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Weapons: Qualities and Maneuvers

Simple Weapons

Martial Arts (Monk)

Butterfly Kick [Action]
The xuan zi maneuver in real-life Chinese martial arts is an impractical acrobatic flourish, but in a fantasy setting, this kick can be used as a defensive technique. As an action, you can make a single melee attack roll with your unarmed strike. If this attack hits, you can immediately take the Dodge action, requiring no action.
Gentle Rebuke [Reaction]
Inspired by the martial art of jūdō, this maneuver allows a monk to defend him or herself without attacking. Whenever you make an attack as a reaction, you can make the attack a Gentle Rebuke. This attack does not deal damage, but you can choose to throw the target up to 10 feet away, where it lands prone. This attack has no effect if the target is more than one size category larger than you.  

Dagger

Pin [Attack]

As an attack with a dagger, you may choose to try to pin a target to an adjacent wall or surface with the dagger's point. The DM may rule that there is no suitable part of the creature to pin, or not suitable wall or surface, or that the creature or surface might impose disadvantage.   If the attack hits, it deals no piercing damage. Instead, the target makes a Strength saving throw. On a failure, the target's speed is reduced to zero until the dagger is removed. The target's speed is reduced to zero until the dagger is removed. On its turn, the target can make another Strength saving throw as an action to end this effect.

 
Concealable

Outside of combat, you can attempt to conceal a dagger about your person. Make a Dexterity (Sleight of Hand) check, contested by an active or passive Wisdom (Perception) check, to conceal the weapon.   As an action, you may make a weapon attack with a concealed weapon against a creature that has not yet acted in combat. This attack has advantage.

 

Club

Blackjack [Action]

Make a single attack roll with your weapon against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw or be stunned until the beginning of its next turn.

 

Sickle

 

Swords

Shortsword

Close Quarters Combat [Bonus Action]

When you successfully grapple a creature or escape a grapple, you may make a single attack with the weapon as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with the weapon as a reaction.

 
Short Draw [Attack]

As an attack, you may draw a sheathed weapon and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

 

Longsword

Lock Blades [Reaction]

When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have 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.

 
Short Draw [Attack]

As an attack, you may draw a sheathed weapon and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

 

Greatsword

Arcing Slash [Attack]

When you attack with the weapon, 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 ability modifier to each target.

 

Scimitar

Bloody Wound [Effect]

When you hit a living creature with the weapon, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it makes a DC 10 Wisdom (Medicine) 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.

 
Short Draw [Attack]

As an attack, you may draw a sheathed weapon and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.

 

Rapier

Lock Blades [Reaction]

When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have 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.

 
Main Gauche [Reaction]

While wielding both a rapier and a dagger, you may use a reaction after being attacked to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.

 

Polearms

All polearms have the Disarming Parry and Trip maneuvers.

Disarming Parry [Reaction]

When a creature attacks you with a weapon, you may use your reaction to catch their weapon with yours and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.

Trip [Attack]

As an attack while you are wielding this weapon, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a creature no more than one size category larger than you. If the attack hits, it must succeed on a Strength saving throw or fall prone.

 

Spear

 

Javelin

 

Glaive

 

Trident

Pin (Action)
As an action, make an attack roll against a Medium creature you are grappling. If the attack hits, you catch one of the target’s limbs between the tines and bury the trident in the ground, restraining the creature until the weapon is dislodged. The target may make a Strength or Dexterity saving throw (their choice) at the end of each of their turns to escape.  
Disarming Parry [Reaction]

When a creature attacks you with a weapon, you may use your reaction to catch their weapon with yours and disarm them. Make an attack roll with your weapon. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.

 

Pike

Phalanx [Effect]
If you are adjacent to at least two other allies wielding Phalanx weapons, your attacks with this weapon have advantage
Repel Charge [Action]
As an action, you can set your weapon against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with the set weapon. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.

 

Lance

Charge [Effect]
If you move at least 20 feet straight toward a creature before hitting it with a weapon attack, the target takes extra damage of the die and damage type the damage deals, and must make a Strength saving throw. On a failure, the target falls prone.
Repel Charge [Action]
As an action, you can set your weapon against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with the set weapon. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted.  

Halberd

Rebuff [Attack]
As an attack while you are wielding a halberd, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you.
Trip [Attack]
As an attack while you are wielding this weapon, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a creature no more than one size category larger than you. If the attack hits, it must succeed on a Strength saving throw or fall prone.  

Quarterstaff

Vault
You can use your quarterstaff to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your quarterstaff as part of this action.  

Axes and Picks

Handaxe

Pin [Attack]
Before making an attack roll with a dagger, you may choose to try to pin a target to an adjacent wall or surface with the dagger's point. The DM may rule that there is no suitable   If the attack hits, it deals no damage. Instead, the target makes a Strength saving throw. On a failure, the target's speed is reduced to zero until the dagger is removed. The target's speed is reduced to zero until the dagger is removed. On its turn, the target can make another Strength saving throw as an action to end this effect.

Battleaxe

Crushing Blow [Action]
As an action, you can make a single attack roll with the weapon against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its 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 weapon is also magical.  

Greataxe

Warpick

Piercing Point
As an action, you may pinpoint a weak point of an opponent’s armor and make a single attack with your war pick against it. This attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage.
Trip
As an attack while you are wielding a war pick, you may hook your opponent’s leg in an attempt to trip them. Make an attack roll against a Medium or Small creature. If the attack hits, it must succeed on a Strength saving throw or fall prone.  

Hammer

 

Light Hammer

Dazing Blow
As an action, you may make a single ranged weapon attack with a light hammer. If the attack hits, the target must make a Constitution saving throw or be incapacitated until the end of its next turn.
Sunder Joints
When you make a melee weapon attack against a creature in medium or heavy armor with a light hammer, you may choose to damage the joints of their armor instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative.  

Greatclub

Ribshatter [Action]
Make a single attack roll with your weapon against a humanoid target. This attack does 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 dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.  

Flail

Shield Snare
As an action while wielding a flail, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage. If the 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.  

Maul

Crushing Blow
As an action, you can make a single attack roll with your maul against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your maul is also magical.  
Hurling Impact
As an action, you can make a single attack roll with your maul against a Medium or smaller target. If the attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you.  

Mace / Morningstar

Bruising Blow [Action]
As an action, make a single attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check.
Ribshatter [Action]
Make a single attack roll with your weapon against a humanoid target. This attack does 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 dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.  

Warhammer

Bruising Blow [Action]
As an action, make a single attack roll with your weapon against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check.
Sundering Strike [Attack]
As an attack, make an attack roll with this weapon against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons unless your weapon is also magical.  

Ranged Weapons

Longbow and Shortbow

Pinning Shot
When you make an attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make 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 0 until the arrow is removed. The target can make another Strength saving throw as an action on its turn.  
Distracting Shot
As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.  
Trick Shot
As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.  

Misc.

Whip

Bullwhip
As part of your attack action, make a whip attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw or be frightened of you 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 weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the restrained condition is ended.

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