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Beyond Damage Dice - More Actions

The document describes new maneuvers for specific weapons from the D&D 5e core rules and Midgard campaign setting. These maneuvers provide unique tactical options and advantages in combat beyond normal weapon damage. Maneuvers are described for various weapons including rapiers, scimitars, greatswords, longswords, battleaxes, glaives, halberds, lances, quarterstaves, tridents, and other polearms. The maneuvers can be used by any character proficient with the appropriate weapon. New statistics are also provided for seven weapons.

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0% found this document useful (1 vote)
312 views5 pages

Beyond Damage Dice - More Actions

The document describes new maneuvers for specific weapons from the D&D 5e core rules and Midgard campaign setting. These maneuvers provide unique tactical options and advantages in combat beyond normal weapon damage. Maneuvers are described for various weapons including rapiers, scimitars, greatswords, longswords, battleaxes, glaives, halberds, lances, quarterstaves, tridents, and other polearms. The maneuvers can be used by any character proficient with the appropriate weapon. New statistics are also provided for seven weapons.

Uploaded by

Quetimportamogo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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R

Main Gauche. ile wielding both a rapier and a dagger,


A weapon is more than the damage it deals. In combat, you may use a reaction a er being a acked 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 a acker’s turn.
kill. Beyond Damage Dice o ers unique maneuvers for
Lock Blades. en a creature a acks you with a weapon,
speci c weapons from both the core Fi h Edition rules
you may use your reaction to make an a ack roll with
and the Midgard Campaign Se ing, giving them a distinct
your rapier. If the result of this roll equals or exceeds
impact on the ba le eld.
their a ack roll, their a ack misses.
Unless speci ed 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 pro cient S
with it. If a maneuver requires a creature to make a saving Bloody Wound. en you hit a living creature
throw, the DC equals 8 + the a acker’s pro ciency bonus with a scimitar, you can choose to make
+ the a acker’s Strength or Dexterity modi er (a acker’s a super cial but bloody wound. e a ack
choice). Unless speci ed, these maneuvers have only their deals no damage, but the target takes 1d6
listed e ect 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.
Short Draw. As an a ack, you may draw a sheathed
G one-handed sword and make an a ack roll to
strike the enemy with its pommel, leaving the
Arcing Slash. en you a ack with a greatsword, you may target gasping for breath. is a ack deals no
choose to target two creatures within your reach with damage, but the next a ack roll made against
a single a ack. is a ack uses the same a ack 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 modi er to each target.
Grinding Halt. enever you must make a Sh
Strength saving throw to avoid being moved
against your will, you can dig the blade of your Close Quarters Combat. en 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 a ack with a short sword as a bonus action. Additionally,
throw. If the e ect 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 a ack with a short sword as a
reaction.

L Short Draw. As an a ack, you may draw a sheathed one-


handed sword and make an a ack roll to strike the
Lock Blades. en a creature a acks you with a enemy with its pommel, leaving the target gasping for
weapon, you may use your reaction to a empt breath. is a ack deals no damage, but the next a ack
to lock blades and parry their a ack. Make roll made against the target has advantage. You must
an a ack 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 a ack roll, their
a ack misses.
Short Draw. As an a ack, you may draw a sheathed
one-handed sword and make an a ack roll to
B x
strike the enemy with its pommel, leaving the Crushing Blow. As an action, you can make a single a ack
target gasping for breath. is a ack deals no roll with your ba leaxe against an armored or naturally
damage, but the next a ack roll made against the armored creature within 5 feet of you. If the a ack 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 modi er. is a ack has no e ect on
creatures with magical armor, unless your ba leaxe is
also magical.

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Devin Quinn - qdevin69@gmail.com - 39792
G v makes its a ack roll. If your a ack hits, it is an
automatic critical hit, and the target has disadvantage on
Disarming Parry. en a creature a acks you
its a ack roll.
with a weapon, you may use your reaction
to catch their weapon in your glaive’s hook
and disarm them. Make an a ack roll with Q ff
your glaive. If the result of this roll equals or Vault. You can use your quartersta to help you leap long
exceeds their a ack roll, their a ack 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 a ack 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 a ack with your
an a empt to trip them. Make an a ack roll quartersta as part of this action.
against a Large or smaller creature. If the a ack
hits, it must succeed on a Strength saving throw or T
fall prone.
Pin. As an action, make an a ack roll against a Medium
creature you are grappling. If the a ack hits, you catch
H one of the target’s limbs between the tines and bury the
Rebu . As an a ack while you are wielding a halberd, trident in the ground, restraining the creature until the
you may use the ha of your weapon to rebu up weapon is dislodged. e target may make a Strength or
to two adjacent creatures. Make a single a ack 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 a ack hits a target, you push it up to 10 Disarming Parry. en a creature a acks you with a
feet away from you. weapon, you may use your reaction to catch their weapon
Trip. As an a ack while you are wielding a halberd, you in your trident’s tines and disarm them. Make an a ack
may sweep your opponent’s legs in an a empt to trip roll with your trident. If the result of this roll equals or
them. Make an a ack roll against a Large or smaller exceeds their a ack roll, their a ack misses and they
creature. If the a ack hits, it must succeed on a must succeed on a Strength saving throw or drop their
Strength saving throw or fall prone. weapon.

L O h P
Charge. If you move at least 20 feet straight toward ether you’re wielding a fauchard, ranseur, or
a creature before hi ing it with a lance a ack, 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
against a charge. If a creature moves at least 20 feet
straight toward you and a acks you, you may use
your reaction to make an a ack with your lance. C
If this a ack 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 o 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 a ack. On a hit, this a ack is an automatic
critical hit and your improvised club breaks.
P
Blackjack. Make a single a ack roll with your club against
As it is a polearm, a pike-wielder always has access to the a humanoid target. If the a ack 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 a acks have advantage.
Repel Charge. As an action, you can set your pike against F
a charge. If a creature moves at least 20 feet straight Chain Garrote. ile wielding a ail, you may a empt
toward you and a acks you, you may use your reaction to grapple a creature by looping the chain of your
to make an a ack with your pike before the a acker ail around its neck. ile grappled in this way, the

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Devin Quinn - qdevin69@gmail.com - 39792
creature cannot speak, cannot breathe, and M
has disadvantage on a ack rolls against
Crushing Blow. As an action, you can make a single a ack
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 a ack hits, the target’s AC is
and immediately begins su ocating.
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 una ected by
modi er. is a ack has no e ect 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 a ack
a ail, you may make a single a ack
roll with your maul against a Medium or smaller
roll against a target carrying a shield
target. If the a ack hits, it does normal weapon
or a similar defensive tool. is
damage, and the target must make a Strength
a ack 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.
a ack 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. W P
Piercing Point. As an action, you may pinpoint a
G weak point of an opponent’s armor and make a
single a ack with your war pick against it. is
Hurling Impact. As an action, you can make a single a ack
a ack pierces armor, treating the target’s AC as
roll with your greatclub against a Medium or smaller
10 + their Dexterity modi er. On a hit, this a ack
target. If the a ack 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 a ack while you are wielding a war
On a critical hit, this a ack does 2d8 extra damage and pick, you may hook your opponent’s leg in an
the greatclub breaks. a empt to trip them. Make an a ack roll against
a Medium or Small creature. If the a ack hits, it
Ribsha er. Make a single a ack roll with your
must succeed on a Strength saving throw or fall
greatclub against a humanoid target. is a ack 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 W h
dealt was greater than the creature’s maximum hit dice, Bruising Blow. As an action, make a single a ack
it is stunned until the end of its next turn. roll with your warhammer against a living
creature. If the a ack hits, it deals normal
M M 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 modi er to its AC
single a ack 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 a ack hits, it deals normal weapon
damage and the target must make a Sundering Strike. As an a ack, make an a ack roll with
Constitution saving throw. On a failure, the your warhammer against a creature wielding a weapon,
target does not add its Dexterity modi er to including natural weapons. If the a ack hits, the weapon
its AC until the end of your next turn or until is damaged, and all a acks made with this weapon have
it is treated with a DC 10 Wisdom (Medicine) disadvantage. Another sundering strike destroys the
check. weapon. is a ack has no e ect on magical weapons
unless your warhammer is also magical.
Ribsha er. Make a single a ack roll with your
mace or morningstar against a humanoid
target. is a ack does normal weapon Wh
damage and the target must make a Bullwhip. As part of your a ack action, make a whip a ack
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. e 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 a ack action, you may snap your
whip around a creature or its weapon. If you target the

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Devin Quinn - qdevin69@gmail.com - 39792
weapon, the creature must make a Strength saving throw Trip. As a melee weapon a ack 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. a empt to trip them. Make an a ack roll against a Large
It may repeat this saving throw at the end of each of its or smaller creature. If the a ack hits, it must succeed on
turns. You cannot make whip a acks until the restrained a Strength saving throw or fall prone.
condition is ended.
L h H
Dazing Blow. As an action, you may make a
single ranged weapon a ack with a light
hammer. If the a ack hits, the target
D must make a Constitution saving throw or
ese maneuvers can also be used with be incapacitated until the end of its next turn.
dagger-like bladed throwing weapons such as Sunder Joints. en you make a melee weapon
shuriken or kunai. a ack against a creature in medium or heavy
Pinning Point. en you make a melee or ranged armor with a light hammer, you may choose
weapon a ack with a dagger, you may a empt 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 a ack
by catching their clothing with the knife’s point. hits, the creature’s movement is reduced by
is maneuver can be used against creatures 10 feet until the end of their next turn. is
without clothing at the GM’s discretion. Make reduction is not cumulative.
an a ack roll; if the a ack hits, the target must
make a Strength saving throw. On a failure, the
target’s speed is reduced to zero until the dagger
N
is removed. e 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 e ect 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 a ack 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. is a ack has advantage. net (AC 10) also frees the creature without harming it,
ending the e ect and destroying the net.

H x Blinding Binds. Instead of restraining your foe, you may


instead wrap the thick cords of your net around a single
Pinning Edge. en you make a melee or creature’s head. A Large or smaller creature hit by a
ranged weapon a ack with a hand axe, net when you use this maneuver is blinded but is not
you may a empt 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. is Wing-Wrapping Net. Instead of restraining a ying
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 a ack roll; if the a ack hits, the this maneuver has its y 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. e target can make
another Strength saving throw as an action on
its turn.
B
J v A blowgun has no speci c maneuvers to use in combat,
Fearsome Accuracy. As an a ack, 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 a ack roll against a creature exactly 120 feet Applying a poison to a blowgun dart is a bonus action, and
away. If the a ack 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 e ects 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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Devin Quinn - qdevin69@gmail.com - 39792
Deathtoad Toxin. A creature hit by a dart coated with this H C
poison must make a DC 10 Constitution saving throw.
In campaign se ings with rearms, 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 a ack
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. is a ack has advantage.
Rapid Shot. You rapidly reload your hand crossbow,
C B throwing o your aim but allowing you to make an
additional a ack this turn. As a bonus action, you
e composite bow’s unique construction gives it an
may reload your hand crossbow and make an a ack
incredibly heavy draw, making it usable only by the
with it against a target within 30 feet. is a ack has
strongest archers. Characters with Strength 14 or lower
disadvantage.
have disadvantage on a acks made with a composite bow.
Power Shot. en you make an a ack with a composite
bow, you may take a penalty on your a ack roll equal to L Sh
your Strength modi er. is penalty must be applied Pinning Shot. en you make an a ack with a bow, you
before the roll is made. If the a ack hits, it deals may a empt to pin a Large or smaller creature to a wall
additional damage equal to twice your Strength modi er. or surface by catching their clothing with the arrow’s
point. is maneuver can be used against creatures
Sta ering Shot. As an action while wielding a composite
without clothing at the GM’s discretion. Make an a ack
bow, you may make a single ranged weapon a ack. If
roll; if the a ack hits, the target must make a Strength
this a ack 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. e 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 a ack with
your bow. You intentionally miss your target but give an
H v C L h C ally the chance to a ack while it is distracted. e next
In campaign se ings with rearms, these maneuvers can a ack roll against the target has advantage if it is made
also be used by a character who wields a ri e. before the beginning of the target’s next turn.
Shrapnel Shot. As an action, make a single a ack with your Trick Shot. As an action, make a single stylish bow a ack
crossbow against an una ended object. e a ack 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 S
Dexterity saving throw, taking 1d6 piercing damage Underdog Strike. As an action, you may make a single
on a failure. ranged weapon a ack with your sling against a creature
• A creature adjacent to the object must make a at least 1 size category larger than you. is a ack 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 di erence.

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 a ack with your sling. If the a ack hits, the
moved, you may make a single target must make a Constitution saving
crossbow a ack with advantage. throw or be stunned until the beginning
of its next turn.

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