Perks

Leader Writer and Designer: Justin Handlin Credits

Editor: Alicia Handlin, Justin Handlin

Cover Art: Warmtail

Art: MikeSilent, Stock Art, Warmtail Special Thanks to:

Alicia Handlin, Richard Handran, Steve Hohnadel, All of our Patreon Supporters

Table of Contents

Introduction ...... 3 Greatsword ...... 9 Club ...... 3 Halberd ...... 9 Dagger ...... 3 Lance ...... 9 Greatclub ...... 4 Longsword ...... 10 Handaxe ...... 4 Maul ...... 10 Javelin ...... 4 Morningstar ...... 10 Light Hammer ...... 4 Pike ...... 11 ...... 5 Rapier ...... 11 Quarterstaff ...... 5 Scimitar ...... 12 Sickle ...... 6 Shortsword ...... 12 ...... 6 Trident ...... 12 Unarmed Strike ...... 6 War Pick ...... 12 , light ...... 7 Warhammer ...... 13 Dart ...... 7 Whip ...... 13 Shortbow ...... 7 Blowgun ...... 13 ...... 8 Crossbow, hand ...... 14 Battleaxe ...... 8 Crossbow, heavy ...... 14 Flail ...... 8 Longbow ...... 15 Glaive ...... 8 Net ...... 15 GreataxeSample ...... 8 file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited with-out the written permission of Wizards of the Coast. 2

Weapon Perks: This product was written because, other than a few key features, the themselves can often feel the same. Take a look at the trident and spear for instance, same stats, different name. Nothing separates them, not really. Just flavor. The goal of Weapon Perks is to give the players additional reasons to pick a specific weapon.

Weapons are more than just objects that adventurers carry to stab, slice, or break enemies with. In the proper hands of a master, they can be powerful to gain the upper hand against an enemy. A weapon perk is a special skill or technique that can be used with a specific weapon. This allows each weapon to feel unique among all of the options the adventurers have, and hopefully give them their own identity.

All the weapon perks are part of the weapons, but requires that the creature be proficient with the weapon In order to execute the weapons perk. If a perk requires a creature to make a saving throw, the DC equals 8 + proficiency bonus + Strength or Dexterity modifier (your choice).

As the Dungeon Master, it’s up to you if you wish to include these perks in your monsters. It can certainly give a simple Goblin and Kobold a bit of versatility and challenge the player characters. However, the goal is to make the players weapon choice feel like it matters. Dagger A dagger is a knife with a very sharp point and usually two sharp edges, typically designed or SIMPLE MELEE WEAPONS capable of being used as a thrusting weapon. This

made them potent weapons for penetrating small gaps Club in armor. Daggers have been used throughout history The club is among the simplest of all weapons. A short for close confrontations for this reason, and a staff or stick usually made of , wielded as a favorite of assassins. Many cultures have used weapon since ancient times. Clubs are grungy and adorned daggers in magical and non-magical rituals frequently connected with crude and primitive and ceremonial contexts. The distinctive shape and cultures. historic usage of the dagger have made it iconic and symbolic. Crippling Blow. When you hit a creature with a attack. On a hit, you can forgo the normal Hidden Weapon. As a bonus , you may make a weapon damage, if you do, you deal damage equal to Dexterity (Sleight of Hand) check to conceal up to your strength modifier and the target must succeed on two daggers on a success. As an action, you can make a Constitution saving throw or their movement is a single weapon attack with a hidden dagger against a reduced by half until the end of its next turn. creature that hasn’t taken a turn in combat yet. Your attack can score a critical hit on a roll of 19 or 20. Sample file

3 Greatclub Much like its smaller cousin, the greatclub is still an unrefined . Often an ordinary club isn’t enough Javelin for a primitive brute with a bit more brains. They have The javelin is a light thin spear designed primarily to found that adding sharp rocks, nails or pieces of iron be thrown. Unlike bows and arrows, they could also to an oversized club can make it much more be used effectively in melee combat, though they were formidable. Its unwieldy size often requires 2 hands to much more fragile than a traditional spear. One of its wield effectively. most valuable features is one that is often overlooked. You could riddle a battle field with javelin, when a Slam. When you hit a creature with a melee weapon soldier found themselves unarmed, or with a broken attack. On a hit, the target must succeed on a Strength weapon, they could easily pick up a javelin and saving throw or the creature’s speed becomes 0 until continue the fight. the end of their turn. On a critical hit, they are knocked prone instead. Piercing Talon. When you successfully make a critical hit on a creature with a attack, you impose disadvantage on the creature’s next attack roll.

Light Hammer The light hammer has an interesting history. Originally it was developed by blacksmiths who would have thieves grab their products and run. The blacksmith would then grab a small nearby tool and launch it with great accuracy at the thief, often breaking a leg or other bones in their body, allowing them to be caught and turned over to the guards. While not the strongest weapon, its light weight allows a person to wield two at once for an extra dose of pain.

Crippling Throw. When you hit a creature with a ranged weapon attack. On a hit, you can forgo the

normal weapon damage, if you do, you deal damage equal to your strength modifier and the target must

Handaxe succeed on a Constitution saving throw or their The handaxe is another more primitive tool. Its two movement is reduced by half until the end of its next faces, often made of stone that has been ground to a turn. fine sharpened wedge shaped edge. They are great and versatile weapons as they can be effective as butchering tools to sustain life in the wild, or weapons to defend life in melee. Due to the weighted design, they can be thrown short range distances with mild accuracy.

Brutal Strikes. When you miss with one of your attacks for the first time in a turn, you gain advantage on an attackSample roll made with a different weapon in your file other hand.

4 changes to the head design. Often taking on the design of a ram or dragon. For this reason, clerics use the mace often with the head altered to match their deity in some way.

Crushing Blow. You can use your action to make a crushing blow attack against your target. Make a melee weapon attack, on a hit the target must succeed on a Constitution saving throw. On a failure, it is stunned until the start of its next turn.

Quarterstaff The quarterstaff was a weapon that evolved from combat practice that was done with large straight tree branches or other such pole-like staves. Since it can be obtained from almost anywhere and is cheap to produce, it became a common item among peasants. Not only for protection on the dangerous roads, but it was a great tool for marching through difficult terrain, or leaping over small creeks to keep their clothes dry. Oftentimes a wizard will choose a quarterstaff and embed their arcane focus into its head, ensuring that the focus is always within their reach.

Vault. You can use your quarterstaff to help you leap Mace higher and farther. When you move at least 10 feet in The mace is a popular weapon of simple militiamen, a straight line, you can use your action to double the but is also used by some cavalry. It's a fearsome length and height of your jump. You can leap a looking weapon, the most common design number of feet up to twice your Strength score (as part incorporates a long handle usually made from metal of your movement). If you land within 5 feet of a or wood with some type of metal ball at the end. Due creature at the end of the jump, you can make a single to its unique nature however, there were many attack with your quarterstaff as part of this action. different designs which usually involved small Sample file

5 any one man could deal with. While they prefer the aid of an Adventurer, there wasn’t always one around. The farmers techniques have since been adapted and improved upon by the military. It still today continues to be a powerful weapon.

Trip Attack. You can use an action to make a melee weapon attack. On a hit, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Sickle The sickle is a single-handed agricultural tool used by many farmers. Their unique conclave hooked blade design was made for harvesting the grain crops or dense foliage to be used for livestock feed. These tools are weapons of choice for farmers as it is far more deadly than a traditional quarterstaff. Its hook design grants its offensive and defensive capabilities. Allowing a skillful wielder to defend and attack simultaneously.

Cutting Parry. When a creature attacks you with a weapon, you may use your reaction to catch their Unarmed Strike (Optional) weapon in the hook of your sickle parrying their The unarmed strike is by far the most common form of attack while the hook sinks into them. Make an attack weapon. Anyone can throw a punch. But this doesn’t roll with your sickle. If the result of this roll equals or mean they are a master of unarmed strikes. Some exceeds their attack roll, their attack misses, and you believe that the origin of and unarmed roll your normal weapon damage. combat started in the east. During a time of high slavery. The slaves themselves were not allowed to Spear use or own weapons. So in order to defend themselves The spear started as a simple weapon. The from those who wielded swords and other blades, they peasants learned quickly that attaching a small spent the little spare time they had learning dagger, or sharpened arrowhead stone to its end techniques to avoid the weapon all together. They say increased the rate of successful hunting. When the first slaves to develop these unarmed techniques farmers would come under attack by monsters or moved to the solitude of a mountain where they built a bandits, they would gather together into a basic form monastery. This tradition has since continued, even that wouldSample become known as a phalanx. This allowed though some of the techniques file have been altered and them to protect themselves from larger threats than improved upon.

6 Blade Catch. When a creature attacks you with a melee weapon, you may use your reaction to attempt to catch or parry their attack with your bare hands. Make an attack roll with your unarmed strike. If the result equals or exceeds their attack roll, their attack misses.

SIMPLE RANGED WEAPONS

Crossbow, light The crossbow was one of the first designed bows with a mechanized loading system that would draw back a string on its cross shaped frame, hence the name crossbow. A small catch locks the string in place, and is released with a trigger. The light crossbow was one of the first designs, made of light wood, small, comfortable, and easy to handle. Crossbowmen could hold them comfortably and reset them quickly, without tiring.

Cinch Shot. Some enemies are so large, you find that keeping them in your sights becomes a cinch. When attacking a creature that is Large or larger, roll a 1d4 and add its results to your attack roll.

Dart Shortbow The dart is a very unique weapon. It’s the only one to The is one of the pinnacles of military start off as a pastime of soldiers on duty. Guard duty advancement. While not as potent as magic, anyone can get dull, which is good, as it means everyone is can be trained for its use. The longbow coming first safe. But sometimes the soldiers needed something to had many shortcomings. The most obvious was its do. So when they were on duty they would set up an size. Due to this, they were limited. The shortbow was empty ale cask and throw spear heads at them. They designed to help mitigate this issue. Specifically for even started using fire to sear the outside into a single archers on horseback. Unlike the single piece target. The interesting thing is, the officials longbow, the shortbow is made up of the three encouraged the soldiers to partake as it was an separate pieces, a center handle piece and the two effective way to practice their aim and throwing skills. wings. While not as powerful, and has a shorter While not the most effective weapon in their , range, its use required less skill and could be used in darts are easy to conceal and can be effective with smaller spaces and on horseback. precision. Stab and Shoot. When you take the attack action to Point . Making a ranged weapon attack against make a ranged weapon attack, you can use your bonus a target within 5 feet of you doesn’t impose action to make a melee attack with an arrow. The disadvantage on the attack. attack deals 1d4 + your strength or dexterity modifier piercing damage. Barrage. The small nature of these weapons make it easy to throw multiples at once. Immediately after you Aimed Shot. As a bonus action, you make a DC 15 take the Attack action on your turn to make a ranged Wisdom (Insight) check to take a moment extra to weapon attack, you can make two additional ranged lead your opponent to ensure a precise hit. The next weaponSample attacks as a bonus action. time you ready an action againstfile a creature, you score a critical hit on a roll of 19 or 20.

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