Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:weapon-maneuvers [2020-02-06 20:41] – [Weapon Maneuvers] sandrarules:weapon-maneuvers [2022-12-13 23:57] (current) – [Parrying with "defense check" rules] sandra
Line 1: Line 1:
 ====== Weapon Maneuvers ====== ====== Weapon Maneuvers ======
  
-To use these, you only need to be proficient with the weapon. Any class can do it. And NPCs can do it so expect a lot of hidden daggers you guys!+To use these, you only need to be proficient with the weapon. Any 
 +class can do it. And NPCs can do it so expect a lot of hidden daggers! 
 + 
 + 
 + 
 +===== Parrying with "defense check" rules ===== 
 + 
 +This is for *Lock Blades* and *Disarming Parry*. 
 + 
 +**PC parrying NPC.** Make an attack roll but also add the natural die 
 +result of your failed defense roll, vs the NPC's AV+10. 
 + 
 +*(Example: You have defense +3 and roll a two so your defense is five, 
 +which misses an incoming AV of 14. To parry, if your longsword attack 
 +is +4, roll d20+6 (a fresh d20 plus your attack bonus of +4 plus the 
 +two you rolled on your defense) vs 24 (their AV 14, plus ten).* 
 + 
 +**PC being parried by NPC.** It's probably easier to have the NPC roll 
 +the parry vs the incoming attack you rolled. 
 + 
 +Otherwise, add a new d20 to your original result, and compare that sum to 
 +the NPC's AV+12. 
 + 
 +**Crits:** It's the original defense/attack that matters for crits. 
 +The parry check can prevent a crit, not cause a crit. But as you can 
 +see above, it's much harder to parry a crit. 
 + 
 +**DC for Disarming Parry:** Prof+strexterity+8. Or roll 
 +strexterity+prof vs their str save value. The person who is holding 
 +on to their weapon needs to use strength while the disarmer can choose 
 +which of the two abilities they use to disarm. 
 ===== Swords ===== ===== Swords =====
  
-==== Greatsword ====+==== Great Scimitar / 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 costs slashing HP equal to 1d6 plus your Strength modifier to each target. **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 costs slashing HP equal to 1d6 plus your Strength modifier to each target.
Line 16: Line 47:
 **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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. **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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
  
-==== Rapier ====+==== Shamshir / 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. **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. **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 ==== ==== Scimitar ====
  
-**Bloody Wound.** When you hit a living creature with a scimitar, you can choose to make a superficial but bloody wound. The attack costs no HP, but the target loses 1d6 slashing HP 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.+**Bloody Cut.** When you hit a living creature with a scimitar, you can choose to make a superficial but bloody cut. The attack costs no HP, but the target loses 1d6 slashing HP 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 cut 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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. **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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Line 30: Line 60:
 ==== Shortsword ==== ==== 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.+**Close Quarters Combat.** When you successfully enter or leave close quarters combat (i.e. using the rules to "grapplea 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 leave close quarters combat with you (i.e. fails to escape a "grapple"), 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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. **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 costs no HP, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
Line 62: Line 92:
 As it is a polearm, a pike-wielder always has access to the disarming parry and trip maneuvers (see “Glaive”). 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 pike-wielders, your pike attacks have advantage.+**Phalanx.** If you are adjacent to at least two other allied pike-wielders, 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. **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.
Line 100: Line 130:
 **Bruising Blow.** As an action, make a single attack roll with your mace or morningstar against a living creature. If the attack hits, it costs normal weapon HP 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 DC 10 Wisdom (Medicine) check. **Bruising Blow.** As an action, make a single attack roll with your mace or morningstar against a living creature. If the attack hits, it costs normal weapon HP 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 DC 10 Wisdom (Medicine) check.
  
-**Ribshatter.** Make a single attack roll with your mace or morningstar against a humanoid target. This attack costs normal weapon HP and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the HP cost was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.+**Ribshatter.** As an action, make a single attack roll with your mace or morningstar against a humanoid target. This attack costs normal weapon HP and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the HP cost was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn.
  
 ==== Maul ==== ==== Maul ====
Line 128: Line 158:
 ===== Thrown Weapons ===== ===== Thrown Weapons =====
  
-==== Dagger ====+==== Jambiya / Dagger ====
  
 These maneuvers can also be used with dagger-like bladed throwing weapons such as shuriken or kunai. These maneuvers can also be used with dagger-like bladed throwing weapons such as shuriken or kunai.
Line 166: Line 196:
 ==== Blowgun ==== ==== 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 HP a blow dart costs.+A blowgun has no specific maneuvers to use in combat, but a character with proficiency with a poisoner’s kit (50 gp) can spend a short rest creating one of the following simple poisons if they have components. 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 HP a blow dart costs.
  
 **Deathtoad Toxin.** A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, the attack costs an additional 2d6 poison HP. **Deathtoad Toxin.** A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, the attack costs an additional 2d6 poison HP.
Line 202: Line 232:
  
 //([[./weapon maneuvers/license|Licence & Legalese]])// //([[./weapon maneuvers/license|Licence & Legalese]])//
 +