Weapon Perks Let your enemies feel the impact of your weapon of choice! Weapon Perks Leader Writer and Designer: Justin Handlin Credits Editor: Alicia Handlin, Justin Handlin Cover Art: Warmtail Art: MikeSilent, Stock Art, Warmtail Special Thanks to: Alicia Handlin, Richard Handran, Steve Hohnadel, All of our Patreon Supporters Table of Contents Introduction .......................................................................3 Greatsword ....................................................................... 9 Club ...................................................................................3 Halberd ............................................................................. 9 Dagger ...............................................................................3 Lance ................................................................................ 9 Greatclub ...........................................................................4 Longsword ...................................................................... 10 Handaxe ............................................................................4 Maul ............................................................................... 10 Javelin ...............................................................................4 Morningstar .................................................................... 10 Light Hammer ...................................................................4 Pike................................................................................. 11 Mace..................................................................................5 Rapier ............................................................................. 11 Quarterstaff .......................................................................5 Scimitar .......................................................................... 12 Sickle ................................................................................6 Shortsword ..................................................................... 12 Spear .................................................................................6 Trident ............................................................................ 12 Unarmed Strike .................................................................6 War Pick ......................................................................... 12 Crossbow, light .................................................................7 Warhammer .................................................................... 13 Dart ...................................................................................7 Whip ............................................................................... 13 Shortbow ...........................................................................7 Blowgun ......................................................................... 13 Sling ..................................................................................8 Crossbow, hand .............................................................. 14 Battleaxe ...........................................................................8 Crossbow, heavy ............................................................ 14 Flail ...................................................................................8 Longbow ........................................................................ 15 Glaive ................................................................................8 Net .................................................................................. 15 Greataxe ............................................................................8 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-out the express written permission of Wizards of the Coast. 2 Weapon Perks: This product was written because, other than a few key features, the weapons themselves can often feel the same. Take a look at the trident and spear for instance, same stats, different name. Nothing separates them, not really. Just flavor. The goal of Weapon Perks is to give the players additional reasons to pick a specific weapon. Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful tools to gain the upper hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the adventurers have, and hopefully give them their own identity. All the weapon perks are part of the weapons, but requires that the creature be proficient with the weapon In order to execute the weapons perk. If a perk requires a creature to make a saving throw, the DC equals 8 + proficiency bonus + Strength or Dexterity modifier (your choice). As the Dungeon Master, it’s up to you if you wish to include these perks in your monsters. It can certainly give a simple Goblin and Kobold a bit of versatility and challenge the player characters. However, the goal is to make the players weapon choice feel like it matters. Dagger A dagger is a knife with a very sharp point and usually two sharp edges, typically designed or SIMPLE MELEE WEAPONS capable of being used as a thrusting weapon. This made them potent weapons for penetrating small gaps Club in armor. Daggers have been used throughout history The club is among the simplest of all weapons. A short for close combat confrontations for this reason, and a staff or stick usually made of wood, wielded as a favorite of assassins. Many cultures have used weapon since ancient times. Clubs are grungy and adorned daggers in magical and non-magical rituals frequently connected with crude and primitive and ceremonial contexts. The distinctive shape and cultures. historic usage of the dagger have made it iconic and symbolic. Crippling Blow. When you hit a creature with a melee weapon attack. On a hit, you can forgo the normal Hidden Weapon. As a bonus action, you may make a weapon damage, if you do, you deal damage equal to Dexterity (Sleight of Hand) check to conceal up to your strength modifier and the target must succeed on two daggers on a success. As an action, you can make a Constitution saving throw or their movement is a single weapon attack with a hidden dagger against a reduced by half until the end of its next turn. creature that hasn’t taken a turn in combat yet. Your attack can score a critical hit on a roll of 19 or 20. 3 Greatclub Much like its smaller cousin, the greatclub is still an Javelin unrefined tool. Often an ordinary club isn’t enough for a primitive brute with a bit more brains. They have The javelin is a light thin spear designed primarily to found that adding sharp rocks, nails or pieces of iron be thrown. Unlike bows and arrows, they could also be used effectively in melee combat, though they were to an oversized club can make it much more formidable. Its unwieldy size often requires 2 hands to much more fragile than a traditional spear. One of its most valuable features is one that is often overlooked. wield effectively. You could riddle a battle field with javelin, when a soldier found themselves unarmed, or with a broken Slam. When you hit a creature with a melee weapon attack. On a hit, the target must succeed on a Strength weapon, they could easily pick up a javelin and saving throw or the creature’s speed becomes 0 until continue the fight. the end of their turn. On a critical hit, they are Piercing Talon. When you successfully make a knocked prone instead. critical hit on a creature with a ranged weapon attack, you impose disadvantage on the creature’s next attack roll. Light Hammer The light hammer has an interesting history. Originally it was developed by blacksmiths who would have thieves grab their products and run. The blacksmith would then grab a small nearby tool and launch it with great accuracy at the thief, often breaking a leg or other bones in their body, allowing them to be caught and turned over to the guards. While not the strongest weapon, its light weight allows a person to wield two at once for an extra dose of pain. Handaxe The handaxe is another more primitive tool. Its two faces, often made of stone that has been ground to a fine sharpened wedge shaped edge. They are great and versatile weapons as they can be effective as butchering tools to sustain life in the wild, or weapons to defend life in melee. Due to the weighted design, they can be thrown short range distances with mild accuracy. Crippling Throw. When you hit a creature with a ranged weapon attack. On a hit, you can forgo the normal weapon damage, if you do, you deal damage equal to your strength modifier and the target must succeed on a Constitution saving throw or their movement is reduced by half until the end of its next turn. Brutal Strikes. When you miss with one of your attacks for the first time in a turn, you gain advantage on an attack roll made with a different weapon in your other hand. 4 changes to the head design. Often taking on the design of a ram or dragon. For this reason, clerics use the mace often with the head altered to match their deity in some way. Crushing Blow. You can use your action to make a crushing blow attack against your target. Make a melee weapon attack, on a hit the target must succeed on a Constitution saving throw. On a failure, it is stunned until the start of its next turn. Quarterstaff The quarterstaff was a weapon that evolved from combat practice that was done with large straight tree branches or other such pole-like staves. Since it can be obtained from almost anywhere and is cheap to produce, it became a common item among peasants. Not only for protection on the dangerous roads, but it was a great tool for marching through difficult terrain, or leaping over small creeks to keep their clothes dry. Oftentimes a wizard will choose a quarterstaff and embed their arcane focus into its head, ensuring that the focus is always within their reach. Mace The mace is a popular weapon of simple militiamen, but is also used by some cavalry. It's a fearsome looking weapon, the most common design incorporates a long handle usually made from metal or wood with some type of metal ball at the end. Due to its unique nature however, there were many different designs which usually involved small 5 Vault. You can use your quarterstaff to help you leap higher and farther. When you move at least 10 feet in a straight line, you can use your action to double the length and height of your jump. You can leap a number of feet up to twice your Strength score (as part of your movement). If you land within 5 feet of a creature at the end of the jump, you can make a single attack with your quarterstaff as part of this action. any one man could deal with. While they prefer the aid of an Adventurer, there wasn’t always one around. The farmers techniques have since been adapted and improved upon by the military. It still today continues to be a powerful weapon. Trip Attack. You can use an action to make a melee weapon attack. On a hit, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Sickle The sickle is a single-handed agricultural tool used by many farmers. Their unique conclave hooked blade design was made for harvesting the grain crops or dense foliage to be used for livestock feed. These tools are weapons of choice for farmers as it is far more deadly than a traditional quarterstaff. Its hook design grants its offensive and defensive capabilities. Allowing a skillful wielder to defend and attack simultaneously. Cutting Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in the hook of your sickle parrying their attack while the hook sinks into them. Make an attack roll with your sickle. If the result of this roll equals or exceeds their attack roll, their attack misses, and you roll your normal weapon damage. Spear The spear started as a simple hunting weapon. The peasants learned quickly that attaching a small dagger, or sharpened arrowhead stone to its end increased the rate of successful hunting. When farmers would come under attack by monsters or bandits, they would gather together into a basic form that would become known as a phalanx. This allowed them to protect themselves from larger threats than Unarmed Strike (Optional) The unarmed strike is by far the most common form of weapon. Anyone can throw a punch. But this doesn’t mean they are a master of unarmed strikes. Some believe that the origin of martial arts and unarmed combat started in the east. During a time of high slavery. The slaves themselves were not allowed to use or own weapons. So in order to defend themselves from those who wielded swords and other blades, they spent the little spare time they had learning techniques to avoid the weapon all together. They say the first slaves to develop these unarmed techniques moved to the solitude of a mountain where they built a monastery. This tradition has since continued, even though some of the techniques have been altered and improved upon. 6 Blade Catch. When a creature attacks you with a melee weapon, you may use your reaction to attempt to catch or parry their attack with your bare hands. Make an attack roll with your unarmed strike. If the result equals or exceeds their attack roll, their attack misses. SIMPLE RANGED WEAPONS Crossbow, light The crossbow was one of the first designed bows with a mechanized loading system that would draw back a string on its cross shaped frame, hence the name crossbow. A small catch locks the string in place, and is released with a trigger. The light crossbow was one of the first designs, made of light wood, small, comfortable, and easy to handle. Crossbowmen could hold them comfortably and reset them quickly, without tiring. Cinch Shot. Some enemies are so large, you find that keeping them in your sights becomes a cinch. When attacking a creature that is Large or larger, roll a 1d4 and add its results to your attack roll. Dart Shortbow The dart is a very unique weapon. It’s the only one to The bow and arrow is one of the pinnacles of military start off as a pastime of soldiers on duty. Guard duty advancement. While not as potent as magic, anyone can get dull, which is good, as it means everyone is can be trained for its use. The longbow coming first safe. But sometimes the soldiers needed something to had many shortcomings. The most obvious was its do. So when they were on duty they would set up an size. Due to this, they were limited. The shortbow was empty ale cask and throw spear heads at them. They designed to help mitigate this issue. Specifically for even started using fire to sear the outside into a single archers on horseback. Unlike the single piece target. The interesting thing is, the officials longbow, the shortbow is made up of the three encouraged the soldiers to partake as it was an separate pieces, a center handle piece and the two effective way to practice their aim and throwing skills. wings. While not as powerful, and has a shorter While not the most effective weapon in their arsenal, range, its use required less skill and could be used in darts are easy to conceal and can be effective with smaller spaces and on horseback. precision. Stab and Shoot. When you take the attack action to Point Blank. Making a ranged weapon attack against make a ranged weapon attack, you can use your bonus a target within 5 feet of you doesn’t impose action to make a melee attack with an arrow. The disadvantage on the attack. attack deals 1d4 + your strength or dexterity modifier piercing damage. Barrage. The small nature of these weapons make it easy to throw multiples at once. Immediately after you Aimed Shot. As a bonus action, you make a DC 15 take the Attack action on your turn to make a ranged Wisdom (Insight) check to take a moment extra to weapon attack, you can make two additional ranged lead your opponent to ensure a precise hit. The next weapon attacks as a bonus action. time you ready an action against a creature, you score a critical hit on a roll of 19 or 20. 7 Sling creature that enters for the first time, or starts its turn The sling was one of the first projectile weapons ever within 5 feet of you takes 1d6 + strength modifier made. Simple to make from sinew, plant fibers, animal piercing damage. This effect ends early if you are hit hide and horse hair. Though now they are made with by a weapon attack. rope and leather. Unlike bows, the payload of a sling could be anything that fit into the sling. While arrows Glaive have to be crafted, and can easily break, a few rocks The glaive is a unique form of pole-weapon. Unlike a from a riverbed were always easy to find, and rarely ever halberd or pike, it has a single edged blade on each broke. Due to the stones random shapes, it often affects a side of its haft. This makes it a difficult weapon to slingers aim. Now, many slingers polish and grind the master. However, once mastered, it can create a near stones to make a more uniform shape. This helps with impenetrable defense with deadly power. Due to its accuracy immensely. unique shape, it’s often wielded in a dance form, known as a kata. This keeps the glaive moving around Giant Slayer. When you take the attack action, as a its user during combat. Because of this, some enemies bonus action you may make a DC 15 Wisdom have a difficult time finding an opening. (Perception) check. On a success, you add your Wisdom modifier to your weapons next damage roll. Defensive Kata. Opportunity attacks against you are made with disadvantage. MARTIAL MELEE WEAPONS Battleaxe The battleaxe is a versatile weapon and a personal favorite among barbarian clans. Its wedge shaped head makes for great chopping and swinging motions. While some of the heads are made out of stone, most are made from metal. The barbarian prefers it as it's small enough to be wielding in one hand, but large enough that if they need to add a little extra savage to their swing, they can grip it with both hands for a harder swing when charging into a battle recklessly. Reckless Charge. When you use your action to Dash, you can use a bonus action to make one melee weapon attack. If you move at least 10 feet in a straight line immediately before taking this bonus action, you can gain a +5 bonus to the attack’s damage roll. The next attack made against you has advantage. Flail Greataxe The flail is a terrifying weapon. Oftentimes a small Many barbarians of the mountainous goliaths found wooden or metal club or mace head hinged by rope or that the smaller battleaxe just wasn’t enough for their chain to a small wooden handled staff. The flail's size. Standing over 7 feet tall, and built of almost pure unique design requires the wielder to keep it muscle, they created their own form of the battleaxe. constantly moving, to maintain control. At high speeds This axe is twice the size, with a blade so large it it was easy to control and use, but once it slowed travels a third of the way down the haft. These became down it became unwieldy. With a high velocity, it is known as greataxes. Their shear size was intimidating difficult to defend against. enough,but utilizing their weight and a spinning motion, these weapons are like a whirlwind of Spinning Spikes. As an action, until the start of your destruction. next turn, you spin your flail overhead violently. Any 8 Whirlwind Strike. You can use your action to make a Lance melee attack against a creature, you can choose any The lance is a long spear-like pole weapon that number of additional creatures within 5 feet of you, ranges from 9-14 feet. This weapon was designed to using the same attack roll against every creature. If the be utilized from a mounted position, generally from original attack roll can hit it, the creatures take horseback. The lance allows the wielder to take damage equal to your strength modifier. advantage of the preverbal “high ground” and keep a safe distance away from their foe. Not only for the Greatsword wielder’s sake, but also that of their mount. Much like The history of the greatsword is one of interest. A a pike, the weapon is very long and difficult to group of adventurers were battling a giant attacking a maneuver, so when not in full charge it is carried in village wielding a massive blade. After the creature's an upright position. Typically a very heavy weapon death and the party looted its corpse, the group's requiring two hands, while mounted they can use a leader and full plate warrior decided to give the single hand and lean into the charge. Before the massive unwieldy weapon a try. He found it was very creation of the pike, a group of lancers could trample difficult, but not impossible to wield. After much entire infantry with ease. practice, he found that taking out groups of goblins has never been easier. This quickly caught on and Jousting Charge. After moving more than 20 feet blacksmiths started getting requests for weapons the while mounted, you can take a bonus action to try to size of men, a sword, greater than that of even a knock the creature prone. The creature must make a longsword. Thus the greatsword was born. Strength saving throw. On a failed save, the creature is knocked prone and your mount can immediately Sweeping Slash. When a melee attack reduces an make one melee natural weapon attack. On a undamaged creature to 0 hit points, any excess successful save, the creature isn't knocked prone. damage from that attack might carry over to another creature nearby. You choose another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points. Halberd The halberd is a special kind of pole-weapon. In addition to its long length, it had three unique features at its end. On one side, a large axe, at it’s tip, a large spear head, and on the backside of the axe was a hook that was used to dislodge mounted riders during combat. This made foot soldiers who otherwise would be trampled by horsemen a solid defensive line. Dismounting Hook. When you hit a mounted creature with an attack, that creature must succeed on a Strength saving throw or be dismounted. Shifting Strike. If you hit a creature with an opportunity attack, you can disengage and move up to half your movement as part of the reaction. 9 Longsword The longsword is one that has become a standard among many knights and combat veterans. The Hand and a Half blades have a tapered, narrowly pointed blade. The longsword became a favorite choice among knights not only for its use with both one or two hands, but also its cutting and thrusting abilities. The sturdy hilt and pommel is often ornate and reinforced, making for a great blunt force weapon when needed. Pommel Pummel. When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against the creature with the pommel of your weapon. The damage for this attack equals your strength modifier bludgeoning damage. On a critical hit you can forgo the normal weapon damage, if you do, the creature must succeed on a Constitution saving throw or have its spell countered. Due to their heavy weight, few prefer this sort of weapon, but it can pack a punch that will knock a demon back to the Nine Hells. Stunning Blow. You can use your action to make a special melee weapon attack. On a hit, you can forgo the normal weapon damage, if you do, the creature takes damage equal to your strength modifier and must succeed on a Constitution saving throw or be stunned until the start of your next turn. Once you use this feature, a number of times equal to your strength modifier (minimum of 1). You can’t use this feature again until you finish a short or long rest. Morningstar The morning star was a weapon developed by the brutish orcs. Their military leaders decided that the cudgels and clubs just weren’t enough when dealing with tiny humans in metal armor. They decided to instead put large clumps of sharp metal on the ends to Maul The maul is an interesting weapon as it started off as help penetrate the armor of the soldiers. That is until a tool to break apart stone blocks and by blacksmith they discovered the greataxe, they have never looked back. Despite its terrible history, the morningstar in the forging of heavy weapons. Many kingdoms grant these long-handled heavy hammers to prisoners remains to be a powerful weapon of a select few heroes. and some slaves to help with rock breaking and demolishing of old, or destroyed buildings and keeps. 10 Shield Stagger. When you hit a creature with a melee weapon attack, if the target is wielding a shield, it must succeed on a Strength saving throw, or lose the AC bonus granted by the shield until the end of its next turn. short or long rest. Rapier The rapier is an interesting weapon. Its blade is long and unusually thin compared to other blades. This makes it a prime weapon for thrusting maneuvers. They have very intricate hilts and hand guards. The rapier is found less in the hands of the military or militiaman and more in that of a nobleman. The nobles often challenge each other to duels and competition of skill and dexterity with these blades. This weapon works best in the hands of a wielder who believes a single precise strike to a vital area is all it should take to dispatch their foe. Precision Thrust. As a bonus action, you may make a Wisdom (Perception) check contested by the target’s insight. If you win the contest you spot a weak point of an opponent’s defenses and can use your action to make a single melee weapon attack against it. This hits with pinpoint accuracy, treating the target’s AC as 10 + Dexterity modifier. Riposte. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. Pike The pike is similarly designed as a spear, the only difference is the significant increase in length. Pikes are anywhere from 16 to 20 feet long and usually made of a hardened wood, with a spear tip on its end. This massive two handed weapon is designed for powerful piercing thrusting attacks, allowing a pikeman to spear multiple foes in a single thrust. Due to their length, during travel they need to be carried in a vertical formation, moving its center of gravity so as to not exhaust the warrior carrying it. While these weapons work best when in a tight fighting formation of men, they can be wielded by a powerful individual to deal out deadly thrusts. Piercing Thrust. You can use your action to perform a powerful penetrating thrust attack. Each creature in a 5 by 10 ft. line must make a dexterity saving throw. A creature takes 2d6 + your strength modifier piercing damage on a failed save, and half as much damage on a successful one. You can use this feature a number of times equal to your Strength modifier (minimum of 1). You can’t use this feature again until you finish a 11 Scimitar The scimitar is a weapon known to many who sail the high seas. A weapon particularly loved by pirates and seamen due to its more compact size. Due to shipboard combat often ending up in close quarters these smaller blades made perfect weapons. Their natural curve to their blade make them excellent weapons for parrying an enemies blow, leaving them open to a counter-attack. On Guard. When you take the dodge action, if an enemy misses you with a melee attack, you can use your reaction to make one weapon attack. Trident. The trident is a variant on the spear. Instead of a single point, it has three fork-like prongs. It was designed by a fisherman who had lost one of his eyes, with poor depth perception, he had a very difficult time with spear hunting and fishing. Since his aim was always off by just a little bit, he took additional spear tips and attached them to the end of a spear. This allowed him to compensate for his weakness. It wasn’t until a gang of bandits tried to rob him that he realized the potential of them in combat. The forks would allow a user to “catch” an oncoming weapon. He set out to sell his new creation. Shortsword Redirecting Parry. When a creature hits you with a melee weapon attack, you may use your reaction to The shortsword is a common weapon among basic soldiers and infantry. Its small size, light weight and attempt to parry and redirect their blow. Make an versatility make it a great addition to any adventurers attack roll with your trident. If the result of this roll equals or exceeds their attack roll, their attack misses. gear set. Most carry them as a sort of back up You may choose a new target for the attack within weapon, such as an archer, or cavalryman, but the weapon’s greatest strength lies within its ability to be reach. If the attack roll would hit their armor class, they take the weapons damage. easily handled in a single hand. Making a perfect weapon for those soldiers and adventurers who wish War Pick to dabble in the difficult, but powerful two-weapon fighting style. The war pick started off as tool used by miners to cut precious gems from rocks. Due to the precious nature Puncture. When you hit a creature with a melee of the cargo that the miners carried, they often found weapon attack. On a hit, you can forgo the normal themselves under attack by monsters and get rich weapon damage, if you do, the creature takes damage quick bandits. They were forced to defend themselves equal to your Strength or Dexterity modifier (your with the only real weapons they had, their mining choice) and you give the creature a bleeding wound. picks. It wasn’t long before the adventurers and At the start of each of its turns, the creature must soldiers realized the armor piercing power of a tool succeed on a Constitution saving throw, or take 6 designed to cut into rock. (2d6) slashing damage. Any creature can end the effect by using their action to make a successful Armor Piercer. When you miss with a melee weapon Wisdom (Medicine) check. Any amount of healing attack, if the creature is wearing heavy armor, roll a also ends the effect. Undead and Constructs are d4 and add that value to your attack roll. immune to this effect. 12 Warhammer MARTIAL RANGED WEAPONS As tools small hammers were used to drive nails into Blowgun wood and large hammers to drive stakes into the First used by indigenous tribes as a method of hunting ground. Some hammers are used to open the shells of small game, the blow gun was developed in low lands delectable creatures to reach the meats inside. In around lakes, rivers, and streams where naturally warfare hammers are used to drive creatures and men hollow reeds were readily available. The first into the ground or crush open shells of armored men. projectiles used were small stones or pebbles. As the A fist was met with a club, a club with a blade, desire for use on bigger game grew, the advent of dart and a blade with armor. When you can't draw blood -like projectiles occurred. Eventually the use of from a suit, how do you reach the man inside? A paralyzing poisons on the tips of these darts became a strong blow from a heavy hammer bends and folds standard method for bringing down larger animals. armor when it's hollow, why not shape it more when Adaptation to use in stealthy methods of combat came it's worn to bend and fold the man within? soon after the development of the use of darts and poison. Advances in woodworking and metal-smithing Disorienting Blow. When you hit a creature with a eventually led to more durable and precise tubing and melee weapon attack. On a hit, you can forgo the increased accuracy. normal weapon damage, if you do, the creature takes damage equal to your strength modifier and the Sleep Dart. You can use an action to make a ranged creature must succeed on a Wisdom saving throw or weapon attack, on a hit roll 4d8; if the creature’s total they begin babbling and are incapable of normal hit points is less than the total rolled, it falls into an speech or spellcasting until the end of their next turn. unconscious sleep for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Whip Once you use this feature, you can’t use it again until The whip started as a tool to train wild animals to follow a simple command, the crack of the whip. The you finish a short or long rest. crack would quickly become correlated to the follow up sting on the beast's backside. It wasn’t long before Poison Dart. You can use an action to make a ranged the tools of training became weapons of war. Starting weapon attack, the creature must succeed on a off as a way of punishing criminals, much like that of Constitution saving throw or be poisoned for 1 a beast. When someone breaks the law, they are beat minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with lashings from the violent whips. This often left the target with a permanent reminder on their backs on a success. of their wrong doing. Snaring Lash. When you hit a creature with a melee weapon attack, as part of the action, you may snap your whip around a creature that is Large or smaller. The target must make a Strength saving throw, on a failure the target is restrained. A creature can use its action to make a Strength check, freeing itself or another creature within its reach on a success. You cannot make attacks with this weapon while a creature is restrained. 13 Crossbow, Heavy After the massive success of the light crossbow, the many kingdoms began research and development with stronger materials in order to enhance the range and stopping power of the crossbow. They found that stronger material like metal was too heavy to carry around, while wood often broke under the strength they wanted. The militaristic kingdoms finally settled on using beast horns for the core and stock of the crossbows, these heavy crossbows were able to increase the range and power of the weapons by over 20%. While they were too heavy for regular use and traveling, they made for fantastic weapons for guard towers and ramparts. Concussive Shot. When you hit a creature with a ranged weapon attack. On a hit, you can forgo the normal weapon damage, if you do, you deal damage equal to your dexterity modifier and the creature must succeed on a Constitution saving throw or be stunned until the end of their next turn or it takes damage. You can’t use this feature again until you finish a short or long rest. Broad Side of a Barn. Some enemies are so large, you find their weak spots much easier to hit, increasing your weapon damage. When attacking a creature that is Huge or larger, roll a 1d4 and add its results to your damage roll. Crossbow, Hand A small hand held design of the light crossbow. This allowed the user to keep them well hidden under cloaks from potential targets or those who would attempt to harm the wielder. While not as powerful and with a much shorter range than the light crossbow, the ability to catch someone by surprise in point blank range, made them just as deadly, if not more so. Point Blank. Making a ranged weapon attack against a target within 5 feet of you doesn’t impose disadvantage on the attack roll. Reflex Shot. You can make a ranged weapon attack as an opportunity attack. 14 Longbow OTHER The longbow is usually made of yew wood and has a rounded central section similar to a D shape. Designed originally as a hunting tool, it didn’t take long for kingdom military commanders to realize how effective they could be in battle with a tightly packed trained army. While the longbow does face competition from the crossbow, which requires less skill and expertise to utilize, it does have some significant advantages. Not only does it have 30% more range, but it can also be loaded and fired at a much higher rate. Making it a devilish weapon in the hands of a skillful ranger. Shield. Hawk-Eye. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack or take the disengage action and move up to half their movement speed. Shield Slam. If an enemy misses you with an attack, you can use your reaction to make an improvised weapon attack with the shield dealing 1d4 + your Strength modifier bludgeoning damage. The shield is one of the most ancient pieces of armor. Created to protect the user from being impaled by monster and beast horns. A hunter would use a small thin cut section of tree with a vine attached as a handle while wielding a simple spear in their other hand. While they broke easy enough, they were simple to replace, and often prevented serious damage to the user. Since its creation it has taken on many forms, and been made of various components and has saved countless lives. Someone who is proficient can often use them as improvised clubs. THANK YOU FOR YOUR PURCHASE This content is brought to you by the Dungeons and Dragons discussion podcast Crit Academy. A podcast designed to provide guidance and inspiration to both players and Dungeon Masters. Every week our show covers a new rolling topic and brings new and reusable material for you to bring with you on your next D&D adventure! True Eye Shot. Your honed skills with the bow become so remarkable, there are some moments where you find yourself unable to miss. As a bonus action you call upon all your experience, your next ranged weapon attack hits a creature of your choice within range. Once you use this feature, you can’t use We want to give a special shout out to our awesome it again until you finish a long rest. patrons who help make all our content creations possible. Thank you. Net What once started off as a simple fisherman’s tool; nets can be used in a variety of situations. Trappers may conceal a net under foliage, waiting for game to trip a trigger. Pit fighters and gladiators use nets to entrap beast or man. Even spiders weave nets of their own to catch prey. A simple tool for simple prey or the simply unlucky. Safety Net. While you are wielding a net, other creatures provoke an opportunity attack from you when they enter your reach. This attack must be made with the net. 15 Thank you for checking out our latest product! If you enjoyed it, please consider picking up some of our other best selling D&D Content. Visit us: www.critacademy.com Follow us on Social Media: @Critacademy 16