In 5.5E, some of the less popular weapons enjoy a bit of a review thanks to the addition of weapons proficiency properties. One of the coolest newest things in 5.5E is the weapons learning properties. If you're playing the game at all, you're probably at least a little familiar with them. These are small extra wrinkles that can get you out of your weapon if you're the right kind of character. Carefully trained fighters may defeat someone, attack them freely, or put themselves in their advantage. As a result, weapon options that were less popular, like Maul and Scimitar, are enjoying a revival. If you're used to the 5E, it may be worth checking out some of the weapons on this list. Maul Mauls creates a list, as you can imagine. These were two-handed hammers that were a bit ok with the D&D 5E. They were big, heavy two-handed weapons that were less popular than their counterparts, the Great Sword and the Great Axe. However, at 5.5E, the mall has a new purpose. There are actually different rules to the Great Sword (it's just a lot of weight). The mall comes with a facility for learning fallen weapons. This means that whenever you attack an enemy, you need to save the Constitution to 8 or higher. And if they fail, now they tend to. In addition to taking damage from being hits. This leads to all sorts of follow-ups. Being easy means they're going to give you advantage with your next attack before they stand up. It's especially strong when there are multiple attacks. Scimitar talks about multiple attacks. Scimitar is enjoying a revival now for just that. The Saimiter has become the best dual-weekle weapon in your hands. This is because Scimitars comes with Nick properties. This means that when attacking with weapons with light properties, you can perform additional attacks as free actions rather than as bonus actions. Pair the Scimitar with something like a short sword and get a Vex (for profit) and you can really go to town. But if you want to do double acts, scimitar will become your best friend. Trident Trident is a feast for 5.5e. Not only do they do more damage than spears (which means there's a reason to take it), they are versatile (1d10) and can be thrown. Plus, you can throw it to 20 feet without penalty and have fallen property. So if you hit someone, even if there is a rushed trident, they may fall. When that happens, they have to spend half their movement speed to stand behind. And if you hit them 20 feet away, most monsters will not be able to contact you due to a brawl. Pike Pike is a long spear that you use to stab someone very far away. In 5.5e, it is a long, two-handed spear that can be close enough that you can stab someone as far as 10 feet or adjacent to you. In addition to that, they have the mastery properties of push weapons. You can also push them off a cliff or into harmful areas set by lava, another character, or an ongoing spell. The list continues. And Pike is qualified to master the pole arm, so you can get all the goodness from that feat too. Lance finally comes Lance. These weapons are always encouraged by mounted characters. However, with 5.5e you can do well on foot. In fact, it's pretty good to use it. Not only do they have a reach (again they're perfect for the pole arm master), but they will also bring your enemies to the ground. Again, set you up for a perfect follow-up attack. And now they work well even when you're not mounted, so there's no end to why you take the lance as your main weapon, Monster Hunter Style. Happy Adventure! Staff writers and DMs for Bell of Lost Souls, JR covers all the striped RPGs and sometimes eats sandwiches. You can ask him about reading comments (0) (email protection)
Subscribe to Updates
Subscribe to our newsletter and stay updated with the latest news and exclusive offers.