Forgotten Combat Training Image

Either through scholarly dedication, ruthless training, or a legacy of warriors you have training that allows you to perform combat techniques that have long been lost to time. You gain the following benefits:

  • You gain one Booster Die, which is a d6. You can use a Booster Die Three times per Long Rest. When you land an attack you can decide to add a Booster Die to your damage roll which case you roll the Booster Die and add the resulting number to the Damage you deal in that attack.
  • You can pick one of the following Techniques:
    • Whirl (Requires a One-Handed Weapon): You enter a twirling motion whilst spinning your weapon with you, cutting down all opponents in your immediate vicinity. All creatures within 5 feet of you must make a Dexterity Saving Throw equivalent to your Dexterity Score + Proficiency Bonus + 11. If the creature fails then make a Damage Roll with your weapon 6 times as the enemies are cut and diced due to the fury of your blows. If they succeed then they take half the overall damage. This technique can only be used Once per Short Rest.
    • Rend (Requires a Two-Handed Weapon): Rearing back your weapon, you gather all of your strength into one devastating blow. Make a Weapon Attack Roll and if you succeed then your action becomes spent. Upon your next turn you can decide if you wish to Attack or Continue. If you decide to attack then make a normal Damage Roll and multiply your result by 2. If you decide to continue then forego your main action once again, then upon your next turn you repeat the same process of deciding to Attack or Continue. Each turn you forego your action the damage multiplier is increased by 1 up to a maximum of 5 (meaning you can decide to Continue 4 times before you are forced to Attack). Once you attack you bring down your weapon upon one creature in directly front of you. If the creature you select as your target moves away from you or out from in front of you and out of Rend 's range then the attack is automatically cancelled as you hit nothing. This technique can only be used Once per Short Rest.
    • Deflect (Requires a Melee Weapon be Equipped): After years of battle you've taken many hits from arrows and projectiles, now it's time to strike back. Whenever you are holding a Melee Weapon and a Projectile is sent your way, you can make a Weapon Attack Roll with your Melee Weapon. If your Weapon Attack Roll is higher than the opposing Weapon Attack Roll then the Projectile is deflected and all damage is nullified. If your Weapon Attack Roll is a Natural 20 then the projectile is deflected back at the Attacker and the Attacker takes the damage from the Projectile. This technique does not apply to Magical Attacks. This technique can only be used 3 times per Long Rest.
    • Battle Trance: War and battle have taught you one thing, focus is how you survive. At the start of an Encounter, flip a coin. If the result is tails then nothing happens, if the result is heads then you enter a Battle Trance. Upon entering a Battle Trance, select one Target that you can see. You gain advantage against that target for 1d20 Rounds of combat. If that target dies then your Battle Trance ends. This technique can only be used Once per Encounter. 
    • Crippling Shot (Only Applies to Weapons with the Ammunition or Thrown Property): Concentrate, aim, and fire. When making a Ranged Weapon Attack with any weapon, if your roll is +4 higher than the Target's AC then you shot rips through the air and strikes a vital point on the target. This technique can be used 2 times per Short Rest. Upon a hit roll a d4 and apply one of the following effects:
      • 1 - Creature is struck in a vital point of the legs and is knocked Prone for 1d4 Rounds (if the creature does not have any legs or has more than 4 legs, this does not apply)
      • 2 - Creature is struck in a vital point that contains a heavy amount of blood and causes them to Bleed. Creature takes 1d10 Necrotic Damage each Round for 1d8 Rounds. (if the creature is Construct, Elemental, or Ooze then the Bleed condition does not apply as the creature has no blood. If a creature is Immune or Resistant to Necrotic Damage then the damage reduction does apply)
      • 3 - Creature is struck in a vital point of the head and is Incapacitated for 1d6 Rounds
      • 4 - Creature is struck in a vital point that is required for movement and is Paralyzed for 1d10 + Dexterity Modifier Rounds
Forgotten Combat Training Image

Comments

Posts Quoted:
Reply
Clear All Quotes