Card Compilation
Card Compilation
Blowgun Battleaxe
A blowgun has no specific maneuvers to use in CRUSHING BLOW. As an action, you can
combat, but a character with a poisoner’s kit (50 gp)
make a single attack roll with your
can spend a short rest creating one of the following
simple poisons. Applying a poison to a blowgun dart is battleaxe against an armored or naturally
a bonus action, and each vial of poison has 10 uses armored creature within 5 feet of you. If
before it must be created again. A poison’s e ects are the attack hits, the target’s AC is
in addition to the 1 piercing damage dealt by a blow
dart.
permanently reduced by 1 until its armor is
repaired but cannot be reduced below 10
DEATHTOAD TOXIN. A creature hit by a dart coated with
+ the target’s Dexterity modifier. This
this poison must make a DC 10 Constitution saving
throw. On a failure, it takes 2d6 poison damage. attack has no e ect with magical armor,
unless your battleaxe is also magical.
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.
Flail Glaive
CHAIN GARROTE. While wielding a flail, you may DISARMING PARRY. When a creature
attempt to grapple a creature by looping the attacks you with a weapon, you may use
chain around its neck. While grappled in this your reaction to catch their weapon in your
way, the creature cannot speak, cannot
glaive’s hook and disarm them. Make an
breathe, and has disadvantage on attack rolls
attack roll with your glaive. If the result of
against you. If you surprised the creature with
this grapple, it cannot hold its breath and this roll equals or exceeds their attack roll,
immediately begins su ocating. Creatures that their attack misses and they must
you cannot grapple or do not need to breathe succeed on a Strength saving throw or
are una ected by this maneuver. drop their weapon.
SHIELD SNARE. As an action while wielding a TRIP. As an attack, while you are wielding
flail, you may make a single attack roll against a a glaive, you may sweep your opponent’s
target carrying a shield or similar defensive tool. legs to trip them. Make an attack roll
This attack ignores any bonus to AC granted by against a Large or smaller creature. If the
the shield and deals normal weapon damage. If
attack hits, it must succeed on a Strength
the attack hits, the target must also make a
saving throw or fall prone.
Strength saving throw. On a failure, its shield is
pulled from its grip and lands at its feet.
Greatclub Greatsword
HURLING IMPACT. As an action, you can make a ARCING SLASH. When you attack with a
single attack roll with your greatclub against a greatsword, you may choose to target two
Medium or smaller target. If the attack hits, it creatures within your reach with a single
does normal weapon damage, and the target attack. This attack uses the same attack
must make a Strength saving throw. On a failure, roll for both targets and deals slashing
the target is pushed up to 5 feet away from you.
damage equal to 1d6 plus your Strength
On a critical hit, this attack does 2d8 extra
modifier to each target.
damage and the greatclub breaks.
the creature’s movement is reduced by 10 TRICK SHOT. As an action, make a single stylish bow
feet until the end of their next turn. Their attack with disadvantage. If the lower roll would also
hit the target, you automatically score a critical hit.
reduction is not cumulative.
Longsword Mace
LOCK BLADES. When a creature attacks you BRUISING BLOW. As an action, make a single
with a weapon, you may use your reaction to attack roll with your mace against a living
attempt to lock blades and parry their attack. creature. If the attack hits, it deals normal
Make an attack roll with your longsword. You weapon damage, and the target must make a
have advantage on this roll if you are wielding Constitution saving throw. On a failure, the
your longsword with two hands. If the result target does not add its Dexterity modifier to
of this roll equals or exceeds their attack roll, its AC until the end of your next turn or until it
their attack misses. is treated with a successful DC 10 Wisdom
(Medicine) check.
SHORT DRAW. As an attack, you may draw a
sheathed one-handed sword and make an RIBSHATTER. Make a single attack roll with
attack roll to strike the enemy with its your mace against a humanoid target. This
pommel, leaving the target gasping for attack does normal weapon damage, and the
breath. This attack deals no damage, but the target must make a Constitution saving
next attack roll made against the target has throw. On a failure, it is stunned until the
advantage. You must have at least one hand beginning of its next turn. If the damage you
free to take this action. dealt was greater than its maximum hit dice,
it is stunned until the end of its next turn.
Maul Morningstar
CRUSHING BLOW. As an action, you can BRUISING BLOW. As an action, make a single
make a single attack roll with your maul attack roll with your mace against a living
against an armor or naturally armored creature. If the attack hits, it deals normal
creature. If the attack hits, the target’s AC is weapon damage, and the target must make a
permanently reduced by 1 until its armor is Constitution saving throw. On a failure, the
repaired, but it cannot be reduced below 10 + target does not add its Dexterity modifier to
the target’s Dexterity modifier. This attack its AC until the end of your next turn or until it
has no e ect on creatures with magical is treated with a successful DC 10 Wisdom
armor unless your maul is also magical. (Medicine) check.
HURLING IMPACT. As an action, you can RIBSHATTER. Make a single attack roll with
make a single attack roll with your maul your mace against a humanoid target. This
against a Medium or smaller target. If the attack does normal weapon damage and the
attack hits, it does normal weapon damage, target must make a Constitution saving
and the target must make a Strength saving throw. On a failure, it is stunned until the
throw. On a failure, the target is pushed up to beginning of its next turn. If the damage you
15 feet away from you. dealt was greater than its maximum hit dice,
it is stunned until the end of its next turn.
Net Pike
ENSNARING. A Large or smaller creature hit by a net is DISARMING PARRY. When a creature attacks you with a
restrained until it is freed. A net has no e ect on weapon, you may use your reaction to catch their weapon
creatures that are formless, or creatures that are Huge in your pike’s hook and disarm them. Make an attack roll
or larger. A creature can use its action to make a DC 10 with your pike. If the result of this roll equals or exceeds
Strength check, freeing itself or another creature within their attack roll, their attack misses and they must succeed
on a Strength saving throw or drop their weapon.
its reach on a success. Dealing 5 slashing damage to
the net (AC 10) also frees the creature without harming
TRIP. As an attack while you are wieldling a pike, you may
it, ending the e ect, and destroying the net. sweep your opponent’s legs to trip them. Make an attack
roll against a Large or smaller creature. If the attack hits, it
BLINDING BINDS. Instead of restraining your foe, you must succeed on a Strength saving throw or fall prone.
may instead wrap the thick cords of your net around a
single creature’s head. A Large or smaller creature hit PHALANX. If you are adjacent to at least two other pike-
by a net when you use this maneuver is blinded but is wielders, your pike attacks have advantage.
not restrained until the net is removed.
REPEL CHARGE. As an action, you can set your pike against
WING-WRAPPING NET. Instead of restraining a flying a charge, if a creature moves at least 20 feet straight
creature, you may entangle its wings in your net. A toward you and attacks you, you may use your reaction to
Huge or smaller winged creature hit by a net when you make an attack with your pike before the attacker makes its
attack roll. If you attack hits, it is an automatic critical hit,
used this maneuver has its fly speed reduced to 0 (but
and the target has disadvantage on its attack roll.
is not restrained) until the net is removed.
Quarterstaff Rapier
VAULT. You can use your quartersta to MAIN GAUCHE. While wielding both a
help you leap long distances. You can use rapier and a dagger, you may use a
an action to double the length of your long reaction after being attacked to roll a
jump, allowing you to leap a number of
d4 and add the result to your Armor
feet up to twice your Strength score (this
Class until the end of the attacker’s
jump is part of your movement). If you land
adjacent to a creature at the end of this
turn.
jump, you can make a single attack with
LOCK BLADES. When a creature
your quartersta as part of this action.
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 Shortbow
BLOODY WOUND. When you hit a creature with a PINNING SHOT. When you make an attack with a
scimitar, you can choose to make a superficial bow, you may attempt to pin a Large or smaller
creature to a wall or surface by catching their clothing
but bloody wound. The attack deals no damage,
with the arrow’s point. This maneuver can be used
but the target takes 1d6 slashing damage at the
against creatures without clothing at the GM’s
beginning of each of its turns until it makes a DC discretion. Make an attack roll, if the attack hits, the
10 Wisdom (Medicine) check as an action to target must make a Strength saving throw. On a failure,
stop the bleeding or until it receives magical the target’s speed is reduced to 0 until the arrow is
healing. A creature can only have one bloody removed. The target can make another Strength saving
wound at a time. throw as an action on its turn.
Shortsword Sling
CLOSE QUARTERS COMBAT. When you UNDERDOG STRIKE. As an action, you
successfully grapple a creature or escape may make a single ranged weapon
a grapple, you may make a single attack attack with your sling against a
with a short sword as a bonus action.
creature at least 1 size category larger
Additionally, whenever the creature fails to
than you. This attack deals normal
escape a grapple with you, you may make
a single attack with a shortsword as a
weapon damage, and an extra 1d4
reaction. bludgeoning damage per size category
di erence.
SHORT DRAW. As an action, you may draw
a sheathed one-handed sword and make HEADCRACK. As an action, you may
an attack roll to strike the enemy with its make a single ranged weapon attack
pommel, leaving the target gasping for with your sling. If the attack hits, the
breath. This attack deals no damage, but target must make a Constitution
the next attack roll made against the target
saving throw or be stunned until the
has advantage. You must have at least one
beginning of its next turn.
hand free to take this action.
Trident War Pick
DISARMING PARRY. When a creature attacks PIERCING POINT. As an action, you may
you with a weapon, you may use your reaction pinpoint a weak point of an opponent’s
to catch their weapon in your trident’s tines and
armor and make a single attack with
disarm them. Make an attack roll with your
trident. If the result of this roll equals or exceeds your war pick against it. This attack
their attack roll, their attack misses and they pierces armor, treating the target’s AC
must succeed on a Strength saving throw or as 10 + their Dexterity modifier. On a hit,
drop their weapon. this attack does normal weapon
PIN. As an action, make an attack roll against a damage.
Medium creature you are grappling. If the attack
hits, you catch one of the target’s limbs
TRIP. As an action while you are
between the tines and bury the trident in the wielding a war pick, you may hook your
ground, restraining the creature until the opponent’s leg to trip them. Make an
weapon is dislodged. The target may make a attack roll against a Medium or Small
Strength or Dexterity saving throw (their choice)
creature. If the attack hits, it must
at the end of each of their turns to escape.
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.