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A Plague Tale: Innocence Dynamically upscales to 4K resolution from internal 1080p resolution. Higher quality textures.
Abzu 2400×1350 resolution, 45-60fps, more fish on screen.
Anthem Higher frame rate.
Arizona Sunshine (VR) 1080p resolution, MSAA anti-aliasing, better rendering, increased LOD and draw distance.
ARK: Survival Evolved 720p at 60fps or 1080p at locked 30fps with detail options.
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Assassin’s Creed Odyssey 4K via dynamic resolution scaling and HDR.
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Assassin’s Creed Syndicate 2880×1620 resolution, improved asset streaming.
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The Awesome Adventures of Captain Spirit 4K resolution via dynamic resolution scaling
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Battlefield 1 2880×1620 resolution, 60fps via dynamic resolution scaling, higher resolution textures, better draw distance.
Battlefield 5 Dynamic resolution scaler that results in a high of 3200×1800 and a low of 2080×1170. 60 fps maintained throughout.
Battlezone (VR) 3360×1890 resolution (downscaled to 1080p for PSVR), Dynamic cockpit lighting, increased resolution of screen-space reflections.
Batman: Arkham VR Minor graphical improvements throughout.
BioShock Remastered 2560×1440 resolution, higher resolution textures
BioShock 2 Remastered 2560×1440 resolution, higher resolution textures
BioShock Infinite Remastered 2560×1440 resolution, higher resolution textures
Borderlands 2 Locked 60fps with additional 4K textures (must be downloaded from PlayStation Store)
Borderlands: The Pre-Sequel Locked 60fps with additional 4K textures (must be downloaded from PlayStation Store)
Borderlands 3 Choice of Resolution or framerates modes. 60fps at 1080p, or 3200×1800 resolution capped at 30fps Yes, 4K 60FPS patch announced.
Borderlands: Game of the Year Edition Dynamic 1440p to 1800p resolution. Locked at 60fps.
Bound Geometry edges rendered in 4K native, inner parts of polygons rendered with multisample antialiasing and upscaled from 1080p, improved PSVR resolution
Bulletstorm: Full Clip Edition Dynamic resolution scaling up to 4K resolution support. Overall smoother frame rate.
Call of Duty: Black Ops 3 4K checkerboard resolution, HDR lighting, and higher quality textures.
Call of Duty Black Ops 4 1920×2160 max resolution (dynamic) at 60 fps, HDR.
Call of Duty: Infinite Warfare up to 4K/3840×2160 checkerboard resolution with dynamic resolution scaling.
Call of Duty: Modern Warfare Remastered Dynamic resolution that caps out at 2880×1620. Improved textures.
Call of Duty: Modern Warfare (2019) Dynamic native resolution slider gives native high of 1920×2160. Temporal reconstruction used to reach non-native 4K. HDR.
Call of Duty: WW2 Increased resolution to 2880×1660.
Concrete Genie Checkerboard 4K resolution, HDR.
Crash Bandicoot N. Sane Trilogy 2560×1440 resolution with improved textures.
Crash Team Racing Nitro-Fueled Native 2560×1440 resolution.
Crysis Remastered Checkerboard 4K resolution, HDR, unlocked framerate mode, ray-tracing mode
Darksiders: Warmastered Edition Native 4K support, doubled texture resolutions.
Darksiders II Rendering improvements. Dynamic frame rate that hits 60fps peaks.
Darksiders 3 Dynamic resolution support above 1080p.
Dark Souls 3 1920×1080 resolution, up to 60fps.
Days Gone Checkerboard rendering to achieve 4K and 30fps. Yes, Dynamic resolution with 60FPS.
DayZ Checkerboard 4K resolution or 1080p/60fps Mode.
Death Stranding Checkerboard 4K resolution.
Detroit: Become Human 2160p checkerboard rendering at 30 fps, enhanced volumetric lighting, HDR.
Deus Ex: Mankind Divided Checkerboard 4K resolution. Improved textures and HDR support.
Destiny 2 Dynamic 4K resolution. HDR support.
Devil May Cry 5 Native 3200×1800 at 60 fps.
Diablo 3: Ultimate Evil Edition up to 4K resolution with dynamic rendering, ambient occlusion, light bloom.
Dirt 4 Increased MSAA rendering, increased shadow map resolution, increased Image Based Lighting reflection resolution and accuracy.
Dirt Rally Improved resolution, trackside detail in VR.
Dishonored 2 Checkerboard 2560×1440 resolution at 30 fps.
Dishonored: Death of the Outsider Checkerboard 2560×1440 resolution at 30 fps.
The Division 4K resolution in menus only. Improved temporal anti aliasing supersampling elsewhere.
DOOM 2560×1440 native resolution with dynamic resolution scaling at 60 fps.
DOOM Eternal 2880×1440 native resolution at 60fps.
Dragon’s Dogma: Dark Arisen 2880×1440 native resolution.
Dragon Quest 11 4K Checkerboard resolution.
The Dwarves improved frame rate.
Driveclub VR Increased resolution to 1080p, improved visual effects and trackside detail.
Eagle Flight Improved draw distance and enhanced level of detail.
The Elder Scrolls 5: Skyrim Special Edition Native 4K resolution.
The Elder Scrolls Online Native 4K resolution. HDR.
EVE Valkyrie Native 1080p resolution, particle effects, new dynamic shadows and improved load times.
The Evil Within 2 Native 1260p resolution or 1080p resolution with improved frame rate.
F1 2017 Native 4K resolution at 60 fps, HDR support, improved environment reflections, enhanced shadow precision.
F1 2018 Native 4K at 60fps.
Fallout 4 2560×1440 resolution, enhanced draw distances, frame rates and godray effects.
Fallout 76 2560×1440p resolution, HDR.
Far Cry 5 Higher Resolution (checkerboard 4K) or enhanced detail at default 1080p resolution.
Farming Simulator 17 Native 4K resolution, 1440p at 60fps, 1080p at 60fps with improved draw distance. Other additions include higher quality shadows and increased draw distance.
Farpoint Increased resolution to 1080p with higher textures.
Fe Native 1260p resolution.
FIFA 17 Upscaled 4K resolution, up to 60fps.
FIFA 18 Upscaled 4K resolution, HDR.
FIFA 19 Upscaled 4K resolution, HDR
Final Fantasy 12: The Zodiac Age Native 2880×1440 resolution.
Final Fantasy 14 Improved frame rate or graphics modes. The latter offering higher detail textures.
Final Fantasy 15 3200×1800 resolution (checkerboarding) with improved texture filtering and shadows, 1080p locked at 30fps, HDR.
Final Fantasy 7 Remake Dynamic 2880 x 1620 with HDR. 30FPS.
Firewatch Upscaled 2560×1440 resolution, improved texture detail and additional flora + fauna.
For Honor Upscaled 2560×1400 resolution, 30fps locked, improved detail, shading, physics, shadows and lighting.
Fortnite Native 2880×1440 resolution at 60fps.
Full Throttle Remastered Native 4K resolution.
Ghost Recon: Wildlands Native 2560×1440 resolution, improved temporal anti aliasing, lighting, shadows, HDR support.
Ghosts of Tsushima 3200x1800 Checkboarding or Performance mode. Both run at 30FPS Yes, 60 FPS dynamic 4K
Gran Turismo Sport Checkerboard 4K resolution. HDR support. 60 fps at 1080p resolution.
Grand Theft Auto V Yes, patch announced
Gravity Rush 2 Checkerboard 3840×2160 resolution.
God of War Two options “Favor Resolution,” which runs the game at 4K resolution using checkerboard rendering, and “Favor Performance,” which displays the game at 1080p resolution. HDR. Yes, game was patched with performance mode to run at 60 FPS.
Hellblade: Senua’s Sacrifice 60 fps at 1080p resolution, increased resolution options up to 2560×1440 but with less stable framerate.
Helldivers Native 4K checkerboard resolution, 60fps, HDR.
Here They Lie 4K resolution, higher quality rendering for PSVR, better shadows, post-processing effects, dynamic flashlight shadows, ambient occlusion, HDR support.
Hitman 1440p resolution, 60fps target (but rarely reached), improved textures, shadows, reflective surfaces, post-processing effects, dynamic flashlight shadows, ambient occlusion and better texture streaming. HDR.
Hitman 2 1440p resolution, 60fps target (but rarely reached), improved textures, shadows, reflective surfaces, post-processing effects, dynamic flashlight shadows, ambient occlusion and better texture streaming. HDR.
HITMAN HD Enhanced Collection Blood Money + Absolution run at 4K Resolution and 60 FPS with Improved Lighting
Homefront: The Revolution Upscaled 4K resolution, more stable FPS, higher detail textures. HDR.
Horizon: Zero Dawn Checkerboard 4K resolution , improved effects, HDR support. 1080p with 30 fps hard lock.
Hustle Kings Upscaled to 4K resolution, 60fps. HDR support
Infamous: First Light Checkerboard 3200×1800 resolution, improved frame rate or resolution options. HDR support.
Infamous: Second Son Checkerboard 3200×1800 resolution, improved frame rate or resolution options. HDR support.
Injustice 2 2560×1440 resolution, 60fps, improved textures, lighting better lighting, motion blur and shadows. HDR support.
Jurassic World Evolution HDR only.
Just Cause 4 Dynamic 1440p Res with improved textures and reflections
Killing Floor 2 HDR only. HDR only.
Kingdom Hearts HD 1.5 + 2.5 ReMIX Native 4K resolution at 60fps.
Kingdom Hearts HD 2.8 Final Chapter Prologue Up to native 4K resolution depending on title.
King of Fighters 14 Checkerboard 4K resolution, improved models and textures.
Kingpin: Reloaded Native 4K resolution, 60 fps, improved textures.
Knack Native 3072×1728 resolution. Also includes improved frame rate or resolution option as required. Frame rate option sets resolution at 1440p or lower.
Knack 2 Native 3200×1800 resolution, or 1080p in high frame-rate mode near locked 60 fps.
Kona Higher resolution than 1080p. More stable framerate.
LA Noire Native 4K resolution, higher detail textures.
The Last of Us Remastered Choice between 60fps at 1800p resolution or 30fps at 2160p. 1080p at 30fps gives high quality shadows. HDR support. Yes
The Last of Us II Native 1440p at 30FPS
The Last Guardian 3840×2160 resolution w/variable fps, 3360×1890 at steady but more variable frame rate. 1080p locked at 30fps (requires display to be sat 1080p resolution in PS4 dashboard). HDR support.
Lego Harry Potter Collection Native- 2560×1440 resolution at 60fps.
Left Alive 2160p at 30FPS.
Let It Die 2560×1440 resolution.
Life is Strange: Before the Storm Upscaled 4K resolution.
Little Nightmares Upscaled 2880×1620 resolution at 60fps.
Madden NFL 18 Upscaled 4K resolution, HDR support. Higher frame-rate (60fps or higher) in 1080p resolution mode.
Madden NFL 19 Upscaled 4K resolution, HDR support. Higher frame-rate (60fps or higher) in 1080p resolution mode.
Mafia 3 2560×1440 resolution, enhanced shadows and frame rate.
Mafia 2 Remaster 1440p at 30 FPS
Mafia 1 Definitive Edition 1440p at 30 FPS
Man of Medan Upscaled 2880×1440 resolution on PS4 Pro with HDR support.
Mantis Burn Racing Native 4K resolution at 60fps. HDR support
Marvel’s Avengers Checkerboard 4K at 30fps locked, uncapped framerate at 1440p, HDR support.
Mass Effect: Andromeda Checkerboard 3200×1800 resolution. HDR.
MegaMan 11 2160p at 60 FPS
Metal Gear Survive Native 2880×1440 resolution. Improved framerate at 1080p resolution.
Metal Gear Solid 5: The Phantom Pain Upscales to 2560×1440 resolution on 4K screens, more stable frame rate.
Middle-earth: Shadow of Mordor 4K with dynamic scaling, or 1080p with enhanced graphical quality including 30fps and longer draw distances.
Middle-earth: Shadow of War 4K cinematics (via downloadable add-on), optional resolution boost mode (dynamic resolution) or quality mode (dynamic resolution, increased draw distances), super-sampling in 1080p.
MLB The Show 17 4K resolution, or 2560×1440 resolution with enhanced graphics, or 1080p with enhanced frame rate, HDR.
Monster Hunter World 1800p, graphics or frame rate options (both 1080p), HDR
Mother Russia Bleeds 3840×2160 resolution, improved effects.
MotoGP 17 Upscaled 2560 X 1440 resolution, 60fps, HDR support.
MotoGP 18 Upscaled 2560 X 1440 resolution, 60fps, HDR support.
NBA 2K17 Upscaled 4K resolution, 60fps, HDR support.
NBA 2K18 Upscaled 4K resolution, 60 fps, HDR support.
Neon Chrome Native 4K resolution.
Nex Machina 3360×1890 with 60fps (variable), 1080 with 60fps locked. HDR support.
Nier: Automata 1080p resolution with 60fps, improved lighting, shadows, anti aliasing, texture filtering and motion blur.
Nioh 1080p display: Movie Mode 1920×1080 resolution, high quality anti-aliasing. 30fps. Action Mode 1920×1080 resolution, 60fps. 4K display: Movie Mode 3840×2160, 30fps.
Nioh 2 Action mode to target the 60fps with dynamic resolution of 1600x900~1920x1080 then upscaled to 4K.
Ni no Kuni: Wrath of the White Witch Remastered Native 4K Movie mode with 30fps only with dynamic resolution or 1440p at 60FPS.
Ni no Kuni 2: Revenant Kingdom Movie Unlocked mode with unlocked framerate 30~60fps with dynamic resolution.
No Man’s Sky 3200×1800 with variable frame rate, improved temporal anti-aliasing, or 1080p with stable 60fps. Better textures and lighting. Yes, Patch Announced with "ultra" visuals on PS5 and Xbox Series X/S, which include improved shadows, lighting, and volumetric effects, plus greater draw distances alongside the aforementioned "thousands more objects on screen". Additionally, possible "4K at 60FPS"
Outlast 2 2560×1440 resolution, improved shadows, detail and textures. 60fps.
Overwatch 60fps, 4K UI, improved texture filtering and depth of field.
Oxenfree 60fps at 1080p resolution.
Paladins Native 4K resolution with dynamic texture scaling.
Paragon 1080p resolution at 60fps with enhanced texture detail, improved environment geometry.
PaRappa the Rapper Remastered Dynamic resolution wth 4K cap.
PES 2017 Upscaled 4K resolution at 60fps.
PES 2018 Upscaled 4K resolution at 60 fps. HDR.
PES 2019 Upscaled 4K and HDR support, upgraded lighting and shadows.
Persona 5 Royal 2160p resolution at 30FPS.
Planetside 2 Improved, uncapped frame rate.
The Playroom VR increased rendering resolution to 1080p.
Prey Enable screen-space reflections, higher quality shadows, improved textures and texture memory, anisotropic filter raised from 4X to 16x, improved particle effects.
Project Cars Dynamic 1440p Res with improved lighting, LOD and reflections
Project Cars 2 Dynamic 1440p Res with improved draw distance and AO
Pyre Native 4K resolution at 60 fps.
Red Dead Redemption 2 Checkerboard 4K resolution. HDR.
Ratchet & Clank Upscaled to 3200×1800 resolution. HDR support.
Resident Evil 7 Biohazard 3840x2160p (upscaled from 1656p resolution), supersampling anti aliasing. HDR support.
Resident Evil 2 Remake 2880x1620 at 60 FPS
Resident Evil 3 Remake 2880x1620 at 60 FPS
Resonance of Fate 4K/HD Edition (End Of Eternity) Native 4K resolution at 60FPS and better textures.
Resogun Native 4K resolution, super sampling, anti-aliasing. HDR support
Rez Infinite Native 4K resolution, 60fps. 1080p resolution in VR.
Rise of the Tomb Raider: 20 Year Celebration Multiple modes Checkerboard 4K at 30fps, 1080p at 60fps, or 1080p at 30fps with ‘enriched visuals’ (improved foliage, hair, shadows, textures and lighting).
RIGS Mechanical Combat League Lock to 1080p resolution and higher detail textures.
Rime Improvements to shadows, temporal, level of distance, texture filter, VFX, shaders, materials, reflections.
Robinson: The Journey Improved resolution to 1080p, enhanced lighting effects, longer view distances, higher quality texture filtering.
Rocket League Native 4K resolution, improved visual quality and 60 fps.
Shadow of the Colossus Cinematic mode (4K checkerboard resolution targeting 30 fps), or Performance mode (1080p at 60 fps). HDR.
Shadow of the Tomb Raider Multiple modes 4K Resolution mode, Checkerboard 4K resolution at 30 fps, and High Resolution, 1080p at 60 fps. Improved physically-based rendering, hardware tessellation, anisotropic filtering, additional dynamic foliage, and more. HDR.
Smite 4K dynamic resolution at 60fps, improved texture quality.
Snake Pass 2688×1512 resolution at 30fps or 1080p at 60fps. HDR
Sniper Elite 4 1080p resolution, 60fps, increased draw distances, lighting and shadows, high resolution textures.
SnowRunner Higher resolution textures
Spider-Man 4K checkerboard resolution (scaling between 1944p to 1368p), 30fps lock. PS5 remastered version sold separately.
Spyro Reignited Native 2880x1440p resolution.
Starblood Arena Supports 1080p resolution.
Star Ocean: The Last Hope HD Remaster Native 4K
Starlink: Battle for Atlas Higher texture detail. Resolution dynamically upscales to 2880×1440.
Steep Unlocked frame rate up to 60fps.
Strange Brigade 2880×1440 upscaled resolution, larger draw distances, improved screen space reflections. 30FPS.
Subnautica Native 2560×1440 resolution.
Super Stardust Ultra Native 4K resolution, 60fps, improved VR resolution.
The Surge Native 4K resolution at 30fps or 1080p at 60fps mode. HDR.
The Surge 30 FPS Dynamic Resolution with 1280x1620p to 2880x1620p or 1080p 60FPS.
Sword Art Online: Hollow Realization 60fps.
Tethered Upscaled to 4K resolution, 60fps, improved anti aliasing and lighting.
The Crew 2 Native 2816×1584 resolution and higher quality textures.
The Persistence Native 4K resolution, 60fps, improved anti aliasing and lighting.
Thumper Native 4K resolution, 60fps, improved supersampling and anti-aliasing in VR.
Titanfall 2 2560×1440 resolution with dynamic resolution scaling.
Trackmania Turbo 2880×1620 resolution, 60fps, enhanced graphics, 120fps in VR.
Trove 60fps.
UFC 3 Resolution (4K upscaled at 30fps) or frame rate options (1080p at 60fps).
Uncharted 4: A Thief’s End 2560×1440 resolution and 30fps in single player, 1080p resolution and 60fps in multiplayer, HDR support.
Uncharted 4: Lost Legacy 4K checkerboard resolution, 60fps. HDR.
Until Dawn: Rush of Blood Improved rendering, resolution set to 1080p.
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Victor Vran: Overkill Edition Upscaled 2880×1620 resolution, 60fps, improved anti aliasing.
Viking Squad Upscaled 3840×2160 resolution, 60fps, improved multisample anti-aliasing.
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Watch Dogs 2 Checkerboard 3200×1800 resolution. Improved super sampled anti aliasing, improved draw distances, improved occlusion and shadows.
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World of Tanks Native 3200 x 1800 resolution, HDR.
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submitted by maxneox to PS5


[5e] Revised Martial Equipment Update 1.9.0. An overhaul of the martial system and equipment of 5e, making choice, flexibility, and increased versatility in combat a staple for martial characters

Revised Martial Equipment
Edit: Sorry, the PDF was broken because I downloaded it in landscape like an idiot. It should be fixed now!

Revised Martial Equipment

Commander Fayne here with huge updates to the Revised Martial Equipment system. After a long break in Quarantine, I've revised several updates and patches to the system for balance and performance, and were it not thanks to my Discord members, none of this would be possible. We have 4 udpates combined into one post here, since I missed updating the reddit community for a bit. I apologize! But, I'm back now and ready to hear your feedback. Of course all these updates happen in real time on the discord, so join there to never miss an update again!

What is RME?

The RME system provides more options to martial characters, while buffing their damage output. However, the real focus of RME was versatility and added options for martially focused characters, even giving options to characters who wield weapons only as a secondary to their main combat function. In this system, axes cleave through soft targets, warhammers deal more damage to foes in heavy armor, thin rapiers pair well with a light weapon, and even throwing weapons become a viable fighting style worth devoting to.
From the summary page:
The RME Homebrew gives extra options, more damage, and greater flexibility to the equipment of martial classes. It is an attempt to make each weapon feel unique and interesting, and give the average fighter more to do on their turn, rather than simply attack, roll a couple of damage dice, then wait for the next turn.
The equipment in this system is lifted from the core rules, with several dozen more added for fantasy concepts and to cover a wide range of cultures and time frames at home in a medieval fantasy setting. The weapons are no longer divided into "simple" and "martial" categories, rather each weapon, shield, and armor is now part of a group of similar equipment, such as axes, bludgeons, or polearms.
Two different shield types join the lineup, and armor has been made more in line with its historical weight and coverages. While some effort was made to reflect historical weapon and armor weight and usage, some effort was made to include fantasy concepts, such as boomerangs returning after striking the target or warhammers sending foes flying.
Each character now has three levels of training with all equipment; Simple, Martial, and Master. With each level of training, the character gains more abilities and greater flexibility with the equipment, which can be improved with study and training to obtain mastery with any given weapon group, armor, or shields.
In this system, all characters have a Weapon DC when holding a weapon of any kind, calulated with the following equation:
Weapon DC = 8 + your proficiency + your strength modifier + any magical weapon enhancement.
You substitute Dexterity for Strength if the weapon has finesse, or substitute Strength for any other ability if your class uses it to make martial attacks, such as Charisma for Hexblade Warlocks.
This Weapon DC is used whenever the enemy must make a save from an ability or property of your weapon. For example, you roll a Disarm attack. If you hit, you deal your strength modifier in damage, and your enemy must make its choice of strength or dexterity saving throw or it must drop your choice of something in its hands, landing within 5ft in any direction of your choosing.
RME gives players choice and autonomy. No longer is your weapon choice solely based on which of Strength or Dexterity is higher, and how big of a damage dice you want to throw. Now you can choose broad or specialized training with great effect. No longer is each turn for the fighter and barbarian simply "move, attack, and wait" for their turn again, now they have options like disarming foes, tripping, deflecting incoming damage or even grappling foes with their weapons!

"Some of these features are similar to a class feat or ability already! Doesn't this render those class abilities obsolete?"

The short answer is no. What makes a class special isn't a single mechanic, it's the whole that is greater than the sum of the class's parts. For example, Battlemaster can trip, disarm, and other things with any weapon, whereas this system limits it to weapons either designed to trip, or for which have established martial techniques that can be used in such a capacity. What really makes a Battlemaster unique is they can trip/disarm/etc and also action surge, and also get 4 attacks a round, and also etc etc etc. A single mechanic does not make a class.
Rogues aren't special just because they sneak attack. Monks aren't special just because of Martial Arts. A Sorcerer isn't made obsolete because other casters can also drop Fireball, neither does a mechanic presented in RME that seems similar or inspired by another class mechanic negate that class entirely.
RME is about choice and options. Let your player's versatility and creativity surprise you!

"The words go over the art, or some of it is hanging off the right edge of the page!"

This brew is made with Homebrewery. It renders locally, using your browser. On mobile, this breaks, which is why I've made a PDF link. First, try to use Chrome while looking at the homebrewery link. If that doesn't work for you, try the PDF link. If that doesn't work, unfortunately, I'm terrible at troubleshooting these things, but rest assured that there are no giant white spaces or words hanging off the page. This is your device's rendering problem.
The last time I posted this brew to reddit, it was update 1.7.1. There has been 1.7.3, 1.7.4, 1.8.0, and now 1.9.0. I kinda got tired of making these massive update posts and was a bit disillusioned at working for hours on a reddit post to get a handful of upvotes and almost no engagemen. But, I was convinced to make an update post on reddit again by my Discord, as many of them found the brew through this subreddit. So, for now, enjoy the ramblings of this sword nerd.
One last thing before I get into the updates. I use Semantic Versioning. It has 3 numbers separated by a dot. Version.Major.Minor. I consider major versions to be any changes which add new abilities, change feats, or make more than a handful of changes to master perks. I consider minor versions to be typo/grammar fixes, rewording for confusion, formatting changes, etc. Occasionally, if a balance change is small enough, or the original intent is marred by an unforeseen mechanical consequence, I will quickly fix it in a minor update.
Version is a substantial change to the fundamental design frame of any given homebrew, or significant features and systems added to support them. Version 2.0.0 of RME is still a long way off, but we're constantly building and getting feedback in the discord.

1.7.3, 1.7.4, 1.8.0, 1.9.0 Change Log

General Gameplay Changes

  • Changed how Critical Hits work with Disarm, Trip, and Entangle. Now, if you land a critical hit while making any one of those attacks, you deal damage as if you hit with a normal attack, in addition to forcing the enemy to succeed on a saving throw or suffer the detrimental effect. This is a sort of half crit; when you make a normal attack, you either do normal weapon damage on hit, or double damage on crit. When you make a Disarm, Trip, or Entangle attack, you either deal your strength modifier in damage and force the enemy to save or be disarmed, prone, or grappled, or if you crit, you deal normal weapon damage in addition to making the enemy roll a save against the effect.
  • Weapon DC for Firearms and Crossbows is calculated with the static addition to damage, e.g. the Light Crossbow's damage is d8+2+Dexterity, so the Weapon DC for Light Crossbow is 8+2+your proficiency, rather than using your dexterity or strength.
  • Brace attacks are made using your reaction, and you cannot use your reaction for anything else while Bracing. It's sort of a special held action in that regard.
  • Brace attacks are made with advantage and if they hit, automatically crit. It is only one attack though, made in preparation for an advancing enemy charge.
  • Disarm now drops the held item in any direction of your choosing within 5ft of the disarmed creature. You can use this to send weapons over a cliff or into controlled space of your allies.
  • Double Ended attacks cannot be used to make special attacks such as Disarm or Trip. Instead, they are purely damage, and a minor nerf to Dual Wielding, which allows the second weapon to perform special attacks.
  • Double Ended attacks now benefit from your ability modifier to damage, separating them from the versatility of dual wielding by a slight increase in damage. Of course two-weapon fighting and dual wielder feat is still better, but Double Ended weapons do not have a cost.
  • Removed Sharpshooter (I know I keep going back and forth on this) from the list of banned feats. It is now added back into RME full support. After a lot of playtesting and feedback from the discord, it was determined that Sharpshooter doesn't break archery. In response, there has been a lot of changes to master perks and feats that used "ignoring cover" and "-5 to hit for +10 damage" as a means of balance or benefit. Instead, now those weapons have either tweaked or different buffs, making Sharpshooter viable, but not required to be a good ranged damage character.
  • With your DMs permission, you can substitute any Artisan Tool Proficiency or Skill Proficiency for an increase in training by one level in one piece of equipment. This essentially means you can no longer substitute gaming set proficiency or a musical instrument for weapon training, which was a no-brainer.
  • Added a note in Weapon Properties to inform DMs about the intent of Sneak Attack with RME. Since RME makes some distinction between Thrown attacks and Ranged attacks, Sneak Attack should be allowed to be done with any weapon with Finesse, any weapon with the Ranged Property, and any Weapon with both the Thrown and Finesse property. This excludes Thrown heavy weapons and Firearms with the Launch property that make ranged attacks
  • In the explanation of how stacking AC bonuses work, a simple change from disallowing "anything" to disallowing "any perk" to stack AC bonuses disbars master perks from stacking AC bonuses, but still allows characters to get AC bonuses from other feats, such as Dual Wielder, and enhancement bonuses.
  • Added "provided you can see it" to any ability which allows you to make a response in response to an enemy's action. For example, if you have an ability that allows you to make an attack when an enemy misses you with an attack, you can only do so if you are aware of and can see the enemy.
  • Artificer Infusion: Repeating Shot (Description addition to close infinite ammo loophole) **Additionally, this is is a single piece of ammunition, meaning if your weapon holds more than one piece of primed ammo, such as a Repeating Crossbow, Spinner, or Pepperbox, only one shot gains the +1 enhancement, and only that piece of ammunition teleports back into your weapon to be primed for attack. As an example, the default Pepperbox will only reload one of its barrels as an attack during an Attack action, but the other 3 barrels must be reloaded manually.
  • Gunslinger Class Feature: Lightning Reload - As a Bonus action, you may perform the normal reload of your weapon, i.e. you reload two barrels of a pepperbox as a Bonus action, rather than refilling the entire weapon.
  • Added clarification to Underwater weapons; if your weapon has piercing damage and your use that damage only, you can negate disadvantage.
  • Firearms with the Launch property no longer allow you to recover them if they jam or miss. In both cases, they are destroyed without effect.
  • New Weapon Property! "Affixed" - This piece of equipment can be wielded in the main or off hand and while dual wielding, the other weapon does not need the Light property. Affixed weapons are equipped or taken off as an Action and cannot be disarmed. While equipped, it can be grabbed, deployed, or retracted for free duing your turn, and if you are not wielding it, it remains attached to your body, leaving your hand open for other things. An Affixed weapon cannot be wielded alongside a Two-Handed weapon.
  • Gauntlet, Hidden Blade, Hidden Crossbow, Interceptor get "Affixed" property at all training levels. Whip Dagger and Meteor Hammer gain Affixed at master training. Having a one handed weapon equipped to your body but unable to use it because you had another one handed weapon that wasn't Light didn't make sense narratively. This makes those interactions feel more natural without completely upsetting the balance of dual wielding power too much.

Equipment Changes

Ambush Weapons

  • Gauntlet gains Deflect at Simple; Disarm, Deflect, Light at Martial; and Deflect, Disarm, Light, Trip at Master training. Gauntlet always felt like a worse form of Unarmed Strike, and if it protects the users hands, it should be able to deflect and disarm at even Martial training.
  • Gauntlet damage increased to d6 for martial, d4 for simple.
  • Side Baton deflect roll at master is now only d10, instead of 2d10. It still adds proficiency to the deflect roll.
  • Unarmed Attack - Damage table scales slightly slower than Monk Martial Arts die table. Unarmed Masters now only gain d6 damage with Unarmed Strikes when their proficiency is +4. This keeps Martial Arts slightly better, but doesn't corner the market on Unarmed Strikes.
  • Unarmed Attack - at Martial Training, gains Trip.
  • Unarmed Attack - Master perk buffed; You may use your bonus action to perform a Shove or Disarm attack. You may make an Unarmed attack as an off hand attack even if you're wielding a one-handed weapon that's not Light. This closes a common sense loophole where, since a master treats their hands as weapons, dual weilding a one-handed weapon that wasn't light with the off-hand unarmed attack was mechanically impossible, but didn't make sense.


  • Greataxe - Master perk slight wording change; you can roll all damage and any attachers such as elemental damage twice and take the better result. This change is in line with other RME wording, calling extra damage from the weapon that isn't the weapon's dice "attachers" rather than modifiers, since "modifier" is already used elsewhere in 5e.


  • Morningstar Master Perk now requires an Action to perform, rather than an attack. As an Action, you make a single weapon attack that, if you hit, deals piercing damage equal to your strength modifier, but reduces the enemy's AC by the same amount.
Remember that, while this property doesn't explicitly state the AC damage has an expiration or when it recovers, it lasts until the DM decides the AC damage is repaired. This could be as simple as a mending spell to normal armor in combat, a creature with regeneration healing their torn hide, or even a mundane creature leaving combat and healing naturally or with magic to heal the wounds which lowered their AC. Also remember that a creature's AC cannot go lower than 10 unless it has a negative Dexterity modifier. If the armor they are wearing is reduced to 10 AC, it is destroyed, and if a creature has Natural Armor that is reduced to 10, it simply no longer has Natural Armor it gains any benefit from, until it is healed.
  • Heavy Club Master Perk changed: You can choose to take -5 to your attack roll. If you hit, your enemy must succeed on a Constitution saving throw or suffer disadvantage to all attacks and ability checks until the end of its next turn. Following my eternal endeavor to remove all "on crit" abilities in favor of player choice, this both changes when a player chooses to use their ability and also is a slight nerf to d4 stunned rounds, which is a boss ender. This perk is similar to a vicious mockery, but because it is using a common save, Constitution, has a greater reward when the enemy fails.

Bows and Slings

  • Bow and Sling Master completely changed, since Sharpshooter is now an available feat.
  • You can twist the bowstring or sling lines, curving your missile's flight path as you release. You ignore all cover and do not need line of sight when you choose to >attack a target in normal range. Measure range by tracing a line from you, around obstacles or corners to the target. You may not curve your attack in an S shape, >only C shapes, and still suffer disadvantage if you cannot see your target.
  • When an enemy in your normal range targets you or an ally with a ranged attack, as a reaction you can roll an attack. If your attack is higher than the enemy's >attack, the enemy's attack is negated and your ammunition is destroyed. You must choose to use this reaction before you learn if the enemy attack hits or misses.
  • If an enemy misses you with an attack, as a reaction, you can either move up to half your movement which does not provoke Opportunity Attacks, OR roll a >melee Trip attack against that enemy, provided you can see it.
  • Compound Bow master perk given the +10 damage back it was missing since changing Bow and Sling Master Feat. Now when a master overdraws, they take -5 to attack but +10 to damage, and can punch through one target to deal normal damage to another right behind it.
  • Greatbow - Master perk buff; this processes off an Overdraw, taking -5 to attack, rather than only processing on a Critical Hit.
  • Greatbow - Added "All" to "All creatures that are flying have disadvantage on this save." This clearly shows that no matter the size of the creature, it has disadvantage to be knocked from the sky with a Greatbow Master.
  • Greatbow gains Trip at Martial and Master levels
  • Recurve - Master perk buff - Targeting two creatures within 5ft of one another does not impose disadvantage. You still may only do this once. This penalty felt too punishing for a master feat. An extra attack with the criteria of there being two adjacent enemies falls in line with many other abilities that are available at low level
  • Sling - Added text that explains a sling can be used to throw more than bullets; potions, bombs, etc, except the attack is made with -1 to the attack roll.
  • Wrist Shot - Since the Wrist shot master perk is invalidated by the new Bow/Sling Master Feat, the new perk is as follows; As a bonus action, you can target a single enemy in range with a distracting shot. Roll an attack that, if it hits, gives your ally advantage on the next attack roll or ability check against that enemy. You do not suffer disadvantage to ranged weapon attacks if an enemy is within 5ft of you.
  • Wrist Shot gains Disarm at Martial and Master training levels

Combat Blades

  • Combat Blade Master Feat - Slight buff. You have Advantage on Opportunity Attacks. You can also spend your reaction to enter a readied stance. While readied, making an Opportunity Attack does not consume your reaction.
This gives Combat Blades unmatched power in an advancing hoard, and focuses on their theme of offense over utility, even when it isn't their turn
  • Scimitar - The added damage from traveling at least 20 ft before an attack is decreased to d8 slashing damage. There is no limit to how many times per turn this can be used, but it is clarified that the damage is only once per 20 ft moved, meaning you can't move 20, then make three attacks that gain extra d8 per hit.


  • Heavy Crossbow gains Penetrate at all training levels
  • Removed Heavy Crossbow's master perk's ability which gave disadvantage to its save against prone to flying creatures. Reserving this for Greatbow, and shouldn't be something a Simple weapon should be able to do.
  • Mauler gains Penetrate at all training levels
  • Mauler Master Perk changed; If you roll a 4 on any damage dice while in normal range, you may roll an additional d4. This can happen as often as you roll a 4 on any dice, even additional ones. Continuing endeavor to remove On-Crit abilities, exploding d4s on Mualer makes the Mauler much more fierce in the hands of a master, and its damage potential spikes in all circumstances, not just on a critical hit.
  • Portable Ballista gains Penetrate at all training levels
  • Spinner gains Disarm at all training levels
  • Spinner ammo count in each magazine reduced to 10
  • Spinner Master Perk changed; As an action, you can choose to take -5 to your attack, but may hit your choice of all targets within a 5ft radius in your normal range. Getting rid of the Spinner's "extra attacks on critical hit" to instead allow the player to choose a penalty to potentially hit more targets.
  • Hidden Crossbow does not suffer disadvantage to attack when in melee range

Dueling Blades

  • Dueling Blade Master Feat - Major Change.
  • +1 to attack rolls made with Dueling Blades
  • On your turn, if you land a critical hit, you can use your reaction to take another attack action with your dueling blade.
  • On your turn, you can spend your reaction to choose a single target. Until the start of your next turn, your weapon gains the deflect property, and can deflect each attack the chosen target makes against you.
Getting an entirely free attack action when you scored a critical hit had always been perceived as a powerful combo. Upon enough feedback and evaluation, I determined it to ultimately be out of the design goal of Dueling Blades. To fit more with their theme of defense and 1v1 dueling expertise, you now choose a target to be dueling and can greatly mitigate the damage to you from this single target. This fits much more in line with the theme of Dueling Blades, and also provides a different avenue of defense for the low health PCs that would ordinarily use Dueling Blades.
  • Kukri master perk -10ft speed now lasts until the enemy succeeds on a constitution saving throw at the end of its turn.
  • Sickle master perk -10ft speed now lasts until the enemy succeeds on a constitution saving throw at the end of its turn.
  • Sai - Master perk changed a bit. You gain +1 AC if you are wielding a Sai in your off hand and you can perform a disarm attack as a reaction when an enemy misses you with a melee weapon attack.


  • Blunderbuss gains Trip at all training levels
  • Blunderbuss no longer knocks prone at point blank range, but does still push back 5ft.
  • Blunderbuss attacks only 2 targets between 15-60ft, down from 3 targets.
  • Firelance - Damage scaled with training for the fire cone (d8,d10,d12) Additionally scaled the melee damage similar to a normal lance at d8, d12, 2d8. However, because the firelance is hollow and tip heavy, Brace, or the knockback from mounted-use like a normal Lance.
  • Flash Bomb blind effect now only affects the target until the start of its turn. Lasting until the end of the throwers next turn is way too powerful for a 35g throwable.
  • Pepperbox description updated to clarify that you must use an Object Interaction to turn the barrels after each attack from an Attack action, which must be done with a free hand.
  • Firepot - Master perk slight nerf; The extra damage to an adjacent target now only happens with you score a hit, preventing the unwanted scenario of processing when you miss but the firepot damages another target.

Flails and Whips

  • Flails and Whips Master Feat - Changed the bonus action +2 for this turn only, closing the "use two turns in a row" loophole. You must spend a Bonus Action to give yourself +2 to attacks, which lasts for the current turn only. It cannot be used during Opportunity Attacks.
  • Pole Flail master perk changed - You can choose to take -5 to your attack, but if you hit, your enemy cannot use reactions until the start of your next turn. The previous perk, halfing enemy speed with an Opportunity Attack was pointless. Why not go for an Entangle attack that would reduce the enemy's speed to 0? Instead, removing an enemy's reaction, allowing your ally to retreat without needing to disengage, or preventing your enemy from using some other reaction can be critical.
  • Meteor Hammer - Changed master perk to remove ambiguity about its hit. It is not a weapon attack, it is an area effect. You choose to spend an action twirling your hammer about at a range of 10ft. If any enemy enters that space or starts its turn within, it must save or it takes d4 plus your choice of strength or dexterity modifier in bludgeoning damage.
  • Chain Sword - Added Finesse to the whip form for Martial and Master training.

Hammers and Picks

  • Light Hammer master perk changed - You can choose to take -5 to your attack roll. If you hit, your enemy must succeed on a Constitution saving throw or suffer disadvantage to all strength and dexterity saving throws until the start of its next turn. Half speed from failing a con save is a little lack luster. Light hammer now helps set up follow up attacks, either from trip/disarm/entangles, or from ally attacks
  • War Hammer master perk changed - You ignore resistance to non-magical bludgeoning damage, and you can take -5 to your attack but add +10 damage if you hit. Removed the On-Crit vulnerability to bludgeoning damage, and gave more control to the player.
  • Wall Pick damage lowered by one dice size at master training to d6 to give competition to Light Pick


  • Lajatang - Added a restriction to the master perk that gives a second Double Ended attack. This second attack must choose a different target than the first attack.
  • Pike - Added pikes to the list of "additional polearm training" list, allowing a Polearm master to use Pikes with their feat and at Pike master training.
  • War Scythe ability to reduce enemy speed stays on enemy until it succeeds on a Constitution saving throw at the end of its turn.


  • Godendag stun now only lasts until the start of the enemy's turn
  • Javelin master perk now applies to both Shields and Heavy Armor. The Action is clearly defined as a strength saving throw to pry the remnants from their armoshields to lose the penalty
  • Pike damage at Simple increased to d10, to differentiate from Ravenbeak, which has d8 damage but also Trip.
  • War Spear master perk changed - If you use this weapon one handed, you can use Double Ended as if you were using it with two. If you use this weapon two handed, you deal an additional d6 damage on hit. Goodbye annoying and confusing ass War Spear master perk. It is now a two-fold per which incentivizes its design to be used with shields or wielded expertly with two hands.
  • Ravenbeak - Worded master perk so the user knows the weapon damage on a successful disarm happens when the enemy fails the saving throw.

Throwing Weapons

  • Throwing Weapon Master Feat slight change - you now ignore half and three quarters cover.
  • Boomerang master perk slight change - you can target any enemy up to your normal range as long as the boomerang can fly to them. You still have disadvantage on the attack if you can't see the enemy.
  • Dart gains Conceal at all training levels
  • Throwing Star gains Conceal at all training levels
  • Throwing Knife gains Conceal at Simple at all training levels
  • Throwing knife - Added Awkward to throwing knife, if only because I felt it takes more training to toss a knife at someone and hit blade on, while other weapons such as throwing star and dart require just the ability to throw something. To compensate, Throwing Knives have a longer range (+10ft due to added weight) and can potentially damage more enemies with the master perk. They can additionally be used in melee, whereas Throwing Stars cannot.

Future Plans!

Also, I am taking suggestions for version 2! While small content additions and format/typo changes will be a continuous part of this brew's development for some time, I plan to eventually release a version 2.0. This will greatly restructure many parts of RME, but don't worry, the core experience will remain the same. Over the years I've added several of my own house rules that have proved to be immensely popular, so I plan to add them to RME. I plan to break the system up into parts so you as a DM can choose which parts you want to use, and make sure each part works independently and also cooperatively with each other.
So far, this is the short list. Keep in mind not all of this is guaranteed to make it into 2.0
  • More shields/different shapes
  • More armors - different materials but same AC values
  • Race specific equipment and/or proficiencies/training levels
  • Mayan/aztec/incan weapons/armor
  • primitive weapons/armor such as stone, napped flint, wood/bone armor, etc.
  • Weapons/Armor for Large+ creatures and/or mounts.
  • revised siege weapons
  • equipment damage/repair systems (finally a reason to use smith's, leatherworker, carpentry, and tinker tools)
  • adding injuries table, ways to mend them, and rest cycle less forgiving than sleeping off 3rd degree burns.
  • spell placement rolls
  • New weapon properties
  • Moving master perks into weapon properties if possible, or making them unique to the weapon at any training level, instead of needing master. Future master training may just be extra properties/damage
  • extra combat action types (tumbling, overrun, grapple during opportunity attacks, etc)
  • Weapon materials
  • fantasy materials
  • Silvering


Thank you so much if you plan to go through this brew and write a detailed or lengthy long form critique or review. Any contribution is extremely appreciated, even if all you do is point out a single typo. I will do my best to respond to any and all comments here, as well as on the Discord if you join that. Thanks again, and I hope you enjoy the RME!


Don't forget you can join the Discord and get near instant access to myself and other contributors to Commander's Brews, and see our reasoning for certain design choices. We gladly welcome your critique and feedback there!
Revised Martial Equipment
submitted by Veritoss43 to DnDBehindTheScreen