D20 Patch: Weapons

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## Weapons

**Size:** Creatures can wield weapons smaller than them in one hand, and weapons one size smaller, the same size, or larger in two hands. Size determines the weapon's hit points. A small weapon has 5 hit points; double this for every size larger, and halve it for every size smaller (minimum 1).

The listed weapons are designed for medium creatures. Weapons can be made a size larger by using 8 times the material (multiplying the weight), or smaller for 1/8 times the material, to accommodate users of other sizes. // Need to figure out the damage of other sizes, now that the number of damage dice affects critical damage.

**Attack:** An item penalty to attack rolls with this weapon. The Proficiency skill can reduce this penalty. // New Skill: Proficiency. Has subskills. Each skill point in Proficiency[Swords] reduces the total penalty to attack with swords by 1.

**Damage:** How much damage the weapon deals on a successful attack, and which type (bludgeoning, piercing, or slashing). Damage types with like "P/S" can deal either one, chosen before the attack is rolled. Damage types like "P&S" deal both, gaining the benefits of both but affected by resistance to either.

**Material:** The material the weapon is made of. If two are listed, the first is the striking surface, and the second is what it's primarily made of; for example, a spear with a steel tip and wooden haft would say "Steel/Wood". Use the first material for determining the weapon's damage, and the second for determining it's hardness. When using special materials, the striking surface of such weapons typically accounts for 1/4 the total weight.

**Weight:** Creatures can wield weapons up to 1/3 their light load in one hand, or 1/2 in more than one.

**Category:** The category of weapon. The Proficiency skill has a subskill for each one except exotic; each exotic weapon has its own subskill.

### Properties

**Attached:** This weapon is worn on the listed part of your body, becoming anchored to it, and cannot be disarmed unless it is broken. Unless stated otherwise, it does not not use a hand to wield it, or does not prevent you from using that hand to wield other weapons. Each body part can only have one weapon attached at a time.

You can only benefit from the following properties if your item penalty is -3 or less.

**Brace:** When you ready an action to attack a particular creature, if either the target or your mount is charging, the attack roll gets an advantage.

**Deadly:** When your attack is a critical success, the weapon deals an additional damage die.

**Disarm:** When used to attempt a disarm maneuver, this weapon gets a +2 bonus.

**Double:** When wielded in two hands, you may attack with each end as a separate weapon 2 sizes smaller. Each double weapon lists the damage of each end.

**Finesse:** When using dexterity for melee attacks, you may add your strength modifier to damage. // This relies on the Finesse rule in Stats.

**Grapple:** You may use this weapon to attempt a grapple maneuver. If successful, the weapons deals damage like a normal attack, and the grappled target becomes anchored to the weapon, not to you.

**Trip:** You may use this weapon to attempt a trip maneuver. If successful, it deals damage like a normal attack.

### Attacking

**Critical Success:** When your attack passes the target's AC or save by 10 or more, for every 10 it passes by, you get an advantage on all effects of that attack, and apply bonuses to damage an additional time. This includes all damage dealt, the DC of poisons inflicted (but not their effect), and so on. Spells can only critically succeed the first time they affect the creature, but get an advantage on all future rolls against that creature if they do.

**Throwing:** You can throw any weapon up to half a light load with a 10ft range increment, or up to a light load with a 5ft increment, to a maximum of 5 increments. However, the item penalty to attack is doubled before being reduced by proficiency.

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