James Haeck BEYOND DAMAGE DICE
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BEYOND DAMAGE DICE James Haeck BEYOND DAMAGE DICE Credits Design: James J. Haeck Additional Design: Wolfgang Baur Editing: Scott Gable Cover Art: Felipe Gaona Interior Art: Marc Radle Art Director & Graphic Design: Marc Radle Publisher: Wolfgang Baur Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open content in this book includes the new weapon statistics. No other portion of this work may be reproduced in any form without permission. © 2016 Open Design www.koboldpress.com 2 INTRODUCTION Rapier Main Gauche. While wielding both a rapier and a dagger, A weapon is more than the damage it deals. In combat, you may use a reaction after being attacked to roll a d4 skilled warriors use their weapons to confuse, disorient, and add the result to your Armor Class until the end of and disadvantage their enemies before moving in for the the attacker’s turn. kill. Beyond Damage Dice offers unique maneuvers for Lock Blades. When a creature attacks you with a weapon, specific weapons from both the core Fifth Edition rules you may use your reaction to make an attack roll with and the Midgard Campaign Setting, giving them a distinct your rapier. If the result of this roll equals or exceeds impact on the battlefield. their attack roll, their attack misses. Unless specified otherwise, any of the maneuvers in this document can be used by any character as long as they are wielding the appropriate weapon and are proficient Scimitar with it. If a maneuver requires a creature to make a saving Bloody Wound. When you hit a living creature throw, the DC equals 8 + the attacker’s proficiency bonus with a scimitar, you can choose to make + the attacker’s Strength or Dexterity modifier (attacker’s a superficial but bloody wound. The attack choice). Unless specified, these maneuvers have only their deals no damage, but the target takes 1d6 listed effect and don’t deal normal weapon damage. slashing damage at the beginning of each of its Statistics for seven new weapons presented here can be turns until it makes a DC 10 Wisdom (Medicine) found on the table at the end of this document. check as an action to stop the bleeding or until it receives magical healing. A creature can have SWORDS only one bloody wound at a time. Short Draw. As an attack, you may draw a sheathed Greatsword one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the Arcing Slash. When you attack with a greatsword, you may target gasping for breath. This attack deals no choose to target two creatures within your reach with damage, but the next attack roll made against a single attack. This attack uses the same attack roll for the target has advantage. You must have at least both targets and deals slashing damage equal to 1d6 plus one hand free to take this action. your Strength modifier to each target. Grinding Halt. Whenever you must make a Shortsword Strength saving throw to avoid being moved against your will, you can dig the blade of your Close Quarters Combat. When you successfully grapple greatsword into the ground as a reaction. Roll a creature or escape a grapple, you may make a single 2d6 and add the number rolled to the saving attack with a short sword as a bonus action. Additionally, throw. If the effect pushing you does not whenever a creature fails to escape a grapple with you, have a saving throw, you move 5 feet fewer. you may make a single attack with a short sword as a reaction. Longsword Short Draw. As an attack, you may draw a sheathed one- handed sword and make an attack roll to strike the Lock Blades. When a creature attacks you with a enemy with its pommel, leaving the target gasping for weapon, you may use your reaction to attempt breath. This attack deals no damage, but the next attack to lock blades and parry their attack. Make roll made against the target has advantage. You must an attack roll with your longsword. You have have at least one hand free to take this action. advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. POLEARMS AND AXES Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to Battleaxe strike the enemy with its pommel, leaving the Crushing Blow. As an action, you can make a single attack target gasping for breath. This attack deals no roll with your battleaxe against an armored or naturally damage, but the next attack roll made against the armored creature within 5 feet of you. If the attack hits, target has advantage. You must have at least one the target’s AC is permanently reduced by 1 until its hand free to take this action. armor is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor, unless your battleaxe is also magical. 3 Glaive makes its attack roll. If your attack hits, it is an automatic critical hit, and the target has disadvantage on Disarming Parry. When a creature attacks you its attack roll. with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with Quarterstaff your glaive. If the result of this roll equals or Vault. You can use your quarterstaff to help you leap long exceeds their attack roll, their attack misses distances. You can use an action to double the length of and they must succeed on a Strength saving your long jump, allowing you to leap a number of feet throw or drop their weapon. up to twice your Strength score (this jump is part of your Trip. As an attack while you are wielding a movement). If you land adjacent to a creature at the glaive, you may sweep your opponent’s legs in end of this jump, you can make a single attack with your an attempt to trip them. Make an attack roll quarterstaff as part of this action. against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or Trident fall prone. Pin. As an action, make an attack roll against a Medium creature you are grappling. If the attack hits, you catch Halberd one of the target’s limbs between the tines and bury the Rebuff. As an attack while you are wielding a halberd, trident in the ground, restraining the creature until the you may use the haft of your weapon to rebuff up weapon is dislodged. The target may make a Strength or to two adjacent creatures. Make a single attack roll Dexterity saving throw (their choice) at the end of each against one or two adjacent creatures within 5 feet of their turns to escape. of you. If the attack hits a target, you push it up to 10 Disarming Parry. When a creature attacks you with a feet away from you. weapon, you may use your reaction to catch their weapon Trip. As an attack while you are wielding a halberd, you in your trident’s tines and disarm them. Make an attack may sweep your opponent’s legs in an attempt to trip roll with your trident. If the result of this roll equals or them. Make an attack roll against a Large or smaller exceeds their attack roll, their attack misses and they creature. If the attack hits, it must succeed on a must succeed on a Strength saving throw or drop their Strength saving throw or fall prone. weapon. Lance Other Polearms Charge. If you move at least 20 feet straight toward Whether you’re wielding a fauchard, ranseur, or a creature before hitting it with a lance attack, the Bohemian earspoon, you can always use the disarming target takes an extra 1d12 piercing damage and must parry and trip maneuvers (see “Glaive”). make a Strength saving throw. On a failure, the target falls prone. Repel Charge. As an action, you can set your lance HAMMERS AND against a charge. If a creature moves at least 20 feet BLUDGEONS straight toward you and attacks you, you may use your reaction to make an attack with your lance. Club If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On Improvised Clobber. If you are using an improvised weapon a failure, it falls prone and falls off its mount if it is that counts as a club, you may choose to strike with such mounted. force that your weapon breaks. As an action, make a single club attack. On a hit, this attack is an automatic critical hit and your improvised club breaks. Pike Blackjack. Make a single attack roll with your club against As it is a polearm, a pike-wielder always has access to the a humanoid target. If the attack hits, it does no damage, disarming parry and trip maneuvers (see “Glaive”).