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Weapon Techniques for DND 5e

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Published by brayam_370, 2023-07-05 19:45:46

Weapon Techniques

Weapon Techniques for DND 5e

Michael von Erzfeind Weapon Techniques ● DC for techniques is 8+Proficiency Bonus + Dex or Str (Your choice) ● You can use a weapon technique a number of times equal to your proficiency bonus per short rest. ● You can only use a weapon skill once per turn. ● You Must have proficiency in the weapon to use the technique ● Any usage of a technique its called before the attack roll Techniques Ranged Braced (Ranged) (Heavy Crossbow, Longbow, Musket) At the start of your turn, you may expend your movement to have the ability to add another weapon damage dice to your damage roll. Called Shots (All ranged and thrown weapons) When you make an attack, you can forgo adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll Hamstring Shot (Shortbow, Longbow) After you hit a creature with an attack roll, the target must succeed in a constitution saving throw or have their speed halved until the end of their next turn. Mobile Shot (Hand Crossbow, Pistol) After taking the dash or disengage action, you can make one attack with a hand crossbow or a pistol as a bonus action. Piercing Shot (Blowgun, Heavy/Light/Hand Crossbow) After you hit a creature with an attack roll, the target must succeed on a constitution saving throw or take 2 additional damage per attack until the start of its next turn. Pinning Shot (All Ranged and Thrown weapons) After you hit a creature with an attack roll, you pin a Large or smaller creature, sticking it to the ground or other terrain. A creature is unaffected if it is currently flying, swimming, or is immune to being knocked prone. Otherwise, the target must succeed on a Dexterity saving throw and its speed is reduced to 0 until the end of its next turn. As an action on its turn, the creature can pull free and regain its normal speed. Split Shot (Shortbow, Longbow, Heavy Crossbow, Sling) When you make an attack, you knock two pieces of ammunition and fire them at two creatures within 5 feet of each other. Make a ranged attack against each target with a -3 Penalty Suppressing Fire (Shortbow, Longbow, Hand/Light Crossbow, Pistol, Sling) At the start of your turn, you may expend your movement to fire rapidly but inaccurately at an opponent, diverting its attention to you. Expend 1


Michael von Erzfeind three pieces of ammunition to force a creature within 30 feet to make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls that don’t target you until the end of its next turn, unless you are more than 30 feet away from it. Melee Acrobatic Strike (Dagger, Rapier, Scimitar, Shortsword, Whip) After you hit a creature with an attack roll, you can jump up to 10 ft if your movement is not 0. This movement does not cause an attack of opportunity. Braced (Melee) (Glaive, Greataxe, Pike, Spear) At the start of your turn, you may expend your movement to have the ability to add another weapon damage dice to your damage roll. Cleave (Halberd, Greataxe, Battleaxe, Greatsword) When you make an attack, you can choose to take a -4 penalty to the attack roll, hitting up to 3 enemies within range, and applying your weapon damage to all on a hit. Concussive Smash (Morningstar, All weapons that deals Bludgeoning Damage) You apply your damage modifier twice on a hit of the weapon damage, and the target must succeed on a constitution saving throw or suffer one of the following effects, until the end of their next turn. ● The target receive a -2 penalty to their AC ● The target can not take reactions ● The target has disadvantage to their next wisdom saving throw Crippling Strike (Trident, Pike, Spear, Warpick, Battleaxe, Scimitar) When you make an attack, on a hit you hinder their ability to move. The target speed is reduced to 0 until the end of their next turn. Entangle (Net, Whip) You can make a disarm, grapple or shove attack while up to 10 feet from your target by using the extra reach of your weapon. Your reach for starting or maintaining a grapple when using this weapon is 10 feet instead of 5 feet. If you successfully shove a creature using this weapon, you can choose to either push the target five feet away or pull the target five feet closer. If you grapple at range, you can't use the weapon to attack or drop the weapon, or the grapple ends. Finisher (Battleaxe, Club, Dagger, Flail, Greataxe, Greatclub, Handaxe, Light Hammer, Mace, Maul, Morningstar, Sickle, Warhammer) When you make a melee attack on a prone or incapacitated creature, you can forgo advantage on an attack roll to attempt to execute it. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to zero. If not, but the attack hits, you deal damage as normal. Flexible Flurry (All versatile weapons) When you make an attack, on a hit, you gain a +1 bonus to your AC until the start of your next turn, unless you 2


Michael von Erzfeind are wielding another weapon or wearing a shield. Flourish (Scimitar, Rapier, Shortsword) You fake an attack as a bonus action. the target must succeed on a wisdom saving throw or until the end of their next turn ● Next attack against it has advantage Footwork Lure (Quarterstaff, Flail, Longsword) When you make a melee weapon attack. On a hit, The target moves to a space within 5 feet of you. Forceful Blow (Greatclub, Lance, Spear, Pike) When you make a melee weapon attack, On a hit, the target is pushed up to 5 feet away from you. Heartstopper (Maul, Morningstar, Flail, Warhammer) After you hit a creature with an attack roll, the target must succeed on a constitution saving throw. On a fail save the target cannot take an action until the end of their next turn. Lacerate (Longsword, Greatsword, Greataxe, Halberd, Scimitar) After you hit a creature with an attack roll, the target must succeed on a constitution saving throw or suffer the following effects. ● The target bleeds, taking 2 slashing damage at the start of each of its turns. the target may make a constitution saving throw at the end of each of its turns, ending the effect on a success. ● The target has disadvantage on constitution saving throws until they succeed on the save. Lunge (Halberd, Lance, Pike, Quarterstaff, Rapier, Spear, Trident) You can use a bonus action to extend a lunging strike. You gain 5 feet of reach for your next attack on this turn. Mountain Blow (Glave, Greataxe, Greatsword, Halberd, Maul, Pike) When you hit a creature with an attack roll, you may attempt to shove the target as part of the same action, using your attack roll instead of Strength (Athletics) Piercing Strike (Dagger, Rapier, Lance, Pike, Javelin, Shortsword, Trident, War pick) After you hit a creature with an attack roll, the target must succeed on a constitution saving throw or take 2 additional damage per attack until the start of its next turn. Pommel Strike (Longsword, Greatsword) As you attack as a bonus action, on a hit, inflict non-lethal damage equal to your damage bonus. The target must succeed on a constitution saving throw or suffer one of the following effects, until the end of their next turn. ● The target receive a -2 penalty to their AC ● The target can not take reactions ● The target has disadvantage to their next wisdom saving throw Rush (Longword, Glaive, Trident, Javelin, Spear, Pike, Halberd) At the start of your turn, you can choose to move towards the closest enemy; if you are within range, make an attack roll with a -3 penalty. Until the end of your turn, your movement 3


Michael von Erzfeind speed increases by 10 ft. The target must make a strength saving throw or until the end of their next turn. ● Next attack against it has advantage ● The target has disadvantage in strength saving throws Shattering Clobber (All improvised weapon, Club, Greatclub, Quarterstaff) While you are using an improvised weapon that deals bludgeoning damage or a nonmagical weapon listed above, you can replace one of your attacks to use a weapon attack to strike with such force that the weapon breaks. The target must succeed on a Dexterity saving throw or take bludgeoning damage equal to a critical hit with your weapon, which is rendered broken and useless. Sly Flourish (Dagger, Scimitar, Rapier, Shortsword) Make a melee weapon attack. If the attack hits, the target has disadvantage on the next attack roll it makes before the start of your next turn. Topple (Quarterstaff, Whip) After you hit a creature with an attack roll, the target must make a dexterity saving throw or be knocked prone. Victory Rush (Melee) (All Weapons) When you make an attack roll, on a hit you gain temporary hit points equal to half your proficiency bonus + your Constitution modifier. Wall of Blades (All light weapons) When you hit a creature with an attack roll, You gain a bonus to your AC equal to half your proficiency bonus round down until the start of your next turn. Weakening Strike (Rapier, Club, Great Club, Whip) Deal non-lethal weapon damage to a creature. They must succeed on a strength saving throw or have disadvantage on all weapon attacks or strength saving throws until the end of their next turn. Whirling Rebuff (Greataxe, Halberd, Quarterstaff, Spear, Trident, Whip) Instead of making a melee weapon attack, you brandish your weapon to drive opponents away, up to a number of targets equal to your proficiency bonus. Each target must be within 5 feet from you and one other target. A targeted creature must succeed on a Strength saving throw or be pushed 5 feet in a direction of your choice. Unarmed Strikes Bell Ringer On a hit, roll one Unarmed Strike dice. If the number rolled is equal to or greater than the target's Constitution modifier, the target cannot use reactions until the end of your next turn, and the target has disadvantage on the first attack it makes before your next turn. Otherwise, add the number rolled to the attack's damage against the target. Dirty Trick On a hit, you roll one Unarmed Strike dice, if the number rolled is equal to or greater than the target wisdom modifier, the next attack against the target has advantage. Otherwise, add the number rolled to the attack's damage against the target. 4


Michael von Erzfeind Drive Back On a hit, roll one Unarmed Strike dice. If the number rolled is equal to or greater than the target's Strength modifier, you push the target 15 feet away from you in a straight line. Otherwise, add the number rolled to the attack's damage against the target. Finisher When you make a melee attack on a prone or incapacitated creature, you can forgo advantage on an attack roll to attempt to execute it. If your attack roll exceeds the target's remaining hit points, its hit points are reduced to zero. If not, but the attack hits, you deal damage as normal. Hamstring On a hit, roll one Unarmed Strike dice. If the number rolled is equal to or greater than the target's Dexterity modifier, the target's speed is reduced by 15, and opportunity attacks against it have advantage. Both effects last until the end of your next turn. Otherwise, add the number rolled to the attack's damage against the target. Mountain Blow When you hit a creature with an attack roll, you may attempt to shove the target as part of the same action, using your attack roll instead of Strength (Athletics) Pinning Fist When you hit a creature with an attack roll, you may attempt to grapple the target as part of the same action, using your attack roll instead of Strength (Athletics) Spring Away On a hit, roll one Unarmed Strikes dice. If the number rolled is equal to or greater than the target's Dexterity modifier, you can move up to half your speed. This movement does not provoke attacks of opportunity, you can move through the target space. Otherwise, add the number rolled to the attack's damage against the target. Trip On a hit, roll one Unarmed Strike dice. If the number rolled is equal to or greater than the target's Strength modifier, the target is knock prone. Otherwise, add the number rolled to the attack's damage against the target. Victory Rush When you make an attack roll, on a hit you gain temporary hit points equal to half your proficiency bonus + your Constitution modifier 5


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