Melee Lock Image

Prerequisite: Melee Weapon Proficiency


 

When you either miss with a melee attack or get hit with a melee attack, and the roll is within 5 point of the defender's AC, you can choose to lock weapons with your opponent until either combatants' next turn, whichever comes first, but only before damage is rolled.

  • On the next combatants' turn, all participating characters roll competing strength checks with the winner dealing damage as normal to the loser.
  • Until the lock ends, all participating characters automatically fail ability checks to avoid area damage unless they wish to break the lock, which will force them to lose and take melee damage as normal and any concentration spells being cast by all participating combatants end immediately when the lock begins.
  • A combatant wielding two weapons, or a single weapon in one hand, has disadvantage on the strength check to end the lock, unless their weapon has the versatile property and they are able to switch to a two handed grip.
  • Characters may choose to engage multiple combatants in a lock at the same time but his will impose disadvantage on the strength checks to end each lock.
  • Weapons which inflict certain types of damage have a chance to destroy the opposing weapon(s) they are locked with unless the weapon is magical: 
    • Acid, Fire, Lightning, Necrotic, and Radiant damage will melt the opponent's weapon.
    • Cold, Force, and Thunder damage will shatter the opponent's weapon, adding an additional d6 to the damage roll for the shards from the destroyed blade, pole arm, etc.
Melee Lock Image

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