Weapon Skills
Each weapon has weapon skills, as shown in the weapon table. Weapon skills are only usable by creatures (including NPCs) who have proficiency with the weapon they are using. A creature can only use one Weapon skill each turn, and can only use each of their weapon’s skills once per encounter.
Weapon Skills Table
Brace- You can add 1d4 to the next weapon attack, your speed is reduced to 0 feet. You cannot use this feature if you have moved this round of combat. Cleave - If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage, unless that modifier is negative. You can make this extra attack only once per turn. Concussive Smash - If you hit a creature with this weapon and deal damage to the creature, the creature is Dazed until the end of its next turn. Crippling Blow - If you hit a creature with this weapon and deal damage to the creature, the creature is Crippled. A creature can make a DC 10 Constitution saving throw at the end of each of its turns to end the condition. Flourish - If you hit a creature with this weapon and deal damage to the creature, the creature is Off Balanced until the end of its next turn. Graze - If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type Heartstopper - If you hit a creature with this weapon and deal damage to the creature, the creature has Chest Trauma until the end of its next turn. Lacerate - If you hit a creature with this weapon and deal damage, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Bleeding condition. Nick - When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn. Piercing Shot - If you hit a creature with this weapon and deal damage to the creature, the creature has Gaping Wound until the end of its next turn. Piercing Strike - If you hit a creature with this weapon and deal damage to the creature, the creature has Gaping Wound until the end of its next turn. Pommel Strike - If you hit a creature with this weapon and deal damage to the creature, the creature is Dazed until the end of its next turn. Push - If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you. Rush Attack - If you move at least 10 feet straight toward a target and then hit it with this weapon the target is Dazed until the end of its next turn. Sap - If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. Slow - If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet. Tenacity - When you miss a weapon attack with this weapon, deal Bludgeoning equal to your strength modifier (minimum 1) to the target. Topple - If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition. Vex - If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.Remove these ads. Join the Worldbuilders Guild
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