The Book of Battle Mastery

Expanded Options for Martial Characters Version 1.1 Contents Introduction 3 Credits Using This Book 3 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, New Conditions 3 Forgotten Realms, Ravenloft, the dragon ampersand, and all Addled 3 other Wizards of the Coast product names, and their Dazed 3 respective logos are trademarks of Wizards of the Coast in Weakened 3 the USA and other countries. This work contains material Optional Rules 3 that is copyright Wizards of the Coast and/or other authors. Exhaustion Recovery 3 Grapple Reversal 3 Contributors: Stealth Knockout 3 Michael Anderson, Richard Dennis, Mark Perez Interactions 3 Chapter 1: Class Options 4 Art Assets: Stains Templates by AeronDrake New Fighting Styles 4 (Cover) Green & Gold Knight by Kekai Kotaki Marauder 4 (pg5) Dungeon by Antonio Manzanedo Saddlebound 4 (pg6) Tavern Brawlers by Sam Wood Expanded Classes 4 (pg9) Great Battle by Julia “Gellihana” Alex Table: Combat Superiority 4 (pg11) Fat Aloisus by Slawomir Maniak Expanded Maneuvers 4 (pg13) Lady of the Blade by Yagaminoue Variant: Maneuver Training 4 (pg14) Orc Queen by Bayard Wu Maneuver List 5 (pg15) Celtic Barbarian by Will O'Brien Table: Exclusive Maneuvers 5 (pg19) Dragonborn by William O'Connor 5 Maneuver Descriptions (pg20) Assassin's Creed Revelations: Templar's Martial Schools 6 by Antoine Rol Standard Maneuvers 5 (pg22) The Adventures of Abdi by Olga Dugina & Andrej Stance Maneuvers 10 Dugin Banner Maneuvers 12 (pg23) Monk vs Skeleton by Claudio Pozas (pg24) Reaping Mauler by Steve Prescott 15 Chapter 2: Revised Armory (pg27) Tiefling Sketch by Tomasz Chistowski Armors and Shields 15 New Proficiencies 15 Table: Armors and Shields 16 Made with War Paint 15 "The Hombrewery" Light Armor 16 v2.7.4 Medium Armor 17 Heavy Armor 17 Shields 17 Equipping Armor 17 Variant: Equipment Sizes 17 Table: Donning & Doffing Armor 18 Weapons 18 Weapon Proficiency 18 Table: Simple Weapons 18 Table: Martial Weapons 20 Weapon Properties 18 Variant: Alternating Damage Types 19 Weapon Descriptions 21 Reflavoring Weapons 21 Improvised Weapons 23 Table: Improvised Weapon Damage 23 Silvered Weapons 23 Unarmed Strikes 23 Chapter 3: Martial Feats 24 Table: Revised Feats 24

CONTENTS 2 Introduction wo fighters duel within the great coliseum, a A dazed creature cannot take reactions. human of the duelist school and a dwarf from The creature has disadvantage on Dexterity ability checks the school of brawlers. The duelist attacks his and saving throws. opponent with unerring precision, weakening If the creature tries to move more than half it's speed on her with every strike, but the dwarf is hardy, any turn, it immediately falls prone. It can then crawl or gritting through the pain and using her spiked stand up and continue moving if it has any movement left. fists to land hammering blows of her own. In a T Weakened gambit she opens her defenses, hoping to draw her foe close. This condition represents a character who's strength or The human sees the opportunity and moves in, then suddenly capacity for physical exertion is compromised, possibly as the finds himself locked in his opponent's grip and crushed result of muscle strain or nerve damage. against the spikes of her armor. Before he can regain his composure the brawler slams him to the ground, the pain of A weakened creature deals half damage on all weapon the impact paralyzing him where he lies. Her gamble a attacks. success, the dwarf draws her warhammer and in one The creature has disadvantage on Strength ability checks devastating strike the battle is over. and saving throws. This document attempts to improve the martial character Whenever the creature makes a weapon attack roll or experience in several ways, from expanding upon existing Strength ability check, it loses 1d6 hit points. mechanics such as martial maneuvers to diversifying available armor and weapon options. This content is Monster Immunities designed assuming all officially published materials up to Consider a creature's existing statistics when deciding how to Xanathar's Guide to Everything are in play. Unearthed grant immunities to these new conditions. For example, creatures with an Intelligence score of 4 or below would likely Arcana material is not considered, unless otherwise noted. not possess the presence of mind to be Addled. Those immune to being Stunned would also possess a physiology immune to being Dazed. Finally, a creature that cannot Using This Book experience Exhaustion would also be unable to feel Weakened. This document is divided into four parts; this introduction and three chapters. Chapter 1 contains class options for the Barbarian, Optional Rules Fighter, Monk, Paladin, Ranger and Rogue, primarily in the These rules, while not strictly necessary for any material form of access to and an expanded list of martial maneuvers. contained in the following chapters, can serve to improve Chapter 2 is a revision of the armor and weapons available general gameplay options for martial oriented characters. in the Player's Handbook, adding several new armor and Exhaustion Recovery weapons along with new properties. At the end of a short rest, you can expend five hit dice and Chapter 3 is a list of new and revised feats and designed to forgo rolling to instead remove one level of exhaustion and be compatible with the material presented in the previous regain hit points equal to five times your Constitution two chapters. modifier. You can't expend hit dice in this way again until you In this introduction are a few general rules designed to complete a long rest. complement the features in following chapters. Grapple Reversal Whenever you make a Strength ability check to avoid being New Conditions grappled or to escape a grapple and you succeed, you can use These new conditions are designed primarily for the new a reaction to automatically grapple the creature that failed, material presented in this document, though they can easily but only if you would normally be able to attempt a grapple be extended to the larger game at your DM's discretion. on the creature. Addled Stealth Knockout This condition represents a character who's ability to When you hit a surprised humanoid creature you are hidden concentrate or think clearly is hampered, possibly as the from with a bludgeoning you are proficient in, result of a head injury or overwhelming distraction. instead of dealing damage you can attempt to knock it An addled creature has disadvantage on Intelligence unconscious. The target must make a DC 10 Constitution ability checks and saving throws, and on Constitution saving throw, and on a failure it is knocked unconscious for saving throws made to maintain concentration. 4d4 minutes. The creature is instantly awakened if it takes Whenever the creature attempts to cast a spell, it must damage or another creature uses an action to awaken them. make a Constitution saving throw with a DC of 5 + the Weapon Interactions spell's level to concentrate on casting. On a failure the On your turn, you can draw a non-heavy weapon you are casting is unsuccessful and the spell slot is lost. proficient in as part of each attack you make. This action Dazed does not use your one use of the "interact with an object" This condition represents a character that has become action as detailed on page 190 of the Player's Handbook. If disoriented or clumsy, possibly as the result of a jarring blow you wish to sheath a weapon you are holding or draw a heavy or sudden lurching motion. weapon, you must still use that action.

INTRODUCTION 3 Chapter 1: Class Options etailed in this chapter are a series of changes to A character can retrain any known maneuvers when existing classes intended to lend a greater gaining a level in any class that grants maneuvers. If you degree of customization and tactical decision multiclass into a class that grants more maneuvers or making. In particular martial maneuvers have superiority dice than the class levels you already possess, you been modified to become a "spellbook" gain a number of both equal to the difference at the appro– equivalent for several classes. priate level. If either class uses different die sizes for their D superiority dice, use the larger for all of your superiority dice. New Fighting Styles The following options have been added to the list of Fighting Expanded Maneuvers Styles available to the Fighter, Paladin and Ranger classes. To complement the expanded access to maneuvers, the list of Marauder. When you make a ranged attack with a thrown martial maneuvers has been greatly expanded to include a weapon on your turn, you can use a bonus action to draw larger variety of choices. another weapon and move up to half your speed. The basic structure of a maneuver is largely unchanged; Saddlebound. While you are mounted, your mount gains a they remain an assortment of special techniques that can be +2 bonus to AC. spontaneously activated to enhance an action, such as an Additionally, mounting or dismounting a creature costs you attack roll or movement. Maneuvers expend Superiority only 5 feet of movement and you have advantage on saving Dice, which return after finishing a short or long rest. Some throws made to avoid falling off your mount. If you do fall off maneuvers require the target make a saving throw, the DC of your mount and descend no more than 10ft, you can land on which is calculated as follows: your feet if you're not incapacitated. Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) This feat is similar to the Cavalier's Born to the Saddle feature. Martial maneuvers can now be categorized into three types: If you choose to implement this fighting style, consider removing said subclass to avoid redundancy. Standard Maneuvers, which are much like those listed in the Player's Handbook, Stance Maneuvers, which are 1 minute long personal effects that require you meet a given Expanded Classes criteria, and Banner Maneuvers, which are 10 minute long Several classes have been given access to the subsystem of area effects that grant benefits to yourself and any allies martial maneuvers originally exclusive to the fighter's within range. battlemaster subclass, with the aim of improving general versatility and creating a unified "martial" class mechanic. All archetypes of Barbarian, Fighter, Monk, Paladin, Ranger and Rogue receive the Combat Superiority class Variant: Maneuver Training feature at 5th level, each gaining a specific number of martial While you can gain more maneuvers through feats maneuvers and superiority dice. and class advancement, At your DM's discretion you can also acquire Martial Manuals. These may be Combat Superiority found hidden away in forgotten temples, sold by rare item merchants, or even provided as training Class Level Maneuvers Dice material by renowned martial academies. Each manual is considered a rare item and Barbarian 5th 3 3 contains instructions on the motions and fighting Fighter (Battlemaster) 3rd 4+ 4+ philosophy behind performing a single maneuver or stance. A manual can be studied over the course Fighter (Other) 5th 3 3 of several days by any character with at least one Monk 5th 2 2 superiority die. Whenever taking a long rest, you can allot one Paladin 5th 2 2 hour of your rest to performing the exercises Ranger 5th 2 2 detailed in the manual. Once during this time you must roll an acrobatics or athletics check, meeting Rogue 5th 3 3 a DC equal to your martial maneuver DC. After three successes you may add the manual's In addition, each class also gains the Martial Tutoring maneuver to your list of known maneuvers. maneuver (detailed further in this chapter) as a bonus Banner Tapestries are a parallel option for maneuver when they gain the combat superiority feature. learning banner maneuvers. These require you to This does not count against their total maneuvers as listed in make a history or investigation check while in the above table. settled areas, representing your research into the As with their class entry in the Player's Handbook, Battle– military tactics related to the banner's use. After masters gain the combat superiority feature at 3rd level, two three successes (the DC is determined by your DM additional maneuvers at 7th, 10th, and 15th level, and one based on the settlement's resources) you may add additional superiority die at 7th and 15th level. Other classes that banner to your list of known maneuvers. gain no additional maneuvers or superiority dice.

CHAPTER 1 | CLASS OPTIONS 4 Maneuvers List Maneuver Prerequisite Maneuvers are categorized by the three types: standard, Adapt Focus Class Feature – Favored Enemy stances, and banners. The original Player's Handbook Critical Adjustment Class Feature – Sneak Attack maneuvers are highlighted on the following list. Duelist's Strike Fighting Style – Dueling Standard Off-Hand Counter Field Surgery Class Feature – Lay on Hands Parry Adapt Focus Point-Blank Shot Gambling Strike Class Feature – Sneak Attack Absorb Impact Precision Attack Heavy Strike Fighting Style – Great Weapon Aiding Attack Pushing Attack Hounding Attack Fighting Style – Marauder Balancing Blow Rally Binding Grasp Riposte Inspiring Resolve Class Feature – Indomitable Body Shield Sixth-Sense Inspiring Surge Class Feature – Action Surge Charging Attack Sweeping Attack Commanding Strike Trip Attack Nimble Handling Fighting Style – Saddlebound Counter Maneuver Warding Shield Off-Hand Counter Fighting Style – Two-Weapon Crippling Finisher Warning Shout Critical Adjustment Point-Blank Shot Fighting Style – Archery Devastating Attack Stances Warding Shield Fighting Style – Protection Disarming Attack Brawling Stance Duelist’s Strike Warning Shout Class Feature – Danger Sense Bull Rush Stance Evasive Footwork Eagle Eye Stance Fallen Needle Stance Class Feature – Step of the Wind Exploit Fear Fallen Needle Stance Lion Heart Stance Class Feature – Reckless Attack Exploit Weakness Harrying Stance Fading Strike Shadow Hand Stance Class Feature – Patient Defense Honing Stance Feinting Attack Lion Heart Stance Stone Fist Stance Class Feature – Flurry of Blows Field Surgery Lunging Stance Gambling Strike Shadow Hand Stance Goading Attack Stone Fist Stance Maneuver Descriptions Heavy Strike Supremacy Stance Maneuvers are listed within their categories alphabetically. In Hobbling Strike cases where a Player's Handbook maneuver is listed, changes Hounding Attack Banners will be noted in [ ] at the end of the maneuver's entry. Inspiring Resolve Banner of the Last Legion Inspiring Surge Banner of the Peaceguard Intercepting Attack Standard Maneuvers Banner of the Sentry Maneuvering Attack Standard maneuvers function similarly to those in the Banner of the Temple Master Mannequin Strike Player's Handbook, modifying a single attack or action. When Banner of the Vanguard Martial Tutoring a maneuver is used to enhance an attack, that attack can only Banner of the Warmonger Menacing Attack benefit from the bonuses provided by one maneuver. For Banner of the White Raven Nimble Handling example, if a maneuver grants a benefit that affects an attack that has not yet been made (such as feinting attack) that Exclusive Maneuvers attack cannot also benefit from another maneuver that is While the majority of maneuvers are available to any class used at the time of the attack (Such as sweeping attack). An with access to superiority dice, those in the following table attack can however benefit from both a bonus provided by are designed to complement certain features, thus have your own maneuver and a maneuver used by an ally (such as certain prerequisites for learning them. commanding strike).

CHAPTER 1 | MANEUVERS 5 Aiding Attack Seeing your ally's attack about to miss its mark, you make Martial Schools one of your own to force the target into your ally's path. Martial schools are groups of maneuver that share Whenever an ally misses an attack roll against a creature similar thematic elements or are mechanically you can see, you can use a reaction and expend one complementary. Selecting maneuvers from these superiority die to force the target into the path of your ally's schools does not restrict your overall choices; attack. You make a weapon attack roll against the creature rather they are meant to offer a streamlined guide and if it hits, instead of your attack dealing damage your ally's for those aiming for a particular playstyle. The Brawler School specializes in maneuvers that miss becomes a hit, and they add your superiority die to their enhance grappling. It includes the Binding Grasp, attack's damage roll. [Replaces Distracting Strike] Body Shield, Crippling Finisher, Mannequin Strike and Brawling Stance maneuvers Balancing Blow The Duelist School specializes in inflicting and You turn force that would otherwise topple you into exploiting debilitations. It includes the Disarming momentum to use for your own strike. Attack, Duelist's Strike, Exploit Fear, Exploit Whenever you would be pushed or knocked prone, before Weakness, Menacing Attack and Trip Attack the effect you can use your reaction to expend one superiority maneuvers. die and make a melee weapon attack roll against a creature The Guardian School specializes in ally defense within your reach. If you hit, you add the superiority die to the and battlefield awareness. It includes the Goading attack's damage roll and you are not knocked prone. If you Attack, Intercepting Attack, Maneuvering Attack, were pushed, you can make this attack at any point during the Warding Shield and Harrying Stance maneuvers. push and immediately stop moving on a hit. The Longshot School specializes in maneuvers that complement ranged combat styles. It includes the Evasive Footwork, Hobbling Strike, Hounding Binding Grasp Attack, Point-Blank Shot, Pushing Attack and Eagle You twist and bind a foe at the moment of it's attack. Eye Stance maneuvers. When a creature grappled by you hits you or another The Slayer School specializes in penetrating creature with an attack, you can use your reaction and defenses and dealing high damage. It includes the expend one superiority die to attempt to cause your opponent Charging Attack, Devastating Attack, Heavy Strike, to miss its mark. Roll your superiority die and subtract it Precision Attack, Honing Stance and Supremacy from the grappled creature’s attack roll. Stance maneuvers. The Warlord School specializes in ally support Body Shield and team tactics. It includes the Aiding Attack, You manage to guide your opponent into an enemy’s Commanding Strike, Inspiring Resolve, Inspiring attack that was meant for you. Surge, Rally and all Banner maneuvers. If you are hit by an attack by a creature while grappling another, you can use your reaction and expend one superiority die to attempt to move the grappled creature into the attack instead. It must make a Strength saving throw, and Adapt Focus on a failed save the grappled creature becomes the target of Prerequisite: Class Feature – Favored Enemy the attack instead. If the attack hits the creature’s AC, add You apply your experience to an unfamiliar foe, gaining brief your superiority die to the attack’s damage roll. insight into how to best hunt it. Choose a creature you have seen within 24 hours that does Charging Attack not qualify as your Favored Enemy. As an action, you can You put all of your momentum into a single weapon strike. expend one superiority die to treat that creature as a Favored On your turn, if you move at least 10 feet in a straight line Enemy for a number of hours equal to the superiority die. immediately before taking the Attack action, you can expend This effect ends if you take a short or long rest. one superiority die. Your speed drops to 5 feet until the end of Once you use this maneuver, you can't use it again until you your next turn, and you gain advantage on the first melee finish a long rest. attack roll you make on your turn. If you hit, you add the superiority die to the attack's damage roll. This feature assumes the Revised Ranger class of the If you moved at least 20 feet in a straight line immediately September 2016 Unearthed Arcana replaces the Player's before making taking the Attack action, you instead add twice Handbook Ranger class. the superiority die roll to the attack's damage roll. Absorb Impact Prerequisite: Fighting Style Defense Commanding Strike – You shout out an order for your team to strike as one. You position yourself so your armor can absorb the brunt of When you use the attack action on your turn, you can forgo an enemy's blow. a number of attacks to roll an equal number of superiority When you are hit by an attack while benefiting from your dice. For every die you roll, an equal number of allies that can Defense fighting style, you can use a reaction to guide an see or hear you can use their reactions to make one weapon incoming attack to thicker parts of your armor. Expend a attack roll each, adding a superiority die to their damage roll. number of superiority dice up to your proficiency bonus and You choose which die to add to which ally's roll. [Removed reduce the damage by the total. bonus action cost and added extra attack exchanges]

CHAPTER 1 | MANEUVERS 6 Counter Maneuver You recognize a foe of similar skill and neutralize their strike with a practiced counter. When a creature within your weapon's attack range uses a martial maneuver, you can use your reaction and expend one superiority die to attempt to disrupt it's maneuver. Make an attack roll, and if the result is higher than the creature's martial maneuver DC + 5, the creature's maneuver fails. If the maneuver was part of a critical hit, the attack becomes a normal hit.

Crippling Finisher You perform a powerful finishing blow on a grappled foe. When you take the Attack action on your turn, you can forgo one of your attacks and expend up to three superiority die to attempt to cripple a creature you have grappled. The target takes bludgeoning damage equal to the highest superiority die result, falls prone and is no longer grappled. It must then make a Constitution saving throw, and on a failed save it is dazed until the start of your next turn. If you expended two superiority dice, on a failed save it is A creature can only be affected once per turn by this instead stunned until the start of your next turn. If you maneuver. expended all three dice, on a failed save it is instead If you expended two superiority dice, the target must make paralyzed until the start of your next turn. a Dexterity saving throw. On a failed save it is instead blinded until the start of your next turn. Critical Adjustment Prerequisite: Class Feature – Sneak Attack Evasive Footwork Seeing chance to inflict maximum harm, you adjust your You scramble past your enemies, weaving through their attack a split second before impact. attacks. When you have advantage on a weapon attack that When you move, you can expend one superiority die and qualifies for your Sneak Attack feature and hit, you can add it + your Dexterity modifier to your AC until you stop expend one superiority die to attempt to make the attack a moving. [Added DEX to AC calculation] critical hit. Roll the superiority die, and if the result + either d20 result equals a number within your critical hit range, Exploit Fear your attack becomes a critical hit. You use your intimidating martial skill to bully an already frightened foe. Devastating Attack When you make a weapon attack against a frightened You press your advantage when scoring a keen hit. creature you can expend one superiority die to redirect it's When you score a critical hit with a weapon attack, you can fears toward you. Regardless of whether you hit or miss, the expend a number of superiority dice up to your proficiency target takes psychic damage equal to the superiority die + bonus and add their results to the damage roll. These dice your Charisma modifier, and you count as a source of the can be doubled for the critical hit. creature's fear for as long as it is frightened.

Disarming Attack Exploit Weakness You knock the weapon right out of a foe's grip. You exploit the chaos of battle to abuse a handicapped When you hit a creature with a weapon attack, you can opponent. expend one superiority die to attempt to disarm the target. While you are within 5 feet of a creature that is blinded, Choose one object the target is holding. Add the superiority dazed, incapacitated, prone, restrained or weakened, when– die to the attack's damage roll and force the target to make a ever that creature takes damage you can use a reaction and Strength saving throw. On a failure, it drops the object you expend one superiority die to land a quick strike on it. The choose at it's feet. [No change from PHB] target takes bludgeoning damage equal to the superiority die + your Strength or Dexterity modifier, but only if you are able Duelist's Strike to make unarmed strikes against it. Prerequisite: Fighting Style – Dueling You flourish your weapon then lunge at a foe's weak spot. Fading Strike When you make a melee weapon attack while you are Your attack emerges from thin air and vanishes just the same, benefiting from your Dueling fighting style, before the attack leaving no trace but the wound on your foe's flesh. roll you can expend up to two superiority dice to handicap Once per round when you make a weapon attack against a your target. If you hit, add the highest superiority die result to creature while you are hidden, you can expend one the attack's damage roll and the target is your choice of superiority die to keep yourself concealed. After the attack addled, dazed or weakened until the start of your next turn. roll, if you are at least lightly obscured make a Stealth check

CHAPTER 1 | MANEUVERS 7 opposed by the target's Perception check, gaining a bonus to start of your next turn. A creature can only be affected once the roll equal to the superiority die. On a success you remain per turn by this maneuver. hidden. If you expended two superiority dice, you can instead pin the target in place. It must make a Strength saving throw, and Feinting Attack on a failed save it's speed drops to 0 until the start of your An unexpected feint leaves your opponent befuddled and next turn. This effect immediately ends if the target leaves it's open to your attacks. current space through any means, such as teleporting or You can use a bonus action and expend one superiority die being forcefully moved. to feint, choosing one creature within your melee weapon's reach as your target. Until the end of the turn, you have Hounding Attack advantage on attack rolls against that creature until you hit it Prerequisite: Fighting Style – Marauder with an attack, and the first time you hit it you add your You follow up your throw with another attack, giving your superiority die to the the attack's damage roll. [Extended target no reprieve. advantage to until you hit the target] When you take the bonus action granted by your Marauder fighting style and end the movement closer to the target of Field Surgery the triggering attack, you can expend one superiority die to Prerequisite: Class Feature – Lay on Hands further harass your foe. Make one weapon attack against the Your familiarity with anatomy allows you to apply your target, and if you hit you add the superiority die to the attack's healing with a surgeon's precision. damage roll. When you use your Lay on Hands feature to restore hit points, you can expend a number of superiority dice up to Inspiring Resolve your proficiency bonus and add the total to the hit points Prerequisite: Class Feature – Indomitable recovered. Your resilience inspires others to push harder. When you use your Indomitable feature and succeed on Gambling Strike your second roll, you can expend one superiority die to grant Prerequisite: Class Feature – Sneak Attack any number of allies that can see or hear you temporary hit You sink your blade in and twist, trusting luck will make your points equal to the superiority die. In addition, those allies strike lethal. can reroll one failed saving throw they make before the end Once per round when you hit with a melee weapon attack of their next turn, but must use the second result. that does not qualify for your Sneak Attack feature, you can expend one superiority die. Before rolling, pick even or odd. If This maneuver is similar to Purple Dragon Knight's Bulwark the superiority die result matches your choice, your attack feature. If you choose to implement this option, consider removing said subclass to avoid redundancy. can benefit from your Sneak Attack feature.

Goading Attack Inspiring Surge Your attack enflames your foe's ire, encouraging it to strike Prerequisite: Class Feature – Action Surge back at you. Your skill on the battlefield drives others to similar heights of When you hit a creature with a weapon attack, you can greatness. expend one superiority die to attempt to goad the target into When you use your Action Surge feature to make an attack attacking you. You add the superiority die to the attack's action and hit with any of those attacks, you can expend one damage roll and force the target to make a Wisdom saving superiority die to inspire an ally that can see you to gain an throw. On a failed save, the target has disadvantage on all extra attack. Before the end of the ally’s next turn, when they attack rolls made against creatures other than you. [No take the attack action they can make one extra attack and add change from PHB] your superiority die result to the damage roll.

Heavy Strike This maneuver is similar to Purple Dragon Knight's Inspiring Prerequisite: Fighting Style Great Weapon Fighting Surge feature. If you choose to implement this option, – consider removing said subclass to avoid redundancy. You put the full weight of your weapon behind your strike, turning minor hit into a grievous injury. Once per round when you make a damage dice reroll Intercepting Attack granted by your Great Weapon Fighting style, you can expend Seeing an enemy charging your ally, you rush in and make a one superiority die to instead maximize the reroll result and strike to knock them off balance. add the superiority die as a bonus to your damage roll. When a creature you can see moves to within 15 feet of one of your allies, you can use a reaction and expend one superiority die to intercept that target. You move up to half Hobbling Strike your speed and must end in a space within 5 feet of the You strike to hamper your target's movement, and with luck triggering creature. You then make a melee weapon attack pin it in place entirely. against the creature, and if you hit you add your superiority Once per turn when you hit a creature with a weapon die to the attack's damage roll. The target must then make a attack, you can expend up to two superiority die to limit it's Strength saving throw, and on a failed save you knock it speed. Add the highest superiority die result to the attack’s prone. damage roll and the target's speed is reduced by half until the

CHAPTER 1 | MANEUVERS 8 Maneuvering Attack Nimble Handling You distract an enemy to give an ally an opening to move by. Prerequisite: Fighting Style – Saddlebound When you hit a creature with a weapon attack, you can Noticing your mount begin to falter, you pull the reins and expend one superiority die to maneuver an ally into a more guide it through the danger. advantageous position. You add your superiority die to the While you are benefiting from your Saddlebound fighting attack's damage roll and choose one ally that can see or hear style, when your mount makes a saving throw you can use a you. That ally can use it's reaction to move up to half it's reaction and expend a superiority die to calm it's nerves. speed without provoking opportunity attacks from the Make an Animal Handling check, adding the superiority die creature you hit. [No change from PHB] to the roll. Your mount can use that result for it's saving throw. You can use this maneuver before or after your mount Mannequin Strike makes it's saving throw, but before any effects are applied. While grappling your opponent, you manage to twist and force it to attack one of its allies instead. On your turn, whenever you make the attack action while Off-Hand Counter Prerequisite: Fighting Style Two-Weapon Fighting you have a creature grappled, you can forgo an attack and – Distracted by an apparent opening, your foe doesn't notice expend one superiority die to force the grappled creature to the second weapon aiming for it's flanks. make a Strength saving throw. On a failed save, the target When a creature makes a melee attack against you while makes one melee attack of your choice against another you are wielding a weapon in each hand, before the attack roll creature within its reach, using your attack modifiers in place you can use a reaction and expend one superiority die to of its own. Regardless of whether it saves from this effect, the make a preemptive strike. Make one melee weapon attack target takes bludgeoning damage equal to the superiority die against the target, and if you hit you gain the superiority die after making the attack. as a bonus to your AC against the target's attack. Martial Tutoring Your physical training allows you to push through where Parry others would falter. You redirect an enemy's strike to mitigate some injury. When you make a Strength, Dexterity or Constitution When another creature damages you with a melee attack, ability check and dislike the result, you can expend one you can use a reaction to expend one superiority die and superiority die and add it to the check. Also, whenever you reduce the damage by a number equal to the superiority die + use the Help action to aid an ally making a Strength, your proficiency bonus + your Dexterity modifier. [Added Dexterity or Constitution ability check, you can expend one proficiency to damage reduction] superiority die and add the result to their check. You can't use this maneuver to add to a check that already adds a Point-Blank Shot superiority die. Prerequisite: Fighting Style – Archery You draw and shoot faster than your foe can react. Any character that gains the Combat Superiority feature gains When you make a ranged attack with a weapon you can this as a bonus maneuver at the same level. expend one superiority die to circumvent attempts to impede Menacing Attack you. Until the end of the turn, being within 5 feet of a hostile Your terrifying attack instills fear into your opponent. creature does not impose disadvantage on your ranged When you hit a creature with a weapon attack, you can weapon attacks, and the next time you hit a creature within 5 expend one superiority die to attempt to frighten the target. feet of you with a attack you add your You add the superiority die to the attack's damage roll and superiority die to the attack's damage roll and the target is force the target to make a wisdom saving throw. On a failed dazed until the start of it's next turn. save, it is frightened of you until the end of your next turn. [No change from PHB]

CHAPTER 1 | MANEUVERS 9 down. You add the superiority die to the attack's damage roll, Precision Attack and if the target is large or smaller it must make a Strength You quickly correct any errors in your attack mid-motion. saving throw. On a failed save the target falls prone. [No When you make a weapon attack against a creature, you change from PHB] can expend one superiority die and add it to your roll. You can use this maneuver before or after you make the attack roll, but before any effects are applied. [No change from PHB] Warding Shield Prerequisite: Fighting Style – Protection Pushing Attack You make yourself a shield between your ally and those that You force your foe backwards with a calculated attack. would harm them. When you hit a creature with a weapon attack, you can When you use the reaction granted to you by your expend one superiority die to attempt to drive the creature Protection fighting style to give an attack roll disadvantage, back. You add the superiority die to the attack's damage roll you can expend one superiority die to make the target of that and force the target to make a Strength saving throw. On a attack your ward. Until the start of your next turn, while you failed save, you push the target up to 20 feet away from you. are within 5 feet of your ward and are not incapacitated, you [No change from PHB] grant your ward a bonus to AC equal to the superiority die. If an attack still hits your ward while you are granting this Rally bonus, it has resistance against the damage. Your words rouse your ally's fighting spirit. On your turn, you can use a bonus action and expend one This maneuver is similar to Cavalier's Warding Maneuver feature. If you choose to implement this option, consider superiority die to bolster the resolve of one of your allies. One removing said subclass to avoid redundancy. creature of your choice that can see or hear you gains temporary hit points equal to the superiority die + your Warning Shout Charisma modifier + your proficiency bonus. [Added Prerequisite: Class Feature – Danger Sense proficiency to temp hp calculation] You caution your allies against danger with a sudden shout. Whenever one or more allies you can see makes a Riposte Dexterity saving throw that your Danger Sense would grant You perform a swift counter attack to punish a foe's failure. you advantage on, you can expend any number of superiority When a creature misses you with a melee attack, you can dice to grant an equal number of allies that can hear you a use your reaction to expend one superiority die to make a bonus to the saving throw equal to the superiority dice melee weapon attack against the creature. If you hit, you add results. You choose which result to use for which ally. the superiority die to the attack's damage roll. [No change from PHB] Stance Maneuvers Stances are maneuvers that last multiple rounds in exchange Sixth-Sense for a penalty or for meeting certain criteria. You can gain new Your fighting instincts make up for the loss of sight. stances as you would any other maneuver. When you lose sight of a creature within 30 feet of you, you When entering a stance you roll your superiority die as part can use a reaction and expend one superiority die to make a of the initial trigger, and whenever the stance would call for a Perception check opposed by the target's Stealth check, superiority die value you use that same initial result. When adding the superiority die to your roll. This roll takes no you roll a 1 on the superiority die roll for a stance maneuver, penalties from the blinded or invisible conditions, and on a you can expend another superiority die to roll again but must success you know the target's exact location until the start of use the second result. it's next turn or until it is more than 30 feet away from you. A stance lasts for 1 minute and a character can only enter During this time the target cannot hide from you and weapon one stance between rests. A stance can also be ended by attack rolls you make against it do not suffer penalties from using another maneuver or by meeting the conditions in the the blinded or invisible conditions. stance's description. Fighters with the Improved Combat Superiority feature can use one additional stance before Sweeping Attack finishing their next short or long rest. When entering a new You cleave your weapon through one foe and into the next. stance the previous stance immediately ends. Once per turn when you hit a creature with a melee weapon attack, you can expend one superiority dice to Brawling Stance damage one additional creature. Add the superiority die to You appear vulnerable to fool your opponents into entering your damage roll and choose another creature that is within your reach. 5 feet of the original target and within your reach. If the initial On your turn while you have both hands free, you can use a attack would also hit the new creature, it takes damage equal bonus action and expend one superiority die to enter a to half the initial attack's. [Increased secondary damage grappling stance. For 1 minute you grant advantage to melee and added 1/turn limit] attacks made by creatures not grappled by you, you can use your reaction to make a grapple check against any creature Trip Attack within 5 feet of you that targets you with a melee attack or You send your opponent tumbling with a well aimed attack. that provokes an opportunity attack from you, and whenever When you hit a creature with a weapon attack, you can a creature ends it's turn grappled by you or attempts to expend one superiority die to attempt to knock the target escape your grapple, that creature takes bludgeoning damage

CHAPTER 1 | STANCES 10 equal to the superiority die + your proficiency bonus. This superiority die to focus on harassing your foes. For 1 minute, stance ends immediately if you are incapacitated, use another whenever you hit a creature with a melee weapon attack you maneuver or make any weapon attack other than an unarmed can mark the target until the end of your next turn. While a strike. marked creature is within 5 feet of you it has disadvantage on Once you use this stance you can't use any stance man– any attack roll that doesn't target you. If it deals damage to euver again until you finish a short or long rest. anyone other than you, on your next turn you can use your bonus action to make an attack roll against the marked Bull Rush Stance creature with advantage, adding the superiority die to the Your tenacity drives your foe back as you press forward. attack's damage roll. This stance ends immediately if you are On your turn, you can use a bonus action and expend one incapacitated or use another maneuver. superiority die to force yourself into an opponent's space. For Once you use this stance you can't use any stance man– 1 minute you reduce damage you take from weapon attacks euver again until you finish a short or long rest. by a number equal to the superiority die + your Constitution modifier, and you can enter a hostile creature's space by This maneuver is similar to Cavalier's Unwavering Mark feature. provoking an opportunity attack. While sharing a hostile If you choose to implement this option, consider removing said subclass to avoid redundancy. creature's space, you and the creature have advantage on melee attack rolls against each other, and when you move you can push the creature an equal distance. Movement in this Honing Stance You focus on driving your weapon through your target's way costs you 2 feet for every one 1 foot you move. This resistances, paying no heed to your own safety. stance ends immediately if you are incapacitated, use another When you hit a creature with a melee weapon attack and maneuver, or end your turn without having shared a hostile your damage is reduced by it's resistance, you can use a creature's space. reaction and expend one superiority die to ignore the Once you use this stance you can't use any stance man – resistance and add the superiority die to the attack's damage euver again until you finish a short or long rest. roll. In addition, for 1 minute you take an extra 1d8 damage whenever you would take damage, and you ignore the Eagle Eye Stance triggering target's resistances whenever rolling damage for You slow your breathing and clear your mind to gain extreme your melee weapon attacks. When this stance ends you gain accuracy. 1 point of exhaustion, and this stance ends immediately if you On your turn, you can use a bonus action and expend one are incapacitated, use another maneuver or end your turn superiority die to improve your aim. For 1 minute you add the without having made a melee weapon superiority die to ranged attack rolls made with weapons, attack against the target. ignore penalties from long range and all cover except full Once you use cover, and on any of your turns you can use a bonus action to this stance you gain advantage on the next ranged attack roll you make with can't use any a weapon before the end of the turn. When this stance ends stance man– you gain 1 point of exhaustion, and this stance ends euver again immediately if you are incapacitated, use another maneuver until you finish or move more than 5 feet in a turn. a short or Once you use this stance you can't use any stance man– long rest. euver again until you finish a short or long rest.

Fallen Needle Stance Prerequisite: Class Feature – Step of the Wind You become a blur of motion, gliding past bewildered foes while making lightning quick finger strikes. When you spend a ki point to use your Step of the Wind feature, you can expend one superiority die to gain superior agility. For 1 minute, whenever you use your Step of the Wind feature you can move through any creature's space and use your reaction to make one melee attack with an unarmed strike against it. If you hit, you deal bonus piercing damage equal to the superiority die and the target is dazed until the start of your next turn. This stance ends immediately if you are incapacitated, use another maneuver or have no more ki points. Once you use this stance you can't use any stance man– euver again until you finish a short or long rest.

Harrying Stance You keep enemies off your allies and focused on you with a series of harassing feints. On your turn you can use a bonus action and expend one

CHAPTER 1 | STANCES 11 attacks granted by your Flurry of Blows feature. In addition, Lion Heart Stance you cannot be forcibly moved or knocked prone until your Prerequisite: Class Feature Reckless Attack – speed increases above 0. This stance ends immediately if you Your bravery drives you to greater heights of perseverance. are incapacitated, use another maneuver or have no more ki On your turn if you are at least 15 feet away from your points. closest ally, you can use a bonus action and expend one Once you use this stance you can't use any stance man– superiority die to improve your odds while isolated. For 1 euver again until you finish a short or long rest. minute, whenever you use your Reckless Attack feature you don't grant creatures advantage to attack rolls made against you, and you add the superiority die to any Dexterity saving Supremacy Stance You strain your body to reach the peak of martial superiority. throw you make. This stance ends immediately if you are On your turn, you can use a bonus action and expend one incapacitated, use another maneuver, end you turn closer superiority die to enter a battle trance. For 1 minute, you have than 15 feet to any ally or farther than 5 feet from the closest disadvantage on Constitution ability checks and saving hostile creature. throws and add the superiority die to the damage rolls of Once you use this stance you can't use any stance man – weapon attacks you make with advantage. In addition, euver again until you finish a short or long rest. whenever a creature makes an attack roll against you, you can use a reaction to take the Dodge action. If the triggering Lunging Stance creature does not hit you before the start of your next turn, You overextend yourself to ensure you hit your mark. you have advantage on melee weapon attack rolls against it On your turn while you are wielding a melee weapon on your next turn. When this stance ends you gain 1 point of without the reach property, you can use a bonus action and exhaustion, and this stance ends immediately if you are expend one superiority die to extend your reach by sacrificing incapacitated or use another maneuver. defense. For 1 minute you grant advantage to all attack rolls Once you use this stance, you can't use any stance man– made against you, have disadvantage on Dexterity saving euver again until you finish a short or long rest. throws, your melee weapon's reach increases by 5ft, and whenever you miss with a melee weapon attack roll you can use a reaction to add the superiority die to the attack roll. Banner Maneuvers This stance ends immediately if you are incapacitated or use Banners are a category of items that allow you to grant a another maneuver. passive benefit to allies within a chosen area, and greater Once you use this stance you can't use any stance man– benefits to individual creatures at the cost of superiority dice. euver again until you finish a short or long rest. [Replaces You can gain new banners as you would any martial Lunging Attack] maneuver. As a bonus action you can take out and activate a stored Shadow Hand Stance banner or swap an active one with a stored one; you can only Prerequisite: Class Feature – Patient Defense have one of your own banners active at a time. Fighters with Calling upon the shadows to aid you, they cloak you from the Improved Combat Superiority feature can have two sight and empower you with a chilling touch. banners active at the same time. An active banner's effects When you spend a ki point to use your Patient Defense end after 10 minutes, after which you must take a short or feature, you can expend one superiority die to wreath yourself long rest before using the same banner again. Unless in shadow. For 1 minute, whenever a creature makes an otherwise noted, a banner remains active even if you are attack roll against you while you are benefiting from your unconscious but any effects that require you expend Patient Defense feature you turn invisible until the start of superiority dice cannot be used. your next turn. In addition, you can use your reaction to make When holding a banner it does not occupy your hands one melee attack with an unarmed strike against the creature unless you choose so; it can be strapped to your armor, that attacked you, and if you hit you deal bonus cold damage backpack, etc. You or an ally can pick up or set a banner in a equal to the superiority die. This stance ends immediately if 5 foot space as an "interact with an object" action. Any you are incapacitated, use another maneuver or have no more creature can stand and move freely through the banner's ki points. space, and if an ally is within range of two or more banners, they can receive the benefits of only one per turn. Once you use this stance you can't use any stance man– euver again until you finish a short or long rest. A creature can attempt to destroy a banner that is not held by a hostile creature by dealing damage to it. A banner has an AC of 10 and automatically takes half damage from area Stone Fist Stance effects. If a single source of damage exceeds a number equal Prerequisite: Class Feature Flurry of Blows – to your martial maneuver DC + 10, the banner is destroyed Rooting yourself to the earth, you back each strike with the and it's effects immediately end, otherwise the banner is full weight of a mountain. unaffected. If your banner is destroyed you must spend a long When you spend a ki point to use your Flurry of Blows rest recreating it before you can use it's features again. feature, you can expend one superiority die to channel elemental earth. For 1 minute, whenever you would make an attack roll granted by your Flurry of Blows feature you can Banner of the Last Legion "Get up soldier, this is no time to die! The Last Legion won't choose to drop your speed to 0 until the end of your next turn. be lost to a few measly flesh wounds!" If you do so, until the end of the turn you can add the While you are conscious, every ally within 10 feet of this superiority die to the attack and damage rolls of unarmed banner does not need to make death saving throws. Also, you

CHAPTER 1 | BANNERS 12 can use a bonus action on your turn to expend a number of superiority dice up to your proficiency bonus. One or more allies you can see within 10 feet of your banner can regain hit points equal to your superiority die roll + their Constitution modifier; you can choose how many superiority dice to roll for each ally, but they can only ever add their Constitution modifier once. If you are a fighter, when you use your Second Wind you can roll one superiority die and add the result to the hit points you recover. In addition, every ally within 10 feet of your banner that can see you gains temporary hit points moves anywhere equal to half of what you recovered. Once you use this effect, within the 10 foot radius you can't use it again until you finish a long rest. of your banner, you can expend one superiority die. You or one ally within that same 10 foot Banner of the Peaceguard radius can use a reaction to move their speed and gain your "The Peaceguard is the first line of defense for the realm. We die roll result as a bonus to their AC against the first attack watch out for it as we would watch out for our own." made against them before the start of their next turn. You and every ally within 10 feet of this banner gain a +1 to If you are a rogue, on your turn you can expend one saving throws. Also, whenever an ally you can see makes a superiority die to grant yourself and every ally within 10 feet saving throw within 10 feet of this banner, you can use your of your banner temporary hit points equal to the result. In reaction to expend one superiority die and grant them a addition, in place of your banner's passive effect you grant bonus to their saving throw equal to the superiority die. every ally the use of your Cunning Action feature while they If you are a paladin, on your turn you can expend one are within 10 feet of your banner. This effect lasts until your superiority die to grant yourself and every ally within 10 feet banner is no longer active, and when it ends you can't use it of your banner temporary hit points equal to the result. In again until you finish a long rest. addition, you replace your banner's passive effect with the effect of one of your paladin auras until you fall unconscious Banner of the Temple Master or until your banner is no longer active. While active the "No, you mustn't tense up. Flow through the blow and let it chosen aura affects only a 10 foot radius around you and your slide off you. Watch how the Master does it." banner. When this effect ends you can't use it again until you You and every ally that starts their turn within 10 feet of finish a long rest. this banner gain +1 to AC. Also, whenever you or an ally you can see is hit by an attack while within 10 feet of this banner, Banner of the Sentry you can use your reaction to expend one superiority die. You "Go, we'll hold them off! Tell the others the Sentries do their reduce the damage of the attack by a number equal to twice duty!" the superiority die. You and every ally that starts their turn within 10 feet of If you are a monk, on your turn you can expend one this banner gains +5 feet to their movement speed until the superiority die to grant yourself and every ally within 10 feet end of that turn. Also, whenever a creature you can see of your banner temporary hit points equal to the result. Also,

CHAPTER 1 | BANNERS 13 in addition to your banner's passive effect, any ally you can to make a melee weapon attack within 10 feet of this banner, see within 10 feet of your banner can use any of your ki before the attack roll you can use your reaction to expend one abilities with a cost of 1 ki point as if it were their own, superiority die to grant them a bonus to the attack roll equal without expending ki points. Any ability that requires a DC to superiority die. If the attack hits, they gain advantage on uses your value. You and ally has ki abilities of their own can melee weapon attack rolls until the end of the turn. If it use any of them for 1 less ki point. This effect lasts until the misses, they grant advantage to attack rolls made against start of your nex turn, and when it ends you can't use it again them until the start of their next turn. until you finish a long rest. If you are a barbarian and are raging, on your turn you can expend one superiority die to grant yourself and every ally Banner of the Vanguard within 10 feet of your banner temporary hit points equal to "What are you waiting for, an invitation?! If you don't hurry the result. Also, in place of your banner's passive effect, your the Vanguard will end the fight before it even begins!" allies gain the resistances and bonus damage granted by your You and your allies are unaffected by difficult terrain while Rage feature while within 10 feet of your banner. This effect within 10 feet of this banner. Also, on your turn you can lasts until the start of your next turn, and when it ends you expend one superiority die and select one ally that you can can't use it again until you finish a long rest. see and that can see your banner. That ally can use a reaction to move their speed to a space closer to the banner and gain Banner of the White Raven your die roll as a bonus to the first weapon attack damage roll "A good general fights as hard as any of his men. A White they make before the start of your next turn. Raven general makes his men all fight as hard as he." If you are a ranger, on your turn you can expend one You and every ally within 10 feet of this banner gain a +1 to superiority die to grant yourself and every ally that can see weapon attack rolls. Also, whenever an ally within 10 feet of your banner temporary hit points equal to the result. In this banner that can see or hear you makes a weapon attack addition, in addition to your banner's normal effect, you roll, you can expend a reaction to allow that ally to use any choose one enemy within 10 feet of your banner that qualifies martial maneuver you know as if it were their own, expending as a Favored Enemy. Every ally who can see your banner your superiority die as the maneuver calls for it. Any gains the benefits of your Favored Enemy bonus against that maneuver that calls for a DC uses your value. If the ally has enemy until the start of your next turn. When this effect ends superiority dice of their own, you can choose whether they you can't use it again until you finish a long rest. expend from your pool or their own, using the die size of whichever pool is used. This feature assumes the Revised Ranger class of the September 2016 Unearthed Arcana replaces the Player's Handbook Ranger class.

Banner of the Warmonger "Tear through them all! Slay them down to the last! Show them what happens when you face a Warmonger!" You and every ally within 10 feet of this banner gain a +1 to damage rolls with weapon attacks. Also, whenever you or an ally you can see takes the Attack action

CHAPTER 1 | BANNERS 14 Chapter 2: Revised Armory ithin this chapter is a comprehensive list of wearer's ability to move quickly, stealthily, and freely. lf the armors and weapons along with a number of armor table shows a "Str" value in the Strength column for additions and revisions, the aim of which is to an armor type, the armor reduces the wearer's speed by 10 create more unique options and dynamic feet unless the wearer has a Strength score equal to or weapon choices for martial oriented charac– higher than the listed score. ters. Many existing Player's Handbook rules Stealth. lf the armor table shows "Disadvantage" in the Whave not been altered but are repeated here Stealth column, the wearer has disadvantage on Stealth for the sake of convenience. New and altered armors, checks. If it shows "Advantage", the wearer has advantage on weapons and properties are highlighted in the relevant Stealth checks. tables and descriptions. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Armor and Shields Class by 2. You can benefit from only one shield at a time. lf the armor table show a "Str" value in the Strength column D&D worlds are a vast tapestry made up of many different for a shield type, the shield reduces the wearer's speed by 10 cultures, each with its own technology level. For this reason, feet unless the wearer has a Strength score equal to or adventurers have access to a variety of armor types, ranging higher than the listed score. from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table War Paint collects the most commonly available types of armor found in Popular among barbaric cultures that value bravado and the game and separates them into three categories: light among ascetics who shun personal property, war paint is a armor, medium armor, and heavy armor. Many warriors minor magical substance made from various oils, herbs and supplement their armor with a shield. natural pigments. Once applied it binds to the skin and can't The Armor table shows the cost, weight, and other be removed unless by a character proficient in war paints. properties of the common types of armor worn in the worlds While most war paints do not grant an AC bonus, when worn of D&D. without any other armor they allow the wearer to expend hit Armor Proficiency. Anyone can put on a suit of armor or dice in exchange for various effects. An adventurer strap a shield to an arm. Only those praficient in the armor's wearing only war paint is treated as unarmored. use know how to wear it effectively, however. Your class gives Protective. The potent antiseptics contained you proficiency with certain types of armor. lf you wear armor within this paint help prevent serious that you lack proficiency with, you have disadvantage on any wounds from turning fatal. ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Heavy Armor. Heavier armor interferes with the

New Proficiencies To integrate some of the new options, extra proficiencies have been added to a number of existing races and classes: Any character that gains light armor proficiency also gains proficiency with war paint. Any character that gains both medium armor and basic shield proficiency also gains proficiency with spiked shields. Any character that gains both heavy armor and basic shield proficiency also gains proficiency with tower shields. Dwarves gain proficiency with the war pick and do not suffer the movement penalty imposed by tower shields. Elves gain proficiency with the scimitar. Monks gain proficiency with the crescent spade and the flail, and can use them as a monk weapons for their class feature. Rogues gain proficiency with the parrying dagger.

CHAPTER 2 | ARMORS 15 Armors and Shields Name Cost Armor Class (AC) Strength Stealth Weight War paint Protective 5 gp — — — — Camouflaging 75 gp — — Advantage — Elemental 300 gp — — — — Shielding 450 gp +1 — — — Light Armor Padded 5 gp 11 + Dex modifier — — 8 lb. Leather 10 gp 11 + Dex modifier — — 10 lb. Studded 45 gp 12 + Dex modifier — — 13 lb. Medium Armor Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb. Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb. Scale mail 50 gp 14 + Dex modifier (max 2) — — 45 lb. Spiked 75 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb. Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb. Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb. Heavy Armor Ring mail 14 — Disadvantage 40 lb. Chain mail 16 Str 13 Disadvantage 55 lb. Splint 17 Str 15 Disadvantage 60 lb. Plate 18 Str 15 Disadvantage 65 lb. Shields Basic 10 gp +2 — — 10 lb. Spiked 12 gp +2 — — 10 lb. Tower 50 gp +2 Str 17 Disadvantage 30 lb.

When you fail a death saving throw while wearing this war You gain +1 to your unarmored AC while wearing this paint, you can expend one hit die to instead succeed. Each paint. Also, when you take a critical hit you can expend one time you use this feature before the end of your next short hit die to turn it into a normal hit. You can't use this feature rest, the hit die cost increases by 1. again until the end of your next long rest. Camouflaging. Mixed with a rare light refracting leaf, this paint helps you hide from sight and quickly mend injuries. Light Armor When you take the Hide action while wearing this paint, Made from supple and thin materials, light armor favors agile you can expend one hit die and regain hit points equal to the adventurers since it offers some protection without hit die + your Constitution modifier. You can't use this feature sacrificing mobility. If you wear light armor, you add your again until the end of your next short rest. Dexterity modifier to the base number from your armor type Elemental. This paint is made from various elementally to determine your Armor Class. aligned substances and can absorb them in small amounts. Padded. Padded armor consists of quilted layers Choose one element (acid, cold, fire, lightning, or thunder) of cloth and batting. upon creation of this paint. Whenever you take damage of Leather. The breastplate and shoulder protectors of this that type, you can expend one hit die to reduce the damage by armor are made of leather that has been stiffened by being an amount equal to the hit die result. boiled in oil. The rest of the armor is made of softer and more Shielding. Made from soothing balms and shaped into flexible materials. powerful warding symbols, this paint can shield you from Studded Leather. Made from tough but flexible leather, harm and absorb the brunt of critical blows. studded leather is reinforced with close-set rivets or spikes.

CHAPTER 2 | ARMORS 16 Medium Armor Medium armor offers more protection than light armor, but it Variant: Equipment Sizes also impairs movement more. If you wear medium armor, you In most campaigns you can use or wear any add your Dexterity modifier, to a maximum of +2, to the base equipment that you find on your adventures, within number of your armor type to determine your Armor Class. reason. A burly half-orc won't fit into a halfling's Hide. This crude armor consists of thick furs and pelts. It leather armor, for example. The DM can however is commonly worn by barbarian tribes, evil humanoids, and choose to impose more realism by having armors other folk who lack access to the tools and materials needed individually fitted; a suit made for one human may to create better armor. not fit another of differing build in such a case. Chain Shirt. Made of interlocking metal rings, a chain Using this variant, when adventurers find armor, shirt is worn between layers of clothing or leather. This clothing, and similar items that are made to be armor offers modest protection to the wearer’s upper body worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the and allows the sound of the rings rubbing against one item wearable. The cost for such work varies from another to be muffled by outer layers. 10 to 40 percent of the market price of the item. Scale Mail. This armor consists of a coat and leggings The DM can either roll 1d4 x 10 or determine the (and perhaps a separate skirt) of leather covered with increase in cost based on the extent of the overlapping pieces of metal, much like the scales of a fish. alterations required. The suit includes gauntlets. Spiked. Armor of dwarven invention, spiked armor consists of a leather coat and leggings covered with spikes usually made of metal. While you are wearing spiked armor, whenever you are Shields grappled by or successfully grapple a creature within 5 feet of Shields are handheld armor items typically made from wood you, it takes piercing damage equal to your proficiency bonus. or metal and offer protection beyond what worn armor provides. A shield is typically supported with an arm brace This property integrates features from the Barbarian's Path of and a handle for more stability. the Battlerager subclass. If you choose to implement these Basic. Including everything ranging from small, nimble rules, consider removing said subclass to avoid redundancy. bucklers to heavy, arm-strapped heater shields, a basic shield Breastplate. This armor consists of a fitted metal chest allows the arm wearing it a degree of mobility. A hand piece worn with supple leather. Although it leaves the legs wearing a shield can hold or manipulate small items such as and arms relatively unprotected, this armor provides good potion vials or spell components, but can't perform any protection for the wearer’s vital organs while leaving the attacks or throw a held item. wearer relatively unencumbered. Spiked. This shield has spikes or a incorporated into Half Plate. Half plate consists of shaped metal plates that it's design, either pointing up from it's face or out from it's cover most of the wearer’s body. It does not include leg rim. It must be held firmly in the wearer's hand, leaving them protection beyond simple greaves. unable to use that hand to hold or manipulate any other item. When you take the Dodge action while wearing a spiked shield, until the start of your next turn whenever a creature Heavy Armor within 5 feet of you misses you with an attack it takes Of all the armor categories, heavy armor offers the best piercing damage equal to your proficiency bonus. This effect protection. These suits of armor cover the entire body and ceases if you are incapacitated or drop your shield. are designed to stop a wide range of attacks. Only proficient Tower. A tower shield is a heavier shield that functions like warriors can manage their weight and bulk. Heavy armor a mobile wall. They typically run half to the full the height of doesn’t let you add your Dexterity modifier to your Armor the wearer, leaving just enough room to see over the top. A Class, but it also doesn’t penalize you if your Dexterity hand wielding a tower shield is too weighed down to hold or modifier is negative. manipulate any other item. Ring Mail. This armor is leather armor with heavy rings While wearing a tower shield you gain the benefits of half sewn into it. The rings help reinforce the armor against blows cover, and when you take the Dodge action you gain three- from and . Ring mail is inferior to chain mail, and quarters cover until the start of your next turn. You lose this it's usually worn only by those who can’t afford better armor. benefit if you are incapacitated or drop your shield. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit Wearing Armor includes gauntlets. The time it takes to put on or take off armor depends on the Splint. This armor is made of narrow vertical strips of armor’s category, as detailed in the following table. metal riveted to a backing of leather that is worn over cloth Don. This is the time it takes to put on armor. You benefit padding. Flexible chain mail protects the joints. from the armor's AC only if you take the full time to don the Plate. Plate consists of shaped, interlocking metal plates to suit of armor. cover the entire body. A suit of plate includes gauntlets, heavy Doff. This is the time it takes to take off armor. If you have leather boots, a visored helmet, and thick layers of padding help, reduce this time by half. underneath the armor. Buckles and straps distribute the weight over the body.

CHAPTER 2 | WEAPONS 17 Simple Weapons Name Cost Damage Weight Properties Melee Weapons 1 sp 1d4 bludgeoning 1 lb. Finesse, light Boomerang 1 gp 1d4 bludgeoning 1 lb. Light, special, thrown (range 30/120) Club 1 sp 1d6 bludgeoning 2 lb. Light Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Greatclub 2 sp 1d10 bludgeoning 10 lb. Heavy, two-handed , light 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Mace 5 gp 1d8 bludgeoning 4 lb. — 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) 5 gp 1d8 slashing 5 lb. Razor, two-handed, unbalancing 1 gp 1d4 slashing 2 lb. Light, razor 1 gp 1d6 piercing 3 lb. Versatile (1d8) Spiked fist 2 gp — piercing 1 lb. Gloved, light Tiger claws 2 gp — slashing 1 lb. Finesse, gloved, light Ranged Weapons Crossbow, light 25 gp 1d8 piercing 5 lb. Ammo(range 80/320), loading, penetrating, two-handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), taut, two-handed 1 sp 1d4 bludgeoning 1 lb. Ammunition (range 80/320), taut

Donning and Doffing Armor Weapon Proficiency Category Don Doff Your race, class, and feats can grant you proficiency with War Paint 20 minutes 10 minutes certain weapons or categories of weapons. The two categories are simple and martial. Most people can use Light Armor 1 minute 1 minute simple weapons with proficiency. These weapons include Medium Armor 5 minutes 1 minute clubs, maces, and other weapons often found in the hands of Heavy Armor 10 minutes 5 minutes commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Shield 1 action 1 action Most warriors use martial weapons because these weapons put their training to best use. Proficiency with a weapon Weapons allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack Your class grants proficiency in certain weapons, reflecting roll using a weapon with which you lack proficiency, you do both the class's focus and the tools you are most likely to use. not add your proficiency bonus to the attack roll. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The weapons Weapon Properties tables show the most common weapons used in the worlds of Many weapons have special properties related to their use, as D&D, their price and weight, the damage they deal when they shown in the following weapon tables. You must have pro– hit, and any special properties they possess. Every weapon is ficiency in a weapon to make use of it's properties. classified as either melee or ranged. A melee weapon applies Ammunition. You can use a weapon that has the ammu– your Strength modifier to your attack bonus and is used to nition property to make a ranged attack only if you have attack a target within 5 feet of you, where as a ranged ammunition to fire from the weapon. Each time you attack weapon applies your Dexterity modifier to your attack bonus with the weapon, you expend one piece of ammunition. and is used to attack a target at a distance. Drawing the ammunition from a quiver, case, or other

CHAPTER 2 | WEAPONS 18 and can change it to the type listed in the weapon's table Variant: Alternating Damage Types and can change While each weapon lists only one damage type it to the type listed next to it's entry, many are inherently capable of in the weapon's multiple damage types. Using this variant you can table entry. A hand choose to alternate your weapon's damage type; a wielding a gloved longsword for example could be used to thrust, weapon counts as a free dealing piercing instead of slashing damage. You could also deal bludgeoning damage with a hand for the purposes pommel bash or hilt slam, though your DM may of manipulating objects rule more unconventional uses of a weapon be or grappling creatures, treated as improvised weapon attacks. but can't effectively attack with a held item. Heavy. This weapon is difficult to handle but container is part of the attack. At the end of the battle, you imparts a large amount can recover half your expended ammunition by taking a force on a hit. On your minute to search the battlefield. turn, when you hit If you use a weapon that has the ammo property to make a with a heavy weapon melee attack, you treat the weapon as an improvised weapon you can choose to (see "Improvised Weapons" later in the section). A sling must treat the weapon's be loaded to deal any damage when used this way. damage die roll as a 1 Booming. When you make an attack with a booming and push the target 5 weapon, it creates a loud noise audible from up to 300 feet feet away from you, away. If you are hidden your location becomes known by any but only if it is no creature that can hear the sound. larger than one Ceaseless. This weapon consists of two or more sections size category above linked by a chain or rope, allowing it stay in motion indepen– above yours. dent of the wielder. When you make a melee attack with a Small creatures have ceaseless weapon and miss, until the end of the turn the next disadvantage on attack time you make a melee attack with this weapon and hit you rolls with heavy weapons. maximize the result of the weapon's damage die. Light. This weapon is Double. Both ends of this weapon are designed for small and easy to handle, attacking. The weapon can be held in both hands, and when allowing you to hold one in you do so it is treated as both a two-handed weapon and as a each hand for two-weapon separate weapon in each hand, qualifying it for two-weapon fighting. fighting and related features. The damage value in the Loading. Because of the time parentheses represents the weapon's secondary end, and required to load this weapon you when you use this end to make the bonus action attack can only fire one piece of ammu– granted by two-weapon fighting, you can add your ability nition when you use an action, modifier to the damage roll. bonus action or reaction to fire it, Ensnaring. This weapon is designed specifically to trap regardless of the number of attacks targets. A large or smaller creature hit by an ensnaring you can normally make. weapon is restrained until freed. This property has no effect Penetrating. This weapon concentrates force on a fine on creatures that are formless or creatures that are huge or point to maximize armor penetration. When you make an larger. A creature can use it's action to make a DC 10 attack against a creature in medium or heavy armor Strength check, freeing itself or another creature within its (including natural armor) with a penetrating weapon, you reach on a success. Dealing 5 slashing damage to the weapon gain a +1 bonus to the attack roll. (AC 10) also frees the creature without harming it, ending the Range. A weapon that can be used to make a ranged attack effect and destroying the weapon. has a range shown in parentheses after the ammunition or You must use an Attack action to make an attack with an thrown property. The range lists two numbers. The first is the ensnaring weapon, and you can make only one attack weapon’s normal range in feet, and the second indicates the regardless of the number of attacks you can normally make. weapon’s maximum range. When attacking a target beyond Finesse. This weapon allows you to alternate between normal range, you have disadvantage on the attack roll. You nimble and forceful strikes. When making an attack with a can’t attack a target beyond the weapon’s long range. finesse weapon, you use your choice of your Strength or Razor. This weapon is constructed to easily cut through Dexterity modifier for the attack and damage rolls. You must soft targets. When you hit a creature in light or no armor use the same modifier for both rolls. (excluding natural armor) with a razor weapon, you can treat Gloved. This weapon can be slid over the hand without any result of 2 or lower on the weapon's damage die as a 3. interfering with your manual dexterity. Attacks made with it Reach. This weapon adds 5 feet to your reach when you count as unarmed strikes. You increase the damage die of attack with it. your unarmed strike by one size (1 to 1d4, 1d4 to 1d6, etc.) Special. A weapon with the special property has unusual

CHAPTER 2 | WEAPONS 19 Martial Weapons Name Cost Damage Weight Properties Melee Weapons Battleaxe 10 gp 1d8 slashing 3 lb. Versatile (1d10) Crescent spade 30 gp 1d6 slashing 9 lb. Double (1d4 piercing), special Flail 10 gp 1d6 bludgeoning 3 lb. Ceaseless, versatile (1d8) Garrote 2 gp 1d6 slashing 1 lb. Finesse, special, two-handed Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Lance 10 gp 1d10 piercing 6 lb. Penetrating, reach, special Longblade 20 gp 2d4 slashing 5 lb. Finesse, razor, two-handed Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar 15 gp 1d8 piercing 4 lb. Penetrating Net 1 gp — 4 lb. Ensnaring, thrown (range 5/15) Parrying dagger 5 gp 1d4 piercing 1 lb. Finesse, light, special Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Polehammer 20 gp 1d10 bludgeoning 8 lb. Heavy, reach, two-handed Rapier 25 gp 1d8 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, razor Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Spiked chain 5 gp 1d4 slashing 5 lb. Ceaseless, double (1d4 bludgeoning), reach, unbalancing Trident 5 gp 1d6 piercing 4 lb. Special, thrown (range 30/120), versatile (1d8) Twinblade 25 gp 1d6 slashing 6 lb. Double (1d6 slashing), razor War pick 5 gp 1d6 piercing 2 lb. Penetrating, versatile (1d8) Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Finesse, razor, reach, unbalancing Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100) Bolas 5 sp — 2 lb. Ensnaring, thrown (range 20/60) Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), loading Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammo (range 100/400), heavy, loading, penetrating, two-handed , light 250 gp 1d8 piercing 3 lb. Ammo (range 30/90), booming, loading, penetrating Firearm, heavy 500 gp 1d12 piercing 10 lb. Ammo (range 90/270), booming, heavy, load, penetrating, 2-hand Longbow 50 gp 1d8 piercing 3 lb. Ammunition (range 150/600), heavy, taut, two-handed

CHAPTER 2 | WEAPONS 20 rules governing its use, explained in the weapon’s description blade on the primary end and an upturned crescent blade on (see "Weapon Descriptions" later in this chapter). the secondary end. The crescent blade is particularly suited Taut. When making an attack roll with a taut weapon, you for controlling an enemy's movements. add half your Strength modifier, rounded down, to the attack When you hit a creature with the secondary end of a and damage rolls (maximum +2). crescent spade you can move the target 5 feet to any unoc– Thrown. If a weapon has the thrown property, you can cupied space, but only if it is your size category or smaller. throw the weapon to make a ranged attack. If the weapon is a Also, a creature provokes opportunity attacks from the melee weapon, you use the same ability modifier for that secondary end of this weapon when it enters your reach. attack roll and damage roll that you would use for a melee Crossbows, all. This ranged weapon resembles a attack with the weapon. For example, if you throw a handaxe, horizontally set bow mounted on a wooden stock, with a you use your Strength, but if you throw a dagger, you can use trigger mechanism placed near the hand grip. More powerful either your Strength or your Dexterity, since the dagger has crossbows may require a hand crank or other mechanism to the finesse property. draw back the bowstring. Two-Handed. This weapon requires two hands to use. You Dagger. This is a small, bladed weapon intended for close have advantage on any ability check or saving throw you combat. Daggers have a wide variety of shapes, from thin, make to avoid having this weapon disarmed. needle-like point to wide, triangular blades. Unbalancing. This weapon is hook-shaped or can be easily Dart. This small, arrow-like projectile is fletched on it's looped around a target, making it ideal for toppling foes. rear end and meant to be thrown by hand. Whenever you would attempt to shove a creature prone, you , all. Typically a metal barrel of varying length can target any creature within this weapon's reach. Also, any mounted on a stock, firearms have a trigger mechanism creature you hit with a melee attack using this weapon has using chemical ignition to propel a lead ball out of the barrel. disadvantage on any ability check or saving throw made to This entry serves as a generic description of typical firearms, avoid being knocked prone until the start of your next turn or though in your game such weapons may be magically powered until you attack a different creature with this weapon. If you or otherwise take on a different form. Further still, firearms and the affected creature move farther apart than this may be inappropriate for the setting and thus not exist. Consult your DM before selecting a firearm for your character. weapon’s reach, this effect immediately ends. Versatile. This weapon can be used with one or two hands. Flail. A flail is typically a wooden or metal weight attached When wielding a versatile weapon in two hands, you use the by chain to a handle. It is derived from a tool for threshing. value in the parentheses in place of the weapon's normal Garrote (special). This weapon consists of a thin metal damage die. wire with a handle grip on each end. When you hit a creature with a garrote it is grappled if it is Weapon Descriptions no more than one size category above your own. While grappling a creature in this way you can't make weapon All weapons are listed here alphabetically. Those with the attacks, the target cannot speak and it loses 2d6 hit points at special property have their unique properties written in the the start of each of it’s turns. This property has no effect on description. You must be proficient with the weapon to make use of any of it's special properties. Baton. A baton is a small, lightweight and well balanced rod designed for nimble strikes. Reflavoring Weapons Battleaxe. This weapon is a wedge shaped blade set on a While this document attempts to present a wide long handle. Though derived from a tool for lumber work, variety of unique weapons, it would be impossible this one is specifically designed for use in warfare. to include every known weapon. The primary Blowgun. A hollow pipe is all there is to this weapon. One factors considered when choosing a weapon suited end can be loaded with thin, hard to detect needles which are for these tables were distinguishing weapon properties and damage types. The halberd was shot out by blowing through one end. removed due to overlapping in this respect with Bolas. Two or three wieghted balls attached with cords the glaive. make up this weapon. It is designed whirled, then thrown at a In the same vein, consider reflavoring an existing target's legs to entangle them. weapon to accomodate more exotic weapon Boomerang (special). This is a flat, typically wooden choices. The halberd can be restored using the weapon curved at an angle. It can be used similarly to a club glaive's statistics, the katana can be treated as a or thrown through the air. longblade or longsword, the nunchaku can be ruled When you make a ranged attack with a boomerang and as a flail, and the urumi can be treated as a whip, to miss your target, you can choose to have it return to your name only a few possibilities. space at the end of your turn, allowing you to pick up or catch At your DM's discretion, you can also modify it if you still occupy the space. Alternatively, you can have it existing entries to reflect a desired weapon. return to the target's space, and if it still occupies the area Generally, when adding a property the weapon's itmust make a Dexterity saving throw with a DC equal to 10 + damage die should be reduced one size and your proficiency bonus. On a failure it takes 1d4 bludgeoning conversely when removing a property it should be increased one size, though exceptions to this rule damage. do exist. It is also advised to never exceed a 1d8 Club. This weapon is a lightweight rod, balanced to give damage die for a one-handed weapon, or 2d6 for a weight to it's striking head. two-handed weapon. Crescent spade (special). This long staff has a spade-like

CHAPTER 2 | WEAPONS 21 creatures that are formless or do not breathe. Glaive. This weapon is a long staff with a blade intended for slashing mounted at it's head. Greatclub. A much larger version of the club, greatclubs require two hands to wield and are usually balanced with most of the weight resting near the striking head. Greataxe. This weapon is a large two-handed with a heavy, sometimes double-sided blade mounted at it's head. Greatsword. This is typically as long as it's wielder, capable of powerful strikes but still maintaining some of the versatility inherent in sword weapons. Hammer, light. Derived from a construction tool, this weapon is a small, rectagular metal block mounted on a small shaft and is balanced well enough to be thrown with accuracy. Handaxe. This weapon is a light wedge shaped blade mounted on a short handle, balanced particularly well for throwing. Javelin. A thin, long wooden shaft pointed on both ends makes up the form of this throwing weapon. Lance (special). A large spear with a sturdy shaft and heavy point, lances are balanced in such a way as to be unwieldy unless the user is mounted. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Longblade. This single edged sword is deceptively light, yet too long to properly wield without two hands. Longbow. This weapon is a curved strip of flexible and carefully treated wood, connected at both ends by a tight string. The wielder nocks arrows on the string, draws back and releases to launch. Longbows are particularly large, usually matching the wielder's height. Longsword. This weapon is a long, double edged blade attached to a two-handed grip, though can be effectively wielded with one hand if desired. Mace. This heavy rod has a weighted, often flanged metal head, designed to damage flesh and armor alike. Maul. This weapon has very heavy metal striking head mounted on a two-handed shaft. It is modified for war from a tool used to destroy boulders. Morningstar. This rod is much like a mace but with a spiked metal ball at it's head, allowing for penetrating strikes. Net. This weapon is a woven grid of weighted ropes and fibers, repurposed from a fishing tool. Parrying dagger (special). This thin dagger has a hilt designed for catching an opponent's blade. While wielding this weapon and not wearing a shield, you can use a reaction to gain +2 bonus to AC against one melee attack. Pike. This weapon is an exceedingly long spear, anywhere between twice to four times the length of the wielder. Polehammer. This is a polearm weapon with a hammer head mounted at the end of a shaft slightly taller than the wielder. Quarterstaff. This long hardwood staff is slightly taller than the wielder, sometimes with a blunt metal head. Rapier. This narrow one handed sword, sometimes edgeless and only sharpened at the tip. Scimitar. This weapon is a curved, single edged blade designed for easily cutting through unarmored targets. Scythe. A large curved blade attached perpendicularly to a long crooked staff forms this weapon, which is otherwise

CHAPTER 2 | WEAPONS 22 used as a tool for cutting tall grass. the thrown property, it also deals 1d4 damage. An improvised Shortbow. This flexible strip of wood has a strong cord thrown weapon has a normal range of 20 feet and a long binding it's two ends. Thought much smaller than a longbow, range of 60 feet. it is still capable of significant draw strength. Short sword. This double edged, pointed blade is longer Improvised Weapon Damage than a knife or dagger but shorter than a longsword. Weight Damage Die Throwing Distance Sickle. A sickle is a small crescent-shaped blade attached to a short hilt, derived from a tool for harvesting grain. 1–5 lbs. 1d4 20/60 feet Sling. This simple weapon is an elastic strap stretched 6–10 lbs. 1d6 20/60 feet across a Y-shaped handle. Anything from pebbles to rounded potion bottles can be used for ammunition. 11–25 lbs. 2d4 10/30 feet Spear. A simple yet effective staple of warfare, this 26–50 lbs. 2d6 10/30 feet are long poles with a small pointed metal tip. 51–100 lbs. 2d10 5/15 feet Spiked chain. This weapon consists short blade connected by a long chain, interspersed with spikes, to a +1–50 lbs. +1d10 5/15 feet small weight serving as it's secondary end. Spiked fist. This weapon is a leather sleeve covering from A character can attack with an object weighing up to two- mid forearm to knuckles, leaving the fingers free. Thick thirds his or her carrying capacity; typically 10 times their padding and spikes are layered on top of the knuckles. Strength score. When a character uses an action, bonus Tiger claws. This leather or metal loop is designed to slide action, or reaction to attack with an object weighing more over the palm of the hand. Claw-like protrusions are placed than 25 pounds, they can make only one attack regardless of either over the knuckles or hidden under the palm. the number of attacks they can normally make. Trident (special). This short spear has a three-pronged, barbed head and often a strong cord bound to the shaft. Size Categories When you hit a creature with a trident, you can choose to The preceeding values assume the character is a medium imbed it in the target. If the target is no more than one size sized creature. For every size above, double the throwing distance and maximum weight allowed for multiple attacks. category above yours, it cannot move to any space farther For every size below, halve those values, rounding down. away from you as long as you hold the trident or it's cord. On your turn, you can use a bonus action to make a Strength check opposed by the target's Strength check, and on a Silvered Weapons success you can pull the target a number of feet closer to you Some monsters that have immunity or resistance to equal to five times your Strength modifier. nonmagical weapons are susceptible to silver weapons, so The target can use an action to make a Strength check cautious adventurers invest extra coin to plate their weapons with a DC equal to 10 + your proficiency bonus to dislodge with silver. You can silver a single weapon or ten pieces of the trident, but takes slashing damage equal to your ammunition for 100 gp. This cost represents not only the proficiency bonus on success. price of the silver, but the time and expertise needed to add Twinblade. This weapon consists of two blades curved in silver to the weapon without making it less effective. opposing directions at either end of a short staff. War pick. A heavy, pointed metal head sitting atop a long Unarmed Strikes handle gives this weapon an appearance similar to a pick axe. An unarmed strike is an attack made with a part of your body; Warhammer. This weapon has a hammer head, sometimes an empty fist, a knee, elbow, foot, head, etc. For the purpose spiked, set on a shaft long enough to wield with two hands. of game rulings these attacks count as weapon attacks, but Whip. This weapon is typically a tightly braided, flexible the unarmed strike itself is not a weapon; a character bundle of fibers, often interwoven with razors. wielding no other weapon would be treated as unarmed and would not qualify for features requiring you hold a weapon, Improvised Weapons such as two-weapon fighting or the dueling fighting style. Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, suchas broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals a minimum of 1d4 damage (the DM assigns a damage type appropriate to the object), and increases depending on the object's weight. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have

CHAPTER 2 | WEAPONS 23 Chapter 3: Martial Feats Revised n this chapter are several feats, both revised and new, all designed to increase compatibility with the feature presented in previous chapters and to provide new specializations for martial oriented characters. All feats listed are either entirely new or revised from sources found in official material, such as the Player's Handbook or the Unearthed Arcana articles., If you choose to implement any of these feats into your game, consider removing their original versions to avoid redundancy. I Revised Feats List Feat Name Prerequisites Original Feature Source Battlerager Proficiency in medium armor Path of the Battlerager SCAG Sublclass Chain Weapon Maestro — Flail Mastery UA Feat Close Quarters Combatant — Grappler/Tavern Brawler PHB Feat Defensive Duelist Dexterity 13 or higher Defensive Duelist PHB Feat Deft Hurler Strength 13 or higher — — Dual Wielder — Dual Wielder PHB Feat Fell Assailant Proficiency in all martial weapons Fell Handed UA Feat Great Weapon Veteran Strength 15 or higher Great Weapon Master PHB Feat Heavy Armor Master Proficiency in heavy armor Heavy Armor Master PHB Feat Keen Warrior Proficiency in all martial weapons — — Longarm Specialist — Polearm Master/Spear Mastery PHB/UA Feat Mage Slayer — Mage Slayer PHB Feat Martial Adept — Martial Adept PHB Feat Martial Novice — Weapon Master PHB Feat Quick Shot Expert Dexterity 13 or higher Crossbow Expert PHB Feat Rending Weapon Savant — — — Sharpshooter Dexterity 15 or higher Sharpshooter PHB Feat Shield Master Strength 13 or higher Shield Master PHB Feat Tactical Genius At least one superiority die — — Versatile Weapon Virtuoso — Blade Mastery UA Feat Wicked Slasher Proficiency in all martial weapons — —

Battlerager Prerequisite: Proficiency in medium armor You are skilled in a reckless form of fighting that makes use of spiked armor, granting you the following benefits:

When you take the Attack action to target a creature while you are not wearing heavy armor, you gain temporary hit points equal to your Constitution modifier. These hit points vanish at the start of your next turn. While wearing spiked armor, you gain advantage on grapple checks made to grapple a creature or to escape from a creature grappling you. Whenever a creature within 5 feet of you hits you with a melee attack while you are wearing spiked armor, you can use a reaction to deal them piercing damage equal to your proficiency bonus.

This feat is similar to the Barbarian's Path of the Battlerager subclass. If you choose to implement this feat, consider removing said subclass to avoid redundancy.

CHAPTER 3 | FEATS 24 When a creature moves to within 15 feet of you for the Chain Weapon Maestro first time on a turn, you can use a reaction to make one You know how to make use of your weapon's unusual physics ranged attack with a thrown weapon against that creature. to produce a variety of effects. You gain the following benefits: You can then immediately move half your speed, but only if you end that movement within 5 feet of the target. While you are wielding a ceaseless weapon, you can use a bonus action to build up your weapon's momentum. Until the start of your next turn, whenever you hit on a melee Dual Wielder attack with a ceaseless weapon you roll the weapon's You've mastered fighting with two weapons, gaining the damage die twice and use the higher result. following benefits: As a reaction, you can make one melee attack with a You can draw or stow two one-handed weapons whenever ceaseless weapon against a creature that targets you with you would normally be able to draw or stow only one, and a weapon attack. If you hit, you can restrain the target can use any one-handed weapon for two-weapon fighting. until the end of the turn or until it is no longer within your You gain a +1 bonus to AC while wielding a weapon in weapon's reach. each hand. When you make a melee attack with a ceaseless weapon Once per turn while you are wielding a melee weapon in against a creature wearing a shield, you gain a +2 to the each hand, when you miss with a melee weapon attack attack roll. you can immediately make another melee attack with your opposite hand's weapon. Close Quarters Combatant When you are wielding a double weapon, you can add You've mastered a form of CQC that makes you a formidable your ability modifier to your two-weapon fighting bonus threat to anyone foolish enough to get within arm's reach. You action attack regardless of which end you attack with. gain the follow benefits:

You gain proficiency with all gloved and improvised Fell Assailant weapons, and both your unarmed and improvised weapon Prerequisite: Proficiency in all martial weapons attacks deal a minimum of 1d4 damage. Your control over impact weapons allows you to manipulate On your turn, you can make a grapple check as a bonus the force of your strikes to best effect. You gain the following action to either attempt to grapple a creature or to escape benefits: from a creature grappling you. You increase your Strength or Dexterity score by 1, up to a You can move your full speed while grappling a creature of maximum of 20. your size category or smaller. Whenever you have advantage on a melee attack roll made You can make another grapple check against a creature with a weapon that would deal bludgeoning damage and you already have grappled to attempt to pin them. If you both rolls would hit, you can either knock the target prone succeed, your speed drops to 0 and the target is restrained or daze it until the start of your next turn. until the grapple ends. Whenever you have disadvantage on a melee attack roll [Replaces Grappler and Tavern Brawler] made with a weapon that would deal bludgeoning damage and only the higher of the two rolls would hit, you can deal Defensive Duelist damage equal to your ability modifier. Prerequisite: Dexterity 13 or higher Your mastered maximizing your defense with only a few Great Weapon Veteran quick motions. You gain the following benefits: Prerequisite: Strength 15 or higher When you take the Attack action on your turn with a You've learned to put the weight of a weapon to your finesse weapon, you can forgo one of your attacks to take advantage, letting it's momentum empower your strikes. You the Dodge action. gain the following benefits: Whenever you are hit by a melee attack while wielding a On your turn, when you score a critical hit or reduce a one-handed melee weapon, you can use your reaction to creature to 0 hit points with a melee weapon attack, you add your proficiency bonus to your AC against that attack. can use your bonus action to make one melee weapon attack. Deft Hurler Before making a melee attack with a heavy weapon, you Prerequisite: Strength 13 or higher can choose to subtract your proficiency bonus from the You've become so adept with thrown weapons your attack attack roll. If you hit, you add twice your proficiency bonus procedure has become second nature. You gain the following to the damage roll. benefits: [Replaces Great Weapon Master]

Attacking a prone creature more than 5 feet away doesn't impose disadvantage on your ranged attack rolls. Heavy Armor Master After you make a ranged attack with a thrown weapon, Prerequisite: Proficiency in heavy armor you can immediately draw another weapon. You can use your armor to deflect strikes that would kill When you make a ranged attack with a thrown weapon others. You gain the following benefits: using Strength and score a critical hit, you can knock the Increase your Strength or Constitution score by 1, up to a target prone. maximum of 20.

CHAPTER 3 | FEATS 25 While you are wearing heavy armor, bludgeoning, piercing You learn two maneuvers from among those available to and slashing damage you take from nonmagical weapons the Barbarian, Fighter, Monk, Paladin, Ranger and Rogue is reduced by a number equal to your proficiency bonus. classes. If a maneuver requires a target make a saving throw, the DC equals 8 + your proficiency bonus + your Keen Warrior strength or dexterity modifier (your choice). If you already Prerequisite: Proficiency in all martial weapons have superiority dice, you gain one more of a matching die Your skill with precision weapons is unparalleled. You gain size; otherwise you gain one superiority dice, which is a the following benefits: d6. You expend this die to use maneuvers and regain it once you finish a short or long rest. You increase your Strength or Dexterity score by 1, up to a You can select this feat multiple times, choosing a maximum of 20. different two maneuvers each time. Whenever you have advantage on a melee attack roll with a weapon that would deal piercing damage and roll the Martial Novice same result on both dice, you can treat it as a hit You have practiced extensively in a variety of weapons and regardless of whether the result would overcome the developed an effective fighting style, gaining the following target's AC. If it would normally hit the target, you instead benefits: score a critical hit. This feature has no effect if both dice result in a natural 1. You gain proficiency in all simple and martial weapons. Whenever you score a critical hit with a weapon attack You gain one Fighting Style of your choice from among that deals piercing damage, the target is weakened until those available to the Fighter, Paladin or Ranger classes. the start of your next turn. You may not select any Fighting Style you already possess, nor can you gain additional bonuses if you acquire the Longarm Specialist same Fighting Style later. You can keep your enemies at bay with your mastery over [Replaces Weapon Master] reach weapons. You gain the following benefits: Quick Shot Expert When you take the Attack action with a reach weapon you Prerequisite: Dexterity 13 or higher are holding in two hands, you can use a bonus action to Thanks to your extensive practice you've become a rapid shot make an attack with the weapon's secondary end against a with loaded weapons. You gain the following benefits: creature within 5 feet of you. This end is treated as having just the two-handed property and deals 1d4 bludgeoning You ignore the loading property of weapons with which damage on a hit. you are proficient. While you are wielding a reach weapon, other creatures Being within 5 feet of a hostile creature doesn't impose provoke opportunity attacks from you when they enter disadvantage on your ranged attack rolls. your reach. You have disadvantage on the attack roll if you You can use a bonus action to make one ranged attack are not holding the weapon in two hands. with a one-handed loading weapon. If you are not holding While you are wielding a spear or quarterstaff, you can a one-handed loading weapon, you can draw one as part of use a bonus action to treat it as having the reach property the bonus action. until the start of your next turn. [Replaces Crossbow Expert] [Replaces Polearm Master] Rending Weapon Savant Mage Slayer There is always a right weapon for the job, so you have You have practiced techniques useful in melee combat mastered each and gained the following benefits: against spellcasters, gaining the following benefits: You can sheath a non-heavy weapon you are holding and When a creature within 5 feet of you begins casting a draw another before making a melee weapon attack. spell, you can use your reaction to make a melee weapon When you hit an unarmored or lightly armored creature attack against that creature. If you hit, that creature is (excluding natural armor) with a razor melee weapon at addled until the end of the turn. least twice on your turn, it must succeed on a Constitution When you damage a creature that is concentrating on a saving throw with a DC equal to 10 + your proficiency spell, that creature has disadvantage on the saving throw bonus or for 1 minute it takes 1d4 slashing damage at the it makes to maintain its concentration. start of each of it's turns. A creature can only take up to You have advantage on saving throws against spells cast 4d4 slashing damage per turn from this effect, and the by creatures within 5 feet of you. effect immediately ends if the creature is reduced to 0 hit points or regains any hit points. Martial Adept When you hit a medium or heavily armored creature You have martial training that allows you to perform special (including natural armor) with a penetrating melee combat maneuvers. You gain the following benefits: weapon at least twice on your turn, it must succeed on a Constitution saving throw with a DC equal to 10 + your You increase your Strength, Dexterity or Constitution proficiency bonus or for 1 minute it's AC value drops by 1. score by 1, up to a maximum of 20. This effect does not stack.

CHAPTER 3 | FEATS 26 Sharpshooter Versatile Weapon Virtuoso Prerequisite: Dexterity 15 or higher You've learned how to use your weapon to create an You have mastered ranged weapons and gain both the advantage in every situation. You gain the following benefits: accuracy and power to make shots others find impossible. You can use a versatile weapon's two-handed damage die You gain the following benefits: while wielding it in one hand. Attacking at long range doesn't impose disadvantage on While you are wielding a versatile melee weapon in two your ranged weapon attacks. hands, you can use a bonus action to enter a parrying Your ranged weapon attacks ignore half cover and three- stance. You gain a +2 bonus to your AC until the start of quarters cover. your next turn, or until you are no longer wielding the When you hit a creature with a ranged weapon attack and weapon with two hands. use the weapon's heavy property to push it 5 feet, you can You gain advantage on opportunity attacks made with roll the weapon's damage die as normal. versatile weapons. Before making a ranged attack with a heavy weapon, you can choose to subtract your proficiency bonus from the Wicked Slasher attack roll. If you hit, you add 2 + your proficiency bonus to Prerequisite: Proficiency in all martial weapons the damage roll. The ease at which you slice into your enemies fills their hearts with terror. You gain the following benefits: Shield Master You increase your Strength or Dexterity score by 1, up to a Prerequisite: Strength 13 or higher maximum of 20. You use shields not just for protection but also for offense. Whenever you have advantage on a melee attack roll made You gain the following benefits: with a weapon that would deal slashing damage and both You can use a bonus action to try to shove a creature rolls would hit, the target is frightened of you and cannot within 5 feet of you with your shield. regain hit points until the start of your next turn. Once per turn when you successfully shove a creature When you hit a creature with a slashing melee weapon within 5 feet of you while wearing a spiked shield, you attack, until the start of your next turn if that creature deal piercing damage equal to your proficiency bonus to makes an attack roll with disadvantage against you and the target. both rolls would miss, you gain advantage on the next If you aren’t incapacitated, you can add your shield’s AC melee attack roll you make against it before the end of bonus to any Dexterity saving throw you make against a your next turn. spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. If you are wearing a tower shield, you take only half damage on a failed saving throw. Tactical Genius Prerequisite: At least one superiority die Your clever tactics and combat experience have given you an edge in and out of battle. You gain the following benefits:

You increase your Intelligence or Wisdom score by 1, up to a maximum of 20. Whenever you would roll a superiority die, you can treat the minimum result as a number equal to 1 + your Intelligence or Wisdom modifier (maximum total 6). When you roll initiative, you can expend one superiority die and add it to the initiative roll of yourself and every ally that can see or hear you. If you or an ally that benefited from this feature acts before any hostile creature in the initiative order, you regain one superiority die. If another ally possesses this feat, this effect does not stack. Whenever you make an Intelligence or Wisdom ability check and dislike the result, you can expend one superiority die and add it to the check. This feature has no effect on a check that already adds a superiority die.

CHAPTER 3 | FEATS 27 Changelog Modified Warding Shield Version 1.1 Modified Charging Attack General Modified Point-Blank Shot Fixed mislabeled credits Modified Warning Shout Added more shortcuts to contents page Removed Hunting Formation Modified exhaustion recovery optional rule Added Fading Strike Pushed Combat Superiority to 5th level for non- Renamed Sudden Strike to Off-Hand Counter battlemasters Modified Honing Stance Modified Harrying Stance Maneuvers Modified Exploit Weakness Modified Fallen Needle Stance Modified Banner of the White Raven Modified Shadow Hand Stance Modified Sixth-Sense Modified all banner maneuvers Modified Lion Heart Stance Modified Hobbling Strike Modified Lunging Stance Modified Lunging Stance Modified general stance maneuver rules. Modified Brawling Stance Modified Exploit Weakness Modified Bull Rush Stance Equipment Modified Stone Fist Stance Modified protective war paint Added Nimble Handling Modified camoflauging war paint Modified Eagle Eye Stance Fixed missing armor rules Modified Supremacy Stance Added missing thrown property description Modified Brawling Stance Modified tower shield Modified spiked shield Equipment Modified shielding war paint Added bolas Modified double property Added the taut property to shortbows, longbows and slings Feats Removed the extension property Modified Chain Weapon Maestro Added the ceaseless property to flails and spiked chains Modified Great Weapon Veteran Lowered flail damage to 1d6 from 1d8 and added the Modified Sharpshooter versatile (1d8) property Modified Battlerager Modified boomerang special property and moved to Modified Longarm Specialist simple weapons table Modified Shield Master Modified trident special property Modified Quick Shot Expert Made proficiency mandatory for all special weapon Modified Rending Weapon Savant properties Modified Longarm Specialist Added spiked shield Modified Dual Wielder Added razor property to , longblades and scimitars Modified Deft Hurler Removed light property from scimitars Added Version 1.0 Renamed cestus to spiked fist General Added the heavy property to greatclub and increased damage to 1d10 from 1d8 Reformatted document; combined maneuvers, equipment Modified the heavy property and feats into one document Modified the two-handed property Added contents page Added firearms Added introduction Added the booming property Added New Fighting Styles Renamed lucerne hammer to polehammer Added new conditions Increased greatclub damage to 1d10 from 1d8 and added Added optional rules heavy property Added immunity guidelines Added the penetrating property to lances, morningstars, Maneuvers war picks, light and heavy crossbows and all firearms Expanded Martial School recommendations Lowered war pick damage to 1d6 from 1d8 and added the Modified Counter Maneuver versatile (1d8) property Modified Exploit Fear Added the crescent spade and twinblade Added prerequisite to Lion Heart Stance Added the double property Modified Duelist's Strike Removed the mechanical property Modified Hobbling Strike Modified war paint rules and removed invigorating war Modified Crippling Finisher paint Added Hounding Attack Added improvised weapons table Modified spiked chain Modified net Added ensnaring property to bolas and nets Added unbalancing property to scythes, spiked chains and whips Modified tower shield Added garrote Feats Modified all listed feats Several feats tied to new weapon properties Martial weapon proficiency required only for damage type feats Added stat requirements to several feats Added Chain Weapon Maestro Added Versatile Weapon Virtuoso Added Tactical Genius Added Rending Weapon Savant