Weapon maneuvres
WEAPON OPTIONS
A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. This section offers unique maneuvers for specific weapons, giving them a distinct impact on the battlefield. Unless specified otherwise, any of the maneuvers described here can be used by any character as long as they are wielding the appropriate weapon and are proficient with it. If a maneuver requires a creature to make a saving throw, the DC equals 8 + the attacker's proficiency bonus + the attacker's Strength or Dexterity modifier (attacker's choice). Unless specified, these maneuvers have only their listed effect and don't deal normal weapon damage. Statistics for seven new weapons presented here can be found on the table at the end of this section.
SWORDS
GREATSWORD
Arcing Slash. When you attack with a greatsword, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target.
Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your greatsword into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer.
LONGSWORD
Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses.
Short Draw. As an attack, you may draw a sheathed onehanded sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
RAPIER
Main Gauche. While wielding both a rapier and a dagger, you may use a reaction after being attacked to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.
Lock Blades. When a creature attacks you with a weapon, you may use your reaction to make an attack roll with your rapier. If the result of this roll equals or exceeds their attack roll, their attack misses.
SCIMITAR
Bloody Wound. When you hit a creature with a scimitar, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time.
Short Draw. As an attack, you may draw a sheathed one‑handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attackroll made against the target has advantage. You must have at least one hand free to take this action.
SHORTSWORD
Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single attack with a short sword as a bonus action.
Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with a short sword as a reaction.
Short Draw. As an attack, you may draw a sheathed one‑handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
POLEARMS AND AXES
BATTLEAXE
Crushing Blow. As an action, you can make a single
attack roll with your battleaxe against an armored or
naturally armored creature within 5 feet of you. If the
attack hits, the target’s AC is permanently reduced by 1
until its armor is repaired, but cannot be reduced below 10
+ the target’s Dexterity modifier. This attack has no effect
on creatures with magical armor, unless your battleaxe is
also magical.
GLAIVE
Disarming Parry. When a creature attacks you with a
weapon, you may use your reaction to catch their weapon
in your glaive’s hook and disarm them. Make an attack roll
with your glaive. If the result of this roll equals or exceeds
their attack roll, their attack misses and they must succeed
on a Strength saving throw or drop their weapon.
Trip. As an attack while you are wielding a glaive, 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 must succeed on a Strength saving throw
or fall prone.
HALBERD
Rebuff. As an attack while you are wielding a halberd,
you may use the haft of your weapon to rebuff up to two
adjacent creatures. Make a single attack roll against one
or two adjacent creatures within 5 feet of you. If the attack
hits a target, you push it up to 10 feet away from you.
Trip. As an attack while you are wielding a halberd, 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 must succeed on a Strength
saving throw or fall prone.
LANCE
Charge. If you move at least 20 feet straight toward a
creature before hitting it with a lance attack, the target
takes an extra 1d12 piercing damage and must make a
Strength saving throw. On a failure, the target falls prone.
Repel Charge. As an action, you can set your lance
against a charge. If a creature moves at least 20 feet
straight toward you and attacks you, you may use your
reaction to make an attack with your lance. If this attack
hits, it is an automatic critical hit and the target must make
a Strength saving throw. On a failure, it falls prone and
falls off its mount if it is mounted.
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PIKE
As it is a polearm, a pike-wielder always has access to the
disarming parry and trip maneuvers (see “Glaive”).
Phalanx. If you are adjacent to at least two other pikewielders,
your pike attacks have advantage.
Repel Charge. As an action, you can set your pike
against a charge. If a creature moves at least 20 feet
straight toward you and attacks you, you may use your
reaction to make an attack with your pike before the
attacker makes its attack roll. If your attack hits, it is an
automatic critical hit, and the target has disadvantage on
its attack roll.
QUARTERSTAFF
Vault. You can use your quarterstaff to help you leap
long distances. You can use an action to double the length
of your long jump, allowing you to leap a number of
feet up to twice your Strength score (this jump is part of
your movement). If you land adjacent to a creature at the
end of this jump, you can make a single attack with your
quarterstaff as part of this action.
TRIDENT
Pin. As an action, make an attack roll against a Medium
creature you are grappling. If the attack hits, you catch one
of the target’s limbs between the tines and bury the trident
in the ground, restraining the creature until the weapon
is dislodged. The target may make a Strength or Dexterity
saving throw (their choice) at the end of each of their turns
to escape.
Disarming Parry. When a creature attacks you with a
weapon, you may use your reaction to catch their weapon
in your trident’s tines and disarm them. Make an attack
roll with your trident. If the result of this roll equals or
exceeds their attack roll, their attack misses and they must
succeed on a Strength saving throw or drop their weapon.
OTHER POLEARMS
Whether you’re wielding a fauchard, ranseur, or Bohemian
earspoon, you can always use the disarming parry and trip
maneuvers (see “Glaive”).
HAMMERS AND BLUDGEONS
CLUB
Improvised Clobber. If you are using an improvised
weapon that counts as a club, you may choose to strike
with such force that your weapon breaks. As an action,
make a single club attack. On a hit, this attack is an
automatic critical hit and your improvised club breaks.
Blackjack. Make a single attack roll with your club
against a humanoid target. If the attack hits, it does no
damage, but the target must make a Constitution saving
throw or be stunned until the beginning of its next turn.
FLAIL
Chain Garrote. While wielding a flail, you may attempt
to grapple a creature by looping the chain of your flail
around its neck. While grappled in this way, the creature
cannot speak, cannot breathe, and has disadvantage on
attack rolls against you. If you surprised the creature with
this grapple, it cannot hold its breath and immediately
begins suffocating. Creatures that you cannot grapple or
do not need to breathe are unaffected by this maneuver.
Shield Snare. As an action while wielding a flail, you
may make a single attack roll against a target carrying
a shield or a similar defensive tool. This attack ignores
any bonus to AC granted by the shield and deals normal
weapon damage. If the attack hits, the target must also
make a Strength saving throw. On a failure, its shield is
pulled from its grip and lands at its feet.
GREATCLUB
Hurling Impact. As an action, you can make a single
attack roll with your greatclub against a Medium or
smaller target. If the attack hits, it does normal weapon
damage and the target must make a Strength saving throw.
On a failure, the target is pushed up to 5 feet away from
you. On a critical hit, this attack does 2d8 extra damage
and the greatclub breaks.
Ribshatter. Make a single attack roll with your
greatclub against a humanoid target. This attack does
normal weapon damage and the target must make a
Constitution saving throw. On a failure, it is stunned until
the beginning of its next turn. If the damage you dealt was
greater than the creature’s maximum hit dice, it is stunned
until the end of its next turn.
MACE AND MORNINGSTAR
Bruising Blow. As an action, make a single attack roll
with your mace or morningstar against a living creature.
If the attack hits, it deals normal weapon damage and
the target must make a Constitution saving throw. On a
failure, the target does not add its Dexterity modifier to its
AC until the end of your next turn or until it is treated with
a successful DC 10 Wisdom (Medicine) check.
Ribshatter. Make a single attack roll with your mace
or morningstar against a humanoid target. This attack
does normal weapon damage and the target must make a
Constitution saving throw. On a failure, it is stunned until
the beginning of its next turn. If the damage you dealt was
greater than the creature’s maximum hit dice, it is stunned
until the end of its next turn.
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MAUL
Crushing Blow. As an action, you can make a single
attack roll with your maul against an armored or naturally
armored creature. If the attack hits, the target’s AC is
permanently reduced by 1 until its armor is repaired, but
it cannot be reduced below 10 + the target’s Dexterity
modifier. This attack has no effect on creatures with
magical armor unless your maul is also magical.
Hurling Impact. As an action, you can make a single
attack roll with your maul against a Medium or smaller
target. If the attack hits, it does normal weapon damage,
and the target must make a Strength saving throw. On a
failure, the target is pushed up to 15 feet away from you.
WAR PICK
Piercing Point. As an action, you may pinpoint a weak
point of an opponent’s armor and make a single attack
with your war pick against it. This attack pierces armor,
treating the target’s AC as 10 + their Dexterity modifier.
On a hit, this attack does normal weapon damage.
Trip. As an attack while you are wielding a war pick, you
may hook your opponent’s leg in an attempt to trip them.
Make an attack roll against a Medium or Small creature. If
the attack hits, it must succeed on a Strength saving throw
or fall prone.
WARHAMMER
Bruising Blow. As an action, make a single attack roll
with your warhammer against a living creature. If the
attack hits, it deals normal weapon damage, and the target
must make a Constitution saving throw. On a failure,
the target does not add its Dexterity modifier to its AC
until the end of your next turn or until it is treated with a
successful DC 10 Wisdom (Medicine) check.
Sundering Strike. As an attack, make an attack roll
with your warhammer against a creature wielding a
weapon, including natural weapons. If the attack hits, the
weapon is damaged, and all attacks made with this weapon
have disadvantage. Another sundering strike destroys
the weapon. This attack has no effect on magical weapons
unless your warhammer is also magical.
WHIP
Bullwhip. As part of your attack action, make a whip
attack against a beast or a creature with an Intelligence
score of 2 or lower. The target must make a Wisdom saving
throw or be frightened of you until the end of its next turn.
Snare. As part of your attack action, you may snap your
whip around a creature or its weapon. If you target the
weapon, the creature must make a Strength saving throw
or drop its weapon at its feet. If you target the creature,
it must make a Strength saving throw or be restrained.
It may repeat this saving throw at the end of each of its
turns. You cannot make whip attacks until the restrained
condition is ended.
THROWN WEAPONS
DAGGER
These maneuvers can also be used with dagger-like bladed
throwing weapons such as shuriken or kunai.
Pinning Point. When you make a melee or ranged
weapon attack with a dagger, you may attempt to pin a
Large or smaller creature to a wall or surface by catching
their clothing with the knife’s point. This maneuver can
be used against creatures without clothing at the GM’s
discretion. Make an attack roll; if the attack hits, the
target must make a Strength saving throw. On a failure,
the target’s speed is reduced to zero until the dagger is
removed. The target can make another Strength saving
throw as an action on its turn.
Concealed Blade. Instead of making a Dexterity
(Stealth) check to hide yourself, you may make a Dexterity
(Sleight of Hand) check—contested by an active or passive
Wisdom (Perception) check—to conceal your dagger. As
an action, you may make a weapon attack with a concealed
dagger against a creature that has not yet acted in combat.
This attack has advantage.
HANDAXE
Pinning Edge. When you make a melee or ranged
weapon attack with a hand axe, you may attempt to pin a
Large or smaller creature to a wall or surface by catching
their clothing with the axe’s edge. This maneuver can
be used against creatures without clothing at the GM’s
discretion. Make an attack roll; if the attack hits, the target
must make a Strength saving throw. On a failure, the
target’s speed is reduced to zero until the axe is removed.
The target can make another Strength saving throw as an
action on its turn.
JAVELIN
Fearsome Accuracy. As an attack, you may throw your
javelin at a creature at the very limit of your range. Make
an attack roll against a creature exactly 120 feet away. If the
attack hits, the creature takes normal damage and must
make a Wisdom saving throw. On a failure, the creature
becomes frightened of you for 1 minute.
Trip. As a melee weapon attack while you are wielding a
javelin, 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 must succeed on a Strength
saving throw or fall prone.
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LIGHT HAMMER
Dazing Blow. As an action, you may make a single
ranged weapon attack with a light hammer. If the attack
hits, the target must make a Constitution saving throw or
be incapacitated until the end of its next turn.
Sunder Joints. When you make a melee weapon attack
with a light hammer against a creature in medium or
heavy armor, you may choose to damage the joints of
their armor instead of dealing damage to the creature. If
the attack hits, the creature’s movement is reduced by 10
feet until the end of their next turn. This reduction is not
cumulative.
NET
Nets have the unique property, Ensnaring, described
below.
Ensnaring: 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.
Blinding Binds. Instead of restraining your foe, you
may instead wrap the thick cords of your net around a
single creature’s head. A Large or smaller creature hit by
a net when you use this maneuver is blinded but is not
restrained, until the net is removed.
Wing-Wrapping Net. Instead of restraining a flying
creature, you may entangle its wings in your net. A Huge
or smaller winged creature hit by a net when you use
this maneuver has its fly speed reduced to 0 (but is not
restrained) until the net is removed.
RANGED WEAPONS
BLOWGUN
A blowgun has no specific maneuvers to use in combat,
but a character with a poisoner’s kit (50 gp) can spend a
short rest creating one of the following simple poisons.
Applying a poison to a blowgun dart is a bonus action, and
each vial of poison has 10 uses before it must be created
again. A poison’s effects are in addition to the 1 piercing
damage dealt by a blow dart.
Deathtoad Toxin. A creature hit by a dart coated with
this poison must make a DC 10 Constitution saving
throw. On a failure, it takes 2d6 poison damage.
Chuul Ichor. A creature hit by a dart coated with this
poison must make a DC 10 Constitution saving throw. On
a failure, it is paralyzed until the beginning of its next turn.
Svirfneblin Wooziness Tonic. A creature hit
by a dart coated with this poison must make a DC 10
Constitution saving throw. On a failure, it is poisoned
until the end of its next turn.
COMPOSITE BOW
The composite bow’s unique construction gives it an
incredibly heavy draw, making it usable only by the
strongest archers. Characters with Strength 14 or lower
have disadvantage on attacks made with a composite bow.
Power Shot. When you make an attack with a composite
bow, you may take a penalty on your attack roll equal to
your Strength modifier. This penalty must be applied
before the roll is made. If the attack hits, it deals additional
damage equal to twice your Strength modifier.
Staggering Shot. As an action while wielding a
composite bow, you may make a single ranged weapon
attack. If this attack hits, the enemy takes full weapon
damage and must make a Constitution saving throw. On a
failure, the target’s speed is reduced to 0 until the end of its
next turn.
HEAVY CROSSBOW AND LIGHT CROSSBOW
In campaign settings with firearms, these maneuvers can
also be used by a character who wields a rifle.
Shrapnel Shot. As an action, make a single attack
with your crossbow against an unattended object. The
attack deals double damage to the target. If the object is
destroyed, it explodes into a cloud of shrapnel. Choose
one of the following options:
• Creatures within 5 feet of the object must make a
Dexterity saving throw, taking 1d6 piercing damage on
a failure.
• A creature adjacent to the object must make a
Constitution saving throw. On a failure, the creature is
blinded until the beginning of your next turn.
Patient Shot. You carefully align your crossbow’s sights
over your target. As an action in a turn that you have
not moved, you may make a single crossbow attack with
advantage.
HAND CROSSBOW
In campaign settings with firearms, these maneuvers can
also be used by a character who wields a pistol.
Concealed Sidearm. Instead of making a Dexterity
(Stealth) check to hide yourself, you may make a Dexterity
(Sleight of Hand) check—contested by an active or passive
Wisdom (Perception) check—to conceal your hand
crossbow. As an action, you may make a weapon attack
with a concealed crossbow against a creature that has not
yet acted in combat. This attack has advantage.
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Rapid Shot. You rapidly reload your hand crossbow,
throwing off your aim but allowing you to make an
additional attack this turn. As a bonus action, you may
reload your hand crossbow and make an attack with it
against a target within 30 feet. This attack has disadvantage.
LONGBOW AND SHORTBOW
Pinning Shot. When you make an attack with a bow, you
may attempt to pin a Large or smaller creature to a wall or
surface by catching their clothing with the arrow’s point.
This maneuver can be used against creatures without
clothing at the GM’s discretion. Make an attack roll; if the
attack hits, the target must make a Strength saving throw.
On a failure, the target’s speed is reduced to 0 until the
arrow is removed. The target can make another Strength
saving throw as an action on its turn.
Distracting Shot. As an action, make a single attack
with your bow. You intentionally miss your target but give
an ally the chance to attack while it is distracted. The next
attack roll against the target has advantage if it is made
before the beginning of the target’s next turn.
Trick Shot. As an action, make a single stylish bow
attack with disadvantage. If the lower roll would also hit
the target, you automatically score a critical hit.
SLING
Underdog Strike. As an action, you may make a single
ranged weapon attack with your sling against a creature
at least 1 size category larger than you. This attack deals
normal weapon damage, and an extra 1d4 bludgeoning
damage per size category difference.
Headcrack. As an action, you may make a single ranged
weapon attack with your sling. If the attack hits, the target
must make a Constitution saving throw or be stunned
until the beginning of its next turn.
MIDGARD WEAPONS
DWARVEN TIJINO
The tijino poleaxe bears a long axe blade in front, with a
long, looping backhook designed to unhorse riders. The
tijino poleaxe has reach. You can strike opponents 10 feet
away with it, but you cannot use it against an adjacent foe.
As a polearm, tijino wielders can also use the disarming
parry and trip maneuvers (see “Glaive”).
Unmount. As an action while wielding a tijino, you may
make a single attack against a mounted creature. If the
attack hits, the target must make
a Strength saving throw. On a
failure, the target is dismounted
and falls prone.
WEAPONS
Simple Melee Weapons
Name Cost Damage Weight Properties
Nurian Hook 6 gp 1d6 piercing 6 lb. Finesse, light
Scorpion Stiletto varies 1d4 piercing + poison 1 lb. Finesse, light, thrown (range 20/60)
Martial Melee Weapons
Name Cost Damage Weight Properties
Dikama (Fang Blade) 10 gp 1d4 slashing 3 lb. Light
Dwarven Tijino 25 gp 2d4 piercing 12 lb. Heavy, reach, two-handed
Nordmansch Greataxe 50 gp 1d12 slashing 8 lb. Heavy, two-handed
Northlands Estoc 40 gp 1d6 piercing 3 lb. Special, versatile (1d8)
Rothenian Poniard 100 gp 1d8 piercing/1d4 piercing 4 lb. Special, versatile (1d10)
Martial Ranged Weapons
Name Cost Damage Weight Properties
Composite Bow 100 gp 1d12 piercing 8 lb. Ammunition (range 150/600), heavy,
special, two-handed
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NORDMANSCH GREATAXE
The nordmansch greataxe
likely originated with the
foresters and lumberjacks of
the Ordenn forest, who found a
secret way of making axe heads
they continue to keep secret. The
nordmansch make more axes than
their woodsmen actually need.
The nordmansch greataxe is a two-handed
weapon built to sunder other weapons. Its
edge is hardened especially for this purpose,
and its haft is likewise set with trapping prongs
to catch and hold a foe’s weapon. At the GM’s
discretion, typical greataxes may also use the
sundering strike maneuver.
Sundering Strike. As part of the attack
action, make a single attack roll with your
nordmansch against a creature wielding a
weapon, including natural weapons. If the attack
hits, the weapon is damaged, and all attacks made
with this weapon have disadvantage. Another
sundering strike destroys the weapon. This
attack has no effect on magical weapons, unless your
nordmansch is also magical.
Disarming Parry. When a creature attacks you with a
weapon, you may use your reaction to catch their weapon
in your nordmansch’s prongs and disarm them. Make an
attack roll with your nordmansch. If the result of this roll
equals or exceeds their attack roll, their attack misses, and
they must succeed on a Strength saving throw or drop
their weapon.
NORTHLANDS ESTOC
A hand-and-a-half sword designed to pierce heavy armor
and sharpened only on the tip, an estoc is 4 feet long,
sometimes with a second crossguard. It is said to have
been used first by the knights of Vael Turog and Balinor
against the elves, but now is used by dwarven mercenaries
and human knights who expect to fight other heavily
armored warriors. Its anti-armor properties make it
popular with monster hunters and dragon slayers as well.
Sometimes called the “tuck.”
The estoc also has the following special property.
Special: The estoc deals an additional 1d6 damage to
creatures wearing heavy armor, or naturally armored
creatures with an AC of 16 or higher.
Armor-Piercing Thrust. As an action, you may
pinpoint a weak point of an opponent’s armor and make a
single attack with your estoc against it. This attack pierces
armor, treating the target’s AC as 10 + their Dexterity
modifier. On a hit, this attack does normal weapon
damage, and does not deal the additional damage granted
by the estoc’s special property (above).
Blunted Bash. Instead of dealing piercing damage,
you can choose to deal bludgeoning damage by striking
the target with the estoc’s unsharpened blade. This
attack’s damage die is one size smaller than normal (1d4 if
one‑handed, 1d6 if two-handed), and cannot benefit from
the estoc’s special property (above).
ROTHENIAN PONIARD
This longsword has a spring-loaded poniard
concealed in the hilt, which quickly extends
when the hilt is gripped in a particular way.
It is particularly beloved by rogues, as the
concealed blade helps them sneak attack
opponents already locked in combat. Kariv
of a crueler bent have been known to poison
the secondary blade.
Thanks to its hidden blade, the Rothenian
poniard has the following special ability:
Special: The larger blade is a versatile
weapon, and the secondary blade is a
light weapon. You may make an attack
with the secondary blade as a bonus
action, as if you were two-weapon
fighting. Retracting the poniard
requires an action.
Hidden Poniard. If the
poniard is still concealed
within your sword’s hilt, you
may make a Dexterity (Sleight
of Hand) check opposed by a target
creature’s Wisdom (Perception)
check. If you win this contest, you
may make a single attack roll with
the concealed poniard against that
target. This attack has advantage.
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SOUTHLANDS WEAPONS
DIKAMA (FANG BLADE)
First crafted by the bronzesmiths of the Lion
Kingdom of Omphaya, the wicked dikama
fang blade is shaped like a serrated, oversized
lion’s tooth.
Bloody Wound. When you hit a living
creature with a dikama, you can choose to
make a superficial but bloody wound. The
attack deals no damage, but the target takes
1d6 slashing damage at the beginning of
each of its turns until it or another creature
makes a successful DC 10 Wisdom
(Medicine) check as an action to stop
the bleeding or until it receives magical
healing.
Serrated Twist. When you deal
damage to a living creature with a dikama
(not including damage from the Bloody
Wound maneuver), you may twist the
serrated blade as a bonus action. The creature must make a
Constitution saving throw or take 2d4 slashing damage.
NURIAN HOOK
A Nurian hook is a 1-foot-long square shaft that ends in a
bronze hook with an arrow-shaped point at the pommel.
Embalmers and butchers use it to hang up corpses.
Disarming Parry. When a creature attacks you with a
weapon, you may use your reaction to catch their weapon
in your hook and disarm them. Make an attack roll with
your Nurian hook. If the result of this roll equals or
exceeds their attack roll, their attack misses and they must
succeed on a Strength saving throw or drop their weapon.
Trip. As an attack while you are wielding a Nurian hook,
you may catch your opponent’s leg in an attempt to trip
them. Make an attack roll against a Medium or smaller
creature. If the attack hits, it must succeed on a
Strength saving throw or fall prone.
SCORPION STILETTO
Politics in the Mharoti Empire are a battlefield, and not
all wars there are won with words. The scorpion stiletto
appears as an ornate, ceremonial knife, but its beauty
distracts from the deadly poison secreted within—the
venom of the Mharoti emerald scorpion. Though this
knife originated in the Dragon Empire, it is now wielded
by assassins and cutthroat politicians throughout Midgard
and the Southlands.
Because they're so specialized for assassination, a
scorpion stiletto can't be bought from most weapon
dealers. A potential buyer must either find a disreputable
merchant who'll sell one under the table or a disreputable
weaponsmith who'll make one to order. In either case, the
price must be negotiated.
Maneuvers that can be used with a dagger can also
be used with a scorpion stiletto.
Concealed Blade. Instead of making a Dexterity
(Stealth) check to hide yourself, you may make a
Dexterity (Sleight of Hand) check—contested
by an active or passive Wisdom (Perception)
check—to conceal your stiletto. As an action,
you may make a weapon attack with a concealed
dagger against a creature that has not yet acted in
combat. This attack has advantage.
Release Venom. A vial of venom can be
loaded into the handle of this stiletto. As a
bonus action, you can press the jewel on the
dagger’s pommel to release the venom into
a groove on the blade. Any type of injury
poison can be loaded into the stiletto’s hidden
chamber, but the most common is emerald
scorpion venom.
Emerald Scorpion Venom
(Injury). A creature subjected
to this poison must make a DC 16
Constitution saving throw at the
beginning of each of its turns, taking 24
(7d6) poison damage on a failed saving
throw, or half as much on a successful
one. This poison lasts until the target
succeeds on three saving throws or is
magically cured.
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