You focus your training on mastering certain types of weapons. Understanding their designs and form optimizing their efficiency and how best to use them. Pick a type of weapon as listed below, each weapon is listed according to their types:
Unarmed, Dagger, Club, Spear, Sword, Axe, Flail, Polearm, Hammer, Pick, Dart, Sling, Bow
When you use a weapon of the type chosen you get two benefits:
- +1 to attack and damage with said weapon
- When you roll a natural 20 while attacking with one of these types you gain an additional effect on top of doubling its damage depending on the type. Any DC’s need are equal to 8 + prof. + Dex or STR mod. Depending on the modifier the weapon uses.
|
Types |
Weapons |
Critical hit |
|
Unarmed |
Unarmed strike |
The target must succeed on a Con saving throw or lose their reaction intel their next turn. |
|
Dagger |
Dagger, sickle |
The target begins to bleed taking 1d4 damage at the start of each of its turns, making a DC Con saving throw to end the effect at the end of its turn. (doesn’t effect creatures that don’t bleed) |
|
Club |
Club, Greatclub, mace, quarterstaff |
The target must make a Str saving throw or be pushed back 10ft. |
|
Spear |
Javelin, spear, Lance, trident |
The target must make a Con saving throw or the next attack or Str/Dex related ability check the target makes is made with disadvantage. |
|
Sword |
Greatsword, longsword , Rapier, scimitar, shortsword |
The target must make a Dex saving throw or the next attack made against the creature has advantage. |
|
Axe |
Hand axe, battleaxe, Great axe |
Choose a creature adjacent to the target. Roll a d20 + Str mod, if it hits the AC of the creature it takes damage equal to your Str mod. |
|
Flail |
Flail, morning star, whip |
The target must make a Str saving throw or be knocked prone. |
|
Polearm |
Glaive, Halberd, pike |
The target makes a Str saving throw on a fail you can move it 5ft in any direction. |
|
Hammer |
Light hammer, maul, warhammer |
The target must make a Str saving throw or be knocked prone. |
|
Pick |
War pick |
When doubling damage dice also double your Str mod damage. |
|
Dart |
Dart, blow gun |
The target begins to bleed taking 1d4 damage at the start of each of its turns, making a DC Con saving throw to end the effect at the end of its turn. (doesn’t effect creatures that don’t bleed) |
|
Sling |
Sling |
The target must make a Con saving throw or become stunned intel then end of your next turn. |
|
Bow |
Crossbow, shortbow, hand crossbow, heavy crossbow, long bow |
If the target is adjacent to a surface it gets stuck to the surface by the arrow/bolt. The creature is considered grappled and must use an action to attempt to free its self, making a DC Athletics (str) check . |
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