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Stick

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.
Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for the ranged attack and damage rolls that you would use for a melee attack with the weapon.
Staff. You have ADV on Opportunity Attacks made with a staff. Opportunity Attacks made against you have DisADV while you are wielding a staff. When you take the Disengage Action and move away from a creature within your reach, you can make an Opportunity Attack with a staff you are wielding against that creature, before leaving your space.You only gain this benefit if you are proficient with the weapon. 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.

Staff. On a hit, you can forgo 1 extra attack to force the target to make a Str or Dex Save (target’s choice). Failure. The target takes 1 extra die of damage from the attack and falls Prone.
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)
Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Requires. Ranged Attack

Type Damage Damage Range
Simple Melee 1d4 Bludgeoning 20/60ft.



Created by

Gwen0100.

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Item

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