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Table of Contents Weapon 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 Mace ..................................................................................5 Rapier ............................................................................. 11 Quarterstaff .......................................................................5 Scimitar .......................................................................... 12 Sickle ................................................................................6 Shortsword ..................................................................... 12 Spear .................................................................................6 Trident ............................................................................ 12 Unarmed Strike .................................................................6 War Pick ......................................................................... 12 Crossbow, light .................................................................7 Warhammer .................................................................... 13 Dart ...................................................................................7 Whip ............................................................................... 13 Shortbow ...........................................................................7 Blowgun ......................................................................... 13 Sling ..................................................................................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 express written permission of Wizards of the Coast. 2 Weapon Perks: This product was written because, other than a few key features, the weapons 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 tools 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 combat confrontations for this reason, and a staff or stick usually made of wood, 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 melee weapon attack. On a hit, you can forgo the normal Hidden Weapon. As a bonus action, 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 tool. 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 ranged weapon 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
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