Holocron

Weapon Sundering

Variant Rules · optional rule

YYou can attempt to damage, and potentially destroy, a weapon held by a hostile creature. On your turn, you can take the Sundering action to damage an enemy's weapon. Make a melee weapon attack roll with disadvantage against the target's Armor Class as normal. If the attack hits, roll weapon damage and instead apply the damage to one weapon being wielded by your target.

Weapon Hit Dice and Hit Points

A weapon's hit points are presented both as Hit Dice and hit points. A weapon has a number of Hit Dice equal to twice its damage dice. For instance, a blaster rifle has a 1d8 damage die, so it has 2 Hit Dice, which are d8s. A weapon's hit points are determined by taking the average of its hit dice. For instance, a blaster has 2 Hit Dice, which are d8s, so it has 9 hit points on average, as shown in the Hit Dice Average table below.

Hit Dice Average

Hit Die Average Hit Points per Hit Die
d4 2.5
d6 3.5
d8 4.5
d10 5.5
d12 6.5

At the GM's discretion, some weapons might be resistant, immune, or even vulnerable to certain types of damage. Enhanced weapons are resistance, or even immune, to damage from unenhanced weapons.

Repairing Damaged/Broken Weapons

A weapon is destroyed when it drops to 0 hit points. As long as a weapon has 1 or more hit points remaining, a character can attempt to perform minor repairs by spending one or more of the weapon's Hit Dice at the end of a short rest, up to the weapon's maximum number of Hit Dice. To restore hit dice, the player must first make an Intelligence (Technology) check If a weapon has at least 1 HP remaining, you can attempt to make minor repairs to it during a Short Rest. To attempt to restore HD, a character must make an Intelligence (Technology) roll. The DC is 8 + the amount of damage the weapon has taken. The player has advantage on the roll if they know the mending tech power or are proficient with the appropriate artisan's tools (armstech's tools for blasters and vibroweapons, artificer's tools for lightweapons). On a failure, the Hit Die is expended and no hit points are restored. On a success, the player can spend the weapon's Hit Dice to restore hit points. The player can decide to spend an additional Hit Die after each roll.

A weapon regains Hit Dice when serviced by a professional with the appropriate artisan's tools, who can repair the weapon over a number of hours equal to the size of the weapon's damage dice. For instance, a blaster rifle has a 1d8 damage die, so it would take 8 hours to repair. This service costs half the value of the weapon.

In reality, lightweapons are probably more effective than vibroweapons when it comes to sundering weapons. For the sake of balance, they aren't. At the GM's discretion, weapons might be resistant to kinetic damage, or vulnerable to energy damage, to represent this effectiveness.

A player can choose to specialize their character with the following features.

Fighting Style

Certain class features or feats offer your choice of Fighting Style. As a part of this variant rule, you should allow your players to take the following Fighting Style instead of the options listed in the Player Handbook. You can't take a Fighting Style option more than once, even if you later get to choose again.

Sunder Fighting

You are skilled at striking in order to damage, and potentially destroy, your enemies' weapons. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • You no longer have disadvantage on Sundering attack rolls.
  • When a foe hits you with a Sundering attack, you can use your reaction to add a +5 to your armor class vs the triggering attack. If this causes the attack to miss, your weapon does not take any damage.

Fighting Mastery

A feat represents a talent or an area of expertise that gives character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. As a part of this variant rule, you should allow your players to take the following feat instead of the options listed in the Player Handbook.

Sundering Mastery

You have mastered rending your foes' weapons, leaving them impotent and vulnerable to your follow up attacks. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • Before you make a Sundering attack with weapon that you are proficient with, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack's damage.
  • On your turn, when you score a critical hit with a Sundering attack or reduce a weapon to 0 hit points with one, you can make one melee weapon attack as a bonus action.