to strength doesn’t raise a strength from 16 to 18. It raises a +3 to a +5.

If magic adds to a skill roll it adds equal to proficiency bonus. So a gem of seeing truth would aid a perception test as if the pc had that proficiency and if they already have it would give them advantage.

Attunements are not deeply magical. They are keys that unlock the gates of power within. Thus, the number of attunements and their degree of potency is dependent upon the quintessence of the character.

Item Attunements: Magics that emerge from bonding with an item that was made to unlock a specific ability or enhance something in the user. A ring of invisibility. A sword of flame. A circlet of intellect.

Blood Attunements: Magics that emerge after reaching a certain proficiency status that are buried in your ancestry. Can replace a Feat/bonus point. Use up an attunement slot.

Alchemical Attunements: Magics that emerge through the introduction of foreign materials of magical nature to a pattern. Elixers, tattoos, silver hands, dragon scales surgically installed into the body etc.

Locus Attunements: Magics that emerge from a location. Increase of lifespan by multiplier of proficiency bonus from drinking water from the well that the god of youth was baptized at.

Status Attunements: Defender of the Realm. Long ago the wizard Benedict made sure his home would always have a champion to protect it and that fate would work to protect that champion in the most mysterious of ways. A number of times a day equal to the character’s proficiency bonus they may gain advantage on any saving throw. From that lonely tower arose a village and a city and now a kingdom. The people of the realm choose their Defender and there may only be one at a time. If the people ever choose another than the attunement will on the next dusk or dawn transfer to that person.

 

Sage of the Tower of Mysteries. The head scholar of the city of Azavel has the gift of deeper insight into their own mind and knowledge and the minds of other sages in the tower. They may up to a number of times equal to their proficiency rating “borrow” a proficiency from any of their subordinate scholars or gain advantage with a proficiency they already have.

Artifacts are items and creatures that have had magic added or imbued directly into them. A golem is material imbued with agency and the ability to move of its own volition. A sword with a mind and tongue of its own is an artifact. The power of the magic is within the artifact not in its user. A set of wings that can be grafted onto someone’s back are artifacts. An elixer that changes a person’s blood to flame and turning them into a creature of the elemental plane of fire is an artifact. A ring of invisibility could be an artifact if the power and uses are innate to the ring rather than the user. So an item attunement ring of invisibility would work twice a day for a 1st level PC. An artifact ring of invisibility could work 10 times a day for anyone who puts it on regardless of level or personal development. A flying shark crafted by a demented magus or the first gelatinous cube crafted by a wizard tired of cleaning the sewer are artifacts. If the creature can breed or multiply than the creatures after that are just monsters but the original remains a created artifact.

Look at combos like ars magica for two weapon, two handed, or weapon and x or one weapon.
Damage dice from proficiency. Deep attacks.

Profane Geometry
Sacred geometries allowing entities to lay claim to a genius loci or domain. Frey the Protector of Tor Halek claims the entire city and its territory as her own giving her advantage and various powers within her sanctum and diminishing the might of other powers. Binders can craft and shape the land or architecture to help bind the land to themselves or another. They can bind a people through a title or mantle like Prince of the Ceiflings as well. Certain bloodlines can also produce a single heir to the line until one dies. A shrine or temple is another example.

Look up special monsters who had unique powers in their home.
mace base club, hammer, mace extra hand
Sword base shortsword addon extra hand extra reach guard extra slash extra piercing
types backsword, shortsword, longsword, war sword, rapier, arming sword.
Polearms base Staff add piercing gets spear, halberd, extra reach pike.
Axe base handaxe, battle axe short axe staff
Dagger base knife add length, double bladed or rondel for piercing.

Buckler, rotella, kite, tower.

Gambeson quilted, laminated, linen, cotton, leather accents.
Maille butted or riveted
Brigandine coat of plates
Scale leather, metal
Plate and Mail
Plate Armor