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## Weapon Techniques Weapon techniques are basic maneuvers that can be performed at will. They are designed to make martial combat more dynamic and engaging. This feature replaces the Weapon Mastery feature. You cannot gain Weapon Mastery feature from another source. #### Performing a Weapon Technique Whenever you would make an unarmed strike or weapon attack, you can perform a weapon technique in place of that attack. The attack must be made with a weapon or unarmed strike that fulfills the techniques requirement. For example, when you perform the *Acrobatic Strike* technique, the attack you make as part of that technique must be made with a melee weapon that has the Finesse or Versatile properties. #### Techniques Known To determine the number of weapon techniques you know, add the levels of of all classes you posses that do not have a Cantrips Known column on their class table, then consult the Techniques Known table below. If you have any levels of the Fighter class, increase the number of techniques you know by 1.
##### Techniques Known | Total Levels | Techniques | |:---:|:---:| | 1 | 2 | | 5 | 3 | | 11 | 4 | | 17 | 5 |
#### New Terms Some Weapon Techniques make use of the Shift or Distracted keywords, which are described below. **Shift.** When you shift, you move without provoking opportunity attacks. Shifting does not cost movement, but you can't shift if your speed is 0. **Distracted.** A creature that is distracted has disadvantage on the first attack roll it makes each turn. ### Weapon Techniques #### Acrobatic Strike **Requirement:** Finesse or Versatile melee weapon **Effect:** Make a melee attack, then shift 5 feet. #### Bell Ringer **Requirement:** Unarmed Strike or Light melee weapon **Effect:** Make a melee attack. If the attack hits, the target is Dazed until the start of your next turn, but the attack only deals bludgeoning damage equal to your Strength modifier. \columnbreak #### Cheap Shot **Requirement:** Unarmed Strike or Light melee weapon **Effect:** Make a melee attack. If the attack hits, the target is unable to take reactions until the start of your next turn. #### Cleaving Strike **Requirement:** Heavy or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, one enemy within 5 feet of you other than the target takes damage equal to your Strength modifier. The damage is the same type as the original attack. #### Defend the Line **Requirement:** Melee weapon **Effect:** Make a melee attack. If the attack hits, the target has disadvantage on attack rolls against targets other than you until the start of your next turn. #### Deft Strike **Requirement:** Finesse or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, you have advantage on your next attack roll against the target before the end of your next turn. #### Disarming Strike **Requirement:** Finesse or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, the target drops one item of your choice that it is holding, but the attack does no damage. #### Far Shot **Requirement:** Ranged weapon **Effect:** Make a ranged attack. Attacking at long range doesn't impose disadvantage on the attack roll of this attack. #### Footwork Lure **Requirement:** Finesse or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, you can shift 5 feet and move the target 5 feet into the space you left. #### Forceful Blow **Requirement:** Heavy or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, you can push the target up to 5 feet away from you. #### Knockdown Assault **Requirement:** Heavy or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, knock the target prone, but the attack only deals bludgeoning damage equal to your Strength modifier. #### Mighty Throw **Requirement:** Thrown weapon **Effect:** Make a ranged attack. Attacking at long range doesn't impose disadvantage on the attack roll of this attack. #### One-Thousand Cuts **Requirement:** Finesse melee weapon **Effect:** Make a melee attack. If the attack misses, the target takes damage equal to your Dexterity modifier. The damage is the same type as the original attack. \pagebreakNum
MARTIAL EXPLOITS | IMSOLOST
#### Overwhelming Strike **Requirement:** Heavy or Versatile melee weapon **Effect:** Make a melee attack. If the attack misses, the target takes damage equal to your Strength modifier. The damage is the same type as the original attack. #### Point-Blank Shot **Requirement:** Ranged weapon **Effect:** Make a ranged attack. Being within 5 feet of an enemy doesn't impose disadvantage on the attack roll of this attack. #### Precise Shot **Requirement:** Ranged weapon **Effect:** Make a ranged attack. This attack ignores half and three-quarters cover. #### Quick Lunge **Requirement:** Finesse or Versatile melee weapon **Effect:** Shift 5 feet, then make a melee attack. #### Shield Wall **Requirement:** One-handed melee weapon **Special:** You must be using a shield **Effect:** Make a melee attack. Until the start of your next turn, allies within 5 feet of you have half cover. #### Sly Flourish **Requirement:** Finesse or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, the target is Distracted until the start of your next turn. #### Smash and Grab **Requirement:** Unarmed Strike or Light melee weapon **Special:** You must have a free hand **Effect:** Make a melee attack. If the attack hits, the target is grappled by you, but the attack only deals bludgeoning damage equal to your Strength modifier. #### Staggering Strike **Requirement:** Heavy or Versatile melee weapon **Effect:** Make a melee attack. If the attack hits, the target's speed is halved until the start of your next turn. #### Tide of Iron **Requirement:** One-handed melee weapon **Special:** You must be using a shield **Effect:** Make a melee attack. If the attack hits, you can push the target up to 5 feet. You then shift the same distance into the space that the target left. #### Victory Rush **Requirement:** Melee weapon **Effect:** Make a melee attack. If the attack hits, you gain temporary hit points equal to your proficiency bonus.