
Using your ability to bend limbs, break bone, and create painful locks, you masterfully tie up your enemy dealing damage as you refuse to let go of your quarry.
On a Critical hit, while the enemy is grappled, you find an opportunity, a raised arm, bent leg, exposed back, etc... You attempt to break a bone on your enemy.
If you choose to try and break a bone sacrifice a die of damage to apply effects. Only one can be chosen on a critical per turn.
If you choose to break the neck the enemy, the enemy takes damage and must roll a constitution save, with advantage, or die. (as long as target is corporeal)
If you choose to break the arm the enemy, the enemy takes damage and must roll a constitution save with disadvantage or receive disadvantage on attacks and only have the ability to make 1 attack per turn until one day has passed.
If you choose to break the leg of the enemy, the enemy takes damage and must roll a constitution save with disadvantage or have mobility reduced to 1/4.
You can also to choose to not break a bone, but instead apply a critical lock on a limb, add +1 to your hit and damage for every successful attack as you continue to wrench on your enemies limb, pulling and snapping ligaments. Cumulative
On a successful broken bone or held lock receive advantage on further attacks on the enemy as you now know intimate knowledge on his weaknesses.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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12/9/2019 9:23:12 PM
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5
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0
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5th edition
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Coming Soon
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12/9/2019 9:25:04 PM
|
8
|
0
|
5
|
Coming Soon
|

If you have any advice or help to add please let me know. Thanks!