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BEYOND

DAMAGE
DICE
James Haeck
BEYOND
DAMAGE DICE
Credits
Design: James J. Haeck
Additional Design: Wolfgang Baur
Editing: Scott Gable
Cover Art: Felipe Gaona
Interior Art: Marc Radle
Art Director & Graphic Design: Marc Radle
Publisher: Wolfgang Baur

Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations,
characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open
Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the new weapon statistics. No other portion
of this work may be reproduced in any form without permission.

© 2016 Open Design

www.koboldpress.com

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INTRODUCTION Rapier
Main Gauche. While wielding both a rapier and a dagger,
A weapon is more than the damage it deals. In combat, you may use a reaction after being attacked to roll a d4
skilled warriors use their weapons to confuse, disorient, and add the result to your Armor Class until the end of
and disadvantage their enemies before moving in for the the attacker’s turn.
kill. Beyond Damage Dice offers unique maneuvers for
Lock Blades. When a creature attacks you with a weapon,
specific weapons from both the core Fifth Edition rules
you may use your reaction to make an attack roll with
and the Midgard Campaign Setting, giving them a distinct
your rapier. If the result of this roll equals or exceeds
impact on the battlefield.
their attack roll, their attack misses.
Unless specified otherwise, any of the maneuvers in this
document can be used by any character as long as they
are wielding the appropriate weapon and are proficient Scimitar
with it. If a maneuver requires a creature to make a saving Bloody Wound. When you hit a living creature
throw, the DC equals 8 + the attacker’s proficiency bonus with a scimitar, you can choose to make
+ the attacker’s Strength or Dexterity modifier (attacker’s a superficial but bloody wound. The attack
choice). Unless specified, these maneuvers have only their deals no damage, but the target takes 1d6
listed effect and don’t deal normal weapon damage. slashing damage at the beginning of each of its
Statistics for seven new weapons presented here can be turns until it makes a DC 10 Wisdom (Medicine)
found on the table at the end of this document. check as an action to stop the bleeding or until
it receives magical healing. A creature can have
only one bloody wound at a time.
SWORDS Short Draw. As an attack, you may draw a sheathed
Greatsword one-handed sword and make an attack roll to
strike the enemy with its pommel, leaving the
Arcing Slash. When you attack with a greatsword, you may target gasping for breath. This attack deals no
choose to target two creatures within your reach with damage, but the next attack roll made against
a single attack. This attack uses the same attack roll for the target has advantage. You must have at least
both targets and deals slashing damage equal to 1d6 plus one hand free to take this action.
your Strength modifier to each target.
Grinding Halt. Whenever you must make a Shortsword
Strength saving throw to avoid being moved
against your will, you can dig the blade of your Close Quarters Combat. When you successfully grapple
greatsword into the ground as a reaction. Roll a creature or escape a grapple, you may make a single
2d6 and add the number rolled to the saving attack with a short sword as a bonus action. Additionally,
throw. If the effect pushing you does not whenever a creature fails to escape a grapple with you,
have a saving throw, you move 5 feet fewer. you may make a single attack with a short sword as a
reaction.

Longsword Short Draw. As an attack, you may draw a sheathed one-


handed sword and make an attack roll to strike the
Lock Blades. When a creature attacks you with a enemy with its pommel, leaving the target gasping for
weapon, you may use your reaction to attempt breath. This attack deals no damage, but the next attack
to lock blades and parry their attack. Make roll made against the target has advantage. You must
an attack roll with your longsword. You have have at least one hand free to take this action.
advantage on this roll if you are wielding your
longsword with two hands. If the result of this
roll equals or exceeds their attack roll, their
attack misses. POLEARMS AND AXES
Short Draw. As an attack, you may draw a sheathed
one-handed sword and make an attack roll to
Battleaxe
strike the enemy with its pommel, leaving the Crushing Blow. As an action, you can make a single attack
target gasping for breath. This attack deals no roll with your battleaxe against an armored or naturally
damage, but the next attack roll made against the armored creature within 5 feet of you. If the attack hits,
target has advantage. You must have at least one the target’s AC is permanently reduced by 1 until its
hand free to take this action. armor is repaired, but cannot be reduced below 10 + the
target’s Dexterity modifier. This attack has no effect on
creatures with magical armor, unless your battleaxe is
also magical.

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Glaive makes its attack roll. If your attack hits, it is an
automatic critical hit, and the target has disadvantage on
Disarming Parry. When a creature attacks you
its attack roll.
with a weapon, you may use your reaction
to catch their weapon in your glaive’s hook
and disarm them. Make an attack roll with Quarterstaff
your glaive. If the result of this roll equals or Vault. You can use your quarterstaff to help you leap long
exceeds their attack roll, their attack misses distances. You can use an action to double the length of
and they must succeed on a Strength saving your long jump, allowing you to leap a number of feet
throw or drop their weapon. up to twice your Strength score (this jump is part of your
Trip. As an attack while you are wielding a movement). If you land adjacent to a creature at the
glaive, you may sweep your opponent’s legs in end of this jump, you can make a single attack with your
an attempt to trip them. Make an attack roll quarterstaff as part of this action.
against a Large or smaller creature. If the attack
hits, it must succeed on a Strength saving throw or Trident
fall prone.
Pin. As an action, make an attack roll against a Medium
creature you are grappling. If the attack hits, you catch
Halberd one of the target’s limbs between the tines and bury the
Rebuff. As an attack while you are wielding a halberd, trident in the ground, restraining the creature until the
you may use the haft of your weapon to rebuff up weapon is dislodged. The target may make a Strength or
to two adjacent creatures. Make a single attack roll Dexterity saving throw (their choice) at the end of each
against one or two adjacent creatures within 5 feet of their turns to escape.
of you. If the attack hits a target, you push it up to 10 Disarming Parry. When a creature attacks you with a
feet away from you. weapon, you may use your reaction to catch their weapon
Trip. As an attack while you are wielding a halberd, you in your trident’s tines and disarm them. Make an attack
may sweep your opponent’s legs in an attempt to trip roll with your trident. If the result of this roll equals or
them. Make an attack roll against a Large or smaller exceeds their attack roll, their attack misses and they
creature. If the attack hits, it must succeed on a must succeed on a Strength saving throw or drop their
Strength saving throw or fall prone. weapon.

Lance Other Polearms


Charge. If you move at least 20 feet straight toward Whether you’re wielding a fauchard, ranseur, or
a creature before hitting it with a lance attack, the Bohemian earspoon, you can always use the disarming
target takes an extra 1d12 piercing damage and must parry and trip maneuvers (see “Glaive”).
make a Strength saving throw. On a failure, the
target falls prone.
Repel Charge. As an action, you can set your lance
HAMMERS AND
against a charge. If a creature moves at least 20 feet
straight toward you and attacks you, you may use
BLUDGEONS
your reaction to make an attack with your lance. Club
If this attack hits, it is an automatic critical hit and
the target must make a Strength saving throw. On Improvised Clobber. If you are using an improvised weapon
a failure, it falls prone and falls off its mount if it is that counts as a club, you may choose to strike with such
mounted. force that your weapon breaks. As an action, make a
single club attack. On a hit, this attack is an automatic
critical hit and your improvised club breaks.
Pike
Blackjack. Make a single attack roll with your club against
As it is a polearm, a pike-wielder always has access to the a humanoid target. If the attack hits, it does no damage,
disarming parry and trip maneuvers (see “Glaive”). but the target must make a Constitution saving throw or
Phalanx. If you are adjacent to at least two other be stunned until the beginning of its next turn.
pike‑wielders, your pike attacks have advantage.
Repel Charge. As an action, you can set your pike against Flail
a charge. If a creature moves at least 20 feet straight Chain Garrote. While wielding a flail, you may attempt
toward you and attacks you, you may use your reaction to grapple a creature by looping the chain of your
to make an attack with your pike before the attacker flail around its neck. While grappled in this way, the

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creature cannot speak, cannot breathe, and Maul
has disadvantage on attack rolls against
Crushing Blow. As an action, you can make a single attack
you. If you surprised the creature with
roll with your maul against an armored or naturally
this grapple, it cannot hold its breath
armored creature. If the attack hits, the target’s AC is
and immediately begins suffocating.
permanently reduced by 1 until its armor is repaired, but
Creatures that you cannot grapple or do
it cannot be reduced below 10 + the target’s Dexterity
not need to breathe are unaffected by
modifier. This attack has no effect on creatures with
this maneuver.
magical armor unless your maul is also magical.
Shield Snare. As an action while wielding
Hurling Impact. As an action, you can make a single attack
a flail, you may make a single attack
roll with your maul against a Medium or smaller
roll against a target carrying a shield
target. If the attack hits, it does normal weapon
or a similar defensive tool. This
damage, and the target must make a Strength
attack ignores any bonus to AC
saving throw. On a failure, the
granted by the shield and deals
target is pushed up to
normal weapon damage. If the
15 feet away from you.
attack hits, the target must also make a Strength saving
throw. On a failure, its shield is pulled from its grip and
lands at its feet. War Pick
Piercing Point. As an action, you may pinpoint a
Greatclub weak point of an opponent’s armor and make a
single attack with your war pick against it. This
Hurling Impact. As an action, you can make a single attack
attack pierces armor, treating the target’s AC as
roll with your greatclub against a Medium or smaller
10 + their Dexterity modifier. On a hit, this attack
target. If the attack hits, it does normal weapon damage
does normal weapon damage.
and the target must make a Strength saving throw. On a
failure, the target is pushed up to 5 feet away from you. Trip. As an attack while you are wielding a war
On a critical hit, this attack does 2d8 extra damage and pick, you may hook your opponent’s leg in an
the greatclub breaks. attempt to trip them. Make an attack roll against
a Medium or Small creature. If the attack hits, it
Ribshatter. Make a single attack roll with your
must succeed on a Strength saving throw or fall
greatclub against a humanoid target. This attack does
prone.
normal weapon damage and the target must make a
Constitution saving throw. On a failure, it is stunned
until the beginning of its next turn. If the damage you Warhammer
dealt was greater than the creature’s maximum hit dice, Bruising Blow. As an action, make a single attack
it is stunned until the end of its next turn. roll with your warhammer against a living
creature. If the attack hits, it deals normal
Mace and Morningstar weapon damage, and the target must make
a Constitution saving throw. On a failure,
Bruising Blow. As an action, make a
the target does not add its Dexterity modifier to its AC
single attack roll with your mace or
until the end of your next turn or until it is treated with a
morningstar against a living creature.
DC 10 Wisdom (Medicine) check.
If the attack hits, it deals normal weapon
damage and the target must make a Sundering Strike. As an attack, make an attack roll with
Constitution saving throw. On a failure, the your warhammer against a creature wielding a weapon,
target does not add its Dexterity modifier to including natural weapons. If the attack hits, the weapon
its AC until the end of your next turn or until is damaged, and all attacks made with this weapon have
it is treated with a DC 10 Wisdom (Medicine) disadvantage. Another sundering strike destroys the
check. weapon. This attack has no effect on magical weapons
unless your warhammer is also magical.
Ribshatter. Make a single attack roll with your
mace or morningstar against a humanoid
target. This attack does normal weapon Whip
damage and the target must make a Bullwhip. As part of your attack action, make a whip attack
Constitution saving throw. On a failure, it is against a beast or a creature with an Intelligence score of
stunned until the beginning of its next turn. 2 or lower. The target must make a Wisdom saving throw
If the damage you dealt was greater than the or be frightened of you until the end of its next turn.
creature’s maximum hit dice, it is stunned
until the end of its next turn. Snare. As part of your attack action, you may snap your
whip around a creature or its weapon. If you target the

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weapon, the creature must make a Strength saving throw Trip. As a melee weapon attack while you are wielding
or drop its weapon at its feet. If you target the creature, a javelin, you may sweep your opponent’s legs in an
it must make a Strength saving throw or be restrained. attempt to trip them. Make an attack roll against a Large
It may repeat this saving throw at the end of each of its or smaller creature. If the attack hits, it must succeed on
turns. You cannot make whip attacks until the restrained a Strength saving throw or fall prone.
condition is ended.
Light Hammer
THROWN WEAPONS Dazing Blow. As an action, you may make a
single ranged weapon attack with a light
hammer. If the attack hits, the target
Dagger must make a Constitution saving throw or
These maneuvers can also be used with be incapacitated until the end of its next turn.
dagger‑like bladed throwing weapons such as Sunder Joints. When you make a melee weapon
shuriken or kunai. attack against a creature in medium or heavy
Pinning Point. When you make a melee or ranged armor with a light hammer, you may choose
weapon attack with a dagger, you may attempt to to damage the joints of their armor instead of
pin a Large or smaller creature to a wall or surface dealing damage to the creature. If the attack
by catching their clothing with the knife’s point. hits, the creature’s movement is reduced by
This maneuver can be used against creatures 10 feet until the end of their next turn. This
without clothing at the GM’s discretion. Make reduction is not cumulative.
an attack roll; if the attack hits, the target must
make a Strength saving throw. On a failure, the
target’s speed is reduced to zero until the dagger
Net
is removed. The target can make another Strength Nets have the unique property, Ensnaring,
saving throw as an action on its turn. described below.
Concealed Blade. Instead of making a Dexterity (Stealth) Ensnaring: A Large or smaller creature hit by a net
check to hide yourself, you may make a Dexterity (Sleight is restrained until it is freed. A net has no effect on
of Hand) check—contested by an active or passive creatures that are formless, or creatures that are Huge
Wisdom (Perception) check—to conceal your dagger. or larger. A creature can use its action to make a DC 10
As an action, you may make a weapon attack with a Strength check, freeing itself or another creature within
concealed dagger against a creature that has not yet acted its reach on a success. Dealing 5 slashing damage to the
in combat. This attack has advantage. net (AC 10) also frees the creature without harming it,
ending the effect and destroying the net.

Handaxe Blinding Binds. Instead of restraining your foe, you may


instead wrap the thick cords of your net around a single
Pinning Edge. When you make a melee or creature’s head. A Large or smaller creature hit by a
ranged weapon attack with a hand axe, net when you use this maneuver is blinded but is not
you may attempt to pin a Large or smaller restrained, until the net is removed.
creature to a wall or surface by catching
their clothing with the axe’s edge. This Wing-Wrapping Net. Instead of restraining a flying
maneuver can be used against creatures creature, you may entangle its wings in your net. A Huge
without clothing at the GM’s discretion. or smaller winged creature hit by a net when you use
Make an attack roll; if the attack hits, the this maneuver has its fly speed reduced to 0 (but is not
target must make a Strength saving throw. On restrained) until the net is removed.
a failure, the target’s speed is reduced to zero
until the axe is removed. The target can make
another Strength saving throw as an action on
its turn.
RANGED WEAPONS
Blowgun
Javelin A blowgun has no specific maneuvers to use in combat,
Fearsome Accuracy. As an attack, you may throw your but a character with a poisoner’s kit (50 gp) can spend a
javelin at a creature at the very limit of your range. short rest creating one of the following simple poisons.
Make an attack roll against a creature exactly 120 feet Applying a poison to a blowgun dart is a bonus action, and
away. If the attack hits, the creature takes normal damage each vial of poison has 10 uses before it must be created
and must make a Wisdom saving throw. On a failure, the again. A poison’s effects are in addition to the 1 piercing
creature becomes frightened of you for 1 minute. damage dealt by a blow dart.

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Deathtoad Toxin. A creature hit by a dart coated with this Hand Crossbow
poison must make a DC 10 Constitution saving throw.
In campaign settings with firearms, these maneuvers can
On a failure, it takes 2d6 poison damage.
also be used by a character who wields a pistol.
Chuul Ichor. A creature hit by a dart coated with this poison
Concealed Sidearm. Instead of making a Dexterity (Stealth)
must make a DC 10 Constitution saving throw. On a
check to hide yourself, you may make a Dexterity (Sleight
failure, it is paralyzed until the beginning of its next turn.
of Hand) check—contested by an active or passive
Svirfneblin Wooziness Tonic. A creature hit by a dart coated Wisdom (Perception) check—to conceal your hand
with this poison must make a DC 10 Constitution crossbow. As an action, you may make a weapon attack
saving throw. On a failure, it is poisoned until the end of with a concealed crossbow against a creature that has not
its next turn. yet acted in combat. This attack has advantage.
Rapid Shot. You rapidly reload your hand crossbow,
Composite Bow throwing off your aim but allowing you to make an
additional attack this turn. As a bonus action, you
The composite bow’s unique construction gives it an
may reload your hand crossbow and make an attack
incredibly heavy draw, making it usable only by the
with it against a target within 30 feet. This attack has
strongest archers. Characters with Strength 14 or lower
disadvantage.
have disadvantage on attacks made with a composite bow.
Power Shot. When you make an attack with a composite
bow, you may take a penalty on your attack roll equal to Longbow and Shortbow
your Strength modifier. This penalty must be applied Pinning Shot. When you make an attack with a bow, you
before the roll is made. If the attack hits, it deals may attempt to pin a Large or smaller creature to a wall
additional damage equal to twice your Strength modifier. or surface by catching their clothing with the arrow’s
point. This maneuver can be used against creatures
Staggering Shot. As an action while wielding a composite
without clothing at the GM’s discretion. Make an attack
bow, you may make a single ranged weapon attack. If
roll; if the attack hits, the target must make a Strength
this attack hits, the enemy takes full weapon damage and
saving throw. On a failure, the target’s speed is reduced
must make a Constitution saving throw. On a failure,
to 0 until the arrow is removed. The target can make
the target’s speed is reduced to 0 until the end of its next
another Strength saving throw as an action on its turn.
turn.
Distracting Shot. As an action, make a single attack with
your bow. You intentionally miss your target but give an
Heavy Crossbow and Light Crossbow ally the chance to attack while it is distracted. The next
In campaign settings with firearms, these maneuvers can attack roll against the target has advantage if it is made
also be used by a character who wields a rifle. before the beginning of the target’s next turn.
Shrapnel Shot. As an action, make a single attack with your Trick Shot. As an action, make a single stylish bow attack
crossbow against an unattended object. The attack deals with disadvantage. If the lower roll would also hit the
double damage to the target. If the object is destroyed, target, you automatically score a critical hit.
it explodes into a cloud of shrapnel. Choose one of the
following options:
• Creatures within 5 feet of the object must make a Sling
Dexterity saving throw, taking 1d6 piercing damage Underdog Strike. As an action, you may make a single
on a failure. ranged weapon attack with your sling against a creature
• A creature adjacent to the object must make a at least 1 size category larger than you. This attack deals
Constitution saving throw. On a failure, the creature normal weapon damage, and an extra 1d4 bludgeoning
is blinded until the beginning of your next turn. damage per size category difference.

Patient Shot. You carefully align your crossbow’s sights Headcrack. As an action, you may make a single ranged
over your target. As an action in a turn that you have not weapon attack with your sling. If the attack hits, the
moved, you may make a single target must make a Constitution saving
crossbow attack with advantage. throw or be stunned until the beginning
of its next turn.

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Northlands Estoc
MIDGARD WEAPONS A hand-and-a-half sword designed to pierce
Dwarven Tijino heavy armor and sharpened only on the tip, an
estoc is 4 feet long, sometimes with a second
The tijino poleaxe bears a long axe blade in crossguard. It is said to have been used first by
front, with a long, looping backhook designed the knights of Vael Turog and Balinor against
to unhorse riders. The tijino poleaxe has the elves, but now is used by dwarven
reach. You can strike opponents 10 feet mercenaries and human knights who
away with it, but you cannot use it expect to fight other heavily armored
against an adjacent foe. As a polearm, warriors. Its anti-armor properties make
tijino wielders can also use the it popular with monster hunters and dragon
disarming parry and trip maneuvers (see slayers as well. Sometimes called the “tuck.”
“Glaive”). The estoc also has the following special property.
Unmount. As an action while wielding Special: The estoc deals an additional 1d6
a tijino, you may make a single attack damage to creatures wearing heavy armor, or
against a mounted creature. If the naturally armored creatures with an AC of 16
attack hits, the target must make a or higher.
Strength saving throw. On a failure, the target
is dismounted and falls prone. Armor-Piercing Thrust. As an action, you may
pinpoint a weak point of an opponent’s
armor and make a single attack with your
Nordmansch Greataxe estoc against it. This attack pierces armor,
The nordmansch greataxe likely originated with treating the target’s AC as 10 + their Dexterity
the foresters and lumberjacks of the Ordenn modifier. On a hit, this attack does normal
forest, who found a way of making axe heads they weapon damage, and does not deal the
continue to keep secret. The nordmansch make more additional damage granted by the estoc’s
axes than their woodsmen actually need. special property (above).
The nordmansch greataxe is a two-handed weapon built Blunted Bash. Instead of dealing piercing
to sunder other weapons. Its edge is hardened especially damage, you can choose to deal bludgeoning
for this purpose, and its haft is likewise set with trapping damage by striking the target with the estoc’s
prongs to catch and hold a foe’s weapon. At the GM’s unsharpened blade. This attack’s damage die is
discretion, typical greataxes may also use the sundering one size smaller than normal (1d4 if one-handed, 1d6 if
strike maneuver. two‑handed), and cannot benefit from the estoc’s special
Sundering Strike. As part of the attack action, make property (below).
a single attack roll with your nordmansch against a
creature wielding a weapon, including natural weapons.
If the attack hits, the weapon is damaged, and all attacks
Rothenian Poniard
made with this weapon have disadvantage. Another This longsword has a spring-loaded poniard concealed
sundering strike destroys the weapon. This attack has no in the hilt, which quickly extends when the hilt is gripped
effect on magical weapons, unless your nordmansch is in a particular way. It is particularly beloved by rogues, as
also magical. the concealed blade helps them sneak attack opponents
already locked in combat. Kariv of a crueler bent have been
Disarming Parry. When a creature attacks you with a known to poison the secondary blade.
weapon, you may use your reaction to catch their weapon Thanks to its hidden blade, the Rothenian poniard has
in your nordmansch’s prongs and disarm them. Make an the following special ability:
attack roll with your nordmansch. If the result of this roll
equals or exceeds their attack roll, their attack misses, Special: The larger blade is a versatile weapon, and the
and they must succeed on a Strength saving throw or secondary blade is a light weapon. You may make an
drop their weapon. attack with the secondary blade as bonus action, as if
you were two-weapon fighting. Retracting the poniard
requires an action.
Hidden Poniard. If the poniard is still concealed within
your sword’s hilt, you may make a Dexterity (Sleight
of Hand) check opposed by a target creature’s Wisdom
(Perception) check. If you win this contest, you may
make a single attack roll with the concealed poniard
against that target. This attack has advantage.

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SOUTHLANDS Scorpion Stiletto
Politics in the Mharoti Empire are a battlefield,
WEAPONS and not all wars there are won with words. The
scorpion stiletto appears as an ornate, ceremonial
Dikama (Fang Blade) knife, but its beauty distracts from the deadly
First crafted by the bronzesmiths of the Lion Kingdom of poison secreted within—the venom of the
Omphaya, the wicked dikama fang blade is shaped like a Mharoti emerald scorpion. Though this knife
serrated, oversized lion’s tooth. originated in the Dragon Empire, it is now
wielded by assassins and cutthroat politicians
Bloody Wound. When you hit a living creature with a throughout Midgard and the Southlands.
dikama, you can choose to make a superficial but bloody Other than the two properties described
wound. The attack deals no damage, but the target takes below, the only difference between a standard
1d6 slashing damage at the beginning of each of its turns dagger and a scorpion stiletto is price. The stiletto
until it or another creature makes a DC 10 Wisdom is a specialized assassination tool, so no one can
(Medicine) check as an action to stop the bleeding or just walk into a shop and buy one. A purchaser
until it receives magical healing. must either find a disreputable merchant who'll
Serrated Twist. When you deal damage to a living creature sell one under the table or a disreputable smith
with a dikama (not including damage from the Bloody who'll make one to order. In either case, the price
Wound maneuver), you may twist the serrated blade as must be negotiated. Any maneuver that can be used
a bonus action. The creature must make a Constitution with a dagger can also be used with a scorpion stiletto.
saving throw or take 2d4 slashing damage. Concealed Blade. Instead of making a Dexterity (Stealth)
check to hide yourself, you may make a Dexterity
Nurian Hook (Sleight of Hand) check—contested by an active or
passive Wisdom (Perception) check—to conceal your
A Nurian hook is a 1-foot-long square shaft that ends in a stiletto. As an action, you may make a weapon attack
bronze hook with an arrow-shaped point at the pommel. with a concealed dagger against a creature that has not
Embalmers and butchers use it to hang up corpses. yet acted in combat. This attack has advantage.
Disarming Parry. When a creature attacks you with a Release Venom. A vial of venom can be loaded into the
weapon, you may use your reaction to catch their handle of this stiletto. As a bonus action, you can press
weapon in your hook and disarm them. Make an attack the jewel on the dagger’s pommel to release the venom
roll with your Nurian hook. If the result of this roll into a groove on the blade. Any type of injury poison
equals or exceeds their attack roll, their attack misses can be loaded into the stiletto’s hidden chamber, but the
and they must succeed on a Strength saving throw or most common is emerald scorpion venom.
drop their weapon.
Emerald Scorpion Venom (Injury). A creature
Trip. As an attack while you are wielding a Nurian hook, subjected to this poison must make a DC 16
you may catch your opponent’s leg in an attempt to trip Constitution saving throw at the beginning of each of
them. Make an attack roll against a Medium or smaller its turns, taking 24 (7d6) poison damage on a failed
creature. If the attack hits, it must succeed on a Strength saving throw, or half as much on a successful one.
saving throw or fall prone. This poison lasts until the target succeeds on three
saving throws or is magically cured.

NEW WEAPONS
Name Cost Damage Weight Properties
SIMPLE MELEE WEAPONS
Nurian Hook 6 gp 1d6 piercing 6 lb. Finesse, Light
Stiletto See text 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
MARTIAL MELEE WEAPONS
Dikama 10 gp 1d4 slashing 3 lb. Light
Dwarven Tijino 25 gp 2d4 piercing 12 lb. Heavy, reach, two-handed
Nordmansch Greataxe 50 gp 1d12 slashing 8 lb. Heavy, two-handed
Northlands Estoc 40 gp 1d6 piercing 3 lb. Special, versatile (1d8)
Rothenian Poniard 100 gp 1d8 piercing/1d4 piercing 4 lb. Special, versatile (1d10)
MARTIAL RANGED WEAPONS
Composite Bow 100 gp 1d12 piercing 8 lb. Ammunition (range 150/600), heavy,
special, two-handed

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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and 6. Notice of License Copyright: You must update the COPYRIGHT
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights NOTICE portion of this License to include the exact text of the
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No other terms or conditions may be applied to any Open Game Content 15. COPYRIGHT NOTICE
distributed using this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
3. Offer and Acceptance: By Using the Open Game Content You Inc.
indicate Your acceptance of the terms of this License. System Reference Document 5.0 Copyright 2016, Wizards of the
4. Grant and Consideration: In consideration for agreeing to use this Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
License, the Contributors grant You a perpetual, worldwide, royalty-free, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
non-exclusive license with the exact terms of this License to Use, the Cordell, Chris Sims, and Steve Townshend, based on original material by
Open Game Content. E. Gary Gygax and Dave Arneson.
5. Representation of Authority to Contribute: If You are contributing Beyond Damage Dice © 2016 Open Design; Author: James J. Haeck.
original material as Open Game Content, You represent that Your
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AN ADVENTURE
ON EVERY PAGE
Tome of Beasts brings more than 400 new foes
to 5th Edition, from vicious dungeon vermin
to earth-shaking personifications of evil!
Every entry comes with full-color art by
some of the top talent in the industry.
Here, Game Masters will find:
• Clockwork creatures
• Drakes and dragons
• Devils and arch-devils
• Dangerous flavors of the fey
...and much more! These monsters are ready to
wreak havoc in any fantasy setting, from
fan-favorite realms to worlds of your own creation.
Flip to any page in the Tome of Beasts and you’ll
find an encounter that players won’t soon forget...
Available now from www.KoboldPress.com
and better game stores everywhere!

©2016 Open Design. Kobold Press logo is a trademark


of Open Design. 5E bullet is used by kind permission
of Sasquatch Game Studio.

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BEYOND
DAMAGE
2
DICE
James
Haeck
BEYOND
DAMAGE DICE
2
Credits
Design: James J. Haeck
Editing: Scott Gable
Cover Art & Interior Art: Gabriel Cassata, Legendary stock art
Art Director & Graphic Design: Marc Radle
Publisher: Wolfgang Baur

Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks,
proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations,
characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open
Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the new weapon statistics. No other portion
of this work may be reproduced in any form without permission.

© 2021 Open Design

www.koboldpress.com

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A weapon is more than the damage it
deals. In combat, skilled warriors use
their weapons to confuse, disorient, and
disadvantage their enemies before moving in for the kill.
Beyond Damage Dice 2 ties unique maneuvers to weapons
from both the core rules and the Midgard Campaign Setting,
giving them a distinct impact on the battlefield.
The following maneuvers can be used by any
character as long as they are proficient with and
wielding the appropriate weapon. If a maneuver
requires a creature to make a saving throw, the
DC is equal to 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Unless specified, these maneuvers do not deal
normal weapon damage.

UNARMED STRIKES
AND MONK WEAPONS
The following maneuvers can only be used by monks and
only as long as they are proficient with and wielding the
appropriate weapon. If a maneuver requires a creature to
make a saving throw, it uses your ki save DC. Using any of
these maneuvers is considered an Attack action.
Daitō
The term daitō refers to any Japanese longsword,
Bō including the famous katana. Most daitō are curved
The bō (sometimes redundantly called a bo staff in the blades with a single slashing edge, though some ancient
West and a kon in Okinawa) is a nearly 6-foot-long Japanese swords like the chokutō or the tsurugi were
fighting staff used most frequently in Okinawan martial straight blades with two slashing edges, not unlike the
arts. Monks that follow the Way of the Open Hand European longsword. The daitō is mechanically identical
typically learn to fight with a bō during their training. to a longsword, and a monk can also use these maneuvers
This weapon is mechanically identical to a quarterstaff, while wielding a longsword.
and a monk can also use these maneuvers while wielding Death in a Single Stroke. On the first round of combat, you
a quarterstaff. may spend 1 ki point to make a single melee attack with
Lunge. As an action, you can make a single melee attack your daitō as an action. This attack scores a critical hit
roll with your bō against an enemy within 10 feet of on a roll of 19 or 20. If this attack does score a critical
you. If the attack hits, you can switch positions with the hit, you may spend an additional ki point to cause the
target, as long as nothing physically prevents the target attack to deal an additional 2d8 damage. These damage
from moving. dice are not doubled by the critical hit.
Vault. You can use your bō to help you leap long distances. Lock Blades. When a creature attacks you with a weapon,
You can use an action to double the length of your you may use your reaction to attempt to lock blades
long jump, allowing you to leap a number of feet up and parry their attack. Make an attack roll with your
to twice your Strength score (this jump is part of your longsword. You have advantage on this roll if you are
movement). If you land adjacent to a creature at the end wielding your longsword with two hands. If the result
of this jump, you can make a single attack with your bō as of this roll equals or exceeds their attack roll, their
part of this action. attack misses.

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Short Draw. As an attack, you may draw a sheathed one- Nagae-yari
handed sword and make an attack roll to strike the Japanese longspears, known as nagae-yari, were weapons
enemy with its pommel, leaving the target gasping for used by samurai and peasants alike. These pikes were
breath. This attack deals no damage, but the next attack visually distinguished from simpler spears by their
roll made against the target has advantage. You must exceptionally long tangs— perpendicular metallic spikes,
have at least one hand free to take this action. protruding from the spearhead—that were often as long
as the spearhead itself. By the 16th century, the nagae-
Kanabō yari became the primary weapon of Japanese armies. This
In feudal Japan, the kanabō was a two-handed club lined weapon is mechanically identical to a pike, and a monk
with metal studs, often used by samurai. It was also a can also use these maneuvers while wielding a pike, a
weapon said to be wielded by the mythical oni, and as trident, or a spear.
such, an oni can also use these maneuvers while wielding
Disarming Parry. When a creature attacks you with a
a kanabō. This weapon is mechanically identical to a
weapon, you may use your reaction to catch their weapon
greatclub, and a monk can also use these maneuvers while
with your nagae-yari’s tangs and disarm them. Make an
wielding a greatclub.
attack roll with your nagae-yari. If the result of this roll
Crushing Blow. As an action, you can make a single equals or exceeds their attack roll, their attack misses,
melee attack roll with your kanabō against an armored and they must succeed on a Strength saving throw or
or naturally armored creature. If the attack hits, the drop their weapon.
target’s AC is permanently reduced by 1 until its armor
is repaired but cannot be reduced below 10 + the target’s Pinning Lunge. As an action, you can make a single melee
Dexterity modifier. This attack has no effect on creatures attack roll with a nagae-yari against a creature within
with magical armor unless your kanabō is also magical. 10 feet of you. If this attack hits, it deals no damage, but
you can attempt to pin a Large or smaller creature to a
Reckless Swing. The first attack you make with a kanabō wall, the ground, or another surface by catching their
this turn deals an extra 2d6 bludgeoning damage. If clothing with the weapon’s point. This maneuver can
you miss with this attack, the target can make an attack be used against creatures without clothing at the GM’s
against you as a reaction unless you spend 1 ki point. discretion. The target must make a Strength saving
throw. On a failure, the target’s speed is reduced to zero
Kunai until the spear is removed. The target may repeat this
The real-world kunai was a gardening and masonry tool, saving throw as an action.
sometimes used like a crowbar or a piton by Japanese
farmers. This peasant tool was eventually adopted by ninja Naginata
as a short stabbing weapon. Decades of exaggeration The Buddhist warrior-monks known as sōhei were among
in Japanese pop culture has transformed the kunai into the most famous wielders of naginata polearms in feudal
a ninja’s throwing dagger—an iconic weapon for East and medieval Japan. Additionally, female samurai known
Asian-inspired fantasy. This weapon is mechanically as onna-bugeisha were trained in the naginata, both to
identical to a dagger, and a monk can also use these protect their family and in certain cases, such as that of
maneuvers while wielding a dagger. the legendary Empress Jingū, to lead revolutions. This
Ascendant Grip. When you deal damage to a creature weapon is mechanically identical to a glaive, and a monk
that is larger than you with a kunai, the kunai remains can also use these maneuvers while wielding a glaive.
embedded in its body and can be used a handhold or Swap Blades. As a bonus action, you can remove the blade
piton. You and other monks have advantage on Strength of a naginata and use it as a short sword. As an action,
(Athletics) checks to climb creatures spiked with at least you can swap blades and also make a single melee attack
one kunai per size category larger than Medium. A with the short sword. You cannot use the Wide Sweep
creature can remove a kunai by making a successful DC maneuver while wielding a naginata blade a short sword.
10 Wisdom (Medicine) check. You can spend 1 ki point as
a reaction to impose disadvantage on this check. Wide Sweep. By spending 1 ki point, you can select one
creature that you can see. If that creature enters your
Spirit Chain. When you hit a creature that is your size or range, you can make an attack against it as a reaction. If
smaller with a kunai, you can spend 1 ki point to manifest that attack hits, the creature’s movement is reduced to 0
a pseudo-physical chain between your body and your until the end of its turn.
weapon. You can choose to pull either the creature toward
you by making a successful Strength check opposed by its
Strength check or yourself toward the creature a number
of feet up to your movement. This chain of spiritual
energy disappears at the end of your turn.

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Nunchaku Ono
In Okinawan karate, nunchaku (or nunchucks in the As with most monk weapons, the ono or masa-kari axe
West), were a training tool used to improve a martial was not designed for war but was adapted from farmers’
artist’s coordination and speed. Bruce Lee popularized tools. This simple battleaxe is strongly associated with
the nunchaku as a street-fighting weapon in his martial the legendary folk hero Kintarō, a child of superhuman
arts films. This weapon is mechanically identical to a flail, strength raised by a yōkai spirit atop a mountain. This
and a monk can also use these maneuvers while wielding weapon is mechanically identical to a battleaxe, and
a flail. a monk can also use this maneuver while wielding a
Chain Garrote. You may attempt to grapple a creature by battleaxe. In the rare occasion that ono were made for
looping the tether of your nunchaku around its neck. war, they could have hafts up to six feet long, making it
While grappled in this way, the creature cannot speak, more akin to a halberd.
cannot breathe, and has disadvantage on attack rolls Crushing Blow. As an action, you can make a single attack
against you. If you surprised the creature with this roll with your ono against an armored or naturally
grapple, it cannot hold its breath and immediately armored creature within 5 feet of you. If the attack
begins suffocating. Creatures that you cannot grapple hits, the target’s AC is permanently reduced by 1 until
or do not need to breathe are unaffected by this its armor is repaired, but it cannot be reduced below
maneuver. 10 + the target’s Dexterity modifier. This attack has no
effect on creatures with magical armor unless your ono
Spinning Shield. When you take the Dodge action while
is also magical.
wielding nunchaku, you also gain half cover against
ranged weapon attacks. If your
nunchaku are magical, you also
gain half cover against ranged
spell attacks.

Ōdachi
The ōdachi is a large sword with a single
cutting edge, typically used by samurai
in the Muromachi period. These massive
swords carried immense power, and fighting
with one emphasized strong, downward cuts. Just
like the German zweihänder and Scottish claymore,
ōdachi were rarely worn on a warrior’s person.
Typically, a follower would carry the sword and hold its
scabbard as the warrior drew the weapon. The ōdachi is
mechanically identical to a greatsword, and a monk can
also use these maneuvers while wielding a greatsword.
Arcing Slash. When you make a melee weapon attack
with an ōdachi, 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 deals slashing
damage equal to 1d6 plus your Strength modifier to
each target.
Grinding Halt. Whenever you must make a Strength
saving throw to avoid being moved against your will,
you can dig the blade of your ōdachi into the ground as
a reaction. Roll 2d6 and add the number rolled to the
saving throw. If the effect pushing you does not have a
saving throw, you move 5 feet fewer.
Overhand Cleave. When you make a melee weapon
attack with an ōdachi, you may make the attack with
disadvantage. If the attack hits, it deals an additional
1d6 damage.

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Stone-Splitting Strike. As an action, you can spend 1 ki Unarmed Strike
point and make a single attack roll with your ono against The quintessential weapon of a martial artist, the unarmed
a creature within reach. If the target is resistant to strike is an easy way to simplify thousands of complex and
slashing damage, this attack ignores its resistance. If the unique martial arts into a single game mechanic. These
target is instead immune to slashing damage, it treats its maneuvers highlight the unique methods of certain martial
immunity as a resistance to slashing damage instead. styles without undoing this simplification.

Shuriken Butterfly Kick. The xuan zi maneuver in real-life Chinese


martial arts is an impractical acrobatic flourish, but in
The shuriken was the most iconic ninja weapon never
a fantasy setting, this kick can be used as a defensive
actually used by ninja. Shuriken were disposable,
technique. As an action, you can make a single melee
concealed throwing weapons used by samurai to distract
attack roll with your unarmed strike. If this attack hits,
or poison enemies before striking with a blade. The
you can immediately take the Dodge action, requiring
popular image of a shuriken is a bladed throwing star,
no action.
but other historical shuriken included the dart-shaped
bo-shuriken and four-pointed throwing needles. This Gentle Rebuke. Inspired by the martial art of jūdō, this
weapon is mechanically identical to a dart, and a monk maneuver allows a monk to defend themself without
can also use these maneuvers while wielding a dart. attacking. Whenever you make an attack as a Reaction,
Distracting Barrage. When you make a ranged attack with you can make the attack a Gentle Rebuke. This attack
a shuriken, you can spend 1 ki point to also manifest an does not deal damage, but you can choose to throw the
illusory barrage of shuriken, granting you advantage on target up to 10 feet away, where it lands prone. This
the attack roll. attack has no effect if the target is more than one size
category larger than you.
Invisible Swordsman. As an action, you can make a single
ranged attack roll with a shuriken against an enemy that
cannot see you. The range of this attack is doubled. This
attack does not reveal your location to your target, and DWARVEN WEAPONS
the shuriken cannot be found unless a creature makes a
The following weapons are crafted by dwarves.
successful DC 15 Wisdom (Perception) check to search
for it. Dragonhead
By packing liquid alchemical explosives and small iron
Tonfa pellets into a long metal tube, dwarven weaponsmiths
The tonfa was a traditional weapon in Okinawan armed have created a powerful weapon they call a dragonhead.
martial arts. They are short clubs with a perpendicular While this weapon can shoot projectiles, its limited
secondary grip. This weapon is mechanically identical range makes it more suitable for front-line or middle-
to a club, but a monk cannot use tonfa maneuvers while rank warriors. The difficulty of both smelting such a
wielding a club. weapon and creating its alchemical ammunition makes
Disarming Parry. By reversing your grip, the handle of the dragonhead a rare weapon; it is generally only used
the tonfa becomes a hook. When a creature attacks you by royal guards, mad alchemists, and warriors that have
with a weapon, you may use your reaction to catch their looted one from one of the former.
weapon in your tonfa’s hook and disarm them. Make an This weapon uses alchemical iron-balls as ammunition.
attack roll with your tonfa. If the result of this roll equals This hollow, 1-inch-diameter pellet contains a volatile
or exceeds their attack roll, the creature’s attack misses, alchemical fluid that is ignited by lighting a fuse atop
and it must succeed on a Strength saving throw or drop the dragonhead. The explosion propels the ball a short
its weapon. distance from the cannon’s mouth.
Double Pack. By cramming twice the usual amount of
Focused Jab. The tonfa focuses all the force of a jab into a
explosive material into a dragonhead’s barrel, a reckless
small point. You can spend 1 ki point as part of the Attack
warrior can double the range and lethality of their
action to make your tonfa attacks ignore resistance to
weapon. Make a single attack roll with disadvantage.
bludgeoning damage for 1 minute.
This attack consumes two alchemical iron-balls, has a
range of 80 feet, and deals 2d12 piercing damage on a hit.
Fiery Discharge. By cracking open an alchemical iron-ball
and pouring its liquid straight into the weapon’s barrel,
you can cause the weapon to belch forth fire. When you
use this maneuver as an action, you take 1d4 fire damage
and make a single melee attack roll against a creature
within 5 feet of you. If this attack hits, the target takes
1d12 fire damage.

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Granite Fist Other Dwarven Weapons
A favorite weapon of dwarven gangsters, granite fists are In addition to these weapons, the dwarven tijino polearm,
a brutal pair of gauntlets designed specifically to break the nordmansch greataxe, and the northlands estoc were
bones. These stone gauntlets are perpetually curled into a described in Beyond Damage Dice.
fist and contain an iron bar inside for the wielder to grip.
There are dozens of variations on granite fists, and most
gangs have a special variation unique to them; some fists ELVEN WEAPONS
are made of iron instead of granite, some have spikes
on the knuckles, and some are shaped like open palms The following weapons are crafted by elves and half elves,
instead of clenched fists. using methods passed down throughout the ages.
Bonebreaker. As an action, you can make a single attack Joining Blades
roll with your granite fist against a creature that is not Wood elves are skilled and versatile warriors and can craft
wearing armor and does not have natural armor. This weapons just as adaptable as their wielders. During their
maneuver affects unarmored creatures whose base AC training, these elves become masters of fighting both
has been increased by class features but not by spells. with dual small blades and single large blades. For these
If this attack deals damage, the target must make a warriors, the master elven smiths developed an elegant
Constitution saving throw. On a failure, the target’s weapon that could be wielded both as a pair of blades to be
speed is reduced by 10 until it completes a long rest or used against multiple foes at once and then joined together
is treated with a DC 10 Wisdom (Medicine) check. This to form a two-bladed greatsword for single combat.
reduction in speed is cumulative. When separated, a pair of joining blades are identical to
Crushing Blow. As an action, you can make a single attack scimitars. When joined, the blades form a double-sword
roll with your granite fist against an armored or naturally with two blades protruding from a central hilt; this blade
armored creature. If the attack hits, the target’s AC is is a greatsword with the finesse property. You can join or
permanently reduced by 1 until its armor is repaired, but unjoin the blades as a bonus action. You can use scimitar
it cannot be reduced below 10 + the target’s Dexterity maneuvers and greatsword maneuvers as described in
modifier. This attack has no effect on creatures with Beyond Damage Dice with this weapon when it is in the
magical armor unless your granite fist is also magical. appropriate form.
Elegant Separation. You can decouple your blades in one
Hurled Colpik fluid motion. After you take the Attack action with a
At first glance, this dwarven weapon resembles nothing joined greatsword, you can separate the blades into two
more than a tiny pickaxe with a very long handle. The scimitars as part of that action.
colpik—a bastardized form of the words “coal pick” in the
Spinning Shield. When you take the Dodge action while
Common tongue—is a throwing weapon first designed
wielding the joined greatsword, you also gain half cover
by a group of dwarven miners. These common laborers,
against ranged weapon attacks. If your joining blades
untrained in the arts of war, had to improvise weapons
are magical, you also gain half cover against ranged
when beset by sling-wielding goblins deep in a coal mine.
spell attacks.
Modern colpiks are specifically designed as throwing
weapons and can be thrown with much greater accuracy
than their ancient, improvised counterparts. Throughout Windrunner Bolas
the centuries, colpiks have been the typical weapon for Bolas are thrown weapons of the elves of the plains, used
dwarves untrained in martial combat. to capture all sorts of fleeing creatures, from beasts to
nomads to unfortunate adventurers. Bolas are made from
Blunt Edge. When you make an attack with a colpik, you ball-shaped weights tied together by a length of cord, and
can choose to deal bludgeoning damage instead of they were invented by real-world South American tribes
piercing damage. If this damage reduces a creature to 0 as a hunting tool. Bolas use maneuvers similar to the net,
hit points, the creature falls unconscious and is stable, originally presented in Beyond Damage Dice.
even if the attack was a ranged attack. When a creature is hit by a ranged weapon attack made
Mining Point. As an action while wielding a colpik, you with bolas, it must make a Strength saving throw with a
may make a single melee or ranged attack against a DC equal to 8 + your proficiency bonus + your Strength
nonliving target within range. This target can be an or Dexterity modifier (your choice). On a failed save, the
object or a creature with the construct or undead creature is restrained until the bolas are removed. On a
type. If this attack hits, its damage ignores the object’s successful save, the creature takes 1d4 bludgeoning damage
damage threshold (if any) or the creature’s resistance to as the bola strikes it, but they do not become entangled.
bludgeoning or piercing damage. A creature can use its action to make a DC 10 Strength
check, freeing itself or another creature within its reach
on a success. Dealing 5 slashing damage to the cord (AC
10) also frees the creature without harming it, ending the
effect and destroying the bolas.

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Suffocating Binds. Instead of restraining your foe, you
may instead wrap the thick cords of your bolas around a KOBOLD WEAPONS
single creature’s neck. A Large or smaller creature that
The following weapons are haphazardly cobbled together
fails a Strength saving throw against your bolas attack
by urban kobolds.
when you use this maneuver is not restrained but cannot
breathe until it is freed. Catchpole
Wing-Tying Cord. Instead of restraining a flying creature, The catchpole, also known as a man catcher, was once
you may entangle its wings in the cord of your bolas. a popular tool of the constabulary for nonlethally
A Huge or smaller winged creature that fails its saving apprehending criminals. This polearm has a circular
throw against your bolas attack when you use this two‑pronged head instead of an axe or a spear tip. This
maneuver has its fly speed reduced to 0 (but is not pronged head allows the wielder to snap the loop shut
restrained) until it is freed. around their target’s neck to entrap them or pull the target
from a speeding horse, drag them to the ground, and pin
Windrunner Boomerang them. Versions of the man catcher were independently
created in 18th-century Europe, Edo‑period Japan, and in
When subduing their prey with bolas does not suffice,
pre-colonial Papua New Guinea.
elves of the plains use a specialized boomerang to slay
The catchpole has fallen out of favor in recent years,
fleeing marks. Windrunner boomerangs are made of
and kobolds have seized upon massive stockpiles of
wood or bone and (unlike real‑world boomerangs)
the discarded weapons. As they were designed for
sometimes have a bladed slashing edge. Boomerangs were
human‑sized guards, catchpoles are too large for a single
invented by real-world Aboriginal Australian as a hunting
kobold to wield on their own. However, a group of two or
tool and may have been used by ancient peoples as long as
three kobolds working in unison can use a catchpole to
50,000 years ago.
snatch unsuspecting passersby off the street—and then
A boomerang thrown within its short range returns to
drop them in a back alley where dozens more of their
you after it is thrown. If you have a Dexterity score of 15 or
warren await with knives drawn.
higher, you automatically catch the returning boomerang.
If not, you must make a DC 15 Dexterity saving throw to Snag. When you hit a Medium or smaller creature with a
catch it. On a failed saving throw, the boomerang lands catchpole attack, you can choose to grapple the target
at your feet. If you fail this saving throw by 5 or more, the instead of dealing damage. While grappling a creature
boomerang strikes you, dealing 1d4 bludgeoning damage in this way, your speed is not reduced, and you can
(or slashing damage if it is a bladed boomerang). make a Strength (Athletics) check to move the target
a number of feet equal to the result of your check.
Windsweep Arc. As an action, you can make a single
This special grapple has an escape DC equal to your
ranged attack roll with your boomerang against a target
maneuver save DC.
within short range. If the attack misses, the boomerang
continues its flying arc, and you choose another creature Hurl. When you have a creature grappled in your
within short range to attack. If that attack misses, you catchpole (see Snag above), you can end the grapple
may choose a third creature within short range to attack. to throw the creature a number of feet equal to your
If that attack misses, the boomerang returns to you as Strength score. You can throw the first creature at
normal. All attacks made as a part of this maneuver use another target as an improvised ranged weapon attack.
the same attack roll. On a hit, both the target and the hurled creature take
1d4 bludgeoning damage. On a miss, only the hurled
creature takes damage.
Trip. As an attack while you are wielding a catchpole, you
may sweep your opponent’s legs in an attempt to trip
them. Make an attack roll against a Medium or smaller
creature. If the attack hits, it must succeed on a Strength
saving throw or fall prone.

Dropped Rock
All kobolds know how to drop rocks on an unsuspecting
target, but the most expert of kobold rock-droppers
know that there are special techniques to letting a stone
plummet atop a stupid gnome’s head. Winged kobolds
make particularly good use of this technique as their gods-
given gift of flight lets them reach heights other kobolds
can only dream of.

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Dropping a heavy rock is a ranged weapon attack
that deals 1d4 bludgeoning damage, plus an extra 1d4 ORCISH WEAPONS
damage for every 30 feet it falls, up to a maximum of
The following weapons are crafted by orcs using methods
5d4 bludgeoning damage. Dropped rock attacks have
passed down throughout the ages.
disadvantage if the rock is dropped from more than 60
feet above the target. A dropped rock can only target a Agrogash
creature directly below you. The orcish agrogash—literally, “wrath-pulling blade”—is
Bounced Rock. If a rock hits the ground hard enough, it can more typically known as the “hook-bearded battleaxe” for
bounce when it hits the ground and potentially strike the serrated hook at the bottom of the axe-head. This axe
another nearby creature. When you make a dropped is typically the lightest and smallest weapon used by orcs
rock attack, you can declare that you are trying to bounce as they typically employ it while wielding a short sword
the rock. This attack has disadvantage, but if the attack in the other hand. First, the orc “hooks” their target with
misses, another creature within 5 feet of the original the long beard of their axe, drawing the target in, and then
target must make a Dexterity saving throw or take 1d4 they skewer it with their off-hand blade.
bludgeoning damage. Tiger’s Jaws. If you hit a creature of your size or smaller
Spin Drop. By putting a spin on the rock before dropping with two melee weapon attacks while wielding an
it, you can target a creature not directly below you. The agrogash in both hands, you can make a DC 10 Strength
target can be up to 10 feet away from the space directly check. On a success, you lift the creature by the hooks
beneath you for every 30 feet the rock falls. This attack of your axes and throw it a number of feet equal to the
deals 1d4 less damage than a normal dropped rock result of the check.
attack. Scorpion’s Sting. As an action, make a melee weapon attack
with your agrogash against a creature within 10 feet of
Hastily Assembled Explosive you. On a hit, you draw the creature into your space.
If there’s one thing kobolds love, it’s jury-rigging Your next melee attack against this creature this turn
explosives. If there’s one thing kobolds hate, it’s taking has advantage.
enough time to make sure they did it right. By using a
small clay pot, 20 gp worth of black powder, a small fuse, Bologorash
and a strange assortment of other odds and ends, any The orcish bologorash—literally, “flesh-rending flying
kobold can make its own improvised explosive. blade”—is a wicked, serrated throwing axe attached
A bomb has a fuse that burns for 1 round. When it to a 30-foot length of chain. Used most often as a pit-
explodes, all creatures in a 5-foot radius of the bomb fighting or gladiatorial weapon, orcs wield it to intimidate
must make a DC 12 Dexterity saving throw, taking 1d6 opponents just as often as they use it to actually kill.
fire damage on a failed save or half as much damage on a Orcish gladiators often enter the arena whirling their
successful one. The bomb also has a random side effect, hand-axe-with-chain above their heads like a lasso to stir
rolled on the table below. up the crowd.
While holding a bologorash’s chain in one hand, you
1d4 RANDOM EFFECT can retract the axe as your free Use an Object action each
turn. Also, you cannot be disarmed while holding both the
1 The bomb is a dud. It doesn’t explode and deals
axe and the chain in separate hands. Buying and attaching
no damage.
a new length of chain costs 2 gp.
2 Kobold incense within the bomb spreads the
Coiling Python. As an action, make a single ranged weapon
thick scent of patchouli throughout the area
attack with your bologorash against a Large or smaller
instead of the smell of black powder.
target within range. On a hit, you deal normal damage,
3 Sticky kobold goop within the bomb makes the and the creature must make a Strength saving throw,
bomb’s radius difficult terrain. becoming grappled on a failed save. While grappled
4 Kobold dung within the bomb forces all creatures in this way, a creature can attempt a DC 17 Strength
within the bomb’s radius to make a DC 12 (Athletics) check to break the chains, ending the grapple
Constitution saving throw, becoming poisoned and turning the bologorash into a normal hand axe.
for 1 minute on a failed save.
Screaming Vulture. As an action, you can whirl the
bologorash above your head to cause it to make an
eerie “howling” noise that can terrify nearby creatures.
Each creature of your choice within 30 feet that can
hear you must make a Wisdom saving throw, becoming
frightened of you for 1 round on a failed save. Creatures
with an Intelligence of 5 or lower have disadvantage on
this saving throw, and creatures that can see you have
advantage on this save.

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Gorgash the axe. You do not add your Strength modifier to the
Orcs believe in a philosophy of “bigger is better,” damage of this attack unless you have the Two-Weapon
consequences be damned. This philosophy is in full display Fighting fighting style.
in the mighty gorgash, which is literally translated to Charging Boar. If you move at least 20 feet straight
“blood-shower blade” in Common, though most simply toward a target, you can make a single attack with your
call it the “double-axe.” This brutal weapon is little more gorgash as an action. If you hit, you deal damage as
than two battleaxes joined at the haft: two double-edged normal, and the target must make a Strength saving
axe heads connected by a 6-foot-long haft. Because of their throw or fall prone.
unusual size and balance, gorgash are typically used as
dueling weapons and are only taken onto the battlefield by Furious Hydra. As an action, make an attack roll with your
the most theatrical or overconfident of warlords. gorgash against all adjacent creatures, resolving a single
attack roll against each creature’s AC individually. On
Two-Headed Serpent. When you take the Attack action a hit, roll 2d8 and add your Strength modifier and any
while wielding a gorgash, you may make one additional other bonuses to damage you benefit from. Divide the
attack as a bonus action, using the “opposite” head of damage equally between all targets.

Name Cost Damage Weight Properties


Simple Melee Weapons
Hurled colpik 3 gp 1d4 piercing 2 lb. Light, thrown
(range 20/60)

Martial Melee Weapons


Agrogash 12 gp 1d6 slashing 4 lb. Light
(hook-bearded hatchet)
Catchpole 12 gp 1d4 piercing 8 lb. Heavy, reach,
two-handed
Gorgash 20 gp 1d8 slashing Heavy, two-handed
(double-headed
battleaxe)
Granite fists 50 gp 1d4 bludgeoning 10 lb. Heavy
Joining blades 200 gp 1d6 slashing (unjoined) 3 lb. (each) Finesse, light
2d6 slashing (joined) (unjoined) finesse
(joined)

Martial Ranged Weapon


Bologorash 25 gp 1d6 slashing 4 lb. Thrown (20/60),
(chained hand axe) two-handed
Dragonhead 200 gp 1d12 piercing 15 lb. Ammunition, heavy,
loading, range 20/40,
two-handed
Windrunner bolas 50 gp Special (see below) 4 lb. Light, thrown
(30/60)
Windrunner boomerang 25 gp (standard) 1d4 bludgeoning (standard) 3 lb. (standard) Light, thrown
30 gp (bladed) 1d4 slashing (bladed) 4 lb. (bladed) (100/300)

Ammunition
Alchemical iron-ball (10) 10 gp — 3 lb. —

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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
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1. Definitions: (a)”Contributors” means the copyright
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and routines to the extent such content does not embody
the Product Identity and is an enhancement over the prior
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2. The License: This License applies to any Open Game
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3. Offer and Acceptance: By Using the Open Game 15. COPYRIGHT NOTICE
Content You indicate Your acceptance of the terms of this Open Game License v 1.0a Copyright 2000, Wizards of the
License. Coast, Inc.
4. Grant and Consideration: In consideration for agreeing System Reference Document 5.0 Copyright 2016, Wizards
to use this License, the Contributors grant You a perpetual, of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
worldwide, royalty-free, non-exclusive license with the exact Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
terms of this License to Use, the Open Game Content. Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
5. Representation of Authority to Contribute: If You are Townshend, based on original material by E. Gary Gygax and
contributing original material as Open Game Content, You Dave Arneson.
represent that Your Contributions are Your original creation Beyond Damage Dice 2 © 2021 Open Design; Author:
and/ or You have sufficient rights to grant the rights James J. Haeck.
conveyed by this License.

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TM

TM

TM
M ID G A RD H

DBOOK
HEROES HAN TM
TM

WO R L D B O O K
ER O ES H A N

TM
DBOOK

new spells!
TM

IS
CH RIS HA RR
GR EEN , AN D
N, RIC HA RD
BY DA N DIL LO
3
Kirkland WA 9808
oldpress.com

BY WO LFG AN
G BA UR AN D
RIC HA RD GR
EE N

VENTURE FORTH IN A
DARK WORLD OF DEEP MAGIC
The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders,
battle its horrors, and forge new legends in a dark world of deep magic for 5th Edition Fantasy.

MIDGARD WORLDBOOK MIDGARD HEROES HANDBOOK


Inspired by the myths and folklore of Eastern Everything you need to create a hero ready for
and Central Europe! In the north the giants adventure in Midgard, with details on races,
prepare for Ragnarok, while the goblins in variants, archetypes, and backgrounds—plus
the west grow restless and the shadow of the new cleric domains, weapons and equipment,
vampire princes falls across the east. The World and Deep Magic spells and traditions.
Serpent is stirring, and not even allknowing
Baba Yaga can say what will happen next…
©2021 Midgard and the Kobold Press logo are trademarks of Open Design.

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command 700
New Spells For
Fifth Edition

No matter how you slice it, magic is at the heart of


fantasy—and nothing says magic like a massive
tome of spells. This tome collects, updates, tweaks,
and expands spells from years of the Deep Magic for Fifth Edition
series—more than 700 new and revised spells. And it adds a lot more:
• 19 divine domains from Beer to • 3 otherworldly patrons for warlocks,
Mountain and Speed to Winter; including the Sibyl;
• 13 new wizard specialties, such as the • expanded treatments of familiars and
elementalist and the timekeeper; other wizardly servants;
• 6 new sorcerous origins, including • and much more!
the Aristocrat and the Farseer;
This tome is not just for wizards, warlocks, and sorcerers. Deep Magic also expands the
horizons of what’s possible for bards, clerics, druids, and even rangers and paladins. It offers
something new for every spellcasting class.
Deep Magic contains nothing but magic from start to finish!

©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.

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Do you dare descend
into the sorcerous gloom ?
Once a fortress where wizards honed their eldritch craft, the Scarlet
Citadel now holds a sinister reputation—and for good reason. The
dungeon’s well-trod stairs have seen few return from their journeys
below. Now, malevolent creatures spin shadowy webs, enchant foul
magics, and summon forth dark gods. But for those brave enough,
ancient treasures and secrets still lie scattered everywhere.

©2021 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.
Inside the Scarlet Citadel, you’ll find:
• A classic-style adventure for 10 levels of play, fully compatible
with the 5th Edition of the world’s oldest roleplaying game.
• Evocative combats and magical mysteries brimming with plots
and subplots.
• Tons of original traps and new monsters, as well as a complete
write-up of the nearby town of Redtower, where the adventurers
can set up a home base.
• An adventure easily paired with the Scarlet Citadel Map Folio, a
fold-out set of playable battle maps from Kobold Press.
• Plus much more!

Fully compatible with the 5th Edition


of the World’s First RPG!
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