Advanced Weapon Attacks

Battleaxe: Crippling Strike. Possibly maims the target as part of the attack. If the attack hits, the target must make a Constitution saving throw or it's speed is reduced to 0 until the end of it's next turn. (DC 8 + Prof Bonus + STR mod)
Blowgun: Triple Shot. Shoot three shots at the same time, which deals 3d4 Piercing damage.
Crossbow, Hand: Mobile Shot. You can make a ranged attack during or after you've Dashed or Disengaged.
Crossbow, Heavy: Piercing Shot. Possibly cause gaping wounds in the target as part of the attack. If the attack hits, the target must make a Constitution saving throw or take 1d4 additional Piercing damage from any subsequent attacks until the end of the target's turn. (DC 8 + Prof Bonus + DEX mod) Can be removed by healing.
Flail: Tenacity. When you miss an attack with this weapon, you can use your Reaction to deal 1d4 Bludgeoning damage anyways.
Glaive: Topple. Attempt to knock the target prone as part of the attack, if the attack hits, the target must make a Dexterity saving throw or fall prone. (DC = 8 + Prof Bonus + STR mod)
Greataxe: Cleave. You make an attack that targets up to 3 enemies within 5 feet of you. If the attack hits any targets, they take half damage from the attack. You can target a Swarm multiple times.
Greatsword: Reaching Stab. Make an attack as a bonus action that has a reach of 10 feet, this attack deals 1d6 Piercing damage. This attack has Disadvantage if the target is within 5 feet of you.
Halberd: Brace. Spend 25 feet of your movement. For the rest of your turn, roll Melee damage twice and use the highest result.
Longbow: Hamstring Shot. Possibly slow the target as part of the attack. If the attack hits, the target must make a Constitution saving throw or have their speed halved for 2 turns. (DC 8 + Prof Bonus + DEX mod)
Longsword: Pommel Strike. Make an attack as a Bonus action, that possibly dazes the target and deals 1d4 Bludgeoning damage. If the attack hits, the target must make a Constitution saving throw or become dazed for two turns. Being dazed causes the target to be unable to take Reactions and lose their Dexterity bonus to their Armour Class. (DC 8 + Prof bonus + STR mod)
Maul: Concussive Smash. Possibly dazes the target as part of the attack. If the attack hits, the target must make a Constitution saving throw or become dazed for two turns. Being dazed causes the target to be unable to take Reactions and lose their Dexterity bonus to their Armour Class. (DC 8 + Prof bonus + STR mod)
Morningstar: Heartstopper. Possibly cause trauma as part of the attack. If the attack hits, the target must make a Constitution saving throw or lose an action per turn, and gain Disadvantage on Constitution saving throws. (DC 8 + Prof bonus + STR mo) Can be removed by healing.
Pike: Rush Attack. Charge upward to 30 feet as part of your attack, stopping at the first enemy in your way, this attack deals 1d4 Piercing damage. This attack possibly pushes the target off-balance. If the attack hits, the target must make a Strength saving throw or become off-balanced. A creature that is off-balanced have Disadvantage on Strength and Dexterity checks, and Attack Rolls against it have Advantage. The movement from this attack does not provoke Opportunity attacks. (DC 8 + Prof bonus + STR mod)
Rapier: Flourish. Make an attack as a Bonus action for 1d4 Piercing damage that possibly knocks the target off balance. If the attack hits, the target must make a Dexterity saving throw or become off-balanced. A creature that is off-balanced have Disadvantage on Strength and Dexterity checks, and Attack Rolls against it have Advantage. (DC = 8 + Prof bonus + STR/DEX mod)
Scimitar: Lacerate. Possibly cause the target to bleed as part of the attack. If the attack hits, the target must make a Constitution saving throw or start bleeding for 2 turns. A bleeding target takes 1d4 slashing damage at the start of it's turn, and has Disadvantage on Constitution saving throws. (DC 8 + Prof bonus + STR/DEX mod) Does not affect Constructs and Undead, and is removed by healing.
Shortsword: Weakening Strike. Attempt to weaken the grip against an enemy wielding a weapon. If the attack hits, the target must make a Strength saving throw or loosen their grip, giving them Disadvantage on attack rolls and Strength saving throws for 2 turns. A creature can use the Help action to remove this effect. (DC 8 + Prof bonus + STR/DEX mod)
Trident: Prepare. Spend 20 feet of your movement speed to deal an additional 1d6 Piercing damage with your trident this turn.
War Pick: Piercing Strike. Possibly cause gaping wounds in the target as part of the attack. If the attack hits, the target must make a Constitution saving throw or take 1d4 additional Piercing damage from any subsequent attacks until the end of the target's turn. (DC 8 + Prof bonus + STR mod) Can be removed by healing.
Warhammer: Backbreaker. Attempt to knock the target prone as part of the attack, if the attack hits, the target must make a Strength saving throw or fall prone. (DC 8 + Prof bonus + STR mod)
Whip: Restraining Lasso. Make an attack that possibly Grapples a target. If the attack hits, the target must make a Dexterity saving throw or become grappled by you. (DC 8 + Prof bonus + STR/DEX mod)

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