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Martialist's Book of Weaponskills
\pagebreak ## Martialists's Handbook of Weaponskills With Baldur's Gate 3 taking the RPG genre by storm, there are some great introductions in their modifier 5th Edition D&D ruleset, one such is the introduction of weaponskills associated with weapon types. The goal of this document list is to bring extra flavour for the martial class players and enemies at your table by drawing the work of Larian Studios back to the Table Top RPG world. The main focus of this document is on the base weapons from the Player's Handbook weapons list, so if there are special weapons or legendary weapons, I invite you to mix and match weapon skills as you need. ### Weaponskills All weapons have special uses in the midst of battle someone that has **proficiency** with them can take advantage of. When a creature takes the Attack action they may replace any of the attacks with a weaponskill. Various weaponskills apply status effects to their targets as detailed in this chart. | Status Effect | Effect | |:---:|:-----------:| | Bleeding | The target takes slashing damage equal to your proficiency bonus at the start of each turn and has Disadvantage on Constitution saving throws. Removed when healing is received. | | Chest Trauma | The creature has disadvantage on Constitution saving throws and lose an action during their turn. | | Dazed | The creature has Disadvantage on Wisdom Saving Throws, can't take reactions and loses the Dexterity bonus to their Armor Class. | | Gaping Wounds | Attacks against this creature deal an additional piercing damage to your proficiency bonus. Removed when healing is received. | | Hamstrung | The creature's movement speed is halved. | | Maimed | The creature is unable to move. | | Off Balance | The affected creature has Disadvantage on Strength and Dexterity Checks, and Attack Rolls against it have Advantage. | | Weak Grip | Damage dealt by the creature is reduced by a number equal to your proficiency bonus. | Certain weaponskills may require creatures to make saving throws. These effects are only applied if your attack roll hits. These are calculated as follows:
**Weaponskill save DC** = 8 + your Strength or Dexterity modifier (whichever is being applied to the attack) + your Proficiency bonus
\columnbreak You may only use a weaponskill once. Use of a weapon skill refreshes when you complete a short rest. ### Simple Weapons Widely accessible and often times easy to wield, simple weapons are the arms of the people. They may be rudimentary in design but the have great potential in the right hands, capable of some simple weaponskills. #### Club **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn. #### Dagger **Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds. #### Greatclub **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn.
**Tenacity.** You swing your weapon with immense force with your jagged weapon. When you miss an attack, you deal bludgeoning damage equal to your Strength modifier anyway. #### Handaxe **Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn. #### Javelin **Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds. #### Light Hammer **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn. #### Mace **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn. \pagebreakNum #### Quaterstaff **Topple.** You swing your weapon at the target creature's legs attempting to trip them. They must succeed on a Dexterity saving throw, on a failed saving throw they are knocked prone. #### Sickle **Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn. #### Spear **Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. ### Simple Ranged Weapons Common ranged weapons make up the toolset of many everyday people, from merchants to hunters and guards. In the right hands and thorough practice, even a simple bow can be used to great strategic effect. #### Light Crossbow **Piercing Shot.** You aim your shot at a vulnerable location on the target creature. They must succeed on Constitution saving throw, on failed saving throw, the creature is inflicted with Gaping Wounds until the end of their next turn. #### Dart **Brace.** You plant your feet and focus to improve the contact of your shot. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result. #### Shortbow **Hamstring Shot.** You aim your shot to impair the target creature's movement. The creature must succeed on the Constitution saving throw, on a failed saving throw the creature is inflicted with hamstrung til the end of their next turn. #### Sling **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn. \columnbreak ### Martial Weapons Through discipline and thoughtful practice, martialists who've mastered martial weapons understand the deep potential of a wide array of arms. As such many martial weapons can be used to demonstrate a large breadth of weaponskills allowing for deadly warriors to show their strategic might during battle. #### Battleaxe **Cleave.** You swing your weapon in a large arc to attack up to three creatures in front of you at once. The creatures must be adjacent to each other. Success attacks using cleave deal half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Maiming Strike.** You swing your weapon aiming to impair the target creature's movement. The creature must succeed on a Constitution saving throw, on a failed save they are inflicted with maimed until they complete their next turn. #### Flail **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn.
**Tenacity.** You swing your weapon with immense force with your jagged weapon. When you miss an attack, you deal bludgeoning damage equal to your Strength modifier anyway.
**Weakening Strike.** You focus your attack on the target creature's limbs. The creature must make a Strength saving throw, on a failure the creature is inflicted with Weak Grip until the end of their next turn. #### Glaive **Brace.** You plant your feet and focus to improve the contact of your strike. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result.
**Pommel Strike.** Using your bonus action, you make a sudden strike using the pommel of your weapon to make an improvised weapon attack. The target creature must make a Constitution saving throw, on a success the creature is dazed until the end of their next turn.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. \pagebreakNum #### Greataxe **Cleave.** You swing your weapon in a large arc to attack up to three creatures in front of you at once. The creatures must be adjacent to each other. Success attacks using cleave deal half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Prepare.** As a bonus action you firmly plant your feet in preparation of attacking with all your might. You must spend all your movement this turn to prepare your attack. Your attacks until the end of your turn double the strength modifier bonus to damage rolls. #### Greatsword **Cleave.** You swing your weapon in a large arc to attack up to three creatures in front of you at once. The creatures must be adjacent to each other. Success attacks using cleave deal half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Pommel Strike.** Using your bonus action, you make a sudden strike using the pommel of your weapon to make an improvised weapon attack. The target creature must make a Constitution saving throw, on a success the creature is dazed until the end of their next turn. #### Halberd **Cleave.** You swing your weapon in a large arc to attack up to three creatures in front of you at once. The creatures must be adjacent to each other. Success attacks using cleave deal half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. #### Lance **Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn.
**Topple.** You swing your weapon at the target creature's legs attempting to trip them. They must succeed on a Dexterity saving throw, on a failed saving throw they are knocked prone. \columnbreak #### Longsword **Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Pommel Strike.** Using your bonus action, you make a sudden strike using the pommel of your weapon to make an improvised weapon attack. The target creature must make a Constitution saving throw, on a success the creature is dazed until the end of their next turn.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. #### Maul **Backbreaker.** Strength saving throw. On a failure the creature is knocked prone.
**Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn.
**Tenacity.** You swing your weapon with immense force with your jagged weapon. When you miss an attack, you deal bludgeoning damage equal to your Strength modifier anyway. #### Morningstar **Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn.
**Heartstopper.** You smash the target creature in the chest with a mighty blow. The creature must succeed on a constitution saving throw, on a failed saving throw, the creature receives chest trauma for until it completes its next turn.
**Tenacity.** You swing your weapon with immense force with your jagged weapon. When you miss an attack, you deal bludgeoning damage equal to your Strength modifier anyway. #### Pike **Brace.** You plant your feet and focus to improve the contact of your strike. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result.
**Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. \pagebreakNum #### Rapier **Flourish.** Using your bonus action, you make a feinting strike. The target creature must make a Dexterity saving throw, on a failed saving throw the creature is inflicted with Off Balance until The end of its next turn. This attack does half damage (rounded up).
**Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
**Weakening Strike.** You focus your attack on the target creature's limbs. The creature must make a Strength saving throw, on a failure the creature is inflicted with Weak Grip until the end of their next turn. #### Scimitar **Cleave.** You swing your weapon in a large arc to attack up to three creatures in front of you at once. The creatures must be adjacent to each other. Success attacks using cleave deal half damage (rounded up).
**Flourish.** Using your bonus action, you make a feinting strike. The target creature must make a Dexterity saving throw, on a failed saving throw the creature is inflicted with Off Balance until The end of its next turn. This attack does half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
#### Shortsword **Flourish.** Using your bonus action, you make a feinting strike. The target creature must make a Dexterity saving throw, on a failed saving throw the creature is inflicted with Off Balance until The end of its next turn. This attack does half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
\columnbreak #### Trident **Maiming Strike.** You swing your weapon aiming to impair the target creature's movement. The creature must succeed on a Constitution saving throw, on a failed save they are inflicted with maimed until they complete their next turn.
**Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
**Rush Attack.** You move up to half your movement speed in a straight line, stopping at the first creature you encounter. They must succeed on a Strength saving throw, on a failed saving throw the creature is inflicted with off balance until the end of their next turn. #### War Pick **Maiming Strike.** You swing your weapon aiming to impair the target creature's movement. The creature must succeed on a Constitution saving throw, on a failed save they are inflicted with maimed until they complete their next turn.
**Piercing Strike.** You deliver a focused accurate strike against a creature's weak spot. The target creature must succeed on a Constitution saving throw, on a failed saving throw they are inflicted with Gaping Wounds for until the end of their next turn. Undead and Constructs cannot get Gaping Wounds.
**Weakening Strike.** You focus your attack on the target creature's limbs. The creature must make a Strength saving throw, on a failure the creature is inflicted with Weak Grip until the end of their next turn. #### Warhammer **Backbreaker.** You smash the creature with a mighty blow attempting to knock them to the ground. The creature must succeed on a Strength saving throw, on a failed saving throw they are knocked prone.
**Concussive Smash.** You muster all your strength and swing at the target creature's head. The creature must succeed on a Constitution saving throw, on a failed saving throw they become Dazed until the end of their next turn.
**Weakening Strike.** You focus your attack on the target creature's limbs. The creature must make a Strength saving throw, on a failure the creature is inflicted with Weak Grip until the end of their next turn. #### Whip **Flourish.** Using your bonus action, you make a feinting strike. The target creature must make a Dexterity saving throw, on a failed saving throw the creature is inflicted with Off Balance until the end of its next turn. This attack does half damage (rounded up).
**Lacerate.** You make a clean slicing swing at a target creature. They must make a Constitution saving throw, on a failed saving throw they are inflicted with bleeding until the end of their next turn.
**Topple.** You swing your weapon at the target creature's legs attempting to trip them. They must succeed on a Dexterity saving throw, on a failed saving throw they are knocked prone. \pagebreakNum ### Martial Ranged Weapons Ranged weaponry is always highly effective in trained hands, and martial ranged weapons take that deadly accuracy and elevate it to a new level of deadly potential. #### Blowgun **Brace.** You plant your feet and focus to improve the contact of your shot. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result.
**Piercing Shot.** You aim your shot at a vulnerable location on the target creature. They must succeed on Constitution saving throw, on failed saving throw, the creature is inflicted with Gaping Wounds until the end of their next turn. #### Hand Crossbow **Mobile Shot.** When you use the dash action, you may use your bonus action to make a ranged weapon attack.
**Piercing Shot.** You aim your shot at a vulnerable location on the target creature. They must succeed on Constitution saving throw, on failed saving throw, the creature is inflicted with Gaping Wounds until the end of their next turn. #### Heavy Crossbow **Brace.** You plant your feet and focus to improve the contact of your shot. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result.
**Piercing Shot.** You aim your shot at a vulnerable location on the target creature. They must succeed on Constitution saving throw, on failed saving throw, the creature is inflicted with Gaping Wounds until the end of their next turn. #### Longbow **Brace.** You plant your feet and focus to improve the contact of your shot. You spend half your movement speed before you attack. On hit, roll the damage roll twice and use the highest result.
**Hamstring Shot.** You aim your shot to impair the target creature's movement. The creature must succeed on the Constitution saving throw, on a failed saving throw the creature is inflicted with hamstrung until the end of their next turn. #### Net **Focused Cast.** You plant your feet and focus to improve the accuracy of your attack. You spend half your movement speed before you attack. You double your proficiency bonus on your attack roll and the creature has disadvantage on strength checks to free itself from the net until the end of its next turn. \columnbreak ### Parting Thoughts Thank you for reading! A few thoughts I had as I was writing this up but decided against it. #### Status Effect Length I was originally going to have the status effect of martial weapons last for two turn rotations instead of 1. The language felt awkward when I wrote it out, and having it be inconsistent between weapons could lead to confusion at the table but if you feel like these could be stronger, try doubling the length of time and perhaps making the bleed effect damage increase with proficiency bonus or ability modifier. #### Refresh Rate A part of me considered setting the refresh rate of weaponskills to be once a battle or just be a free for all, but I feel like that would get out of control very quickly. If you're willing to try something extra spicy or finding that the weaponskills aren't being impactful enough, could always consider removing the limits from them, or taking a level of exhaustion to refresh them all mid battle. #### Support If you'd like to show me some support, I stream on [Twitch](https://www.twitch.tv/sorenofasgard) for fun and sometimes stream D&D homebrewing. You can also check out a library of my homebrew [HERE](http://asgardthoughtworks.weebly.com/homebrews.html). Sharing my work and seeing people enjoy it is enough for me, so come hang out and see what I'm doing! You can keep up with me anywhere on the web by checking out my link tree [HERE](https://linktr.ee/SorenOfAsgard).