Martial Techniques A Guide for Martial Prowess, Power and Skill (ver 2.2) by Thypher

Martial Techniques These techniques are designed add variety to the warriors move set, the goal is to add more variety to the weapon choices and to add a bit of depth to the attack action. Requirements 1: You must be level 5 and be proficient in the weapon to use its techniques. Once you hit level 5 you are able to use any of the martial techniques as long as you have the weapon equipped. 2: If the attack requires a certain body part then you may only use the attack on creatures that have the body part targeted in the description. 3 Do remember that the the DM is the ultimate authority on what is allowed in your game. List of Techniques (There is also a list on page 7 of which techniques are for each weapon) Aimed Strike Requires a Trident

You can sacrifice accuracy for damage or vice versa. Before you make an attack role you can subtract 2 from your attack roll. If the attack hits, you add 4 to your damage roll.

Alternatively you can add 2 to your attack roll, If the attack hits, you subtract 4 from your damage roll. (To a minimum of 1 damage) Armor Breaker Requires a Handaxe

You can hack away at the armor of your target. Using your action you can make a special armor busting attack on your target.

Make an attack roll, on a sucess this attack deals only the weapons dice in damage, and it lowers the targets ac by 1.

Each targets armor cannot be lowered by more then 3.

This effect can be removed during a short/long rest when the armor is repaired/healed.

This effect does not work on any sort of magical armor Armor Piercing Requires a War Pick

This weapon is extremely deadly against heavily armored targets. When you miss an attack by your proficiency modifier or less it still does damage equal to your strength modifier.

This damage is affected by the magical bonus (+1/+2/+3) of the weapon. Bleeding Blade Requires a Dagger

You stab a vital point in your target, twisting the blade to encourage bleeding. You may replace any of your attacks with an attack that bleeds out your target.

Make an attack roll, on a success the attack deals half damage and the target must make a con saving throw (DC=8+str/dex+prof) or take 2d4 bleeding (necrotic) damage per turn, for a number of turns equal to your proficiency modifier.

This effect does not stack. If you use it on a target already bleeding from this effect, it resets the duration. Beat Down Requires Brass Knuckles or a Tower Shield

These weapons are efficient on targets that cannot defend themselves. Any attacks made with this weapon deal an extra d4 damage to prone creatures.

Each round of combat you may only use this effect as many times as half your proficiency modifier rounded up.

You only get bonus damage against creatures that are one size larger then you or smaller. Blur of Blades Requires a Scimitar

You make a series of attacks with a burst of speed. Using your action you can make an attack against a number of creatures equal to your proficiency modifier.

You do not add your strength or dextrity modifier to the damage roll for these attacks.

Alternate rule: To simplify things, you may instead choose to make a single attack and damage roll and use that against every creature)

(You may choose one or the other, talk to your DM/GM and have them decide which is better for your game) Brace for the Rush Requires a Boar Spear

You hold your weapon in preparation for the enemies attack. You may use your action to brace against an attack

When a creature enters your range you can make an attack roll against it, the attack deals an extra damage dice if they move more then 10 feet towards you.

You may use this effect on a number of targets equal to your normal number of attacks from your attack action.

When you hit with this attack you may use some of the targets momentum against it. You may move 5 feet backwards from the target without provoking an attack of opportunity. 1

Brutal Blow Requires a War Hammer

You target center mass on the target with a strong attack. You may use your action to use a Brutal Blow on the target, in an attempt to ensure your attack has an effect.

The attack is rolled as normal, you add your proficiency modifier twice to the attack roll and once to the damage roll. Charging Attack Requires a Lance

You make an attack while charging your opponent. You may replace a single attack on your turn with a Charging Attack, make an attack roll and for every 5 feet you move in a straight line before colliding with your target you deal an extra 1 damage.

You stop gaining damage at any movement past 100 feet. Conserve Momentum Requires a Flail or Heavy Flail

When you miss with an attack you continue the blow past the target in an effort to build energy towards your next attack. When you miss an attack you may use your reaction to increase the damage of your next attack by the weapons damage dice.

This effect cannot stack more then twice. Counter Attack Requires a Shield and Weapon

You use your shield to block while you counter attack with your weapon. When an opponent misses a melee attack against you, you can use your reaction to make an attack against it.

Make an attack roll and on a hit you deal damage equal to your strength or dexterity modifier. Countering Stance Requires a Rapier or Saber

You fall into a defensive stance and prepare a series of counter attacks. You may use your action to hold a number of attacks equal to your normal number of attacks you can make per turn.

For every melee attack that misses you, until your next turn, you may make a counter attack. You make the attack as normal however it deals extra damage equal to your strength or dexterity modifier. Cross Block Requires Dual Wielded Weapons

You use both your weapons to block an attack. When you are hit by a melee attack, you may use your reaction to contest the attack)

Make a strength or dexterity check, if you beat the opponents attack roll you lower their attack roll by your strength or dexterity modifier.

If you do not beat their attack roll, you lower it by half your strength or dexterity modifier rounded up. Crushing Blow Requires a Heavy Mace or Maul

You release a devastating attack on a creature. You may replace any of your attacks with a destructive attack on the target.

You have disadvantage on the attack, however the attack does extra damage equal to your strength modifier.

The target must make a strength saving throw (DC=8+str+prof) or be knocked prone if it is one size larger then you or smaller. Dancing Blade Requires a Rapier

You prepare to unleash a flurry of attacks on your foes. You may use an action to prepare a flurry of attacks. On your next turn, your attack action has double the number of attacks, however the extra held attacks have a -2 to hit.

Your movement speed is halved while you are holding these attacks. Defensive Posture Requires a Pike

You set the butt of your weapon into the ground to brace for a charge. When you hold your attack action with this weapon, you hold all of your attacks.

When creatures (up to one size larger then you) are hit by your held attacks you can push them back 5 feet.

If you move while Defensive Posture is active you lose the held attacks. Deflect Requires a Longsword or Swordstaff

You attempt to deflect an attack made against you. You may use your bonus action to prepare a deflection.

Until the start of your next turn you may lower the damage of a single melee attack that hits you by the weapons damage dice and double your strength or dexterity modifier. Draw Cut Requires a Saber or Scimitar

You take a long slicing strike against a weak point of the target. You may replace any of your attacks per turn with a Draw Cut.

Make an attack roll and if you beat the targets ac by more then 3 it deals an extra damage dice, otherwise you do not add your strength or dexterity modifier to the damage roll. Dreadful Wounds Requires Battleaxe

This weapon is capable of incredible damage that is difficult to heal or repair. You can replace any of your attacks per turn with a Dreadfully Wounding attack.

Make an attack roll at disadvantage, on a success the attack deals an extra damage dice and the next time the target gets healed you lower the amount healed by half the damage done by this attack.

The amount of healing cannot be lowered below 1.

This effect cannot stack. Entangling Throw Requires a Net

You throw the net towards the targets feet attempting to trip them up. You can throw the net at the targets feet, increasing range to 20/30 but it only restricts movement until cleared by an action. 2

Execution Requires a Greataxe

You attempt to get the finishing blow on the target. You may use your action to try and finish off the target.

Make an attack roll at disadvantage against your target, on a success you do not add your strength modifier to the damage roll, however if it's remaining hp is below 4 times your current level after the attack, it is executed.

If the target is incapacitated or prone then you make the attack without the disadvantage. Feinting Attack Requires a Shortsword or Spear

When you are using this weapon you can distract your opponent with a feint. You may use your bonus action to distract the target with your weapon.

Your target must make a wisdom saving throw vs (DC=8+dex/strength+prof) or the next attack made against the target has advantage. Flurry of Arrows Requires a Shortbow or Composite Shortbow You fire a volley of arrows in a cone in front of you.

You may use your action to fire a number of arrows in a 30 foot cone in front of you equal to proficiency modifier +1.

You must target a separate creature with each arrow, each shot deals the weapons damage dice with no modifier. Foot Pin Requires a Dagger, Javelin or Dart

You throw your weapon towards the targets foot in an attempt to pin it to the ground. You may replace a single attack per turn with a thrown attack. This attack deals half damage and the targets movement is restricted.

Any creature may use its action or bonus action to remove the dagger from the foot of your target.

If the target decides to not remove the weapon and move anyway, they take the weapons maximum damage roll. This includes your str/dex modifier. Gathering Momentum Requires a Flail or Heavy Flail

You spend some time spinning your flail to increase power. You may use an action to prepare a more powerful attack.

Your next attack has a -2 to hit but the attack deals additional damage equal to the maximum of the weapons damage dice.

For example, if the weapons damage dice is 2d6 it would do an additional 12 damage. Gut Shot Requires a Club or Greatclub

You smash just under the rib cage to stagger your target. You use your action to take a Low Blow.

Make an attack roll against the creature, on a success the creature must make a constitution saving throw (DC=8+str+prof) or have disadvantage on strength or constitution (your choice) saving throws until the end of your next turn. (You roll double the weapon damage dice for this attack)

If the creature is more then one size larger then you, then it automatically makes the saving throw. Hacking Strikes Requires a Battleaxe

You attack at the opponents armor to create a weak spot. You may use your action to open a weak point on the target.

Starting next turn, you deal an extra d4 damage on your first hit per turn against the target.

The dice increases every time you deal the extra damage to 1d6/1d8/1d10/1d12.

This effect lasts for a number of rounds equal to your proficiency modifier, starting at the start of your next turn.

Reusing the technique on a target that is already suffering from the effect resets it back to the start. Hail of Darts Requires a Dart

You throw a hail of darts towards your target, exchanging accuracy for extra shots. You may replace some of your attacks with a Hail of Darts.

When you use "Hail of Darts" you make two thrown attacks instead of one, these attacks are made at disadvantage.

You may do this a number of times equal to half your proficiency modifier rounded down per turn. Harassing Strike Requires any of the Spears

You can distract an advancing opponent with a quick stab. Using your reaction you can make an attack against a target that enters your reach.

You make an attack roll against your target, this attack deals only the weapons dice in damage and the target has disadvantage on its first attack. Heavy Blow Requires a Heavy Mace or Maul

You put extra effort into your attack in an attempt to push your target away from you. You may use your action to attempt a powerful attack to push back your target. Make and attack roll and on a hit you roll double the weapons damage dice and pushes the target back 15 feet.

The target must be one size larger then you or smaller to be pushed back. Headbutt Requires a Brass Knuckles or Unarmed

You smash your forehead into the face of your opponent attempting to daze them. Make an unarmed attack, on a success you and your target make a contested constitution saving throw.

The attack deals normal damage and the loser of the contested saving throw makes it's next two attacks at disadvantage. (If there is a draw, both creatures make their next attack at disadvantage) 3

Hooked Blade Requires a War Pick

This weapon can be used in many ways throughout combat. You can replace a single attack on your turn with a hooked blade technique.

Make a contested grappling check against a target within melee range of you, on a success, you can choose an effect from the list below. Hold close: The creature cannot move beyond 5 feet of you until the start of your next turn. (If you use the weapon for anything other then holding the target close, then the target is freed from the effect.) Disarm: If the target creature is holding a weapon in one of its hands or appendages then the weapon is dropped onto the ground at your feet. Pull off Balance: Until the start of your next turn, the targets next dexterity or strength saving throw is made a disadvantage.

Creatures that are more then one size larger then you are immune to the movement effects. Intercepting Blow Requires a Two-Handed Weapon

You swing at an attack attempting to overpower it You may use your reaction to counter at a melee attack targeted towards you. You make a contested attack role towards the target that is hitting you.

If your attack roll is higher then your opponents, roll your weapons normal damage. You lower the damage of the opponents attack by half your damage roll. Kneecap Requires a Morningstar or War Hammer

You take a targeted blow at one of the legs of your targets attempting to lower their movement. You may replace one of your attacks in your turn with an attack at a weak point in the leg of a creature.

This attack is made at disadvantage, however the attack deals extra weapon dice in damage and the target must make a con save (DC=8+str+prof) or lose half of its total movement until the end of its next turn and it cannot dash for a 1 minute.

The target makes another save at the end of each of it's turns to regain its dash action.

The slow effect only works on creatures up to two sizes larger then you. Leg Sweep Requires a Quarterstaff

You make a low swing, attempting to sweep out the legs from under your target. You may replace one of your attacks on your turn with a leg sweep.

You make the attack roll as normal, on a success the target takes only the weapons dice in damage and it must make a strength saving throw (DC=8+prof+str/dex) or be knocked prone. Leaping Strike Requires a Brass Knuckles or Unarmed

You run towards your target and leap in the air to give extra power to an attack. Your can replace a single attack per turn with a leaping strike.

You must move at least 5 feet towards your target and have room above your head to make a small jump towards the target.

This attack has a -2 to hit and deals an additional 2d4 in damage. Momentum Requires a Javelin

You can get a running start to give more power to your attacks with this weapon. You must move at least 15 feet in a straight line towards your target to make this thrown weapon attack.

This attack has a range of 50/140 and it does an extra dice of damage. Mounted Assault Requires a Lance

While mounted you can stand or lean forwards just before contact with the enemy. In order to make a Mounted Assault attack, you must be mounted, move at least 10 feet in a straight line towards your target, and it must be the first attack you make on your turn.

Make an attack roll with a -4 modifier, on a success, this attack deals an additional damage dice and the target must make a strength saving throw (DC=8+str+prof) or be knocked prone and if they are mounted they are knocked off their mount. Mouth Bash Requires a Shield

You smash the edge of your shield into the mouth of your opponent. You may replace a single attack on your turn with a Mouth Bash.

Make an attack roll, on a success you do not add your strength modifier to the damage roll and the creatures attack rolls made with its mouth are lowered by 1.

This effect can stack on each target up to a number equal to the attackers proficiency modifier.

This effect is removed if the target takes a short or long rest. Multiple Darts Requires a Blowgun

You can put more darts into the blowgun to deal more damage. You may use your action to place a number of darts into your blowgun equal to your proficiency modifier. This is also the max you can fire in a single attack.

Your next attack fires all of the darts at a single target. 4

Murder Stroke Requires a Longsword or Greatsword

You invert your weapon holding the blade to use the cross guard as a lethal weapon. At the start of your turn you can choose to make your attacks as murder strokes, all your attacks this turn are murder strokes.

The weapon deals bludgeoning or piercing and has a bonus to hit equal to half your proficiency modifier rounded up.

With the Murder Stroke the longsword deals 1d6(1d8 versatile) and the greatsword deals 1d10 instead of the normal damage dice. Overkill Requires a Greataxe

When you kill a enemy creature you can cut through it and into a nearby target. Once per turn, when you get a killing blow against a creature you can deal damage to a target of your choice within your melee weapons range and 5 feet of the creature you killed.

The damage done is equal to, the remaining amount of damage left over from the creature you killed.

(For example: If you deal 15 damage to a creature with 10 hit points, you kill the creature and you deal the remaining 5 damage to a creature of your choice within 5 feet of the dead creature) Penetrating Missiles Requires a Greatbow

This weapon fires with such force that it pierces through thin walls and cover. Each attack made by this weapon can pierce through a small amount of cover to hit whatever is behind.

The attack must be made from within the weapons normal range and you do not add your strength modifier to the damage roll.

This attack can pierce, 1/4th an inch of common metal, 1 inch of stone, 2 inches of wood, bone or hide, 1 foot of dirt. (The DM is the ultimate authority on what is pierceable)

You must know where the target is to make the attack, ask your DM if you have disadvantage or need to roll a check to see where the target is.

Magical items, walls or barriers cannot be pierced by this weapon. Piercing Thrust Requires a Pike or Long Spear

You attempt a extra powerful stab with the weapon, attempting to hit multiple creatures in a line, leaving the spear inside them to restrict their movement. You may use your action to stab through a target and hit one behind it. You make an attack towards a medium or smaller creature and one 5 feet behind it. If both hit, you deal normal damage to the first target, and only the weapons dice in damage to the second.

However they are both considered grappled until a creature uses it's action or bonus action to remove the spear. The targets also take slashing damage, equal to the weapons damage dice, when the weapon is removed.

You may not use the weapons in any way until it is removed.

You may remove it for free as part of the of the attack. Pinning Shot Requires a Greatbow

As an action on you may fire a single shot at an target attempting to push it away from you. Make a ranged attack as normal and on a success the attack does only the weapons dice in damage and if it is one size larger then you or smaller, it is pushed away 10 feet.

If it collides with a wall, it's movement is restricted to 0 until it, or another creature uses its action or bonus action to release the target.

The target also takes slashing damage equal to the weapons damage dice when the weapon is removed. Plant Shield Requires a Tower Shield

You plant your shield giving extra protection from targets in front of you. Using your bonus action, you plant your shield into the ground and lean into it. You take less damage equal to the base ac of your shield from any attack or spell that comes from the direction your shield is facing.

As long as your shield is planted you may only use weapons with one hand and you cannot move from your position. You can cancel this effect at anytime.

Additionally you have advantage on any effect that would shove you or knock you prone. If you are forcefully moved, you only move half the normal distance, rounded up. Powerful Blow Requires a Greatsword

You hit with such power that your opponent can only block some of the attack. You may replace any of your attacks with a powerful blow.

Your attack receives a -2 to hit but if you miss with the attack, you deal your strength modifier in damage. Powerful Shot Requires a Heavy or Light Crossbow

You aim at a spot on the target to push it away from you. You may replace any of your attacks with an attack that targets a strong spot on a creature to push it backwards.

You make an attack roll and on a success you deal only the weapons dice in damage and if the target is one size larger then you or smaller, it is pushed back 5 feet. Prepare for Battle Requires one of the Shortbows or Longbows

You stick multiple arrows into the ground next to you making it easier to fire more arrows per round. You may use your action to stick a number of arrows into the ground equal to your proficiency modifier.

You may use these arrows to fire one additional shot per action until they are used up.

You must stay within 5 feet of the arrows to use this effect. Projectile Fling Requires a Sling

You can use the weapon to throw potions or anything else of appropriate size. You may use your action to fire a tiny object up to a number of feet equal to 10 times your proficiency bonus.

Enemies make a dexterity saving throw (DC=8+Dex+Prof) to avoid the thrown object.

Allies can make a dexterity check (DC=10) to catch the object. 5

Protective Stance Requires a Trident, Dual Shields, or Dual Tower Shields

This weapon is exceptional at defense as well as offense. At the start of your turn you can choose to go into a Protective Stance.

When you are in a Blocking Stance you no longer add your proficiency modifier to your attack or spell attack rolls however, you add your proficiency modifier to your ac for a number of melee attacks made against you equal to your proficiency modifier. Pull Target Requires a Glaive, Halberd or Poleaxe

You hook the weapon around your target attempting to pull them off their feet/mount. You may use your bonus action to attempt a pull your target over.

If the target is within 15 feet of you and is up to one size larger then you, the target must make a contested grapple check or be knocked prone.

If the target fails the save you may also pull it 10 feet towards you.

If the target is mounted this pulls it off it's mount. Push Back Requires a Quarterstaff, Poleaxe or Swordstaff

You attempt to push back attacking opponents. You may use your bonus action to prepare a series of shoves against attacking opponents.

When a creature misses an attack towards you, you may push it back 5 feet.

You may use this effect a number of times equal to half your proficiency modifier rounded down per turn.

You may only use this effect on a creature that is one size larger then you or smaller. Quickshot Requires a Shortbow

You fire at an increased rate but lowering your accuracy. You may replace a number of your attacks per turn equal to half your proficiency modifier rounded down, with a quickshot.

When you replace an attack with a quickshot you fire two shots without adding your proficiency modifier to your attack roll. Rapid Shot Requires a Hand Crossbow When you use your disengage action or an attack misses you while you are using a dodge action, you may use your reaction to fire an attack without adding your proficiency modifier to your attack roll. Redirection Requires a Swordstaff

You attempt to deflect the momentum of your enemy. You may use your reaction on a target moving towards you.

When a hostile creature, one size larger then you or smaller, moves at least 10 feet to within 5 feet of you, you can use your reaction to make a contested athletics check.

On a success you can move the target to any point within 5 feet of you and its next attack is at disadvantage. Ripping Draw Requires a Morningstar

When you attack with this weapon you can leave it stuck into your target then drag it out to deal damage. When you hit with an attack you can leave the weapon stuck into your opponent.

When your weapon is left inside the creature, you can use your bonus action to drag it out and deal damage equal to your strength modifier.

The damage from the ripping out the weapon is increased by the magical bonus of the weapon (+1/+2/+3 etc…) Shield Charge Requires a Shield or Tower Shield

You charge towards your target and use your shield as a battering ram. You may replace a single attack per turn with a shield bash.

You must move at least 10 feet in a straight line towards your target.

Make an attack roll, on a success the target takes your strength modifer in damage and must make a strength saving throw (DC=8+str+prof) or be pushed back 10 feet.

The push only affects creatures that are one size larger then you or smaller. Shoving Kick No weapon requirements

You hit your target with a powerful kick to push them back. You may replace a single attack per turn with a Shoving Kick.

Make a unarmed attack roll with a -2 modifier, if it hits then the target must make a strength saving throw (DC=8+str+prof) or be pushed back 5 feet.

This attack deals damage equal to your unarmed attack + half your strength or dexterity modifier rounded up.

Creatures that are more then one size larger then you are unaffected by the push effect. Sidestep Requires a Single One-Handed Weapon

You dodge to the side to avoid some of of the force of the attack. When an opponent hits you with a melee attack, you may use your reaction to move 5 feet and lower the damage of the attack by half your strength or dexterity modifier rounded up.

You must stay within 5 feet of the opponent.

You must not be dual wielding, have a shield equipped or be using a weapon with both hands to use this technique. Sky Shot Requires a Longbow or Composite Longbow

You may replace your attacks with a long arching shot towards a target. You lob your shots up into the air giving disadvantage but ignoring cover. This attack also deals extra damage equal to half your dexterity modifier rounded up.

There must be at least 100 feet of open air above you, and the target, to use this attack. 6

Slicing Strike Requires a Sickle

You may target the connective tissue of a creature to lower its fighting capabilities. You may replace any of your attacks with a targeted strike towards your opponents connective tissue.

This attack has disadvantage, however the target must make a con save (DC=8+str/dex+prof) or have disadvantage in either strength or dexterity saving throws for a number of turns equal to your proficiency modifier. Sniper Shot Requires a Heavy or Light Crossbow

You take a special well aimed shot towards a targets weak point. You may take an action to prepare a special targeted attack.

Your next attack with this weapon has +4 to hit, does an additional damage dice, has no disadvantage for range, and ignores cover.

You must stay in your current position until you fire the shot, otherwise you lose the effect. Straightforward Weaponry Requires a Shortsword or Dagger

This weapon is very effective when used with a shield or other weapons. While wielding this weapon in either hand, any other martial techniques done with another melee weapon or shield, gain the following benefits. Any damage done from any martial technique is increased by 1. The dc of any saving throw a target creature makes to resist a martial tehcnique increases by 1. The damage reduction from any defensive technique is increased by 1.

Strangling Strike Requires a Flail/Heavy Flail/Whip

You make an attack, attempting to grapple your opponent around the throat with your weapon. You may replace a single attack per turn with a Strangling Strike. Make a normal attack roll, on a hit the target takes no damage however the target is considered grappled.

When the target is under this effect it is silenced. It can attempt to cast a spell with a verbal component if makes a con save. (DC=8+str)

The target makes a contested grappling check to escape at the end of each of its turns. Another creature can us its action to attempt to release the target with a contested grappling check.

While the target is grappled you cannot use this weapon for any other effects or attacks. Stunning Projectile Requires a Sling

You take a powerful targeted shot at the forehead of your target. As an action you can attempt a Stunning Fling.

Make a ranged attack roll at disadvantage, on a success, the target takes the normal weapons damage and must make a constitution saving throw (DC=8+Dex+Prof) or be stunned until the end of its next turn. Target Limbs Requires a Light Hammer or Mace

You target specific weak points on the creature to lower its fighting effectiveness. You may replace a single attack per turn with an attack targeting a limb on the target, the target of the attack must be specified before you roll the attack. If the attack hits the target must make a con save (DC=8+str+prof) or suffer the effects.

Arms-The creature gains disadvantage in attacks made with a weapon or claws that the creature is holding/using.

Legs-You lower the speed of the creature by half and the target cannot use a dash action.

This attack does no damage and its effects lasts until the end of the targets second turn after failing the saving throw. Target Their Eyes Requires a Club or Whip

You attempt to hit the opponent in the eyes to restrict vision. Using your action you can attempt to blind the opponent.

Make an attack roll at disavantage, on a success the attack deals normal damage and the target must make a constitution save (DC=8+str/dex+prof) or be blinded until the end of its next turn. Terminal Velocity Requires a Handaxe or Light Hammer

When this weapon is thrown it gains damage based on how much higher you are then your opponent. Whenever you make a thrown attack with this weapon, for every 5 feet you are higher than your target you deal an extra 1 damage.

Max bonus damage from this effect is double your proficiency modifier.

Alternate rule: To simplify things, if you are on at least 10 feet higher then your target, you deal extra damage equal to your proficiency modifier.

(You may choose one or the other, talk to your DM/GM and have them decide which is better for your game) Tripping Blow Requires a Whip

You may replace one of your attacks with an attempt to trip the target. Make an attack roll, on a success the target takes only the weapons dice in damage and must make a strength save vs (8+prof+str/dex) or it is knocked prone.

Wide Sweeping Slashes Requires a Glaive

You take series a wide swinging attacks at the targets in front of you. You may use your action to make an attack roll against every target within a 10 foot cone in front of you. Each hit does only the weapons dice in damage.

Alternate rule: To simplify things, you may instead choose to make a single attack and damage roll and use that against every creature)

(You may choose one or the other, talk to your DM/GM and have them decide which is better for your game) Wrapped Fist Requires a Net

You wrap a tough net around your hand and use it to defend against all attacks. As an action you can wrap a net around an empty hand.

When you have the net wrapped around your hand you can use it to shield against attacks, you gain +1ac and you can use that hand to do unarmed attacks.

You can drop the net at any time.

List of Weapons and their Techniques (The weapons in parenthesis are hombrewed for my world, you are free to use them if you wish) Simple Melee Weapons (Brass Knuckles): Beat Down/Leaping Strike/Headbutt

Club: Target Their Eyes/Face Bash/Gut Shot

Dagger: Bleeding Blade/Foot Pin/Straightforward Weaponry

Greatclub: Face Bash/Stunning Strike/Gut Shot

Handaxe: Armor Breaker/Terminal Velocity

Javelin: Momentum/Foot Pin

Light Hammer: Target Limbs/Terminal Velocity

Mace: Target Limbs/Traumatic Strike

Quarterstaff: Leg Sweep

Sickle: Slicing Strike

Spear: Feinting Attack/Harassing Strike Martial Melee Weapons Battleaxe: Hacking Strikes/Dreadful Wounds

Flail: Conserve Momentum/Gathering Momentum/Strangling Strike

(Heavy Flail): Conserve Momentum/Gathering Momentum/Strangling Strike

Glaive: Pull Target/Wide Sweeping Attacks

Greataxe: Execution/Overkill

Greatsword: Powerful Blow/Murder Stroke

Halberd: Pull Target

Lance: Charging Attack/Mounted Assault

Longsword: Deflect/Murder Stroke

(Heavy Mace): Crushing Blow/Heavy Blow

Maul: Crushing Blow/Heavy Blow

Morningstar: Kneecap/Ripping Draw

Pike: Defensive Posture/Piercing Thrust

(Poleaxe): Pull Target/Shove off

Rapier: Dancing Blade/Countering Stance

(Saber): Draw Cut/Countering Stance

Scimitar: Blur of Blades/Draw Cut

Shortsword: Feinting Attack/Straightforward Weaponry

(Shield): Shield bash/Mouth Bash

(Tower Shield): Plant Shield/Shield Bash/Beat Down

(Boar Spear): Brace for the Rush/Harassing Strike

(Long Spear): Harassing Strike/Piercing Thrust

(Swordstaff): Deflect/Redirection/Shove off

Trident: Aimed Strike/Protective Stance

War Pick: Armor Piercing/Hooked Blade

Warhammer: War Hammer/Brutal Blow/Kneecap

Whip: Tripping Blow/Target Their Eyes Simple Ranged Weapons Light Crossbow: Powerful Shot/Sniper Shot

Dart: Hail of Darts/Foot Pin

Shortbow: Flurry of Arrows/Prepare for Battle/Quickshot

Sling: Projectile Fling/Stunning Projectile

Blowgun: Multiple Darts Martial Ranged Weapons Hand Crossbow: Rapid Shot

Heavy Crossbow: Powerful Shot/Sniper Shot

(Greatbow): Pinning Shot/Penetrating Missiles

Longbow: Prepare for Battle/Sky Shot

(Composite Longbow): Prepare for Battle/Sky Shot

(Composite Shortbow): Flurry of Arrows/Prepare for Battle

Net: Entangling Throw/Wrapped Fist Other Unarmed:Leaping Strike/Headbutt Weapon and Shield: Counter Attack

Dual Wielded Weapons: Cross Block

One Weapon Using Two Hands: Intercepting Blow

Single One-Handed Weapon: Sidestep

Dual Shields: Protective Stance Dual Tower Shields: Protective Stance No Weapon Requirements: Shoving Kick 7

Weapons Made a few small changes to the weapons, a few are lighter, some more expensive and others cheaper. I also added a few new weapons on the next page. (If the weapon has the special effects, they will be listed along with their effects on page 8) Simple Melee Weapons Name Cost Weight Damage Properties Club 1sp 2lb 1d4 bludgeoning Light Dagger 2gp 1lb 1d4 piercing Finesse/Light Greatclub 2sp 10lb 1d8 bludgeoning Two-Handed Handaxe 5gp 2lb 1d6 slashing Thrown(20/60)/Light Javelin 5sp 2lb 1d6 piercing Thrown(30/120) Light Hammer 2gp 2lb 1d6 bludgeoning Thrown(20/60)/Light Mace 5gp 4lb 1d4 bludgeoning None Quarterstaff 2sp 4lb 1d6 bludgeoning Versatile(1d8) Sickle 1gp 2lb 1d4 slashing Finesse/Light Spear 3gp 3lb 1d6 piercing Thrown(20/60)/Versatile(1d8) Martial Melee Weapons Name Cost Weight Damage Properties Battleaxe 10gp 4lb 1d8 slashing Versatile(1d10) Flail 10gp 4lb 1d8 bludgeoning Versatile(1d10) Glaive 20gp 6lb 1d10 slashing Heavy/Reach/Two-Handed Greataxe 30gp 7lb 1d12 slashing Heavy/Two-Handed Greatsword 50gp 6lb 2d6 slashing Heavy/Two-Handed Halberd 20gp 6lb 1d10 slashing Heavy/Two-Handed/Reach Lance 15gp 7lb 1d12 piercing Reach/Special Longsword 20gp 3lb 1d8 slashing Versatile(1d10) Maul 15gp 10lb 2d6 bludgeoning Heavy/Two-Handed Morningstar 15gp 4lb 1d8 piercing Versatile(1d10) Pike 10gp 18lb 1d10 piercing Heavy/Two-Handed/Reach Rapier 25gp 2lb 1d8 slashing Finesse Scimitar 25gp 3lb 1d6 slashing Finesse/Light Shortsword 10gp 3lb 1d6 slashing Finesse/Light Trident 5gp 2lb 1d6 piercing Versatile(1d8)/Special War Pick 5gp 4lb 1d8 piercing None Warhammer 10gp 4lb 1d8 bludgeoning Versatile(1d10) Whip 5gp 3lb 1d4 slashing Finesse/Reach 8

Feats for the new weapons

For the new weapons, use the feat that makes the most sense for each individual weapon.

For example, the Heavy Flail would use the Flail Mastery feat and the Poleaxe would use Polearm Master.

(I personally think that maces should use fell handed but that's up to your DM) Simple Ranged Weapons Name Cost Weight Damage Properties Light Crossbow 25gp 5lb 1d8 piercing Range(80/320)/Loading/Two-Handed/Ammunition Dart 5cp 0.5lb 1d4 piercing Thrown(20/60)/Finesse Shortbow 45gp 2lb 1d6 piercing Range(80/320)/Two-Handed/Ammunition Sling 1sp 0.5lb 1d4 bludgeoning Range(30/120)/Ammunition Blowgun 3gp 1lb 1 piercing Range(25/100)/Ammunition/Special Martial Ranged Weapons Name Cost Weight Damage Properties Hand Crossbow 50gp 3lb 1d6 piercing Range(30/120)/Loading/Light/Ammunition Heavy Crossbow 75gp 18lb 1d10 piercing Range(100/400)/Loading/Two-Handed/Heavy/Ammunition Longbow 65gp 3lb 1d8 piercing Range(150/600)/Two-Handed/Heavy/Ammunition Net 2gp 3lb none Range(10/20)/Special The New Weapons New Simple Melee Weapons Name Cost Weight Damage Properties Brass Knuckles 1gp 1lb 1d4 bludgeoning Light/Special New Martial Weapons Name Cost Weight Damage Properties Heavy Flail 25gp 8lb 2d6 bludgeoning Heavy/Two-Handed Heavy Mace 15gp 8lb 1d12 bludgeoning Heavy/Two-Handed Poleaxe 15gp 7lb 2d4 physical Heavy/Two-Handed/Reach/Special Saber 20gp 3lb 1d8 slashing Finesse Shield 10gp 6lb 1d4 bludgeoning Versatile(1d6)/Special Tower Shield 25gp 11lb 1d4 bludgeoning Versatile(1d8)/Special/Heavy Boar Spear 10gp 4lb 1d8 piercing Thrown(20/40)/Versatile(1d10) Long Spear 10gp 5lb 1d8 piercing Thrown(20/40)/Versatile(1d10)/Special Swordstaff 20gp 5lb 1d10 slashing Finesse/Two-Handed New Simple Ranged Weapons Name Cost Weight Damage Properties Composite Shortbow 65gp 2lb 1d10 piercing Range(120/350)/Two-Handed/Special New Martial Ranged Weapons Name Cost Weight Damage Properties Composite Longbow 85gp 3lb 1d12 piercing Range(180/650)/Two-Handed/Special Greatbow 150gp 7lb 2d6 piercing Range(250/900)/Two-Handed/Heavy/Special 9

Weapon Special Rules or Requirements Quick note: Dual Wielding shields is not normally part of the game, talk to your DM before attempting to do so. Blowgun When you are hidden or out of sight firing a single shot does not reveal your position, however the target gets advantage in all perception checks to find you for 6 seconds after the shot is fired. Lance Disadvantage on targets within 5 feet. Trident No disadvantages to being used underwater. Net A Large or smaller creature hit by a net is Restrained until it is freed

A net has no effect on creatures that are formless, or creatures that are Huge or larger.

A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success.

Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make. Brass Knuckles This weapons attacks are considered unarmed attacks.

If you already have increased unarmed attack damage you use the higher of the two. Long Spear This weapon gains the reach property when used in two hands. Poleaxe When you make an attack roll with this weapon you choose the damage type between bludgeoning, piercing, or slashing. Shield You may dual wield shields, however you do not get a bonus ac from both shields.

At the start of your turn you choose which of the shields is your primary and which is your secondary, Your primary shield is used for actions and your secondary shield gives ac and is used for bonus actions. Tower Shield If you are using any amount of tower shields your move speed is lowered by 5 feet.

You may dual wield shields, however you do not get a bonus ac from both shields.

At the start of your turn you choose which of the shields is your primary and which is your secondary, Your primary shield is used for actions and your secondary shield gives ac and is used for bonus actions) Composite Shortbow This weapon uses dexterity for the attack roll and strength for the damage roll. Composite Longbow This weapon uses dexterity for the attack roll and strength for the damage roll. Great Bow Uses strength on both the attack roll and damage roll.

You also fire one less attack per round then your normal amount, to a minimum of 1. 10

ChangeLog Version 2.2 (2/13/19) Technique Changes Updated the wording on Armor Breaker, Bleeding Blade, Hacking Strikes, and Target Their Eyes to bring them more in line with official wording.

Beat Down: Changed to only affect creatures up to one size larger then the user.

Blur of Blades: Changed to just dealing the weapons damage dice from dealing the weapons damage dice + half your strength or dexterity modifier per attack.

Added an alternate rule to speed up turns.

Deflect: Increased the amount blocked to "The weapons damage dice and double your strength or dexterity modifier" from "The weapons damage dice and your strength or dexterity modifier."

Execution: When updating the wording I accidentally removed the disadvantage clause on the attack so I added it back in.

Added the removal of disadvantage to prone as well as incapacitated.

Added the damage of the technique into the calculation for the execute effect.

Face Bash: Was missing? So I remade it from memory, unsure where it went.

Shield Charge: Lowered damage from "1d4 + your strength modifier" to "The target takes your strength modifier in damage"

Plant Shield: Changed the damage reduction to happen when "any attack that comes from the direction your shield is facing" rather then "a single time per turn" and lowered the amount blocked from "double the shields ac" to "equal to the shields ac"

Powerful Blow has been completely reworked!

Renamed Tripping Throw to Entangling Throw because it was too close to Tripping Blow. New Techniques Added Unarmed Techniques! Dreadful Wounds: New technique added to the Battleaxe, a high damaging healing reduction attack.

Feinting Attack: Added this technique to the spear, was previously just on the shortsword.

Gut Shot: New Technique added to the Club and Greatclub, gives an attack to weaken the target.

Headbutt: New Technique added to the Brass Knuckles and Unarmed.

Hooked Blade: New Technique added to the War Pick, gives control over your opponents movement.

Leaping Strike: New Technique added to the Brass Knuckles or Unarmed, gives a powerful jumping attack.

Mounted Assault: New Technique added to the Lance, gives a powerful mounted attack.

Mouth Bash: New Technique added to the Shield, gives an attack that weakens the targets bite attacks.

Overkill: New Technique added to the Greataxe, allows the user to cut through one enemy and into another.

Penetrating Missiles: New Technique added to the Greatbow, allows the user to fire through cover.

Protective Stance: New Technique added to the Trident, Dual Shields, and Dual Tower Shields, allows the user to fall into a stance that sacrafices accuracy for to increased defense.

Ripping Draw: New Technique added to the Morning Star, you can leave the weapon inside the target and tear it out to deal damage.

Shoving Kick: New Technique added that can be used with any weapon, gives a powerful unarmed kick attack that shoves back your target.

Straightforward Weaponry: New Technique added to the Shortsword and Dagger, these weapons give bonus to techniques used with other weapons.

Stunning Projectile: New Technique added to the Sling, gives a stunning ranged attack.

Wrapped Fist: New Technique added to the Net, allows the user to wrap a net around an open hand to use as a makeshift shield. Other Changes Added a special stealth effect to the blowgun, check the special effects page for more details. 11