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0% found this document useful (0 votes)
29 views8 pages

Card Compilation

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Club Hand Crossbow

IMPROVISED CLOBBER. If you are using an CONCEALED SIDEARM. Instead of making a


improvised weapon that counts as a Dexterity (Stealth) check to hide yourself, you
may make a Dexterity (Sleight of Hand)
club, you may choose to strike with such
check—contested by an active or passive
force that your weapon breaks. As an
Wisdom (Perception) check—to conceal your
action, make a single club attack. On a hand crossbow. As an action, you may make
hit, this attack is an automatic critical a weapon attack with a concealed crossbow
hit and your improvised club breaks. against a creature that has not yet acted in
combat. This attack has advantage.
BLACKJACK. Make a single attack roll
with your club against a humanoid RAPID SHOT. You rapidly reload your hand
target. If the attack hits, it does no crossbow, throwing off your aim but
damage, but the target must make a allowing you to make an additional attack
Constitution saving throw or be stunned this turn. As a bonus action, you may reload
your hand crossbow and make an attack with
until the beginning of its next turn.
it against a target within 30 feet. This attack
has disadvantage.

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.

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.
Heavy Crossbow Dagger
SHRAPNEL SHOT. As an action, make a single PINNING POINT. When you make a melee or ranged
attack with your crossbow against an weapon attack with a dagger, you may attempt to
unattended object. The attack deals double pin a Large or smaller creature to a wall or surface
by catching their clothing with the knife’s point.
damage to the target. If the object is destroyed,
This maneuver can be used against creatures
it explodes into a cloud of shrapnel. Choose one
without clothing at the GM’s discretion. Make an
of the following options:
attack roll; if the attack hits, the target must make a
 Creatures within 5 feet of the object must
Strength saving throw. On a failure, the target’s
make a Dexterity saving throw, taking 1d6 speed is reduced to zero until the dagger is
piercing damage on a failure. removed. The target can make another Strength
 A creature adjacent to the object must make saving throw as an action on its turn.
a Constitution saving throw. On a failure,
the creature is blinded until the beginning CONCEALED BLADE. Instead of making a Dexterity
of your next turn. (Stealth) check to hide yourself, you may make a
Dexterity (Sleight of Hand) check – contested by an
PATIENT SHOT. You carefully align your active or passive Wisdom (Perception) check – to
crossbow’s sights over your target. As an action conceal your dagger. As an action, you may make a
weapon attack with a concealed dagger against a
in a turn that you have not moved, you make a
creature that has not yet acted in combat. This
single crossbow attack with advantage.
attack has advantage.

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.

GRINDING HALT. Whenever you must make


a Strength saving throw to avoid being
RIBSHATTER. Make a single attack roll with your moved against your will, you can dig the
greatclub against a humanoid target. This attack
blade of your greatsword into the ground
does normal weapon damage, and the target
as a reaction. Roll 2d6 and add the
must make a Constitution saving throw. On a
failure, it is stunned until the beginning of its
number rolled to the saving throw. If the
next turn. If the damage you dealt was greater e ect pushing you does not have a saving
than the creature’s maximum hit dice, it is throw, you move 5 feet fewer.
stunned until the end of its next turn.

Halberd Hand Axe


REBUFF. As an attack while you are
PINNING EDGE. When you make a melee
wielding a halberd, you may use the haft
or ranged weapon attack with a hand
of your weapon to rebu up to two
axe, you may attempt to pin a Large or
adjacent creatures. Make a single attack
smaller creature to a wall or surface by
roll against one or two adjacent
catching their clothing with the axe’s
creatures within 5 feet of you. If the
edge. This maneuver can be used
attack hits a target, you push it up to 10
against creatures without clothing at the
feet away from you.
GM’s discretion. Make an attack roll, if
TRIP. As an attack, while you are the attack hits, the target must make a
wielding a halberd, you may sweep your Strength saving throw. On a failure, the
opponent’s legs to trip them. Make an target’s speed is reduced to 0 until the
attack roll against a Large or smaller axe is removed. The target can make
creature. If the attack hits, it must another Strength saving throw as an
succeed on a Strength saving throw or action on its turn.
fall prone.
Javelin Lance
FEARSOME ACCURACY. As an attack, you CHARGE. If you move at least 20 feet
may throw your javelin at a creature at the straight toward a creature before hitting it
very limit of your range. Make an attack roll with a lance attack, the target takes an
against a creature exactly 120 feet away. If extra 1d12 piercing damage and must
the attack hits, the creature takes normal make a Strength saving throw. On a failure,
damage and must make a Wisdom saving the target falls prone.
throw. On a failure, the creature becomes
REPEL CHARGE. As an action, you can set
Frightened of you for 1 minute.
your lance against a charge. If a creature
TRIP. As a melee weapon attack while moves at least 20 feet straight toward you
you are wielding a javelin, you may sweep and attacks you, you may use your
your opponent’s legs to trip them. Make an reaction to make an attack with your
attack roll against a Large or smaller lance. If this attack hits, it is an automatic
creature. If the attack hits, it must succeed critical hit, and the target must make a
on a Strength saving throw or fall prone. Strength saving throw. On a failure, it falls
prone and falls o its mount if it is
mounted.

Light Hammer Longbow


DAZING BLOW. As an action, you may PINNING SHOT. When you make an attack with a bow,
you may attempt to pin a Large or smaller creature to a
make a single ranged weapon attack with
wall or surface by catching their clothing with the
a light hammer. If the attack hits, the target arrow’s point. This maneuver can be used against
must make a Constitution saving throw or creatures without clothing at the GM’s discretion.
be incapacitated until the end of its next Make an attack roll, if the attack hits, the target must
make a Strength saving throw. On a failure, the target’s
turn. speed is reduced to 0 until the arrow is removed. The
target can make another Strength saving throw as an
SUNDER JOINTS. When you make a melee action on its turn.
weapon attack with a light hammer
DISTRACTING SHOT. As an action, make a single attack
against a creature in medium or heavy
with your bow. You intentionally miss your target but
armor, you may choose to damage the give an ally the chance to attack while it is distracted.
joints of their armor instead of dealing The next attack roll against the target has advantage if
damage to the creature. If the attack hits, it is made before the beginning of the target’s next turn.

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.

DISTRACTING SHOT. As an action, make a single attack


SHORT DRAW. As an action, you may draw a
with your bow. You intentionally miss your target but
sheathed one-handed sword and make an
give an ally the chance to attack while it is distracted.
attack roll to strike the enemy with its pommel, The next attack roll against the target has advantage if
leaving the target gasping for breath. This attack it is made before the beginning of the target’s next turn.
deals no damage, but the next attack roll made
against the target has advantage. You must have TRICK SHOT. As an action, make a single stylish bow
attack with disadvantage. If the lower roll would also
at least one hand free to take this action.
hit the target, you automatically score a critical hit.

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.

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
damage and all attacks made with this weapon
have disadvantage. Another sundering strike
destroys the weapon. The attack has no e ect
on magical weapons unless your warhammer is
also magical.

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