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COMBAT OVERHAUL
BY THE DUNGEON COACH
Contents Tier 3 16
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New Rules
Two-Weapon Fighting (Adjusted)
When you take the Attack Action and attack with a light
melee weapon that you're holding in one hand, you can also
make the same number of attacks with a different light melee
weapon that you're holding in the other hand. You don't add
your ability modifier to the damage of the additional attack(s),
unless that modifier is negative. If either weapon has the
Thrown property, you can throw the weapon, instead of
making a melee attack with it.
Nunchucks 1d6 Bludgeoning Light, Thrown (20/60) Light Crossbow 2d6 Piercing Ammunition (80/320),
Two-Handed, Reload
Meteor 1d6 (1d8) Light, Versatile (1), Aquatic
Hammer Bludgeoning
Special Weapons
Hammer Weapons
Dart 1d4 Piercing Special, Thrown
Club 1d4 Bludgeoning Light, Thrown (20/60), (20/60)
Concealable
Throwing Star 1d4 Slashing Special, Thrown
Light Hammer 1d6 Bludgeoning Light, Thrown (20/60)
(20/60)
Mace 1d6 (1d8) Light, Versatile
Boomerang 1d6 Bludgeoning Special, Thrown
Bludgeoning
(20/60)
Puncture Weapons
Blowgun 1 Piercing Special, Ammunition
Climbing Pick 1d4 Piercing Light, Thrown (20/60), (Needle) (25/100), Reload (1)
Special
Spiked 1d6 Piercing Light, Thrown (20/60)
Hammer
Pickaxe 1d6 (1d8) Piercing Light, Versatile
Staff Weapons
Stick 1d4 Bludgeoning Light, Thrown (20/60),
Concealable
Baton 1d6 Bludgeoning Light, Thrown (20/60)
Quarterstaff 1d6 (1d8) Light, Versatile
Bludgeoning
Sword Weapons
Dagger 1d4 Slashing Light, Thrown (20/60),
Concealable
Machete 1d6 Slashing Light, Thrown (20/60)
Shortsword/ 1d6 (1d8) Slashing Light, Versatile
Scimitar
Thrust Weapons
Stake 1d4 Piercing Light, Thrown (20/60),
Aquatic, Concealable
Javelin 1d6 Piercing Light, Thrown (20/60),
Aquatic
Spear 1d6 (1d8) Piercing Light, Versatile, Aquatic
Unarmed Weapons
Knuckles/ 1d4 Bludgeoning Light, Ensnaring
Gauntlets
Hand Claw 1d4 Slashing Light, Ensnaring
Hand Hook 1d4 Piercing Light, Ensnaring
Whip Weapons
Scourge Whip 1d4 Slashing Light, Reach,
Concealable
Snake Whip 1d6 Slashing Light, Reach
Bull Whip 1d10 Slashing Reach (x2), Heavy,
Unwieldy
Great Whip 1d12 Slashing Reach, Heavy, Unwieldy
Armor table
Armor Name Cost Armor Class (AC) Strength Stealth Acrobatics
Light Armor
Padded 5 gp 11 + Dex Mod - - DisADV
Leather 25 gp 11 + Dex Mod - - -
Studded Leather 75 gp 12 + Dex Mod - - -
Medium Armor
Hide 10 gp 12 + Dex Mod (max 2) - - -
Chain shirt 50 gp 13 + Dex Mod (max 2) - - -
Scale mail 100 gp 14 + Dex Mod (max 2) - DisADV -
Breastplate 400 gp 14 + Dex Mod (max 2) - - DisADV
Half plate 750 gp 15 + Dex Mod (max 2) - DisADV DisADV
Heavy Armor
Ring mail 50 gp 14 - DisADV -
Chain mail 150 gp 16 Str 13 DisADV DisADV
Splint 500 gp 17 Str 15 DisADV DisADV
Plate 1,500 gp 18 Str 15 DisADV DisADV
• A creature rolls a 7 to hit, that would deal 10 damage → That Medium Armor Prof. Bonus
misses you → you take 0 damage.
• A creature rolls a 15 to hit, that would deal 10 damage → Heavy Armor 2x Prof. Bonus
That hits your ARMOR → you REDUCE the 10 damage
down by 8 damage, and only take 2 damage.
• A creature rolls a 22 to hit, that would deal 10 damage →
That hits YOU (weak spot/ bypasses armor/ etc) → you take All Examples from above work the exact same here but you
the full 10 damage from the hit. calculate your AR differently.
Basically anytime you get hit within your EC-AC range you Example: If you had Heavy Armor and had an EC-AC range of
reduce the damage of the attack by your AR. Everything else 10-18 (like above) then it also matters what level you are. So
is either a full hit or a full miss. let's say you are level 5 and have a prof. bonus of +3. Your AR
would be 2x that since you are wearing Heavy Armor, so your
AR = 6. You would now subtract 6 from any damage that hits
you in your EC-AC range.
Glancing Blows
This is a very popular homebrew that you can add into this
system. Basically, if someone EXACTLY hits your AC then
you take half damage from the attack. So if your AC is 18 and
someone rolls a 18 to hit, yes it still hits you… but you take
HALF damage.
This system can EASILY be applied to my EC-AC Armor
System. If someone hits you within your EC-AC range then
it becomes a Glancing Blow, and you take half damage from
the attack.
The biggest disclaimer here is if you choose this method,
lower level characters will be taking a LOT more damage.
Since they will always be taking at least half damage, it cannot
be reduced to 0. The upside to this system is that if a character
gets hit by a HIGH damage attack, you can potentially reduce
the damage by a lot more than in the other systems. With
the other systems, the most you can reduce the damage of an
attack is between 12 and 15 (ish) damage, but with this system
you could reduce the damage of an attack that would normally
deal 50hp down to 25 instead. The higher the character’s level
the more likely they are to take bigger hits of damage and see
the benefits of this option.
Shield table
Armor Name AC Properties Strength Stealth Acrobatics
Light Shields
Light Shield +1 Stable - - -
Buckler +2 Defensive - - DisADV
Deflector +1 Deflecting - - -
Disk Buckler +1 Thrown - - -
Medium Shield
Medium Shield +2 - - - -
Cavalry Shield +2 Mounted Defense - DisADV -
Kite Shield +2 Offensive - - DisADV
Heavy Shield
Tower Shield +3 Shield Wall 13 DisADV DisADV
Heavy Shield +4 Bulky, Defensive, Protective 15 DisADV DisADV
Bulwark +4 Bulky, Deployable, Shield Wall 15 DisADV DisADV
Defensive Stance: While wielding a shield, you can use a Requires: Unarmored or Light Armor
Bonus Action to enter a defensive stance until the start of Maneuver: As a Reaction, you can switch places with an ally
your next turn. For the duration, you gain 1 level of Defense, who wants to maneuver into your position. When an allied
to a maximum of Protected. creature moves into a space you control, it can end its move
Requires: Shield there if you use your Reaction to immediately move into
the space it previously occupied. You must be able to move
Offensive Stance / Prime: As a Bonus Action you can mark a into that space and it can’t be more than 5ft away from
creature that’s beyond your reach until the start of your next you. Any creature that could make an Opportunity Attack
turn. If the creature moves within your reach during this time, against you can no longer do so, but can instead make an
you can use a Reaction to make a weapon attack against it. Opportunity Attack against the creature entering the space
Requires: Weapon (Any) you previously occupied.
Parry: When another creature hits you with a melee attack,
you can use your Reaction to add your prof. bonus to your
AC for that attack, potentially causing the attack to miss you.
Requires: Melee Weapon (except Whips, Chained, or Heavy)
Protect: When a creature you can see attacks a target
other than you that is within 5ft of you, you can use your
Reaction to interpose your shield between your ally and the
attack, granting your ally the AC bonus from your shield
against the attack.
Requires: Shield
Shield Block: When you are hit by an attack that deals damage,
you can use a Reaction to raise your shield against that attack.
You gain a bonus to your AR value equal to the AC bonus that
the shield grants you.
Requires: Shield
Metal
Armor, shields, and weapons are most commonly crafted out
of various types of common or precious metals. Steel, bronze,
and iron are commonplace, but some smiths forge rare items
out of these rare materials.
Adamantine
Adamantine is one of the hardest substances in existence. It’s
an ultrahard metal found in meteorites and extraordinary
mineral veins.
Weapon: Melee weapons and ammunition made from or
coated with adamantine are unusually effective when used to Mithral
break objects. Whenever an adamantine weapon or piece of Mithral is a light, flexible metal. A mithral chain shirt or
ammunition hits an object, the hit is a critical hit. breastplate can be worn under normal clothes. Items made of
Armor & Shield: While you're wearing armor or wielding mithral weigh half as much as normal.
a shield made with adamantine, any critical hit against you Weapon: A weapon made of mithral loses the Heavy
becomes a normal hit. property, or gains the Light property if it does not have the
Heavy property.
Armor: If the armor normally imposes DisADV on Stealth or
Acrobatics Checks or has a Strength requirement, the mithral
version of the armor doesn’t. It also removes the Bulky and
Cumbersome properties.
Shield: All shields made from mithral have the Thrown
property for 2x the distance and lose the Bulky property.
Silver
Silver is known for its potency against incorporeal and
shapeshifting creatures. Silvered weapons have properties
to both deal damage to these creatures and protect
yourself from them.
Weapon: When you make a weapon attack and hit an
incorporeal or shapeshifting creature with a weapon or piece
of ammunition made from silver, the attack’s damage bypasses
any resistances or immunities to the damage, and the target
suffers an extra 1d4 damage.
Armor: While wearing armor made of silver, you have
ADV on saves made to resist the effects from incorporeal or
shapeshifting creatures.
Shield: You double the AC from your shield against any attacks
from incorporeal or shapeshifting creatures.
Shadewood
Shadewood is harvested from forests located on the shadow
plane. Its weight and texture are the same as normal wood,
but its colors are grayscale with a high contrast between
different shades of black and gray. There is a strange sense of
altered reality when holding shadewood, as if it might be some
elaborate illusion.
Armor and weapons can be made with shadewood. Such
items always seem to be illuminated poorly, as if in lighting
one step darker. A shadewood item is invisible in darkness,
even if perceived by a creature with Darkvision or who can
see in magical darkness.
Weapon: When you make a weapon attack using a weapon or
piece of ammunition made from shadewood, you gain a +1
bonus on your attack roll if the target of your attack is in an
area of dim light (+2 in darkness). The weapon breaks after
3 attacks against anything that is made of flames or that can
ignite wood (such as a fire elemental).
Armor: While wearing armor made from shadewood, you
have ADV on Stealth Checks while in areas of dim light,
and you are considered Invisible while in areas of darkness.
The armor breaks after 3 times of taking 10 or more Fire
damage in one hit.
Shield: While wielding a shield made from shadewood, your
AC increases by 1 while in areas of dim light (+2 in darkness).
The shield breaks after 3 times of taking 10 or more Fire
damage in one hit while raised (such as when using the Shield
Block martial technique).
Pulsating Beacon You can use Split Earth 3/LR. Stoneshaker recharges on a
long rest when it is left in contact with any piece of stone or
Heroic Sword (Attunement) earthen material.
This shiny, well-polished sword shines with a brilliant glow
when drawn, illuminating a 20ft area around it with bright
light, and deals an extra 1d4 Radiant damage.
Consecrated Ground: As an action, you can plunge the
sword into the ground and create a shining beacon
where you stand. This beacon sheds dim light in a 20ft
radius sphere as divine sigils cover the ground. Enemies
treat this area as difficult terrain. Allies that start their
turn within this area gain temporary HP equal to your
prof. bonus, and have ADV on Con Saves and against
being Frightened while within it.
This effect lasts for 1 minute or until the sword is removed
from the ground. The weapon cannot be used in this way
until the next dawn.
Quickblow Weapon
Wondrous Martial Weapon
When you are wielding only this weapon in your hands,
you can make an attack as a Bonus Action without adding
your ability modifier to the damage roll.
Wondrous Armor
This armor was crafted by a master Dragonsmith. While
wearing this armor, you take reduced damage equal to
your prof. bonus against attacks that deal damage based on
the dragon’s type used to craft this armor (Acid, Cold, Fire,
Poison, or Lightning).
This armor has the Decorative property and gives you ADV
on saves against effects caused by harsh weather conditions.