Ziegander
2015-07-24, 09:23 PM
Weapon Maneuvers
Weapon maneuvers are advanced techniques that skilled combatants can use to gain a tactical edge over their opponents. Each weapon maneuver uses a character's bonus action on its turn, and in order to use a weapon maneuver the character must be proficient with the weapon in question. Certain maneuvers can only be used with a set of specific weapons or with certain types of weapons as detailed below.
Lunge. Requires quarterstaff, spear, glaive, halberd, longsword, pike, rapier, or trident. When you make an attack with this weapon you may extend your reach (for that attack only) by 5ft by spending a bonus action. If you do, that attack deals 1d4 additional damage on a successful hit.
Sweeping Strike. Requires greatclub, quarterstaff, battleaxe, glaive, greataxe, greatsword, halberd, longsword, maul, scimitar, or warhammer. When you make an attack with this weapon you may attack up to three enemies within your reach by spending a bonus action. If you do, your Strength or Dexterity modifier only applies to the damage roll of the first successful hit among these attacks.
Quick Strike. Requires a light or one-handed weapon. You may make an attack with this weapon as a bonus action whenever you use the Dash action. This attack may be made at any point during your movement.
Rising Strike. Requires a light or one-handed weapon. If you are prone, you may stand up as a bonus action just before taking the Attack action with this weapon.
Momentum Drive. Requires a rapier, or any versatile or two-handed weapon. When you take the Attack action with this weapon and miss with an attack you may make an additional attack as a bonus action.
Snare. Requires a whip. When you make an attack with the whip, if the attack hits, you may use a bonus action to cause the struck creature to make a Strength saving throw (DC 8 + your Strength or Dexterity modifier, your choice + your proficiency modifier). If that creature's saving throw fails you either pull it 10 feet closer to you or it falls prone (your choice).
Quick Dose. Requires a blowgun. You may apply a contact or injury poison to the tiny dart of your blowgun as a bonus action just before taking the Attack action with it.
. . .
So, can anyone think of any others? Thought I'd try to spice up non-magical combat a little bit with some bonus actions that don't involve two-weapon fighting or polearm mastery. Do the concept feel relatively balanced?
Weapon maneuvers are advanced techniques that skilled combatants can use to gain a tactical edge over their opponents. Each weapon maneuver uses a character's bonus action on its turn, and in order to use a weapon maneuver the character must be proficient with the weapon in question. Certain maneuvers can only be used with a set of specific weapons or with certain types of weapons as detailed below.
Lunge. Requires quarterstaff, spear, glaive, halberd, longsword, pike, rapier, or trident. When you make an attack with this weapon you may extend your reach (for that attack only) by 5ft by spending a bonus action. If you do, that attack deals 1d4 additional damage on a successful hit.
Sweeping Strike. Requires greatclub, quarterstaff, battleaxe, glaive, greataxe, greatsword, halberd, longsword, maul, scimitar, or warhammer. When you make an attack with this weapon you may attack up to three enemies within your reach by spending a bonus action. If you do, your Strength or Dexterity modifier only applies to the damage roll of the first successful hit among these attacks.
Quick Strike. Requires a light or one-handed weapon. You may make an attack with this weapon as a bonus action whenever you use the Dash action. This attack may be made at any point during your movement.
Rising Strike. Requires a light or one-handed weapon. If you are prone, you may stand up as a bonus action just before taking the Attack action with this weapon.
Momentum Drive. Requires a rapier, or any versatile or two-handed weapon. When you take the Attack action with this weapon and miss with an attack you may make an additional attack as a bonus action.
Snare. Requires a whip. When you make an attack with the whip, if the attack hits, you may use a bonus action to cause the struck creature to make a Strength saving throw (DC 8 + your Strength or Dexterity modifier, your choice + your proficiency modifier). If that creature's saving throw fails you either pull it 10 feet closer to you or it falls prone (your choice).
Quick Dose. Requires a blowgun. You may apply a contact or injury poison to the tiny dart of your blowgun as a bonus action just before taking the Attack action with it.
. . .
So, can anyone think of any others? Thought I'd try to spice up non-magical combat a little bit with some bonus actions that don't involve two-weapon fighting or polearm mastery. Do the concept feel relatively balanced?