
Combat Overhaul II grants a handful of finishers to enhance melee combat. Each finisher is a special attack that replaces one of your attacks with the attack action on your turn. All finishers require you to have landed a number of hits using unarmed or melee weapon attacks on your turn prior to use. You may perform only 1 finisher per turn. The finishers include:
- Howl: Requires 1 prior attack hit. Unleash a blood curdling wartime yell, gaining 1 Temporary Hit Point for every enemy within 15 feet of you.
- Noggin: Requires 1 prior attack hit. Headbutt a target, inflicting damage equivalent to your strength modifier if the attack hits and causing disadvantage on Constitution saving throws to maintain concentration until the start of your next turn. The disadvantage on saving throws is also applied for this triggering attack.
- Skewer: Requires 1 prior attack hit. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, your melee weapon skewers the target, dealing 1d4 of its damage type and becoming unusable until retrieved. Each weapon skewering a target inflicts 1 level of exhaustion until it is removed. These weapons may be removed by anyone using an action on their turn, inflicting 1 roll of the weapon's damage dice without modifiers in the process.
- Pin: Requires 2 prior attack hits. Perform a melee weapon attack as normal. On a hit, deal 1d4 of the weapon's damage type and cause the target to be restrained by pinning it to the ground or another surface using your weapon. Until your weapon is removed, the target remains restrained and your weapon is unusable. Your weapon may be removed by anyone using a DC12 Strength (Athletics) check.
- Breach: Requires 2 prior attack hits. Strike at a target's armor or shield instead of the target itself, but roll to hit as normal. On a hit, either cause the target to drop its shield, or reduce the target's AC by 1. If the AC reduction exceeds the protection afforded by a target's armor, the breach debuff is removed and the target's armor breaks, becoming unusable until repaired. A breach cannot be performed against targets that are both unarmored and lack a shield.
- Execute: Requires 3 prior attack hits. Perform an unarmed or melee weapon attack as normal. On a hit, the target must succeed on a DC12 Constitution saving throw, or be subject to the damage of a critical hit. If the target is prone or restrained, ignore all damage resistances against this attack.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
1/28/2023 3:03:38 PM
|
5
|
0
|
1.0
|
Coming Soon
|
|
1/28/2023 3:40:18 PM
|
5
|
0
|
1.1
|
Coming Soon
|

Comments