# 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.