21-30 Weapon Stuff

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Fighting Stuff

Two-Weapon Fighting (Buff)


When you take the Attack action and attack with a light melee
weapon that you’re holding in one hand, you can attack with
a different light melee weapon that you’re holding in the other
hand. You can make only one such additional attack per ac-
tion. You don’t add your ability modifier to the damage of the
second light weapon, 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.

Armor Specialization
6th-level Fighter optional feature
You can specialize with one type of armor. Choose one of the
following options. You can't take the same Armor Specialization
option more than once, even if you get to choose again.

Mariner
This Armor Specialization is a reworked version of UA fighting
style.
As long as you are not wearing heavy or medium armor or
using a shield, your walking speed increases by 5 and you gain
a swimming speed and a climbing speed equal to your normal
speed, and you gain a +1 bonus to armor class.
Upon reaching 13th level in this class, you gain an additional
+1 bonus to armor class and an ability to climb with only one of
your hands, leaving the other hand free.

Elemental Absorber
As long as you are wearing medium armor, you gain a +1 bonus
to armor class and once per long rest, when you take acid, cold,
fire, lightning, or poison damage, you can use your reaction to
give yourself resistance to that instance of damage.
Upon reaching 13th level in this class, you gain an additional
+1 bonus to armor class and you can use the feature in this op-
tion two times per long rest.

Ironclad
As long as you are wearing heavy armor, if you would be
knocked prone, you have advantage on ability checks and sav-
ing throws against effect that would move your or cause you to
become prone, and you gain a +1 bonus to armor class.
Upon reaching 13th level in this class, you gain an additional
+1 bonus to armor class and bludgeoning, piercing, and slash-
ing damage that you take from attacks is reduced by 3.

21
Equipment Martial Ranged Weapons
Weapons and armor come in an endless variety of flavors and de- Name Cost Damage Weight Range Properties
signs, from the simple scythe and bucklers to the exotic scissor
100 Firearm, light,
blades and heavy tower shields. With patience and dedication, Pistol
gp
1d8 piercing 3 lb. 40/160
noisy, reload(6)
a skilled warrior can master even the most unwieldy or exotic
equipment, especially if such an item would give him an edge in Firearm, noisy,
300
the life or death game of combat. Rifle 2d6 piercing 8 lb. 120/480 reload(5),
gp
This section details new types of armor and weapons, their two-handed
properties, and special rules pertaining to their use. Weapons Firearm, noisy,
250
are organized by the proficiencies necessary to use them: simple Shotgun 2d8 piercing 10 lb. 20/80 reload(2),
gp
or martial. two-handed

Simple Melee Weapons Weapon Properties


Name Cost Damage Weight Properties Many weapons have special properties related to their use, as
Finesse, light, shown in the weapons tables.
Boomerang 2 gp 1d4 bludgeoning 1 lb. returning, Expensive. A character can never gain this weapon as starting
thrown (40/160)
equipment from their class.
Cestus 2 gp 1d4 bludgeoning 2 lb. Fist-load, light
Firearm. This weapon is a firearm for the purpose of proficien-
Spiked cies and the features. All firearms require ammunition to make
2 gp 1d4 piercing 2 lb. Fist-load, light
Knuckle an attack, and due to their rare nature, ammunition may be near
Reach 10ft., impossible to find or purchase. Ask your GM if your character
Scythe 5 gp 1d6 slashing 5 lb. special, has a proficiency with such a weapon without a Gunner feat.
two-handed
Fist-load. Attacks made with this weapon are treated as un-
Sickle (Buff) 1 gp 1d4 slashing 2 lb. Finesse, light
armed strikes.
Noisy. When you attack with this weapon, a loud bang, audible
Martial Melee Weapons from as far away as 300 feet, emanates from the weapon.
Name Cost Damage Weight Properties Reload. A limited number of shots can be made with a weapon
Finesse, light, that has the reload property. A character must then reload it us-
Chakram 25 gp 1d6 slashing 2 lb. returning, ing an action or an attack.
thrown (60/240)
Returning. The weapon returns to the wielder’s hand immedi-
Cast Iron Fist 15 gp 1d6 bludgeoning 6 lb. Fist-load, heavy ately after it is used to make a ranged attack.

Giant
Gauntlet
25 gp 2d4 bludgeoning 5 lb. Fist-load, light Special Weapons
Special, thrown Weapons with special rules are described here.
Harpoon 15 gp 1d8 piercing 4 lb.
(30/60) Harpoon. If you hit a creature with your harpoon, you can choose
Reach 15ft., it to become stuck in the target or to pull it out and retrieve to
Lasso 5 gp — 2 lb.
special your hand as a part of the same attack, but only if you have a
Expensive, free hand to do so. If you leave your weapon in the creature and
Mageblade 250 gp 1d6 slashing 2 lb. finesse, light, it doesn't remove it - you have advantage on Wisdom (Survival)
special checks while tracking that creature down.
Special, thrown Lasso. Using the Attack action, you can make a special melee
Net (Buff) 1 gp — 3 lb.
(10/20) attack to throw your lasso around a creature or the item it is
Finesse, reach holding or carrying (not wearing). If you’re able to make multiple
Reaper's
Scythe
50 gp 1d8 slashing 5 lb. 10ft., special, attacks with the Attack action, this attack replaces one of them.
two-handed If you target the item, you make a Strength (Athletics) or Dexter-
Scissor Razor 50 gp 1d8 piercing 3 lb. Light, special ity (Sleight of Hands) check contested by the target’s Strength
Expensive, heavy,
(Athletics) or Dexterity (Acrobatics) check (the target chooses
Scissor Blades 100 gp 2d6 slashing 6 lb. reach, special, the ability to use). If you win the contest, the target either drops
two-handed its weapon that is moved to the location of your feet or it is grap-
Finesse, reach pled. If it is grappled, it may repeat the contested checks at the
Spiked Chain 20 gp 2d4 piercing 5 lb. end of each of its turns. You cannot make lasso attacks until the
10ft., two-handed
grappled condition is ended.
Mageblade. While you are holding the mageblade, you can use
it as a spellcasting focus for your spells. Additionally, you can
use your Spellcasting ability modifier instead of your Strength
or Dexterity modifier for attack and damage rolls made with the
weapon.

22
Weapon Modifications Weapon Options
In a course of an adventure you may find that the weapons A weapon is more than the damage it deals. In combat, skilled
you use are not capable of dealing with certain types of warriors use their weapons to confuse, disorient, and disadvan-
enemies. Sometimes your glorious magical dagger just can't tage their enemies before moving in for the kill. This section
go through the skeleton's ribcage. Don't worry anymore. Now offers unique maneuvers for specific weapons, giving them a dis-
you can use the services of a blacksmith or change that dam- tinct impact on the battlefield. Unless specified otherwise, any of
age type yourself if you have a proficiency in smith's tools. You the maneuvers described here can be used by any character as
may spend a quarter of item's cost in materials and 8 hours long as they are wielding the appropriate weapon and are profi-
of time working with the weapon to change the weapon's cient with it.
damage type from bludgeoning, piercing or slashing to any
other type from that list. Maneuver save DC = 8 + your proficiency bonus + your modifier
Sometimes you will be required to pay more for the smith's of an ability you use for the attack rolls with that weapon.
work. Unless specified, these maneuvers have only their listed effect
Your GM may also allow you to change the damage type to and don't deal normal weapon damage. If you make a maneu-
something more exotic with some extra work or/and cost. ver with a magical weapon, all damage dealt by the maneuver
counts as being magical.
Net. A large or smaller creature hit by a net is restrained until
it is freed. A net has no effect on creatures that are formless, or
creatures that are huge or larger. A creature can use its action to
make a DC 10 Strength check, freeing itself or another creature
Melee Weapons
within its reach on a success. Dealing 5 slashing damage to the
net (AC 10) also frees the creature without harming it, ending
Axes
the effect and destroying the net. You can't attack with the net Cracking Blow. As a bonus action, you may strike the shield of
again if a creature is currently restrained in it. an enemy with your axe. The target must succeed on a Strength
saving throw or lose the bonuses to AC gained by it's shield until
Scythe/Reaper's Scythe. This weapon counts as a polearm and
the start of it's turn. If it failes the saving throw by 5 or more, you
you can choose this weapon as a target of shillelagh spell.
doff the shield off the target. The creature must spend it's action
Scissor Razor/Scissor Blades. As a bonus action, a creature to don the shield back to gain it's benefits.
wielding two scissor razors can combine them into a scissor
blades, or reassemble the scissor blades into two scissor razors. BATTLEAXE
You have disadvantage when you use scissor blades to Attack Boneslicer. When you hit a creature that uses it's natural ar-
a target within 5 feet of you. You can use the scissor blades to mor for AC calculation and lacks any other armor, you can use
cut things effectively. The attacks with scissor blades against any your axe to cut it's bones. The attack deals 1d4 slashing damage
rope-like objects or creatures entirery made from cloth or sim- instead of the normal 1d8 slashing damage, but the target has
milar materials deal maximum damage. disadvantage on the first saving throw it makes before the end
of your next turn.
Special Armors Lacerate. When you hit a creature that is not a construct you can
Armors with special rules are described here. target it's limbs to make it slower. The attack deals 1d4 slashing
damage instead of the normal 1d8 slashing damage, but the tar-
Buckler. You can wield a two-handed melee weapon with both
get's speed is reduced by 10 feet until the start of your next turn.
of your hands and still get an AC bonus granted by one buckler.
HANDAXE
Hurricane of Steel. When you make an attack with a handaxe
on your turn, while wielding handaxes in both of your hands, you
can choose to make two attacks with disadvantage instead.
These attacks always have disadvantage, regardless of cir-
cumstance. You can draw a handaxe after each attack while do-
ing this maneuver.
Twin Throw. If you have handaxes in both of your hands, you
can throw them as an action. They fly in a circular arc, slashing
anyone in their way. Axes fly from you in a 30 feet long line, that
is 5 feet wide in a direction you choose. Each creature in the line
must succeed on a Dexterity saving throw or take 2d6 slashing
damage on a failed save, or half as much damage on a successful
one.
The damage of this maneuver increases to 3d6 when you
reach 11th level.
Armor
Name Cost Armor Class (AC) Strength Stealth Wieght Properties
Armor ??? ??? Str ??? ??? ??? ???

Shields
Buckler 15 gp +1 — — 4 lb. Special
Tower Shield 70 gp +3 Str 15 Disadvantage 10 lb.

23
DAGGER
Concealed Blade. You can keep your dagger hidden in your
shoe, behind your back or somewhere else on your body. If
somebody is actively searching for hidden weapons - roll Dex-
terity (Sleight of Hands) check contested by the target's Wisdom
(Perception) check. If you win the contest, the target is unaware
of your hidden weapon. If you use an Attack action against a
creature that has not yet acted in combat and is unaware of your
hidden weapon, you have advantage on those attacks.
Pinning Point. As an action, you may attempt to pin a Large or
smaller creature to a wall or surface by catching their clothing
with the knife’s point. This maneuver can be used against crea-
tures without clothing at the GM’s discretion. Make an attack
roll. The attack deals no damage, but if you hit the target, it must
make a Strength saving throw. On a failure, the target’s speed
is reduced to zero until the dagger is removed. The target can
make another Strength saving throw as an action on its turn to
remove the dagger.

GREATSWORD
Mighty Cleave. When you attack with a greatsword, you may
choose to target two creatures within your reach with a single
attack. This attack uses the same attack roll for both targets
and, but deals 1d6 plus your ability modifier used for attack
to each target.
Heavy Thrust. When you make an attack with your greatsword,
Art by Kyoung Hwan Kim you may choose to thrust forward to hit the creature outside of
your normal reach. This attack has 10ft. reach, but deals 1d6
piercing damage instead of the normal 2d6 slashing damage.

LONGSWORD
GREATAXE Dueling. While you are holding a longsword in one hand and a
Mighty Cleave. When you attack with a greataxe, you may light weapon with 1d4 damage dice in other hand, you may treat
choose to target two creatures within your reach with a single the longsword as a weapon with a light property.
attack. This attack uses the same attack roll for both targets and, While you are wielding a longsword and a light weapon and
but deals 1d6 plus your ability modifier used for attack to each engage in a two-weapon fighting, you can assume a defensive
target. stance instead of attacking with your second weapon. While in
this stance you gain a +2 bonus to AC. The defensive stance ends
Whirlwind. At the start of your turn as an action you may start
at the start of your next turn or earlier, if you are no longer hold-
whirlwinding, spinning around and slashing everybody around
ing this combination of weapons.
you. Until the end of your turn your speed becomes halved and
you don't provoke opportunity attacks. When you move within Swift Parry. When a creature attacks you with a melee weapon
5 feet of a creature or an object it must succeed on a Dexterity attack, you may use your reaction to attempt to parry their at-
saving throw or take 1d12 slashing damage from your spinning tack. Make an attack roll with your longsword. You have advan-
axe. A creature or object can take this damage only once during tage on this roll if you are wielding your weapon with two hands.
a turn. If the result of this roll equals or exceeds their attack roll, their
The damage of this maneuver increases to 2d12 when you attack misses.
reach 11th level.
MAGEBLADE
Blades and Swords Power Surge. When you hit a creature with your mageblade,
you can expend one spell slot to deal force damage to the target,
Pommel Hit. As a bonus action, you may strike the enemy with
in addition to the weapon's damage. The extra damage is 1d6
the weapon's pommel, leaving the target gasping for breath.
damage for a 1st-level spell slot, plus 1d6 for each spell level
Make an attack roll. This attack deals no damage, but if you hit
higher than 1st.
the target, the next attack roll made against the target until the
end of your next turn has advantage. Weave Cutter. When you hit a creature with a mageblade, you
can choose to disrupt the weave entwined around the target in-
stead of damaging them. You don't deal damage to the target.
Choose the spell affecting the target and roll a d6, adding your
flat damage modifiers (ability modifier, magic item bonuses, etc).
If the total result is equal to or higher than 8 + the spell level, you
end the chosen spell.

24
RAPIER SHORTSWORD
Dueling. While you are holding a rapier in one hand and a light Disarming Attack. When you hit a creature, you can target
weapon with 1d4 damage dice in other hand, you may treat the it's appendages instead of the torso. Instead of the normal 1d6
rapier as a weapon with a light property. piercing damage the target takes piercing damage equal to your
While you are wielding a rapier and a light weapon and en- ability modifier used for the attack, but the target must succeed
gage in a two-weapon fighting, you can assume a defensive on a Strength saving throw or drop the item it holds in the at-
stance instead of attacking with your second weapon. While in tacked appendage to the space of your choice within 5 feet of
this stance you gain a +2 bonus to AC. The defensive stance ends the target.
at the start of your next turn or earlier, if you are no longer hold- Hurricane of Steel. When you make an attack with a shorts-
ing this combination of weapons. word on your turn, while wielding shortswords in both of your
Lunge and Jump. When you make an attack with your rapier, hands, you can choose to make two attacks with disadvantage
you may make a lunging maneuver. When you do so, you can instead.
move 5 feet towards an enemy and immediatley attack it with These attacks always have disadvantage, regardless of cir-
your rapier. After the attack you can move 5 feet from the target cumstance. You can draw a handaxe after each attack while do-
of your attack. Attacks made with your rapier as part of this man- ing this maneuver.
uever deal 1d6 piercing damage instead of 1d8 piercing damage.
Moving as a part of those attacks do not provoke opportunity SICKLE
attacks. Deep Cut. When you hit a creature with a sickle, you can choose
to make a bleeding wound instead of a normal attack. The attack
SCIMITAR deals no damage, but the target takes 1d4 slashing damage at
Deep Cut. When you hit a creature with a scimitar, you can the beginning of each of its turns until it uses an action to stop
choose to make a bleeding wound instead of a normal attack. the bleeding, making Wisdom (Medicine) check against your ma-
The attack deals no damage, but the target takes 1d6 slashing neuver DC or until it receives magical healing. A creature can
damage at the beginning of each of its turns until it uses an have only one deep cut at a time.
action to stop the bleeding, making Wisdom (Medicine) check The damage of this maneuver increases to 2d4 when you
against your maneuver DC or until it receives magical healing. A reach 11th level.
creature can have only one deep cut at a time. Silencing Slash. When you hit a creature that is not a construct
The damage of this maneuver increases to 2d6 when you you can slash at it's mouth to hinder it's ability to talk proper-
reach 11th level. ly. Instead of the normal 1d4 slashing damage the target takes
Hurricane of Steel. When you make an attack with a scimitar slashing damage equal to your ability modifier used for the at-
on your turn, while wielding scimitars in both of your hands, you tack, but the target must succeed on a Constitution saving throw.
can choose to make two attacks with disadvantage instead. On a failed save the target has it's mouth damaged by your weap-
These attacks always have disadvantage, regardless of cir- on until the end of your next turn and for every ability or a spell
cumstance. You can draw a handaxe after each attack while do- with somatic component that it is trying to use it must succeed
ing this maneuver. on a Constitution saving throw or fail the action it's trying to do.

SCISSOR RAZOR Fist and Natural Weapons


Razor Toss. When you make an attack with your scissor razor,
Bear Hug. When you use the Attack action with an unarmed
you may choose to spin it and throw them to hit the creature
strike, natural weapon or a fist-hand weapon on your turn, you
at range. This attack counts as an attack with a thrown (20/60)
can grapple as a bonus action. You may use the ability you are
weapon with returning property, but deals 1d6 slashing damage
using for the attack and damage rolls for your fist-load weap-
instead of the normal 1d8 slashing damage.
on when making an Athletics check for grapple instead of the
Spirtal Cut. As an action you may spin in a circle, cutting ev- Strength.
eryone around you. Creatures other than you, which are within
5 feet of you, must make a Dexterity saving throw, taking 2d8 CAST IRON FIST
slashing damage on a failed save, or half as much damage on a Hit Em Hard. When you make your first attack on your turn, you
successful one. can decide to start delivering heavy blows. You make all attack
The damage of this maneuver increases to 3d8 when you rolls with your cast iron fists with disadvantage until the start
reach 11th level. of your next turn and your deal an additional damage dice with
your every attack.
SCISSOR BLADES
Knock in the Head. When you hit a creature with your cast iron
Lock Blades. As an action you can brace for impact, closing
fist, you can destabilize them. Instead of the normal 1d6 blud-
your blades and protecting yourself with them. You gain the ben-
geoning damage the target takes bludgeoning damage equal to
efits of the Dodge action and choose 3 squares within 5 feet of
your ability modifier used for the attack, and the target must suc-
you. You gain the three-quarters cover for the attacks and effects
ceed on a Strength saving throw or have disadvantage on all it's
made from the direction of the chosen squares.
attack rolls until the start of your next turn.
Snip-Snap. When you hit a creature with a scissor blades, you
can choose cut the target's armor instead of dealing the normal CESTUS
damage. The attack deals 1d6 slashing damage instead of the Discombobulate. When you hit a creature, you can strike them
2d6 slashing damage and roll the d4. The target's AC is reduced with a precise hit in the head. Instead of the normal 1d4 blud-
by the same ammount rolled on a d4 until the end of your next geoning damage the target takes bludgeoning damage equal to
turn. The AC of a target can't be reduced below 10 + it's Dexter- your ability modifier used for the attack, and it can't take reac-
ity modifier. tions until the start of its next turn.

25
One-Two-Down. When you hit a creature twice with cestus at-
tacks on your turn, you can try to pin them down on the floor.
The creature must succeed on a Strength saving throw or fall
prone. To stand up from prone due to this maneuver the creature
must spend it's full speed.

GIANT GAUNTLET
Colossal Hands. As an action you can use giant gauntlets to
grapple a target that is no more than two sizes larger than you
and is within 10 feet of you. If you are using two giant gauntlets
for the grapple attempt, you can make your Strength (Athletics)
checks with advantage for the initial grapple attempt and your
ability checks to contest the escape grapple attempts.
Handy Defense. While you are two giant gauntlets and engage
in a two-weapon fighting, you can assume a defensive stance in-
stead of attacking with your second hand. While in this stance
you gain a +2 bonus to AC. The defensive stance ends at the start
of your next turn or earlier, if you are no longer holding two giant
gauntlets.
If the gauntlet you are defending with is a magical weapon
that has a bonus to the attack rolls, you can add those bonuses
to your AC gained by this maneuver.

SPIKED KNUCKLE
Discombobulate. When you hit a creature, you can strike them
with a precise hit in the head. Instead of the normal 1d4 piercing
damage the target takes bludgeoning damage equal to your abil-
ity modifier used for the attack, and it can't take reactions until Veteran Fighter Lady by Leroy Steinmann
the start of its next turn.
Spiked Slash. When you hit a creature, you can slash them with
the metallic parts on your gauntlets. Instead of the normal 1d4
piercing damage the target takes piercing damage equal to your
ability modifier used for the attack, and it's speed is reduced by
10 until the end of your next turn.

Hammers and Maces FLAIL


Deadly Vibrations. When you deal damage to a creature wear- Cascade. If you hit a creature with your flail, you can push it's
ing heavy armor or having a natural armor with an AC of 16 or shield aside. Instead of the normal 1d8 bludgeoning damage the
higher, you can use your bonus action to shatter the insides of a target takes 1d4 bludgeoning damage and until the start of your
creature. The creature must make a Constitution saving throw next turn, the target doesn't add the AC bonus from the shield
or take 1d6 bludgeoning damage. it uses.
The damage of this maneuver increases to 2d6 when you Hailing Blow. If you hit a creature with your flail, you can strike
reach 11th level. it's head with your flail instead of the torso. The attack deals 1d4
bludgeoning damage instead of the normal 1d8 bludgeoning
CLUB damage, but the target has disadvantage on the first attack roll it
Blackjack. As an action you can make a melee attack with your makes before the end of your next turn.
club, trying to knock the target unconscious. The attack deals it's
normal damage and if the target has less current hit points after GREATCLUB
the attack, than the ammount of damage you dealt, it falls uncon- Overpower. When you hit a creature that is one size larger than
scious for 1 hour, until the sleeper takes damage, or someone you or smaller, you can make them lose their footing. The at-
uses an action to shake or slap the sleeper awake. tack deals 1d6 bludgeoning damage instead of the normal 1d8
Work, Peon! You can attack your ally with your club, encourag- bludgeoning damage, and the target must make on a Strength
ing them to work harder. Instead of the normal 1d4 bludgeoning saving throw. On a failure you can move it up to 10 feet to an
damage the target takes bludgeoning damage equal to your abil- unoccupied space.
ity modifier used for the attack, and whenever a target makes an Giant's Smash. As an action you can prepare to attack with your
attack roll or a saving throw before the end of your next turn, the greatclub, entering an agressive stance. There must be a hostile
target can roll a d4 and add the number rolled to the attack roll creature within your reach to do so. At the start of your next turn
or saving throw. you can release all that prepared power against a creature with-
in your reach. That creature takes 1d8 bludgeoning damage,
plus 1d8 per attack you forfited for that maneuver in your Attack
action. (For example, if you are a 11th level fighter with an ability
to make 3 attacks per attack action, your Giant's Smash will deal
a 4d8 bludgeoning damage).

26
LIGHT HAMMER WAR PICK
Fixing Smash. As an action you can smash the mechanical Earth Breaker. As an action you can start rapidly mining a crea-
construction or a construct with your light hammer to fix it. You ture made of inorganic material such as stone, crystal, or metal.
restore a number of hit points to that creature or object equal You can perform a number of melee attacks equal to your pro-
to 1d4 + the ability modifier used for attacks with that light ham- ficiency bonus in one sequence. You can't take any actions be-
mer. tween the attacks in this sequence. After the sequence, your war
Once you use this feature to restore hit points to a creature, pick breaks and becomes an imporvised weapon until somebody
this creature can't ragain hit points from this maneuver again proficient in the smith's tools spends 1 hour of work to fix it.
until you finish a long rest. If your war pick is a magic item, it doesn't break immediately
and you can perform the Earth Breaker maneuver a number of
Hammer Time. When you hit a creature of your size with a
times equal to your proficiency bonus before it breaks.
hammer, you can try pinning it down. Instead of the normal 1d4
bludgeoning damage the target takes bludgeoning damage equal Piercing Blow. When you hit a creature with your war pick, you
to your ability modifier used for the attack, and the target must may pinpoint a weak point of an opponent’s armor, breaking into
succeed on a Strength saving throw or fall prone. If you hit a tar- it. The attack deals 1d6 piercing damage instead of the normal
get that's already prone, the target must succeed on a Strength 1d8 piercing damage, and the target has it's armor reduced by 1
saving throw or become unabled to stand up from prone until until the end of your next turn.
the end of it's turn.
WARHAMMER
MACE Clear the Way. When wielding a warhammer with both of your
Overpower. When you hit a creature that is one size larger than hands, when you make your first attack on the turn, you can start
you or smaller, you can make them lose their footing. The attack attacking furiously. Doing so gives you the ability to add your
deals 1d6 bludgeoning damage instead of the normal 1d8 blud- proficiency bonus to the damage rolls while doing so, and you
geoning damage, and the target must make on a Strength saving can move your target for 5 feet with every attack you make, but
throw. On a failure you can move it up to 5 feet to an unoccupied attack rolls against you have advantage until your next turn.
space.
Hammer Time. When you hit a creature of your size with a
Undead Smasher. When you hit an undead creature with your hammer, you can try pinning it down. Instead of the normal 1d8
mace, you can smash their bones. The attack deals 1d4 blud- bludgeoning damage the target takes 1d4 bludgeoning damage
geoning damage instead of the normal 1d6 bludgeoning dam- and the target must succeed on a Strength saving throw or fall
age, and the target must succeed on a Constitution saving throw prone. If you hit a target that's already prone, the target must
or have a disadvantage on the attack rolls it makes until the end succeed on a Strength saving throw or become unabled to stand
of your next turn. up from prone until the end of it's turn.

MORNINGSTAR Polearms and Spears


Bugbears Reach. When you are using two hands to wield a
Repel Charge. If you use a reaction to attack a creature that
morningstar, you may choose to swing with it to hit the creature
has moved for at least half of it's movement during this turn, you
outside of your normal reach. This attack has 10ft. reach, but
deal an additional dice of damage on a hit and the creature must
deals 1d6 piercing damage instead of the normal 1d10 piercing
succeed on a Strength saving throw or fall prone.
damage.
Overpower. When you hit a creature that is one size larger than GLAIVE
you or smaller, you can make them lose their footing. The attack Iron Swan. When you hit a creature with an attack, you can
deals 1d6 piercing damage instead of the normal 1d8 piercing try to lift it up with your glaive. The attack deals 1d6 slashing
damage, and the target must make on a Strength saving throw. damage instead of the normal 1d10 slashing damage, and if the
On a failure you can move it up to 5 feet to an unoccupied space. target is one size larger than your or smaller, it must succeed on
a Strength saving throw or become grappled with your glaive.
MAUL While grappling the creature with your glaive, you can attack
Earthquaking Smash. As an action you can smash the ground only the grappled creature. You can end the grapple on your turn
beneath you, sending a shockwave around you. The 10-foot radi- without any actions and the creature can try to escape the grap-
us area around you becomes difficult terrain and every creature ple as an action, repeating the Strength saving throw.
of your choice standing on that ground at the time of your action
Wicked Hack. As an action you may slash a line before you.
must succeed on a Strength saving throw or fall prone, taking
Choose a 15 feet long and 5 feet wide line, originating from the
1d6 bludgeoning damage in the process.
any point within your reach. Every creature in that line must
The damage of this maneuver increases to 2d6 when you
make a Dexterity saving throw, taking 1d10 slashing damage
reach 11th level.
and falling prone on a failed save, or half as much damage on a
Mighty Smash. When you attack with a maul, you may choose to successful one.
target two creatures within your reach with a single attack. This The damage of this maneuver increases to 2d10 when you
attack uses the same attack roll for both targets and, but deals reach 11th level.
1d6 plus your ability modifier used for attack to each target.
HALBERD
Dismount. As a bonus action while wielding a halberd, you may
make a single attack against a mounted creature. If the attack
hits, the target must make a Strength saving throw. On a failure,
the target is dismounted and falls prone, taking 1d10 bludgeon-
ing damage.

27
Hook. When you attack with a halberd, you may choose to target Spear Wall. As a bonus action, you can enter a defensive stance
two creatures within your reach with a single attack and pull that lasts until the start of your next turn. While in your defensive
them closer to you. This attack uses the same attack roll for both stance, you can make opportunity attacks without using your re-
targets and, but deals only your ability modifier used for attack action, and you can use your reaction to make a melee attack
to each target. If the target is one size larger than you or smaller, against a creature that moves more than 5 feet while within your
you can pull one or both of them 5 feet closer to an unoccupied reach.
space.
QUATERSTAFF
HARPOON Dazing Blow. When you hit a creature with your quaterstaff, you
Catch and Pull. When you are using your special property to can knock the target off balance. The attack deals 1d4 bludgeon-
pull the harpoon back and retrieve it to your hand, you can use ing damage instead of the normal 1d6 bludgeoning damage, but
your bonus action to pull the target that is one size larger than the target has disadvantage on the first attack roll it makes be-
you or smaller 10 feet closer to yourself to an unoccupied space fore the end of your next turn and if you bring the enemy down to
before retrieving your harpoon. 0 hit points by this attack - it is automatically stabilized.
Twist and Shout. When you are using your special property to Pole Technique. As a bonus action you can use your quaterstaff
pull the harpoon back and retrieve it to your hand, you can use as a balancing tool. While you are holding your quaterstaff with
your bonus action to twist the weapon inside a creature. The af- both of your hands, you can double your jumping distance until
fected creature takes 1d8 slashing damage as the weapon pulls thet end of your turn.
back to your hand.
SCYTHE/REAPER'S SCYTHE
JAVELIN Deadly Harvest. As an action you may slash a line before you.
Keep Your Distance! While holding a javelin in one hand and Choose a 15 feet long and 5 feet wide line, originating from the
nothing else in other, you can use your reaction when creature any point within your reach. Every creature in that line must
moves to a space within 15 feet of you to perform a pushing at- make a Dexterity saving throw, taking 2d6 (Scythe) or 2d8
tack. If you hit, you also push the target 10 feet from yourself to (Reaper's Scythe) slashing damage on a failed save, or half as
an unoccupied space. much damage on a successful one.
The damage of this maneuver increases to 3d6 (Scythe) or
Pinning Point. When you make a ranged weapon attack with a
3d8 (Reaper's Scythe) when you reach 11th level.
javelin, you may attempt to pin a Large or smaller creature to a
wall or surface by catching their clothing with the javelin’s point. Made for the Job. When you use an Attack action to attack a
This maneuver can be used against creatures without clothing plant or a plant creature, you can use your scythe to cut them
at the GM’s discretion. Make an attack roll. The attack deals no up with a one powerful swing. You may only attack once with
damage, but if you hit the target, it must make a Strength saving this Attack action, but you deal two additional dice of damage
throw. On a failure, the target’s speed is reduced to zero until the on a hit.
javelin is removed. The target can make another Strength saving The additional damage increases to four dice when you reach
throw as an action on its turn. 11th level.

LANCE SPEAR
Breaking the Line. While mounted you can use your action to Out of Reach. When you are attacking with a spear, you may
move up to your mount's speed in a straight line. Attacks during choose to poke with it to hit the creature outside of your normal
this movement against you or your mount are made with disad- reach. This attack has 10ft. reach, but deals 1d4 piercing dam-
vantage. You can move throught the creatures during this move, age instead of the normal 1d6 piercing damage.
pushing them aside from your line of movement. As a part of Spear Wall. As a bonus action, you can enter a defensive stance
this action you can make an attack against every creature you that lasts until the start of your next turn. While in your defensive
pushed aside. stance, you can make opportunity attacks without using your re-
Tournament Master. When you hit a creature with your lance, action, and you can use your reaction to make a melee attack
and you have moved 20 feet or more in a straight line before that against a creature that moves more than 5 feet while within your
attack, you can apply one of the following options to your attack: reach.
• Be Destroyed, Fiend! Your attack does an additional dice of TRIDENT
damage.
Retiarius Training. If you are holding a trident in one hand, you
• To the Ground! If the target is one size larger than your may draw nets as a part of an attack action used for throwing
mount or smaller, it is knocked prone. them.
PIKE While wielding a trident and a net, you can use your bonus
action to attack with your net. You have an advantage on this
Pinning Charge. As an action you can move up to your speed attack against the creatures you have attacked with your trident
to a creature of your choice and make an attack with your pike during this turn.
against them. On a hit you deal 2d10 piercing damage instead
of the normal 1d10 piercing damage and the creature must suc- Ruler of the Sea. When you hit any beast, elemental, or mon-
ceed on a Strength saving throw or become restrained. This con- strosity that has a swimming speed, you can choose to show
dition lasts until you remove the pike, stop holding the pike or them your expertise with the weapon instead of dealing damage
attack someone with that pike again. to them. Your attack does no damage, but instead you can make
a Charisma (Persuasion) check with advantage to charm them
until the end of your next turn.

28
Exotic Weapons BLOWGUN
What Weapon, Officer? When asked to surrender your weapons Hidden Steps. When you are hidden from a creature and misse
or hiding them in a plaing sight without showing their purpose, it with a ranged weapon attack made with a blowgun, you may
disguising them as parts of your costume, you have advantage on spend your reactio to stay hidden without revealing your posi-
Dexterity (Sleight of Hand) and Charisma (Deception) checks to tion.
do so against creatures who didn't see your exotic weapons in Toxin Shooter. You may apply the poisions to your blowgun
action. darts as a part of the attack, right before you shoot them out. You
must have a free hand to do so.
BOOMERANG
Ricochet. As an action you can make a ranged bouncing ranged CROSSBOW, HAND
attack with your boomerang. Instead of returning to your hand Blade and Bolt. If you are wielding a hand crossbow in one
after the attack the weapon bounces further, falling at the last hand and a light melee weapon in other hand, being within 5
target at the end. Roll the damage for the first atatck. Then you feet of a hostile creature doesn’t impose disadvantage on your
can make a number of additional attacks that target the new tar- ranged attack rolls and you can reload your hand crossbow with-
get equal to the number rolled on a d4 for a weapon damage. If out needing a free hand.
you miss with your ricocheting weapon, it falls at the ground at
Butterfly Wings. As an action you may fire two 15-foot cones
the target of a missed attack and the sequence ends.
around you, originating from you. Creature hit by either of those
CHAKRAM cones must make a Dexterity saving throw. A creature takes 2d6
piercing damage e on a failed save, or half as much damage on
Ricochet. As an action you can make a ranged bouncing ranged a successful one.
attack with your chakram. Instead of returning to your hand af- The damage of this maneuver increases to 3d6 when you
ter the attack the weapon bounces further, falling at the last tar- reach 11th level.
get at the end. Roll the damage for the first atatck. Then you can
make a number of additional attacks that target the new target CROSSBOW, HEAVY
equal to the number rolled on a d6 for a weapon damage. If you
Piercing Shot. As an action you can make a special piercing
miss with your ricocheting weapon, it falls at the ground at the
shot with your heavy crossbow in a 50-foot long and 5 feet wide
target of a missed attack and the sequence ends.
line in a direction you choose. Each creature in the line must
SPIKED CHAIN succeed on a Dexterity saving throw or take 2d10 piercing dam-
age on a failed save, or half as much damage on a successful one.
Spiked Tornado. If you attack with a spiked chain as part of the The damage of this maneuver increases to 3d10 when you
Attack action on your turn, you can use a bonus action immedi- reach 11th level.
ately after to make an unbalanced melee attack with it. Oh a hit
roll a d6 and apply the corresponding effect: Staggering Shot. As an action while wielding a heavy crossbow,
you may make a single ranged weapon attack. If this attack hits,
• 1-2: Slash. You make a normal attack against the target. the enemy takes the weapon damage and must make a Constitu-
• 3-4: Catch. The target is grappled if it is a Medium or smaller tion saving throw. On a failure, the target’s speed is reduced by
creature. Until the grapple ends, the target is takes 1d4 pierc- 15 feet until the end of its next turn.
ing damage at the start of each of it's turns. If you roll this
option again, while already grappling a creature, increase the CROSSBOW, LIGHT
damage recieved by a 1d4 up to a maximum number of d4s Piercing Shot. As an action you can make a special piercing
equal to your proficiency bonus. shot with your heavy crossbow in a 50-foot long and 5 feet wide
• 5-6: Topple. If the target is one size larger than you or small- line in a direction you choose. Each creature in the line must
er, it is knocked prone. succeed on a Dexterity saving throw or take 2d10 piercing dam-
age on a failed save, or half as much damage on a successful one.
WHIP The damage of this maneuver increases to 3d10 when you
reach 11th level.
Ensnare. As part of your attack action, you may snap your whip
around a creature or its weapon. If you target the weapon, the Staggering Shot. As an action while wielding a heavy crossbow,
creature must make a Strength saving throw or drop its weapon you may make a single ranged weapon attack. If this attack hits,
at its feet. If you target the creature, it must make a Strength the enemy takes the weapon damage and must make a Constitu-
saving throw or be restrained. tion saving throw. On a failure, the target’s speed is reduced by
It may repeat this saving throw at the end of each of its turns. 15 feet until the end of its next turn.
You cannot make whip attacks until the restrained condition is
ended. DART
Pinning Point. As an action, you may attempt to pin a Large or
Ranged Weapons smaller creature to a wall or surface by catching their clothing
with the dart’s point. This maneuver can be used against crea-
Overwatch. As a bonus action, you can enter a defensive stance tures without clothing at the GM’s discretion. Make an attack
that lasts until the start of your next turn. While in this stance, roll. The attack deals no damage, but if you hit the target, it must
you can make opportunity attacks with your ranged weapon make a Strength saving throw. On a failure, the target’s speed is
against creatures that enter your weapon's normal range or reduced to zero until the dart is removed. The target can make
moved for more than 5 feet while within your weapon's normal another Strength saving throw as an action on its turn to remove
range. the dart.

29
Place Your Bets. When you are making a ranged attack with a Rapid Fire. When you make your first attack on your turn while
dart, but before you rolled the dice, you can make a prediction as wielding a shortbow, you can decide to start firing rapidly. Doing
to whether you'll hit or miss. If your prediction is correct, one of so gives you disadvantage on all weapon attack rolls during this
the following effects happens: turn, but you can make an additional attack with the shortbow
• Hit. The attack deals additional damage equal to one roll of per the Attack action you make.
the weapon's damage dice. The number of attacks you can make with this feature in-
creases to two when you reach 11th level.
• Miss. The target takes damage equal to your ability modifier
used for the attack. SHOTGUN
LONGBOW Big Firing Gun. As an action you may fire in a cone in a 20-foot
cone, blasing anything in the area. Each creature in that area
Scatter Shot. As an action choose a point you can see within 80 must make a Dexterity saving throw. A creature takes 2d8 pierc-
feet. You can shoot a volley at that point. Every creature within ing damage and is deafened until the end of your next turn on a
5 feet of that point must make a Dexterity saving throw, taking failed save, or half as much damage on a successful one.
2d8 piercing damage on a failure, or half as much on a success. The damage of this maneuver increases to 3d8 when you
Rapid Fire. When you make your first attack on your turn while reach 11th level.
wielding a shortbow, you can decide to start firing rapidly. Doing Shrapnel Shot. As an action, make a single attack with your
so gives you disadvantage on all weapon attack rolls during this firearm against an object that is not worn or carried. The attack
turn, but you can make an additional attack with the shortbow deals double damage to the target. If the object is destroyed, it
per the Attack action you make. explodes into a cloud of shrapnel. Choose one of the following
The number of attacks you can make with this feature in- options:
creases to two when you reach 11th level.
• Creatures within 5 feet of the object must make a Dexterity
PISTOL saving throw, taking 2d6 piercing damage on a failure.
Blade and Bullet. If you are wielding a pistol in one hand and a • Creatures within 5 feet of the object must make a Constitu-
light melee weapon in other hand, being within 5 feet of a hos- tion saving throw. On a failure, the creature is blinded until
tile creature doesn’t impose disadvantage on your ranged attack the end of your next turn.
rolls and you can reload your pistol without needing a free hand.
SLING
Parleying Shot. As a bonus action you can shoot your pistol to
Dazing Shot. When you hit a creature with a sling, you can
intimidate the creatures around you. The next Charisma (Intimi-
choose to damage it's head instead of the torso. Instead of the
dation) check made against creatures who witnessed you shoot-
normal 1d4 bludgeoning damage the target takes bludgeoning
ing is made with advantage.
damage equal to your ability modifier used for attack, and it can't
RIFLE concentrate on a spells until the end of your next turn.
Sniper Shot. As an action you can make a ranged attack with Slayer of the Giants. As an action, you may make a single ranged
your rifle with a penalty equal to twice your proficiency bonus to weapon attack with your sling against a creature at least one
the attack roll. If that attack hits, your attack counts as a critical size category larger than you. This attack deals 1d6 bludgeoning
hit and you can roll two additional damage dice when determin- damage instead of a normal 1d4 bludgeoning damage and an ad-
ing the extra damage the target takes. ditional 1d6 bludgeoning damage per size category difference.
You can roll four additional damage dice when determining
the extra damage the target takes when you reach 11th level.
Taking Aim. As a bonus action on your turn, you can take care-
ful aim at a creature you can see that is within range of a ranged
weapon you’re wielding. Until the end of this turn, you may dou-
ble your weapon's normal range when attacking with this weap-
on. If you are using this bonus action again after the turn you
have used it at, you also have advantage on your first attack roll
with your this ranged weapon against the target you aimed at.
You can use this bonus action only if you haven't moved during
this turn, and after you use the bonus action, your speed is 0 un-
til the end of the current turn.

SHORTBOW
Mounted Archery. When you are mounted and wielding a short-
bow you can dominate the battlefield. You have advantage on
ranged attack with your shortbow against any unmounted crea-
tures that aren't larger than your mount.

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