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Fists

Weapon

Common

Ensnaring. You can attempt to Grapple a creature with an ensnaring weapon as if it were a free hand.
Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
Unarmed. When you attack a creature with an unarmed weapon or unarmed strike, you gain a bonus to your damage roll equal to your prof. bonus if the target is Grappled by you.You only gain this benefit if you are proficient with the weapon.
Bludgeoning. On a critical hit, the target is knocked 5ft in a direction of your choice and falls Prone.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Unarmed. On a hit, you can forgo 1 extra attack to force the target to make a Str or Dex Save (target’s choice) as you attempt to Grapple or Disarm it (the target has ADV on the save if it's holding an object with 2 hands). You cannot attempt to Grapple or Disarm a creature that is more than one size larger than you. Failure The target takes 1 extra die of damage from the attack and; (Grapple) becomes Grappled by you; or (Disarm) you gain possession of the object or it falls into an unoccupied space of your choice within 10ft of the creature.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Concussive Strike. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Stunned until the end of your next turn. Once Stunned from this Special Attack, a creature is immune to the technique for the next 24 hours.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check. Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning Melee



Created by

Gwen0100.

Statblock Type

Item

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