Weapon Techniques

The intention of this is to empower lesser used weapons by giving them a special ability. Overall, these serve as a net buff to weapon users and are not balanced as a result. These should add some much needed variety to standard martial fighting beyond mechanical properties and damage output.

When you gain proficiency in: Proficency Benefit Simple Weapons + Select Martial Choose one weapon Technique. Martial Weapons Choose an additional Technique. Fighting Style Choose an additional Technique.

In order to use these techniques you must be wielding the appropriate weapon type.

You may substitute a Technique once per level, representing the change to training involved in maintaining that ability.

When taking the Training downtime activity, these techniques can be acquired similar to obtaining a tool proficiency or language.

Simple Melee

Club: Whack

As an action, make a single melee weapon attack. On hit, deal half damage, but force a CON saving throw = 8 + ATK Mod + Proficiency. On failure, target has disadvantage on all rolls, cannot take reactions and moves at half speed until the end of their next turn.

Dagger: Self Defense

When you take the hide or dodge action on your turn, enemies provoke an opportunity attack when they enter your attack range.

Greatclub: Sweep

As an action, you may make a single melee attack against all creatures within range.

Handaxe: Frenzy

You may choose to roll with disadvantage when making an attack on your turn. On a hit, make an additional attack at disadvantage. Only usable once per turn.

Javelin: Extended Throw

If you move at least 20 ft towards your target in a straight line, double the range of your thrown weapon.

Light Hammer: Crack

Gain advantage on melee weapon attacks if target is wearing heavy armor or utilizes stone, scales, carapus or other hard materials as natural armor.

Mace: Pommel

After an enemy misses you with a melee attack, use your reaction to make a melee weapon attack dealing 1d4 + ATK damage.

Quarterstaff: Vault

As a bonus action on your turn, you may double your running jump distance and height. Additionally, gain advantage on CON saves to resist exhaustion on a forced march or traversing taxing terrain.

Sickle: Rake

While taking the attack action on your turn, you may choose to deal no damage on hit. Instead, the target will take an additional 1d6 slashing damage at the end of its subsequent turns. This effect can stack.

Requires healing or a DC 10 Medicine check as an action to remove. Has no effect on undead and constructs.

Spear: Step Back

When you take the disengage action, you may make a single melee attack against a creature within 5 ft of you before you move.

Simple Ranged Weapons

Light Crossbow: Pommel

After an enemy misses a melee weapon attack, you may use your reaction to make a single melee weapon attack dealing 1d4 + STR damage.

Dart: Flurry

When you take the attack action, you may choose to make the ranged attack roll at disadvantage. On hit, you may make two additional ranged attacks at disadvantage as a part of the same attack.

Shortbow: Garrote

You always have bowstring on hand as a hidden weapon. After successfully grappling a medium or smaller creature, you may also deal an additional 1d4 + ATK damage and they cannot perform verbal components of spells.

Sling: Swing

You have advantage on attacks versus large or larger creatures. Creatures provoke an opportunity attack when they enter melee range dealing 1d4 + ATK damage.