Tarrasque Man's Art of War Martial Combat Expanded This is a expansion of martial combat with nearly 60 different manuevers to use, 6 stances to take, new class abilities and alterations to prexisting and completely new feats and fighting styles. Index New actions.......................................2 Weapons and Armour ................3-5 Melee Weapons..............................................3 Long Range Weapons..............................................4 Armour...............................................5 Special Manuevers 5-27 Melee Weapons 5-18 Swords.............................................................6-8 Axes and Throwing Weapon...........................................................8-10 Hammers and Polearms......................................................11-15 Others..........................................................15-18 Long-Ranged Weapons ....................................................19-24 Bows and Crossbows .........................,.............................................19-21 Firearms.......................................................22-23 Others..........................................................23-24 Non-Weapon Manuevers.....................................24-27 Grappling Expanded...........................................................25 Striking Expanded.....................................25-26 Tricking.......................................................26-27 Extra Options 27-31 Fighting Styles, Changed and Expanded.......................................27-28 Stances..............................................28 New Class Abilities.............................................28 Feats, Finalised and Expanded.......................................28-30 New Magic Items..................................................31 Credit Not all ideas used here are mine and some are altered or borrowed from others, here is credit for the borrowed or altered ideas from other homebrews: http://www.giantitp.com/forums/showthread.php?537657-Revamping-Great-Weapon-Fighting - revamped great weapon fighting style https://koboldpress.com/kpstore/product/beyond-damage-dice-new-weapon-options-for-5th-edition/ - extra combat options https://www.dmsguild.com/product/233327/Martial-Arms-Training-Manual - extra combat options https://www.youtube.com/watch?v=7atgKOJedNI - Extra actions (Image used is royalty free)

New and Finalised Actions Climb Onto a Bigger Creature If you are going against a creature too large for you to grapple you can attempt to climb onto it. By expending 15 feet of movement you can climb onto the creature and make a strength (athletics) or dexterity (acrobatics) check contested by the target making a dexterity (acrobatics) check with you being climbed onto the creature on a success. While climbed on you move with the creature and can stay inside the creature's area, treating it's area as rough terrain and the creature you've climbed onto can expend it's action to attempt to remake the check with it getting you off on a success. Disarm You can attempt to disarm a creature with a special attack with a ranged or melee weapon. You make a check and add your weapon's attack modifier to the roll and the target you are attempting to disarm must make a strength (athletics) or dexterity (acrobatics) check, if you get a higher result the creature drops the item at it's feet. Pull You can expend an attack to make a strength (athletics) check contested by a creature making a strength (athletics) or dexterity (acrobatics) check. One a success you can move the opponent to anywhere within 5 feet of you. Special Damage Type Actions If you are wielding a weapon which has 2 seperate physical damage types (such as a morningstar) count it's damage type as the damage type of the dice. For example a morningstar deals 1d4 bludgeoning damage so it can use the bash action but not the stab options Stab If you attack an enemy with a melee weapon which deals piercing damage you can expend the next attack to drive the weapon deeper rather than making a second attack. When you do this you can roll your weapon's damage and halve your result then you immediately deal damage to an opponent you're targeting with this feature. Snipe If you’re able to make multiple attacks when taking the attack action you can replace an attack to empower your next attack. When you do this, you make an attack with a ranged or thrown weapon and gain a bonus to your attack equal to your weapons damage dice +3 and a bonus to your weapon's damage dice -2. Bash If you attack an enemy with a melee bludgeoning damage you can choose to expend a melee or thrown attack to empower your next attack. For the effects of this you use dice determined by the weapon you use as follows: Light one handed weapon - 1d4

Non-light one handed or versatile weapon - 1d6

Two-handed weapon - 1d8

Unarmed strikes and Natural weapons - damage dice used by your unarmed strikes or natural weapons but if it's 1d8 use 1d6 instead but if the unarmed strike is 1d10 or more use 1d8. The attack you use on gains a bonus to damage and the target you affect with this must make a constitution save or suffer a reduction to their next attack roll, if they cast a spell the spell's save DC or attack roll is also reduced. The value you use for these effects is the dice connected to your weapon as shown above. Bleeding Slash When you hit a living creature with a melee weapon attack that deals slashing damage, you can choose to makea superficial but bloody wound. The attack deals half damage, but the target takes 1d4 slashing damage at the beginning of each of its turns, this changes to 1d6 if you used a two-handed weapon to perform this. This lasts until the target succeeds a medicine check with a DC of 10 or a DC equal to the damage done when you made this attack, whichever is higher. A creature can only have 1 wound from this feature at a time. If you have advantage on this attack you can expend it to make the damage you deal with this not halved. Monk Techniques Monk's martial arts allow them to decrease the numbers of weapons their can train with by 1 to allow them to use snipe, bash and stab with unarmed strikes even if the strikes don't use the required damage type or are ranged attacks. The reasoning behind why a monk can do this is down to a player's choice. Maybe to perform a bleeding slash they attack with a tiger claw technique, to perform a snipe they could perform a trick style kick which is slower but more devastating than a regular kick and to perform a stab they could punch but instead of pulling their arm fully back they move it back an inch and then perform a 1 inch punch.

New and Changed Melee Weapons Simple Weapons Name Cost Damage Weight Properties Nunchucks 4sp 1d4 bludgeoning 0.5 lb. Versatile (1d8), Light, Finesse Greatclub 2sp 1d10 bludgeoning 10 lb. Heavy, Two-handed Shield (bash) 10gp 1d4 bludgeoning 6 lb.

Sickle 1gp 1d6 slashing 2 lb. Light Club 1sp 1d6 bludgeoning 2lb. Light Martial Weapons Name Cost Damage Weight Properties Light Hammer 5gp 14 bludgeoning 2lb. Bitting (+1) Light, Thrown (30/60) Handaxe 5gp 1d6 slashing 2lb. Light, Thrown (30/60) War Scythe 5gp 1d10 piercing 5lb. Two-Handed, Finesse Falchion 15gp 1d8 slashing 4lb. Versatile (1d10) Urumi Whip 10gp 1d4 slashing 4lb. Finesse, Reach, Light, Versatile (1d6) Chain Whip 10gp 1d6 bludgeoning 4lb. Reach, Light, Versatile (1d8) Bullwhip 10gp 1d4 piercing 3lb. Reach, Finesse, Light, Versatile (1d6) Rapier 25gp 1d6 + 1 piercing 2lb. Finesse Sabre 25gp 1d6 + 1 slashing 2lb. Finesse Estoc 15gp 1d6 piercing 4lb. Finesse, Armour Piercing (+1) Sword Staff 15gp 1d8 piercing 6lb. Finesse, Reach, Two-handed War Pick 10gp 1d6 piercing 4lb. Armour Piercing (+1), Devastating (+1), Versatile (1d8), Armour Piercing +1 Flail 10gp 1d8 bludgeoning 4lb. Versatile (1d10) War Hammer 15gp 1d6 bludgeoning 4lb. Devastating (+1), Versatile (1d8), Armour Piercing (+1) Trident 5gp 1d6 piercing 4lb. Thrown (30/60), Versatile (1d8), Devastating (+3d6) Throwing Axe 5gp 1d6 slashing 2lb. Thrown (30/60), Aerodynamic (1d8) Chakram 10gp 1d4 slashing 2lb. Thrown (30/60), Aerodynamic (1d6), Finesse Macuahuitl 10gp 1d4 slashing + 2 bludgeoning 5lb. Versatile (1d6 + 2), Devastating (+2) Heavy Shield (bash) 15gp 1d4 bludgeoning 5lb. Protective Spiked Shield (bash) 15gp 1d4 piercing 5lb. Protective Razor Shield (cut) 15gp 1d4 slashing 5lb. Protective Bastard Sword 15gp 2d6 - 2 slashing 5lb. Unwieldy (-1), Vesatile (2d8 - 3) Greataxe 20gp 1d12 slashing 6lb. Two-handed, Heavy, Devastating (1d12) Maul 20gp 2d6 - 1 bludgeoning 6lb. Two-handed, Heavy, Armour Piercing (+1) Heavy Javelin 5gp 1d6 piercing 2lb. Thrown (60/120), Heavy, Aerodynamic (1d8) Light Glaive 5gp 2d4 piercing 1lb. Two-Handed, Finesse, Reach War Spear 3gp 1d8 piercing 1lb. Versatile (1d10) Morningstar 10gp 1d4 bludgeoning + 2 slashing 5lb. Versatile (1d6 + 2), Devastating (+2) Lucerne Hammer 10gp 1d10 bludgeoning 6lb. Heavy, Reach, Two-handed Lance 5gp 1d12 piercing 6lb. Special

Armour Piercing When using a weapon with this property you gain a bonus to attack rolls. Devastating When you land a critical hit on this weapon it deals extra damage on top of your doubled hit dice. Aerodynamic The damage dice used by this weapon when thrown changes to a larger one than compared to if it was used in melee combat. Unwieldy Attack rolls made with this weapon are reduced by a certain amount Protective While wielding this as a weapon you gain a +1 bonus to AC but don't get the shield's regular +2 bonus to AC. Shield Bash When a shield is wielded as a weapon it loses it's AC bonus and any magical bonus it has to AC now becomes a bonus to attack and damage Lance Special Trait Changes While not being mounted a lance no longer imposes disadvantage on attack rolls. New and Changed Long-Range Weapons Loud When you use a weapon with this property it creates a large amount of sound alerting. Reload Weapons with the reload property can only be fired a number of times before needing to be reloaded by expending a weapon attack. Heavy Pull Strength instead of dexterity is used for attack and damage bonuses of attacks made with this weapon. Simple Weapons Name Cost Damage Weight Properties Dart 1sp 1d6 piercing 1/2lb. Finesse, Thrown (25/50) Light Pistol 2gp 1d4 piercing 1lb. Loud, Reload (6), Devastating (1d6), Range (50/150), Ammunition Blowgun 1sp 1d4 piercing 1lb. Range (45/100), Ammunition Hand Crossbow 25gp 1d6 piercing 3lb. Loading, Range (60/180), Ammunition, Light Farmer's Rifle 5gp 1d6 piercing 4lb. Loud, Reload (3), Devastating (1d8), Range (80/320), two-handed, Ammunition Hunting Rifle 15gp 1d8 piercing 5lb. Loud, Reload (2), Devastating (1d12), Range (90/360), Ammunition Light Crossbow 25gp 1d10 piercing 5lb. Loading, Range (80/320), Ammunition Composite Shortbow 25gp 1d4 piercing 4lb. Ammunition, Range (80/320), Two-handed, Armour Piercing (+1) Martial Weapons Name Cost Damage Weight Properties Composite Longbow 25gp 1d6 piercing 5lb. Heavy, Two-Handed, Range (150/600), Ammunition, Armour Piercing (+1) War-Bow 10gp 1d8 piercing 5lb. Heavy, Two-Handed, Range (100/400), Heavy Pull, Ammunition Composite War-Bow 25gp 1d6 piercing 5lb. Heavy, Two-Handed, Range (100/400), Heavy Pull, Ammunition, Armour Piercing (+1) Combat Pistol 35gp 1d6 piercing 3lb. Loud, Reload (6), Devastating (1d6), Range (60/180), Ammunition Combat Rifle 50gp 1d8 piercing 5lb. Loud, Two-Handed, Reload (6), Range (100/400), Ammunition, Devastating (1d8) Sniper Rifle 70gp 1d10 piercing 6lb. Loud, Heavy, Two-Handed, Reload (3), Range (250/1000), Ammunition, Devastating (2d6) Boom-stick 50gp 1d10 piercing 5lb. Loud, Two-handed, Loading, Cone (10 feet), Ammunition, Devastating (2d10), Close Range

Cone Attacks made with this weapon affect all creatures in a cone area with the range dependant on the weapon. You must make a attack roll for each creature affected by this and being within 5 feet of a creature doesn't impose disadvantage. Close Range Attacks made with weapons with this trait can be counted as either a melee or ranged attack even if it is specifically one of them. This is for what abilities you can use with them not if you can attack targets within 5 feet of you. New Armour Types and Changes Robes AC: 11 + 1/2th your dexterity (rounded down) Weight: 2lb. Cost: (ranges based on type) Robes can be adorned by anyone as they don't require a armour proficiency to be used Buckler AC: +1 Weight: 1lb. Cost: 10gp Wearing a buckler doesn't take up a free hand but the hand wearing the buckler can't hold an extra shield, attack with a weapon or perform somatic components. A buckler is counted as a shield for being proficient in it. Brigandine AC: 17 Weight: 25 lb. Cost: 350gp Brigandine is a type of heavy armour which offers the protection of splint but doesn't impose any disadvantage on stealth. The strength required to wear this and not have your speed reduced is 13. Heavy padding Light and Medium armour can be modified to use more of your strength rather than your dexterity. Doing this reduces the wearer's flexibility while wearing it but increases the layers of defence the armour has. This increases it's cost by 5 gp but allows you to use strength instead of dexterity when calculating your AC with it as you can't use your mobility whilst wearing it and have to rely on your physical body to decrease the effect of blows. Special Manuevers During combat you can perform a special manuever connected to the weapon(s) you are using. At the start of a day you can train yourself with an amount of weapons based on your class and level, doing this allows you to perform manuevers with them and the amount you can train with is based on your class and level. At the start of each turn you can choose which weapon you have drawn, if you change the weapons you have drawn at the start of your turn reduce your movement speed by 10 feet and changing a weapon after this requires your reaction and 10 feet of movement. Two weapons you can dual wield and that are the same type can count as one weapon for this and if you are wielding a shield you can put the shield away while changing weapons too. Additionally while deiciding the weapons you have trained with each day you can decrease the number of weapons you can train with to cause 1 weapon to gain an additional 2 manuevers from another weapon, the additional manuevers you can choose to apply to this must be approved by the DM. Number of Weapons you can Train with per Class and Level Combat Tier Levels 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 5 Barbarians Fighters, Monks 2 2 2 3 3 4 4 5 5 6 6 6 7 7 8 8 9 9 10 10 4 Paladins, Rangers, Blood-hunters 1 2 2 2 3 3 4 4 4 5 5 5 6 6 7 7 8 8 9 9 3 Artificers, Rogues 1 1 2 2 2 3 3 3 4 4 4 4 5 5 6 6 7 7 8 8 2 Bards, Clerics, Druids, Warlocks 1 1 1 2 2 2 3 3 3 3 4 4 4 4 5 5 5 6 6 6 1 Sorcerers, Wizards 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 Multiclassing If you multiclass then a calculation is needed to determine how much weapons you can train with. Each class goes into a combat tier which determines the amount of weapons they can train with. If you multiclass 2 classes in the same combat tier no calculation is needed as they use the same combat tier but if you multiclass 2 classes from different combat tiers then you need to calculate their combat tier. Use this formula, ((class' combat tier) times number of levels you have in the class), for each class you're multiclassed into then add up the scores. After doing this divide the final score by your overall character level to get your character's combat tier. For example if I have a fighter 2/wizard 5 I'd do ((5) x 2) = 10 for the fighter, ((1) x 5)=5 for the wizard and then add them up to 15 then divide it by 7 to get ~2 which is their combat tier. Use basic rounding for this calculation.

Swords Swords with Their Manuevers Weapon Special Manuevers Longsword and Greatsword Lock Weapon, Lunge, Versatile Falchion Crippling Strike, Lock Weapon, Power-attack Rapier Lock Weapon, Lunge, Pin-point Strike Sabre Remise, Lock Weapon, Lunge Estoc Lunge, Pin-point Strike, Versatile Bastard Sword Lock Weapon, Cleave, Versatile Scimitar Remise, Shiv, Whirl Shortsword Remise, Shiv, Testudo Urumi Whip Lock Weapon, Snare, Whirl Longsword and Greatsword Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Lunge When you make an attack you can move yourself closer to your enemies to make it more likely to hit. You reduce the damage the weapon does by 2 and expend 5 feet of movment speed but increase your reach by 5 feet. Versatile When you make an attack with this weapon you can choose to attack by either thrusting with the tip or bashing with the pommel. If you attack by thrusting the attack decreases by 1, the damage increases by 1 and the damage type becomes piercing and if you attack with the pommel the the damage decreases by 1, the attack increases by 1 and the damage type becomes bludgeoning. This said you can't use this with your weapon to perform a stab, bleeding slash or bash that it couldn't do with its regular damage type, so for example a longsword isn't capable of performing a stab manuever with this feature. Falchion Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. An opponent can only suffer from 1 crippling strike or low kick at a time. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Power-attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Rapier Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved.

Lunge When you make an attack you can move yourself closer to your enemies to make it more likely to hit. You reduce the damage the weapon does by 2 and expend 5 feet of movment speed but increase your reach by 5 feet. Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Sabre Lunge When you make an attack you can move yourself closer to your enemies to make it more likely to hit. You reduce the damage the weapon does by 2 and expend 5 feet of movment speed but increase your reach by 5 feet. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Estoc Lunge When you make an attack you can move yourself closer to your enemies to make it more likely to hit. You reduce the damage the weapon does by 2 and expend 5 feet of movment speed but increase your reach by 5 feet. Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Versatile When you make an attack with this weapon you can choose to attack by either slashing with it's blade or bashing with the pommel. If you attack by slashing the attack decreases by 1, the damage increases by 1 and the damage type becomes slashing and if you attack with the pommel the the damage decreases by 1, the attack increases by 1 and the damage type becomes bludgeoning. This said you can't use this with your weapon to perform a stab, bleeding slash or bash that it couldn't do with its regular damage type, so for example a longsword isn't capable of performing a stab manuever with this feature. Bastard Sword Cleave When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Versatile When you make an attack with this weapon you can choose to attack by either thrusting with the tip or bashing with the pommel. If you attack by thrusting the attack decreases by 1, the damage increases by 1 and the damage type becomes piercing and if you attack with the pommel the the damage decreases by 1, the attack increases by 1 and the damage type becomes bludgeoning. This said you can't use this with your weapon to perform a stab, bleeding slash or bash that it couldn't do with its regular damage type, so for example a longsword isn't capable of performing a stab manuever with this feature. Scimitar Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved.

Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Shortsword Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Shiv When you succeed on attempting or resisting a contested grapple or shove check from a creature you can use your reaction to deal damage equal to your strength or dexterity modifier (minimum of 1.) Testudo When you wield a shield in one hand and a shortsword in the other you can take a testudo formation. This holds the shield more in front of you giving you a +1 bonus to AC at the cost of your attack's damage with your shortsword being reduced by 1 and the shortsword losing it's finesse property. If you have extra attack though you don't suffer a reduction to damage. Urumi Whip Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Axes and Throwing Weapons Axes and Throwing Weapons with Their Manuevers Weapon Special Manuevers Javelin and Heavy Javelin Pinning Edge, Fearsome Accuracy, Trip Dagger Concealed Weapon, Toxic Strike, Shiv Dart Concealed Weapon, Toxic Strike, Trick Throw Light Hammer Forceful Blow, Armour-Breaking Blow, Trick Throw Handaxe Crippling Strike, Power-attack, Pinning Edge Battleaxe, Greataxe Cleave, Crippling Strike, Power-attack Chakram Trick Throw, Bleeding Throw, Remise Trident Leaping Strike, Fearsome Accuracy, Performing Strike Throwing Axe Trick Throw, Crippling Strike, Pinning Edge

Javelin and Heavy Javelin Pinning Edge When you land a attack with a melee or ranged attack with this weapon you can choose to try pin a creature with the attack. The weapon's damage is halved and the creature needs to make a strength saving throw or have their speed reduced to 0. At the start of the creature's turns they can remake the save with them no longer suffering a reduced movement on a success. After performing this the weapon is stuck on the ground, if you want to use it again it will free whoever is stuck by this and cause them to no longer suffer from this condition. Fearsome Accuracy You can choose to throw your Javelin at an enemy far away from you with such power and accuracy that it is fearsome to whoever sees it. The minimum range of this is 90 feet and the maximum range is your strength modifier times 40 in feet (this is counted as being in your effective range), the attack's damage is halved and the target must make a wisdom saving throw with a DC of 8 + your proficiency bonus + your strength modifier with them being frightened of you and having their speed halved on a failed save. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Dagger Shiv When you succeed on attempting or resisting a contested grapple or shove check from a creature you can use your reaction to deal damage equal to your strength or dexterity modifier (minimum of 1 Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Toxic Strike You can cause attacks from this weapon to be laced with poison causing extra effects to occur. The weapon's damage is reduced by 2 when you do this but the target you hit this with must make a constitution saving throw with a DC of 8 + your attack bonus or suffer one of the following effects (your choice which): Have their movement speed reduced by 10 feet

Suffer a -1 reduction to all saving throws

Suffer a -1 reduction to all attack rolls These all last until the start of your next turn. Dart Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Toxic Strike You can cause attacks from this weapon to be laced with poison causing extra effects to occur. The weapon's damage is reduced by 2 when you do this but the target you hit this with must make a constitution saving throw with a DC of 8 + your attack bonus or suffer one of the following effects (your choice which): Have their movement speed reduced by 10 feet

Suffer a -1 reduction to all saving throws

Suffer a -1 reduction to all attack rolls These all last until the start of your next turn. Light Hammer Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC.

Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Handaxe Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points This can used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Power-attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Pinning Edge When you land a attack with a melee or ranged attack with this weapon you can choose to try pin a creature with the attack. The weapon's damage is halved and the creature needs to make a strength saving throw or have their speed reduced to 0. At the start of the creature's turns they can remake the save with them no longer suffering a reduced movement on a success. After performing this the weapon is stuck on the ground, if you want to use it again it will free whoever is stuck by this and cause them to no longer suffer from this condition. Battleaxe and Greataxe Cleave When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. An opponent can only suffer from 1 crippling strike or low kick at a time. Power-attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Chakram Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Bleeding Throw Using this weapon you can perform a bleeding slash with a thrown attack even though it isn't a melee attack. Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Trident Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Fearsome Accuracy You can choose to throw your Trident at an enemy far away from you with such power and accuracy that it is fearsome to whoever sees it. The minimum range of this is 90 feet and the maximum range is your strength modifier times 40 in feet (this is counted as being in your effective range), the attack's damage is halved and the target must make a wisdom saving throw with a DC of 8 + your proficiency bonus + your strength modifier with them being frightened of you and having their speed halved on a failed save. Performing Strike You can attempt to perform something before attacking to add to it's effect. The attack you perform this which has it's damage halved but before you roll to attack make a performance (strength, dexterity or charisma) check contested by an opponent making a check an adding their wisdom saving throw. If you meet or exceed the opponent's result you can impose one of the following effects: You give your opponent the frightened condition until the start of your next turn, this doesn't also apply additional effects to the opponent if you have something which has a opponent gain extra effects while frightened such as the conquest paladin's aura of conquest

You knock your opponent prone

Throwing Axe Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Pinning Strike When you land a attack with a melee or ranged attack with this weapon you can choose to try pin a creature with the attack. The weapon's damage is halved and the creature needs to make a strength saving throw or have their speed reduced to 0. At the start of the creature's turns they can remake the save with them no longer suffering a reduced movement on a success. After performing this the weapon is stuck on the ground, if you want to use it again it will free whoever is stuck by this and cause them to no longer suffer from this condition.

Hammers and Polearms Hammers and Polearms with Their Manuevers Weapon Special Manuevers Warhammer, Lucerne Hammer, Mace and Maul Precise Force, Armour-Breaking Bow, Forceful Strike Light Hammer Precise Force, Armour-Breaking Bow, Trick Throw Flail Armour-Breaking Bow, Guard Break, Snare Glaive and Light Glaive Whirl, Leaping Strike, Cleave Halberd Lock Weapon, Versatile, Power-attack Quarterstaff Precise Force, Whirl, Leaping Strike War Scythe Cleave, Trip, Crippling Strike Sword Staff Pin-point Strike, Lock Weapon, Power Attack Trident Leaping Strike, Fearsome Accuracy, Performing Strike War Spear and Spear Versatile, Trip, Guard Break Lance Charge, Penetrating Strike, Repel Charge Morningstar Armour-Breaking Bow, Crippling Strike, Bleeding Strike Pike Pin-point Strike, Trip, Guard Break Warhammer, Lucerne Hammer, Mace and Maul Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet. Light Hammer Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC.

Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Flail Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Guard Break Before you make a attack with this weapon you can break an opponents guard which decreases this weapon's damage bonus but increase it's attack bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Glaive and Light Glaive Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Cleave When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Halberd Versatile When you make an attack with this weapon you can choose to attack by either thrusting with the pointed tip or bashing with the butt of the staff. If you attack by thrusting the attack decreases by 1, the damage increases by 1 and the damage type becomes piercing and if you attack with the butt of the shaft the the damage decreases by 1, the attack increases by 1 and the damage type becomes bludgeoning. This said you can't use this with your weapon to perform a stab, bleeding slash or bash that it couldn't do with its regular damage type, so for example a longsword isn't capable of performing a stab manuever with this feature. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Quarterstaff Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage.

War Scythe Cleave When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. An opponent can only suffer from 1 crippling strike or low kick at a time. Sword Staff Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Trident Performing Strike You can attempt to perform something before attacking to add to it's effect. The attack you perform this which has it's damage halved but before you roll to attack make a performance (strength, dexterity or charisma) check contested by an opponent making a check an adding their wisdom saving throw. If you meet or exceed the opponent's result you can impose one of the following effects: You give your opponent the frightened condition until the start of your next turn, this doesn't also apply additional effects to the opponent if you have something which has a opponent gain extra effects while frightened such as the conquest paladin's aura of conquest

You knock your opponent prone Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage.Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Fearsome Accuracy You can choose to throw your Trident at an enemy far away from you with such power and accuracy that it is fearsome to whoever sees it. The minimum range of this is 90 feet and the maximum range is your strength modifier times 40 in feet (this is counted as being in your effective range), the attack's damage is halved and the target must make a wisdom saving throw with a DC of 8 + your proficiency bonus + your strength modifier with them being frightened of you and having their speed halved on a failed save. War Spear and Spear Versatile When you make an attack with this weapon you can choose to attack by slashing with the tip or bashing with the butt of the staff. If you attack by slashing the attack decreases by 1, the damage increases by 1 and the damage type becomes slashing and if you attack with the butt of the shaft the the damage decreases by 1, the attack increases by 1 and the damage type becomes bludgeoning. This said you can't use this with your weapon to perform a stab, bleeding slash or bash that it couldn't do with its regular damage type, so for example a longsword isn't capable of performing a stab manuever with this feature. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Guard Break Before you make a attack with this weapon you can break an opponents guard which decreases this weapon's damage bonus but increase it's attack bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Lance Charge If you move at least 20 feet before making an attack you can add an extra 1d8 to it's damage.

Penetrating Strike You can target 2 targets in a straight line projecting out from you as long as they're both within 15 feet of you but when you do this you have your damage for both attacks reduced by 1/4th. Repel Charge You can expend an attack to prepare for an enemy charging you. Choose 1 enemy if they move 20 feet and attack you before the start of your next turn you can make an attack against them before they attack. The enemy must also make a strength save with a DC equal to 8 + your attack modifier, if they fail they're knocked prone (if they were on a mount they also fall of their mount) Morningstar Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. An opponent can only suffer from 1 crippling strike or low kick at a time. Bleeding Strike You can perform a bleeding slash with this even though it doesn't deal slashing damage. Pike Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Guard Break Before you make a attack with this weapon you can break an opponents guard which decreases this weapon's damage bonus but increase it's attack bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Others Extra Weapons and their Manuevers Weapon Special Manuevers Club Precise Force, Breaking Blow, Crippling Strike Improvised Weapon Breaking Blow Greatclub Power-attack, Precise Force, Forceful Strike Sickle Crippling Strike, Snare, Lock Weapon War Pick Armour-Breaking Blow, Pin-point Strike, Precise Force Nunchucks Whirl, Remise, Snare Heavy Shield Bash and Shield (bash) Trip, Forceful Strike, Leaping Strike Spiked Shield Bash Armour-Breaking Blow, Power Attack, Precise Force Razor Shield Bash Crippling Strike, Whirl, Remise Chainwhip Whirl, Snare, Leaping Strike Bullwhip Crack, Whirl, Snare Macuahuitl Crippling Strike, Debilitating Strike, Armour-Breaking Blow

Club Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Breaking Blow When attacking with this weapon you can choose to throw all your power into a blow. This causes the attack to gain a +1d8 bonus to damage if it hits but if the attack hits this weapon breaks. Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Improvised Weapon Breaking Blow When attacking with this weapon you can choose to throw all your power into a blow. This causes the attack to gain a +1d4 bonus to damage if it hits but if the attack hits this weapon breaks. Universal Skill You gain proficiency with improvised weapons. If you have proficiency with simple weapons one-handed improvised weapons have a 1d6 for damage dice, this increases to 1d8 or is given the light property if you also have proficiency with martial weapons, if they could also be used with one or two hands it gains the versatile (1d8) trait, this increases to versatile (1d1) if you have proficiency with martial weapons and if they are only wieldable by two hands they deal 1d10 damage, if you have proficiency with marital weapons then this increases to 2d6. Additionally if you decrease the number of weapons you can train with per day to gain additional manuevers with improvised weapons you gain 3 additional manuevers rather than just 2. Finally if you want you can give improvised weapons the finesse trait but doing this gives them a -1 reduction to damage. Greatclub Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet. Sickle Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Lock Weapon When a creature attacks you you can attempt to parry the weapon with your weapon by expending a reaction. When you do this roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. War Pick Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus.

Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Nunchucks Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Heavy Shield Bash and Shield (bash) Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet. Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Spiked Shield Bash Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Razor Shield Bash Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1.

Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Chainwhip Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Remise If you miss with an attack you can choose to immediately make a weapon attack as a reaction. When you do this your AC is reduced by 1. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Bullwhip Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Crack As you attack you can crack your whip causing it to create a large amount of sound before striking. It's damage is halved but you can after making this attack roll an attack check against an enemy rolling a wisdom saving throw, if you meet or exceed the result they get then they get the frightened condition from you until the start of the next turn. This doesn't also apply additional effects to the opponent if you have something which has a opponent gain extra effects while frightened such as the conquest paladin's aura of conquest Macuahuitl Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time. Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Debilitating Strike After attacking the lasting damage you do on an enemy can leave an enemy in agony. Doing this reduces your damage by 3 but the enemy must make a constitution save with a DC of 8 + your attack bonus, on a failure the enemy suffers a -1 reduction to attack bonuses and saving throws. An enemy can only suffer from one debilitating strike at a time.

Long Range Weapons Bows and Crossbows Bows and Crossbows and their Manuevers Weapon Special Manuevers Shortbow Multi-shot, Point-blank, Leaping Strike Longbow Trick Shot, Pin-point Strike, Counter-Shot Warbow Penetrating Shot, Power Shot, Crippling Strike Composite Shortbow Multi-shot, Trick Shot, Volley Composite Longbow Pin-point Strike, Pinning Shot, Volley Composite Warbow Penetrating Shot, Trip, Fearsome Accuracy Light Crossbow Pin-point Shot, Pinning Shot, Penetrating Shot Hand Crossbow Concealed Weapon, Leaping Strike, Counter-Shot Heavy Crossbow Armour-Breaking Blow, Power Attack, Forceful Strike Shortbow Multi-shot When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Point-blank You can make an attack against someone within melee range, it only suffers a -1 reduction to damage rather than the regular ranged disadvantage ranged weapons have. Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Longbow Trick Shot When you make a ranged attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position. Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Counter-Shot When a creature attacks you with a ranged weapon or spell attack you can attempt to counter it by shooting and hitting the attack midair. When you do this you use your reaction and roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Warbow Penetrating Shot You can target 2 targets in a straight line projecting out from you as long as they're both within your bow's effective range but when you do this you have your damage for both attacks reduced by 1/4th. Power Shot Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Crippling Strike When you make an attack against a creature you can target the tendons on their legs to debilitate them. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points. This can be used on melee or thrown attacks. An opponent can only suffer from 1 crippling strike or low kick at a time.

Composite Shortbow Multi-shot When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Trick Shot When you make a ranged attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position. Volley When you make an attack instead of performing a regular attack you can instead choose to launch a volley of arrows into the sky. Choose a 10 foot by 10 foot square within your bow's effective range, all enemies must make a dexterity save of 8 + your attack bonus or take damage equal to 1/3rd of your attack's damage. If you have any special bonuses to damage which only work on one attack then they can only be used on one enemy and the damage isn't reduced to 1/3rd but you can spread these special bonuses out so for example if you had a level 1 sneak attack and the ranger's colossus slayer ability you can give one enemy an extra 1d6 damage and another an extra 1d8 damage. Composite Longbow Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Pinning Shot When you land a attack with a ranged attack with this weapon you can choose to try pin a creature with the attack. The weapon's damage is halved and the creature needs to make a strength saving throw or have their speed reduced to 0. At the start of the creature's turns they can remake the save with them no longer suffering a reduced movement on a success. After performing this the weapon is stuck on the ground, if you want to use it again it will free whoever is stuck by this and cause them to no longer suffer from this condition. Volley When you make an attack instead of performing a regular attack you can instead choose to launch a volley of arrows into the sky. Choose a 10 foot by 10 foot square within your bow's effective range, all enemies must make a dexterity save of 8 + your attack bonus or take damage equal to 1/3rd of your attack's damage. If you have any special bonuses to damage which only work on one attack then they can only be used on one enemy and the damage isn't reduced to 1/3rd but you can spread these special bonuses out so for example if you had a level 1 sneak attack and the ranger's colossus slayer ability you can give one enemy an extra 1d6 damage and another an extra 1d8 damage. Composite Warbow Penetrating Shot You can target 2 targets in a straight line projecting out from you as long as they're both within your bow's effective range but when you do this you have your damage for both attacks reduced by 1/4th. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Fearsome Accuracy You can choose to throw your Javelin at an enemy far away from you with such power and accuracy that it is fearsome to whoever sees it. The minimum range of this is 90 feet and the maximum range is your strength modifier times 40 in feet (this is counted as being in your effective range), the attack's damage is halved and the target must make a wisdom saving throw with a DC of 8 + your proficiency bonus + your strength modifier with them being frightened of you and having their speed halved on a failed save. Light Crossbow Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Pinning Shot When you land a attack with a ranged attack with this weapon you can choose to try pin a creature with the attack. The weapon's damage is halved and the creature needs to make a strength saving throw or have their speed reduced to 0. At the start of the creature's turns they can remake the save with them no longer suffering a reduced movement on a success. After performing this the weapon is stuck on the ground, if you want to use it again it will free whoever is stuck by this and cause them to no longer suffer from this condition. Penetrating Shot You can target 2 targets in a straight line projecting out from you as long as they're both within your bow's effective range but when you do this you have your damage for both attacks reduced by 1/4th.

Hand Crossbow Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Counter Shot When a creature attacks you with a ranged weapon or spell attack you can attempt to counter it by shooting and hitting the attack midair. When you do this you use your reaction and roll the damage of a weapon attack, if you have any attack bonuses from your weapon's properties add the attack bonuses to the damage roll. You can decrease the damage of the attack you parry by an amount equal to half of what you rolled but the next attack you make has it's damage halved. Heavy Crossbow Armour-Breaking Blow When you attack you can choose to damage the defences the opponent has, this can work on natural armour (like a turtle shell), arcane armour (like the mage armour spell) or any unarmoured AC which is more than 10 + their dexterity modifier. If the attack hits, the attack deals half damage and the target’s AC is permanently reduced by 1 until whatever the creature uses for armour is repaired in some way or until the end of combat. this attack has no effect on creatures with magical armor unless your weapon is also magical and you can only decrease a target's AC 3 times. If the creature is using natural armour or using an unarmoured AC ability when the creature is healed they can expend 1 to 3 points of healing to repair their defences with each point repairing 1 point of AC. Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet.

Firearms Firearms and their Manuevers Weapon Special Manuevers Farmer's Rifle Precise Force, Point-blank, Rapid Fire Combat Pistol and Light Pistol Rapid Fire, Concealed Weapon, Quickdraw Combat Rifle Rapid Fire, Point-blank, Multi-shot Hunting Rifle and Sniper Rifle Pin-point Strike, Trick Shot, Penetrating Shot Boom-stick Precise Force, Forceful Strike, Trip Farmer's Rifle Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Point Blank You can make an attack against someone within melee range, it only suffers a -1 reduction to damage rather than the regular ranged disadvantage ranged weapons have. Rapid Fire You can completely unload your entire clip in one quick action. This costs 2 attacks to perform but causes you to gain an extra +1d6 bonus to damage for each extra bullet you use above 1 but after performing this attack this weapon isn't usable until the end of your next turn. Combat Pistol and Light Pistol Rapid Fire You can completely unload your entire clip in one quick action. This costs 2 attacks to perform but causes you to gain an extra +1d4 bonus to damage for each extra bullet you use above 1 but after performing this attack this weapon isn't usable until the end of your next turn. Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Quickdraw You can choose to suffer a -1 to -3 reducton to all attack checks made for the first turn of combat to gain a +2 bonus to initiative for the first turn of combat for each point you reduced your attack bonus. Combat Rifle Rapid Fire You can completely unload your entire clip in one quick action. This costs 2 attacks to perform but causes you to gain an extra +1d6 bonus to damage for each extra bullet you use above 1 but after performing this attack this weapon isn't usable until the end of your next turn. Point Blank You can make an attack against someone within melee range, it only suffers a -1 reduction to damage rather than the regular ranged disadvantage ranged weapons have. Multi-shot When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Hunting and Sniper Rifle Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Trick Shot When you make a ranged attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position. Penetrating Shot You can target 2 targets in a straight line projecting out from you as long as they're both within your bow's effective range but when you do this you have your damage for both attacks reduced by 1/4th.

Boom-stick Precise Force When attacking an opponent you can plan and focus your strike in such a way that it ignores armour and the opponent is forced to block it and just handle it with their strength. Make an attack check with it's damage halved but you treat your opponent's AC as 10 + their strength modifier. This said if they are wielding magic armour they still gain the armour's magic bonus and if they're wielding a shield they still get it's AC bonus. Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus. Other Ranged Weapons Extra Ranged Weapons and their Manuevers Weapon Special Manuevers Sling Underdog Strike, Power Attack, Trick Shot Net Snare, Binding Strike, Point Blank Blowgun Concealed Weapon, Toxic Strike, Multi-shot Dart Concealed Weapon, Toxic Strike, Trick Throw Sling Underdog Strike While wielding a Sling and nothing in your off-hand you can gain a +1 bonus to attack and damage and if you make an attack against an enemy of size large or greater this can deal an extra 1d4 damage. Power Attack Before you make a attack with this weapon you can choose to decrease this weapon's attack bonus but increase it's damage bonus by the same amount, the amount you can decrease and increase these values are between 1 and 3. Trick Shot When you make a ranged attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position. Net Snare When making an attack you can choose to attack but also cause your weapon to wrap around something. Doing this halves your damage and if you hit you can either wrap around an item a creature is holding or the creature itself. if you select an item the creature's holding the creature must make a strength save or let go of the item with it dropping at the creature's feet, if you attempt to use this on a creature it must make a strength saving throw saving throw or be moved to any area that's within your melee range. You can also use this to pick up and pull objects close to you if they're not more than 5 feet out of your melee range and the DC for these effects is equal to 8 + your attack modifier. Binding Strike Your attack suffers a -2 reduction to damage but the target must make a dexterity saving throw or suffer a -1 reduction to their attack bonus and saving throws. Point Blank You can make an attack against someone within melee range, it only suffers a -1 reduction to damage rather than the regular ranged disadvantage ranged weapons have.

Blowgun Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Toxic Strike You can cause attacks from this weapon to be laced with poison causing extra effects to occur. The weapon's damage is reduced by 2 when you do this but the target you hit this with must make a constitution saving throw with a DC of 8 + your attack bonus or suffer one of the following effects (your choice which): Have their movement speed reduced by 10 feet Suffer a -1 reduction to all saving throws Suffer a -1 reduction to all attack rolls These all last until the start of your next turn. Multi-shot When you make an attack you can choose to reduce it's damage by 1/3rd but attack two targets within 5 feet of each other with the same attack. Dart Trick Throw When you make a throwing attack you can attempt to perform a special trick as you do so. You suffer a -1 reduction to damage but can ignore all types of cover from the area you're fighting in including full cover. This said the enemy must still be in range and you must be able to know the enemy's position Concealed Weapon You can choose to change to a weapon you've concealed from your opponent. Make a dexterity (sleight of hand) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed or don't. If you perform this on a creature you've already performed it on during the current combat encounter you make your dexterity (sleight of hand) check at disadvantage. Toxic Strike You can cause attacks from this weapon to be laced with poison causing extra effects to occur. The weapon's damage is reduced by 2 when you do this but the target you hit this with must make a constitution saving throw with a DC of 8 + your attack bonus or suffer one of the following effects (your choice which): Have their movement speed reduced by 10 feet

Suffer a -1 reduction to all saving throws

Suffer a -1 reduction to all attack rolls These all last until the start of your next turn. Non-weapon Manuevers Learning Non-Weapon Manuevers To learn non-weapon manuevers you decrease the amount of weapons you can train with each day to learn 2 non-weapon manuevers from the grappling, striking or tricks list. These 2 manuevers don't have to be from the exact same list either. Additionally one last thing is you can only use 1 type of hold on an enemy. List Manuvers Grappling Tactical Throw, Titan's Throw, Submission Hold, Binding Hold, Smothering Hold, Controlling Hold, Bear Hug, Improvised Enemy Striking Leaping Strike, Trip, Aerial Attack, Forceful Strike, Vital Strike, Confusing Strike, Whirl, Precise Force, Pin-point Strike, Flowing Counter, Power Attack, Low Kick, Guard Break, Arching Strike Tricks Blinding Attack, Acrobatic Evasion, Barrel Charge, Fight Banter, Demoralise, Read Enemy

Grapple Manuevers Tactical Throw You throw an enemy you have grappled onto the floor while still holding onto them. With an enemy you're already grappling perform a athletics (strength) check against an enemy performing a athletics (strength) or acrobatics (dexterity) check, if you meet or exceed their check then you can throw them. When you throw them you and the enemy fall prone but the enemy takes damage equal to 1d4 + your strength modifier, this increases to 1d8 + your strength modifier if you have an extra free hand you're not already using to grapple the enemy. Titan's Throw You hurl an enemy you have grappled like they're a ragdoll. The enemy must be equal to your size or smaller and to perform this you need to perform a athletics (strength) check against an enemy performing a athletics (strength) or acrobatics (dexterity) check, if you meet or exceed their check then you can throw them. Once thrown you are no longer grappling them and they are moved to an area within 15 feet of you, additionally they take damage equal to 1d8 + your strength modifier, this increases to 2d8 + your strength modifier if you have a free hand you aren't already using to grapple the enemy. If the enemy you throw slams into another enemy then the both enemies take half damage. Submission Hold Once you have an enemy grappled you can choose to hold them in a submission move. To get into a submission move you must perform a athletics (strength) check against an enemy performing a athletics (strength) or acrobatics (dexterity) check, if you meet or exceed their check then you can put them in this hold. While performing this hold you need to expend 1 attack each turn to hold it and at the end of each of your turns the enemy you have this hold on takes damage equal to half your unarmed strike damage. Once an enemy escapes your grapple this hold ends but if you have both hands free you can gain a +2 bonus to checks made to stop an enemy from escaping this hold. Binding Hold Once you have an enemy grappled you can choose to hold onto them in such a fasion that they can't perform somatic components for spells. To get into this hold you need to expend half of your movement but maintaining this hold doesn't cost anything. If the caster you're grappling has the war caster feature they can attempt to make a check an with a bonus equal to their spellcasting modifier + their proficiency bonus contested by you making an athletics (strength) check, on a success they can perform somatic components. When they escape your grapple they escape this hold. Smothering Hold Once you have an enemy grappled you can choose to cover their mouth so they can't perform verbal components for spells. To get into this hold you need to expend half of your movement but maintaining this hold doesn't cost anything. If the caster you're grappling has the war caster feature they can attempt to make a check an with a bonus equal to their spellcasting modifier + their proficiency bonus contested by you making an athletics (strength) check, on a success they can perform verbal components. When they escape your grapple they escape this hold. Controlling Hold Once you have an enemy grappled you can choose to hold them in such a way that you stear their movement. For enemies using walking speed or swimming speed this only works on creatures with an intelligence of 5 or lower but if an enemy has a flying speed their intelligence doesn't matter. To get into this hold you need to expend half of your movement but maintaining this hold doesn't cost anything. While having this hold you gain the ability to control the enemy's movement speed as if they weren't being grappled but the movement is halved. When they escape your grapple they escape this hold. Bear Hug While you have a creature grappled you can choose to tighten your grip to the point of crushing your opponent. Make a unarmed attack against a creature you have grappled, you can decrease the damage of this unarmed attack by an amount of 1-3 to gain a bonus to any check made to maintain your grapple on the opponent you're using this on equal to the amount you decreased your damage. This can only be used once per turn. Improvised Enemy While grappling an enemy that's one size smaller than you you can choose to wield them as a weapon. You have proficiency with attacks you perform with this feature and the damage of attacks from this feature is equal to your unarmed attack's damage reduced by 2 or 1d4 + your strength modifier reduced by 1. Additionally the creature you're wielding with this takes damage equal to the damage you deal each time you attack. Striking Manuevers Leaping Strike Before attacking your opponent you leap up in the air to move and increase it's damage. Doing this decreases your AC by 1 until the start of your next turn but causes you to be able to move 5 feet before attacking and deal 1 extra point of damage. Trip As a melee or ranged weapon 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 Large or smaller creature. If the attack hits, it's damage is halved and it must succeed on a Strength saving throw or fall prone, the DC is equal to 8 + your attack bonus.

Aerial Attack You can jump vertically up an amount of feet equal to 1 + your strength modifier (if you can use your dexterity modifier for unarmed strikes you can use your dexterity modifier instead.) While doing this you suffer a -1 reduction to AC and damage but you can perform an attack action middair against anyone within 5 feet of you and you can do this at the highest point of your jump. Additionally before doing this you can expend all your movement to change the amount of feet you jump to 5 + double your strength modifier (again if you can use your dexterity modifier for unarmed strikes you can use your dexterity modifier instead.) Forceful Strike When you attack you can push your opponent back after striking. When you make an attack against an opponent you can halve the damage but doing this causes the opponent to be pushed back 5 feet. Vital Strike You can target a opponent's vital points, weakening them. The weapon's damage is reduced by 2 when you do this but the target you hit this with must make a constitution saving throw with a DC of 8 + your attack bonus or suffer one of the following effects (your choice which): Have their movement speed reduced by 10 feet

Suffer a -1 reduction to all saving throws

Suffer a -1 reduction to all attack rolls These all last until the start of your next turn. Confusing Strike You can choose to change to a weapon you've concealed from your opponent. Make a acrobatics (dexteity), athletics (stength) or performance (strength or dexterity) check against your target's wisdom (perception or insight) check with you being able to roll an attack at advantage on a success but you suffer a -2 reduction to damage if you succeed which increases to a -3 if you fail this. Whirl When you make a melee weapon attack on your turn with a scimitar, you can target any number of creatures within 5 feet of you with the attack and make a whirling slice. This attack uses the same attack roll for each target and deals slashing damage equal to your Strength or Dexterity modifer to each target. Any bonus damage or other effects only apply to the first attack and are halved. Precise Force When you make an attack against a creature you can target their legs to break their balance. You suffer a -1 or -3 reduction to your attack bonus when you do this but your opponent suffers a 5 foot reduction to their movement which increases to a 10 foot reduction if you decrease your accuracy by 3 points This can used on melee or thrown attacks. Pin-point Strike When you attack you can choose to attack the less vulnerable but also less armoured areas of your opponent. You halve the damage this attack deals but treat your opponent's AC as 10 + their dexterity modifier. This said