Weapon
Common
Concealable. Small and easily hidden, you have ADV on checks made to hide a concealable weapon on your person. When you make an attack against a creature using a hidden weapon that has the Concealable property, you have ADV on the attack against that creature.
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.
Reach. This weapon adds 5ft to your reach when you attack with it, as well as when extending your reach for an Opportunity Attack.
Whip. When you attack a creature with a whip, you gain a bonus to your damage roll equal to your prof. bonus if the target is farther than 5ft away from you.You only gain this benefit if you are proficient with the weapon.
Slashing. On a critical hit, the target gains the Bleeding condition.
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.
Whip. On a hit, you can forgo 1 extra attack to automatically Grapple the target using your whip. To escape the grapple, the creature must use an action or a single attack to succeed on a Str or Dex Save against your Martial Save DC. You can release the target at any time (no action required). While a creature is Grappled using your whip, the creature can move but it must stay within your weapon’s reach. You cannot use your whip to make attacks, but you can use a Bonus Action to force the creature to make a Str or Dex Save.
Failure. The target is pulled 5ft closer to you or knocked Prone (your choice). DC Tip: You could also grant the ability for whips to target objects in a creature’s hands, use the same rules that apply to the Disarm Contest from below
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 |
Slashing |
Melee |